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Broken Cog
Dec 29, 2009

We're all friends here
Mechs require a ton of energy, steel, components, and passively produce a lot of wastepacks. They're hard to ignore.

Edit: Not to mention prisoners for mech brains on higher tiers.

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Broken Cog
Dec 29, 2009

We're all friends here
400 power per charger, steel for replacements, waste, etc. It adds up.
Not to mention the cost for setting up the infrastructure.

For trees, you can just use planters. With Tree Connection, they should be fine handling both fields and trees.

Broken Cog
Dec 29, 2009

We're all friends here
Genetics would probably feel a bit more impactful if there wasn't the option to make your Ultimate Lifeform Catgirls from scratch when starting out.

Broken Cog
Dec 29, 2009

We're all friends here
I love forgetting to give a newborn a name when they're born, so they're just known as "Baby" forevermore.

Warmachine posted:

As someone who hasn't played since 1.0 and generally gave the expansions a side-eye as things mods already did, is there a priority list to what expansions are worth grabbing and in what order?

I'm seeing a lot of activity around Rimworld since Anomaly dropped, and it's making me think it might be time to pick it up again.

I'd actually recommend Ideology or Royalty to start with. Anomaly seems to be a bit more for people experienced with the game, and while a lot of people find Biotech to be the best DLC, it can be a bit overwhelming. I actually find I don't interact much with the xenogenes other than getting different recruits.

So I'd say Ideology > Royalty (optional) > Biotech > Anomaly.

They're all good though

Broken Cog
Dec 29, 2009

We're all friends here
What are some good animals to train my 7-year old in melee on?

Broken Cog
Dec 29, 2009

We're all friends here
You can just use your ideology priest to convert people in jail on cd. Goes pretty fast if they've got decent social

Broken Cog
Dec 29, 2009

We're all friends here

worm girl posted:

drat if only I'd extensively discussed the problems with that in my post.

I really don't find it to be as big of an issue as you're making it out to be. I'm talking about the priest conversion ability btw, which lets you keep the prisoners on recruit/reduce resistance while you simultaneously convert them. Most of the time I find they'll be converted before they hit 0 resistance.

You can also just... not convert them and use the conversion ritual after you've recruited them. If you hit masterful it converts them instantly

Broken Cog
Dec 29, 2009

We're all friends here
Anyone done a 100% summon shamblers ritual? I did a 61% one for my sphere, and it summoned so many my game started lagging.

I've also found the summon fleshbeasts ritual a bit underwhelming. I've tried using it against cultist ritual raids, but they usually beat them down pretty handily.

Broken Cog
Dec 29, 2009

We're all friends here
Man, my main crafter keeps getting knocked up, 3 kids in less than 3 years. Which is very inconvenient since she's an immortal vampire that needs to deathrest for days at a time on the regular!
Had to turn an Yttakin I recruited into a babysitter. Good thing you can cook baby food.

Broken Cog
Dec 29, 2009

We're all friends here

worm girl posted:

Perhaps you know this but there's a button in the pawn's menu you can click that will make them pull out. I think it's in the health or relationship tab.

Haha yeah, I'm aware of the "Try/don't try for pregnancy" option, but honestly I just found the concept of a melee master yttakin having to babysit the kids of his Vampire master a bit fun/cute.
Honestly, the first pregnancy/kid was the most annoying, as I only had the three colonists (and a creepy wanderer that joined, had all organs decay, and promptly died), and between deathresting, bloodfeeding, feeding/playing with the baby, and the normal everyday chores, my vampire didn't get to do much work. Kinda rough since she was both my planter and researcher at the time.
Now that I have 10+ people, stuff actually gets done even if she hangs out in her throne room with the new kid all day.

Also, a Revenant managed to hypnotize one of the children when it attacked, which meant 3+ days of wasted growth potential. Pretty much the worst.



Edit: Has anyone actually had an Occultist wanderer teach the trait to another pawn? The description says they're supposed to do it, but I don't think I've ever seen it happen. And I seem to get one of those on every colony.

Broken Cog fucked around with this message at 11:38 on May 3, 2024

Broken Cog
Dec 29, 2009

We're all friends here

BattleMaster posted:



I had someone discover a metalhorror because the other person weirded them out during a conversation. But the person isn't assigned to anything that spreads it so I'm just leaving it there

I'm guessing that's from a mod, as I've not seen that happen before.

Anyway, I wouldn't recommend letting it fester, because metalhorrors mature while inside someone, and larvae are significantly easier to deal with than the grown version.
There are also ways for a host to infect others that don't involve cooking or surgery.

