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worm girl
Feb 12, 2022

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Flesh Forge posted:

another annoying thing (I've bitched about this before) is you can't craft parkas until you research complex clothing, although I can see internally they are defined as Neolithic :shrug:

I believe this is so that tribal raiders can show up at your ice sheet base without instantly freezing to death. The core game was not really designed or balanced around tribal gameplay, so the discrepancy was probably not seen as important.

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worm girl
Feb 12, 2022

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I am a little bit late to the Biotech party but hoo boy what a DLC. Tons of fun new toys and ways to get creative with them, and unlike the last two, the game doesn't seem too concerned about whether you'll do something broken or not.

Choke and Missile are a waster power couple, they run my colony, which is a bunch of psychite-powered transhumanists. Everyone is jazzed on powder 24/7 with no downsides. They barely have to sleep because of bionics and sleep accelerators, and the neural booster things stack with psychite/yayo/whatever so my guys have huge buffs to everything, they never get mood breaks, and they're always zooming around at top speed.

Wasters like pollution so I dumped a bunch of garbage in their bedrooms. We have a guy whose whole job is to throw gas grenades at normies. We have arranged our toxifier generators to leave a small hole in the middle of our colony for crops and highmates and a horseshoes pin. The game even gave me robots that produce free pollution. If I burn the garbage it pollutes everything faster. Yes. Yes. Yes.

worm girl fucked around with this message at 15:07 on Apr 6, 2023

worm girl
Feb 12, 2022

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Smokeleaf sucks bad but every psychite drug except for flake is incredible. Yayo is super useful for spot-treatment of unhappy colonists. Is someone sad because they had to eat their own grandma? Do a line and they're over the moon for the rest of the day. There's a minor risk of overdose, but that's never lethal as far as I can tell, and if they were going to have a mental break anyway you might as well roll the dice.

Yayo's also really good for situations like, say, your doctor being sick or wounded but needing to do life-or-death treatments/operations on others. You can restore someone to a fairly functional state with a quick bump. Similarly, if you have to have defenders holding a line for a long time, they can do a little marching powder mid-battle to keep them from breaking. I even ran a colony of transhumanist baseliners where everyone was doing it every 5 days or so, just because. You can use psychite tea to manage addictions acquired through Yayo, and after a certain point it's trivial to keep up.

Biotech made it even better. Wasters never get addicted so you can just have them constantly jazzed out of their minds. No social fights even though everyone's ugly as poo poo and has the aggressive trait, no mental breaks even though the place looks like toxic rear end and everyone's bedroom has trash piles to give them the pollution buff, which lasts all day and stacks with drug buffs and the neural supercharger. They need less food than baseliners and I have never seen one die of infection or disease thanks to superimmune. They are the best race, it's not even close IMO. This becomes especially important lategame when everyone has massive expectations.

The only real downside is that psychite can sometimes cause kidney damage, but like, kidneys are free and Cassandra delivers them to you on a regular schedule.

https://www.youtube.com/watch?v=0oDc--yrWQc
This but cocaine and everyone looks like a fallout ghoul.

worm girl
Feb 12, 2022

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Mzbundifund posted:

I’ve tried coke colonies but it’s an awful lot of work to do all the planting and hauling and processing to keep people on it regularly, especially since I like to play in harsh biomes where growing space is at a premium.

I always stick to psychite tea until I've got hydro going. If you have a plant specialist from ideology it helps a ton. It's also much easier if you play with smaller colonies. I find ten very well taken care of colonists (especially transhumanists) will almost always be more productive than fifteen who are just getting by.

worm girl
Feb 12, 2022

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I hope this one adds new music. I missed that in Ideology and Biotech.

Yes I already know about that one music mod.

worm girl
Feb 12, 2022

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Flesh Forge posted:

It's frustrating how there’s a pretty interesting game experience with playing low tech slow advancing tribals but the vanilla game absolutely does not want you to have that, you have to either turn to mods or just remove the gun having factions (or just enjoy inevitably losing)

? The game lets you do this just fine, I've done it many times. They even added Neanderthals so you can play a melee colony that has a huge advantage in that department.

worm girl
Feb 12, 2022

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Flesh Forge posted:

yeah but did you metagame the wealth mechanic
e: also did you arm your tribals with high tech equipment

I don't understand what you're driving at. If you aren't using high tech gear, you aren't likely to run up against problems with wealth. If the raids are too strong and you're still using pila and clubs, you probably have too much stuff that you're not even using and can comfortably sell. That isn't really metagaming, it's just how the game works, and it makes perfect sense that more raiders would show up according to how much loot you are hoarding.

