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Kestral
Nov 24, 2000

Forum Veteran
What does 1.0-era early and midgame base defense look now? I haven't played since Alpha 15, and I see that traps have changed substantially.

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Kestral
Nov 24, 2000

Forum Veteran

Viva Miriya posted:

Put the game on Randy Rough. So far I got one colonist dead because I missed out on healing them in time with a few folks down, two that nearly died of infections/surgery complications, and one messed up colony. loving chinchillas lol, I slacked on the perimeter wall and paid for it.

Today was my first time doing on Randy Rough after playing for the first two seasons on Medium to get my feet under me. It's, uh. Wow. Here are my first few days:

Midnight: cargo pods full of wort drop on literally the exact opposite corner of the map. At first light my hunter and her apprentice trek across the boreal forest, and a grizzly aggros them. Yep, should have seen that coming. Extended kiting battle toward the pods finally drops it - just in time for another grizzly to come charging out of the forest. Frantic micro ensues, the drat thing finally dies, we retrieve our precious wort, and start to hike back to base, exhausted. Before they can even get there, Randy decides it's time for :siren: manhunter pack! :siren:

... of dromedaries. In the boreal forest. Okay, sure, gently caress it we don't have time to think about this, run for the base. We get inside, slam the doors, heave a sigh of relief, and go back to butchering and making statues and nope it's pirate raid time motherfuckers! And because I am bad I didn't realize that there was a point on the map where raids could spawn which could bypass my defenses, so they just waltz right into the courtyard of my base and start shooting up the joint.

My three Shooting-capable colonists scramble for defensive positions and start taking pot-shots with a rifle and a couple of lovely pistols, but there's too many pirates and we're only wounding them, not scoring kills, and we're taking shots ourselves. Soon they force us back into the base proper, where one fighter is immediately tended and put into bed while the pirates start dismantling all my generators. The construction and mining colonists scurry around inside the compound, tearing out portions of my base's walls to install new doors to snipe from, and even mining out part of the mountain for the same purpose. No luck - the wind turbine goes up in flames, and the fire cuts the power to the compound. I withdraw to consider new tactics, and hope the pirates don't decide to set fire to the wooden parts of the base I hadn't managed to replace yet.

A few moments later I scroll back to the courtyard to watch for fires, and see two pirates down on the blood-soaked earth, and the remaining three running for their loving lives from manhunter camels. The two remaining Shooting pawns jump out from the base and open fire, dropping the last two pirates, but one of my guys takes a lung shot in return, and we fall back behind the doors.

We are now besieged by camels.

A full day goes by. The hunter's apprentice, just a kid with Shooting 3, is sent out to make a mad dash for a Good-quality rifle left behind by one of the pirates, and spends the rest of the day popping out of various doors shooting at camels, putting out the eye of one but not quite managing to lift the siege. Finally, the hunter gets back up and I'm thinking maybe we can focus-fire these things down one at a time. Alternatively, raid. Tribals coming up the same riverway the pirates used, not knowing that Satan's Dromedaries have laid claim to my base. The hellcamels rush out to attack, I fling open my doors, and soon it's a threeway battle of tribal warriors with melee weapons and bows fighting rabid camels in chest-deep water while getting sniped by my guys on the bank until at last the river is choked with the corpses of men and dromedaries, and only my colonists remain.

Game is real good, folks.

Kestral
Nov 24, 2000

Forum Veteran
Does distance on the world map from other factions and their settlements have any effect on the visitors/traders/raiders you get? Like, if I'm 5 hexes away from a neutral settlement, are they going to send me more travelers and traders than they would if I were 10 away? In the same vein, is there a maximum distance from a faction at which they won't ever interact with you? I'm looking to do a run with a lot of interaction with other factions, since I've tended to be pretty isolationist in the past.

Kestral
Nov 24, 2000

Forum Veteran
Is there any way to edit the climate of an area once you've started the game? I'm a year and a half in with a map and pawns I adore, but I've just realized that this boreal forest is too warm to get snow, which is the entire reason I wanted to play in boreal anyway. I had no idea this could even happen, but there it is.

Kestral
Nov 24, 2000

Forum Veteran
Any advice on how to outfit a small melee strike team, and deploy them effectively? My previous playthroughs have all relied on massive ranged firepower, but thanks to a quest and the timely death of a weapons caravan that ran into a mechanoid cluster, I’ve lucked into some serious gear: a masterwork plasteel longsword, a good plasmasword, good monosword, prestige marine armor, and prestige recon armor, plus the techprint for jump packs and the two shield belts I already had. I can also get devilstrand going, since I've seen mention of that actually being more effective than some armors?

I currently have two pawns with melee passion and I’m working on recruiting a third from a faction that keeps sending me Hospitality guests, but I’m at a bit of a loss as to what to do with them once I’ve got them. I’d love any general tips, and I’m particularly curious about whether I should be putting jumpjets or shield belts on these guys.

Kestral
Nov 24, 2000

Forum Veteran
Doing my first run with Save Our Ship 2, and I see the tech tree has... shuttles?! Is it possible to construct and make use of these shuttles before launching a ship into orbit, or do they have to be deployed from and return to space? Because man, the equivalent of reusable transport pods would solve so many problems for this colony right now.

