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Jesus Randy, I'm living in a frozen hellscape where it's -35C outside, stop sending me 3 and 4 year olds!
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# ? Apr 20, 2024 19:11 |
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# ? May 15, 2024 20:57 |
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Broken Cog posted:Jesus Randy, I'm living in a frozen hellscape where it's -35C outside, stop sending me 3 and 4 year olds! I asked God why he didn't answer my prayers and he replied "bro I sent you parka materials and meat "
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# ? Apr 20, 2024 19:30 |
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Danaru posted:Whoops I missed this, yeah it's LWM Deep Storage, the original isn't updated but there's an unofficial fork until it does oh, did Concrete get updated? wish Fertile Fields would get updated soon, too
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# ? Apr 20, 2024 19:32 |
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Danaru posted:Whoops I missed this, yeah it's LWM Deep Storage, the original isn't updated but there's an unofficial fork until it does https://steamcommunity.com/sharedfiles/filedetails/?id=3201536200 I prefer this one. It's better maintained.
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# ? Apr 20, 2024 20:02 |
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I’ve been running Deep Storage for a dog’s age, you’re not really Supposed To accumulate enough stuff that you need something like it for everything, but it lets you have a properly dense walk-in freezer and that really pleases me. Also the clothes racks are how I do the basic form of my Ready Room: vests and helmets on one side, empty racks to receive the hats and whatnot which are replaced by armor on the other.
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# ? Apr 20, 2024 20:05 |
Broken Cog posted:Jesus Randy, I'm living in a frozen hellscape where it's -35C outside, stop sending me 3 and 4 year olds! Try to bust open the ancient danger, put them in stasis. Better them than some extinct era creeps who don't have anything to live for anymore.
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# ? Apr 20, 2024 20:14 |
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Hmm, pawn as a quest reward, let's have a look. Ok, what's the catch? ...Oh
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# ? Apr 20, 2024 22:57 |
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Imagine naming your religion Fertilism, jfc That pawn is insanely good, luciferium is a teeny tiny problem that you can solve by sending said pawn on a trip to go pick up some at a nearby outpost, and if he fails then it's not your problem anymore anyway
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# ? Apr 20, 2024 23:13 |
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QuarkJets posted:Imagine naming your religion Fertilism, jfc And yeah, I grabbed the pawn, we'll see how it goes. Unfortunately I'd already sold the Luci I'd found in the nearby ancient danger, so I guess it's time to go raid some complexes.
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# ? Apr 20, 2024 23:30 |
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Danaru posted:Whoops I missed this, yeah it's LWM Deep Storage, the original isn't updated but there's an unofficial fork until it does are you using ogrestack with that?
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# ? Apr 21, 2024 05:02 |
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No, that's the default storage amount for skips - they store 900 steel, wood, etc. in two cells. LWM's Deep Storage is balanced by storage containers only storing certain kinds of stuff. Skips hold more than anything else in the mod but they're generally limited to raw materials.
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# ? Apr 21, 2024 05:44 |
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death cob for cutie posted:No, that's the default storage amount for skips - they store 900 steel, wood, etc. in two cells. The other balancing mechanic is that storing stuff takes extra time, and requires some degree of manipulation/intelligence (so your hauler dogs can't operate it). I haven't used Deep Storage since the vanilla shelf update, does it allow linking like vanilla shelves? Linking is really nice to allow pawns to merge partial stacks properly and I think is generally superior for game performance since that's fewer individual stockpiles for the item search to iterate through.
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# ? Apr 21, 2024 06:29 |
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I scanned one of my pawn's stats, trying to figure out why they're being slow for seemingly no reason. That's kind of hosed up.
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# ? Apr 21, 2024 08:55 |
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Jack Trades posted:I scanned one of my pawn's stats, trying to figure out why they're being slow for seemingly no reason. If you are an authoritarian empire engineering super soldiers you need a way to control them. At least it's just go-juice and not Ketracel-white.
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# ? Apr 21, 2024 08:59 |
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This lady joined my colony recently and I'm not sure what to do with her. I'm running a completely normal colony but her ideology just doesn't mesh with us at all. She haven't had any psychotic breaks yet but I can see her starting to throw tantrums any day now.
