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Slime
Jan 3, 2007
Picked this game up yesterday. It's very obviously an alpha with tons of missing content, but it's still drat fun as it is. Me staying up until 4AM is proof of that.

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Slime
Jan 3, 2007

OwlFancier posted:

If you're having trouble with the mechanoids, you don't want to fight them like raiders.

The big ones are slow, so maneuver around them. Don't try and have a shootout with them because they field the most powerful guns and have a lot more health than you do. Take advantage of the fact that their guns are generally slow to fire, pop out, take a shot, then get back behind something, use high damage weapons if you have them, shotguns, charge rifles, even pilae as you will seldom miss them.

The scythers are more dangerous but they fight more conventionally, good cover, flanking, and focused fire will generally bring them down promptly enough. They don't use cover, so try to take advantage of that and pour fire on them before they get too many shots off. Fight them in close quarters to even out their range advantage.

Scythers have incredible range but suffer from taking a long time to fire. If you have a wall to hide behind and a turret/colonist in the distance to distract them, you can take them out with a pistol. Once you're more established, it's fun to make a big stone wall with a hole in it. Invaders will go through the hole, then come out on the other side right in the sights of turrets and will have no cover if you've cleared out the area. A centipede kind of broke through because it had an inferno cannon and a fuckton of health, so it managed to break my power conduits before the turrets could kill it, then it killed my turrets. Jerk. I wonder if the ones with inferno cannons are weak in melee?

Slime
Jan 3, 2007

HerpicleOmnicron5 posted:

Uh, my guys in the wide open shouldn't be getting cabin fever, right? Do I need to keep a route out without doors to make them think it's an open place?

Speaking of cabin fever, is there any way to give a prisoner a little air so they don't go nuts if circumstances dictate I need to keep them for a long time? My options with a prisoner are to recruit them, sell them or kill them. The first two can take a while and the third makes people sad, so sometimes it's necessary to keep them around for a long while.

Slime
Jan 3, 2007

Pornographic Memory posted:

That's because survival meal packs have a higher food quality than low-quality meals. Colonists will always eat the best quality food available.

You should be able to define a stockpile/nutrient paste dispenser as the only place to get food from, unless there's literally no other source of food available.

Slime
Jan 3, 2007

OwlFancier posted:

I believe a correctly categorised stockpile will substitute for a grave for the purposes of getting rid of the message, so if you're having trouble just dump all your bodies in a pile outside the front gate.

This has the added benefit of making visitors and raiders somewhat uncomfortable. Unfortunately it will also make your colonists a bit unhappy too so you might want to keep them inside if you do this and be sure to firebomb the corpse pile before trying to leave.

Edit: "Firebomb the Corpse Pile" is the name of my death metal band.

Oh man, that gives me an idea. Leaving corpses in strategic locations that your colonists will rarely tread, but raiders are quite likely to be.

Slime
Jan 3, 2007
With this new ability to yoink organs, who else thinks it would be neat if there were genetically superior people running around? The description for humans mentions that they're baseline humans, with no genetic augmentations or anything. Which opens the possibility for genetically enhanced humans to exist. Genetically enhanced humans with their superior organs, ripe for the picking. Poisons aren't actually a real problem now, but when they eventually are I want to have some sort of super-liver. I've noticed that things like tortoises and mechanoids seem to have natural armor, which makes me think it would be pretty neat if you could replace a colonist's skin with armor plating. Possibly by ripping it off of mechanoids. I think mechanoids could stand to be made more interesting in general, really. I'd love to be able to acquire their weapons, or break them down for cybernetic parts instead of getting a small amount of metal from them.

Slime
Jan 3, 2007
I always viewed your Rimworld colony as being one of those lovely border worlds from Firefly. Full of dirt farmers and barely any technology and one guy with a laser weapon that would be considered outdated elsewhere rules the place with an iron fist.

Slime
Jan 3, 2007

Stele007 posted:

Is there anything you can do about cataracts? And is there any point in building up goodwill with a faction?

Replace the eyes with bionic ones, perhaps.

