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Eiba posted:Hmm, I never thought of that. If you leave smokeleaf in prison will your prisoners just use it, like they would eat a meal? That's a great idea to keep prisoners docile, but if you have to actually administer it that's probably more micro than it's worth. Not sure what rules they follow for recreational use but prisoners will definitely use whatever to manage dependencies or addictions
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# ? May 8, 2024 21:40 |
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# ? May 24, 2024 15:10 |
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death cob for cutie posted: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? you thought correctly
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# ? May 8, 2024 22:26 |
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Flesh Forge posted:Tremendous, that was a big letdown for me at release time Have you had a chance to test the new stuff out yet? I don't have a ton of time to play at the moment, but I started a tribal colony with the inhumanization and ritual memes, and right away it's amazing. Inhumanization drops pain to 50% which dramatically reduces the work slowdown and break risk from common early game problems like food poisoning. This also means that your colonists are getting way more work done, which gets your colony stabilized faster even if you aren't advancing tech. You can immediately give everyone a war mask, which reduces pain shock threshold by 15% on top of the halved pain they feel, which means your guys will just calmly walk toward raiders who are putting bullets into them. You can further reduce total pain by 10% with psychite tea. Inhumanization gives a constant +8 mood on top of that. Bioferrite is probably the best material for sharp weapons in the game, and knives are secretly very good (unlike all other melee weapons, they don't have any weak attacks like pommel strikes, so they have lower base damage but they never waste turns). It also boosts your psycasting. Once you get anomaly stuff going, all your mutations are basically consequence-free and superior to normal parts. For my run I'm allowing myself to get up to medieval tech (the vanilla kind) so I'll have uranium maces and plasteel plate mail for dealing with mechanoids, and if I can recruit some impids, most of the anomaly monsters will be easy to deal with. We'll see how that all goes. I'm predicting a lot of deaths, but that just means I'll need to get more pawns.
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# ? May 8, 2024 23:45 |
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worm girl posted:Bioferrite is probably the best material for sharp weapons in the game, and knives are secretly very good (unlike all other melee weapons, they don't have any weak attacks like pommel strikes, so they have lower base damage but they never waste turns). It also boosts your psycasting. High quality Bioferite Longswords are the best melee weapons in the game outside Persona weapons. They get a huge boost to Sharp damage and can't do their blunt pommel attacks at all.
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# ? May 9, 2024 01:21 |
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They are 5000 silver cheaper and persona swords often have some stupid bullshit attached to them so I'd take the monster blood blade any day.
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# ? May 9, 2024 01:55 |
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Oh god it just keeps spreading So much flesh maybe fake edit: this reminds me of playing Creeper World 3; I approve
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# ? May 9, 2024 02:07 |
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worm girl posted:Have you had a chance to test the new stuff out yet? got sucked back into Fallout 76
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# ? May 9, 2024 02:13 |
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ccubed posted:High quality Bioferite Longswords are the best melee weapons in the game outside Persona weapons. They get a huge boost to Sharp damage and can't do their blunt pommel attacks at all. Plus they make you more psychic. Uranium maces are still in contention though.
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# ? May 9, 2024 02:14 |
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Oh poo poo bioferrite equipment boosts psychic sensitivity? I've mostly just been using it for rituals
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# ? May 9, 2024 02:19 |
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OwlFancier posted:It does not appear so: Wonder how much psychic boosting gear you can layer?