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# ? Apr 21, 2024 09:02 |
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So, Anomaly monster content can definitely spawn in the vanilla ancient crypts, which strongly suggests that metalhorror infections might be lurking inside the people in the cryptosleep pods Jack Trades posted:
you can just convert her to your ideology
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# ? Apr 21, 2024 09:04 |
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Jack Trades posted:
There's some chance that a conversion ceremony can take care of this if you have a priest, so you could try that first. If that fails then put her in jail, convert her, and release her. That's speedy and also keeps her from doing any real damage once she breaks
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# ? Apr 21, 2024 09:09 |
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Jail>convert in that instance is basically inpatient therapy. Like mate you're loving bonkers and it's making you miserable.
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# ? Apr 21, 2024 10:42 |
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you definitely want to give the big ritual a try though, especially if you have a blinged out temple and a skilled moral leader. e: these aren't exclusive, jail the person and then do the ritual
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# ? Apr 21, 2024 11:03 |
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Curiously enough, I discovered that she's managing her "condition" automatically by virtue of dead raiders making her super happy apparently.
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# ? Apr 21, 2024 11:06 |
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Jack Trades posted:Curiously enough, I discovered that she's managing her "condition" automatically You could boost her mood by +10 by giving her a gun, you know.
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# ? Apr 21, 2024 11:12 |
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In the Drug Policy window, if I turn on "social" and "scheduled once a day" for a drug does that mean "use drug socially, at most once a day" or does it mean "use the drug once a day AND socially"? isndl posted:You could boost her mood by +10 by giving her a gun, you know. Huh..thanks. That's hosed up considering that she has double flame for melee skill and her shooting skill sucks.
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# ? Apr 21, 2024 11:27 |
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Jack Trades posted:Huh..thanks. That's hosed up considering that she has double flame for melee skill and her shooting skill sucks. That moodlet has nothing to do with her passion or skill; it's from her ideoligion. So once again: convert her, the nice way or otherwise. Is it hosed up that a particular ideoligion would suppress members' natural inclinations or abilities in favor of conformity?
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# ? Apr 21, 2024 11:44 |
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I guess you should double check if the ideoligion is using the melee/ranged split or neolithic/ultratech, maybe a persona weapon would be fine for her.
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# ? Apr 21, 2024 12:01 |
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ah yes rimworld logic does apply in real life. give the mentally unbalanced person a gun
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# ? Apr 21, 2024 12:53 |
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Doomykins posted:Or embrace an all cannibal colony and reap the rewards. (Ideology, starting scenario forced traits, character editor, dev moding, etc) this is a post from a few pages ago, but there's a new ideoligion meme with anomaly called 'inhumanizing' that makes people really not give a poo poo about anything moral and get a passive +8 moodlet all the time. at the expense of losing their social skills and benefits from socialising. the catch is the pawn has to have a mental break first to truly break with their humanity. edit: I found out how to cheat the downside of the washington monument looking obelisk - if you make a duplicate then ghoulify them and euthanize the ghoul, you can revive them with the serum after the duplication sickness goes away on the original pawn and it won't come back. My base is protected by a growing army of duplicate ghouls of the hussar i started with. I don't know if this is a bug or just immoral. juggalo baby coffin fucked around with this message at 13:38 on Apr 21, 2024 |
# ? Apr 21, 2024 13:29 |
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I feel people are misunderstanding the metalhorrors a bit. As mentioned earlier in the thread, there are a bunch of ways a pawn can be flagged as a "potential carrier", most notably by joining the colony at some point, or taking a single hit from a fleshbeast. Then, when the game decides its Metalhorror Time, it'll choose one of these flagged pawns to be the original host, this is when you start seeing the grey flesh popping up. There's not really any point in worrying about it until the event starts, because at that point, most of your colony is probably going to be flagged as potential origins. It feels like a pretty heavily narrative focused event, and it's honestly not that bad to handle now after they tuned it. Broken Cog fucked around with this message at 14:04 on Apr 21, 2024 |
# ? Apr 21, 2024 13:59 |
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Okay, my colony feels stable enough now, let's activate the monolith. Best soldier gets taken out of commission by shamblers and two sightstealers. Second best soldier, the only builder and the best medic gets taken out by a horde of crazed guinea pigs. The only other soldier and the second medic gets taken out by a crazed ostrich. Randy sure knows how to best time the events.
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# ? Apr 21, 2024 14:03 |
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TehRedWheelbarrow posted:ah yes rimworld logic does apply in real life. give the mentally unbalanced person a gun buddy it's rimworld, we're all mentally unbalanced
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# ? Apr 21, 2024 14:06 |
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If your first response to most problems isn't to start blasting then you're not going to live very long on the rim.
