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marumaru posted: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 eeeeeeh, then you'll have a bunch of dead weight while you're working on it, which can take a while, not to mention that they'll have a pretty long-lasting mood debuff afterwards.
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# ? May 7, 2024 20:15 |
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# ? Jun 3, 2024 16:44 |
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worm girl posted:
My pawns always max out their certainty between ability cooldowns, so the ritual with its 20% chance of instant conversion is way better than something that isn't effective at all. If they're at max certainty anyway then there's no risk, and if you don't get the instant conversion then you can still imprison them and convert them that way QuarkJets fucked around with this message at 20:35 on May 7, 2024 |
# ? May 7, 2024 20:33 |
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Honestly if having a mix of ideologies is a consistent problem (and speaking from experience I am not a fan of it either no) you should just go and download one or more mods that makes conversion power more effective or change the mechanics. I'm not at my PC but I know off the to too of my head there's one that adds a staff that makes the moral guide ability significantly stronger, several that just boost the poo poo out of conversion power (%300+), and so on. Yeah it would be better if the vanilla mechanic was less dumb but its trivial to mod. The extreme end cases of iron willed stubborn abrasive assholes may still take multiple attempts but that is sort of the point of traits like that I guess.
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# ? May 7, 2024 20:41 |
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OwlFancier posted:it's not particularly onerous to run the ritual and conversion power a few times it's micro, it's easy to forget to do it.
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# ? May 7, 2024 21:02 |
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i mean i get the purity of the game mechanics and blah blah blah but for me rimworld is one of the few pure sandboxy things i have a massive amount of hours per dollar into if you hate something just cheat or mod. do both even sometimes. its ok. character editor, switch ideologies. done.
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# ? May 7, 2024 21:23 |
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Are there any pure style mods that people recommend? Like Morbid, Animist, Archotech etc in the base game that just changes the looks of a bunch of stuff. No mechanical changes, just cosmetic. I had kinda hoped there would be an Egyptian one for a desert tribal colony, but I couldn't find anything I liked.
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# ? May 7, 2024 21:59 |
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Broken Cog posted:Are there any pure style mods that people recommend? Like Morbid, Animist, Archotech etc in the base game that just changes the looks of a bunch of stuff. No mechanical changes, just cosmetic. There is a new gothic one that I quite like, and if you search "crypts" there's a mod that adds some more buildable decorations that complements it quite well.
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# ? May 7, 2024 22:20 |
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marumaru posted:this adds an impressive amount of mechanics: https://steamcommunity.com/sharedfiles/filedetails/?id=3241577976 This reminds me a lot of the Anty race, with the emphasis on important queens mass producing short-lived and crappy disposable pawns, with its own unique take on it. I'll definitely give it a shot next time I have time to get a run together.
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# ? May 7, 2024 22:27 |
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Broken Cog posted:Are there any pure style mods that people recommend? Like Morbid, Animist, Archotech etc in the base game that just changes the looks of a bunch of stuff. No mechanical changes, just cosmetic. Alpha Memes or whatever has an egypt style, tho I don't like how it's implemented (it changes the default wall texture, and that looks bad) and without cherry picker to fix it I unno. And it comes with a bunch of gameplay stuff to so not really what your looking for. VE Memes expanded also comes with some styles, but gameplay stuff too. There are some pure style packs I use frequently tho: Urb World Style Techist Style Expanded VE Sophian Style Rimsenal Sophian style - Rename the above to Sovereign so you can tell it apart from VE Sophian in menus Dwarven Style
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# ? May 7, 2024 22:30 |
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"Style Change Anytime" or whatever it's called is a godsend for stuff like that, since it... just let's you change the style of stuff from a dropdown menu. Can just set the fancy alpha memes walls to the normal graphics both before and after they're built for example.
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# ? May 7, 2024 22:35 |
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oh thats neato. never thought about changing the look of the basic stuff.
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# ? May 7, 2024 23:01 |
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Cheers, thanks all. I'll definitely check out some of those mods
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# ? May 7, 2024 23:07 |
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Asimo posted:Honestly if having a mix of ideologies is a consistent problem (and speaking from experience I am not a fan of it either no) you should just go and download one or more mods that makes conversion power more effective or change the mechanics. I'm not at my PC but I know off the to too of my head there's one that adds a staff that makes the moral guide ability significantly stronger, several that just boost the poo poo out of conversion power (%300+), and so on. Yeah it would be better if the vanilla mechanic was less dumb but its trivial to mod.
