|
Are you using a mod or something? How is your south-facing lamp showing a sprite outside of its own tile? Mine don't do that.
|
# ? May 6, 2024 10:30 |
|
|
# ? Jun 5, 2024 03:16 |
|
worm girl posted:Are you using a mod or something? How is your south-facing lamp showing a sprite outside of its own tile? Mine don't do that. Looks like a mod conflict somewhere, in that case. God only knows what, I stripped the list down and I can’t imagine what’s left in it that could cause that, but it must be the case. Thanks for the confirmation!
|
# ? May 6, 2024 10:35 |
Of my 8 colonists, 4 are incapable of violence, 1 has 0/0 skill or passion. I have 1 good shooter, 1 mediocre melee and a ghoul, who's saved the colony single handedly several times. I'm turning to the dark arts to survive. A psychic ship crash landed and I didn't fancy my chances against the scythers. Draw fleshbeasts spawned a tunnel right under the ship fragment, destroying it
|
|
# ? May 6, 2024 11:01 |
|
Kestral posted:
Did you originally install them elsewhere and reinstall them? Maybe there's a bug involving moving them.
|
# ? May 6, 2024 11:03 |
bitterandtwisted posted:Of my 8 colonists, 4 are incapable of violence, 1 has 0/0 skill or passion. Ghoul dead, melee dead, shooter captured. Think I'll abandon this run :/
|
|
# ? May 6, 2024 11:44 |
|
Yeah, having 5 out of 8 colonists permanently useless in a fight is a solid reason to restart, unless you are going for some sort of gimmick, line mechanitor only run.
|
# ? May 6, 2024 11:48 |
|
Any good ways of dealing with predators as an animist colony other than walling off the entire pen area? Them attacking and eating my animals doesn't count as an aggressive move apparently, so my colonists get really mad if I force them to kill them.
|
# ? May 6, 2024 12:18 |
|
If you want to love all the animals you have to love all the animals, even the ones that eat other animals. But yeah fences are only useful for penning in livestock and they do jack-all for actually protecting them since most predators can just walk past them. If you want to keep predators away you'll need actual walls around the animal pens.
|
# ? May 6, 2024 12:41 |
|
I found a very animist way of dealing with them. Tame and sell to a passing caravan. Hope they enjoy their 5 cobras.
|
# ? May 6, 2024 13:33 |
|
Broken Cog posted:Any good ways of dealing with predators as an animist colony other than walling off the entire pen area? Animal warcall? It's saved the rear end of a yttakin kid visiting my colony as a refugee before, though your pawns might not be in position in time to save pen animals. Plus you still have to get it out of your pen.
|
# ? May 6, 2024 13:40 |
|
Been away from Rimworld for a while, since Biotech. I have a mixed opinion about previous DLCs and I'm not sure if I should get back into things and pick up the new one. I though Royalty was... fine. Ideology was great! But I thought that biotech was super fiddly and overly complex, plus it just trashed the vibes in a way I didn't enjoy. What's the consensus on Anomaly so far?
|
# ? May 6, 2024 13:50 |
|
Comte de Saint-Germain posted:Been away from Rimworld for a while, since Biotech. I have a mixed opinion about previous DLCs and I'm not sure if I should get back into things and pick up the new one. If you want a DLC that doesn’t change the vibes it’s not what you’re looking for. It IS extremely cool and adds an absolute ton of new kinds of enemies and events, all of which have their own unique mechanics, so if you want to have to react to something besides the same basic raid types that you can respond to in the same way it’s unmatched.
|
# ? May 6, 2024 14:15 |
|
Kestral posted:I've gotta come back to the wall lamps thing again. On the one hand I've got these lamps: there's definitely something hosed, i think. i've found placing wall lamps to be a bit weird, but i dont think i've ever had the selection box be in the wrong place like that.
|
# ? May 6, 2024 14:28 |
Comte de Saint-Germain posted:Been away from Rimworld for a while, since Biotech. I have a mixed opinion about previous DLCs and I'm not sure if I should get back into things and pick up the new one. If you are not interested in a series of eldritch challenges, there is absolutely nothing else in this DLC. The systems it adds aren't too fiddly, but they do radically change the vibe. The biggest thing it expects you do (besides fight new kinds of things) is capture monstrosities and study them in an alternate tech tree that gives you various eldritch powers to work with. If that whole vibe sounds fun, it's going to be amazing. If that kind of stuff doesn't fit with the vibes you're looking for in Rimworld, there's not going to be anything there for you. Out of curiosity, what about Biotech ruined the vibes for you? It is fiddly, but I thought it basically added a lot of options that you could easily opt out of if you weren't into them.
