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SirViver posted:Just be aware that at least some of these turrets are quite hilariously overpowered, so you might want to limit yourself to just the spotlight or the generally low-tech ones if you want to keep the game challenging. You should try the laser turret then. It's pretty much the samem only it also sets people on fire and can shoot through walls.
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# ? Jan 18, 2015 16:51 |
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# ? Jun 4, 2024 18:02 |
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Opal posted:mods just try to make the game easier
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# ? Jan 18, 2015 20:12 |
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Opal posted:mods just try to make the game easier Some serve to do things that should have been put in with certain mechanics. (Like the vents, instead of having to jam an A/C in every room) But a lot are just tards going full ham and wanting a field covered in corpses the easy way.
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# ? Jan 18, 2015 20:36 |
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Gibbo posted:Some serve to do things that should have been put in with certain mechanics. (Like the vents, instead of having to jam an A/C in every room) Yeah, I really like the vents. I'm looking for mods that work like that; They add a functionality or an extra mechanic, or fill in where there isn't something yet in the game. I don't need a BFG9000 to kill everything, or a superfood that grows in a day and fellates my colonists as they eat it, or what have you. I'd really like a mod, for example, that lets me research and build the various guns in the vanilla game. Or one that allows me to manually cancel a job I don't want a certain colonist to do. Things like that.
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# ? Jan 18, 2015 22:53 |
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neogeo0823 posted:Yeah, I really like the vents. I'm looking for mods that work like that; They add a functionality or an extra mechanic, or fill in where there isn't something yet in the game. I don't need a BFG9000 to kill everything, or a superfood that grows in a day and fellates my colonists as they eat it, or what have you. I'd really like a mod, for example, that lets me research and build the various guns in the vanilla game. Or one that allows me to manually cancel a job I don't want a certain colonist to do. Things like that. I'm about 90% sure I've seen a gun crafting mod on the forums somewhere.
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# ? Jan 18, 2015 23:03 |
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The dev seems to be currently more focused on adding new mechanics than making more content, which is a pretty good way to do thing considering the robust modding system, but it does leave the base game pretty sparse after you finish a playthrough. But yeah, there are a lot of mods that add poo poo like 80 range sniper rifles and uber mortars that fire every 5 seconds and whatnot.
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# ? Jan 19, 2015 00:09 |
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You can mod things in yourself fairly easily, I'd do it more myself but my ancient bootleg copy of photoshop crashes all the time so i can't make the art for it.
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# ? Jan 19, 2015 00:12 |
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Generation Internet posted:I'm about 90% sure I've seen a gun crafting mod on the forums somewhere. I feel like you're right but I couldn't find it and I don't want to examine the big modpack contents to see if it's a minor change for one of those.
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# ? Jan 19, 2015 00:26 |
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Tommofork posted:I feel like you're right but I couldn't find it and I don't want to examine the big modpack contents to see if it's a minor change for one of those. I used it a bit. It basically made a metal bars resource you could break raw metal and other weapons in to. You then used that to make guns. Pretty straightforward. This was with A7, though.
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# ? Jan 19, 2015 01:36 |
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changelog posted:Jan 18 This is a well-crafted Plasteel statue of a Boomrat. The Boomrat is screaming.
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# ? Jan 19, 2015 05:29 |
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On the item is an image of a colonist surrounded by boom rats. The colonist is screaming.
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# ? Jan 19, 2015 06:23 |
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If you're using mortars to attack a siege base and are too outnumbered to send snipers, shooting at their food might be more productive. Mortars take two good hits to blow up, but you can wipe out all their food with one lucky shot which will propmt an assault.
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# ? Jan 19, 2015 07:09 |
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On the AI core is an image of an Oaf surrounded by squirrels. The Oaf is making a plaintive gesture.
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# ? Jan 19, 2015 09:29 |
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Can anyone give me a screenshot of their Organization screen, with priorities set? I understand that it will do things labelled 1 over anything else on their list, followed by 2, etc, and that if there is two "2"'s for example it will do the one closer to the left first, but my crafters are just outright refusing to go and make be some stone building materials even though theres a bench for them to do so, a stockpile of stone chunks sitting right beside it, and a bill on the job saying "Do Forever". The room is warm, decorated nicely, and I even put some objects with a good beauty rating in there to try and entice them in, but its like they're allergic to it. Theres 2 crafters, and one of them will invariably run over to the tailors bench and get making me some human leather clothes, but then the other wont goto the drat stonecutting table once the tailor bench is occupied. Stonecutting is tied to crafting skill, right?
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# ? Jan 19, 2015 13:43 |
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I generally micromanage a lot, so the numbers change I suspend a lot of activities, give orders and cancel them again, etc. Then again, my colonies aren't that large, right now I've only got 8 or so people running around. Crafting is usually done on a as-needed basis, with one or two people having a high priority on it and no other priorities except for the basics and hauling (at 4), so that they usually run around doing the necessary legwork until I need some clothesk, bricks, whatever, at which point I unsuspend as needed. For me it feels like the priorities screen is more of a suggestion than a rule and gives way less control than it feels like it should. The difference between 2 and 3 seems vague or even non-existent at times, so I generally just use it to put a couple things at 1, like patient and firefighting for everybody, and whatever their task is at 2 or 3, and hauling and such tasks at 4 for when they've got nothing else to do.
