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Geomancing
Jan 8, 2004

I am not an egghead. I am well-read.
I have realized that I wish I could induct my animals into my ideology as members since I have Animal Personhood as a major tenet. They're people! Let my royal thrumbos come to the ceremonies and party down.

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Geomancing
Jan 8, 2004

I am not an egghead. I am well-read.

isndl posted:

It's a fake copy of the "Wanderer Joins" event. They only show up on that event, and they're guaranteed to turn traitor on a timer regardless of what is happening around them when the timer goes off, whether they're surrounded by people with guns or asleep in bed. The event also doesn't respect storyteller population thresholds, so if someone shows up randomly on an already big colony just shoot them on sight.

The mimes from Alpha Animals work similarly though won't flip on you so long as you can keep the food flowing. Their extra hunger does mean lower overall efficiency due to extra meal breaks however.

Once, I had one of those 'I am joining you, I will not take no for an answer, and if you still say no everyone will get upset for turning me away' events and she turned out to be, ideologically, a member of the Slaaneshi demon worshipers. So I figured she was an absolute shoo-in for a traitor and was keeping a close eye on her. Right after she showed up, though, I got a quest for sending a colonist away for most of a year to help another faction, so I waved her goodbye, figuring it might break her traitor routine not being here when it was supposed to trigger.

Year passes, she shows back up, and seems fine.

Two days later she gets shot in a raid and immediately changes into a Mime.

Geomancing
Jan 8, 2004

I am not an egghead. I am well-read.

TheWeedNumber posted:

also whats yall mods list looking like. From rimpy, my poo poo's looking like

I'd share but I'm currently sitting at 307 mods because I basically have Rimworld modded into a tribal-and-medieval tech fantasy-magic game. Knights, wizards, psychics, demons and dryads, crossing over quite heavily with Warhammer Fantasy stuff, dragons and gryphons. I don't think it's even possible to get a gun right now.

Geomancing
Jan 8, 2004

I am not an egghead. I am well-read.

credburn posted:

Hmm, nothing like that sounds like what's happening.



I only realized she suddenly stopped doing anything because she was my main doctor and my doods weren't getting their infections treated. I can't even cheat the skills back up in because they're in a "disabled" status.

Did you give her a crown that you found somewhere? There's a couple pieces of gear from Royalty that if you wear them just completely gently caress up the character's ability to do anything because I guess it makes them think they're too good for it.

Geomancing
Jan 8, 2004

I am not an egghead. I am well-read.
I currently have four colonists and just finished year one, finally getting back around to spring after a brutal winter. In this first year, Tess has Lloyd as a fiancee and Hound as a lover. Lloyd has Tess as well as Ionnina as a lover. Hound is constantly hitting on Ionnina, trying to pick himself up a second, but he does it so much her opinion of him is tanked from the constant 'failed to romance me' debuffs; if he laid off for a while he'd probably succeed cause she actually likes him otherwise. I've never had such a horny bunch of people that got into such a knot in under a year.

Geomancing
Jan 8, 2004

I am not an egghead. I am well-read.

Ms Adequate posted:

Yeah that would be a big big positive, it's definitely one of the big gaps. It would need to be REALLY advanced and complex to actually be the centerpiece of an expac and idk if they'd do that, but it would absolutely rule if so.

I'm a patron of the Vanilla Expanded patreon and they're currently going into a closed alpha of Vanilla Vehicles Expanded with some rather complex mechanics, including acceleration, deceleration, favored ground types, weaponry, that sort of thing.


Might be a while before it comes out though.

Geomancing
Jan 8, 2004

I am not an egghead. I am well-read.

lunar detritus posted:

huh, the acceleration bit just lowered my expectations for vehicles expanded, it feels like they are getting too much into the weeds.

Personally, I'm the same way. I can't see me ever using a vehicle for anything other than a mechanical form of a caravan animal. The infomatics say that currently vehicles are more fuel efficient on the world map, and it includes boats and helicopters so it could help for island colonies. Also considering most boat mods now are reskinned cargo pods or SRTS ships that fly.

Like, most maps aren't large enough that you need to worry about driving your pickup truck to the other side for whatever, I can't see me ever using that. Even the weaponized vehicles like tanks would be mostly stationary turrets for me, because I only ever have one base.

Geomancing
Jan 8, 2004

I am not an egghead. I am well-read.
I watched a playthrough of the huge Star Wars mod, and the jawa sandcrawlers were just huge animals that looked like their machines that just gladly trotted around, followed them into your base because they still only took up one tile, and looked ridiculous. I loved it.