Kestral
Nov 24, 2000

Forum Veteran
Yessssssssssss. Only other concern is, I notice these techs take Spaceflight Basics - is researching that going to kick Randy Random's behavior up a notch at all? My position is pretty tenuous as it is, so if going for shuttles is going to kick the difficulty up, I might need to delay that a bit.

Kestral
Nov 24, 2000

Forum Veteran
Any interesting mods I should look at for a Tribal run? I’ve heard good things about Neolithic Scavenging, but that’s about it.

For context and in case it amuses anyone else: an idea just struck me for a Lost Tribe game centered around an SOS2 Afterlife Vault, where your recently-decimated-by-pirates tribal culture is collaborating with a couple of hardlight spirits who are desperately trying to uplift them into spacers before the pirates can finish the job (and loot their newly-exposed and vulnerable afterlife caskets in the bargain).

Kestral
Nov 24, 2000

Forum Veteran

A Wizard of Goatse posted:

Tribals Found a Spaceship was also fun times, no post-electric research just the tech you can salvage from events or hapless spacers. It's not sustainable long-term since you can't really replace much that gets blown off, and if you want to keep the reactors running you have to stick to a pretty relentless schedule of piracy that guarantees you lose something critical eventually, but every day feels like victory when you're a floating misshapen nightmare blob of hullfoam and skulls and cavemen.

This is very haunted and I love it. I'll have to give that a try once I'm more familiar with SOS2 - or perhaps being completely oblivious to its mechanics would add to the immersion?


This should straight-up be a vanilla feature that can be toggled off or on. Installing immediately.

Kestral
Nov 24, 2000

Forum Veteran
I’m pretty sure there are bands of traveling grifters roaming the Rimworld scamming tribes out of their herbal medicine. I had one come along the day I finished harvesting a huge crop of herbal meds, and they asked for 125x. My colony has charity precepts so I gave it to them, then watched in horror as their map exit route pathed them through the maze I built to contain a mech cluster full of active turrets.

Kestral
Nov 24, 2000

Forum Veteran

StrixNebulosa posted:

God I missed playing Rimworld, I love the batshit stories that come out of it.

In that case, here's one that happened tonight!

Refugees. Or, "refugees," since they're always goddamned traitors, I don't even know why I bother with them anymore. Oh wait, yes, charity precepts, poo poo. Well, I've had a bunch of "refugees" with me for a while, mostly turning rocks into bricks whenever they aren't having Very Neurotic Tortured Artist meltdowns. Most of a season passes, their time is nearly up, and things have been weirdly peaceful. The most action we've gotten happens this night, when two of our neighboring tribes end up fighting on our doorstep. Normally I'd ignore this, but I'm actually married in to one of those tribes after rescuing a cool raider who then fell in love with a colonist, so I felt some obligation to intervene. A bloody battle led to a hilarious pile of bodies, and most of my heavy-hitters sleeping in the hospital with various non-life-threatening but temporarily debilitating cuts and cracks.

This is, of course, the moment the "refugees" decided to grab hatchets and try to murder us all, presumably because they now outnumbered the uninjured-but-unarmed tribesfolk two to one.

I'd settled them all in teepees just north of the muffalo pens, so when they flipped the traitor switch, a whole bunch of them all woke up at once and came rushing out, right into the path of my shaman Wren. Unfortunately, Wren has zero combat skills, no armor, and but has an absolutely vital skillset, being the only person with meaningful Intellectual, Social, and Medical. I cannot lose this pawn. Unfortunately, he's also slower than the three traitors who are now running straight at him with hatchets. Fortunately, Wren has a friend! Jet, an SOS2 afterlife casket hologram, was hauling medicine nearby when this all went down, and while holograms can't carry weapons or armor (other than a built-in decent laser), they also can't be permanently killed, only disabled for 24 hours upon "death." Jet does the needful and rushes in, shotgunning hologram lasers as she goes. The enemy reaches her, a melee ensues, but Wren has gotten a little distance while holo-friend gets hacked to pieces. Meanwhile, a stray hologram laser has popped the fence to the muffalo pen.

Oh. Here's the muffalo pen, from an earlier save:



Yes, that's 30ish muffalo plus calves, temporarily crammed into a tiny space while I revamped the base design with all those new stone blocks. Not pictured: the gap in the fence through which a wall of terrified muffalo begin streaming, rushing toward the fight for some reason. This is the moment I remember the other thing Wren has going for him: a level 6 psylink with Manhunter Pulse.



(Recreated from an autosave save, since I didn't think to screenshot it in the moment)




Yes. Yes, that seems sensible.

And that's the story of how 30+ manhunting muffalo took over Starfall Colony, and are now laying siege to my hospital, where my huddled survivors wait for the psy-pulse to wear off. The huddled survivors, and faithful, stalwart Muffalo 29, who was in the hospital when the pulse went off (???) and has been keeping the sick and injured company with her great fluffy bulk in their time of need.



PiCroft posted:

Unfortunately no, but thanks. My issue is needing something that allows me to copy existing outfits and as it turns out, there was one that fit the bill:

https://steamcommunity.com/sharedfiles/filedetails/?id=1180718516

I can't believe I lasted this long without it. The ability to save outfits, drug regimes and production settings makes getting set up in a new game so much easier. Plus, you can load an existing outfit as a new copy which basically mimics the loadout 'copy' function.

