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Danaru
Jun 5, 2012

何 ??
As much as I love the android Tiers mod, I might try the other one because after spending an AI core to make an android that hates hauling and is a pyromaniac, I almost uninstalled the game. I love the unique upgrade parts though :negative:

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ShadowHawk
Jun 25, 2000

CERTIFIED PRE OWNED TESLA OWNER
Is there a mod that makes specifically "interesting" pawns less likely to die?

Stuff like relations of current colonists, pre-defined pawns marked as ones you'd like to encounter, or left behind pawns -- all should be immune to instadeath on down.

Coolguye
Jul 6, 2011

Required by his programming!

ShadowHawk posted:

Is there a mod that makes specifically "interesting" pawns less likely to die?

Stuff like relations of current colonists, pre-defined pawns marked as ones you'd like to encounter, or left behind pawns -- all should be immune to instadeath on down.

it's both simpler and more fun to just install the mod that does away with the instadeath chance entirely. uninteresting enemy pawns can and should simply be stripped and allowed to bleed to death/die of shock if they are downed, or simply beaten to death where they lay. i still have never seen tynan articulate a good reason for that instadeath chance, and its inclusion is especially odd in a game that is all about those little moral choices on the rim.

Cup Runneth Over
Aug 8, 2009

She said life's
Too short to worry
Life's too long to wait
It's too short
Not to love everybody
Life's too long to hate


You might not consider it a good reason but it explicitly exists to limit recruitment opportunities for players.

HelloSailorSign
Jan 27, 2011

Coolguye posted:

it's both simpler and more fun to just install the mod that does away with the instadeath chance. uninteresting enemy pawns can and should simply be stripped and allowed to bleed to death/die of shock if they are downed. i still have never seen tynan articulate a good reason for that instadeath chance, especially in a game that is all about those little moral choices on the rim.

Yeah and then you get to figure out how to manage a 60 person colony and finding places for them all while your computer slowly dies at 1x speed and get 1 FPS and can individually count minigun bullets in each volley when tribal raids show up.

I would love to have the ability to create new NPC settlements made out of colonists who I don't want to kill but don't want to send back to pirates/tribal raiders, and don't want the, "would you like to banish/abandon/prison door open" remove them, while not having their activities be a huge, direct tax on my computer. Maybe instead make it something for those groups you've allied with, some sort of non-slavery thing where if they've got decent skills/traits they'll actually pay you a small amount while if they're a lovely pyro you have to drop 1k silver or something for your allies to take them.

Coolguye
Jul 6, 2011

Required by his programming!

Cup Runneth Over posted:

You might not consider it a good reason but it explicitly exists to limit recruitment opportunities for players.

yeah i don't consider that a good reason at all, especially since it does an incredibly poor job of accomplishing that goal. well-armored colonists with maces will still be able to get between a quarter and a third of each raid as prisoners, depending on the RNG and assuming no pursuit after the half-dead morale break. ballooning your pawn population is not difficult even in vanilla, that's the entire reason why the resistance mechanic was implemented. prisoner recruiting was super OP even as it was.

i don't understand why someone would recruit more pawns than they need or their computers can handle (whichever is smaller). it's very, very trivial to get up to a sizable colony size if all you care about is warm bodies. the problem has always been finding pawns that you actually want to work with. if you want to be maximum saintly you heal all the ones that don't fit your criteria and release them; if you're more callous you let the ones you don't care about die where they fall and then have someone hump their corpses out to a mass grave on the edge of the map. or do something in between. the pawn hoarding tendencies of a few folks flatly doesn't seem like a problem requiring a weird game mechanic like the instadeath from down mechanic.

HelloSailorSign
Jan 27, 2011

It's because of my play style. I don't like the warcrimes of harvesting organs (out of very specific circumstances), and if I had some place else to send them, I'd expend the time and resources healing up every combatant I could. I don't like letting pawns bleed out on the battlefield if I can help it.

But I'm not going to send patched up pirates and tribal raiders back so they can raid me again, that's just dumb.

I just don't like that the choice in the game is 1) let them die 2) send them home to try and kill you again or 3) balloon to ridiculous colony sizes. I guess you can add 4) sell off to slavery but that also doesn't fit in with my "trying to be good people on a ruthless world" colonies I try to run.

The only times I'll off downed enemy combatants rather than consider bringing them in is when I've got bloodlust colonists.

Cup Runneth Over
Aug 8, 2009

She said life's
Too short to worry
Life's too long to wait
It's too short
Not to love everybody
Life's too long to hate


HelloSailorSign posted:

But I'm not going to send patched up pirates and tribal raiders back so they can raid me again, that's just dumb.