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# ? May 8, 2024 00:31 |
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worm girl posted:So the ritual is bullshit and a waste of time, IMO. If the pawn has conversion rate reduced to 25%, the only thing that will convert them is the 20% chance of masterful conversion.
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# ? May 8, 2024 00:48 |
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SugarAddict posted:If the pawn has conversion rate reduced to 25%, the only thing that will convert them is the 20% chance of masterful conversion. Or deleting their episodic memory by blasphemous ritual.
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# ? May 8, 2024 01:29 |
Broken Cog posted:Are there any pure style mods that people recommend? Like Morbid, Animist, Archotech etc in the base game that just changes the looks of a bunch of stuff. No mechanical changes, just cosmetic. I also use Vanilla Ideology Expanded- Memes and Structures just for the aesthetic bits. And Alpha Memes was already mentioned, but I think the overhaul goes a bit far for some things.
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# ? May 8, 2024 01:53 |
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Lmao at this gem from Alpha Memes
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# ? May 8, 2024 02:48 |
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Isn’t that just Minecraft?
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# ? May 8, 2024 03:01 |
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My weapon of choice is a rubber dick with a veiny cube on one end
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# ? May 8, 2024 03:43 |
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QuarkJets posted:My weapon of choice is a rubber dick with a veiny cube on one end The most flared base
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# ? May 8, 2024 04:41 |
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I really want to use the styles from Alpha Memes but I really don't want the gameplay additions it forces on you.
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# ? May 8, 2024 05:35 |
QuarkJets posted:My weapon of choice is a rubber dick with a veiny cube on one end actually that's just an alpha channel in case you prefer wood/steel/various stones/plasteel/gold/uranium/jade/etc
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# ? May 8, 2024 05:43 |
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More accurately, it's a dick shape with an alpha channel
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# ? May 8, 2024 05:47 |
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Are there any Vehicle Framework mods that add stuff that isn't too crazy? Stuff that's useful without blowing balance completely out of the water. The basic stuff in Vehicles Expanded seems kind of terrible, huge investments of resources for utility vehicles that aren't that great for caravans compared to animals, or combat vehicles that get absolutely shredded by small arms fire. Outside of that, most of what I've seen has been like, "this tank is an unstoppable killing machine, godspeed" - which is cool, but not what I'm looking for at the moment. Surely there's something out there that strikes a good balance?
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# ? May 8, 2024 07:40 |
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OwlFancier posted: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. Prison breaks are less likely to occur if you have fewer prisoners and if those prisoners have a debuffed move score. You can avoid prison breaks entirely by performing a hemogen extraction on your prisoners once or twice, as they'll be too weak to rebel for a couple of days. I don't think they even get a moodlet for the surgical hemogen extraction, and it consumes 0 medicine. Food poisoning will also severely hamper their movement, as will cryptosleep or softscanner sickness. You can also equip the colonist with a torture crown to give them 5% pain before arresting them, reducing their movement and making them easier to nonlethally down if they do escape. Burkas also reduce movement by .4 c/s. If you're not a monster, you can accomplish the same thing with smokeleaf or beer, or by anesthetizing them, which only costs an herbal medicine. In the latter case they'll be knocked out for a few hours and then too woozy to rebel for about a day afterwards. If your colony is well established, sticking a circadian assistant or other brain implant in the colonist gives you a way to easily down them with an EMP grenade any time you need to stop them from doing something stupid. Note that this only applies to the Royalty brain implants, the lower-tech ones in the base game won't do it. Yes, that's a lot of micro, but I've never had a prison break come up in the two or three days it took to reeducate a colonist, so I don't think it's a big concern. You also don't get any development points via the ritual 20% of the time.
