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Lysidas posted:I'm playing with Dubs Bad Hygiene for the first time too Oh man does this complicate caravan trips to mine some stuff picked up by a long-range mineral scanner. I did not prepare for this first trip appropriately and the colonist who's charged with mining out some plasteel is having a bad time 🥵
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# ? Mar 2, 2024 03:00 |
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# ? May 22, 2024 04:55 |
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Lysidas posted:Oh man does this complicate caravan trips to mine some stuff picked up by a long-range mineral scanner. Drop pod a porta potty to him, stat!
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# ? Mar 2, 2024 03:01 |
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Lysidas posted:Oh man does this complicate caravan trips to mine some stuff picked up by a long-range mineral scanner. Just have them build a latrine and a primitive well. They won't get big moodlet bonuses from cleanliness but they'll keep them from getting sweaty and making GBS threads themselves and getting mad about it.
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# ? Mar 2, 2024 03:25 |
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Kafouille posted:I like Compositable Loadouts for clothing assignment, it's a nice and easy way to have a base layer everyone wears and then some overlays per-job on an individual basis Kafouille posted:Gear up and Go is great for automating that, I have my pawns tool around in civie clothes most of the time, and they all go to the emergency bunker to gear up when a raid comes in These mods look incredible and would have saved me so, so much time over the years, especially if they work together, Do you folks know if those mods are compatible with Armor Racks, so that a pawn will look for their loadout at a rack and do a quick-change into it instead of pawing through the stockpiles?
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# ? Mar 2, 2024 05:43 |
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I really stand by the mod Everybody Gets One: https://steamcommunity.com/sharedfiles/filedetails/?id=1687566130 It lets you do things like set workbench bills to "X per colonist'" (useful for things like meals), and "One per colonist +X" (good for things like standard equipment where you want a number of spares) These bills automatically adjust when the number of colonists changes, including when anyone goes off map on a caravan.
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# ? Mar 2, 2024 07:13 |
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Kestral posted:These mods look incredible and would have saved me so, so much time over the years, especially if they work together, Dont armor racks just kinda act like stock piles?
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# ? Mar 2, 2024 21:14 |
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Racks from the Armor Racks mods also function as one-button rapid-transfer stations, where your armor lives while you're not wearing it. The fanciest version repairs gear while it's being held, but they cost an Advanced Component each, plus components and construction material. https://steamcommunity.com/sharedfiles/filedetails/?id=1875828205
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# ? Mar 2, 2024 21:21 |
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Telsa Cola posted:Dont armor racks just kinda act like stock piles? You can switch all clothes and armor your pawn is wearing with all clothes and armor that are on armor rack with one action, so it makes switching loadouts incredibly convenient. EDIT: Too late, but yeah, exactly what the goon above me said.
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# ? Mar 2, 2024 21:23 |
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Yeah, armor racks are great. The problem is that because they are in fact treated like stockpiles (albeit ones that only the linked pawn can use), your pawns will often just go grab bits and pieces off the rack and go wandering around half-geared. This has two effects: first, they might be wearing stuff that is either too valuable to let degrade or too encumbering for daily use (especially concerning for people who use Medieval Overhaul, where a set of metal armor has huge movement penalties); second, when you draft them and order them to exchange what they're wearing with what's on the rack, they suddenly have a mismatched loadout right before they're about to fight. You can get around all this with proper management, but any way to automate it and take some of the potential for irritation or disaster out of it is nice. One way to avoid this problem is to create "civilian" clothing sets that disallow everything on the armor rack, then draft and hit Equip from Rack, but there's a weird bug where sometimes pawns will edit their own clothing permissions if you do this. You won't know they've set their battle gear to Allowed until a while later when you notice, for example, that your knight with high Animals is struggling to get his mount-training duties done because he's decided that he wants to plod around the meadow ave enclosure in full plate.
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# ? Mar 2, 2024 22:01 |
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I’ve never once observed that behavior, but like I said awhile ago I use a Worker outfit to keep everyone from wearing out armor pieces while farming and whatnot. The racks need to be set to Critical and given permissions only for what you want to be stored there. Those restrictions are ignored when you use the pawn command button to transfer from rack, and the contents are automatically Forbidden to keep haulers from helping by putting everyone’s day clothes away. Once pawns transfer from the rack, the transferred gear is considered a Force Wear, and that status is reset once they swap the armor back for their regular clothes. Seamless, once you set up ownership and storage permissions. I’ve used this for my designated combat team for years, whether they were going out into the world on foot, mounted, or flying a gunship. You have to (or get to) build a Ready Room between your main stomping grounds and your perimeter, and if you’ve got a lot of pawns with their own personal combat gear that can get to be a pretty large building by itself. This game I got a bunch of Uranium from it coming alongside quest rewards I actually wanted, so I’ve got it built into the near side of the perimeter, where eventually I’m going to put some slug turrets and then maybe an obelisk, a layer of granite for everyday fireproofing and then a layer of uranium for field-day activities getting too rambunctious.
