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I set my research to "very fast" because I want new technology faster dammit. 90% of my base is plastic and depleted uranium and we eat mushrooms sieved into a tasteless unrecognizable paste. The average colonist is 30% plasteel and 20% meat. Our base spits in the face of nature and that's the way we like it. Come to think of it my recent game does seem to have more angry tribal factions than usual
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# ? Mar 19, 2024 22:12 |
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# ? May 24, 2024 04:21 |
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Once you start adding mods then having faster research becomes a necessity. If you say wind up doubling the research tree you're going through it half as fast without increasing the rate.
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# ? Mar 19, 2024 22:16 |
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and that's good
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# ? Mar 19, 2024 22:52 |
With new research books i wonder if its gonna be baked in to include mod tech trees
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# ? Mar 19, 2024 23:03 |
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I have like seven colonists that are over the age of 60 that I'm trying to get down to their 20s/30s so their spines and lungs stop falling out but my main issue is actually remembering to stick them back in the pod. Get back in there Grandpa I have gotten one of them from mid 80s down to her early 60s so I'm making progress
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# ? Mar 19, 2024 23:05 |
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Flesh Forge posted:and that's good Look up the human resources mod
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# ? Mar 20, 2024 00:07 |
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If you want slower progress through the research tree, I recommend the semi-random research mod. The game plays completely differently if you cannot simply speed through the optimal path and it's IMHO far more interesting then simply researching slower. It's surprisingly customizable too.
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# ? Mar 20, 2024 00:28 |
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Archenteron posted:https://steamcommunity.com/sharedfiles/filedetails/?id=1523058989 This looks really neat; thanks!
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# ? Mar 20, 2024 00:32 |
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Danaru posted:I have like seven colonists that are over the age of 60 that I'm trying to get down to their 20s/30s so their spines and lungs stop falling out but my main issue is actually remembering to stick them back in the pod. Get back in there Grandpa I find it's literally faster to get them the "always young" archogenes than it is to send them though the biosculptor 100 times to get them younger without using faster biosculpting mods.
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# ? Mar 20, 2024 00:36 |
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Asimo posted:Once you start adding mods then having faster research becomes a necessity. If you say wind up doubling the research tree you're going through it half as fast without increasing the rate. I slow mine down to about one fifth of normal speed, with mods. Research goes much too fast for my liking in base game. It extends the period where you actually want to buy or steal good stuff rather than just manufacturing it. Considering you can simply assign more than one pawn to do the work if you want it to go faster, I don't find it particularly onerous.
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# ? Mar 20, 2024 00:43 |
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The Research Reinvented Mod https://steamcommunity.com/sharedfiles/filedetails/?id=2868392160 does a great job of making research more interesting. Instead of sitting at the research bench, your researchers will do various things like bring materials to study/analyze, reverse engineer things, study buildings and structures (including off-site!), contact factions, interrogate prisoners, etc. You can also change how much influence each one has on how fast things go in mod options. You could make base level sit at bench research agonizingly slow, thus requiring you to get prisoners to interrogate, weapons/armor from raids to reverse engineer, etc.
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# ? Mar 20, 2024 00:52 |
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Yeah if you dedicate pawns to being full-time researchers there’s definitely an early phase where you are unlocking tech way faster than you can afford to craft/build it. It’s definitely a skill to learn when to spend pawn time on tech vs. spending it mining or making trade goods to buy the components that tech is going to need once you unlock it.
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# ? Mar 20, 2024 00:52 |
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Danaru posted:I have like seven colonists that are over the age of 60 that I'm trying to get down to their 20s/30s so their spines and lungs stop falling out but my main issue is actually remembering to stick them back in the pod. Get back in there Grandpa Faster Biosculpter Pod https://steamcommunity.com/sharedfiles/filedetails/?id=2576257954 Despite the name, this mod lets you change pretty much all the settings associated with a biosculpter. If I'm gonna lose a pawn to the bioscultper for half an in-game year, then I don't feel too bad about changing the age reversal modifier to ten years instead of one year. Or make it so one year of age reversal is just 5 days in the pod. CHEAT THE WAY YOU WANNA CHEAT. edit: lol I was way off for the base game settings. 8 days for 1 year of de-aging is much more reasonable. Still, I'd like it to go faster. Mackerel Cornflake fucked around with this message at 01:09 on Mar 20, 2024 |
# ? Mar 20, 2024 00:54 |
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With 1.5 you can play book-only research! Except for basic mechtech since that one is apparently coded to not show up in books, but it's only like 500 research or something anyways.