Geomancing
Jan 8, 2004

I am not an egghead. I am well-read.
The one time I built a ship reactor, I made the editorial decision that the colonists decided against blasting off. Why would they? They have a luxurious base, lavish meals, allies, children. Why throw that away to be disappeared for possibly hundreds of years to who knows where, maybe getting separated or crash landed on a worse planet.

Geomancing
Jan 8, 2004

I am not an egghead. I am well-read.
The game seems to have issues with filling stacks in general; with Deep Storage I often have to manually barf out all the stacks of wood onto the floor and have them put them back because i'll have like six stacks of 50, 47, 12, 19, 66 and 74

Geomancing
Jan 8, 2004

I am not an egghead. I am well-read.

bird food bathtub posted:

I'd just like a storyteller that only scales with wealth/colonist count. No time bullshit to force me to complete The Vision. Just let me build what I want when I want and scale the threat to the tools and resources I have at hand. All the other vanilla stuff about storytellers is fine, it's the time that annoys me.

Might I suggest a mod called Combat Readiness Check (Continued)?

https://steamcommunity.com/sharedfiles/filedetails/?id=2314304057

It lets you edit how much a bunch of stuff contributes to your wealth and how that's taken into account when calculating how big a raid will be. In general as default, it tones down the amount of raiders you get just from having, like, walls and floors that aren't wood and dirt.

Geomancing
Jan 8, 2004

I am not an egghead. I am well-read.
gently caress the Empire, drat slavers. I just wish there was more mechanical rewards for fighting them; no outposts to raid, no more consistent supply of neuroformers, no rebel faction to ally yourself with. Just the one mission for a random pawn and then a single base to burn down, and that's it. And since the Empire starts out friendly, their reputation with you slowly goes back to neutral and they'll start sending tribute collector caravans again. Or as I call them, target practice.

Geomancing
Jan 8, 2004

I am not an egghead. I am well-read.

isndl posted:

Not sure how long it's been a vanilla thing but it turns out you can right click the Allow command and there's an option to allow everything on the map there. Still gonna use Allow Tool though, I want my keyboard shortcuts.

Three things I need from the mod are Finish Off, Haul Urgently and Select Similar.

Geomancing
Jan 8, 2004

I am not an egghead. I am well-read.
I read that the Stackable Chunks mod still works even though it says it's the 1.3 version, so I think 'awesome' and install it, load up my game.

I was just about to start a big base expansion with stone walls, and had forgotten that when you kick on Stackable Chunks, the way it defines chunks is different from the base game so it completely deletes every single chunk already existing on the map so it can start generating the stackable versions. So I have no stone and would have to start strip-mining to get anything.

Ah, Rimworld modding.

Anyway, I also have the 1.3 version of Majestic Trees installed and it works fine too.

Geomancing
Jan 8, 2004

I am not an egghead. I am well-read.
Infestations can rapidly get out of hand if you don't have a proper bottleneck, because the small bugs can run through your colonists and other bugs to cause trouble behind the front lines, and the megaspiders can do some real damage to non-armored people. And hoo boy, if you go 'eh I'll deal with that later' then they'll start spreading and breeding and whoops, now you have thirty hives and a hundred bugs in what used to be a small cave and is now a big cave, hope you have heavy weaponry. But if you can get a single tile opening to feed them through one at a time, and a couple or few well-armored people to hold the line with all your gunners standing against their backs, they're fairly easy to take care of if you do it sooner rather than later. Makes a mess, though. The hives spawning can destroy anything they pop up under.

About the earlier conversation about ideologies and overpowered roles, I've never once taken the specialist roles. I hate playing large colonies, rarely going above eight to ten people, and locking down someone into just one work type seriously restricts their flexibility. Besides, I use ideologies as roleplaying tools, and my colonists are characters, not interchangeable game pieces. I play for a story, not mechanical efficiency. Aesthetics are my main concern.

However I do take Fungus: Don't Care and Tattered Clothing: Don't Care with all of mine because I don't have Tynan's weird hatred of mushrooms and having to constantly make new clothing is annoying busywork.

Geomancing
Jan 8, 2004

I am not an egghead. I am well-read.

The Good Queen Clitoris posted:

Do all the ugly people fight each other while also being ugly?

Life sure is hard in the Great Asscrack.

I would not be surprised if someone comes out with a mod soon that makes it so carriers of a xenotype do not find others of the same xenotype ugly; it's ridiculous that they would hold one another to the same standards as baseline humans.

