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Gadzuko
Feb 14, 2005
I don't think it's possible to continue a colony once all your pawns are dead. Last time I bothered fast forwarding after a total failure the game ended once the last colonist bled out. That was permadeath though, if it makes a difference.

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Gadzuko
Feb 14, 2005
Yeah the spine puts them back at 100% at least. Luciferium doesn't cure age related illnesses last time I checked so even it wouldn't help with frail unfortunately.

Gadzuko
Feb 14, 2005
I think you can burn drugs and apparel at a campfire too without needing any research, unless that's a mod I forgot about.

Gadzuko
Feb 14, 2005

PiCroft posted:

Has anyone tried the Lovecraft mods? I really enjoy them and love the whole Cults aspect, but the forest one is a pain in the arse. The lite version still ups the amount of trees in a map by ludicrous amounts and while I wouldn't mind, the length of time it takes even a 10-person start to clear away the trees to get room to build makes it take forever to build even basic structures or start growing crops.

Also, even with default trees, I always find it takes me ages to get basic structures up, including a living space, prison, hospital and freezer. It seems that more recent versions of the game have made it much more crucial to have highly skilled colonists to do things like build, mine or cut trees. Does anyone have tips on what to build in what order and roughly how to design them? I prefer starting out with 10 colonists using Prepare Carefully but I'm starting to think that more hands = more stuff done quicker doesn't necessarily hold true.

Yeah, specialization is extremely important and having a bunch of people around who are sort of ok at a bunch of things is a lot less useful than a couple really good specialists, because the specialists need less space, food and cleanup.

Starting out I usually build a barracks first with a stove, butcher and table in it. Then I set up a real residential area with private rooms, and build extra rooms to function as temporary prisons. Prisoners are very easy to recruit at first so this isn't a big deal usually. Once the rooms are built I get a big crafting room going with room to expand, convert the old barracks into a kitchen/dining area with freezer, build a real prison, and wall it all in. I like to have an outer wall with either east/west or north/south entrances, the entrance being a L shaped corridor with a kill box at the end where my pawns can either swarm raiders with melee weapons or stand behind pillars and pick them off as they try to get through the corridor.

Gadzuko
Feb 14, 2005

PiCroft posted:

Thanks for the advice. What number of colonists do you typically start with? As I said, 10 is my go-to but I'm considering lowering that number to maybe 5 and making them much more specialised rather than a broader spread of less experienced people.

I typically don't use prepare carefully and therefore go with the default. I prefer tribals so usually 5 with everyone having at least one flame in some essential skill. That way even if (when) my first potential recruits suck I can take them anyway and put them on hauling and cleaning so my useful pawns can keep trucking along.

Gadzuko
Feb 14, 2005

Coolguye posted:

i'm not referring to the weapons themselves - that's not the issue. the issue is TECH fragmentation, where instead of having to just research smithing and machining and then having the bulk of your work done, you'll now have to research a half dozen other things to get where you need to be.

weapon parity is nowhere near enough with the way Rimworld combat is. you need weapon superiority in the worst way. it does not matter if 10 of the 12 dudes who are attacking you are rocking breechloaded rifles and pump action shotguns and the last two are carrying spears. there's loving 12 of them, you need to be rolling some serious hardware.

Yeah, a big part of why I like tribal starts is that the numbers are more in your favor. Better chance to kill or capture early raiders without casualties of your own tends to snowball and makes future raids easier. Making weapons more tech intensive is going to mean more reliance on drops for a while, which is a pain.

Gadzuko
Feb 14, 2005

Seaside Loafer posted:

Oh a question while im thinking about it, a couple of my top guys are getting pretty old now, in past games they do start getting heart attacks and stuff, can you pre-empt that by giving them an early heart transplant? Does that work?

No, the game randomly triggers age related conditions based on how old the pawn is. It doesn't track the age of individual organs unfortunately. You can only use a transplant to cure an existing condition.

Gadzuko
Feb 14, 2005

The Deadly Hume posted:

Since we're now at the point where we can go shopping for mods again. there was one thing that bugged me during the A18 (well, now B18) testing phase that I decided I'd like a mod for, and that is being able to produce your own neutroamine in some way. It doesn't have to be easy (having it fairly late in the research tree would be fine), just possible.

In a similar vein I guess would be the ability to fabricate components although that might be a little too game-breaking.

You can make components already, and there's a bunch of mods for neutroamine production. Just do a workshop search for neutroamine and pick whatever floats your boat.

Gadzuko
Feb 14, 2005

Flesh Forge posted:

:thunk:





I think you can see where I'm going with this

The climate's not quite right, but...Cannibal Women in the Avocado Jungle of Death?

