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SniperWoreConverse
Mar 20, 2010



Gun Saliva

George Sex - REAL posted:

A word of warning to anyone whose game starts chugging for seemingly no discernible reason: check your stockpile logic.

My game will chug when stockpiles get accidentally linked to other stockpiles, shelves that have complicated rules and exceptions. I don't know why, really. It's like my haulers can't decide between where to go.

Weird stockpiles, for me, really is the difference between a buttery smooth experience and a janky one. In this game I do have 6 or so stockpiles. I have my main one set to basically accept everything at normal priority and then I have my specialty stockpiles littered throughout the map set at preferred or important and that has worked fine.

woah you can link stockpiles too... why did i not think to even try that am i even looking at the screen lol. I guess I always just play it as stockpiles aren't ever worth using now except for overflow storage.
    Currently my storage is somewhat complex but not too crazy:
  • I have a big group of linked shelves that holds all normal stuff, near the workbenches. Left at default importance.
  • I have a fridge shelf set at critical that is only items that can rot + kibble / survival rations / pemmican etc (for now) (pets are not allowed in here)
  • I have a fridge stockpile at one less than critical that can hold overflow from those shelves + animal carcasses that can't fit on shelves + hay overflow.
  • I have a small shelf at critical in the barn. It only has hay rn, supersedes the fridge floor so that livestock will always have food. (if this runs out of hay i guess kibble will go here)
  • I have a stockpile in a creepy unlit room in the fridge that carnivorous pets can go in and eat dead raiders, this is all it holds. (When all these guys are eaten the kibble and hay overflow will go here)
  • I have a set of shelves that hold supercritical items like weapons, armor, artifacts, etc, so i know exactly where they are at all times.
  • I have a critical set of shelves that's fuel for generators. Eventually this will be part of a chemfuel chain I guess, but now it's just wood logs.
  • I have a stockpile for boulders and steel wreckage that also holds uninstalled furniture and random bullshit that won't fit anywhere else, which is the fallback for all other items in case of some magical abundance of wealth.
I have no loving idea how copy/pasting settings is supposed to work and never do it. It just seems viscerally unintuitive somehow. I also only use stockpiles for when shelves aren't available or can't be used, such as large corpses. Normally I just keep 1 set of extra clothes in storage and have a standing order to recycle or destroy anything lovely when I flip the smelter on, have my standard food orders, standard other work orders for other production benches, so it's not like I need anything more sophisticated than this, or any super complicated flows. Under normal circumstances I'll be able to replace items fast enough to integrate any poor losers who crash or get captured. If we end up with raiders usually if it's from a faction that I can gain rep with I'll take all their gear and let them go home anyway.

Having 1 small carnivorous pet means I basically will never get through these raider bodies I already have though. I might have bought a pair of mountain lions but I was worried they'd go wild or starve. Played it too conservative I suppose. Plus it's an rear end in a top hat and sometimes prefers to go fight a rat instead.

Current strat is to jump the gun and finish microelectronics, then dogleg back to smithing -> machining -> multi-analyzer, then really start belting it out, try and sweep the whole thing. Problem is gonna be trying to source the plasteel, gonna be rough, maybe I can deconstruct the ancient cryptosleep caskets to get them? I don't know who's inside, and they're going to be tougher than bugs.


GetDunked posted:

Pretty new to rimworld, is there some kind of functionality or mod that lets me build stuff out of whatever stone bricks I have handy? For example if I have a mismatch of a lot of different types of brick and I want to build something large I'd rather not have to individually drag out sections until I run out of material, just say something like "any stone is fine". Is there something for this?

If you leave the construct orders open they'll automatically run over and start building once you do have the materials. They'll also run over and try to grab them from anywhere they can reach, not even from storage, so ex. if you just crashlanded you don't need to laboriously haul everything and then start construction, you can just slam walls or shelves or furniture up right off the bat.

otherwise yeah you're kinda just screwed. You can paint walls now i guess?
e: if you have an existing type of wall on your map, and want the same type you can build copy, thats uh sort of a thing. You can at least do that and set up an automatic order to chop boulders until you have at least 10 or w/e

SniperWoreConverse fucked around with this message at 05:02 on Apr 16, 2024

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Leal
Oct 2, 2009
https://steamcommunity.com/sharedfiles/filedetails/?id=3220394219&searchtext=

The best mod for 1.5 has already been released

Facebook Aunt
Oct 4, 2008

wiggle wiggle




Jack Trades posted:

Why does the Anomaly DLC splashscreen have the lady wearing glasses when there are no glasses in the game?

There aren't glasses in the game because bionic eyes exist. That lady is a space hipster.

QuarkJets
Sep 8, 2008

Yeah and peg legs are just there for people who want to roleplay as pirates

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
Heads up looks like Dubs' mods are all updated to 1.5 (Hygiene, menus, skylights, Rimatomics etc)

Anticheese
Feb 13, 2008

$60,000,000 sexbot
:rodimus:

The game was hanging while generating the backrooms. It turns out the culprit is the Vanilla Expanded Framework, which behaved itself after a forced reinstall.