Geomancing
Jan 8, 2004

I am not an egghead. I am well-read.

Asimo posted:

Also note that a fully walled in geothermal generator can't be helped by vents since there's no place to... vent from, since the generator itself is considered solid. So you really do need a little buffer space around it either way, yeah.

Incorrect; actually all you need is the center four tiles unroofed, or even less, the ones that would be directly on top of the geyser the generator is using. What I do is build the walls (without the door), tell them to roof everything except those four tiles, build the generator (because once it's build you can't REACH those four tiles) then put the door on. Walls directly flush with the generator, door allows you to maintain or repair it, and no overheating due to the missing roof tiles.

Geomancing
Jan 8, 2004

I am not an egghead. I am well-read.

Omnicarus posted:

Does anyone know of a mod that will reduce random family members spawning for your colonists? I used to use HAR for this but it isn't working too well with Biotech, and the only other mod I could find got rid of all random relationships. I still want some relationships among raiders and non-player factions, but I don't want all of my pawn's grandmas showing up regularly in raids.

I had a run in 1.3 where one of my initial colonists had the largest, most sprawling family tree I've ever seen. Every single trade caravan and raid had at least one relative in them, and going into lategame the whole game was struggling to keep track of her ungodly fertile family briarbush. I finally had to go in with Character Editor and remove her relationship to her parents so it would stop giving her more and more kin. When I did, the framerate improved by about 10 FPS.

Geomancing
Jan 8, 2004

I am not an egghead. I am well-read.

Flesh Forge posted:

FYI: Starting with all children is Very Hard.

AmbiguousAmphibian's exploratory playthrough showed me that; he started with two of each stage of kid, and by the end all the youngest ones had been killed, either from being extremely squishy compared to raiders or by being hunted by predators for food. Turns out a grizzly bear can kill a three-year-old in one hit and eat him whole.

Geomancing
Jan 8, 2004

I am not an egghead. I am well-read.

bitterandtwisted posted:

I started this colony as a vampire, intending to do a super evil run. I'm too soft, can't do it.
One of the early events was a group of orphaned children asking for money to buy back their friend. "They're not part of any faction, you can kill, enslave or harvest their organs without consequence"

:gonk: take my money, kids. Is there an option to give you more?

Those quests should really have an option of 'adopt all the kids, get an outpost to go raid to rescue the friend'.

Geomancing
Jan 8, 2004

I am not an egghead. I am well-read.

Flesh Forge posted:

the problem in the late game becomes "oops there's literally 200 enemies on screen, have fun"

No, this is YOUR problem in the late game; I have never, ever seen raids anywhere near the level you had due to your overpowered killbox. :v: You did literally everything possible to turn the storyteller into 'okay I am going to gently caress you six ways to sunday if I have to send antigrain warheads into your face'.

Geomancing
Jan 8, 2004

I am not an egghead. I am well-read.

lunar detritus posted:



After 750 hours I've "won" the game for the first time, didn't expect the song. :allears:

Waiting for the Sun is a fantastic song. I've never done the Royal Ascent before personally. There's a separate song for finishing the Archonexus ending, but it's not as good.

Geomancing
Jan 8, 2004

I am not an egghead. I am well-read.

Danaru posted:

Decided to take out simple concrete because my misfiring shitshow of a brain can't deal with having two different concretes both called the same thing. I have plenty of slate to pave with but it's slow going :negative: My pawns are probably happy to not have to stare at poured concrete floors all the time though

I had a playthrough where I basically installed all the medieval and tribal mods on the workshop, with all tech on the planet being limited to those two. Do you know how many mods add 'coal' as resources? And they were completely incompatible with one another. I eventually downloaded this mod that let you tell the game 'for this, this, and this, consider all of them to be option #1' and it would patch all the recipes and requirements by itself.

Geomancing
Jan 8, 2004

I am not an egghead. I am well-read.
I personally would never play with Combat Extended because it enhances and reinforces the most tedious bits of the game for me, namely the reliance on keeping high quality weapons and armor when repairing isn't actually in the base game. So you have to fiddle with bills to constantly be remaking new armor because whoops, no one has invented a sewing kit or conceived of a patch, darn, or weld.

Also because any gun complexity beyond Doom-level of 'pistol, shotgun, rocket, laser' is beyond my interest or comprehension.