Why not? The game will just generate more, it's not going to stop them from raiding you. Be the bigger person and let 'em go. :v:

Coolguye
Jul 6, 2011

Required by his programming!

HelloSailorSign posted:

But I'm not going to send patched up pirates and tribal raiders back so they can raid me again, that's just dumb.
there is no difference here, though. even if you butchered every last raid to a man, there would still be an infinite number of raiders the game will happily make to attack you. i get that you might feel this is an in-universe RP thing but there is literally no difference here so if you are asking to be the light of the rim this is supported. if there is a particular pirate you really don't want to send back due to them having 15 shooting and careful shooter or something, then there's a dozen other things you can do - the first being, loving recruit them, that sounds like an amazing pawn.

ps, with tribal raiders that hate you, you actually get rep with their host civ if you fully heal a raider and then let them go. so returning PoWs will actually stop future raids - for a time, anyway. hostile factions will drift back to hostile over time, so eventually you will see raiders again unless you send them trade missions and/or gifts, but there is a real benefit to doing exactly what you say in the case of tribals.

Sunday Morning
Apr 7, 2007

Easy
Smellrose
Even sending back wounded pirates will seed their raids with less effective fighters than the healthy pawns the game will repopulate the faction with. Ethical and practical.

Warmachine
Jan 30, 2012



I'm one of the afore mentioned pawn hoarders, and the idea is that you make up for quality with quantity. Yeah, you may not have the most accomplished botantist on the planet tending your fields, but then again, you really need warm bodies for that. Efficiency is nice, of course, but pawns learn over time and get more efficient, and you can always build bigger fields that you can tend with your peasants mediocre growers.

Statistically, you'll eventually find high skilled crafters and construction pawns for the jobs where quality is important, but hyper optimizing those is also a lower priority to hitting economies of scale. My 50-pawn mountain base basically gives everyone a reasonable quality rifle and flak jacket by default when raiders come knocking. There are specialists here and there that have heavy power armor or miniguns or what have you, but the bulk of the colony uses Imperial Guard tactics of "more bodies!"

Even outnumbered, as a defender this works pretty decently. And because you're going for quantity, a wider range of pawns open up to you as "acceptable."

Coolguye
Jul 6, 2011

Required by his programming!

Coolguye posted:

if you're more callous you let the ones you don't care about die where they fall and then have someone hump their corpses out
you know i just reread this post and it just hit me that this may have not been the best way to put this

Herstory Begins Now
Aug 5, 2003
SOME REALLY TEDIOUS DUMB SHIT THAT SUCKS ASS TO READ ->>
Any idea why my game is only spawning tribal factions? Even with the faction control mod set to specifically be generating outlander/pirate factions I'm still getting all tribal planets.

Keeshhound
Jan 14, 2010

Mad Duck Swagger

Coolguye posted:

you know i just reread this post and it just hit me that this may have not been the best way to put this

At this point I've come around to using cremation again instead of corpse piles, since I can just stick it close to my killbox and it doesn't drop tainted clothing any more.

HelloSailorSign
Jan 27, 2011

Coolguye posted:

there is no difference here, though. even if you butchered every last raid to a man, there would still be an infinite number of raiders the game will happily make to attack you. i get that you might feel this is an in-universe RP thing but there is literally no difference here so if you are asking to be the light of the rim this is supported. if there is a particular pirate you really don't want to send back due to them having 15 shooting and careful shooter or something, then there's a dozen other things you can do - the first being, loving recruit them, that sounds like an amazing pawn.

ps, with tribal raiders that hate you, you actually get rep with their host civ if you fully heal a raider and then let them go. so returning PoWs will actually stop future raids - for a time, anyway. hostile factions will drift back to hostile over time, so eventually you will see raiders again unless you send them trade missions and/or gifts, but there is a real benefit to doing exactly what you say in the case of tribals.

I fully recognize that my own head canon and storytelling is not how the game is meant to be played, just pointing out what it is. :shobon:

And the problem is not patching up someone who is good to send back to the pirates, but again a, "we patched you up, didn't murder you, fed you good food, and let you go home, and you still want to come back to maybe die?"

Also I've got the tribal raiders mod, I definitely make friends with the hostile-but-diplomatic tribal groups super quick when their big raids come. Having a forever mad tribal faction made for a slightly more varied later game raiding session than mechanoids or doomsday rockets.

ShadowHawk
Jun 25, 2000

CERTIFIED PRE OWNED TESLA OWNER
Hack in a bunch of cryptosleep caskets and put the prisoners in those.