Broken Cog
Dec 29, 2009

We're all friends here
Ok, so I got an idea for a new colony ideology, High Life + Animalist.
Tame bears, make Go-juice. Whenever enemies show up, inject bears and set them loose while your colonists get to smoke and drink inside.

It's a flawless strategy, I'm sure

Broken Cog
Dec 29, 2009

We're all friends here
Technically you can make void drugs, but you gotta contact them first

Edit: Actually, that reminds me that Juggernaut Serum should definitely work on bears!

Edit2: Anyone actually tried the atmospheric heater? Can you use it to make, say, an Ice Sheet biome livable?

Broken Cog fucked around with this message at 20:47 on May 3, 2024

Broken Cog
Dec 29, 2009

We're all friends here
So the Heart, huh. That's one hell of an anomaly.

Though I feel it looked scarier than it was.

Broken Cog
Dec 29, 2009

We're all friends here
There is a very simple and cheap solution to the Nociosphere, and it's called Summon Shamblers.

A bit boring, but it works every time

Broken Cog
Dec 29, 2009

We're all friends here
You guys are lucky, I always end up getting it on the other side of the map, unless I'm specifically doing the anomaly background start.

Broken Cog
Dec 29, 2009

We're all friends here

Dunno-Lars posted:

The anomaly start specifically have a thing to put it close to your colonists on the start. You can edit scenarios and enable it. Don't think there is the same for the psychic tree.

Yeah, I figured there was something like that. I noticed it always seemed to be close to the drop point when doing that start.

Broken Cog
Dec 29, 2009

We're all friends here
Man, be aware what you're signing up for if you take a 2+ star waster raid quest.

3x30 raider size raids, first one was sappers. Tox gas everywhere, and half of them were hopped up on Go-Juice

Broken Cog
Dec 29, 2009

We're all friends here

Facebook Aunt posted:

Lovecraftian horror is a kind of sci fi.
Funny enough, this Lovecraftion horror is sci-fi, since if you read descriptions and codex entries, everything is caused by nanomachines or various corrupted archotechnology doodads.

The "lore" of Rimworld makes a lot more sense if you think of the archotechts as machine gods.

Broken Cog
Dec 29, 2009

We're all friends here
Hey, so an overlooked change with the Anomaly DLC is that it indirectly makes it a lot easier to be animist, as slaughtering entities isn't seen as sacrilege, and you can use the twisted meat as a protein source for kibble. Making it much easier to keep meat-eating animals tamed.

Broken Cog
Dec 29, 2009

We're all friends here
Yeah, I usually run 4-platform containment rooms (except for the invisible fucker), and I've had 1, 2, and 3 entites try to escape at the same time. Never 4, but I'm sure that's just a coincidence.

Broken Cog
Dec 29, 2009

We're all friends here
I started a new colony in a Tropical biome and I've had my colonists get gutworms 3 times in less than a year, jesus christ!

Broken Cog
Dec 29, 2009

We're all friends here
Trip report from High Life Animist colony: You can make ridiculous amounts of drugs, like stupid amounts. Also seems to apply for Ambrosia btw.
This also has the side effect of absolutely skyrocketing the colony wealth, which kinda sucks if no traders come by, so try to get microelectronics for the comms console asap.

Otherwise, I had to fight off a death pall depression spiral by getting everyone drunk, high and psyched out of their mind constantly, and I think I owe the entire survival of the colony so far to a single Elephant that self-tamed early on. He has been carrying me hard in every raid, and will be revered as such.
Pretty fun so far. Definitely not the strongest ideology I've tried, but seems very well positioned for the Archonexus ending goal, what with how much wealth you generate through the drug trade.

Broken Cog
Dec 29, 2009

We're all friends here
Any good ways of dealing with predators as an animist colony other than walling off the entire pen area?
Them attacking and eating my animals doesn't count as an aggressive move apparently, so my colonists get really mad if I force them to kill them.

Broken Cog
Dec 29, 2009

We're all friends here
I found a very animist way of dealing with them. Tame and sell to a passing caravan. Hope they enjoy their 5 cobras.

Broken Cog
Dec 29, 2009

We're all friends here
Man, why do animals not protect their master when he's being mauled to death as long as he's not drafted?

My handler got a dark visions breakdown just as I got attacked by a massive wave of sightstealers, and all the elephants and panthers just stood around watching him getting beat down. Nothing I could do, since none of my other colonists had high enough animals skill to transfer them to temporarily.