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# ? Mar 20, 2024 00:55 |
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I always find it funny that a campfire is drastically more fuel efficient at cooking than using a fueled stove.
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# ? Mar 20, 2024 02:04 |
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SugarAddict posted:I always find it funny that a campfire is drastically more fuel efficient at cooking than using a fueled stove. Fueled stove is roughly 1 wood per simple meal, and the campfire is 10 wood per day (when not in rain or snow). You probably aren't saving fuel until you're cooking for five or more pawns, with the kicker that campfire cooking takes twice as long as a stove so get ready to have your chef stuck there all day when you're cooking in bulk. If I remember right the campfire doesn't allow fancier meal recipes either. The real benefit of campfires is that it's also a light source and a heat source, making it great for one big room starter bases. I'll use them with pretty much every new colony, though I try to snag a vanometric cell from a quest as soon as possible regardless.
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# ? Mar 20, 2024 02:30 |
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Asimo posted:Once you start adding mods then having faster research becomes a necessity. If you say wind up doubling the research tree you're going through it half as fast without increasing the rate. Not for me, last game I had (about 350 mods) it took 15 years to complete the tech tree because a massive tree + wild men start + ⅓ research speed is what I consider fun. It's a lot slower in the early stages but you'll eventually make up a lot of the difference because you'll end up with supremely skilled researchers and will have had way more opportunity to gather things like implants and genes to buff them, as well as almost certainly having mods that add better research benches or attachment buildings or the like.
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# ? Mar 20, 2024 07:51 |
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Lt. Lizard posted:If you want slower progress through the research tree, I recommend the semi-random research mod. The game plays completely differently if you cannot simply speed through the optimal path and it's IMHO far more interesting then simply researching slower. It's surprisingly customizable too. starting up a game anyway so I'll try this, thanks. Telsa Cola posted:Look up the human resources mod this too e: heck I'll see if Research Reinvented will shoe horn in there too w/e SugarAddict posted:I find it's literally faster to get them the "always young" archogenes than it is to send them though the biosculptor 100 times to get them younger without using faster biosculpting mods. yeah this is another thing I like to tune, although I don't change the time it takes to run a cycle I have it rewind more years in one pass. Flesh Forge fucked around with this message at 13:05 on Mar 20, 2024 |
# ? Mar 20, 2024 13:00 |
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re: Human Resources: https://steamcommunity.com/sharedfiles/filedetails/?id=2119687603 This does look interesting but it isn't tagged for 1.5 and since it introduces a book system I am pretty sure it will need integration work. I'll keep an eye on it though, thanks.
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# ? Mar 20, 2024 13:11 |
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See, how the hell do you people have colonies that function after 10+ years rather than grinding along at a peak of 100 ticks per second or something even with a modest modlist? If a colony lasts that long it should be fully teched out and cybered up (or equivalents thereof).
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# ? Mar 20, 2024 13:20 |
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what if you're not interested in the high tech stuff and you like the low tech game e: Party Hard (get psylink levels through rituals) updated to 1.5 - I use this mod to have another alternative to the Anima tree, obviously if you metagame it you can make this mod extremely OP https://steamcommunity.com/sharedfiles/filedetails/?id=2555668702 Flesh Forge fucked around with this message at 13:35 on Mar 20, 2024 |
# ? Mar 20, 2024 13:23 |
any weird bugs crop up if you jump to the new version early?
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# ? Mar 20, 2024 13:40 |
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SniperWoreConverse posted:any weird bugs crop up if you jump to the new version early?