OwlFancier
Aug 22, 2013

Can't believe the game does not consider a flamethrower to be a "suitable ranged weapon" for hunting, smh.

It's called farm to table, sweaty, it's grilled before it's even dead!

Broken Cog
Dec 29, 2009

We're all friends here
My Sanguophage run is off to a great start with my vampire immediately romancing the thrall you start with.


But also


...first time I've seen that happen, I think

GaylordButts
Feb 19, 2009

Leal posted:

The best mod for 1.5 has already been released

Let's see what else is new on the workshop today...

Well, that's not what I guessed for 2024

Dandywalken
Feb 11, 2014

Gah!

QuarkJets
Sep 8, 2008

Broken Cog posted:

My Sanguophage run is off to a great start with my vampire immediately romancing the thrall you start with.


But also


...first time I've seen that happen, I think

The only true evil left

SniperWoreConverse
Mar 20, 2010



Gun Saliva

GaylordButts posted:

Let's see what else is new on the workshop today...

Well, that's not what I guessed for 2024

Hasn't it been like 20 loving years by now? drat.

Unbound
Dec 11, 2012

Atlantis for best map

All others are bugged...

GaylordButts posted:

Let's see what else is new on the workshop today...

Well, that's not what I guessed for 2024

Oh gently caress yea, it adds hornless unicorns!

Jack Trades
Nov 30, 2010

GaylordButts posted:

Let's see what else is new on the workshop today...

Well, that's not what I guessed for 2024

Oh wow, I didn't think there would be mods adding more horror content so fast.

GaylordButts
Feb 19, 2009


Don't worry, it looks like the author has already thought of everything

Hellioning
Jun 27, 2008

Come on everypony, smile smile smile.

GaylordButts posted:



Don't worry, it looks like the author has already thought of everything

Not at this though.

QuarkJets
Sep 8, 2008

Can you put bionics on the horses? Do they take 2 bionic arms and 2 bionic legs or 4 bionic legs?

worm girl
Feb 12, 2022

Can you hear it too?
Boy the darkness event sure is annoying huh? The idea is super cool but it seems to dim existing lights to a smaller radius than they normally put out and pawns don't have any AI to escape the harmful darkness, so you have to micro everything. Even with zones it's annoying.

Danaru
Jun 5, 2012

何 ??
Colonists frantically searching the Ideology dev logs to see if eating a talking horse raider counts as cannibalism or not

Broken Cog
Dec 29, 2009

We're all friends here

worm girl posted:

Boy the darkness event sure is annoying huh? The idea is super cool but it seems to dim existing lights to a smaller radius than they normally put out and pawns don't have any AI to escape the harmful darkness, so you have to micro everything. Even with zones it's annoying.

I found that torches are your best friend for that event. They last for 10 days, which should be enough to resolve it.

Mzbundifund
Nov 5, 2011

I'm afraid so.
A couple of those flare backpacks is more than enough to cross the map and get at the objective. It even drops bioferrite for you to refuel with.

worm girl
Feb 12, 2022

Can you hear it too?

Broken Cog posted:

I found that torches are your best friend for that event. They last for 10 days, which should be enough to resolve it.

That would be really cool in a colony that had wood.

Mzbundifund posted:

A couple of those flare backpacks is more than enough to cross the map and get at the objective. It even drops bioferrite for you to refuel with.

Haven't been able to research them.

I'd be fine just hunkering down but the way colonists will just stand in the harmful effect and try to self-tend instead of seeking a safe area is annoying. And because it dimmed my lights, there are random bits of darkness all over the base where there weren't before.

I'm not looking for gamertips, just pointing out how the implementation is flawed. It's annoying is all.

Mzbundifund
Nov 5, 2011

I'm afraid so.
Does it actually dim the lights? I thought it was just a visual overlay that made the game’s internal binary distinction between Dark and Lit tiles more obvious. Normally tiles which are closeish to lights but are still far enough to be considered dark have a more gradual fade that is not super stark.

SniperWoreConverse
Mar 20, 2010



Gun Saliva

Danaru posted:

Colonists frantically searching the Ideology dev logs to see if eating a talking horse raider counts as cannibalism or not

obvious yes, they have a society and are people. Sophonts are people. Eating people of any kind is cannibalism. If parrots, octopus, or whales were found to be sophonts they should be given equal rights under the law.

TaurusTorus
Mar 27, 2010

Grab the bullshit by the horns

SniperWoreConverse posted:

obvious yes, they have a society and are people. Sophonts are people. Eating people of any kind is cannibalism. If parrots, octopus, or whales were found to be sophonts they should be given equal rights under the law.

Cannibalism is only eating an exact copy of myself.

Danaru
Jun 5, 2012

何 ??
Honestly I considered installing it because the idea of magical friendship horses launching rockets at my fortifications is rib crushingly hilarious but

GaylordButts posted:



Don't worry, it looks like the author has already thought of everything

The shocking revelation that the brony is a pervert makes me worried about what else is in it

GaylordButts
Feb 19, 2009

QuarkJets posted:

Can you put bionics on the horses? Do they take 2 bionic arms and 2 bionic legs or 4 bionic legs?

