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SniperWoreConverse
Mar 20, 2010



Gun Saliva

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.

iirc it's only "dangerous" outside work, like mining, hunting, taming wild animals, stuff like that. Otherwise they'd be hauling antigrain warheads (deploy massive blight infections to all plants) and a herd of war rhinos might be making GBS threads all over the armory for no reason.

A panther hunted one of my guys and they sure do know where all the traps are, and certainly do gently caress poo poo up bigtime. Absolutely can take down a rhino 1v1. Luckily everyone survived so far without infections.

I dunno why, but I've never noticed a popup saying a trade ship is within range lately, only one saying that one has left range. Pretty odd. I've got my beacon up and comms running. I want these trade ships cause I need plasteel pretty bad and have no source for it atm, and no reasonable way to travel.

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TehRedWheelbarrow
Mar 16, 2011



Fan of Britches
rimworld: you dont need to mod in weird sex things, it will do that itself with necromancy

Broken Cog
Dec 29, 2009

We're all friends here
Well, having played a High Life colony for an extended amount of time, I can confirm that Smokeleaf is still The Worst.
But I planted every drug, so I'm gonna use every drug

TehRedWheelbarrow
Mar 16, 2011



Fan of Britches
you do luciferium yet?

Broken Cog
Dec 29, 2009

We're all friends here

TehRedWheelbarrow posted:

you do luciferium yet?

Can't grow that one, so I'm giving it a pass

Edit: The amount of Ambrosia you get with High Life + Planting Specialist is just silly though. I regularly have 400+ on hand every time a caravan or ship comes by.

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?
I kind of want to write a use guide for slavery since I keep seeing it mentioned as not useful but also even if you immerse as full chaotic evil raider group it feels kinda bad to write about how cool dehumanizing people is. :shobon:

I do like the work release program I started using in my anomaly colony. You attacked us as raiders, clear a ton of stone blocks and we'll let you out in a year. I guess it's like most systems in the game: it's as useful as you prepare and invest mental bandwidth into getting the most value out of and pretty unimpressive if you splash it in on a whim.

OwlFancier
Aug 22, 2013

As it stands clones inherit their past social interactions, but not the actual familial structure. So clones are probably extra likely to gently caress their clone-family because they probably already like them.

Not honestly the weirdest thing in vanilla tbh. Highmates are shoot-on-sight in all my colonies because they come with a one shot mind control gently caress people up power.

Broken Cog
Dec 29, 2009

We're all friends here
Highmates are extremely powerful if used correctly. You just have to hook them up with one of your best fighters ASAP when they show up, the psychic bond buff is massive.

Edit:

quote:

Bonded pawns receive gain ×50% pain multiplier, +15% consciousness, +12 mood and +10% psychic sensitivity when on same map.

OwlFancier
Aug 22, 2013

Yes but they're weird. They are mechanically useful if used correctly but using psychic powers to make people gently caress is weird.

I only use psychic powers to kill people or strip their life essence from their body.

Broken Cog
Dec 29, 2009

We're all friends here
Did they add Cannibalism as a required precept for Bloodfeeders with this latest patch? Can't remember it being a thing before

OwlFancier
Aug 22, 2013

You have to be OK with it at least if you want the meme.

Broken Cog
Dec 29, 2009

We're all friends here
Yeah, it always enabled it as possible, but I can't remember it being required. All the starting meals contain human meat as well (and are blood red as a result). First time I've noticed

OwlFancier
Aug 22, 2013

It doesn't have to be required, but it does have to be acceptable at least.

Doltos
Dec 28, 2005

🤌🤌🤌
Colonists dying from smokeleaf withdrawal or having to rip 6 joints a day to get by is both completely unrealistic and realistic depending on some of the pot heads I know

SniperWoreConverse
Mar 20, 2010



Gun Saliva
The munchies are bad
The move speed is brutal

Switching to nice healthy space tea or wholesome beer, like God intended.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG

Broken Cog posted:

Highmates are extremely powerful if used correctly. You just have to hook them up with one of your best fighters ASAP when they show up, the psychic bond buff is massive.

Edit:

and gobs of positive mood from having a lover and getting the sex

Broken Cog posted:

Did they add Cannibalism as a required precept for Bloodfeeders with this latest patch? Can't remember it being a thing before

OwlFancier posted:

It doesn't have to be required, but it does have to be acceptable at least.

this has been the case since they added it as far as I remember

FurtherReading
Sep 4, 2007

I installed vanilla expanded deserters and jumped at the chance to help the deserter when the quest popped.