|
|
# ? May 6, 2024 14:52 |
|
Man, why do animals not protect their master when he's being mauled to death as long as he's not drafted? My handler got a dark visions breakdown just as I got attacked by a massive wave of sightstealers, and all the elephants and panthers just stood around watching him getting beat down. Nothing I could do, since none of my other colonists had high enough animals skill to transfer them to temporarily.
|
# ? May 6, 2024 15:10 |
|
Still playing without expansions, have a nice colony going with way too few colonists (just 6 for a colony that could easily sustain 10). Oh hey, a shuttle crash with two good candidates, let's rescue the- *drop pod raid, every colonist gets wounded* Okay, let's patch up and let people recover, send the least wounded to get the crash candida- *traditional raid, barely fought off* Okay, we survived and no one lost anything major, let's go check on those shuttle crash guys- Severe brain damage from blood loss. Welp.
|
# ? May 6, 2024 15:36 |
|
Eiba posted:
I probably didn't give it a fair shake, I only spent a few hours with it. Basically I like the space western war crimes theme of the game, and I suddenly had elephant men and catgirls running around and it just threw me off. I didn't spend a lot of time with it though, I'm sure it's customizable enough- tbh I was also just kinda burned out on the game at that point.
|
# ? May 6, 2024 15:38 |
|
My personal ranking for the DLC is Ideology Anomaly Biology Royalty but only because I really like the SCP and body horror themes Anomaly, while animal people and bougie themes do nothing for me.
|
# ? May 6, 2024 15:41 |
|
SkyeAuroline posted:Still playing without expansions, have a nice colony going with way too few colonists (just 6 for a colony that could easily sustain 10). Oh hey, a shuttle crash with two good candidates, let's rescue the- i really like the "stabilize here" mod. it feels fair - why can't you just stop the heavy bleeding before carrying them 10 kilometers away to your base? https://steamcommunity.com/sharedfiles/filedetails/?id=2023407836
|
# ? May 6, 2024 16:17 |
|
marumaru posted:i really like the "stabilize here" mod. it feels fair - why can't you just stop the heavy bleeding before carrying them 10 kilometers away to your base? You can do that in vanilla nowadays. Just draft someone, and when you right click on the wounded person there should be "Tend X" and "Tend X (without medicine)".
|
# ? May 6, 2024 16:19 |
|
Broken Cog posted:You can do that in vanilla nowadays. Just draft someone, and when you right click on the wounded person there should be "Tend X" and "Tend X (without medicine)". oooh, i had no idea, neat!
|
# ? May 6, 2024 16:22 |
|
marumaru posted:i really like the "stabilize here" mod. it feels fair - why can't you just stop the heavy bleeding before carrying them 10 kilometers away to your base? I have that (I believe - definitely have the functionality for it), but I didn't think I'd need to do it before the first raid hit, and I couldn't get someone to them between the first and second raid in time. It wasn't rapid bleeding, the raids just took forever to resolve.
|
# ? May 6, 2024 16:24 |
|
Comte de Saint-Germain posted:I probably didn't give it a fair shake, I only spent a few hours with it. Basically I like the space western war crimes theme of the game, and I suddenly had elephant men and catgirls running around and it just threw me off. I didn't spend a lot of time with it though, I'm sure it's customizable enough- tbh I was also just kinda burned out on the game at that point. Elephant men and catgirls are modded content. Biotech doesn't have anything like that.
|
# ? May 6, 2024 17:04 |
|
worm girl posted:catgirls are modded content a tragedy. tynan, fix this oversight
|
# ? May 6, 2024 17:09 |
|
I mean it has pig men and furry men and cave men and imp men but not specifically cat men or elephant men. You could probably make anime catgirls out of the biotech stuff by adding together parts of yttakin and highmates.
|
# ? May 6, 2024 17:10 |
|
Instead of catgirls Biotech has sci-fi prostitutes, ala Asari.
|
# ? May 6, 2024 17:18 |
|
Started a new gimmick colony, will see how far this gets. THE BLOODMOTH is nigh-immortal but not invincible, so I still have to put in some effort into keeping them alive, and if they ever die that's the end of the colony. Aim of the game is to power up THE BLOODMOTH by any means necessary, so completing the Monolith questline, maxed-out psylink and Empire title, stuffed to the gills with bionics, etc.
|
# ? May 6, 2024 17:35 |
|
i still don't know how to make funny-sized colonists, are those genes vanilla?
