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marumaru
May 20, 2013



Slave collars added to Prison Improvements :getin:

https://ludeon.com/forums/index.php?topic=10069.msg99732#msg99732

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Pound_Coin
Feb 5, 2004
£


Ok, barbed wire straight up needs to be in the base game:



ww1 killing ground krew represent~

Heffer
May 1, 2003

Thank god mines don't spawn randomly on the map. I'd hate to have my best dude end up legless because he decided to haul in herbal medicine from across the map.

TK-42-1
Oct 30, 2013

looks like we have a bad transmitter



Heffer posted:

Thank god mines don't spawn randomly on the map. I'd hate to have my best dude end up legless because he decided to haul in herbal medicine from across the map.

Name your colony New Serbia.

Zigmidge
May 12, 2002

Exsqueeze me, why the sour face? I'm here to lemon aid you. Let's juice it.
gently caress, I miss the old negative/positive threshholds for population control. Having a colony of submitted workers that you control with rooms full of blood and skeletons and regular beatings was magical. Prison labourers is so weak in comparison.

Tias
May 25, 2008

Pictured: the patron saint of internet political arguments (probably)

This avatar made possible by a gift from the Religionthread Posters Relief Fund

Gibbo posted:

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

Look, if they didn't want to be pointlessly and creatively tortured, they shouldn't have attacked space dwarf fortress :colbert:

Heffer
May 1, 2003

I tried making an indoor heated grow zone room for devilstrand, but it kept catching fire from exploding circuits, and the room temp would hit 200 degrees before my guys could even get there. Lost my best medic and burned the rest of my colonists to the instant heat exhaustion from 1000 degree heat. Is there a way to keep the fires under control or prevent them from happening?

Filthy Monkey
Jun 25, 2007

The size of the explosion is based on the amount of power you have stored. If you are storing way too much power, you'll get really big circuit explosions. If you want to try to minimize that, you can split your base up into separate unconnected circuits, each of which stores power seperately.

Pollyzoid
Nov 2, 2010

GRUUAGH you say?
I like to keep my batteries disconnected if I have net positive production (or just enough to keep running for the night). This way I have spare energy for a rainy day and it avoid circuit overloads (though I prefer to disable them entirely).

I think just conduits by themselves can catch fire if they're connected to batteries, so this design seems pretty smart.

crabrock
Aug 2, 2002

I

AM

MAGNIFICENT






is that a mod? the little circle things?

Generation Internet
Jan 18, 2009

Where angels and generals fear to tread.
That got added in the last patch, I think, they let you turn off whole sections of your electric network at once.

Hav
Dec 11, 2009

Fun Shoe

Pollyzoid posted:

I like to keep my batteries disconnected if I have net positive production (or just enough to keep running for the night). This way I have spare energy for a rainy day and it avoid circuit overloads (though I prefer to disable them entirely).

I think just conduits by themselves can catch fire if they're connected to batteries, so this design seems pretty smart.


It'll be hard fire-fighting that back pair in each bay.

Diviance
Feb 11, 2004

Television rules the nation.

Hav posted:

It'll be hard fire-fighting that back pair in each bay.

It would be, but they are cheap and... well, batteries rarely catch fire. I actually can't remember the last time my battery room caught fire.

Pound_Coin
Feb 5, 2004
£


Anyone know if running power in conduit walls rather than floor cables reduces the chance of explosion?

Koobze
Nov 4, 2000
I don't think it does, i had plenty of surprise windows thanks to short circuits. Then i edited the relevant xml file and disabled if entirely, same with solar flares. Sucked getting a flare when the zombie hordes were at your door.

wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion


Power overloads are the worst loving chore. I wouldn't have a problem with them if the exploded stuff was automatically replaced, but you have to do it all manually.

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester
Power conduit explosions are the reason that "Less incident trolling" is a 100% must have mod for me.

Gibbo
Sep 13, 2008

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

Leif. posted:

Power conduit explosions are the reason that "Less incident trolling" is a 100% must have mod for me.

-Can build functional solar and geothermal power systems from base materials.
-Can perform cybernetic surgery on outback planet.
-Capable of building a compressor for heating/cooling.
-Incapable of reliable power storage and basic circuitry???


It kind of sticks out. Maybe if batteries actually generated heat that had to be vented elsewhere or else the batteries would overheat, sure. But that doesn't seem to be a thing.