If you are equipping your guys with high-tech gear, then they should be able to defend themselves from stronger raids.

If you are still having trouble, you can go into the storyteller settings and adjust one of the many sliders that exist to ensure that you have access to the game you'd prefer to play.

Raids have never been a problem for my tribals, it's usually disease that messes me up.

worm girl
Feb 12, 2022

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I usually just kept a psychic lance on hand for sieges when I was doing melee. Gauranlen are also surprisingly decent at charging in with the boys.

worm girl
Feb 12, 2022

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Eiba posted:

It's got new music apparently.

I would pay the price of a full DLC to add ten more Alistair Lindsey tracks and nothing else.

edit: holy poo poo its 11 songs

worm girl fucked around with this message at 18:56 on Apr 10, 2024

worm girl
Feb 12, 2022

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I picked the new researcher start. It gave me a 45 year old gourmand in a lab coat with a monster tentacle arm, a 15 year old girl who was incapable of research, and a ghoul, who turned out to be the first dude's wife. So it was off to a roaring Venture Bros style start.

We were capturing and researching monsters in the best base location I have ever seen, but then the gourmand got gut worms and food poisoning at the same time. He couldn't keep any food down and kept having mental breaks due to starvation, but every time it was either berserk or murderous rampage. Even though he had low melee and was starving to death and sick, he kept owning everyone with his Parasyte arm and eventually he killed his lab assistant and the imperial deserter i recruited moments before keeling over and starving to death. Then his wife ate him. 10/10.

worm girl
Feb 12, 2022

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After 800 hours and four dlcs I can confirm that gut worms is still the worst thing in the game.

worm girl
Feb 12, 2022

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Boy the darkness event sure is annoying huh? The idea is super cool but it seems to dim existing lights to a smaller radius than they normally put out and pawns don't have any AI to escape the harmful darkness, so you have to micro everything. Even with zones it's annoying.

worm girl
Feb 12, 2022

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Broken Cog posted:

I found that torches are your best friend for that event. They last for 10 days, which should be enough to resolve it.

That would be really cool in a colony that had wood.

Mzbundifund posted:

A couple of those flare backpacks is more than enough to cross the map and get at the objective. It even drops bioferrite for you to refuel with.

Haven't been able to research them.

I'd be fine just hunkering down but the way colonists will just stand in the harmful effect and try to self-tend instead of seeking a safe area is annoying. And because it dimmed my lights, there are random bits of darkness all over the base where there weren't before.

I'm not looking for gamertips, just pointing out how the implementation is flawed. It's annoying is all.

worm girl
Feb 12, 2022

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Jack Trades posted:

I had a pawn with Go-juice Dependence in a coma for 2 weeks, and they were about to just die.
I had to send a caravan fairly far away to buy Neutroamine so I could manufacture Go-juice so they wouldn't die.



I saved your life, motherfucker!

The fact that ideology still doesn't give imperial hussars an exception to the anti-drug precepts in the imperial ideology is ridiculous. Ideology is such an annoying mess. The Empire invented hussars and is the primary civ that makes and employs them!

worm girl
Feb 12, 2022

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Broken Cog posted:

Doesn't the "medical use only" precept include dependencies?

My hussar imperial deserter still freaks out whenever he has to take the go juice which he has had to take for most of his life to keep from dying.

worm girl
Feb 12, 2022

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Biotech is the best expansion because it adds the most to the core gameplay. Anomaly is a close second because it adds so many new events and interactions.

Royalty "only" adds quests, psycasts, nobility, an expanded soundtrack, and some new gear, but it's all very well integrated into the base game. Nothing in it feels mod-y or poorly thought out.