Leal
Oct 2, 2009
Kill them all and let god sort them.

Danaru
Jun 5, 2012

何 ??

Leal posted:

Kill them all and let god sort them.

410,757,864,530 DEAD RAIDERS

Warmachine
Jan 30, 2012



HelloSailorSign posted:

I fully recognize that my own head canon and storytelling is not how the game is meant to be played, just pointing out what it is. :shobon:

And the problem is not patching up someone who is good to send back to the pirates, but again a, "we patched you up, didn't murder you, fed you good food, and let you go home, and you still want to come back to maybe die?"

Also I've got the tribal raiders mod, I definitely make friends with the hostile-but-diplomatic tribal groups super quick when their big raids come. Having a forever mad tribal faction made for a slightly more varied later game raiding session than mechanoids or doomsday rockets.

:confused:

Storytelling is exactly what the game was intended to facilitate by having all this procgen background list and art and poo poo.

Mzbundifund
Nov 5, 2011

I'm afraid so.
Pirate raiders all have space madness and require focused deprogramming to return to society.

Leal
Oct 2, 2009
Dumb question: I'm running EPOE, do I need to install bionic hands with my bionic arms or do those just come with? Same with feet. Can I stack bionic feet with bionic legs?

Asimo
Sep 23, 2007


I haven't used it in a while, but last I did the full limbs came with the extremities. The hands/feet are really only if you need those specific parts replaced.

Mzbundifund
Nov 5, 2011

I'm afraid so.
Yeah bionic arms come with hands, and hands come with fingers. Just like vanilla bionics, this is actually a secret way that makes bionics slightly less good than they seem, because if you have a bionic arm and get shot in the finger, that damage gets applied to the arm. Bionics have more hp than biological parts, but since all the damage applied to any of the child parts gets applied to the parent part this still makes it feasible that you'll have your bionic part destroyed. I believe on average bionics are still less likely to be destroyed than biological parts, but not as much less likely as you might first think.

Coolguye
Jul 6, 2011

Required by his programming!

Keeshhound posted:

At this point I've come around to using cremation again instead of corpse piles, since I can just stick it close to my killbox and it doesn't drop tainted clothing any more.

crematorium is ace after you get the opportunity to build it because the walk out to the mass grave doesn’t scale well for the very numerous late game raids. it takes a bit to cremate a corpse, but especially on larger maps the walk out to the corpse pile is probably longer than just throwing the corpse in the furnace that is nearby for just this purpose.

but on the priority list a crematorium is officially down a good bit so until then there’s a far away pile exposed to the sun

isndl
May 2, 2012
I WON A CONTEST IN TG AND ALL I GOT WAS THIS CUSTOM TITLE
Crematoriums become important in late game because corpses start piling up faster than they decompose thanks to ever growing raid sizes. Early game I just set up a dump zone in one of those incomplete buildings that maps spawn with to block LOS and minimize mood penalties.

If you're running a base with meat eating animals like dogs though you can set up a freezer for corpses and it's an all you can eat buffet, and if you zone it right they'll handle all the hauling into it as well so your human haulers won't be sad!

OwlFancier
Aug 22, 2013

Throwing a molotov into the corpse pile can also help save labour if you don't want to resort to burning everything by hand, the bigger it is the faster it spreads too.

If you're feeling extra inventive you can make a moat of corpses and set it on fire during big raids.

That Guy Bob
Apr 30, 2009
Build graves everywhere, when someone dies they fall into the grave underneath them.

Leal
Oct 2, 2009
Been mainlining this single colony for the past few days, which is amazing cause I can't help but abandon and do a fresh start every 5 hours. Preemptive strike should be in the base game, its loving amazing. I don't like sending out caravans cause it always feels like as soon as my caravan gets a few hours away the game will throw a raid on me. Which happened when I went to take out an outpost and sent most of my people out, and then Randy decided I should have 2 raids. Because I was warned I turned my caravan around, and was able to negotiate with the raiders to hold for some extra time which was just enough for my caravan to get back and defend myself.

Also with the android mod, building a few androids with the +combat module which increases accuracy and reduces aim time, then giving them the trigger happy perk, then throwing a sniper on them is broken as hell.

E: Well, I mean not really considering at this point the game is frequently throwing raids 30+ strong. Hella nice in having them run out and pop a few people before heading back to the kill box river.

If this fuckers would stop being sappers though :byodood:

Leal fucked around with this message at 19:48 on Oct 25, 2019

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
Does anyone have a vanilla+ and QOL mod list they can share?