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# ? May 9, 2024 04:04 |
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ccubed posted:Wonder how much psychic boosting gear you can layer? The Psychich Hypersensitivity trait adds 80%. Blinding the pawn grants 50%. Legendary Eltex shirt grants 15%. Legendary Eltex Staff grants 75%. So that's already 295%. A psychic hypersensitizer weapon adds 40%. A psychic sensitizer adds 25%. A psychic bond from a highmate partner adds 10%. Assuming a baseliner pawn, that's 495%. I believe the cap is 500%. A bioferrite collar of any quality would certainly get you there, as even a normal one would add 49.5% to that total. But note that psychic sensitivity does not make your psycasts stronger, it makes psycasts that are used on you last longer. It also boosts your neural heat limit, allowing you to safely use more psycasts, but do note that all that fancy Eltex gear is not making your caster stronger, it is making them more receptive to all psychic effects, including psychic drones, good and bad. Eltex gear is lovely as armor, and the prestige power armor doesn't raise sensitivity much. So IMO the important thing about bioferrite is that it can grant substantial boosts to your frontliners' psy sensitivity, which makes them get longer-duration buffs from painblock, focus, word of joy, and word of serenity. None of the environmental powers like psyquake or wallraise interact with anybody's sensitivity, and you usually can't control the sensitivity of enemies you want to hit with stun or beckon, so IMO it is most important for your hussars and neanderthals who have trouble with mood but are needed to defend the base. Keeping psyfoil hats around for psychic drones is also really useful. worm girl fucked around with this message at 06:07 on May 9, 2024 |
# ? May 9, 2024 05:53 |
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Also, high psychic sensitivity on the person leading a Void ritual boosts the ritual quality.
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# ? May 9, 2024 06:03 |
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Reminder that ceremonial hoods made with good materials (Synthread, hyperweave, devilstrand) have better defences than simple steel helmets, and give full head coverage. Reasonably cheap to make, too. Only downside is your entire colony ends up looking like a cult-con.
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# ? May 9, 2024 12:06 |
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Broadwraps are also great since they protect the face
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# ? May 9, 2024 14:13 |
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Bioferrite is the new steel where there's way more things I want to make with it than I have available to spend. Especially when I need to reserve some for rituals too. At least I can set up a steady income of it much earlier in the game than steel, so over time it should even out relatively safely. Just gotta get more anomalies to keep in the cells.
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# ? May 9, 2024 15:49 |
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A story in two parts: She isn't even a bad doctor! And the only reason he needed a denture in the first place was because my sanguophage punched his jaw clean off in one hit when trying to subdue him after a golden cube deactivation. Broken Cog fucked around with this message at 20:22 on May 9, 2024 |
# ? May 9, 2024 20:20 |
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Oops tried to install dentures with a sword
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# ? May 9, 2024 20:40 |
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Pros: Dentures are on the head Cons: We lost the head, straight up can't find it, we had it on the desk and it's gone now
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# ? May 9, 2024 20:41 |
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"Just 30 minutes of Rimworld on my lunch break, it'll be fine, I'll make a little building progress and finally finish the perimeter walls." Tribal raid. BIG tribal raid. I have a desperate shortage of steel and components, because I've gotten one trade ship in two years and don't have enough people to staff a caravan (7 colonists total). Scared them off enough they retreated! After they cut an arm off of my main doctor and off of my researcher, critically injured three others without killing any limbs, and left one person standing. I was able to get people stabilized before I had to save and stop, but this is going to loving suck. I didn't have any spare arms and I still don't have the steel to make any that aren't completely useless. Hell.
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# ? May 9, 2024 20:51 |
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First experience with a Revenant, I'll spoiler tag it just in case Victim number 1 was actually a visitor on their way off the map, the security team had basically no chance of catching him. We rescued the victim and tucked him into the hospital. Victim number 2 was a member of the security team, the revenant popped up and tried to zap a colonist but was narrowly too slow, the officer got a few good charge slugs into him before the revenant got into zapping range. The rest of the team showed up and lit the bastard up but wasn't able to finish the job holy poo poo those things are beasts. Victim number 3 was my moral guide, who was grabbing lunch when Big Spice shows up in the drat paste room. That was a fun way to find out revenants don't care about door locks. Security formed a firing line but the drat thing sprinted right over them and broke contact long enough to disappear. I also learned the 10% psychic sensitivity my Hussar has from his wife is in fact enough for the revenant to go invisible. My other hussar is in and out of the hospital because a bullet to the brain from a few raids ago messed him up not enough to immobilize him, but enough for him to wander out of the hospital at two meters an hour and eventually collapse from hunger. Waiting on some glitterworld medicine for him. At this point we researched him enough that colonists can identify the sound of him shuffling around, and it turns out the fucker didn't even leave the map. Security took up the newly minted disruption flares and started whipping them around like AOL cds. Sure enough he's still around and after the world's most pathetic chase we bring the thing down and take his spine to gay baby jail. My security team has a mix up of charge shotguns and charge rifles, we switched mostly to shotguns after victim 2 which was a good call considering where he popped up next. Invest in proximity alarms, god drat.
