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Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



Read the entire thread, and I have been irritating myself over all you ineffective organ harvesters. You can remove the stomach as well, they will just starve to death. If you have the extended surgery mod (you should), you can cut off two arms, two legs, a kidney, a lung, a stomach and then a optional organ. If you have a slave trader ready, you can skip the optional organ and sell the stomachless starving prisoner instead. At 150 per part, you can get 1200 out of a prisoner. And you can make clothes to sell of the skin. Either make food out of the flesh, or put it in a remote stockpile. Not sure if animals will eat it though.

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Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



RavenKrows posted:

I'm still on the fence how much of this post is true if it is any amount greater than 0% I am buying thank you.

It is all true. It is a great game.

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:





This is how you harvest people. Then you can either sell the farm fast, or grab one more optional organ. I didn't get the left leg though, since it was shot off during capture. Tax write off.

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



Apoplexy posted:

Sadly, the cannibalism part of that won't work well if you require the corpses to produce the clones. Perhaps it's time to start kidnapping traveling groups of fools.

Time to start? We haven't been doing this from the start? Someone forgot to tell you mate.


For those in doubt, this is not a death camp simulator, it's just a playstyle that works. I tend to roleplay my colonies, and have done both organ farms and a everyone-must-be-redeemed. Making a ship for 20 guys that expand faster them I can gather materials for the ship is normal for those games.

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



Pornographic Memory posted:

I have two people in my colony who got brain damage fighting in its defense, which halves their walk speed and manipulation. One of them is also Lazy (-15% walk speed) and the other has an Old Gunshot in the torso, which gives a further 20% efficiency hit to just about everything the brain damage affects too. I accidentally let the one with the torso injury still have crafting jobs on, and she took so long trying to smelt a piece of scrap that it caused a starvation warning to pop up. Her lazy retard compatriot nearly had the same thing happen because I left hauling jobs on for him and he went to help clean up the site of a defeated siege. Now they have no jobs on but "patient" and "cleaning" because I can't bring myself to euthanize them or harvest them for organs.

They can clean without arms, if you want some cash out of them... They can also haul without arms.

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



swampcow posted:

just when I thought I knew all the various cruelties in this game...

They don't haul automatically if you take their arms actually, but you can tell them to manually by prioritizing. So I put some simple prostetic arms on my recruited organ farm. A bit slow with peg legs, missing kidney, missing lung and prostetic arms, but it works. The place is clean.

Got a prisoner now with a serious brain damage, 10% effectiveness on related tasks. Not sure if it's worth keeping her as a cleaner even, there really is not much more to clean. So chopping and selling probably.

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



Oh god yes. Cryo pods will literally be a freezer for you cannibal colony. You can store fresh meat until you need it. If organs and body parts also decay in the future, you can store spare parts in the pods as well. That braindamaged dude you have cleaning? Stuff him in the freezer until you need the parts, save food costs.

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



SquirrelGrip posted:

holy poo poo never change goon

What? If I can't do that at home, at least let me do it in my video game :colbert:

For those in doubt, no, this is not a game about being an evil madman. It's just how some people prefer some colonies to be. I have peaceful ones to. But they tend to head into cannibalism when food runs dry after rescuing every captive...

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



Nuclear War posted:

So, in my first game in the new build my map had a finished house full of cryptopods. I claimed it for my first cottage, but I can't open or remove them which is really cramping my bedroom complex style. Any ideas on how to deal with them? Claiming them didnt work

Can you draft someone and then click on it with them? I get the option to open them then. One pod was full of giant scarabs that killed all 5 of my colonists...

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



Tias posted:

Anyone else encounter a bug/problem with tailoring tables? When winter came around, I ordered it to make 4 parkas, but I can't make my colonists begin the task. Right-clicking over the table just results in nothing, no menu or anything.

And do you have crafters assigned? Is the crafters skill level high enough? No idea what is required though.

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



Grey Hunter posted:

So is there a good way to go about capturing raiders? my guys tend to be too good at their jobs and leave nothing but corpses to be looted.

It is rather suicidal, but running in with clubs is by far the best way. Optionally use less lethal weapons, like pistols instead of M24. They are incapacitated when they reach a certain pain threshold at least, and you can probably knock them out with blunt weapons, like clubs.

