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Telarra
Oct 9, 2012

Yup. This is because vents don't perfectly equalize temperature, so the more vents between a room and a heat source, the colder that room will be.

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marumaru
May 20, 2013



Like this?



e: I swear my fortress is vomit-free now

Overwined
Sep 22, 2008

Wine can of their wits the wise beguile,
Make the sage frolic, and the serious smile.

Generation Internet posted:

"Operation has failed in a minor way"

Oh, well that can't be so ba-



You were trying to install a drat peg-leg :psyduck:

It's never been done before! He's the best doctor in the OC! Don't call it that.

Opal
May 10, 2005

some by their splendor rival the colors of the painters, others the flame of burning sulphur or of fire quickened by oil.
So my game refuses to start after upgrading to 9e, just getting a black screen before reaching the menu. This happening to anyone else?

Fishstick
Jul 9, 2005

Does not require preheating

Inacio posted:

Like this?



e: I swear my fortress is vomit-free now

Yep. Just don't have two bedrooms sharing a vent is what he's saying - having one area 'heated' and then a vent to each bedroom to equalize it faster is more efficient.

Diviance
Feb 11, 2004

Television rules the nation.

Opal posted:

So my game refuses to start after upgrading to 9e, just getting a black screen before reaching the menu. This happening to anyone else?

Try removing mods until it works, then see which mod broke it?

Assuming you are using mods.

Opal
May 10, 2005

some by their splendor rival the colors of the painters, others the flame of burning sulphur or of fire quickened by oil.
I'd messed up the save files, fixed it now.

DOMDOM
Apr 28, 2007

Fun Shoe
This game is amazingly addictive.

The first guy I finally convince to join my colonists is a pirate raider nicknamed Steroid who was injured in a hail of gunfire attacking my camp. It took about a week of medical rehab and constant chatter before he finally agreed to join. It was a proud moment; my first new recruit! Finally getting the hang of things!

Except that as soon as he joined a message popped up. "Colonist needs help" What did the new recruit need help with? That's when I learned a valuable lesson about inspecting health statuses. Mr. Steroid could not walk. Or talk. Or see. I'd been nursing a vegetable, which begs the question just how did he agree to join? One blink yes, two blinks no?

That night Dr. Oz performed his first euthanasia operation.

We buried 'roids out in the yard. Our first lost colonist, his time with us so fleeting.

ps - Dr Oz lost his nose in a muffalo hunting accident early on, but this seems to only be a cosmetic thing. anyone know if this comes into play anywhere yet? i.e. does it negatively influence other colonists to be treated by the noseless man?

MagnumOpus
Dec 7, 2006

You had the technology. You could have rebuilt him. Stronger. Faster.

DOMDOM
Apr 28, 2007

Fun Shoe
This is true. How do you tell if they are permanently brain damaged?

OwlFancier
Aug 22, 2013

dMastri posted:

This is true. How do you tell if they are permanently brain damaged?

Generally if they have damage to their brain, intuitively enough.

Absorbs Smaller Goons
Mar 16, 2006
Yeah I learned that too on my first brain damaged colonist. I was so sad. But then, AI Chip transplant! All hail our new robotic overlords

Opal
May 10, 2005

some by their splendor rival the colors of the painters, others the flame of burning sulphur or of fire quickened by oil.
Luckily my first brain damaged colonist happened to be my cook so I just gave him a bed next to the kitchen and that's where he'll stay til launch day. He cooks slowly and walks at a leisurely pace but still pumps out quality food.

Heffer
May 1, 2003

I just started playing Rimworld. I ran across a medium sized sealed building that after lots of preparation setting up sandbags and turrets outside of it, I opened it up. Only thing it had were two cryptosleep pods that upon poking popped out two human space marines. One bolted for the map edge, the other came out unconscious. I nursed the unconscious one back to health, and when he woke up, he ate a meal in my canteen and then bolted for the map edge.

How was I supposed to capture them?

zeekner
Jul 14, 2007

Heffer posted:

I just started playing Rimworld. I ran across a medium sized sealed building that after lots of preparation setting up sandbags and turrets outside of it, I opened it up. Only thing it had were two cryptosleep pods that upon poking popped out two human space marines. One bolted for the map edge, the other came out unconscious. I nursed the unconscious one back to health, and when he woke up, he ate a meal in my canteen and then bolted for the map edge.