This is incredible and I am installing it right now. Thanks for posting this!

Kestral
Nov 24, 2000

Forum Veteran

Danaru posted:

I have so much uranium but my best crafter is four levels short of being able to make fuel rods, and for some reason every time my base gets seiged, she gets lit the gently caress up by mortar fire and gets stuck with a hospital bed and a blood pack

Nobody else gets hit by the mortar fire but she'll eat three shells no matter where she is I just need her to grind crafting aaaaggghhhh

She should get together with my tribal warrior who charged into a raid while holding three incendiary shells :psyduck:

Kestral
Nov 24, 2000

Forum Veteran
Hey Rimworld goons, I am publishing my first mod for this game shortly, and thought I'd put an unlisted version here first to get some more experienced and considered thoughts on it than, well, Steam. It's called Native Dyes - An Ethical Trade Good.

For a long time now, I've been bothered by how heavily incentivized you are to enter the hard drugs trade, especially as a tribal colony. Flake and yayo are far and away the dominant growable trade goods, and even though there's growable chocolate now, some part of my brain is always grumbling that I'm losing silver for every tile that isn't going to turn into space crack. I wanted to add a more ethical option that took the place of those drugs as cleanly as possible in terms of game balance. Historically, dyes and pigments were enormously valuable: Tyrian purple was said to literally "fetch its weight in silver." That made colorants an easy choice for a cash crop that doesn't also make the player and their colonists into drug dealers. So I made a mod that adds the assets necessary to make a production chain which parallels yayo in research cost, growing time, pawn labor, and market value, but without the ethical implications of selling hard drugs. The goal here is to offer as nearly-seamless a replacement for yayo as possible, so I’m keeping it simple for now. I’ll probably add a flake equivalent in the near future, but I want to think about how to frame it in the fiction.

I'd love any feedback folks have, especially:
  • Is there anything obviously wrong with this approach?
  • Terminology - given the fraught interactions between commerce, colonizers, and indigenous peoples, I really would like a sensitivity pass on this thing, but yeah, can't throw that kind of money at anything right now, let alone a tiny mod. If someone notices an misstep I've made here, please let me know.
  • Are there any features that would fit the theme that I should think about adding? Preferably ones that can be managed with XML, because C# is, uh, a bit beyond my capabilities.
  • Typos. God damned typos.
Thanks in advance!

Kestral fucked around with this message at 05:54 on Sep 30, 2021

Kestral
Nov 24, 2000

Forum Veteran
Wow, way more interest and commentary than I'd anticipated :monocle: I'll do my best to reply.

isndl posted:

Phoneposting so I can't give the mod a detailed look right now, but how is it positioned relative to the dye added in Ideology? Ideology dye is fast growing and worthless, which is probably a gameplay concession but still something to consider when integrating your own version.

Right now, it has no actual function in dyeing clothes, hair, etc., because I am absolutely brand-new to Rimworld modding (although I have a fair bit of experience with other games) and don't know how to implement that function yet. I'd like to make it useable in the same way; putting that on the to-do list.

Reveilled posted:

An idea on that front: if the manufacturing of rich dye in fiction involved a step where the pigments are drawn out into water and then needs to be boiled off to produce the pure product, your flake equivalent could be colourant or colouring where the dye is left in a liquid form, requiring less work to make but being slightly less valuable (just like flake) as a result.

If you wanted a go-juice replacement, you could have Neutro-paint, a specialist paint that utilises Neutroamine as a solvent. And if you wanted a social drug replacement for Psychite tea, you could have Tinctural Tea, a very mild hallucinogen that makes colours more vivid, maybe replacing the pain reduction effect for a small sight bonus.

These are very clever and that’s probably going to end up being the way to differentiate the flake/yayo versions.

Do people make Go-Juice for sale? That had never occurred to me.

Replacing the psychite tea isn’t something I’d considered, but now that you bring it up and give a cool fictional framing for it, it’s going on the list. I’m debating whether it can go under Psychoid Brewing or if it should be its own tech that also gets given to Tribals for free.

Inexplicable Humblebrag posted:

yayo is useful for dealing with low mood and for making your doctors work faster, not just for cash. do the dyes give any mechanical benefit?

None whatsoever, which is something I’m struggling with. On the one hand, it makes no difference for me personally because I never use yayo for any purpose other than selling it off, but you’re right, it’s absolutely got its uses. I’m not pro-tier at Rimworld balancing so I’m uncertain what it could safely be given, and I’d need to figure out how to frame those benefits fictionally, but I’m very much open to suggestions.

Chef Boyardeez Nuts posted:

If one is looking to add more ethical trade goods perhaps adding spices or perfumes that are biome focused?

I've always imagined a mechanic where pawns get sick of the same meal sources over time as a method to encourage trade.

I quite like these. Spices are in a bunch of mods but never, to my knowledge, treated as valuable: the ones I’ve seen have always been add-ons to cooking systems. I’m a little hesitant to add foodstuffs, because then people will ask me to make them compatible with the big cooking mods and that is frankly more work than I’m willing to do, but the framing is so good that it’s still tempting.