This made me too curious and I had to have answers so I went through the code on their linked github, it looks like they have added new ponyparts, like Pony_FrontLeg, Pony_RearLeg, Pony_FrontHoof and Pony_RearHoof, however the front limbs are still grouped as arms and are tagged as manipulation limbs. They made their own prosthetics, but the bionics section is commented out and marked as unfinished. Also they added in the "extra" bone in horselimbs for the cannon bone.

So you get a whole new fleet of body parts to keep around, assuming you leave any non-pony races.


vvvvv liver, kidneys, lungs, heart, all the internal stuff appears to be 'standard', it's just the limbs that get new ponyparts, along with tails, horns, and wings. It doesn't look like you'd be able to attach prosthetic wings to a standard pony, however, which I disagree with. Technology was supposed to make all ponis equal.

GaylordButts fucked around with this message at 20:01 on Apr 16, 2024

Jack Trades
Nov 30, 2010

How much do the pony organs sell for on the black market?

HelloSailorSign
Jan 27, 2011

If they went through the process to have a cannon bone, then they better also have a risk of laminitis.

Danaru
Jun 5, 2012

何 ??
Lmao I thought "Cannon bone" was just a hediff so they could hold weapons

mega dy
Dec 6, 2003

GaylordButts posted:

This made me too curious and I had to have answers so I went through the code on their linked github, it looks like they have added new ponyparts, like Pony_FrontLeg, Pony_RearLeg, Pony_FrontHoof and Pony_RearHoof, however the front limbs are still grouped as arms and are tagged as manipulation limbs. They made their own prosthetics, but the bionics section is commented out and marked as unfinished. Also they added in the "extra" bone in horselimbs for the cannon bone.

So you get a whole new fleet of body parts to keep around, assuming you leave any non-pony races.


vvvvv liver, kidneys, lungs, heart, all the internal stuff appears to be 'standard', it's just the limbs that get new ponyparts, along with tails, horns, and wings. It doesn't look like you'd be able to attach prosthetic wings to a standard pony, however, which I disagree with. Technology was supposed to make all ponis equal.
Man I really want to just go around the internet posting this in places without any context.

lunar detritus
May 6, 2009


worm girl posted:

Boy the darkness event sure is annoying huh? The idea is super cool but it seems to dim existing lights to a smaller radius than they normally put out and pawns don't have any AI to escape the harmful darkness, so you have to micro everything. Even with zones it's annoying.

I feel the first time you get it is absolutely amazing, a lot of fun. Every time after that is tedious as hell.

Broken Cog
Dec 29, 2009

We're all friends here


Didn't know I was playing Crusader Kings

Jack Trades
Nov 30, 2010

Is there an achievement for turning a family tree into a family circle?

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE

Danaru posted:

Honestly I considered installing it because the idea of magical friendship horses launching rockets at my fortifications is rib crushingly hilarious but

The shocking revelation that the brony is a pervert makes me worried about what else is in it

I don't understand why they are a pervert, but I can't parse the screenshot at all. Do I need to know what RJW is in order to understand this?

GaylordButts
Feb 19, 2009

Torrannor posted:

I don't understand why they are a pervert, but I can't parse the screenshot at all. Do I need to know what RJW is in order to understand this?

These questions will lead you to a dark place...

Danaru
Jun 5, 2012

何 ??

Torrannor posted:

I don't understand why they are a pervert, but I can't parse the screenshot at all. Do I need to know what RJW is in order to understand this?

It's the porn mod, he wants to gently caress the horses

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE
I see, thanks. At least it's not humongous dragon dongs...

I noticed that imperials will wield some of the Anomaly introduced weapons. But overall, I think if you're not engaging with Anomaly's content, most of the stuff included in the DLC won't get much use. Which is a shame, and a definite departure for Rimworld. Biotech of course had three very distinct new systems (genes, robots and kids), and it seem inconceivable that you would opt out from all of them. But you can't full opt out from the gene stuff, since some of the random raiders you capture will be of non-standard xenotypes. Still, you had new bionic stuff to craft for you pawns for example, new plants, especially for undergrounders, and so forth. I think Anomaly is fine, but it's imho a clear step down from Biotech.

Broken Cog
Dec 29, 2009

We're all friends here
I mean, you can just trigger the first tier of the Monolith and stay there, and you'll get the base anomaly events and enemies, as well as access to all the basic void research. It's more akin to royalty or mechanitor in that you have to choose to interact with it, though.

And a lot of the void research is useful and fun, even outside fighting void enemies.

Edit: Is there a way I can tell all my pawns to automatically go and dye their gear in their favorite color?

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Valdent
Mar 16, 2016
A quest just handed me a legendary nerve spiker, and it makes a great hunting weapon. Decent range, decent damage, stun effect. I haven't had a chance to use it on anything else yet though. And now that it's been 2 years I guess I can rule out my mysterious teenage joiner with absurd stats and traits is not a bomb waiting to go off. Well as long as the psychite tea flows he's not a problem.

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