Geomancing
Jan 8, 2004

I am not an egghead. I am well-read.
My current run is a mechanitor who got kicked out of the Empire for wanting to genemod, an abomination unto the human-supremacy-racist-xenophobes. So her goal is to mod the hell out of herself, get back into their graces by using their dusty-rear end honorbound stick-in-the-rear end traditions to negate her exile, and get off the planet to see the High Stellarch. Who she is going to cut open on his own throne and show them the power they've been missing out on.

Geomancing
Jan 8, 2004

I am not an egghead. I am well-read.
My friends, who I have regaled with tales of my various runs, have decided that it is impossible for me to play without having someone or something's tail shot, cut, or burned off. It's just a given; armor doesn't cover them and they have like 8 HP before disappearing. It's not like a tail gives any stats, but it's hilarious that it happens so often.

Geomancing
Jan 8, 2004

I am not an egghead. I am well-read.

Bloodly posted:

Random whining/depression.(Because sometimes everyone needs to vent).

Recently bought Rimworld. Everyone's starving, no time for anything. Look up footage. Everyone else: Here's how I blew through the tech tree with one person naked and alone and instantly have everything I need on 500%....

I don't know what I'm doing wrong, and no clue how to learn.

Stop watching Adam Vs Everything and the other 500% Threat people. Well, do, they're very entertaining a lot of the time, but the way they play the game is totally not how almost anyone else does. I swear they're either robots or insane.

Geomancing
Jan 8, 2004

I am not an egghead. I am well-read.
In terms of mechanics, pets are a mixed bag. Having a colonist bond with an animal gives them a mood boost, but by the same token losing that pet gives a mood debuff. Usually it's kind of a tradeoff, but if you can keep your pets safe through judicious use of zoning, it can work out to be a good deal for keeping your animal handler's mood up. Usually it's just them, since you only get the chance to bond when training or healing, so your doctor might pick up a pet too.

In terms of things like iguanas, I would avoid it, because they tend to be extremely fragile and targeted by predators for hunting. Personally I'd never go anything smaller than a cougar or a dog for hauling.

Geomancing
Jan 8, 2004

I am not an egghead. I am well-read.
Got a 'wanderer joins' event that turned out to be a five-year-old boy, so I happily adopted him, built a schoolroom, was enjoying the extra pair of hands. Had a small raid that left an injured, pregnant woman on my doorstep so I captured her, patched her up, recruited her and been slowly getting her to have some small tasks.

Last night she had a critical break from being too cold before I could craft a parka for her, went murderous rage and beat the kid to death. In trying to defend him, she also got critically injured and bled out. Back to my original three colonists.

Rimworld.

Geomancing
Jan 8, 2004

I am not an egghead. I am well-read.
It also says that release will be in only a month.

Geomancing
Jan 8, 2004

I am not an egghead. I am well-read.
From what it said, it sounds like you make a conscious choice to wake up the 'mad superintelligence' which causes all the horror stuff to kick off. I assume that if you don't make that decision, most of the stuff doesn't occur, same as you can ignore the Imperials and never get involved with a lot of the Royalty stuff.

Geomancing
Jan 8, 2004

I am not an egghead. I am well-read.
I would say get them all eventually, because even if the main content of the expansion isn't your thing, if you like mods, tons of stuff will have been built onto the underlying code. Like, I don't think Anomaly looks like something I'll be using in all my playthroughs, but I bet it's going to give the modders tons of hooks to tweak and add in new things.

Geomancing
Jan 8, 2004

I am not an egghead. I am well-read.
The second Anomaly preview is up, spoilers as usual.

https://store.steampowered.com/news/app/294100/view/4160834030793914025

They seem to really be pushing the 'get out on the world map' so I hope they do a lot that improves caravanning.

Geomancing
Jan 8, 2004

I am not an egghead. I am well-read.
I learned that the best way to deal with Big Angry Sphere is to caravan all my colonists off the map when it's about to go Big Angry, because it breaks free, sits around the map for thirty seconds or so, then leaves cause there's no targets for it to shoot. Take that, round boy.

Geomancing
Jan 8, 2004

I am not an egghead. I am well-read.
Removing mods mid-playthrough is generally a bad idea unless they're just textures or something; with as large as VE mods are, it'd probably completely break your save.

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Geomancing
Jan 8, 2004

I am not an egghead. I am well-read.
I'm playing on a lower difficulty, which makes the nociosphere even more dangerous because the few enemies that show up unable to stand against it for long enough for it to exhaust itself. Running away, waiting, and coming back was the only thing I could think of. And it worked!

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