Servaetes
Sep 10, 2003

False enemy or true friend?

Gyshall posted:

Does anyone have a vanilla+ and QOL mod list they can share?

Yeah, seconding this one. If there's one in particular that lets you just type out a number of how much to produce of a given thing, that'd be tremendously helpful. My one nonviolent wuss chef is permanently chained to cooking food forever but I hate having to click a billion times to get him to keep cranking out meals until time stops.

HelloSailorSign
Jan 27, 2011

Better Workbench Management and... Rimworld Search Agency? I think are two things that could fit there.

Warmachine
Jan 30, 2012



Servaetes posted:

Yeah, seconding this one. If there's one in particular that lets you just type out a number of how much to produce of a given thing, that'd be tremendously helpful. My one nonviolent wuss chef is permanently chained to cooking food forever but I hate having to click a billion times to get him to keep cranking out meals until time stops.

You should be able to set a bill that makes your worker produce a good until you have X amount in storage and then whenever the count drops below X, go make more of it. I don't remember if the ability to designate which pawns are allowed to do a bill is vanilla, but at the very least you can make cooking your chef's priority 1 so that he'll crank out lavish meals until you have your stockpile, and make new ones as they are taken.

It's been a long time since I played vanilla, but if anything I just described isn't in vanilla, HelloSailorSign's recommendations should take care of it.

isndl
May 2, 2012
I WON A CONTEST IN TG AND ALL I GOT WAS THIS CUSTOM TITLE

Servaetes posted:

Yeah, seconding this one. If there's one in particular that lets you just type out a number of how much to produce of a given thing, that'd be tremendously helpful. My one nonviolent wuss chef is permanently chained to cooking food forever but I hate having to click a billion times to get him to keep cranking out meals until time stops.

If you go into the bill details, you can set the bill to produce until X units, and optionally a suspend threshold (so after you have X in storage, the bill is paused until you drop down to Y units).

Mindless
Dec 7, 2001

WANTED: INFO on Mindless. Anything! Everything! Send to
Pillbug
UI/settings:
prepare carefully, RimHUD, RPG inventory, Work tab, medical tab, floor labels, no forced slowdown, no default shelf storage

Orders/tools:
Draggable corners, replace stuff, allow tool, terrain zone selectors

Pawn Behavior:
Better pain control, pick up and haul, simple sidearms, interaction bubbles, thanks for all the fish

Map stuff:
set up camp, Prepare landing

Buildables:
Subsurface conduit, single shelf, door mat, simply more bridges, ceiling lights

OP but cool:
Tilled soil, embrasures, rim fridge, impassible chest deep water, real ruins, crash landing, giddy up et al

Mindless fucked around with this message at 22:02 on Oct 27, 2019

A Sometimes Food
Dec 8, 2010

Are there any recommended mods for a first play or just jump in vanilla?

Asimo
Sep 23, 2007


I recommend just jumping in once or twice, yeah. Once you have a little experience you probably know what QOL UI stuff you'd want. And then once you get a long or successful run you can go crazy with robots or cat girls or whatever.

A Sometimes Food
Dec 8, 2010

Asimo posted:

I recommend just jumping in once or twice, yeah. Once you have a little experience you probably know what QOL UI stuff you'd want. And then once you get a long or successful run you can go crazy with robots or cat girls or whatever.

Cool thought I'd ask first as I know this game has a big mod scene so wondered if there was something mandatory like the bethesda Unofficial Patches.

Synthbuttrange
May 6, 2007

jump in, figure out what's ruining the game for you, install the patch for it.

preemptively, get something for dirt, like doormats or roombas.

pokchu
Aug 22, 2007
D:

Servaetes posted:

Yeah, seconding this one. If there's one in particular that lets you just type out a number of how much to produce of a given thing, that'd be tremendously helpful. My one nonviolent wuss chef is permanently chained to cooking food forever but I hate having to click a billion times to get him to keep cranking out meals until time stops.

In addition to the other comments listed, set your cooking bill to "drop on floor." That, combined with the other tips means your chef will just sit at the oven and non-stop cook until he's done or tired or whatever, and then haul all the meals he's cooked at once instead of wasting a ton of time hauling 1 meal at a time to a stack. It was a massive time-saver for me when I learned how to cook efficiently.

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Warmachine
Jan 30, 2012



A Sometimes Food posted:

Cool thought I'd ask first as I know this game has a big mod scene so wondered if there was something mandatory like the bethesda Unofficial Patches.

Nope. Unlike Bethesda games, Rimworld runs right out of the box (and doesn't ask you for a subscription).

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