He's a hussar with an ideology that hates drugs and loves slavery, but we love drugs and can't really be arsed with slavery so it's been rough. He was all sad because of his go juice addiction so I bought out a caravan worth of neutromine and researched how to make it just for him, then he got sadder because his ideology looks down on doing drugs. He decided he doesn't like my doctor and decks him whenever he walks by - I had to change their schedules so they're never awake at the same time.

I was going to convert him but it seems he's got two different certainty reduction buffs, so I only get like 4% reduction with my moral guide's ability. This rear end in a top hat is really making me want to link back up with the empire. I have a sanguophage and the sanguophage extended mod, so I think I'm gonna throw this guy in a deathcasket and forget about him.

DarkAvenger211
Jun 29, 2011

Damnit Steve, you know I'm a sucker for Back to the Future references.
Hey can anyone point me to a mod that adds melee animations like swings instead of just stabs?

I found this one: https://steamcommunity.com/workshop/filedetails/?id=2944488802

but it adds some execution mechanics I'm not really looking for. Just want to spice up the regular melee. I've got Yayo's animations but their melee weapon attacks still seem to just be stabs as well.

QuarkJets
Sep 8, 2008
Probation
Can't post for 6 hours!

FurtherReading posted:

I installed vanilla expanded deserters and jumped at the chance to help the deserter when the quest popped.

He's a hussar with an ideology that hates drugs and loves slavery, but we love drugs and can't really be arsed with slavery so it's been rough. He was all sad because of his go juice addiction so I bought out a caravan worth of neutromine and researched how to make it just for him, then he got sadder because his ideology looks down on doing drugs. He decided he doesn't like my doctor and decks him whenever he walks by - I had to change their schedules so they're never awake at the same time.

I was going to convert him but it seems he's got two different certainty reduction buffs, so I only get like 4% reduction with my moral guide's ability. This rear end in a top hat is really making me want to link back up with the empire. I have a sanguophage and the sanguophage extended mod, so I think I'm gonna throw this guy in a deathcasket and forget about him.

Use a conversion ritual, it's a lot more effective and can sometimes fully convert a person all at once. You can only use a conversion ritual when the conversion ability is off cooldown

babydonthurtme
Apr 21, 2005
It's my first time...
Grimey Drawer
I really didn't know I needed the pain of playing no tech tribals on an ice sheet but I guess I do. I settled on a map that's like 60% mountain and gives only one possible approach for enemies and traders, which has been both great (no worries about building mats, always knowing where the standard raids will be) and terrible (animal migrations are only on the map for 10 seconds, caravans can return just as a raid spawns in beside them...).

I started with some cheese (insect-loving ideology, tons of pemmican, four yaks, cold-resistant deathless xenotype) to keep from needing to go cannibal and yet this first winter I'm already struggling to keep people fed and keep the goddamn fungus warm enough to grow. This is maybe the first playthrough where I find myself actively looking forward to quests spawning off my main map just so I've got a new encounter map to raze for resources. I hate it and I love it so drat much

The Lone Badger
Sep 24, 2007

Heat some dark rooms to produce infestations to eat?

Asimo
Sep 23, 2007


QuarkJets posted:

Use a conversion ritual, it's a lot more effective and can sometimes fully convert a person all at once. You can only use a conversion ritual when the conversion ability is off cooldown
It's not that much more effective than the special ability use really. Youths definitely still want to use them if you can though since the real trick is that a masterful quality ritual bypasses all that BS and just instantly converts the pawn no matter how stubborn and iron willed they are.

I brought my Drake
Jul 10, 2014

These high-G injections have some serious side effects after pulling so many jumps.

SniperWoreConverse posted:

Goodby Weasel, everyone's friend & the man who practically built this settlement.



This is kinda sweet. I prefer these to the sarcophagus art of the interred doing some mundane craft or loading up a caravan or murdering the local wildlife.

SniperWoreConverse
Mar 20, 2010



Gun Saliva
Nearby i put an art of him playing horseshoes and kicking rear end in triumph. His sarcophagus will always be open to the sky tho

babydonthurtme
Apr 21, 2005
It's my first time...
Grimey Drawer

The Lone Badger posted:

Heat some dark rooms to produce infestations to eat?
I have regular infestations off since I dislike them in regular games, I figure I can always turn em back on if we totally run out of food. Gonna see how long I can last without that first, I'm halfway to electricity already, and there's a small group of caribou that just wandered onto the map :allears:

worm girl
Feb 12, 2022

Can you hear it too?