Biome-focused, eh? I do like anything that makes you think about where you are in the world. Psychoid grows in 32-136.4F temperatures, which covers most places through most of the year except chilly winters or seriously cold biomes, so I wouldn’t be replacing that except for purely aesthetic purposes – then again, this entire mod is pretty much “purely aesthetic purposes.” A lot to think about here!

Carcer posted:

Making jewelry out of gold/jade would probably be a good idea if you wanted ethical trade goods.

Also give you something to use all that gold and jade on when you've blinged out your base.

Funny you should mention that, one of the things that got me thinking about this was Jewelry and Gems for Jewelry, which do an excellent job of that. The items seem pretty well-balanced, too, and create interesting decisions: I’ve found myself wondering whether to spend silver/gold on jewelry for my primary trader for the price and negotiation bonuses, and one pawn with a painful scar is currently kept out of the stress zone primarily by how much he likes his earrings.

Epsilon Plus posted:

Being able to turn some plants into a perfume or cologne "drug" you can use every day for a slight boost to social skills, trade price. etc. could be interesting. Maybe incense as a mechanical need/bonus to some ideology rituals, or an incense burner as a throne room/bedroom requirement for nobles?

Incense also exists, in the form of Rimcense: Neolithic Soothe, which I thought was going to be vital for this tribal run. The incense turned out to be difficult to assemble, and with benefits that expire quickly, so it hasn’t gotten much use. It’s very close to being a really cool mod though, and it’s still actively in development, so watch that space IMO.

This is getting long, so I’ll put other replies in a separate post (which I am writing now).

Kestral
Nov 24, 2000

Forum Veteran
First, thanks to Coolguye for the detailed look.

Coolguye posted:

points of fact for folks reasoning about the native dye mod that was posted:

the plant itself is mostly the same as growing psychite leaf. same growing time, same life span, same temperature sensitivities, same fertility sensitivities, same harvest yield. there are two somewhat important differences:

- there is no nutrition on the plant. this means that herbivore service animals will not eat the plant, which is important in edge cases.
- the light requirement to grow is 30%, not 51%. this ostensibly means you can grow it under a normal floor lamp rather than a sun lamp, but i haven't bothered to install and check.

These two differences are actually unintended and exist because I am currently Bad At Modding Rimworld, so I’ll need to fix those unless anyone can see a cool reason for why they should stay. I rather like the idea of a useful plant that you can grow under floor lamp conditions though; if I weren’t intending for the core product to be pretty much 1:1 for the psychite products, I’d actually keep that, and still might.

Coolguye posted:

personal comments follow:

the biggest thing i see 'wrong' with the mod at a glance is that it locks you in to the yayo-esque production line. there should be a flake-like production line that is a 'common native dye' in addition to the 'rich native dye'. the analyses i've run have me making crack rather than coke most of the time. in the earlier game, before you befriend the world, you have enough time in between caravans that you can afford to spend the extra labor to get more money out of your base product, and in the late game you should have sufficient labor to spend the time on it. yayo is actually only truly useful in the interstitial between making a lot of friends and getting a lot of labor.

Excellent point on the bottlenecks, and the phases when each product is valuable. Getting a flake equivalent in the mod is definitely happening – Reveilled’s solution (hah) above is the likely candidate for that.

Coolguye posted:

the other thing i'd like clarity on is which merchant types actually accept the dye. the reason why crack is so useful is because most merchant types accept it as payment. i have real difficulty seeing a combat supplier accepting dye as cargo, where they would have LOTS of reason to accept crack or coke. even chocolate, combat suppliers have a good reason to accept because chocolate makes fantastic trail rations and mood stabilizers for soldiers on the march - there's a reason why most countries include bars of chocolate in their MREs! however, if combat suppliers don't accept dye, even with a lot of the other numbers the same it's a lot less useful than drugs. which may mandate a different supply chain in order to come up with something that combat suppliers would reasonably accept.

The intention is for every trader that accepts yayo/flake to accept the dyes as well, and I think it is working this way ingame, but I’ll double-check on that. Fictionally, I’m not too bothered by the substitution: traders are out to make a buck, and while ultimately they might specialize in rocket launchers, I’m okay with imagining them being opportunistic. Colorants are historically one of the more weight- and space-efficient ways to carry value around, exceeding precious metals in some cases.

That said, as Inexplicable Humblebrag pointed out, the item currently has no mechanical benefit other than as a store of value. If there’s a way to add a flake/yayo-equivalent bonus, not necessarily to exactly those stats but providing a similar level of benefit to the player’s colony, that would help smooth out fictional issues with traders as well.

For anyone who wants to think about that along with me, the fictional gimmick of native tinctoria is that the colorant it produces is psychoreactive: you can’t do the glitterworld-intended thing of being able to choose what color the plant grows like a Photoshop palette anymore, but whatever color it does produce will change depending on the psychic environment nearby, and I imagine it has an effect on texture as well – if you’ve seen the first episode of Foundation, the Emperor’s mural wall would probably be made with this stuff. Clothing dyed with it might shift subtly in tint and shade over the course of an emotionally-charged conversation, a painting made with the pigments captures the emotions and intentions of a psylinked imperial artist and reflects them more clearly to the viewer, that sort of thing.