Slime
Jan 3, 2007
I find it way easier to farm cotton and buy metal with the profits than to mine it myself.

Slime
Jan 3, 2007

winterwerefox posted:

So what is the point of cooking? I had a bad cook that used up so much of my food that it left people to starve. 10 ingrediants to one meal? Do they nourish 10 times better or something?

1 unit of raw food isn't a meal. They take 10 units every time they use the nutrient paste dispenser.

Slime
Jan 3, 2007

Sadkitten posted:

Turns out the plant I had next to my beds, to give those poor bastards something nice to look at, was blocking the doctors from getting in there and doing their work.

You can grow flowers inside without needing a sun lamp?

Slime
Jan 3, 2007

Moridin920 posted:

is it possible to slowly make a colonist completely bionic through surgery? through a mod maybe?


one of mine got hit dead on by a mortar shell while I was watching him run around and he just got deleted, equipment and all

pretty cool but addition of bloody gibs would be pretty metal

Colonists made into full body cyborgs should run off and join the mechanoids.

Slime
Jan 3, 2007

Opal posted:

I think what he meant was that even if a colonist only hits an intended target 30% of the time at a given distance they will almost consistently hit whatever happens to stand in between which seems a bit unlikely. I want to say I've had a similar experience with friendly fire.

Draw a cone between your colonist and the target they're aiming for. Their hit rate is basically the chances that they'll hit within that cone and penetrate cover. The things between your colonists and their targets tend to be animals with no armour out of cover, which means that if a bullet passes through them they're probably hit. And additionally the thing they hit accidentally is closer, so there's less chance of the bullet managing to go around them if they're in the line of fire. You try hitting a target when something runs in front of you sometime, it's pretty loving hard not to shoot whatever jumped out in front of you.

Slime
Jan 3, 2007

Opal posted:

I'm save-scumming for now while I research the issue.

On a semi-related note, how do I use neuro trainers?

Select a settler and right click the neuro trainer. It's not a surgery, it's just an instant use item.

Slime
Jan 3, 2007
Right now booze seems kinda pointless. It doesn't last long enough to be worth a drat. You give your colonist a beer and by the time he's taken a few steps out the door it's worn off. At a guess I'd imagine this is just a precursor to other stuff though, like poisons and drugs. It'd be pretty neat to have some sort of stimulant that staves off exhaustion that a colonist can carry around with them, or drugs that give a buff while having a negative effect later on.

Slime
Jan 3, 2007

Tias posted:

Just got the new alpha. I got to say, I like seeing patches of vomit all over.. Like seeing an old friend again :thousandyardstaredwarf:

Also, is there something to be done about colonists binging on alcohol? My space miner is hitting the juice all over the place, but I can't really arrest her, because then I'll lose her manpower until she's convinced to rejoin my faction. There are no (non-violent) sanctions I can effect, it seems.

You can arrest a colonist and set them to be released. So far they've just rejoined my colony without incident, with a mood boost from talking to the warden as a bonus.

Slime
Jan 3, 2007
With how long it'd take to even get to even the closest of star systems, the idea of trade existing between them is honestly pretty ludicrous. You have to go into cryptosleep for hundreds of years, leaving behind anyone who didn't come with you forever because in the hundreds upon hundreds of years it'd take for a round trip they'd be long, long, LONG dead. Unless it turns out that glitterworlds have functioning immortality in which case you better hope your friends are rich. But if you live on a glitterworld and can afford a ship, why bother loving off to bumfuck nowhere to trade with some dirt scrabbling peasants?

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.

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.

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.

Slime
Jan 3, 2007

Flesh Forge posted:

It's weird, I expected tundra and desert to be way more hostile and hard to survive on than they are. While you're pressed a lot harder in tundra to do hydroponics, at least it's cold all the time and you don't have to worry about temperature differential making colonists sick (just put them in parkas and they're fine) or spoilage of food/hunting kills. For desert yeah it's hot, but it just doesn't seem threatening. I bet if Tynan implemented drinks along with food it would be quite a lot harder and more interesting.

e: The worst thing about desert is lightning storms setting all your poo poo on fire. We can build geothermal power plants out of sticks and dried poop but we don't know what lightning rods are.

e: game needs lightning rods

Even worse is that the colonists know how to make solar panels from nothing more than metal, but have forgotten what a fire extinguisher is and resort to stomping on fires to put them out.