FurtherReading posted:

He decided he doesn't like my doctor and decks him whenever he walks by - I had to change their schedules so they're never awake at the same time.

I was going to convert him but it seems he's got two different certainty reduction buffs, so I only get like 4% reduction with my moral guide's ability. This rear end in a top hat is really making me want to link back up with the empire. I have a sanguophage and the sanguophage extended mod, so I think I'm gonna throw this guy in a deathcasket and forget about him.

Hussars are tough. The best way to convert him is to arrest him and set him to convert in the prisoner menu, while hitting him with your moral guide's convert power every 3 days. Make sure the guide is wearing a hood or a bowler for the 20% social impact buff.

You can make him less likely to hit people by making them prettier. Aesthetic noses and aesthetic shapers are usually not too hard to get. Beauty caps at +4, but the max bonus is at +2. Also note that being disfigured (having a nose, ear, jaw, or eye scar/missing part) negates all beauty buffs. But everyone except ascetic/kind/blind people like beautiful people waaay more and are less likely to bother them. Disfigurements can usually be fixed with things like cochlear implants and dentures if you're short on bionic eyes.

Also check his social logs to see if people are insulting him or he's insulting them. You can weaken the effect of these insults by making sure the insulters aren't wearing any gear (ie cowboy hats) that adds to their social impact modifier.

The best cure for a hussar is a highmate wife/husband. They get a +15 mood buff for sharing a map and will get huge lovin' bonuses, moreso if you install some love enhancers.

Also remember that you can spam your dance party and leader speech powers pretty often. Dyed clothing is also easy to overlook but it does help a bit. Anomaly adds a pleasure wave ritual and if you have biosculpting, you can throw unruly pawns in the biopod for a pleasure cycle. That's +15 mood that lasts for several days.

Hussars are honestly worth it, especially if it's like a neanderthal hussar.

SniperWoreConverse
Mar 20, 2010



Gun Saliva
My plan is to eventually evacuate to the ship and escape, which the best way to do it i guess would be hunker down, research everything, then chain little drop pod bases across the planet. Dunno if i want to take that art with me or leave it with his grave or not, but that's jumping the gun pretty hard tbh. I dunno what all you can even bring in the ship with you tbh.

Right now we are gonna pod into a prison, try to kill the guard, disassemble the power systems, defenses, and pod back out. The woman we recruited from the fight that killed Weasel is a lunatic who can probably pull most of this off, but it's going to be pretty harsh because they've got a bunch of turrets and stuff. I probably need some kinda medic or something but my only good doctor is still missing a leg.

QuarkJets
Sep 8, 2008
Probation
Can't post for 6 hours!

Asimo posted:

It's not that much more effective than the special ability use really. Youths definitely still want to use them if you can though since the real trick is that a masterful quality ritual bypasses all that BS and just instantly converts the pawn no matter how stubborn and iron willed they are.

The best outcome of a conversion ritual fully converts the target no matter what their certainty was, it's worth trying just for that alone. The ritual doesn't consume the ability's cooldown, so if you only get the really good outcome (as opposed to instant full conversion) then you can slam the ability immediately after that and that can sometimes finish the job.

worm girl
Feb 12, 2022

Can you hear it too?

QuarkJets posted:

The ritual doesn't consume the ability's cooldown, so if you only get the really good outcome (as opposed to instant full conversion) then you can slam the ability immediately after that and that can sometimes finish the job.

Can someone explain to me why the ability puts the ritual on cooldown but the ritual doesn't put the ability on cooldown?

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

I thought that was patched at some point because it was unintended?

Asimo
Sep 23, 2007


Yeah that was fixed a while back. Maybe it got unfixed at some point!

Granted, really fixing it would just be decoupling the two entirely but oh well. :effort:

Inadequately
Oct 9, 2012
There may or may not be a mod for it, but I wish it was easier/more beneficial to run a multiple-ideology colony in vanilla. You can't assign any leaders to any ideology other than your main one, so you can only ever convert people to your starting ideology but not others, and there's no reason not to convert everyone ASAP since they get mood debuffs from being led by a different ideology leader (and several more from not having the colony run in exactly the manner they prefer).