Ideology is a gigantic mess of ideas that introduce a bunch of annoying gameplay. It's very good, and has way more depth than royalty, but there are many small annoyances that I'm surprised haven't been ironed out.

worm girl
Feb 12, 2022

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Neanderthals in plate mail can pretty much do whatever they want, so that's an option.

worm girl
Feb 12, 2022

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Kate Lockwell posted:

ok Randy bud wanna tone it down a bit?
Toxic fallout (9 days, almost max-duration) into heat wave into unnatural darkness. I don't mind the latter 2 so much but toxic fallout is just so dull. Stick your colonists in a roofed zone and do nothing for hours of play time

This is why Randy is the worst storyteller.

I get around fallout by building roofs over my main outdoor paths and along the outer edges of all my buildings. You can be out in the fallout for quite some time without getting sick, and if you're under a roof it'll tick back down, even if you're outdoors. The big problem for me is it kills all the delicious animals.

worm girl
Feb 12, 2022

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Jack Trades posted:

What does Inhuman ideology entail exactly? It's the Inhumanization specifically that I don't understand.

Characters with an inhumanization ideology will go cthulhu-crazy the first time they have a mental break. This will give them a permanent mood boost and big penalties to social and animal skills.

Inhumanized characters don't care about wearing tainted gear, they don't get unhappy from seeing chimeras, they don't mind wearing dread leather, they aren't bothered by the stuff colonists with one of the new anomaly-specific mood breaks do, they are perfectly happy eating monster meat, they aren't bothered by having tentacle arms, etc. They are basically cult fanatics. It's a great ideo for leaning into the Anomaly content.

worm girl
Feb 12, 2022

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Jelly posted:

Any tips for converting someone to an ideology who is particularly stubborn? Are there times you just need to cut people loose?

Arrest them (draft a character and right click on the target colonist) and set them to convert in the prison menu. Helps if you don't have your warden do it.

Make sure your warden and/or your moral guide are wearing gear that raises their social impact, and that your warden has the job at priority one or two. Bowler hats add 15% for instance. Giving them beauty genes or implants also helps. Mix that with zapping them with your moral guide's convert power, you'll get there eventually.

worm girl
Feb 12, 2022

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Flesh Forge posted:

you can do it without mods in options/gameplay/storyteller

The storyteller from Save Our Ship (who I think you can get in a standalone mod) ties raid strength to your tech level, which seems interesting.

worm girl
Feb 12, 2022

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Broken Cog posted:

I'm curious, what is the biggest hurdle to fighting lategame enemies as low-tech? Piercing?

Armor. Ultratech weapons do shitloads of damage and baseliners in tribalwear can't handle it. You get wiped out before you can get close.

But that changes if you're using psycasts, psychite, neanderthals, yttakin, base designs that force enemies into melee bottlenecks, traps, animals, lances, plate armor (plasteel!), uranium maces, sanguophages, void rituals, fire rooms (via firebows or impid breath), cave-ins, ally reinforcements, etc. Ideology gives you gauranlen, melee specialists, insect summoning, better mountain bases, and blindsight.

It is a lot harder to play without industrial tech, but it's by no means impossible. You just can't stand in a line and bow people to death or run at a centipede squad in an open field.

I usually wind up getting frustrated at the infections more than anything else. Tending Grug with herbal medicine in a wooden room where the torch keeps going out is pretty tough.

worm girl
Feb 12, 2022

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Broken Cog posted:

Man, mechanitor is a lot of fun, but you need hilarious amounts of steel, components, and just pure power to keep everything up and running.

Though I guess that's the whole thing about that playstyle.

Playing in a mountainous tile makes this a lot easier. I am just starting to run into issues in the midgame, but I've had five bots running around since shortly after we landed thanks to just clicking mine vein on all the visible compacted machinery.

Otherwise, the long range scanner is a lot better than people think.

worm girl
Feb 12, 2022

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I wish there were a few more genes in vanilla that weren't tied to xenotypes.

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.

Vanilla Genetics Expanded almost gets it right, but like all their mods it tends to be way too much in a way that trips over its own feet.