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# ? May 10, 2024 00:01 |
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With overlapping alarms you may be able to triangulate their resting location.
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# ? May 10, 2024 01:19 |
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I've started making all my entrances go via my prison so the revenant goes after my sanguophage's blood nuggets instead of useful colonists.
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# ? May 10, 2024 01:36 |
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Regardless of which start I pick, I generally begin by speedrunning battery and geothermal research once I've gotten my basic stockpile/shelter/growing zone setup out of the way. I don't know how people manage without electricity - feels like unless you've gotten refrigeration out of the way, you spend nearly 100% of your time on food preparation since meals go bad so quickly.
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# ? May 10, 2024 03:08 |
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I add start with research: geothermal energy to my starting scenario lmao I straight up can't function without at least some stable power
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# ? May 10, 2024 03:11 |
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Wood generators are extremely stable early on if you're in anything more fertile than desert/tundra/extreme desert/ice sheet.
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# ? May 10, 2024 03:24 |
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Inadequately posted:Regardless of which start I pick, I generally begin by speedrunning battery and geothermal research once I've gotten my basic stockpile/shelter/growing zone setup out of the way. I don't know how people manage without electricity - feels like unless you've gotten refrigeration out of the way, you spend nearly 100% of your time on food preparation since meals go bad so quickly. The actual labor issue I had with my gimmick "no researching electricity until everything below it was done" run was the sheer amount of labor time it takes to feed wood to all your torches/stoves/etc. (compounded by it being a deserty map so wood was in short supply)
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# ? May 10, 2024 03:28 |
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i've been trapped by decision paralysis making a xenotype forever now and i gotta sort it out. i made some weirdoes who were like the burrowers from the movie of the same name, but tribal games get a bit boring i kinda want to make a xenotype based on the fleshmass monsters. i did the art for the taukai guys from Alpha Genes and theyd probably work rpetty well for fleshmass dudes.
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# ? May 10, 2024 04:34 |
Inadequately posted:Regardless of which start I pick, I generally begin by speedrunning battery and geothermal research once I've gotten my basic stockpile/shelter/growing zone setup out of the way. I don't know how people manage without electricity - feels like unless you've gotten refrigeration out of the way, you spend nearly 100% of your time on food preparation since meals go bad so quickly. Refrigeration is basically a tech that gives you access to a resource intensive way to make meals less fiddly. It's not much of an improvement at all in terms of labor and resources.