Broken Cog
Dec 29, 2009

We're all friends here

marumaru posted:

i really like the "stabilize here" mod. it feels fair - why can't you just stop the heavy bleeding before carrying them 10 kilometers away to your base?

https://steamcommunity.com/sharedfiles/filedetails/?id=2023407836

You can do that in vanilla nowadays. Just draft someone, and when you right click on the wounded person there should be "Tend X" and "Tend X (without medicine)".

Broken Cog
Dec 29, 2009

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Flesh Forge posted:

there is a checkbox in the animals UI to have them follow their master while doing regular work, although in this particular case it might be that the animals could not see the sightstealer due to its stealth bullshit so they didn't aggro on it.
Unfortunately, having a mental breakdown doesn't count as field work.

And the animals were right next to the handler being attacked, but didn't react at all.

Broken Cog
Dec 29, 2009

We're all friends here
Well, having played a High Life colony for an extended amount of time, I can confirm that Smokeleaf is still The Worst.
But I planted every drug, so I'm gonna use every drug

Broken Cog
Dec 29, 2009

We're all friends here

TehRedWheelbarrow posted:

you do luciferium yet?

Can't grow that one, so I'm giving it a pass

Edit: The amount of Ambrosia you get with High Life + Planting Specialist is just silly though. I regularly have 400+ on hand every time a caravan or ship comes by.

Broken Cog
Dec 29, 2009

We're all friends here
Highmates are extremely powerful if used correctly. You just have to hook them up with one of your best fighters ASAP when they show up, the psychic bond buff is massive.

Edit:

quote:

Bonded pawns receive gain ×50% pain multiplier, +15% consciousness, +12 mood and +10% psychic sensitivity when on same map.

Broken Cog
Dec 29, 2009

We're all friends here
Did they add Cannibalism as a required precept for Bloodfeeders with this latest patch? Can't remember it being a thing before

Broken Cog
Dec 29, 2009

We're all friends here
Yeah, it always enabled it as possible, but I can't remember it being required. All the starting meals contain human meat as well (and are blood red as a result). First time I've noticed

Broken Cog
Dec 29, 2009

We're all friends here
Fun little tidbit: You can capture weird joiners and study them for advanced anomaly points.

Edit: God, I love cold snaps hitting right in the middle of growing season, so I don't get to grow anything at all for that year.

Edit:
Randy, please! I have three dudes, and one of them is incapable of violence!

Broken Cog fucked around with this message at 13:25 on May 7, 2024

Broken Cog
Dec 29, 2009

We're all friends here

marumaru posted:

it's way more efficient to just have two prison cells (one awful, cold, no beds; one amazing) and arrest your colonists to convert them

eeeeeeh, then you'll have a bunch of dead weight while you're working on it, which can take a while, not to mention that they'll have a pretty long-lasting mood debuff afterwards.

Broken Cog
Dec 29, 2009

We're all friends here
Are there any pure style mods that people recommend? Like Morbid, Animist, Archotech etc in the base game that just changes the looks of a bunch of stuff. No mechanical changes, just cosmetic.

I had kinda hoped there would be an Egyptian one for a desert tribal colony, but I couldn't find anything I liked.

Broken Cog
Dec 29, 2009

We're all friends here
Cheers, thanks all. I'll definitely check out some of those mods

Broken Cog
Dec 29, 2009

We're all friends here
Funnily enough, depending on their ideological belief they might get far more pissed at you for forcing them to smoke a blunt, than if you constantly drain their blood.

Also, regarding hemogen farming. Drawing blood produces a blood pack that restores 40 hemogen, and doesn't seem to piss of the patient at all, while bloodfeeding directly restores 20 hemogen and definitely pisses off anyone that doesn't have the bloodfeeder ideology.
Am I missing something here, or is it basically always better to just extract packs and use them directly for a sanguophage?

Edit: For prisoners specifically

Broken Cog fucked around with this message at 10:13 on May 8, 2024

Broken Cog
Dec 29, 2009

We're all friends here
Yeah, the bloodfeed ability is not bad for use in the field when you need a hemogen infusion stat, but there is an option for prisoners to have your sanguophages feed on them, which seems like a worse option for sanguophages than just farming them for packs and using them directly?

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Broken Cog
Dec 29, 2009

We're all friends here
Speaking of Sanguophages, give them a Juggernaut serum and they'll heal any injury in like half a day, it's hilarious.
Lasts for 10 days, and is pretty cheap to make too. Strong stuff

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