You can make time pass more quickly (as in, fewer days per season and people age much faster) if you want your colony to focus more on generations and all that. It's kinda fun in VGE to start with an absolutely cursed xenotype and slowly fix all their problems and make a race of supermen.

worm girl fucked around with this message at 15:28 on May 2, 2024

worm girl
Feb 12, 2022

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Ideology is the biggest and also the worst DLC because it feels so clunky and awkward, and a lot of its mechanics conflict with each other in ways that are annoying even for experienced players. That doesn't mean it's bad, but there are a lot of boneheaded decisions and many of the mechanics involve staring at spreadsheets for half an hour so you can avoid getting a -2 to morale on half your pawns. Royalty is the smallest and feels more like a very very good patch than actual DLC, though it comes with a bunch of new songs. Anomaly is great but it is so transformative that it's probably best to pick it up after you've already experienced the game.

Biotech is the best DLC by a long shot. It adds poison gas, children, a bunch of races including vampires, a whole new tech tree where you get robot buddies, it's wonderful, and it all works very well.

isndl posted:

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.

Yeah none of the mods I've seen quite get there.

worm girl fucked around with this message at 17:12 on May 2, 2024

worm girl
Feb 12, 2022

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George Sex - REAL posted:

How so? I'm not sure I disagree, but I only find it clunky or awkward to the extent that Rimworld is already a bit clunky and awkward.

Converting prisoners is a pain in the rear end and adds an annoying extra step to recruitment.
Second order simulation failures - that is, players having to resort to weird strategies to manage flaws of the game's systems - related to the above, namely you need to build a terrible shithole prison and feed your prisoners human corpses in order to convince them to join your ideoligion, then move them to a nice prison where they are treated well in order to get them to join your faction. You could chalk it up to brainwashing, but wouldn't that apply to both conversion and recruitment? It's obviously just poorly planned out.
A bunch of traits make people easier or harder to convert in ways that don't make sense. Why are psychopaths and slow learners resistant to conversion?
All raiders show up as fanatics who are totally devoted to their ideo. Given that raiders are canonically capturing people and pressing them into service, you'd think at least some of them would jump at the chance to get free.
Forced failure chance on rituals, no matter how much time and money you pump into your platinum techno cathedral. You get poor enough returns on investments in your ritual site that it's generally not worth the bother.
Few rewards for successful rituals, and they mostly don't make a lot of sense. One of them (a new recruit) is wildly good and the others are all worthless.
Rewards for ancient complexes are generally trash.
Ritual and role ability cooldowns overlapping in a way that doesn't make a lot of sense at a glance, such as the conversion role ability not proccing the ritual cooldown, but the ritual proccing the role ability cooldown.
Public executions require that the prisoner be able to walk under their own power. 90% of the time, a captured raider will be too hurt to walk, and often by the time they have healed, the colony no longer considers them guilty, making the ritual pointless unless you'd like to waste your leader's cooldowns running a trial for them.
The only ideology that uses hussars (who are already genetically miserable) makes them feel guilty for taking a drug that they need to survive. People were defending this one as an example of the evils of imperalism, but it's obviously just an unintended interaction between Biotech and Ideology that has never been addressed.
If you get a guest pawn whose ideo forbids taking drugs, they won't avoid them by default, meaning you'll sometimes have an imperial guest who will decide to smoke weed because that's OK here and then flip out about it. You can micro this to prevent it by manually setting their permissions every time you get a new guest, but it's still something that should be prevented by default.
Gauranlen take an astonishing amount of labor and micromanagement compared to what you get in return. The mechanics are super clunky compared to mechanitors. Even if Gauranlen are supposed to be less powerful, that doesn't mean they need to have a worse UI and poorer functionality overall.
The precept selection screen is atrocious, adding a precept opens a menu with like a gajillion buttons.
Most precepts amount to a piddly +2 or -2 moodlet.
Multi-ideo colonies clutter the UI with a bunch of rituals that you're not going to do. The characters all hate each other. The easiest way to convert a colonist is not to do the packed-in rituals, but to arrest them and send them to the previously mentioned bad prison until they've been tortured enough to switch. Then you simply let them out and they're fine.
The raiding ideo is built around the poorly implemented caravanning system. There's nothing interesting to raid.
The transhuman ideo creates second order simulation failures, like giving people peg legs to shut them up. Transhumanists shouldn't want peg legs, they should want to be Adam Jensen.
Transhumanists complain if they don't get age reversal once a year, but you can't give them four age reversals in a row to shut them up for four years.
Slavery is very badly implemented. There's no way to create distinct ideological roles for your slaves, meaning if they're the same ideo they'll expect all the same comforts your colonists are getting. If you make them a separate ideo, they will still try to convert the colonists passively and will have all the usual multi-ideo issues. Slavery is also just flat out worse than not doing slavery, and since slaves consider wood to be a weapon, there's no way to effectively prevent slave rebellions without also preventing them from doing work. Given that slavery is such a prickly topic, they'd have been better off not implementing it at all as what they spent is not worth what they got.
The new clothing doesn't do anything interesting. If the UI is going to be cluttered with 15 different hats, I'd like it if they had meaningfully different stats. Imagine if Burkas and visage masks prevented ugly/beauty modifiers from taking effect, or if shadecones protected light-sensitive pawns from the sun. It's just lazy.
There's very little new content. The game presents the illusion of a lot of mechanics, but 95% of them are just mood modifiers that prompt you to play in ways which were already possible.
For the most part, there are few benefits to actually playing your ideology, it's mostly about avoiding penalties.