How was I supposed to capture them?

You have to use the 'Capture' option on the unconscious one. The rescue option won't give you the option to convert them. Rescue is intended for helping neighbors that are injured near your base, you can help them out and they will like you more. Any drop-pod or cryocasket will have neutrals inside, so there's no downside to capturing them instead.

Drunk in Space
Dec 1, 2009

dMastri posted:

This is true. How do you tell if they are permanently brain damaged?

All brain damage in the base game is permanent, unless you mean when do they became incapacitated from it, in which case I believe it's when the brain drops to about 2 or 3 hit points.

The brain affects a stat called consciousness, which heavily influences virtually every action your colonist can take, including walking. This makes it easy to spot brain damaged people, because they will putter around verrrry slowly, and you'll probably get warning messages about them starving or freaking out because the 3 hour trip it takes other colonists to walk across the map and fetch some metal is taking them 3 days instead.

dMastri posted:

ps - Dr Oz lost his nose in a muffalo hunting accident early on, but this seems to only be a cosmetic thing. anyone know if this comes into play anywhere yet? i.e. does it negatively influence other colonists to be treated by the noseless man?

Noses don't do anything right now. You'd think their loss might have an impact on the social skill, but apparently not.

DBlue135
Dec 21, 2005
Do corpses ever rot away to nothing if you just leave them out in the sun?

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester

Uncomfortable Gaze posted:

You have to use the 'Capture' option on the unconscious one. The rescue option won't give you the option to convert them. Rescue is intended for helping neighbors that are injured near your base, you can help them out and they will like you more. Any drop-pod or cryocasket will have neutrals inside, so there's no downside to capturing them instead.

Yeah, if it's not clear, you actually have to take them prisoner. Meaning, you have to have a jail and prisoner-marked beds set up. Right click the cryptosleep dudes and capture; if it doesn't show up as an option you may need to draft the colonist doing the capturing first. If "arrest" is an option, it should do the same thing.

DBlue135 posted:

Do corpses ever rot away to nothing if you just leave them out in the sun?

Not sure if one of my mods is influencing this, but yes, after quite a long time (several months). of being bones.

Mister Bates
Aug 4, 2010

DBlue135 posted:

Do corpses ever rot away to nothing if you just leave them out in the sun?

I hope not, leaving the skeletons of my enemies outside the village as a warning is a key component of my defensive strategy (having to walk through the field of skeletons lowers enemy morale which makes them more likely to break and run).

Opal
May 10, 2005

some by their splendor rival the colors of the painters, others the flame of burning sulphur or of fire quickened by oil.
They do, eventually.

bonds0097
Oct 23, 2010

I would cry but I don't think I can spare the moisture.
Pillbug

Mister Bates posted:

I hope not, leaving the skeletons of my enemies outside the village as a warning is a key component of my defensive strategy (having to walk through the field of skeletons lowers enemy morale which makes them more likely to break and run).

Is this for real, because that sounds awesome. I guess I assumed once corpses became skeletons the game forgot their identity.

OwlFancier
Aug 22, 2013

I don't think it's specifically that they're raider skeletons, but simply that raiders are perturbed by dessicated corpses as much as your colonists are.

marumaru
May 20, 2013



You hosed up. Shouldn't have told me that. I'm gonna have a loving SEA of corpses outside my base now.

Hav
Dec 11, 2009

Fun Shoe
Vent chat: Is that a mod or is this a particular strategy? Because having a brick with a low K value (ie heat transparent) would be the sex.

Leif. posted:

Yeah, if it's not clear, you actually have to take them prisoner.

If you rescue someone and they heal up, they wander off the map. You have to capture them to give them your series of exciting pamphlets and opportunities.

OwlFancier
Aug 22, 2013

Inacio posted:

You hosed up. Shouldn't have told me that. I'm gonna have a loving SEA of corpses outside my base now.

That's the correct way to play though? Just make sure whoever goes out has a stiff drink first.

MagnumOpus
Dec 7, 2006

Didn't earlier builds of the game have gibbet cages to put corpses in and scare raiders?

Heffer
May 1, 2003

Why can't we be civilized and use the ludovico technique for brainwashing people?