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



Since I enjoy the butcher house style prison, I modded out the penalties, as well as the negative stuff for eating humans. I had a freezer with 20-30 bodies in it, for emergencies. Found out they take less room if you butcher them, since you usually get a few meat pieces under a full stack. So you save one freezer spot for every 15-35 bodies. And you can sell the leather.

Just realized, I need a mod that make corpses tradeable with trade ships. And have them in stock, especially the bulk trader. "120 corpses? That will be 600 silver please. Or these stacks of human leather."

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



Pornographic Memory posted:

I usually have a half dozen or so mortars (more, if I have a bigger colony) and just bombard them right back. Besieger camps are usually clustered pretty tightly and make a better target for mortars than your base probably does depending on how dense your base is and how widely your colonists are spread out as their do their daily work (my colonies tend to be pretty spread out, so sieges usually don't do much other than take out some walls here and there). If you blow up one of their mortars it'll explode like a turret and any other damaged mortars in range will usually have a nice chain reaction. Since raiding and siege parties have mood modifiers just like your colonists, the hardships of living outside (eating off the ground, being in the dark/rain),casualties, and negative personality traits can cause siege groups to fall apart to infighting if you get some good hits in.

Besiegers also need to sleep and eat, and they all come onto the map with the same amount of rest/food, so after a couple days they'll be forced to sleep all at the same time, so if you time it right and micromanage carefully you can kill siege groups one by one as they sleep (pawns are apparently only woken up when directly attacked, so they should not be woken up from the gunfire as you shoot up their friends). If you're bombarding them in return you can also often take out their food supplies with lucky shots, though instead of waiting to starve they'll just assault when they get hungry and have no food. It can give you some negative mood modifiers that make some besiegers have mental breaks, though.

I have not played since the last alpha, though, so take this with a grain of salt as they may have changed siege behavior.

It is also very fun to bombard them with mortars, to look at all the damage you are doing. It's amazing how many broken bodyparts they will attack with. Shredded liver, CHAAARGE!

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



Didn't you have any raiders? Meat is meat...

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



neogeo0823 posted:

Yeah, but I guess my colony was filled with pansies because they all really seemed to hate the human meat meals, especially my cook, who was Too Smart for their own good.

I'd be totally fine using human meat if there was a mod or something that desensitized the colonists over time to seeing corpses and eating human meat.

Save edit everyone into cannibal psychopaths, or do what I did: remove all negative mood penalties for butchering, cooking with and eating humans. Also, it takes a tiny bit less space in the fridge if you butcher the corpses versus storing whole bodies. Overall more space if you count the leather, but you can sell that or make clothes out of it. Dress everyone in a full set of human leather clothes for full on psycho.
Make a room for food with a cooler set to below 0 C, and food will never spoil.

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



Alaan posted:

Is there any mod that let's me place a JESUS CHRIST YOU DUMB MOTHERFUCKERS DON'T COME HERE zone that non-drafted people will not go to? Because I really hate having to either lock all my colonists not fighting in my base or grab them as they suicidally charge to put out a fire/pick up a shiny thing/whatever in the middle of a combat zone.

A locked door?

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



Meskhenet posted:

Anyone off the top of their head know if it is a mod that is giving ore instead the item?

Having to burn wood to turn ore to steel makes the game a chore.

That is a mod for renewable steel, no idea which one. Can you set it to "make until you have X" and just forget it?

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



Nuclear War posted:

Is there a wheelbarrow mod yet?



https://ludeon.com/forums/index.php?topic=12282.0

Yes.

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



Nuclear War posted:

I'm definately trying that later! Could you explain how it works though? The guy wasn't really clear. Do they automatically push the cart around and use it without input?

No idea, haven't tried it myself. Taking a break from Rimworld, burned out on it. Just browsed the mod forums a few days ago, and found it. Remembered it when you asked. Feel free to give us a mod review if you give it a shot. I'm sure the mod author would appreciate a clarification that he can put in his post, as English is clearly not his first (or second?) language. I do wonder how hard those memory licks were to track down :wiggle:

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



Flesh Forge posted:

Awesome, all those dudes demanding a "fix for killboxing" will have it, only it isn't going to be "more powerful turrets" :)

I assume it's not the kill box itself they have a problem with if they are asking for better turrets, it's probably that you need several turrets to stop a decently sized raid, a single turret or two wont do much as they are now.

