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OwlFancier
Aug 22, 2013

A small observation, "suppressing" entities keeps them controlled, but it is part of the wardening job and the same method apparently applies to slaves, monsters, and inanimate objects.

So I'm assuming that my guy is just going outside the colony and screaming profanities at the giant ominous rock to stop it from activating, and this is apparently very effective.

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President Ark
May 16, 2010

:iiam:

OwlFancier posted:

A small observation, "suppressing" entities keeps them controlled, but it is part of the wardening job and the same method apparently applies to slaves, monsters, and inanimate objects.

So I'm assuming that my guy is just going outside the colony and screaming profanities at the giant ominous rock to stop it from activating, and this is apparently very effective.

https://www.youtube.com/watch?v=15QHE21CfqQ

Anticheese
Feb 13, 2008

$60,000,000 sexbot
:rodimus:

OwlFancier posted:

A small observation, "suppressing" entities keeps them controlled, but it is part of the wardening job and the same method apparently applies to slaves, monsters, and inanimate objects.

So I'm assuming that my guy is just going outside the colony and screaming profanities at the giant ominous rock to stop it from activating, and this is apparently very effective.

"Shut up, space egg!"

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG

OwlFancier posted:

A small observation, "suppressing" entities keeps them controlled, but it is part of the wardening job and the same method apparently applies to slaves, monsters, and inanimate objects.

So I'm assuming that my guy is just going outside the colony and screaming profanities at the giant ominous rock to stop it from activating, and this is apparently very effective.

I love how important Social skill/social imact stat have become

You put on your fancy coat and hat and go have a power lunch with the obelisk

Telsa Cola
Aug 19, 2011

No... this is all wrong... this whole operation has just gone completely sidewaysface
*stares menacingly at eldritch horror monolith while tapping an entire wooden log in my hand*

Tankbuster
Oct 1, 2021
someone doing a good playthrough of the new content? need to get good.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled

Flesh Forge posted:

I love how important Social skill/social imact stat have become

You put on your fancy coat and hat and go have a power lunch with the obelisk

One hilarious side effect of this is that the various anime girl races that have jacked to the skies social stats because "they're so pretty! +15 social" are suddenly turning into expert SCP containment specialists overnight.

Lead out in cuffs
Sep 18, 2012

"That's right. We've evolved."

"I can see that. Cool mutations."




Be gentle Obelisk-senpai!

Mad Wack
Mar 27, 2008

"The faster you use your cooldowns, the faster you can use them again"

Tankbuster posted:

someone doing a good playthrough of the new content? need to get good.

adamvseverything just beat the anomaly content on 500% max difficulty no pause tonight, it was a hell of a run

Sokani
Jul 20, 2006



Bison
I tried out the flesh-pit that you can enter. I was having a pretty easy time clearing the flesh monsters so I decided to take on the heart.

Big mistake. I took it down but nobody survived. I think I'll start holding off on attuning the obelisk until I have better research and equipment, things escalate quickly.

lunar detritus
May 6, 2009


I have been playing mostly blind and I think Anomaly has been the most fun I've had in Rimworld (and that's high praise considering I'm only a dozen hours away from hitting a thousand). The "unending darkness" event had me on the edge of my seat, trying to get to the noctoliths before anyone else raided me, very slowly building flood lights and torches to get to them, running home when the noctoids appeared. Or the blood rain which forced me to lock everyone inside to avoid berserkers, just in time to get hit with a raid and the nociosphere running out of time. I sent it to the raid and it killed everyone with just enough time left to teleport back home and start killing my pawns before it vanished. And then I got a second raid, where I thought "hey, maybe it's a good time to use the summon the fleshbeasts ritual" and it ended up almost being a base killer when every animal in the map turned manhunter plus the raid plus the monsters. And there are a lot of entities I haven't even discovered yet :allears:

I doubt it'll be as fun the second time around but even if I never play it again, the extension has already more than justified its price

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
is this wrong, is this unethical :confused:

QuarkJets
Sep 8, 2008

I've been slow-rolling the anomaly stuff. I did the Researcher starting scenario so I happen to have a ghoul. I send him out to slay animals and then a robot hauls the corpse back. Mostly he's been an incredibly good damage tank. I know a lot of people were doubting that ghouls would be any good but seriously... they're really drat good and I haven't researched any of the upgrades that were teased before the dlc released.

