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I love the soundtrack, even as limited as it is so far. Best real time base management strategy game background music of the year.
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# ¿ Apr 12, 2014 08:17 |
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# ¿ May 4, 2024 09:07 |
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OwlFancier posted:Make sure the body isn't forbidden, they are by default (they have a little cross next to them if so)
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# ¿ Apr 14, 2014 01:53 |
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OwlFancier posted:I admit I've never had reason not to immediately untag everything. I'd rather see a 'red alert' button that tells your colonists without combat skill to hide somewhere and tells your colonists with combat skills to defend the home area you have marked (rather than any manual drafting/undrafting at all).
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# ¿ Apr 14, 2014 16:02 |
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Jeez, mechanoids. At this point the only way I can see of really beating them even semi-reliably is to make an infinitely long maze corridor entrance dug into a mountain that curves around and around with turrets absolutely everywhere.
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# ¿ Jun 8, 2014 08:00 |
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Spaseman posted:Is there any way to remove installed floors? I want to remove some wood flooring outside to expand my farm but I can't figure out how to remove the flooring. I think that right now flooring permanently changes the tile type. You'd have to research a fertilizer pump and put one in place there to turn it back to soil. You'd be better off researching hydroponics and switching to that, though, anyway.
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# ¿ Oct 8, 2014 07:34 |
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Thinking about the complaints of cooking taking too long, there might be some room there for having a mod with a cafeteria-style cook station that has to be manned or prepared in some way but can provide meals (but not stockpile them) without a cook individually prepping every single one.
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# ¿ Oct 8, 2014 20:54 |
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Pawn 17 posted:Man, today I had just finished the wall that protects my colony and then some drat tribesmen laid siege to my base for almost a week, shelling me with mortar fire. I had 6 people manning various mortar stations of my own, but their aim was terrible. Once the tribe finally sacked up and came to attack me, I opened the doors to the colony and I took them down as they came in and in some alleyway shootouts! A big solid front wall, and a single door that leads into a circular area surrounded by turrets and walls and floors with a slow walking material (this is easier with mods) and then a one-tile-wide opening to the outside. For double duty put your orbital beacon in the middle of the circular area, so any hostiles who drop in on it immediately get shot to pieces. Raiders will see the single door, think of it as a preferable point of attack, and charge through the middle of the circular area where they'll promptly get shredded by the turrets. Done right this can easily kill off even groups of mechanoids with no effort on your part. You can even do this without actually slowing down your colonists' way through to the outside by adding a secondary passage that's just a row of automatic doors one after the other - by the time you get to like 10 of them it'll be basically ignored by raider pathing. Sylink posted:I was thinking about this and it would make for a hilarious Mars colony simulator. Thinking about it, you could easily have some drama even without obvious enemies by having stuff like low-HP walls that get damaged in Martian dust storms. Zigmidge posted:There's a big discussion about combat and raids on the ludeon forums and the flavour in favour seems to lead the game into more of a dwarf fortress style hands-off experience where people don't have to micromanage pawns in combat. I just want something where the extremes aren't "micromanage everybody through a whole combat encounter and then because you had them drafted too long they all have a psychotic break the second you click 'undraft'" and "leave them alone and forget to lock the doors and Frenchy goes looking for metal in the middle of the raider camp and gets shot to death".
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# ¿ Oct 9, 2014 17:44 |
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It feels like there needs to be some sort of way to build reinforced buildings or bunkers where mortar shells don't automatically explode through the roof. Otherwise there's going to be a hefty motivation pretty much forever to build everything underneath a mountain so it can't be bombed.
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# ¿ Oct 10, 2014 07:15 |
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Generation Internet posted:The real problem is when new colonists have it enabled by default. The next thing you know they're in the fetal position halfway across the map because a deer cracked their spine. Yeah, the Brawler trait and the hunting skill are a really awkward combination. I wonder if that would work better as a "low-tech" trait - unarmed, melee weapons, and bows/spears/slings, so you don't run into the "trying to punch a deer to death" problem and actually have a use sometimes for the low-tech weapons you get off raiders.