To everyone who's commented or checked out the mod in some capacity, thank you! :) This has been enormously helpful. It's a small project, but it makes me happy to know that it will be useful to some folks other than me, and that it's at least engaging enough conceptually to have a conversation about.

Kestral
Nov 24, 2000

Forum Veteran

Coolguye posted:

this being the case i'd re-fluff it as what amounts to henna with a psychic sensitivity twist. the common dye version is -10% psychic sensitivity when used, the rich dye version is +10% psychic sensitivity. the 'high' lasts X hours and there's no addiction chance under any circumstances because bro it's henna.

this provides a very good reason for combat suppliers to buy the dye. imperial psycasters and tribal chieftains that have natural psylinks would enthusiastically pursue the rich dye in order to increase the power of their psycasts, while every other soldier that might be fighting those psycasters would want the common version of it in case the psycaster they're trying to shoot tosses nausea pulse their way.

players will appreciate it for the same reason. being able to buff the psychic sensitivity of your trader with a psychic reader right before going into negotiations would be really sick, and having everyone able to throw on common dyes to take the edge off of a high gendered drone would make those situations feel less punishing. they're niche uses, but farming is simple and they don't exactly go bad after crafting so is there any real downside to having all your psykers carry around two rich kits, and make two common kits standard issue to everyone?

Oh-ho, I like that. “Niche useful” is right where it should be, and psychic sensitivity fits the theme. I’ll get started on this and the flake variant tonight and see where it takes me.

Re: feature creep and my modding capabilities, yeah, the reality is that I can only do so much with this, plus I do want the core concept of “I can make a valuable cash crop that isn’t spacedrugs” to hew very closely to vanilla, so that people who don’t like to go much beyond vanilla can still use it. That said, I love the suggestions that are being made. I’ve put the whole thing under a Creative Commons license, and I’d have absolutely no issues with more competent modders taking what I’ve started and spinning out more elaborate systems from what I’ve started – in fact, it’d be an honor. Once I put this thing public, I’d be happy to see it take on a life beyond what my limited abilities can give it.

Kestral
Nov 24, 2000

Forum Veteran

Coolguye posted:

strictly speaking the MIT or Apache 2.0 license is more appropriate for this situation than CC because it relates to code, but since this will never be a commercial product and it sounds like you don't care that terribly much if someone outright plagiarizes you (i wouldn't either - bigger fish to fry than enforcing creative honesty on a rimworld mod), the point's largely academic.

Huh! I'll have a look at those licenses tomorrow. I'm certainly not going to expend much time and energy over mod plagiarism, but what I more have in mind is empowering folks like the absolutely heroic person who keeps updating abandoned mods, or who seem to crop up from time to time on promising mods from old versions to say, "I like this and I want to do more with it, can I?"

Speaking of which, Native Dyes updated to version 1.1. I won’t spam the thread with updates and changelogs, but I do want to post this one here to give a heads-up to folks who downloaded the original version, since it may affect them. Also, it’s nearly much in a state I’m happy with for taking it public, barring a little more polishing, so it seems like a good time to show what folks here helped make!

Changelog posted:

Terminology changes. The refined products of native tinctoria are now known as spectra dyes, spectra pigments, and spectra decoctions.

Added spectra dye. Equivalent to flake’s economic properties (labor, market value, etc.), produced from native dye base. Applies -10% psychic sensitivity for 6 hours when consumed.

Added spectra pigment. Equivalent to yayo’s economic properties (labor, market value, etc.), produced from native dye base. Applies +10% psychic sensitivity for 6 hours when consumed.

Added spectra decoction. Equivalent to psychite tea’s economic properties (labor, market value, etc.), produced from native dye base. Applies a +10% meditation focus gain bonus, +3% sight bonus, and +4 mood for 4 hours when consumed. Spectra tincture is unlocked via Psychoid Brewing.

ThingDefs and RecipeDefs for rich native dye have been left in place to prevent save breakage. I’ll remove these in the next major version, so make sure to use up or delete any leftover rich native dye, or DevMode replace your leftovers with spectra pigment. I tested it on my development save and my live, heavily-modded save and nothing broke so far as I can tell. If something does break, please let me know and I’ll provide the original 1.0 archive.

Changed tech Native dyes to Spectra colorants. The defName has remained the same, only the label and description have changed, so it should be save-compatible.

I’ll be curious to know how the stat effects on consumption end up, in game balance terms. I suspect I’m going to want to tune spectra decoction down a bit, but we’ll see.

Oh, and I found out why my tinctoria only requires 30% light to grow: it’s because actual tinctoria, from which I partially copied the stats, only requires 30% light to grow! TIL, you can grow vanilla dye plants under a floor lamp :monocle: I have no idea what to do with this information, but I feel like there's something fun you could do with a mountain base full of flowers.

Kestral fucked around with this message at 09:48 on Oct 2, 2021

Kestral
Nov 24, 2000

Forum Veteran

Jaxic posted:

Anyone used the "Save our Ship 2" mod and successfully made it as to space and done quests there or moved to a new planet?