Gadzuko
Feb 14, 2005

ShadowHawk posted:

Triggers for death are:
- An infection or similar disease hitting 100%
- A vital organ having 0 hit points (brain, heart, spine)
- Consciousness, blood pumping, blood filtration, breathing, or metabolism hitting 0

That last one is probably what killed them, such as if they had reduced consciousness from blood loss combined with reduced consciousness from disease combined with reduced consciousness from drugs or withdrawal.

This is why sometimes smokeleaf will kill a pawn on the spot.

Smokeleaf: Not Even Once

Flesh Forge posted:

Looks like the Cults mod author is getting ready to release it for 0.18:

https://github.com/jecrell/Call-of-Cthulhu---Cults/

Cult mod was already updated on workshop a bit ago, seems to be working fine for me?

Gadzuko
Feb 14, 2005
One thing I just noticed is that psychopaths still get a relationship malus with someone who executes a prisoner, which doesn't really make sense. Normally not a big deal but in a psycho cult that's sacrificing people left and right that adds up.

Gadzuko
Feb 14, 2005
Grimoires have an unfortunate tendency to rain from the sky in cargo pods and they're a pain to get rid of.

Gadzuko
Feb 14, 2005

Flesh Forge posted:

Why would you get rid of them :shrug:

Gotta spread the good word! Actually, that makes me think and it would be pretty cool if the cult mod added other competing cults and/or the option to convert a settlement to your cult.

Gadzuko
Feb 14, 2005
If you can get them to bond with anyone, the cult mod gives bonuses to sacrifices for "innocent animals" and another bonus if it's the bonded pawn that performs the sacrifice. RIP Chaz's pet Yorkie who died so that I could discover this. Obviously this comes with a steep mood penalty for that pawn though.

Gadzuko
Feb 14, 2005

wit posted:

It at least needs its own flavour of the style rather than being just borrowed assets from prison architect.

What? Rimworld doesn't borrow assets. They are very similar looking, but when compared side by side each have their own definitive style.

Gadzuko
Feb 14, 2005

wit posted:



Turns out you're right Gadzuko, he just copied them with PA's blessing years ago rather than being given the assets themselves.

Well, yeah. No offense but here's PA:



Compare to any of the Rimworld screens on this page. It's really not close. And lol at the idea that Tynan would have been able to just straight up steal art from PA and repackage it for his game without anybody raising a fuss.

Cup Runneth Over posted:

Unfortunately:



So he got an artist and decided to keep the style.

I agree with his assessment. I like DF tileset style pixel art but Rimworld is just more readable at a glance and more fun to watch. 3d art is great when it's done right but it requires either a AAA budget or something like Banished, which I think was actually made by a 3d artist who decided to make his own game. It works because it's nice and sedate and you never have to react to any fast action.

Gadzuko
Feb 14, 2005

Tias posted:

So I got into this again - and it seems that survival ration production is essential to getting longer caravans going! However, I set up a nutripaste unit+hoppers, and even though my characters often put food in the hoppers, no nutripaste comes out - at least, it's placed nowhere I can see it.

How do I get nutripaste out and stored, so I can turn it into survival meals?

Survival meals are made from regular ingredients at the stove like any other meal. Nutripaste is just a research prerequisite, it's not part of the actual crafting. Survival meals use a ton of food though so keep an eye on your stocks.

Gadzuko
Feb 14, 2005
I can only imagine the sheer hell that would be trying to grow a sizeable amount of devilstrand using the seed mod. I do like the idea but the game just isn't balanced for it.

Gadzuko
Feb 14, 2005

Jose posted:

They came out instantly. I was an idiot with firing on it and thought the firepower would be enough without using trees for cover

I always build a firing line of granite pillars for my dudes to hide behind. It makes things way easier to deal with. Also never group up because if you get a centipede with an inferno launcher then you're mega screwed. Same advice applies to ancient dangers too.

Gadzuko
Feb 14, 2005

Kanos posted:

In my experience, the best way to deal with ship parts is melee. Since you 100% control when the guys pop out, deploy your melee guys in a loose ring around it before someone trips it, then immediately engage all the resulting mechanoids in melee with at least one guy each. Focus the scythers down first(they're more dangerous in melee due to blades) and then the centipedes. Centipedes are huge pussycats in melee because they only do blunt damage and not an enormous shitload of it so even if they gently caress someone up they're unlikely to permanently injure them/bleed them out.

This is a lot safer than building rudimentary cover and hoping that no one gets their lung shot out by a charge cannon or frantically trying to spread for an inferno cannon.

Walls aren't rudimentary cover, they're the best cover in the game and you want to build them already spread out to prep for inferno cannons. An automatic weapon crossfire is a lot safer than mixing a bunch of guys up in melee with scythers in my experience, scythers are terrible shots and it's extremely rare that they manage to hit anyone if you have decent shooting skill. If all you have are melee pawns then your suggestion is the way to go, but I still think shooters are safer.