Absorbs Smaller Goons
Mar 16, 2006
Same here, I edited the XML to tone it down a bit, but instead of cutting it out I just gave it a bigger "time until it can happen again" timer.

Arianya
Nov 3, 2009

Does food contamination via raw meat exist? I seem to be getting my dudes ill constantly, but all my food is stored refridgerated.

And if so, does cooking the food remove the contamination?

Bold Robot
Jan 6, 2009

Be brave.



Conot posted:

Does food contamination via raw meat exist? I seem to be getting my dudes ill constantly, but all my food is stored refridgerated.

And if so, does cooking the food remove the contamination?

I think there's a chance to get food poisoning if someone with low cooking skill is preparing the food. In practice this means everyone is barfing all the time since trained chefs are not that common. Luckily it doesn't seem to matter aside from making the environment uglier.

grate deceiver
Jul 10, 2009

Just a funny av. Not a redtext or an own ok.
I think the chance to get food poisoning depends on the skill of the cook and quality of the meal, there's no contamination mechanics in the game (yet).

e: ^what they said

Pound_Coin
Feb 5, 2004
£


Bold Robot posted:

I think there's a chance to get food poisoning if someone with low cooking skill is preparing the food. In practice this means everyone is barfing all the time since trained chefs are not that common. Luckily it doesn't seem to matter aside from making the environment uglier.

You do run the risk of vomit filled hallway induced tantrums thought.

FairyNuff
Jan 22, 2012

Bold Robot posted:

I think there's a chance to get food poisoning if someone with low cooking skill is preparing the food. In practice this means everyone is barfing all the time since trained chefs are not that common. Luckily it doesn't seem to matter aside from making the environment uglier.

Doesn't it lower consciousness by a % as well? So it could have a knock on effect on important things like surgery if your doc is vomiting during the op.

Overwined
Sep 22, 2008

Wine can of their wits the wise beguile,
Make the sage frolic, and the serious smile.
I have been playing quite a bit of vanilla and enjoying it, but I think it's time for some mods. I was hoping there were some mod suggestions in the OP. Anyway, what are maybe 4-5 mods that provide a good vanilla+ experience? I know there's a UI mod out there, but I can't remember the name. Any other suggestions?

Pound_Coin
Feb 5, 2004
£


EdB interface/GUI mod
EdB Prepare carefully lets you customise your colonists be game with an RPG like points system
Defend that Colony Adds barbed wire that is impassable but can be shot through for kill zones and turret defence, also walls with gunports

Oh and for anyone who was into minecraft modding, look which shithead has just turned up on rimworld modding forums: https://ludeon.com/forums/index.php?topic=11253.0 (do not use any of this fuckers mods.)

SubNat
Nov 27, 2008

Overwined posted:

I have been playing quite a bit of vanilla and enjoying it, but I think it's time for some mods. I was hoping there were some mod suggestions in the OP. Anyway, what are maybe 4-5 mods that provide a good vanilla+ experience? I know there's a UI mod out there, but I can't remember the name. Any other suggestions?

Hm, Vanilla+?
This is just stuff I like, I'm sure others have a lot of other good suggestions.

First up, the EDB Suite:

EdB Interface : https://ludeon.com/forums/index.php?topic=5258.0
Adds a better UI for the game.

Highlight: Adds a bar to the top of the screen with an overview of all your colonists.
You can also select colonists right from it and see if they're hurt or not.


EdB Prepare Carefully : https://ludeon.com/forums/index.php?topic=6261.0
Slightly more mod-ish than the UI.
Allows you to change the starting loadout of the game, including items.
You can add more colonists, or start with fewer.
You can tweak their looks and skills. ( You can balance this with a point-buy system.)



1000101's Priority Hauler & Vein Miner patch : https://ludeon.com/forums/index.php?topic=10443.0
A compatability patch that allows you to use both
Gaesatae's Priority Haul : https://ludeon.com/forums/index.php?topic=9328.0
And
JuliaEllie's VeinMiner : https://ludeon.com/forums/index.php?topic=9616.0
at the same time, as they normally overwrite eachother.
Veinminer allows you to designate entire veins to be mined with 1 click, while priority haul allows you to designate items for high-priority hauling.

Justin C's Ingame clock : https://ludeon.com/forums/index.php?topic=11047.0
Adds a clock to the top right of the screen, so you won't have to alt-tab out of the game.


Latta's RedistHeat : https://ludeon.com/forums/index.php?topic=11056.0
The original mod Central Heating hasn't been updated in a while, so Latta stepped up to update it.
Adds more variety to heating/cooling setups in the game.