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# ¿ Oct 10, 2014 19:33 |
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Donkringel posted:Sure I'm building an escape ship, but metal is suspiciously scarce in my base for some reason. I think the obvious answer here is to install conveyor belt and mining mods and turn the game into Factorio-lite.
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# ¿ Oct 10, 2014 22:41 |
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Note that even with both you can't quite go full Powerline, since at a minimum the Mining & Co. drillers require a steady supply of new drillheads crafted by your colonists.
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# ¿ Oct 11, 2014 00:49 |
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Huszsersvn posted:My colony of 160! Holy crap.
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# ¿ Oct 11, 2014 08:12 |
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Pornographic Memory posted:So getting back to this glitch I ordered a guy in white power armor to put on a set of black power armor to match the fancy new helmets I just ordered in. I think you know now what you have to do, and it ends with one person wearing 500 sets of power armor.
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# ¿ Oct 12, 2014 20:59 |
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Geez, I usually stop at, like, 8. I would maybe go for more, but making 5x6 rooms for each of them individually to max out mood is a bother.
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# ¿ Oct 14, 2014 02:11 |
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Elendil004 posted:If you make them share a 10x10 (I believe), they get -8 sharing a room but +5 spacious interior, so net is -3 which is almost nothing. If I was going to go for that I'd make a single giant bunkroom. What we really need here is social classes so I can make Space King an opulent suite entirely out of silver and gold and the rest of the filthy commoners can get shared dorms.
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# ¿ Oct 14, 2014 02:35 |
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Apoplexy posted:If they dropped from the sky, they're on my priority list for treating right. That reminds me, I really wish that escape pod rescuees didn't automatically go into prison. It would feel better for "nice" colonies if they could be taken to a medical bed and then allowed to stay/leave as they please after being healed (possibly giving you a rep bonus or something if they go to a different settlement).
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# ¿ Oct 15, 2014 02:03 |
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Felime posted:I'll look into it, but I've got other things I'd like to do. (both modwise, and otherwise) Coming off of doing a lot of tedious copying over, and writing a script to do it is just as tedious. For the ones that are just fill-in-the-blank variations with no C# attached, give me some examples and I'll make you a script that'll take a .csv spreadsheet and spit out relevant XML files. I'll just need to know what platform you're on (Windows/Mac/Linux/whatever).
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# ¿ Oct 17, 2014 02:02 |
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Felime posted:That'd be awesome, I'm on windows, but I don't know what the other devs are on. I'll figure that out and put together a current template. You don't have PMs, or I'd say to take it there. Do you have an account on the Ludeon forums I could message? Yeah.
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# ¿ Oct 18, 2014 21:26 |
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bonds0097 posted:I kind of wish you had to store organs in a cooled environment. Solar flare in the summer? You better get those hearts in some bodies or they're gonna go bad. As long as I can give my colonists some extra hearts in case of crippling wounds, I'm okay with this.
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# ¿ Oct 24, 2014 22:36 |
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Sylink posted:The biggest problem I find with a lot of mods is that they expand the craftable actions and already the crafting time is high enough for most things that without a huge colony you really can't produce everything. Its already taking a huge workforce to eat much less craft 200 widgets to combine into a super widget. I think the answer is clear. There need to be mods that add automated factories.
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# ¿ Oct 27, 2014 18:08 |
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Frankly posted:Deserts look like they'll be even more inhospitable! This also gives me hope for building an outpost in the arctic wastes manned entirely by grim commissars and soldiers. I will be really happy if building an insulated tundra base or a refrigerated desert base ends up as a feasible defense by itself against basic raiders (at the cost of having to deal with ice/dust storms, cabin fever, etc).
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# ¿ Oct 28, 2014 00:24 |
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Now if only there were servant robots we could fill the area of an orbital beacon with heaters so any raiders who drop in get instantly fried.