|
# ? May 6, 2024 17:44 |
|
marumaru posted:i still don't know how to make funny-sized colonists, are those genes vanilla? There are a few different body size changing mods but this is one of the main ones. https://steamcommunity.com/sharedfiles/filedetails/?id=2920751126
|
# ? May 6, 2024 17:48 |
Goodby Weasel, everyone's friend & the man who practically built this settlement. The raiders were aiming at someone else, missed, instantly destroyed his brain in one headshot. Also he instantaneously started rotting which was rough to see. All the raiders except 1 died.
|
|
# ? May 6, 2024 18:13 |
|
Broken Cog posted:Man, why do animals not protect their master when he's being mauled to death as long as he's not drafted? there is a checkbox in the animals UI to have them follow their master while doing regular work, although in this particular case it might be that the animals could not see the sightstealer due to its stealth bullshit so they didn't aggro on it.
|
# ? May 6, 2024 20:26 |
|
Inadequately posted:Started a new gimmick colony, will see how far this gets. lmao I love this
|
# ? May 6, 2024 20:29 |
|
QuarkJets posted:What I've never understood is why human leather and human meat is valued the way it is in-game. Human meat should be pretty easy to pass off as non-human meat if you wanted to because it's not particularly visually different from most meat once it's processed, so being able to sell mystery meat to people who would otherwise not know is reasonably plausible(people psychically knowing when they've consumed human meat in a meal or even more ludicrously in a nutrient paste slurry is kind of hilarious). Insect meat is described as being extremely weird and different and slimy and gross so it would be easy to identify on sight. Human leather being a hot commodity is pretty loving weird. Not only is it horrifying, it's also terrible for doing anything leather does and is also very, very identifiable. Everyone being in the market for human leather dusters is one of those legacy things that I think remains as it does due to sheer inertia rather than because Tynan is secretly in the tank for big cannibalism. The lust for human leather coats aside, warcrime playstyles aren't really that incentivized in the vanilla game. Slavery is situationally somewhat useful but extremely fiddly and intentionally designed so it becomes increasingly difficult to maintain the more you try to scale it up, organ harvesting is basically nonexistent as a reliable income stream without mods like death rattle that make it more viable, and functionally nothing evil you can do will make you more money than making GBS threads out billions of tons of drugs or corn or art. I do think that this is yet another example of how the overworld map/factions/diplomacy need a DLC-sized rework, because fleshing out the trade system and having a reputation to maintain that affects how other groups see/treat you based on your actions in a bit less of a simplistic way would be neat. Being reviled by other "civilized" factions because you're running the human leather Gucci Emporium would be interesting.
|
# ? May 6, 2024 21:02 |
|
I really hope the next DLC will focus on making the overworld into something more than a glorified menu.
|
# ? May 6, 2024 21:07 |
|
Kanos posted:Human meat should be pretty easy to pass off as non-human meat if you wanted to because it's not particularly visually different from most meat once it's processed, so being able to sell mystery meat to people who would otherwise not know is reasonably plausible(people psychically knowing when they've consumed human meat in a meal or even more ludicrously in a nutrient paste slurry is kind of hilarious). Insect meat is described as being extremely weird and different and slimy and gross so it would be easy to identify on sight. tbh this is what I had hoped Anomaly was going to be, and now we gotta wait until next July for another shot at an official rework.
|
# ? May 6, 2024 21:09 |
|
Jack Trades posted:I really hope the next DLC will focus on making the overworld into something more than a glorified menu. O is for Caravan
|
# ? May 6, 2024 21:10 |
|
Just go full troll and call it Horizons
|
# ? May 6, 2024 21:11 |
|
Flesh Forge posted:there is a checkbox in the animals UI to have them follow their master while doing regular work, although in this particular case it might be that the animals could not see the sightstealer due to its stealth bullshit so they didn't aggro on it. And the animals were right next to the handler being attacked, but didn't react at all.
|
# ? May 6, 2024 21:13 |
|
An obelisk created a clone of one of my colonists. The original had a son. The son eventually grew up. The colonists started doing chronophagy rituals to de-age the adults, and this brought the son and clone-mom into the same age range. And that's how I learned that clones don't inherit relationships and aren't prevented from dating the original's relatives. I had to pop open developer mode and undo that real quick. Immediately after that, I gave 700 silver to some beggars and they got swarmed by sightstealers at the edge of the map. I got my money back, and one of them even survived. I wonder if I'll still get credit. edit: no worm girl fucked around with this message at 21:20 on May 6, 2024 |
# ? May 6, 2024 21:15 |
|
|
# ? Jun 5, 2024 03:16 |
|
Pfft. I think that probably should be changed.
|
# ? May 6, 2024 21:19 |