OMFG FURRY
Jul 10, 2006

[snarky comment]
keeping prisoners with entities makes them berserk more often, even ones incapable of violence.

kinda hope they add something where you can only study the entity during specific stages of its life cycle and you use prisoners to try and jumpstart it, like someone slowly becoming a revenant or going blind like a sightstealer and that gives a bonus in attempting to enslave or recruit them as they'll do anything, anything, to get that thing to stop staring at them.

yes, I'm asking for more inhumane methods of torture, why do you ask

Broken Cog
Dec 29, 2009

We're all friends here
Fun little tidbit: You can capture weird joiners and study them for advanced anomaly points.

Edit: God, I love cold snaps hitting right in the middle of growing season, so I don't get to grow anything at all for that year.

Edit:
Randy, please! I have three dudes, and one of them is incapable of violence!

Broken Cog fucked around with this message at 13:25 on May 7, 2024

marumaru
May 20, 2013



this adds an impressive amount of mechanics: https://steamcommunity.com/sharedfiles/filedetails/?id=3241577976

OwlFancier
Aug 22, 2013

Inadequately posted:

There may or may not be a mod for it, but I wish it was easier/more beneficial to run a multiple-ideology colony in vanilla. You can't assign any leaders to any ideology other than your main one, so you can only ever convert people to your starting ideology but not others, and there's no reason not to convert everyone ASAP since they get mood debuffs from being led by a different ideology leader (and several more from not having the colony run in exactly the manner they prefer).

Your colony can only have one leader but you can assign moral guides to any ideology that attains 3 members.

If you want to run a multi-ideology colony you probably want at least one of them to value diversity which gives some pretty major mood buffs if everyone's doing their own thing.

Also whichever ideology has the most members will become your "main" ideology so you can even adopt one of the existing ones if you want to.

worm girl
Feb 12, 2022

Can you hear it too?

QuarkJets posted:

The best outcome of a conversion ritual fully converts the target no matter what their certainty was, it's worth trying just for that alone. The ritual doesn't consume the ability's cooldown, so if you only get the really good outcome (as opposed to instant full conversion) then you can slam the ability immediately after that and that can sometimes finish the job.



I just did a conversion ritual after confirming that my moral guide had her abilities off cooldown. The ritual put the ability on cooldown. It also puts the ritual on cooldown if you do the ability first. The pawn in question was brought down to 54% certainty, but she'll have regained most of that by the time the ability cooldown is up, and she'll have regained all of it by the time the ritual cooldown is up.

The ritual also has a fixed, unremovable chance of being terrible, which will usually add around 20% to the target pawn's certainty. Social impact, which you really want on your moral guide, seems to add to this unwanted certainty gain. I had a pawn at 40% rocket back up to around 100% on a terrible ritual. Ineffective rituals are also harmful, adding a base 12%. Even at the max ritual effectiveness, with a fully appointed temple and everything, the chances are:

5% Terrible
15% Ineffective
60% Effective: +3
20% Masterful: +6

So you've got a 1/5 chance to instantly convert the pawn, yes, but you've also got a 1/5 chance to gently caress it up and make it worse, meaning that the ritual method on a pawn who is in any way resistant (say, a psychopath or a pawn with high expectations) you're usually wasting your time. The best possible scenario is that every 20 days you have a 1/5 chance to convert the pawn, and every time you fail you just make them mad and undo any progress you'd made.

Imprisoning the pawn and setting them to convert generally takes a few days. It leaves them with a mood debuff for about two weeks, but that isn't that big of a deal. Any warden, not just your moral guide, can convert prisoners, and doing so does not set the moral guide's ability on cooldown. This also ensures your guide's cooldowns are free for counseling and preach health, which can be a lot more important.

So the ritual is bullshit and a waste of time, IMO.

OwlFancier
Aug 22, 2013

As I said last time, the ritual is a good thing to start with, because it is far more effective than the conversion power alone and the small chance of it regressing their certainty is irrelevant if they're already at high certainty.

I've been using primarily the ritual to convert people in my colony and it's worked very well. People who are very resistant to conversion probably need to go through the prison method but the people with 20% resistance from their ideology's apostasy precepts are still handled very well by the ritual.

I have found just rolling the dice a couple of times to be a fine way to do it and it also adds reform points.

marumaru
May 20, 2013



it's way more efficient to just have two prison cells (one awful, cold, no beds; one amazing) and arrest your colonists to convert them

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OwlFancier
Aug 22, 2013

It can be, although that runs the risk of them prison breaking and you then killing them trying to recapture them. Which is more severe than the downsides of the non-imprisoning conversion process a lot of the time.

By not imprisoning them they still contribute to the colony and it's not particularly onerous to run the ritual and conversion power a few times. Plus you want to do the ritual anyway for the points.

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