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# ¿ Dec 13, 2014 10:11 |
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Drunk in Space posted:I have a dude whose chronological age is less than his biological. Force-grown clones, popped out of the tube in X years but biologically adult? Gibbo posted:The first guy spent a hell of a lot of time awake at Near Light or FTL speeds; No, that would be the other way around.
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# ¿ Feb 21, 2015 11:36 |
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Flesh Forge posted:Are you a huge sperg and want to build a massive network of ducts and air conditioner/heaters in every room with different thermostat settings tailored for each colonist/prisoner There should be a fake thermostat that gives colonists a minor happiness bonus when they fiddle with it as long as they don't actually know it's fake, like in office buildings.
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# ¿ Mar 30, 2015 19:50 |
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OwlFancier posted:The presence of a UI is basically the thing that makes me play this over DF. Because I literally cannot use DF. I know how to use it, but I can't do it, my mind refuses after about an hour. Same here.
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# ¿ Sep 4, 2015 04:21 |
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Drunk in Space posted:There are workarounds: colonists seem to avoid routes with traps in them if they can find another path. For example, if you have a perimeter wall with doors in it and an open corridor leading into it lined with traps, raiders usually go for the corridor, whereas colonists tend to use the doors. I've had some success before making an open central area with lots of sandbags and turrets and other nasty things and one or two forbidden doors into the base, flanked by sections with thick walls and a ton of powered doors in a row in a hallway. Your pawns zip in and out of the layered exits, while enemies usually go for the 'easy' way in and get slaughtered in the killzone.
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# ¿ Sep 25, 2015 22:11 |
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So is this game ever going to move the mod folder into ~/Library/Application Support/RimWorld folder on Mac? It's really annoying to have to re-copy mods into the new .app folder every time there's a new release.
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# ¿ Dec 4, 2015 17:29 |
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I'm sad Community Core Library isn't on Steam Workshop yet. Also, the mod menu in the game desperately needs click and drag reordering instead of needing to click little arrows a million times.
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# ¿ Jul 17, 2016 08:18 |
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sweetroy posted:bought it six hours ago and have played six hours worth, what killed both of my colonies was the game consistently freezing a few minutes after a save. is this a common thing? Do you have any mods installed?
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# ¿ Jul 17, 2016 20:24 |
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I look forward to the scenario system getting expanded, so I can make a zombie apocalypse where every NPC is automatically hostile and also a slow horrifically ugly cannibal masochist psychopath without weapons. With forced backgrounds for a set of player characters you could do Gilligan's Island or Lost in Space, too. Edit: Coconut technology mod when? Edit edit: Oops, double post. Roadie fucked around with this message at 20:35 on Jul 17, 2016 |
# ¿ Jul 17, 2016 20:27 |
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Alaan posted:I started putting switches between charged batteries and the grid because of that. Have just enough to last the day active at any time. RT Power Switch is a nice mod that does this automatically. You can make a subnet that will only connect to the main power grid if the power's about to turn off, and then it disconnects again automatically when all batteries are fully charged.
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# ¿ Jul 21, 2016 00:07 |
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Bushiz posted:So I got this yesterday and have been having a blast dying over and over while my age-addled brain tries to recalibrate to how ten years ago me was able to play dwarf fortress. Is there a way to map out what you mine out without clicking on every drat individual tile as they slowly get revealed? I don't have the patience for that kind of micromanagement and I don't care if I accidentally dig too greedily/deep in the process. Orders menu -> mine / clear / chop / hunt / etc can all be applied to large areas. The main (well, only) dangers to look out for while digging: - Sealed off rooms (not just caves, but walled rooms you usually have to deconstruct to get into) can sometimes contain insane colonists in ancient cryo chambers, killer robots, or killer insects - Any open area too big (no wall within 6 squares of an open tile) risks a roof collapse or a cave-in - Temperatures can get really cold in large mined spaces, so in winter you'll need to wall/door off open spaces and too much mining can make your pawns literally freeze to death That last one is a big issue mostly in non-temperate biomes, where outside temperatures can drop to -30C or worse in winter and basically the only way to survive is to stockpile food ahead of time and keep all your pawns inside with heaters or campfires and a reliable supply of electricity or fuel. Roadie fucked around with this message at 19:35 on Jul 21, 2016 |
# ¿ Jul 21, 2016 19:27 |
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DJ Dizzy posted:Is there a way to customize the stats and such of your colonists? There's a beta version of Prepare Carefully for A14. It still has some bugs but should mostly work OK.