I have a save that's getting close so I saved and cheated a little to see what was to come and drat. It looks really tough even after you get all the resources needed for a ship.

https://steamcommunity.com/sharedfiles/filedetails/?id=1909914131

I'm slooowly approaching that point on a tribal run. Or rather, a tribal run that started with two of the SOS2 afterlife casket holograms with the gimmick of "the tribal start says your tribe got slaughtered by bloodthirsty sky machines, we happen to know what the deal with that is, and we'll help you get revenge if you help us get back on to a starship." Currently researching shuttles in the hope of abandoning pod launchers forever except to corn-bomb my allies.

The holograms have been really interesting. In some ways they're just Better Pawns: they carry their own light source, don't need food, are immune to temperature fluctuations, their clothes never tatter, and they're always equipped with a beam weapon that is very good against anything that isn't heavily armored. They can be killed, and they can't wear armor so they're actually pretty fragile, but they respawn 24 hours later. At the same time, they have some noticeable downsides: that no-armor things makes them terrible in melee, anything that requires clothes just makes them sad instead because it can't be fulfilled (noble / role apparel requirements, notably), food can't improve their mood, and if you lose power for any reason they just blink out of existence until you turn the juice back on for their 1000W Afterlife Caskets. Perhaps most importantly, they're trapped on the map they start on until you research and build deep-in-the-ship-tech-tree accessory that lets them be projected elsewhere.

All in all, a neat concept that lends itself to interestingly divergent starting scenarios, A+, would recommend.

Kestral
Nov 24, 2000

Forum Veteran

isndl posted:

I think you're supposed to be able to cover their ideology clothing demands with the simulated apparel function, but maybe it's one of the edge cases they missed during the 1.3 update.

It definitely seems like that's the intent, but I haven't been able to make it work.

For folks who've used SOS2, do its shuttles deprecate SRTS Expanded craft, or is there a reason to run both?

Kestral
Nov 24, 2000

Forum Veteran

PiCroft posted:

Does anyone else get to a point where they’ve survived a good while, built a decent settlement but after discovering a bunch of tech and unlocking some new stuff, you realise you need to fundamentally reorganise your base and it’ll require tearing down whole structures and moving them and then deciding “gently caress it, I’ll start anew, making sure to make space”.

And then repeating when circumstances force you to throw up buildings quickly and haphazardly and you end up in the same situation :shepicide:

This is why every Rimworld run I do includes... uh... too many hours meticulously planning out buildings shortly after the start of the game. It's a curse, but it's the only thing that has freed me from the cycle of "eh, gently caress it, just build something there --> oh god this looks terrible burn it all down."

Kestral
Nov 24, 2000

Forum Veteran

HelloSailorSign posted:

The empire contacted me, they wanted to attract some manhunting animals my way. Soon after, just over 100 fission mice show up. Fission mice are from Alpha Animals - they spawn three more mice on death, for two generations.

A week later, another manhunter quest from the empire… for about 90 fission mice.

First off there are so many second and third generation fission mice wandering the map my computer can barely do 2x speed. Second, they’ve eaten all plants outside my walls and when grass barely matures to edible, it gets rushed by 30 of them.

I’ve got two animal pulsers and of course this is when raids don’t show up for a month.

Magical :allears:

My no-hydroponics grasslands-dwelling tribals were offered an imperial deal to drop toxic fallout on us for 14 days "to test a new starship weapon." We refused that because gently caress you we need our corn. Less than 12 hours later, Randy decides that what I really need is.... toxic fallout. Which is how I now know what a 2x Toxic Fallout Combo looks like, and how intensely green it can make a map. Thank god that happened before we finished loading up the transport pods to cornbob a neighbor into alliance.

On a totally unrelated note, wow, Persona Zeushammers are really good :monocle:

Kestral
Nov 24, 2000

Forum Veteran

lunar detritus posted:

Don't trust the 1.4 tag in mods, read the comments... :negative:

I don't have time to read the comments on 400+ mods :colbert:

(god help me I'm gonna read the comments, oh lord this is going to take a while)

Kestral
Nov 24, 2000

Forum Veteran

lunar detritus posted:

hugslib got updated :getin:

And it's immediately throwing errors with no other mods except Harmony enabled, apparently. Even so, very good to see that it's being worked on so quickly, this has been an absolute modpocalypse even compared to Ideology's release. Spent about 4 hours going over my modlist last night and troubleshooting, and it's striking how many significant mods are not going to be updated for 1.4: RIP Giddy-up, never again will we have chocobo cavalry :(

Kestral
Nov 24, 2000

Forum Veteran
Anyone played around with Vanilla Psycasts Expanded? The system looks interesting, but I'm concerned about it completely busting the game balance.

Kestral
Nov 24, 2000

Forum Veteran

Danaru posted:

Geological Landforms gives a lot of fun options for map formations. It's hilariously cheesy to force your enemy to wade to your island but it's also hilarious :toot:

God my mod list didn't take long to start ballooning again

This mod is incredible, as is Prepare Landing, wow - god, I just got a colony going too after days of debugging a mod list, and now I'm seriously tempted to restart on one of these landscapes.

Kestral
Nov 24, 2000

Forum Veteran

deep dish peat moss posted:

Dang this mod is really cool if you like overpowered map layouts. You can just set it to generate every tile as some variation of whatever settings, like donut valleys:


Would you mind posting the settings you used for that map? I’ve tried to achieve something similar a couple times and never managed to get results like yours!