It's not a bad DLC, but it is a badly put together DLC. For an experienced player it adds a lot of longevity to the game, but I don't think a new player is going to get much out of it.

worm girl fucked around with this message at 17:46 on May 2, 2024

worm girl
Feb 12, 2022

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Broken Cog posted:

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

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

Mzbundifund posted:

The worst part about Ideology is it takes longer to start a new colony. I have to come up with funny names for like 3 roles and 4 rituals and 3 relics.

This is also a mortal sin, but fluid ideology sorta fixed it so I'm not going to complain about it as much.

worm girl
Feb 12, 2022

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OwlFancier posted:

I interpreted it as the conversion ritual involves using the moral guide's conversion ability, but in a better setting so it works better. You can also just use it wherever but it's not as effective without the ambiance, which makes perfect sense, that's what churches (the building) are for.

It is actually better to not use it, because the ability doesn't have a fail chance.

Having the ability to optimize enough to get around the design flaws doesn't mean there aren't design flaws.

Kanos posted:

There's no problem having multiple ideologies in your colony as long as the tenets don't clash too hard. If you're running a fairly basic ideology you can accept whoever without conversion and it's totally fine.

You only run into issues with multiple ideologies when you're running Cannibal Treefucker Transhumanist Masochists or something, which, well, the game does warn you you're making an extreme ideology.

All the raiders you are primarily drawing recruits from have cannibal treefucker ideologies by default unless you spend an hour fixing this at embark.

worm girl
Feb 12, 2022

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Zore posted:

Only want to note the Age Reversal thing isn't true, Transhumanist meme only requires Age Reversal when they're over 25 so you absolutely can slam them in there until they're biologically 20 and they can go a few years before whining about it again.

That doesn't mean that it isn't true. If I age a 50 year old down to 30, they're still going to cry about turning 31.

That might make sense if the meme was that pawns wanted to be young forever, but it isn't. It's that they want one cycle a year sk they don't age further. There's no way to bank age regressions to keep them happy.

Transhumanist is an OP meme that makes it well worth it, but the fact that you have to micro it in this one specific way makes it extra annoying.

It would be better if they just got a negative moodlet that started at 40 and went up every 5 years, which would be temporarily removed by a turn in the pod. That'd solve the problem by letting you just grind them down to a point where they weren't worried in one marathon session.

worm girl fucked around with this message at 19:35 on May 2, 2024

worm girl
Feb 12, 2022

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Gadzuko posted:

Age reversal in pods has always kinda sucked but it's completely obsolete now that you can just suck the life force out of some chump to de-age 15 or 20 years instantly and heal scars/conditions to boot. It's easy to keep a transhumanist at age 20 so that they never whine about it.

I love how in a discussion about which one DLC should someone get, when someone asks me why I think one DLC lacks polish compared to the others, people pop up to say that actually a second DLC comes with a (totally unthematic) workaround so it's fine.