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# ? Apr 21, 2024 14:46 |
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Jack Trades posted:In the Drug Policy window, if I turn on "social" and "scheduled once a day" for a drug does that mean "use drug socially, at most once a day" or does it mean "use the drug once a day AND socially"? It means the former, it won't be mandatory if they choose not to do it (you can also set threshold for how unhappy they must be or how low their recreation bar must be before they will be allowed to use)
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# ? Apr 21, 2024 15:22 |
The ability of pawns to crawl if they are downed but still mobile is hilarious. I saw someone drop and start crawling to bed not because they were injured, but because they got so incredibly stoned that they couldn't even walk anymore. Is there a good way to set perishable vs non perishable storage zones? I'm still doing it manually each time, which isn't *that* big of a deal but it's annoying how the perishables are scattered all over the categories.
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# ? Apr 21, 2024 15:31 |
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CuddleCryptid posted:The ability of pawns to crawl if they are downed but still mobile is hilarious. I saw someone drop and start crawling to bed not because they were injured, but because they got so incredibly stoned that they couldn't even walk anymore. I've done that before so it checks out.
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# ? Apr 21, 2024 15:32 |
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Broken Cog posted:Hmm, pawn as a quest reward, let's have a look. I'd trade you any day for that guy. Instead I got an old nudist with Alzheimer's. Only really good at mining and menial labor things really. Only bonus is I never seem to have mood issues because they break with a daze about once a day and just wander a bit until they snap out of it completely forgetting why they were upset to begin with.
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# ? Apr 21, 2024 15:33 |
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Does anyone have advice on using grenades? They seem to be using Shooting skill, but I'm having a hard time justifying giving my high Shooting pawns grenades when they could be shooting a gun instead.
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# ? Apr 21, 2024 15:40 |
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Jack Trades posted:Does anyone have advice on using grenades? The very first thing to do is turn off fire at will on them. They'll chuck them at one enemy surrounded by five allies otherwise, they don't care.
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# ? Apr 21, 2024 16:35 |
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Jack Trades posted:Does anyone have advice on using grenades? They may technically use the shooting skill but they have an intrinsic miss radius so you will never be able to shoot them perfectly accurately. Hence, they are a good weapon for people who are otherwise bad at combat. Because it doesn't matter how accurate you are, you're lobbing indiscriminate death towards the enemy. Grenades themselves are high risk because of their short range, not generally something your own dudes want to use because they're liable to blow their friends or themselves up. Exceptions I would suggest are the non-lethal types or molotovs if you can make your troops fireproof. But all of those have better, longer ranged delivery mechanisms available. Explosive grenades can be very deadly, but you need to treat them as a sort of area denial weapon and plan your defences around them, throwing them through doors into rooms can be quite good if you block the door with melee troopers. Tox grenades can be fun if you get a shitload of them because they can hit critical mass and allow you to gas entire sections of the map, which is fine if your guys are tox immune and can gently caress up enemeis. Ultimately they're not expensive weapons, which reflects their utility. Their main use is giving you basic access to certain types of damage or utility, but there are better, more practical weaponised forms of those things available. EMP, smoke, molotovs, and tox are all better than not having those at all, though. There are situations where those are very helpful to have. Honestly I kinda wish there was a trait like "good arm" or something that just made your dudes better at throwing stuff. Longer range, overriding miss radius etc. Would be cool to have a guy who can just murder a dude from across the map with a pilum. OwlFancier fucked around with this message at 16:47 on Apr 21, 2024 |
# ? Apr 21, 2024 16:44 |
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The game generates a bunch of completely mundane but slightly absurd situations that make cackle. Half of my colony is injured and there's only one real doctor left to take care of the patients, so my semi-feral 12 y/o kid has to feed patients beer so they don't get depressed. OwlFancier posted:*grenades* Thanks. That's helpful.
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# ? Apr 21, 2024 17:19 |
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How can I figure out which meditation type/spot a pawn can/prefer to use?
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# ? Apr 21, 2024 17:20 |
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# ? May 15, 2024 20:57 |
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It's hiding on their Stats page, which you get to by clicking on the large "I" in the upper-right of the normal nameplate.
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# ? Apr 21, 2024 17:36 |