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# ? Jan 19, 2015 13:56 |
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neogeo0823 posted:Yeah, I really like the vents. I'm looking for mods that work like that; They add a functionality or an extra mechanic, or fill in where there isn't something yet in the game. I don't need a BFG9000 to kill everything, or a superfood that grows in a day and fellates my colonists as they eat it, or what have you. I'd really like a mod, for example, that lets me research and build the various guns in the vanilla game. Or one that allows me to manually cancel a job I don't want a certain colonist to do. Things like that. Project Armory adds more guns the the game, none of them are particularly OP. Table of the weapons here: http://dev.evul.nu/rimworld/ProjectArmory/WeaponTable211.jpg
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# ? Jan 19, 2015 14:12 |
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Tindahbawx posted:Can anyone give me a screenshot of their Organization screen, with priorities set? What's the search radius for ingredients? Is there a stockpile that accepts stone blocks?
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# ? Jan 19, 2015 14:55 |
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Tindahbawx posted:Can anyone give me a screenshot of their Organization screen, with priorities set? I had a similar problem at a couple points in my base. What I found worked for me was to suspend all the other benches that I didn't want them to work on, until they started working on the particular bench, and then unsuspend them. You can also select the colonist, right click the bench, and if they have that particular duty active, you'll be able to select the prioritize <bench> command and they'll get right to work. If you don't get that option with the selected colonist, make sure that both crafting and art are enabled with that specific colonist, and that they don't have 0 skill or - in the relevant categories. I think a colonist with 0 skill can technically do the relevant activity, but you really don't want them to, as it'll take forever. A - in the relevant skill means they're incapable of doing it at all. One thing I really wish I could do is assign a colonist to a certain specific task only. Like, if I've just killed a group of mad Alphabeaver, I want to be able to assign one guy to butcher them all, and another to cook them into food, and do nothing else until that bill is done. Or if I just mined out a large tunnel, and my dump stockpile is filled with rock, I want my two crafters to only cut stone blocks till they're all gone. I don't want them running over and making a shirt that I don't need out of muffalo leather when everyone's clothed, and I need to build my bunker. I'd also like to forbid certain colonists from going to certain areas and doing certain tasks sometimes. What's that, Longshank? You're on the brink of snapping because you've been bearing witness to the 20 corpses of the raiders I just killed? Ok, well go haul these potatoes to the kitchen. NO DON'T GO WADING BACK INTO THE GORE TO GRAB A BASIC MEAL I HAVE FINE MEALS IN THE KITCHEN YOU gently caress! Incidentally, by the way, I've come to hate the Too Smart trait. Sure, it's useful, but when I have it on my best doctor, she keeps getting strained to near the breaking point with every patient she cares for. Also, gently caress you, Longshank for having it as well.
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# ? Jan 19, 2015 15:01 |
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Tindahbawx posted:Can anyone give me a screenshot of their Organization screen, with priorities set? Getting a specific colonist to work on a specific crafting project is really, really finnicky. As others have said, to accomplish something like "you work on stonecutting until the bill is done" requires a weird combo of suspending bills, drafting and un-drafting, etc. It gets really annoying when you are trying to get someone to make something like a weapon that consumes a lot of time, since they will start their sword or whatever, then leave, then someone starts a new sword, leaves, etc. etc.
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# ? Jan 19, 2015 16:30 |
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Easy solution to working on specific projects is building a bed(or don't) and having a stockpile of materials and food(or just materials) in the room with the work tables, then locking the pawn in that room until work is done.
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# ? Jan 19, 2015 16:45 |
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Tindahbawx posted:Can anyone give me a screenshot of their Organization screen, with priorities set? I've had colonists refuse to do crafting, and had some success with going nuclear and dismantling then rebuilding the bench in question. When a colonist just flat out refuses to work for no reason it's my go to move.
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# ? Jan 19, 2015 16:59 |
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Bold Robot posted:Getting a specific colonist to work on a specific crafting project is really, really finnicky. As others have said, to accomplish something like "you work on stonecutting until the bill is done" requires a weird combo of suspending bills, drafting and un-drafting, etc. It gets really annoying when you are trying to get someone to make something like a weapon that consumes a lot of time, since they will start their sword or whatever, then leave, then someone starts a new sword, leaves, etc. etc. I'd be ecstatic if he added the ability to assign colonists priority on certain workbenches.
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# ? Jan 19, 2015 19:42 |
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Tindahbawx posted:Project Armory adds more guns the the game, none of them are particularly OP. Table of the weapons here: They're also incredibly generic and incredibly boring to play with, and makes cleaning up after fights a stupidly time consuming job. Just get Guns+ (https://ludeon.com/forums/index.php?topic=8283.0) which adds some nice weapons without being stupidly duplicative of the original weapons.