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



Also, if you keep a single beacon outside, that is the one pirates and mechs will drop on. So put it outside your main base, maybe cover it with turrets.

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



OwlFancier posted:

If you have a shitload of bodies just move them all into a heap and molotov it. Much faster than a crematorium.

Put them in a room you can close off, and use them as fuel for a fire trap. Close both ends with walls, line the inside with sandbags for slowing and bodies for fuel. Light it up and enemies will die.

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



Inadequately posted:



One thing I don't get is roofs, seems to be pretty arbitrary how they form and where to put pillars to not cause a cave-in.

Roofs will form when the area is closed off by mountain, walls and/or doors.

A roof will extend 6 tiles out from a support, the 7th will collapse. Might be 5 tiles, 6th will collapse... If it says "overhead mountain" in the lower left corner, I'm not sure if you need supports.

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



Inadequately posted:

Started a new colony. My colonists are an imperial student turned poison gardener, a pampered ninja assassin and a medieval slave turned clerk. The gardener won't do most forms of manual labor and the ninja is really bad at it, so the initial setup is taking some time.

E: whole I was typing this a frail old man with cataracts in both eyes, a bad back and an old gunshot wound who moves slowly joined up. On the plus side, he is really passionate about cooking so to the stove he goes, if he doesn't keel over on the way.

Make sure his bed is close to the stove, or else he'll spend all his day walking back and forth between them... And make the fridge close.

Another tip is to divide your fridge into two or more zones. Biggest one will take anything, a 2-4 tile will only take meals, maybe make a dedicated meat zone and veg zone, dedicated hops zone, medicine zone. Don't make a huge zone is what I'm saying, it will just be filled with potatoes. Make seperate zones for each category, and a huge multi-use one. And use two doors into your fridge, with a empty block between. Reduces temperature swings when the door opens.

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



Moridin920 posted:

I had like 4 geothermal power plants tucked deep in the mountain behind my base. Brilliant I thought; I don't have to worry about wind, solar flares, mortars, etc.

I'm not sure if the fire happened because it got too hot or if the fire caused a runaway temperature rise but when I clicked the 'Fire!' button there were flames all over two of the generators, a bunch of the batteries, the temperature in that passageway was 250 degrees and quickly rising, and 3 of 5 colonists were passed out from the heat.

Geothermal plants need ventilation. Make a corridor to somewhere you can remove the roof from, and make a thick wall around your ventilation hole.

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



HerpicleOmnicron5 posted:

I've heard there is a cap on the amount of people you can get through slave-traders and events using any narrator but Random. Is there a way to remove this cap, or will I have to get used to getting prisoners? And is there a way to change difficulty on a save? I hate having tough attacks early on, but similarly I'd like some semblance of threat.

Hit escape, options, change difficulty and story teller. For the other, no idea.

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



Tias posted:

I was shooting for Deliverance, but any port in a storm!

There's a flaw in my plan, though, as others will join me eventually. Will colonists become accustomed to/like cannibalism if they do it often enough?

E: Whats is <0 cults? Googling it just turned up a bunch of articles warning of the dangers of Alcoholics Anonymous :confused:

Turn on debug options, then you can add traits to people. Handwave it away as group pressure or being forced to enjoy it.

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



WhiskeyJuvenile posted:

Restrictions set to anything.

If I prioritize, dude goes out and grabs the one thing then walks home. gently caress.

If you enable all the jobs, without manual prioritizing, they will do the jobs towards the left first. That means they will do everything but cleaning and research before they will do hauling. Use manual priorities and set someone with low skills to mostly haul and clean. Just remember to put patient and firefighting to the highest... Maybe flick as well.

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



mitztronic posted:

Is there any reasonable way to see what items/weapons/armor I have? i.e. if I want to equip a different weapon, is the only way for me to do that to literally look through all the weapons in my stockpile(s) by scrolling around and clicking on them to find a new one? Because that is stupid

Make an armory. A room inside, stockpile set to critical, weapons only with durability over 50% or something. Makes it easier to find good weapons when you have to many. Do the same with clothes.