I am aware I can mod the game or cheat or become a void cultist. None of these things are relevant to Ideology feeling moddier than the other DLCs. I am not having a skill or knowledge issue with the game, I just think ideology tries to do too much and fails at some of it in a way that the others don't.

worm girl
Feb 12, 2022

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Broken Cog posted:

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.

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.

worm girl
Feb 12, 2022

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Bioferrite gear also boosts sensitivity according to its quality. You can make a slave collar, mask, plate mail, and sword out of it. At normal quality that's a 10% multiplier from rach item, and they do stack. That's a multiplier though, not a +% like eltex gives, so you will need a +% from an eltex or prestige item to get the amount above 0. There's no penalty for wearing a slave collar.

There's also a psychic sensitizer bionic which adds 25%.

worm girl fucked around with this message at 22:57 on May 3, 2024

worm girl
Feb 12, 2022

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OwlFancier posted:

It does not appear so:

My favorite thing about the game is finding weird ways to squeeze more juice out of the numbers. It's so cool that they let you do this instead of setting it to 0 no matter what.

edit: woo new update. They made it so tribals can harvest bioferrite from captured monsters or harbinger trees, and so that most of the research no longer requires electricity. You can make the masks and crossbows and stuff at crafting spots too.

worm girl fucked around with this message at 02:08 on May 4, 2024

worm girl
Feb 12, 2022

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That's not really a fair description of Lovecraft's alien geometry. In Call of Cthulhu, he is describing a space which does not make logical sense. A curve in euclidian geometry is just a curve. Euclidian geometry, in the sense it's used here, assumes that the XYZ dimensions that we call length, width, and depth are oriented along straight horizontal and vertical axes.

In Call of Cthulhu, Lovecraft is saying that the architecture in the city is not built according to the laws of nature as we know them, where up is up and down is down, but to some other reality where "up" can be a curve, and that curve would presumably behave as up does to us. In such a space, if you tossed an apple in the air, it would fly in a curve shape and then boomerang back into your hand, like you were in a funhouse mirror.

The narrator, who is struggling to understand what he's seeing, can't decide if what he's looking at is a spatial distortion or just an optical illusion. Given the fact that a team of men have difficulty just moving across the surface, I'd assume the former, though part of the fun of the story is that the narrator seems to dance around the idea for his own peace of mind. It's also, afaik, the only time he mentions this particular phenomenon in his writing, though maybe the Hounds of Tindalos are dealing with something similar.

The really scary thing, according to the narrator, is that the colossal size of the building serves as proof that the gigantic god that the cult worshiped was real, and that suggests that it will indeed bring about an apocalypse. The rest just makes it worse.

And then they accidentally run Cthulhu over with their boat and it dies.

Hihohe posted:

Lovecraft thought air conditions were evil

No, he wrote a story where a fictional character was artificially prolonging his own life through some imperfect science that required him to be in a cold environment at all times. When the AC broke down, the guy melted into sludge as his body warmed up. The memory of all this left the narratior feeling uncomfortable whenever he felt a cool draft of air. The scary thing in the story isn't the AC, it's the idea of living in a walking, talking dead body and then experiencing that body decaying rapidly because of a minor malfunction.

It is a common technique of horror writers to take a mundane topic and turn it into a horror story. That way when you finish reading, you can have the experience of feeling the AC on your skin and imagining that it's the only thing keeping it from sloughing apart.

Lovecraft was certainly a strange dude but I think it should be enough to say he was racist. Racism is all he needs to be bad.

juggalo baby coffin posted:

i wish there was a lil more to ghouls. like if they could haul or socialise in a solomon grundy type way

It would be cool if you could stick an existing bionic like the circadian assistant in them and bring them back enough to do hauling or rescue jobs. Maybe they'd go berserk if they got EMPed as a tradeoff.

Oh god what if inhumanized pawns could get nuzzled by them like how normal people can with animal pets.

worm girl fucked around with this message at 03:20 on May 5, 2024

worm girl
Feb 12, 2022

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Broken Cog posted:

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.

If you use Giddy-Up, it makes caravanning a lot less painful. People in that mod can ride animals and travel waaaay faster on the overworld. The vehicles mod does something similar, you can even disable or ignore all the stuff that isn't related to caravan travel so you can drive a truck o' weed 10000 miles to trade with the Empire.