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# ? May 8, 2024 10:06 |
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Funnily enough, depending on their ideological belief they might get far more pissed at you for forcing them to smoke a blunt, than if you constantly drain their blood. Also, regarding hemogen farming. Drawing blood produces a blood pack that restores 40 hemogen, and doesn't seem to piss of the patient at all, while bloodfeeding directly restores 20 hemogen and definitely pisses off anyone that doesn't have the bloodfeeder ideology. Am I missing something here, or is it basically always better to just extract packs and use them directly for a sanguophage? Edit: For prisoners specifically Broken Cog fucked around with this message at 10:13 on May 8, 2024 |
# ? May 8, 2024 10:10 |
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The bloodfeed ability is mostly for use during combat, where you can hit downed enemies with it, or during emergencies where your sanguophage needs more blood right friggin now. I sometimes have mine nip one of my backliners so she can get enough juice to coagulate a dying character. Masochists negate the mood penalty from bloodfeeding. There's a mod that makes some characters get a small mood buff from the feeding, which IMO should be in vanilla. If you somehow have a noble guest who is also a sanguophage, they will get a mood debuff from consuming hemogen packs, but not from using bloodfeed, which is kinda fun. worm girl fucked around with this message at 10:19 on May 8, 2024 |
# ? May 8, 2024 10:15 |
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Yeah, the bloodfeed ability is not bad for use in the field when you need a hemogen infusion stat, but there is an option for prisoners to have your sanguophages feed on them, which seems like a worse option for sanguophages than just farming them for packs and using them directly?
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# ? May 8, 2024 10:25 |
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Maybe it's for situations where none of your colonists are capable of doing medical jobs. It is an odd corner case though.
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# ? May 8, 2024 11:30 |
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It is for people who have a vampire fetish.The biting is the best part.
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# ? May 8, 2024 11:37 |
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My vampires only want blood from free range baseliners, none of that factory farmed junk.
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# ? May 8, 2024 12:10 |
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isndl posted:My vampires only want blood from free range baseliners, none of that factory farmed junk. Do you subscribe to Blood of the Month Club too? They send me a selection of artisanal raiders every quadrum.
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# ? May 8, 2024 12:49 |
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Blood of the Month reviews: Waster: a bit too chemically tasting and has a somewhat off putting smell Yttakin: capable of being highly chilled without crystallizing, with a slight though pleasant musk Pigskin: a lovely, silky mouthfeel though the occasional glob of fat was slightly off putting
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# ? May 8, 2024 14:41 |
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Speaking of Sanguophages, give them a Juggernaut serum and they'll heal any injury in like half a day, it's hilarious. Lasts for 10 days, and is pretty cheap to make too. Strong stuff
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# ? May 8, 2024 15:26 |
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Broken Cog posted:Speaking of Sanguophages, give them a Juggernaut serum and they'll heal any injury in like half a day, it's hilarious. i wish there was a way to schedule ghouls to take drugs because there's no downside for them consuming juggernaut serum and its long lasting and cheap enough to make that you could keep a bunch of ghouls hopped up on it 24/7. ghouls can use drugs on their own as-is so its weird there is no way to schedule drugs for them
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# ? May 8, 2024 16:34 |
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juggalo baby coffin posted:i wish there was a way to schedule ghouls to take drugs because there's no downside for them consuming juggernaut serum and its long lasting and cheap enough to make that you could keep a bunch of ghouls hopped up on it 24/7. ghouls can use drugs on their own as-is so its weird there is no way to schedule drugs for them Even for living pawns, the downside seems to be just -10 mood for the duration, it's not bad at all. The new drugs are all really strong, I really recommend people to experiment with them. They're cheap enough to craft that you don't really have to worry about "wasting" them.
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# ? May 8, 2024 17:13 |
worm girl posted:If you're not a monster, you can accomplish the same thing with smokeleaf or beer, or by anesthetizing them, which only costs an herbal medicine.
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# ? May 8, 2024 20:33 |
Autobong
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# ? May 8, 2024 20:49 |
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After annihilating and rebuilding my mod list, I've lost a mod that enables different types of funerals - specifically, there was a cremation burial that would produce an urn afterwards. I thought it was in Alpha Memes, but when I installed that and checked I wasn't seeing it. Is there another mod that adds different types of funerals for ideologies, or did my eyes somehow just glaze over all of them the last time I checked?
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# ? May 8, 2024 20:50 |
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# ? Jun 3, 2024 16:44 |
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Vanilla expanded ideologies adds more funerals I think?
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# ? May 8, 2024 20:59 |