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:





Build a room around the ship part like that, with wooden beds to the right, where the fire is. Put an incendiary IED next to the beds. Get a dude to stand in the corner where the chair is on the picture, and melee attack the ship. Mechanoids will spawn and trigger the IED eventually, setting the beds on fire. This will raise the temperature in the room enough to kill them. Remove the roof, dismantle a wall and set the place to home area to put out the fire. Do not destroy the ship part while the place is on fire, you will destroy the items that drop.

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



Tenzarin posted:

Just fought off bugs!, they were brutal.

It feels like they give you more guns now, it might be better not to gently caress with the bugs in their mountain. I have like 3 guys running around with sniper rifles in the second year.

Will most likely lose my new shooter to illness from the bugs. And mechs dropped in my base behind the killbox and killed the pet cat!

The mechanic enemies really ruins it for me, they are very bullet spongey while dealing huge amount of damages. If that is what you call the bugs.

Also, replace your pet cat with a pet grizzly or cougar.

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



MadJackMcJack posted:

The poison effect is simulated by the terrain turning to snow. This means that it will kill any and all plants (even hydroponics), but will not affect your colonists. And yes, it will eventually spread everywhere. It might be blocked by stone walls, but I'm not too sure about that, need more testing.

If you shoot it mechanoids will pop out and if it's early on they will wreck your poo poo. So standard tactic is to surround it with a wooden wall and surround that with a stone wall, leaving a door in one side. Like so

Once they've died, unroof the area to cool the place down, re-home area it so your guys put out the fire (to save the mech corpses for disassembly, they give valuable plasteel), and then beat the ship to death with your fists. Because you can.

A better way to do this is without a door.

Create a room like this with stone or steel walls, put some wooden beds inside and a incendiary IED trap or two. Then have a colonist melee attack the ship from the corner as shown.



Result:


Remove roof when they are dead, dismantle wall and put out fire.
If you don't have incendiary IED yet, you can molotov the wall next to the beds.

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



I'm waaay behind on this thread, but I want to share this.

Playing multiplayer with a friend, and we have gone for the "army of chickens" strategy. We currently have around 270 chickens and decided to go to another map and raid a tomb with some of them.

This is a bunch of chickens ganging up on a centipede. We ignore the pikeman cause we were to busy giggling at what was happening.

https://www.youtube.com/watch?v=wcVt0iWqxFM

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



Arsenic Lupin posted:

(giggles) Is The Forbidden Meat human? It gets even stranger. If I forbid vegetables, they cook the meat just fine, and they cook fine meals, too. It's just that if there's a stack of meat and a stack of vegetables, they'll cook the vegetables until the meat rots.

I had another one of those visitors.



Poor ol' Dolly wandered in. She's from a faction I don't want to annoy. Periodically, she gets up, slowly walks away, becomes confused, and lies down and is incapacitated. I've just given up and allocated her her own sleeping spot.

Rescue them to a bedspot near the map edge to improve the chance of them exiting the map when they snap out of it. Can you give them luciferium?

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



Jose posted:

Anyone know why when selecting stuff to take in a caravan my game just grinds to a halt? its fine everywhere else but makes starting caravans suck

On the third tab, turn off auto-supply or whatever it's called. The function that adds food, medicine and bedrolls. That will lag quite a bit.
Caravan interface will also just lag if you have a ton of animals and items, it's just a lot to process I guess.

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



They will have a roof collapse hit one of them or the hive, then they will aggro as if you were the attacker. Just be aware of that. They will turn around if they can't find any of your stuff. Making walls and funneling raiders into it will either clear it out, or clear out the raiders.

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



Jarvisi posted:

What's the best way to capture people alive? I need to practice medical skills and get them raised up

https://www.youtube.com/watch?v=jAaT366cAdU&t=1793s

This dude has a lot of good stuff on his channel, but I linked you specifically to the point where he uses his heat-based recruitment device...
Have a long maze with obstacles that take time to get through, and a heat source like burning stuff. This will give raiders heatstroke without any major injuries (mostly) and can give you plenty of subjects.

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



Do you recycle biocoded weapons as well?

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



You can also hunt some animals, caravan to a friendly settlement and buy enough to last a year.

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Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



And to add, the reason they die is because you pulled out something important.

Grab a lung, a kidney and then one optional organ if it is ok if they die.

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