Kestral
Nov 24, 2000

Forum Veteran

deep dish peat moss posted:

I would love an official expansion that added a shitton of new biomes and unique location tiles and stuff. Also, nomadic colonies.

Nomadic colonies can kinda work already, I was doing a nomadic wolf-folk game for a bit when the expansion dropped. if you grab Set Up Camp and turn your number of allowed colonies up to say, 2 or 3, you can do what actual nomadic peoples do and establish a circuit between different regions. The storyteller will overwhelmingly prefer to send events at your actual colonies instead of where your traveling pawns are camping though, so you'll be gone for a season and come back to find that, for example, the map has become a nightmare of insect swarms fighting waster pirates in a perpetual hellwar.

Kestral
Nov 24, 2000

Forum Veteran
Does Combat Readiness Check actually work with 1.4? Its only recent update was October 10th, and the only post since then claims that they're seeing tiny raids of 4-5 people with minimal equipment, even lategame. That said, it's also a steam comments page, and people are idiots.

Kestral
Nov 24, 2000

Forum Veteran
:siren: Giddy-up was updated! :siren:

I can't believe it, I thought we'd lost it forever - god bless you, mod-maker, for giving us back chocobo cavalry.

Kestral
Nov 24, 2000

Forum Veteran
Is there any decent replacement for Ranged DPS? I miss being able to tell at a glance whether a gun - especially from a mod - is any good for a given colonist without having to plug it into a spreadsheet.

Also: My new colony is having too much sex and someone is going to die.

I started a sanguophage run, and my initial bloodbag was a highmate who ended up bonded to the first new person to show up: another highmate. Turns out two pawns with High Libido will absolutely gently caress like rabbits, easily maintaining the maximum 10x Got Some Lovin' (+30) moodlet indefinitely, but at the cost of interrupting their sleep cycle over and over every night to bang: they never enter the day at higher than 50% Sleep need, but by god are they thrilled about it. All well and good at first, because their mood was so high that nothing could faze their permanent afterglow. But inevitably one of them got pregnant, and after delivering the baby while fleeing from a swarm of manhunting squirrels, the burden of childcare is starting to take a toll.

Both parents have been at Recreation 0% for 23 days, except for brief bursts where they play with the baby. They almost never get over 25% Sleep because they're too busy loving, working, and taking care of baby, and frequently spend entire days at 0% Sleep with all the penalties that implies - this poo poo is too real. It would be easier if the community could support them, but these highmates are the goddamn beating heart of the still-too-small colony: Dad is our only Crafter, Artist, and *Cook*, and sharing Social duties with the wife; mom is the sole Constructor and Doctor who does most of the wardening. Everyone else is either a useless refugee child or a combat monster who doesn't know how to boil water. It was bad before, but now we've had five severely injured people fall on to the colony from a space battle, there's four captives in the prison who need recruiting to get us to some reasonable skill diversity, and the poor doctor-mom is just a wreck because every time she gets in bed she and the hubby get turbo-horny and bang for 4-5 hours instead of sleeping.

Goons help, how do I stop the genetically horny people from loving themselves into a coma or a major surgical accident, without causing them plummet into psych breaks because they're no longer running on 10x Lovin' mood bonuses 24/7?

Kestral
Nov 24, 2000

Forum Veteran
How should I be approaching base defense for an extremely melee-heavy, shooting-light colony?

Between a Melee-adapted xenotype and some weird refugee pawn luck, I've ended up with a base that has one person who knows what a gun does, and ten people who are at minimum Melee 10 with passion. In the past I've done any number of horrific killboxes, embrasure gunlines and bastions, open-plan "city-like" bases where every street and intersection is a shooting gallery for drop-pods, etc., but I've never had to deal with a pawn setup this lopsided. If it matters, I'm occupying a river valley between two large mountains that I can pretty readily close off or narrow down, and I do have a mechanitor. I also have Giddy-up enabled and there's enough horses on this map that I'm tempted to make cavalry, but I get the feeling that won't scale very well.

Kestral
Nov 24, 2000

Forum Veteran
What's the state of bionic / prosthetic mods these days? I'm increasingly annoyed that I have to take someone's whole leg off to fix their missing toe, but I recall from 1.3 that a lot of the bionics mods were varying degrees of balance-busting.

Kestral
Nov 24, 2000

Forum Veteran
Any recommendations for mods to enable a medieval playthrough? Between the Clanfolk screenshot and the earlier mention of a medieval overhaul, I think I'd like to give it a shot. Sanguophage start, build a spooky castle, maybe have some bat- and wolf-people servants, just go full Dracula on a medieval Rimworld. The actual Medieval Overhaul mod seems to have some issues at the moment with bugged wood resources though, so I'm curious what other options are out there.

Kestral
Nov 24, 2000

Forum Veteran

deep dish peat moss posted:

Is there a mod that lets you have a sort of "army reserve" of troops that can be used for raids/called on for defense, but that aren't actual full-time colonists?

I don't mean mechanoids or whatever, more like off-site soldiers that you don't have to manage full-time but also more involvement/"ownership" than the Royalty drops. Persistent soldiers. Equip them, pay a retainer of food/silver, and then spawn them into the world when called upon.