I got a dark wanderer joining the team who has a special bonus to anomaly research, that's very handy for this colony. He hasn't betrayed me yet so I'm hoping he just sticks around, his Intelligence is also crazy good.

Got the obelisk that teleports you to a labyrinth, which is not only a pretty cool event but items looted on the scene also gave me a sneak peak of a bunch of stuff that I'll be able to craft later. I got a stack of 10 serums that prevent mental breaks for 2 days while also preventing inspirations, which seems extremely strong. The loot overall was very good, like I brought home a bunch of great anomaly stuff but also several pristine hearts, lungs, and kidneys! Thanks, obelisk!

Protip: if an event happens to spawn a bunch of corpses, check the corpses for loot. It seems like the raid generator is being used to create the pawns and then it just turns them into skeletons, but that means the bodies may contain drugs, medicine, meals, and sometimes weapons too. This loot doesn't drop to the ground unless you have a pawn strip the bodies. It's hilarious that a bunch of skeletons can have fresh simple meals on them that rot 2 days later

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG

QuarkJets posted:

I got a dark wanderer joining the team who has a special bonus to anomaly research, that's very handy for this colony. He hasn't betrayed me yet so I'm hoping he just sticks around, his Intelligence is also crazy good.

yeah this just seems like a highly uber random free guy, with a small caveat.

Anticheese
Feb 13, 2008

$60,000,000 sexbot
:rodimus:

Geez, Rimworld...So I used the skip abduction ritual, which abducts a random hostile NPC from anywhere in the world.

It gave me a pawn with the name of my very recent ex. :catstare:

Leal
Oct 2, 2009

Anticheese posted:

Geez, Rimworld...So I used the skip abduction ritual, which abducts a random hostile NPC from anywhere in the world.

It gave me a pawn with the name of my very recent ex. :catstare:

Danaru
Jun 5, 2012

何 ??
From reddit:



quote:

Well...The child had missing body parts and was dead for 59 days. The mother did not have missing body parts and was dead for 55 days.


Bleak :saddumb:

Broken Cog
Dec 29, 2009

We're all friends here
I really need to stop taking on colonists with Paralytic Abasia, it's never worth the effort.

If they at least had good skills, it might be worth considering, but they never do.

Broken Cog fucked around with this message at 11:39 on Apr 14, 2024

OwlFancier
Aug 22, 2013

Flesh Forge posted:

is this wrong, is this unethical :confused:



I did immediately try that when I got one lol, weirdly there isn't a special social relationship category for "my horrible clone from an eldritch monolith" so yeah they're just two people and if they're gay they can gently caress, lmao.

Also funnily, the clones inherit the social history of their originals but not the actual relationships so they will probably be very good friends with spouses etc because of all the shagging and talking, but not actually married to them.

This also means that one potential application for them is if you have someone who everyone in the colony hates, you can clone them and then kill them and everyone will get the "my rival died" mood buff, lmao

OwlFancier fucked around with this message at 12:47 on Apr 14, 2024

OMFG FURRY
Jul 10, 2006

[snarky comment]

Broken Cog posted:

I really need to stop taking on colonists with Paralytic Abasia, it's never worth the effort.

If they at least had good skills, it might be worth considering, but they never do.

thankfully they can serve a new life as a ghoul!

Broken Cog
Dec 29, 2009

We're all friends here

OMFG FURRY posted:

thankfully they can serve a new life as a ghoul!

I am actually seriously considering that every time I look at that "30d" timer on the health screen

Jack Trades
Nov 30, 2010

I had some mod at one point that added a super convenient radial selection menu when clicking on the ground. Anyone happen to know what that mod was? I can't remember.