If you have drop pods researched, you can load them up with more drop pods and launch a colonist to a town, sell all the stuff, then launch home. There's also a shuttle you can request as a noble that goes really far, but you probably have microelectronics if you have those things.

I'd love a psycast that let you travel on the overworld faster or something. Maybe a quest where you could set up and defend a site that would thereafter serve as a teleporter waypoint. I'm sure that exists in a mod that adds hundreds of OP spells, but geez the vanilla caravan system is harsh.

worm girl
Feb 12, 2022

Can you hear it too?
Are you using a mod or something? How is your south-facing lamp showing a sprite outside of its own tile? Mine don't do that.

worm girl
Feb 12, 2022

Can you hear it too?

Comte de Saint-Germain posted:

I probably didn't give it a fair shake, I only spent a few hours with it. Basically I like the space western war crimes theme of the game, and I suddenly had elephant men and catgirls running around and it just threw me off. I didn't spend a lot of time with it though, I'm sure it's customizable enough- tbh I was also just kinda burned out on the game at that point.

Elephant men and catgirls are modded content. Biotech doesn't have anything like that.

worm girl
Feb 12, 2022

Can you hear it too?
An obelisk created a clone of one of my colonists. The original had a son. The son eventually grew up. The colonists started doing chronophagy rituals to de-age the adults, and this brought the son and clone-mom into the same age range. And that's how I learned that clones don't inherit relationships and aren't prevented from dating the original's relatives. :shepface:

I had to pop open developer mode and undo that real quick.

Immediately after that, I gave 700 silver to some beggars and they got swarmed by sightstealers at the edge of the map. I got my money back, and one of them even survived. I wonder if I'll still get credit.

edit: no

worm girl fucked around with this message at 21:20 on May 6, 2024

worm girl
Feb 12, 2022

Can you hear it too?

FurtherReading posted:

He decided he doesn't like my doctor and decks him whenever he walks by - I had to change their schedules so they're never awake at the same time.

I was going to convert him but it seems he's got two different certainty reduction buffs, so I only get like 4% reduction with my moral guide's ability. This rear end in a top hat is really making me want to link back up with the empire. I have a sanguophage and the sanguophage extended mod, so I think I'm gonna throw this guy in a deathcasket and forget about him.

Hussars are tough. The best way to convert him is to arrest him and set him to convert in the prisoner menu, while hitting him with your moral guide's convert power every 3 days. Make sure the guide is wearing a hood or a bowler for the 20% social impact buff.

You can make him less likely to hit people by making them prettier. Aesthetic noses and aesthetic shapers are usually not too hard to get. Beauty caps at +4, but the max bonus is at +2. Also note that being disfigured (having a nose, ear, jaw, or eye scar/missing part) negates all beauty buffs. But everyone except ascetic/kind/blind people like beautiful people waaay more and are less likely to bother them. Disfigurements can usually be fixed with things like cochlear implants and dentures if you're short on bionic eyes.

Also check his social logs to see if people are insulting him or he's insulting them. You can weaken the effect of these insults by making sure the insulters aren't wearing any gear (ie cowboy hats) that adds to their social impact modifier.

The best cure for a hussar is a highmate wife/husband. They get a +15 mood buff for sharing a map and will get huge lovin' bonuses, moreso if you install some love enhancers.

Also remember that you can spam your dance party and leader speech powers pretty often. Dyed clothing is also easy to overlook but it does help a bit. Anomaly adds a pleasure wave ritual and if you have biosculpting, you can throw unruly pawns in the biopod for a pleasure cycle. That's +15 mood that lasts for several days.

Hussars are honestly worth it, especially if it's like a neanderthal hussar.

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worm girl
Feb 12, 2022

Can you hear it too?

QuarkJets posted:

The ritual doesn't consume the ability's cooldown, so if you only get the really good outcome (as opposed to instant full conversion) then you can slam the ability immediately after that and that can sometimes finish the job.

Can someone explain to me why the ability puts the ritual on cooldown but the ritual doesn't put the ability on cooldown?

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