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# ? Mar 20, 2024 13:53 |
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seems remarkably clean and loads noticeably faster for me, although probably that's just fewer mods/no VE clutter
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# ? Mar 20, 2024 13:55 |
Asimo posted:Depends what you mean? It's a beta right now so there's probably going to be some unpolished spots and bugs. Modded saves can probably be written off as done for but vanilla saves should port over just fine, and moving from the 1.5 beta to the expansion release should be relatively seamless. I mean spooling up a new game with the new version has anyone noticed it loving up or doing weird things etc? How rough are the rough spots? Flesh Forge posted:seems remarkably clean and loads noticeably faster for me, although probably that's just fewer mods/no VE clutter
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# ? Mar 20, 2024 14:38 |
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Research Reinvented is really good. It ties into practically everything by making it relevant to your research progress. I found myself trading more as well, to acquire items for reverse engineering. It makes research feel a lot more like someone is actually tinkering to figure stuff out and it provides you with little objectives during gameplay. Mechanically the mod is quite simple, but its impact on emergent gameplay is pretty huge.
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# ? Mar 20, 2024 16:00 |
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I love research reinvented. It doesn’t work right with every mod-added research but it works with most of them and it has a robust enough options menu that you can just disable it temporarily for a tech that isn’t playing well.
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# ? Mar 20, 2024 16:09 |
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Yeah I like it, it's pretty neat, thanks for suggesting it.
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# ? Mar 20, 2024 16:51 |
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I added it too, sounds rad. Kudos to this thread for generally killing it.
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# ? Mar 20, 2024 16:53 |
Lt. Lizard posted:If you want slower progress through the research tree, I recommend the semi-random research mod. The game plays completely differently if you cannot simply speed through the optimal path and it's IMHO far more interesting then simply researching slower. It's surprisingly customizable too. I want to second this. It's a whole different game when you are hoping for Machining and you keep getting tribal research options. Reinvented is very good too. Together they are
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# ? Mar 20, 2024 18:23 |
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Semi Random Research + Research Reinvented + Stepping Stones is my combo for tribal starts. It makes caravans actually important too, you can jumpstart research significantly if you can find stuff to reverse engineer! Research Reinvented doesn't work great with Roads of the Rim though, those projects end up being really expensive and don't generate any branches, so it's pure bench research for like 2000 points.
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# ? Mar 20, 2024 18:26 |
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Asimo posted:See, how the hell do you people have colonies that function after 10+ years rather than grinding along at a peak of 100 ticks per second or something even with a modest modlist? If a colony lasts that long it should be fully teched out and cybered up (or equivalents thereof). It did grind along at a horrifically slow speed on anything above 1x.
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# ? Mar 20, 2024 19:12 |
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That Big and Small gene mod is fantastic
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# ? Mar 20, 2024 23:36 |
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rimworld remains the game with, imo, probably the most interesting range and depth of mods of any game i've ever played
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# ? Mar 20, 2024 23:43 |
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SniperWoreConverse posted:I mean spooling up a new game with the new version has anyone noticed it loving up or doing weird things etc? How rough are the rough spots? Ms Adequate posted:It did grind along at a horrifically slow speed on anything above 1x. Flesh Forge posted:That Big and Small gene mod is fantastic
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# ? Mar 20, 2024 23:51 |
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Aww Combat Extended isnt updated for 1.5 yet I really like that mod, though I think Im in the minority
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# ? Mar 21, 2024 02:13 |
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Dandywalken posted:Aww Combat Extended isnt updated for 1.5 yet I really like that mod, though I think Im in the minority I typically dont play without it.
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# ? Mar 21, 2024 03:05 |
i did notice that zooming all the way out causes all wild animals to go cyan and all colonists and pets to go white
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# ? Mar 21, 2024 09:22 |
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Experimenting with another way to slow down research: have everyone be dumb as poo poo
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# ? Mar 21, 2024 14:53 |
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# ? May 24, 2024 04:21 |
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Does anyone have any good suggestions for inventory or stockpile management mods? The specific use case I'm trying to fix up is how finicky using "Gear up and Go" is. I've got different outfits set up for casual vs combat but when I do get them to suit up they spend so much time hauling their casual clothes to the general stockpile from the armory instead of just stripping and dropping. I'm unsure how to fix this as I could have an apparel stockpile nearby the armory for them to drop stuff into, but if it's the highest priority stockpile then it will just be filled up with the colony's regular apparel first. I almost need it to be a lower priority stockpile that pawns will use first if they're close enough to it. I'd love some suggestions. Maybe I don't need a mod and I might be able to configure it right without it, I just don't know.
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# ? Mar 21, 2024 16:33 |