EDIT: Dubs Mint Menus

Jack Trades fucked around with this message at 15:09 on Apr 14, 2024

Broken Cog
Dec 29, 2009

We're all friends here
There's no way to recruit feral ghouls, right? You have to turn one of your colonists into one if you want a friendly one?

Edit: Anyone know what this means?


Got some random blind healer that asked to join my colony, so I decided to run a check on him, and this was the message I got.

Broken Cog fucked around with this message at 15:45 on Apr 14, 2024

Antigravitas
Dec 8, 2019

Die Rettung fuer die Landwirte:
You're all having fun with the new content. Meanwhile, my colony of 5 tribals was just getting towards electricity when:

1. a raid got lucky hits on two ranged pawns and a grenade on the best melee pawn
2. the raid abducted two, but one of the abducters succumbed to his wounds on the way out, so I could rescue one pawn
3. with two dead and one abducted, the remaining unharmed pawn cared for the wounded pawn
4. influenza struck, killing one
5. with one pawn left, I took the risk to accept five people seeking shelter. My remaining pawn was drifting in and out of consciousness
6. betrayal, obviously. Knowcked down the remaining pawn, who crawled towards the exit of the base
7. The betrayers set fire to everything. Inside my mountain base. Deep inside my mountain base
8. They set fire to the chemfuel store deep inside as well
9. >700°C. Only my pawn made it out, everyone else inside perished
10. A lone gunman arrived, nursing my pawn back to health

Some shamblers are having a party at the map edge. I am somewhat preoccupied right now, however.

e: Imagine standing next to a shelf of petrol in an enclosed room and deciding to set fire to it.

Antigravitas fucked around with this message at 15:49 on Apr 14, 2024

lunar detritus
May 6, 2009


Broken Cog posted:

I am actually seriously considering that every time I look at that "30d" timer on the health screen



:smith:

Asimo
Sep 23, 2007


Broken Cog posted:

There's no way to recruit feral ghouls, right? You have to turn one of your colonists into one if you want a friendly one?

Edit: Anyone know what this means?


Got some random blind healer that asked to join my colony, so I decided to run a check on him, and this was the message I got.
Without knowing anything about that event or what's going on there or what your base is like I can safely say you're absolutely hosed.

Broken Cog
Dec 29, 2009

We're all friends here
Figured out what the healer's deal was


Healed permanent injuries, and gave the target a sweet tentacle arm. Pretty good deal if you ask me

Jack Trades
Nov 30, 2010

Is there a way to make colonists prefer eating food that's closest to spoiling?

Unbound
Dec 11, 2012

Atlantis for best map

All others are bugged...

Jack Trades posted:

Is there a way to make colonists prefer eating food that's closest to spoiling?

Other than forcing them, no. Could always make less too.

Antigravitas
Dec 8, 2019

Die Rettung fuer die Landwirte:

Jack Trades posted:

Is there a way to make colonists prefer eating food that's closest to spoiling?

The mod is called "Common Sense".

It includes such incredible features as "Pawns are encouraged to eat meals that are closer to spoiling" and "Pawns are encouraged to use ingredients and materials that are closer to spoiling".

Other crazy features are "Pawns are encouraged to fulfil their need of outdoors by seeking recreation outdoors".

Danaru
Jun 5, 2012

何 ??

Antigravitas posted:

The mod is called "Common Sense".

It includes such incredible features as "Pawns are encouraged to eat meals that are closer to spoiling" and "Pawns are encouraged to use ingredients and materials that are closer to spoiling".

Other crazy features are "Pawns are encouraged to fulfil their need of outdoors by seeking recreation outdoors".


quote:

- (optional) pawns will stop taking more sweets than they can eat;

1984

isndl
May 2, 2012
I WON A CONTEST IN TG AND ALL I GOT WAS THIS CUSTOM TITLE

Antigravitas posted:

The mod is called "Common Sense".