Highlight: Vents and Active Vents, wall-blocks that allow you to easier equalize temperature between rooms.
Also an Industrial Heater, for more energy efficient, large scale heating.


Latta's Gardening / Soiling : https://ludeon.com/forums/index.php?topic=11171.0
Since the fertilizer pump is gone, there's no way in the base game anymore to remove marshes, or produce growable soil indoors.
Latta has 2 solutions to this, one is Gardening, which is the easy version of Soiling, it allows you to build soil and rich soil both indoors, and over marshes.
But at the expense of a little work per tile, it's effectively a cheatmod-lite.

Soiling is a bit harder, making it so that you need to produce synthsoil from rocks, and fertilizer from food, to be able to build soil and rich soil.


Wastelander's Minor mods: https://ludeon.com/forums/index.php?topic=10908.0
Outfitter, Mending and Skill lock.
All of them are extremely nice mods that help fix annoyances in the current alpha.

Outfitter: Makes colonists change clothes to clothing of the same type, if what they're wearing is too damaged.
Mending: A bit cheaty, but adds a crafting bench that allows colonists to repair apparel. Does not use materials, however.
Skill lock: A mod that lets you limit who is allowed to use a crafting table. ( Like letting you set up a sculpting table that uses gold, but only allows artists with 15+ levels to use it. )

Carry's Auto Hunt Beacon: https://ludeon.com/forums/index.php?topic=8930.0
Adds a beacon that can automatically designate all animals within a certain range to be hunted.
Or to hunt to keep your meat stocks up. ( ex: Meat <200? Designate some animals to be hunted.)

MarvinKosh's Less Incident Trolling : https://ludeon.com/forums/index.php?topic=6892.0
A quality of life tweak to how often some types of events happen.
Making Solar flares and circuit overloads rarer.

______________________________

Slightly more than Vanilla+

ItchyFlea's RTGs : https://ludeon.com/forums/index.php?topic=8338.0
Adds a small and large RTG to the game.
Energy production buildings that produce a small amount of power, as well as a bunch of heat at the cost of requiring quite a bit of uranium.


Igabod's Fast Floors : https://ludeon.com/forums/index.php?topic=7097.0
Kinda cheaty I suppose, but I tend to play on larger maps often, and it improves efficiency quite a bit.
It tweaks the walking speed on manufactured floors, putting things like wooden floors at 130% walk speeds, and metal tiles at 140% or so.
I think natural tiles like soil and marsh are unchanged.

Wastelander's Prison Improvements: https://ludeon.com/forums/index.php?topic=10069.0
Expands the prison system in the base game, allowing you to set larger areas with multiple cells as prisons.
Making it so that prisoners can air themselves in prison yards to alleviate cabin fever.

Highlights: You can even transfer prisoners between prisons.


Igabod's Bulk meals : https://ludeon.com/forums/index.php?topic=11155.0
Let's more skilled cooks produce 4 meals at once, and even 8 with a specialized cook stove.

Marmador's More Vanilla Turrets : https://ludeon.com/forums/index.php?topic=9521.0
Adds some nice turrets, for those who like to hunker up behind impenetrable deathtraps.

LowLights: Adds a hilariously overpowered mortar at the end of it's research line.
The Devastator mortar costs 1000 metal, and shoots volleys of 4-5 mortar shots.
And can do so every 80 sec.

Igabod's Advanced lamps : https://ludeon.com/forums/index.php?topic=6813.0
This mod I like a lot.
It adds quite a few lamps to the game.

Highlights: Advanced outdoors lamps with massive ranges.
Wall tiles with built in conduits and lamps!
Alternative sunlamps! 1 with a larger range than the original, and 1 with built in heating.

Lowlight: Does add a lot of lamps to the furniture tab, making it a bit cluttered.

_____________________________
Less vanilla, larger mods:

eatKenny's Industrialization : https://ludeon.com/forums/index.php?topic=8902.0
Adds concrete ( The ultimate building material, stronger than even granite walls. )
As well as stuff like mines and nuclear power.

It's in a lot of ways a mod that really doesn't work unless you have larger, long term colonies, as a lot of the stuff is expensive to set up.
But the mine can allow you to mine for any material, even though it's slow and expensive.

Highlights: Also adds a geothermal heater, which uses steam geysers as more efficient heating solution, and letting you regulate it more than just a normal geothermal power plant.


