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One thing I noticed with Inhuman pawns is that they won't join parties if someone is throwing one. You probably don't need that mood boost anyways and it's probably advantageous on your workers since that means more time on task.Flesh Forge posted:No it just throws an exception complaining about no place to spawn a siege, also it has no interaction with or dependency on any of the biome mods as far as I know Yeah, I'd consider throwing an exception to be a form of freaking out. Plus friendly pawns have no idea how to leave the map and eventually starve to death. I was thinking Caverns adds support for underground exits due to the theme, but looking at the mod again it actually has GL as a dependency so maybe they rolled that feature into GL rather than Caverns.
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# ¿ Apr 30, 2024 18:22 |
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# ¿ May 22, 2024 17:07 |
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The only problem with the Chronophagy ritual is that it's too effective, I have pawns with scars to heal but if they go for another hit of the youth juice they'll be underage again.
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# ¿ May 1, 2024 12:37 |
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You also only get one Guaranlen seed a year, on top of the long lead time on spawning dryads. You pretty much have to have planned your colony around dryads from the start because your colony will be growing faster than dryads can meet its needs and if you solve your problems the traditional way you no longer need the dryads. The soil and space requirements also make dryads difficult to integrate into a colony on a whim, you can stuff a mech lab into any old room but dryads simply need too much for the value you're getting.
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# ¿ May 2, 2024 06:16 |
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Genetics is incredibly powerful because it operates on a completely different resource pool and stacks with everything else as a result. The RNG of gene packs is the only thing that keeps it from being incredibly broken, because once you have a full gene library you can turn even the trashiest pawns into reasonably good soldiers basically for free. If you can pick up something like Robust early it can make a huge difference. Once you get to the point of needing to fill out your library I think you're actually better off going on caravan runs to every settlement to buy them rather than trying to fish them with the gene extractor. Still RNG, but it takes less time and you have a better chance for the rarer stuff that way.
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# ¿ May 2, 2024 14:36 |
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worm girl posted:Biotech is a wonderful expansion and it's certainly big enough as is, but a system that allowed random mutations to happen (or be induced with random mutagen or something) that could introduce minor good or bad traits, and that let you pass these on or isolate them for gene mods would be great. There's a mod for gene mutations and I tried it out, but I ended up dropping it because it frankly wasn't fun scanning every pawn to see if they had a gene I was looking for. With pawns that weren't baseliners it was especially bad, because now there's 15 or so genes in the window and I can't tell at a glance which ones are part of the original genetype or a mutation. Vanilla's gene inheritance system is also pretty bad when it comes to generating hybrids so trying to practice space eugenics just gets you trash.
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# ¿ May 2, 2024 15:40 |
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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? Biotech is the all-around best first pick, if you only want one DLC it's probably this one. After that it starts getting into what kind of gameplay you like or would like to see expanded on; Royalty adds stuff to fill in the mid- to late-game, and Ideology makes alternative colony styles much more viable. Anomaly is still fairly new so it's hard to judge, the content is generally good but the theme is obviously different and there's an open question of how well it integrates when you don't want to go all-in on horror content.
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# ¿ May 2, 2024 16:40 |
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Kanos posted:Royalty is the most skippable DLC by far, and I say that as someone who likes it a lot. Anomaly has basically completely superseded it as the "I'm going to focus my run around interacting with this DLC gimmick" story focused DLC because it's much more fleshed out than the fairly barebones Empire. If you're not heavily interacting with the nobility system, all you're really getting from Royalty are psycasts, which in vanilla basically boils down to berserk pulse and neuroquake. Even without engaging with the Empire there's plenty of neat stuff in Royalty. Lots of cool bionics, new armor and weapons (persona weapons are especially fun if you set one as your ideology relic for a quest to get a guaranteed masterwork one), new events. It's not as obvious as the other DLCs but it's stuff I'll make use of every game. Ideology adds support for weird and wacky colonies but I don't think it's good as a first pick because a newer player doesn't know what they want to do yet. No point giving the option to make unusual religions if they're sticking to a normal colony on their first play through anyways. It doesn't give you new things to do so much as let you do existing things differently, if that makes any sense. Biotech is big but touches the general gameplay loop in several areas for a better experience from start to finish - the addition of children has a huge impact on how the game plays and how the player gets invested into the success of the colony. Xenotypes makes factions a lot more unique and significantly changes how raids feel, like how neanderthals and impids are both tribal but behave nothing alike. Mechanitors and gene-modding is gravy on the meat and potatoes of those additions. Anomaly might be described as basically adding a main quest of sorts and a ton of content to support it. A lot of structure with how threats appear and highly unique in what kinds of threats they are, but also wants you to know how the game is played so you can go in blindly and react to things for the full experience. I like what I've seen of it so far, but I haven't seen everything in it yet either.