It includes such incredible features as "Pawns are encouraged to eat meals that are closer to spoiling" and "Pawns are encouraged to use ingredients and materials that are closer to spoiling".

Other crazy features are "Pawns are encouraged to fulfil their need of outdoors by seeking recreation outdoors".

Common Sense is a very old mod and I'm not even sure how much of it is working as intended - I've never figured out what their threshold is for 'closer to spoiling' and it's definitely not just always use the oldest. The parts that do work are great though, vanilla cleaning behavior really sucks until your base gets big enough for a dedicated janitor.

Jack Trades
Nov 30, 2010

Antigravitas posted:

The mod is called "Common Sense".

It includes such incredible features as "Pawns are encouraged to eat meals that are closer to spoiling" and "Pawns are encouraged to use ingredients and materials that are closer to spoiling".

Other crazy features are "Pawns are encouraged to fulfil their need of outdoors by seeking recreation outdoors".

Weird, I have that mod installed currently but my dudes have been eating survival meals instead of the freshly cooked ones and feeding bedridden colonists raw potatoes instead of a real meal, despite the meal storage being literally 5 tiles away.

I guess I'll look into the settings.

QuarkJets
Sep 8, 2008

OwlFancier posted:

I did immediately try that when I got one lol, weirdly there isn't a special social relationship category for "my horrible clone from an eldritch monolith" so yeah they're just two people and if they're gay they can gently caress, lmao.

Also funnily, the clones inherit the social history of their originals but not the actual relationships so they will probably be very good friends with spouses etc because of all the shagging and talking, but not actually married to them.

This also means that one potential application for them is if you have someone who everyone in the colony hates, you can clone them and then kill them and everyone will get the "my rival died" mood buff, lmao

These are the kinds of shenanigans that Rimworld was made for

Jack Trades
Nov 30, 2010

Without spoilers, roughly how early is it okay to activate the monolith if I don't want to risk getting completely hosed over?

isndl
May 2, 2012
I WON A CONTEST IN TG AND ALL I GOT WAS THIS CUSTOM TITLE

Jack Trades posted:

Weird, I have that mod installed currently but my dudes have been eating survival meals instead of the freshly cooked ones and feeding bedridden colonists raw potatoes instead of a real meal, despite the meal storage being literally 5 tiles away.

I guess I'll look into the settings.

When you're getting weird food behavior that includes feeding raw stuff, it's good to double check that there are no dietary restrictions going on (food assignments, ideology beliefs or gene stuff if modded). You might have meat in your meals and a pawn that gets massive mood penalties for eating it, for example.

Gadzuko
Feb 14, 2005
I had a lone genius event but the moment he stepped foot onto the map he was hunted and instantly killed by a timber wolf :rip:

Broken Cog
Dec 29, 2009

We're all friends here

Jack Trades posted:

Without spoilers, roughly how early is it okay to activate the monolith if I don't want to risk getting completely hosed over?
The first tier anomalies are all fairly easy to deal with, so I'd recommend just activating it as soon as you can.

The second tier is when things start to get spicy.

Danaru
Jun 5, 2012

何 ??

Gadzuko posted:

I had a lone genius event but the moment he stepped foot onto the map he was hunted and instantly killed by a timber wolf :rip:

Couldn't have been that smart then

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QuarkJets
Sep 8, 2008

Jack Trades posted:

Weird, I have that mod installed currently but my dudes have been eating survival meals instead of the freshly cooked ones and feeding bedridden colonists raw potatoes instead of a real meal, despite the meal storage being literally 5 tiles away.

I guess I'll look into the settings.

Eating survival meals is unfortunately just vanilla behavior, pawns are lazy and will grab whatever is closest to them. This is easy to fix: edit their food assignments and turn off packaged survival meals, if everyone is using the default assignment (Lavish) then you're just editing that one. Or you can Forbid those stacks, that'll work too

As for the second one, does the bedridden colonist happen to be a pig-person or some other xenotype with Robust Digestion? Because that would explain the behavior. If not, then I'd suggest disabling Common Sense

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