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# ? May 10, 2024 04:40 |
Yeah I basically always start my cooking bills at something like Cheap meal x4 until # of colonists in storage cheap meal x1 until # of colonists in storage Cheap meal x4 until 20 in freezer Fancy meal x4 until 20 in freezer Psychite tea x4 forever Psychite tea x1 forever Joints, Wort (you get the drill) Butcher forever Kibble but from hay and ideally bug guts And then adjust the skill sliders so morons aren't trying to do things that will give anyone food poisoning & ensure we're not making stacks of meals without refrigerators. If there's pemmican or survival meals it goes in after the fanciest meals. Not gonna be chopping humans. Paste can be worth it but you really need to build around it, ideally. One or two days of meals is good except if your only cook dies you may be in trouble, even just food poisoning can be dangerous and end up forcing people to eat raw ingredients. Risk you take tbh. Usually carcasses last longer than stacks of meat, I dunno how accurate this is now but it used to always be the case
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# ? May 10, 2024 05:24 |
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It can feel bad to let meat spoil but that's just what you need to do if you don't have a freezer. But if you micromanage a little you can take advantage of how the spoilage timers work; it doesn't matter whether meat came from a carcass that's 1h from spoilage or 2 days from spoilage, you get the same new spoilage timer regardless. Likewise when you're meat into meals, it doesn't matter if the meat is old. So rather than cooking everything up all at once it makes sense to stretch it out over several days. If you've got 2 large animal corpses, only butcher one of them, then slowly use that meat in just enough meals to keep the colony fed, then butcher the other one. Kibble also doesn't go bad, so if you're ranching anyway then it doesn't hurt to turn a bunch of meat that's about to go bad directly into kibble. Colonists can eat it too; they dislike it, but it's better than starving
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# ? May 10, 2024 06:20 |
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If you're not in the tropics, you can dig a room that's entirely under overhead mountain roofs and stick a couple of passive coolers in it. In a temperate map this is enough to refrigerate or even freeze the room during colder months. The trick is to not waste labor overhunting or overfarming. 3 rice tiles per colonist will usually feed everybody. Get some corn growing in another plot for long term food, and only make enough meals to feed everyone for two days, as others have said. Hunt sparingly to gap fill when your grower is distracted, don't butcher stuff until it's almost rotten. Also consider not playing baseliners, or playing an ideoligion that makes food less of a hassle. Pigskins can just eat raw food, nobody has to cook. Some ideos can be just fine with cannibalism without being sad if they can't get human flesh. Undergrounders have year-round access to nutrifungus and insect meat/jelly. juggalo baby coffin posted:i kinda want to make a xenotype based on the fleshmass monsters. i did the art for the taukai guys from Alpha Genes and theyd probably work rpetty well for fleshmass dudes. Starting with two tentacle arms and a full suite of fleshmass organs would only be improved by watching a colonist explode into a trio of babies when shot.
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# ? May 10, 2024 07:20 |
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worm girl posted:If you're not in the tropics, you can dig a room that's entirely under overhead mountain roofs and stick a couple of passive coolers in it. In a temperate map this is enough to refrigerate or even freeze the room during colder months. This must be some sort of mod, normally passive coolers can’t lower the temperature below 17C.
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# ? May 10, 2024 07:35 |
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I tend to play without refrigeration for several years to get more efficient use of my early game steel and power. It's pretty easy with a vegetable based diet but you can fit in meat as well.
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# ? May 10, 2024 07:41 |
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Isn't there a trick with a door and coolers?
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# ? May 10, 2024 07:46 |
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Mzbundifund posted:This must be some sort of mod, normally passive coolers can’t lower the temperature below 17C. I don't have many mods going and none that would affect that. Maybe the natural mountain temp on my map reaches refrigerator level without help for parts of the year.
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# ? May 10, 2024 08:12 |
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ccubed posted:Isn't there a trick with a door and coolers? air lock configuration and double walls to prevent spoilage during extended eclipses or flares also if you pick a colder biome, vents that open to lower power demands
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# ? May 10, 2024 13:40 |
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really wish spread the word was updated
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# ? May 10, 2024 15:52 |
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The colony grows, poorly. Thankfully I managed to scrape together enough metal to make prosthetic arms, because without those two of my colonists would be hosed. (And I somehow only have 7 at this point, still!)
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# ? May 10, 2024 16:18 |
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worm girl posted:Starting with two tentacle arms and a full suite of fleshmass organs would only be improved by watching a colonist explode into a trio of babies when shot. i'm torn between having them be able to infect people with the xenotype, reproducing asexually, or aliens-style infecting people with an embryo. it seems like the fleshmass monsters can infect people with attacks so pretty much any of them could be thematic there's also a flesh style in Alpha Memes so maybe i could make them like a breakaway mutant faction of the overall fleshmass
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# ? May 10, 2024 16:57 |
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# ? May 24, 2024 15:10 |
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vanilla achievements has been updated, and there's finally a mode to disable the "rewards" you could buy with achievements: https://steamcommunity.com/sharedfiles/filedetails/?id=2288125657quote:Updated for RimWorld 1.5
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# ? May 10, 2024 18:36 |