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# ? Jan 19, 2015 20:22 |
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Drone_Fragger posted:They're also incredibly generic and incredibly boring to play with, and makes cleaning up after fights a stupidly time consuming job. Just get Guns+ (https://ludeon.com/forums/index.php?topic=8283.0) which adds some nice weapons without being stupidly duplicative of the original weapons. Agreed. And I want to mention that pic is missing many gun groups in the mod. The only thing I like about Armory is that they add a good number of low tech guns and melee weapons- thankfully a program is included which lets you disable any or all of the weapons included in the mod.
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# ? Jan 19, 2015 21:04 |
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Leif. posted:On the AI core is an image of an Oaf surrounded by squirrels. The Oaf is making a plaintive gesture. The screenshots of the Tales system were cracking me up today.
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# ? Jan 20, 2015 09:36 |
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Thanks for the crafting help, I got them to start work on it in the end by putting the table right next to the kitchen, so as soon as the chap finished his meal he went there to craft instead of the tailors station. The other crafter then proceeded onto the tailors bench correctly.
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# ? Jan 20, 2015 13:32 |
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Dirtiest carpet 2015
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# ? Jan 20, 2015 20:39 |
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It's red though, so no one will notice.
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# ? Jan 21, 2015 00:07 |
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immoral_ posted:It's red though, so no one will notice. It didn't start out that way though...
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# ? Jan 21, 2015 08:07 |
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Anyone else unable to get the Crematorium to work? I feel like I've tried everything. It has both bills active set to Forever, it has power. If there's a grave they take the corpses there and if there isn't it says there's no place to store the corpse. What gives?
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# ? Jan 21, 2015 09:42 |
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Do you have anyone doing the crafts labour? For some reason it needs crafts although that's changing next alpha.
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# ? Jan 21, 2015 09:45 |
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I checked that too but no dice.
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# ? Jan 21, 2015 10:16 |
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If you select someone who has crafts enabled, can you right click on the bodies to order a cremation there or is that not appearing either?
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# ? Jan 21, 2015 10:25 |
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No, it's not, that's the thing. It just says Haul. I ended up disassembling the useless thing but I'll rebuild it again later and experiment a bit. If it functions for other people then there's obviously something I'm doing wrong.
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# ? Jan 21, 2015 10:40 |
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Tommofork posted:Here's a list of released mods for the latest alpha on the rimworld forums, maintained by a living saint. On an unrelated note, I know that I said I'm not a huge fan of most mods for this game but perhaps this should be added to the OP?
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# ? Jan 21, 2015 10:49 |
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Opal posted:No, it's not, that's the thing. It just says Haul. I ended up disassembling the useless thing but I'll rebuild it again later and experiment a bit. If it functions for other people then there's obviously something I'm doing wrong. I just went and double-checked, and I am dumb, you right click on the crematorium to prioritise cremating. If you build a crematorium and give it the bill, provided you set the bill to repeat forever, and have someone set to do crafts, it should work. I have no idea! Opal posted:On an unrelated note, I know that I said I'm not a huge fan of most mods for this game but perhaps this should be added to the OP? If I was going to write that list again, I'd take out Battlestations, as it's kinda buggy and holy poo poo the added voices are annoying, and door control as it goes against the spirit of the game. I'd also shift central heating out of the optional and into the main section, and put big sirens around EDB Interface because it's great. There are probably others that are worth looking now into but I haven't been playing much. Although looking at the list I forgot to include the EDB mod order mod, which can be useful for compatibility by setting the mod load order.
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# ? Jan 21, 2015 11:18 |
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Can anyone see the download link for this mod on the Ludeon forums? It's AlphaTweaks - Automatic Trade and Haul and more! and sounds amazing, cutting down on a lot of micro. [Updated] Automatically strip corpses inside your Home Zone. This is no longer just a hack that explodes the gear! I've added it to the colonist's AI. It's a low priority hauling task, so any colonists with Haul enabled will do it after he's done with the rest. [Updated] Automatically unforbid any forbidden item that's haulable inside your Home Zone and automatically haul all Chunks in your Home Zone. This is now a separate download because based on feedback some people would not like this feature. I've removed the keybind to make it 100% compatible with other mods and building shortcuts. If you want to turn it off just disabled the mod. A "Scrap Station" building to extract Cloth from cheap Apparel so you don't have to drag-vendor them one by one. I don't have the C# skills to make it extract the correct cloth, specially keeping compatibility with Fabric/Leather adding Mods such as Cybernetic Storm. So it just extracts Cloth :-\ [New] An "Auto Trader" building that you can configure to make your pawns with Social skills (Warden job must be enabled) to automatically buy or sell items based on rules. You add the desired item to the list and configure how many of them you want to keep in stock. Works with items from other mods if they show up on Trade Ship stock! I just can't see where to download it from!
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# ? Jan 21, 2015 11:41 |
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Some modders are dweebs and attach the mod to their posts, you have to join the forums to see the link.
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# ? Jan 21, 2015 11:45 |
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Yep, suspected as much. Made an account, thanks.
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# ? Jan 21, 2015 12:34 |
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# ? Jun 4, 2024 18:02 |
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Really hoping for some kill/rescue/stuff built stats on colonists in the future.
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# ? Jan 21, 2015 13:19 |