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# ¿ May 2, 2024 17:30 |
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Gadzuko posted:It's a vanilla feature, it's just very rare. I've had it happen during a party. I assume any interaction has a low chance to trigger it, so throwing a social festival when you have a known metal horror would be a way to check people. Hmm, inhumanization making people not attend parties actually has consequences!
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# ¿ May 3, 2024 14:30 |
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Leal posted:They should call all non ghouls smooth skin This is yttakin erasure.
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# ¿ May 5, 2024 03:07 |
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I've had two entities in a three platform room attempt an escape at the same time. Only one breakout message, so I assume when one entity attempts a breakout there's a roll for every other entity in the room to see if they break free at the same time.
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# ¿ May 5, 2024 11:37 |
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Kestral posted:
Did you originally install them elsewhere and reinstall them? Maybe there's a bug involving moving them.
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# ¿ May 6, 2024 11:03 |
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Broken Cog posted:Any good ways of dealing with predators as an animist colony other than walling off the entire pen area? Animal warcall? It's saved the rear end of a yttakin kid visiting my colony as a refugee before, though your pawns might not be in position in time to save pen animals. Plus you still have to get it out of your pen.
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# ¿ May 6, 2024 13:40 |
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My vampires only want blood from free range baseliners, none of that factory farmed junk.
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# ¿ May 8, 2024 12:10 |
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Bioferrite is the new steel where there's way more things I want to make with it than I have available to spend. Especially when I need to reserve some for rituals too. At least I can set up a steady income of it much earlier in the game than steel, so over time it should even out relatively safely. Just gotta get more anomalies to keep in the cells.
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# ¿ May 9, 2024 15:49 |
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I tend to play without refrigeration for several years to get more efficient use of my early game steel and power. It's pretty easy with a vegetable based diet but you can fit in meat as well.
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# ¿ May 10, 2024 07:41 |
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Hellioning posted:They are permanently annoyed they can't share a bed. Put the slave's bed in their bedroom, so you get a 'shared bedroom with slave' debuff instead!
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# ¿ May 12, 2024 07:27 |
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Broken Cog posted:They eat through walls too Maybe you shouldn't build your walls out of flesh!
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# ¿ May 14, 2024 10:40 |
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Entities are psychically sensitive, and so is tinctoria. Why can't I have my caged horrors painting art for export?
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# ¿ May 16, 2024 12:40 |
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Facebook Aunt posted:It is much stupider than that. It affects a 5 tile radius that is not fully affected by walls. If there is a clear path between the bong and the other side of a wall, the smoke will teleport over the wall, but if there isn't it won't. So you put your bong in a nook at the front of your killbox attached to a long hallway. It looks dumb as hell but the programming behind it seems pretty clear, it checks if it's the same room (the game mechanic) and that's it. No complicated math every tick, just same room yes/no. That's why putting a door down stops it, because the game then considers it a different room. The end result is more of an exploit with room mechanics than autobong mechanics, but it means the autobong has a low performance overhead and functions properly in your ritual hotbox that may have constructions breaking up line of sight, like a wall.being used a support pillar.
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# ¿ May 17, 2024 04:34 |
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Flesh Forge posted:Bloodlust is unironically the best trait in the game and is not close I dunno, it makes mood management really easy but there are a lot of ways to manage mood. Meanwhile Trigger Happy lets you shoot fast, psycast fast, jump-pack fast, etc. and there's no other way to get that bonus without shooting specialists.
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# ¿ May 21, 2024 03:20 |
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# ¿ May 22, 2024 17:07 |
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Rimworld patch 1.5.4062 posted:Death-on-downed chance now applies to several non damage health state changes. (Heatstroke, hypothermia, tox gas, lung rot) Reminder that this was in the patch notes. Just use the storyteller slider if you want to capture enemies, it's what it's there for.
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# ¿ May 21, 2024 13:19 |