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# ¿ Jul 21, 2016 20:31 |
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With mood chat in mind, the one thing that bothers me the most is that goddamn "Rebuffed by X" modifier, because Jesus H. Christ they never stop trying. I've seen that get up to at least -20 in the space of a day because one of my pawns kept propositioning the other over and over and over and got rebuffed every time. A close second is the repeated mental breaks I've dealt with because any amount of mining at all immediately causes "Hideous environment" and "Cramped environment" (even if it's a mining tunnel connected to a huge and beautiful room), as well as often causing "Ate without table" because they're too stupid to walk back over to the dining room before eating. Roadie fucked around with this message at 17:45 on Jul 22, 2016 |
# ¿ Jul 22, 2016 17:39 |
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I saw a pretty good post on the Ludeon forums that makes the case that the whole mood system is kind of lovely right now because it should actually be two separate things: "mood", which would affect work efficiency, tendency to slack off and do spontaneous joy activities like stargazing, and interaction with other pawns; and "stress", which would affect things like tendency to turn arguments with pawns into fights, ability to tame animals, failure rates when constructing, etc. Having plenty of food and guns in lovely accommodations would be low mood, low stress. Living in a palace but with almost no food and a bunch of mad animals running around would be high mood, high stress. That kind of thing.
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# ¿ Jul 22, 2016 18:22 |
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GenericOverusedName posted:Help I am drowning in wolves. My test subject crazy person turned out to be some kind of animal savant and managed to tame a handful and now there are so many puppies. Get the Colony Manager mod and you can set a population count beyond which animals will get auto-slaughtered, set a certain number to automatically have training designated, and other such handy stuff. The same mod lets you set up automatic hunting up to a certain meat threshold, and if you can keep from hunting the entire map into extinction, you could use that to just keep and feed all the wolves and sell them off to traders for bunches of moneys.
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# ¿ Jul 22, 2016 21:08 |
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Azhais posted:You can just give percentage chances for traits. So they still random, but the randoms are always creepy breathers Make a scenario where all player characters have 100% chance for Beautiful and all non-player characters have 75% chance for creepy breathing, annoying voice, and ugly. Or the other way around.
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# ¿ Jul 24, 2016 01:44 |
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Here's a really neat mod that turns the game start into a disaster movie plane crash sequence. Stuff falling out of the sky and exploding and starting fires, injured and maimed pawns, and other such stuff. Edit: I think it has too high a chance of giving you a ton of functional colonists, though. Soothing Vapors posted:Tribal is way more fun but also can be way more frustrating. I'd definitely go colony for the first couple plays. In particular, tribal has the absurdity that everybody dies in summer heatwaves because you don't have the tech to build coolers. Edit: On that note, I recommend looking at this mod, which adds some (real-life) methods to control temperature without needing electrical power. Roadie fucked around with this message at 09:22 on Jul 24, 2016 |
# ¿ Jul 24, 2016 08:14 |
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the moose posted:So what happens when you start running out of steel and other minerals. Im on a mountain desert map and i used up all the vissible steel already. Starting to mine in wards hopping to just find some. But what heppens when that is used up am i screwed? Im playing with the chill narrator just building up my colony. Almost to second fall. Make wood and devilstrand stuff, sell it to traders in return for more metal.
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# ¿ Jul 25, 2016 07:10 |
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# ¿ May 4, 2024 09:07 |
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Tony Montana posted:1. Good find, that is in fact the perfect world to describe your post. "This this I like is perfect, everyone who thinks any part of it could ever be improved is a stupid poopoohead" is the attitude that leads to people describing the Dwarf Fortress in UI in positive terms.
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# ¿ Jul 26, 2016 03:20 |