Slime
Jan 3, 2007

Flesh Forge posted:

I really would like to, but they don't even make good hunters. When I had a colonist with 18 melee and a high quality plasteel gladius get a foot bitten off while hunting *a turtle*, that taught me that dedicated melees are just not very good at all.

Just because they're bad at hunting doesn't mean they're bad at combat. Animals don't have ranged attacks to fight back against your shooters, raiders do. And the raiders carrying guns can't actually do much once a melee fighter gets inclose.

Slime
Jan 3, 2007

LotsBread posted:

I kinda wish there was more lore-related content to the game. It'd be nice to bits and samples of the Trascendent Tech, or seeing some of the opti-animals that he mentions in the primer. Also, more future weapons, in terms of variety. I'm fine if BFG 9000 spawn rarely, but it'd be nice to have more high tier guns in that tier.

I get that the idea of the game is that you're playing on a lovely border world that may have been nuked into the stone age at some point, but it is a little sad that it doesn't look like we'll get to see a lot of these things like genetically enhanced people and crazy future tech.

Slime
Jan 3, 2007
In some of the fluff you see in character profiles and such, I think it mentions flash cloning. You could easily justify having kids grow up fast by buying some of that tech off a merchant or something, and rather than cloning them just speed up their aging.

Slime
Jan 3, 2007
Why are there all these earth animals and plants on an alien planet? Did humans in this setting seed the galaxy with earth life, or did they just go into space, nuke the earth back into the stone age, completely forget it even existed and then find it again thinking it was some alien world?

Slime
Jan 3, 2007

Desetr Eagle posted:

rimjob world

oh thank god i'm not the only one who keeps thinking of this whenever i play

Slime
Jan 3, 2007
I discovered why I was having all those food problems. Despite having free roaming over the entire map, my animals never left the home area and they were eating all my crops the fat bastards.

Right now I don't see a lot of reasons to keep animals that can't fight or provide wool or eggs or milk or something. They breed too slowly to be worth keeping for meat, which you can get far easier by just hunting. And my plan of a legion of meat shield attack bunnies won't work because of how long and food intensive it is to train an individual bunny.

Slime
Jan 3, 2007

Tommofork posted:

The developer also specifically mentioned in the devnotes for traps that enemy factions would remember where traps are and avoid that spot in future raids. I don't know if he kept that in, but my guess is yes.

Do they only do that if someone escapes? Because it wouldn't make sense for them to report trap locations to their faction if they're all dead.

Slime
Jan 3, 2007

Generation Internet posted:

I do pretty much the same, I build a nice little village and then start building a doomsday bunker as a side-project when everything is stable.

I'm also finding that the Pheobe storyteller is exactly my style, there's only a few raids per year but they're all just as intense as they otherwise would be and most of my time is spent trying to survive against the elements in the winter anyways. RIP Tara, the colony owed you a debt for sniping all those raiders during the siege, but couldn't get to you in time when that bear attacked :smith:

The default storyteller's habit of constant raids is annoying and kind of silly. Maybe the odds of the next raid from that faction should be based on how many losses they took. If you slaughter their raiding party they should probably back off for a while.

Slime
Jan 3, 2007

Tenzarin posted:

Trying a log cabin settlement now, to try to get away from the mountains and a single killbox on chillax rough.

This is how I like to play. Turrets are boring, but with how raids ramp up you're going to need them unless you get lucky with lots of fighty colonists. I find it way more fun to have my colonists deal with it, which kind of means needing to turn down the difficulty so I don't have huge loving raids after the first few seasons.

Slime
Jan 3, 2007

Swedish Horror posted:

I just watched the guard of a visiting trader beat the poo poo out of the trader before leaving her to die. :stare:

edit: she was ugly and disfigured.