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# ? Mar 2, 2024 22:36 |
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Forbidding the door to my armory to prevent pawns from making the style choice of wearing plate armor for the corn harvest
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# ? Mar 3, 2024 13:36 |
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corn can be very dangerous, I don't blame them
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# ? Mar 3, 2024 20:36 |
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death cob for cutie posted:corn can be very dangerous, I don't blame them This is why they make antigrain warheads
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# ? Mar 3, 2024 23:09 |
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# ? Mar 3, 2024 23:21 |
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Leal posted:This is why they make antigrain warheads reminder that i thought antigrain warheads were to kill crops and never ever used them in my first maybe 2 years of playing.
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# ? Mar 4, 2024 00:34 |
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I launch a Grain Warhead into the thread
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# ? Mar 4, 2024 02:16 |
Prograin warhead Rogaine warhead Migraine warhead Trigrain Trigeminal
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# ? Mar 4, 2024 02:30 |
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wit posted:reminder that i thought antigrain warheads were to kill crops and never ever used them in my first maybe 2 years of playing. Took me a long time to work it out too tbh. It's a lovely name.
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# ? Mar 4, 2024 02:48 |
Anti stain warheads should exist. They instantly destroy all filth (and maybe pollution) buildup in the blast radius, but do minor explosion damage. Set up the equivalent of a firefoam popper in your hospital, just in case. Anti rain warheads are emergency weather control shells that when fired from a mortar make it instantly go from any drizzle / storm / thunderstorm to clear weather. Anti reign warheads make tame animals go back to untamed Anti brain warheads do what it says on the label, a real "no brainer," duh Anti slain warheads are resurrection serum that is area of effect Anti pain etc etc you get where this is going
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# ? Mar 4, 2024 03:49 |
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Mortar rounds which inflict psionic effects like Painblock is actually a great loving idea
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# ? Mar 4, 2024 03:53 |
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Antistatin causes heart blockage (major)
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# ? Mar 4, 2024 05:02 |
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For full coverage, you also need an antituber warhead for colonies that grow potatoes.
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# ? Mar 4, 2024 07:06 |
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SniperWoreConverse posted:Anti pain etc etc you get where this is going More like oldantipainless
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# ? Mar 4, 2024 07:20 |
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My colonists will wear their siegebreaker armor all day and chug go juice to make up for it because that level of micromanagement can gently caress off
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# ? Mar 4, 2024 07:24 |
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Doltos posted:My colonists will wear their siegebreaker armor all day and chug go juice to make up for it because that level of micromanagement can gently caress off
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# ? Mar 4, 2024 08:53 |
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SniperWoreConverse posted:Anti stain warheads should exist. And should be called a Cillit Bang Warhead.
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# ? Mar 4, 2024 10:51 |
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lmao the difference in injury rate and lost time to wound recovery is dramatic and is what made it clear to me that basic gear management is worthwhile I do more detailed micro for scheduling, meal and drug plans, working stockpiles for crafting stations, and individual work priorities already. What do y’all do while the game is running if you’re not tweaking settings to make things run on rails? e: if we get a drop pod raid we eat the extra injuries, that’s what drop pod raids are for, to bypass every layer of preparedness (except I guess for putting turrets in your common areas). If we get a raid which is coming right in, everybody who doesn’t have an assigned armor rack has to do the firefight in shirtsleeves. Having the core of pawns who can fast-swap, who are also the better fighters with basically all of the melee skill present on our side helps break the raid faster and take the majority of the fire, by being out front once the main body comes within firing range. LonsomeSon fucked around with this message at 21:02 on Mar 4, 2024 |
# ? Mar 4, 2024 20:21 |
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if you are getting so mad at pod drop raids why not disable them?