Other good mentions:
Julia Ellie's Apothecarius : https://ludeon.com/forums/index.php?topic=5450.0 - adds life support systems, hiveminds.

ITOS's Glassworks - https://ludeon.com/forums/index.php?topic=3223.0 -
Adds pretty glass and security glass walls, doors and furniture. They give hilariously unbalanced in regard to how much beauty they give off.
( a glass wall that allows light through? AND it gives +80 beauty!? PER TILE!?! )

T's Mods : https://ludeon.com/forums/index.php?topic=4373.0
T's Mods is a pretty modular mod that adds a lot of stuff, but mainly just more crops, more floor types and colours, etc.

Shinzy's Apparello : https://ludeon.com/forums/index.php?topic=5085.0
Adds a ludicrous ton of apparel items with stats.
Uniforms that boost socializing/recruiting.

However, it adds so many things that it can be messy and annoying to keep track of all the items you end up with.
And it also adds so many items that every time a raid appears, my game will just stop up for 1-4 seconds while clothing the invaders.
_________________________________

There are also a lot of faction mods, but I rarely check them out.

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.

Pound_Coin posted:

Oh and for anyone who was into minecraft modding, look which shithead has just turned up on rimworld modding forums: https://ludeon.com/forums/index.php?topic=11253.0 (do not use any of this fuckers mods.)

Who?

Pound_Coin
Feb 5, 2004
£



Flowerchild.

He was a scumfuck modder for minecraft who among other things: Implanted spyware in his mods to crash players using mods/modpacks he didn't like:

Compaired people modding his mods to actual rape.


Theres a ton of other quotes and poo poo about him in the 2np post of the minecraft modding thread if you care.

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'm sorry I asked.

Zigmidge
May 12, 2002

Exsqueeze me, why the sour face? I'm here to lemon aid you. Let's juice it.
Mod sanctions?! Holy lol what a child

Pollyzoid
Nov 2, 2010

GRUUAGH you say?
By far my favourite mod after EdB Interface is Pawn Icons: https://ludeon.com/forums/index.php?topic=9163.0
It adds icons next to your pawns so you can see their status at a glance. Also shows a target dot so you can see where everyone is going (or just the selected pawn).

SubNat
Nov 27, 2008

Pollyzoid posted:

By far my favourite mod after EdB Interface is Pawn Icons: https://ludeon.com/forums/index.php?topic=9163.0
It adds icons next to your pawns so you can see their status at a glance. Also shows a target dot so you can see where everyone is going (or just the selected pawn).

Yeah, christ I wonder how I forgot about it.
It's an instant install every time.

Overwined
Sep 22, 2008

Wine can of their wits the wise beguile,
Make the sage frolic, and the serious smile.
KSP had a very good mod policy in place and FC was unable to do a lot of his usual fuckery when he started modding there. Interestingly he still mods for KSP and while his mod is as absolutist as any of his other mods for other games, there's no drama around him.

Elth
Jul 28, 2011

Reading that ludeon forums thread, it looks like FC has chilled out a bit. Still wouldn't install any of his mods.

trashcangammy
Jul 31, 2012
Can I ask a probably stupid question to exploit the legendary kindness of games goons? I just started today and I'm trying to trade with a ship. I get to the popup and it says I have 902 silver to trade and I can see I do have silver near the beacon. The screen says I should drag to trade but I don't seem to be able to interact with anything, except the commands to leave the popup. Is there something silly that causes this, is there something I do, or is this a bug?

Slime
Jan 3, 2007

trashcangammy posted:

Can I ask a probably stupid question to exploit the legendary kindness of games goons? I just started today and I'm trying to trade with a ship. I get to the popup and it says I have 902 silver to trade and I can see I do have silver near the beacon. The screen says I should drag to trade but I don't seem to be able to interact with anything, except the commands to leave the popup. Is there something silly that causes this, is there something I do, or is this a bug?

You have to click and drag the amount number of the item you want left to buy, right to sell.

trashcangammy
Jul 31, 2012
I can't drag, nothing happens when I click on either the number of items or the item itself.

Good Lord Fisher!
Jul 14, 2006

Groovy!

Don't click on any of the items, just click and drag the number to trade in the middle itself. Took me a long while clicking around to figure it out too.

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marumaru
May 20, 2013



Zigmidge posted:

Mod sanctions?! Holy lol what a child

You have no idea. At a certain point his mod would corrupt your install or something, all of it, just because he didn't like that you were doing with your own game

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