Slime
Jan 3, 2007
People might call putting corpses up on display barbaric, but isn't it more barbaric to just let them keep coming and get slaughtered? If you display some corpses and the raiders run away, that's less deaths. That's downright kind.

DelphiAegis
Jun 21, 2010

Opal posted:

Luckily my first brain damaged colonist happened to be my cook so I just gave him a bed next to the kitchen and that's where he'll stay til launch day. He cooks slowly and walks at a leisurely pace but still pumps out quality food.

I'm just imagining someone with half his skull caved in that only remembers how to do one thing from before the accident, but he knew it so well that it's now his entire life. And he loves doing it. Where's the gif of the two :downs: popping into a doorway and saying "PANCAKES!" or something?

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester

MagnumOpus posted:

Didn't earlier builds of the game have gibbet cages to put corpses in and scare raiders?

Yeah, there was an "evil" option (I think it was in research?) but the way they were advertised was actually more for managing your colonist morale. I don't think the system was ever completed though and Tynan dropped it several alphas back.

El Pollo Blanco
Jun 12, 2013

by sebmojo
At some point I seem to recall you being able to set your warden to beat the crap out of your prisoners, what was even the point of that?

Gibbo
Sep 13, 2008

"yes James. Remove that from my presence. It... Offends me" *sips overpriced wine*

El Pollo Blanco posted:

At some point I seem to recall you being able to set your warden to beat the crap out of your prisoners, what was even the point of that?

Because they killed your best gardener in a raid and somebody has to pay.

Pornographic Memory
Dec 17, 2008

El Pollo Blanco posted:

At some point I seem to recall you being able to set your warden to beat the crap out of your prisoners, what was even the point of that?

It tied in with the "evil" option. In early versions of the game you could either make your people happy to keep them from breaking or leaving the colony, or you could use fear to keep them in line, which you could do by beating prisoners, executing them, putting gibbet cages everywhere...I think that was all there was.

boner confessor
Apr 25, 2013

by R. Guyovich
another fun thing from the early alphas was det charges

"hey, raiders! come cluster over here behind these sandbags, perfectly placed for you to shoot at my colony! ok hang on for three seconds... two... one..."

they got removed pretty quick

Gibbo
Sep 13, 2008

"yes James. Remove that from my presence. It... Offends me" *sips overpriced wine*

Popular Thug Drink posted:

another fun thing from the early alphas was det charges

"hey, raiders! come cluster over here behind these sandbags, perfectly placed for you to shoot at my colony! ok hang on for three seconds... two... one..."

they got removed pretty quick

See, that has no business being removed. Just make it so factions remember that you do this and cluster less in the future. (Because ai programming is soooo easy. :rolleyes:)

Drunk in Space
Dec 1, 2009
Most of the removed stuff can be added back in with mods anyway.

Diviance
Feb 11, 2004

Television rules the nation.

Popular Thug Drink posted:

another fun thing from the early alphas was det charges

"hey, raiders! come cluster over here behind these sandbags, perfectly placed for you to shoot at my colony! ok hang on for three seconds... two... one..."

they got removed pretty quick

Haha, oh man, those det charges were so awesome. String a few in a long, single-line passage leading to a few doors in a row... wait for the entire enemy army to pack into that, trying to beat down the doors and trigger them.

Boom, no more army.

Slime
Jan 3, 2007

Popular Thug Drink posted:

another fun thing from the early alphas was det charges

"hey, raiders! come cluster over here behind these sandbags, perfectly placed for you to shoot at my colony! ok hang on for three seconds... two... one..."

they got removed pretty quick

Simple balancing solution: Make them into mines that explode no matter who steps on them. Raiders? Boom. Guests? Boom. Colonists? Boom. Boomrat? Boomboom.

Koobze
Nov 4, 2000
I hadn't played in a while and just tried it out again, the temperature stuff adds a lot and I haven't even reached operations and prosthetics. Had a nice little colony going, a large group of tribals visited, and while hunting one of my three colonists shot a tribal. They didn't see the humour of the situation.

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Alaan
May 24, 2005

You can still make a poor man's(rich man's?) mine using a turret. put it in a room with locked entrance and exit. raiders all bunch up until the front door breaks, they rush in and attack the turret. The turret explodes and kills half of them, downs 1/4, and the last 1/4 flee bleeding.

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