It's kind of hilarious how the relationship values are set up. A few chats and you like them better than your wife. But oh, they have a scar? Woah GROSS, what a jerk. For things like disfigurement, they should probably affect new people meeting them but once a colonist is friendly with someone else the malus for the other colonist being disfigured should probably lessen until it's at zero.

Slime
Jan 3, 2007

Minarchist posted:

Blood "donor" mod when?

Actually that would be a good idea, blood loss should be a long term thing. Right now it seems to vanish pretty much immediately when you stop the bleeding, it would be much more interesting if it kept affecting the pawn for a while, with blood donation curing a chunk of it at once.

Slime
Jan 3, 2007
Also...there's an implant that stops pain entirely, but are there painkillers? Stimulants? I want to see a whole bunch of crazy future space drugs, some just for leisure and some that are useful for productivity or combat. I want a colony full of cybernetically enhanced meth junkies.

Slime
Jan 3, 2007

Tias posted:

Ack, sorry, no idea how I could have missed it.

Also, lost my first A13 colony. Build a shelter out of wood, then built rooms of stone around it, figuring the soft shell didn't matter if raiders couldn't burst through my mighty fortifications of marble and slate. Then my battery station short circuited, burning two of my colonists to death in their rooms and killing the rest of heatstroke when they tried to help :eng99:

Our colonists really need to take some classes on wiring these things up. Fires should not be started multiple times a year by faulty wiring, people.

Also seriously gently caress the amount of events that can gently caress with your power, it makes growing stuff like devilstrand a complete crapshoot. A solar flare completely fucks you, the faulty wiring even can gently caress you if it happens at night and you had your batteries taking care of things until they recharged again the next day, an eclipse can still gently caress you even with a few fueled generators around. And then even if you make it past all those, a blight can STILL gently caress half your crop, gently caress, loving hell let me grow some loving mushrooms in peace.

Slime fucked around with this message at 15:17 on Apr 13, 2016

Slime
Jan 3, 2007
On diseases, I think it could be improved a lot if there was an actual reason for diseases to get spread. Travelling traders spreading it, badly cooked food, catching it from an animal, leaving corpses lying around, maybe mechanites can be caught by being around mechanoids. As it is they're just a roll of a dice with no actual cause, which is boring and doesn't actually provide the player with much agency. If we could do things like stay away from all those filthy diseased strangers, hose everything down in bleach constantly, poison the local mosquito population to reduce the spread of malaria I think disease might feel less like a kick in the dick because you rolled a one.

Slime
Jan 3, 2007

Tenzarin posted:

The wire explosion event is because your batteries were too full. Never overcharge a battery.

I like building the switch connecting to solar panels, wind mills, and batteries so I can turn on and off if I want them connected to the base power grid.

You're making GBS threads me. THAT causes it? Ughhh, what a bunch of time wasting micromanaging bullshit. I guess I have to gently caress around turning things off all the drat time then I guess.

Slime
Jan 3, 2007
The escape into space narrative makes no sense when there's ship apparently passing by that you can trade with who can pull up the things you sell them. Why can't our colonists just pay them for a ride to a less lovely planet? If they have the resources to make their own spaceship they can afford to pay for a ride.

Slime
Jan 3, 2007
Only if colonists get negative thoughts for seeing people with terrible little purse dogs.

Slime
Jan 3, 2007

I Said No posted:

The coding isn't a barrier to me, it's just a matter of I have no idea where to actually look or work for the poo poo I want to do. =v

I've done a little open source coding and I had this problem too. Just go through and try and familiarize yourself as best you can, search the codebase for keywords you think might be what you want like race, species, etc. Characters and NPCs and animals might be in a class called mob or something along those lines, possibly pawn.

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Slime
Jan 3, 2007

Gibbo posted:

No problems with women, just artists that think they're too good to work. (Not going to argue the rage bits though.)


I tend to do horrible things to all the awful "I paid too much money, here's my mary-sue" characters.

that you felt the need to call her a bitch while also talking about chopping her hands off kind of implies you have issues there buddy

seek therapy

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