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# ? Mar 4, 2024 20:36 |
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Drop pod raids suck but they make the game interesting imo so I can't disable them
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# ? Mar 4, 2024 20:44 |
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LonsomeSon posted:lmao the difference in injury rate and lost time to wound recovery is dramatic and is what made it clear to me that basic gear management is worthwhile Play another game while I wait for events to pop off, streamline my production/industry or reorganize my stockpiles.
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# ? Mar 4, 2024 20:54 |
LonsomeSon posted:lmao the difference in injury rate and lost time to wound recovery is dramatic and is what made it clear to me that basic gear management is worthwhile In vanilla at least you can just set the armor you want at "make until you have 1 at more than 50% durability" like with clothes and you're all set. Your pawns will just put the best stuff on. Not much management to it at all. If I really cared about the move speed it would be during combat as well as when they're working, so I'd just stick to the good ol' flack vest and duster. Of course that's without mods. I've got a mod that lets you wear recon armor under your duster. It is overpowered, but Fallout New Vegas is really cool so gently caress it.
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# ? Mar 4, 2024 21:01 |
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Eiba posted:Of course the armor is definitely worth it. It makes a huge difference. But is the small speed bonus worth it to ever take the armor off? "Not managing armor" to me means letting them just keep their armor on all the time. It's this. Barring mods that add non-armor clothing that massively increase workspeed or whatever, there's very little reason to not spend 100% of your time armored to the gills in Rimworld. Your losses for wearing armor all the time are a move speed debuff(which is primarily only seriously relevant if/when you're still using plate armor and is largely trivial once you've progressed to flak) and wear and tear on the armor itself. In exchange you get a shitload less micromanagement and the bonus side effect of everyone being ready to rock and roll on a moment's notice if you get a drop pod raid or an infestation or whatever.
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# ? Mar 4, 2024 21:07 |
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Telsa Cola posted:Play another game while I wait for events to pop off, streamline my production/industry or reorganize my stockpiles. That’s what I’m saying, this is equivalent to or more fiddly than what needs to be done to set Armor Racks to have an owner and a loadout, and needs to be done far more often. It seems weird to have a hangup over armor but not these things. Eiba posted:Of course the armor is definitely worth it. It makes a huge difference. But is the small speed bonus worth it to ever take the armor off? ”Not managing armor" to me means letting them just keep their armor on all the time. Oh my god, the immediate and visceral spike of disgust which went through me when I read that. It’s a valid gameplay approach I would never consider because of how unrelentingly vile and filthy it would be to just live in body armor. I mean pawns already only have one set of clothes and the idea of washing isn’t in the base game (and where it appears in dub’s it’s just to get the dead-man funk out of raid drops) so it’s absolutely a personal squick factor which made me unable to contemplate your idea. I just…imagine the smell
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# ? Mar 4, 2024 21:09 |
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Do you have multiple sets of clothing for every pawn?
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# ? Mar 4, 2024 21:12 |
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It’s not going to be a hangup which makes sense to anyone who hasn’t ever had to spend more than a full day wearing body armor. I said I realize it doesn’t make sense at all in the game world!
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# ? Mar 4, 2024 21:13 |
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My armour racks are just hat and helmet racks to satisfy the "I need my leader hat!!" desire, except for their own good when going to battle so they don't risk bullet-related brain injury and drooling imbecile status forcing me to revoke their leadership role and their hat privilege.
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# ? Mar 4, 2024 21:14 |
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Synthread jumpsuits (VE) all around, except for military who eventually get thrumboskin military uniforms and power armour depending on their role. I'm also on the side of preferring my blorbos to look cool and uniform rather than mix and match for better numbers
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# ? Mar 4, 2024 21:19 |
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Yeah I can't bear to have my poor pawns wearing armor all the time. It just feels weird to see them chilling out, going for a walk, cooking dinner while wearing giant power armor with a chain gun strapped to their back. Not that I'd want to be forced to micromanage, but I like the minor added complexity and it's not too bad with the mods.
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# ? Mar 4, 2024 21:19 |
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I admit, I don't play around much with any clothing restriction/requirements when making an ideology. I am boring and just settle on the standard flak vest, devilstrand duster, marine helmet, pants, and button shirt as my general colonist outfit.
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# ? Mar 4, 2024 21:21 |
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# ? May 22, 2024 04:55 |
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I've been putting on some of the edited YouTube Adam vs Everything LPs as background noise during my work day, but it's not entirely what I'm looking for in Rimworld content. Any recommendations?
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# ? Mar 4, 2024 21:45 |