It would be fun to do large-scale raids on superior enemy forces with lots of weaker medieval soldiers that spend most of their time abstracted down to a "Barracks" building or something, but not when you have to raise and manage those soldiers as rimworld colonists :v:


e: I suppose that pocket-dimension-in-a-box mod would theoretically work for this but as far as I know with that they'd still be part of my normal rimworld colonists bar and would still have full needs and stuff inside the box.

I literally just ran across Mercenaries For Me and it seems like it might fit the bill for this.

Kestral
Nov 24, 2000

Forum Veteran
Started that Medieval Overhaul run with the intent of doing a science-fantasy inn run by a secret vampire cult, and it's going quite well so far! Medieval Overhaul is a thing, and definitely not something I would recommend unless you're comfortable modding like crazy and using tools like Resource Dictionary / RIMMSqol / Cherry Picker to sand down some of the rough edges and compatibility issues, but the work they've put into it is impressive.

On a related note, anyone know of a mod or technique that will either selectively remove throne room requirements, or just take them out altogether without affecting the rest of a noble's needs for apparel, food, work, etc.? The piano requirement is really harshing my medieval vibe, and it'd be nice to have the throne be the centerpiece in the huge bacchanalian wine-and-song dining room I've constructed without having to do something like 500 tiles' worth of fine flooring.

Also, tentative mod recommendation: Combat Always Collides makes it so that any pawn with a hostile action type automatically gains collision, so you don't have to do the silly tricks that enable collision for raiders. I'm seeing some references to a performance impact, but the mod is so new that I'm taking those with a grain of salt.

Kestral
Nov 24, 2000

Forum Veteran

death cob for cutie posted:

Yeah, that's kind of interesting, and the other armors they add are kind of neat - the fire support armor is a favorite of mine. But it's still just like, two pieces.

I did actually start work on this mod, maybe when I get it more established I can add some patching to take the Rimsenal armor and hack it into pieces too.

This is a mod I've wanted for literally years, so if you end up being passionate about it and putting it out there, you'll have at least one eager subscriber! Something you might find useful to look at is Medieval Overhaul's special armor layers. They've somehow added additional layers to certain body parts, like "Leg Outer" and such, so that you can layer armor and clothes on body parts that normally don't support it, to represent how medieval armor goes on in numerous layers. Chausses for the legs are the place to start looking at that code, and I hear there's going to be a version for headwear layering in the next patch (so you can put arming caps under plate helmets, etc.). This has probably been done elsewhere, but MO is the only place I've encountered it.

Speaking of Medieval Overhaul, anyone here have experience with medieval-tech runs and have opinions on base defense? I've been getting along alright with the sort of tactics you'd do on a normal run where you had a disproportionate number of melee pawns and bad shooting (3-wide hallway with a choke point, melee block and grind away sort of thing), but I'd love to know if there's other ways to go about it that leverage some of the medieval mod options. Ballistae, wooo!

Alternately, how do people use embrasures effectively? Whenever I've used them, I seem to take more damage than I would with a traditional defensive setup, since the sheer volume of raider fire that comes through even a Wall-Wall-Embrasure-Wall-Wall arrangement is enough to put the hurt on whoever's standing behind it.

Kestral
Nov 24, 2000

Forum Veteran

HopperUK posted:

...let's talk about other kinds of mods than that for a while.

So we’re back on thrumbo dick installation mods?

Kestral
Nov 24, 2000

Forum Veteran

LordAdakos posted:

Regarding raids scaling with defenses: there's a mod for that.

Combat readiness check.


It uses math and numbers to determine how good your defenses are and how much your combat-ready colonists count toward the raid size, instead of your solid gold toilets.

Are we sure CRC actually works in 1.4? I’ve seen people saying it straight-up breaks the raiding system, but those are also randos on Steam so who knows. I’ve been running Prepare for Combat as a backup, but I do prefer CRC if it’s actually functional.

Kestral
Nov 24, 2000

Forum Veteran

Janitor Ludwich IV posted:

I make sure to buy as many components as possible. Send out a caravan to check your local trading partners inventories. Great if you have a few pack animals and can cart a tonne of your excess resources from raids and what not to exchange for components.

This is wisdom. People absolutely sleep on caravanning, it’s incredibly useful: not only do you get Stuff You Need, it lets you set up a cycle of colony wealth management, reducing the effectiveness of raids by making your colony leaner and better-equipped. Once you have things to sell and a spare Social pawn to haul them, get trading with your neighbors ASAP and never stop.

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Kestral
Nov 24, 2000

Forum Veteran
Has anyone seen some good melee testing setups? I'm looking to evaluate the effects of some mod equipment with unusual modifiers, wondering if there's a nicely scientific melee testing setup some streamer or what-have-you has done that I can use as my baseline.

Specifically, Medieval Overhaul and Vanilla Expanded: Medieval both add shields in a custom inventory slot, which provide a good chunk of armor at the cost of -5 melee dodge chance. They also have some weird coverage: their Layer only covers the fingers, but they have a "Protects" category which I've never seen before, and that covering Neck, Torso, Arms, and Hands. That -5 dodge chance is brutal but unskilled fighters rarely dodge anyway, so I'm inclined to do some testing to see if what the skill ranges are where shield use is viable, and what this mysterious "Protects" category is all about.

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