Gadzuko
Feb 14, 2005
If it works, it works! I have had a lot of bad luck trying to melee mechanoids, specifically scythers, that makes me cautious to try it again. Lots of missing fingers and ears. I would imagine that single shot weapons like bows or rifles are the best for that approach, because unless you have shields the melee guys would probably end up taking some shots from stuff like LMGs.

Gadzuko
Feb 14, 2005
The best thing about revolvers is the extremely badass firing noise they have, which makes them superior to all other early choices.

Gadzuko
Feb 14, 2005
It's too late for him now. He's gotten a taste and he will have the Hunger forever. Too bad the kid's traits aren't shaped by their childhood or you could use that to keep a cannibal cult going forever.

Gadzuko
Feb 14, 2005

AceClown posted:

I've had to break my "no rerolling pawns" rule because holy poo poo are pyromaniacs super common now.

I recently started a rich explorer run with a guy who was not a pyro but just incapable of firefighting. I got at least five or six pyromaniac escape pods, wanderers, and refugees in a row before the drat game gave me somebody who wasn't going to burn the whole map down.

Oh, and he has no social skill so I also couldn't recruit or trade. The one wanderer I eventually got and kept also has no social skill, so I'm just gonna make that a requirement for everyone now.

Gadzuko
Feb 14, 2005
I have tested that in the past and can confirm it is definitely not true unless it was changed in B18. I tried maybe 20 cave ins and still had the same amount of overhead mountain, so either it takes an incredible amount of effort or that's completely wrong.

Gadzuko fucked around with this message at 05:12 on Dec 29, 2017

Gadzuko
Feb 14, 2005

Demon_Corsair posted:

Next dumb question. Is there a way to control how much of something goes into a storage area without just making a bunch of separate zones in one area?

For example, the freezer beside my kitchen should only have half of its space for raw food so I can actually put meals in there. But since I have a field full of corn and or potatoes, the freezer gets packed with those before any cooking happens.

Or I want my stone cutter to have access to both kinds of stone, not just whatever pile happened to be closest when someone starts to haul.

E: Two dumb questions. Can downed people self heal and walk away? I had a very early raider that I had downed, and since I didn't have a walled off bedroom yet, I microed my builders to get it done in less then the 14 hours the guy had until he bleed out. I left a guy in draft mode standing over the body to grab him asap. As soon as the room was done I went to queue up the capture but the guy was gone. No body, no blood trail leading away, he just vanished.

1 - The only way to do manage that stuff is with a bunch of small stockpiles. This is one reason why the refrigerator mod is so popular because it makes meal storage less of a pain to manage.

2 - Yes self healing does happen, depending on the injury. Pawns are downed by excessive pain, so if they get a bunch of minor injuries like cuts and bruises those can heal enough that the pain goes away and they recover. This happens sometimes with escape pods, it will land and 30 seconds later the pawn just gets up and peaces out before you can reach it.

Gadzuko
Feb 14, 2005

Demon_Corsair posted:

Is there a way to get people to automatically haul far away stuff? Having to manually prioritize hauling all the far away rocks and steel is getting tedious as gently caress.

Allow Tool is the answer to this and so many other problems. It adds a separate priority hauling job that lets you mark things to get moved fast. Also designate entire ore veins at once and allow items all across the whole map without tediously hunting and pecking for them.

Gadzuko
Feb 14, 2005

A Moose posted:

Tell me about it, my whole colony has 1 type of mechanites or the other, and half of them have both. It's been like half a year and everyone is in pain and tired and pissed off and I can't do anything and they're burning through medicine like crazy.

Also I would like to state for the record that Chemical Fascination is worse than pyromania. With a pyro there is probably a couple pawns nearby that you can just draft and arrest them and put out the fire, and you're good for basically the rest of the quadrum. Drug binges happen every other day until the pawn is put in jail permanently or dies. You have to sell/kill the chemical fascination pawn if you want to try to sell drugs to traders because otherwise they'll use them all. There is no way to stop it.

IIRC the mechanites don't give a poo poo about treatment quality, just number of successful treatments, so you can restrict any pawn who gets that stuff to no medicine until it wears off or they actually get hurt. Saves a ton of meds.

Gadzuko
Feb 14, 2005
Don't try to micromanage it, or anything at all for that matter. Trying to micromanage this game is a nightmare. Just mark the cuts with the orders tab and set someone to priority 1 plant cutting for a minute. If you don't want to mark individual tiles just mark the whole field for cutting and replant it.

Gadzuko
Feb 14, 2005

Warmachine posted:

I'm thinking to grab Simple Sidearms, since I want a middle ground between "well this squirrel is trying to eat my face better punch it, :derp:" and "I have two shiny robot arms with wolverine claws. :ese:" Anyone care to weigh in on the mod?

I really like it overall, I wish something similar would be implemented in vanilla. The main problem with it is that in order for the pawn to change weapons, they have to drop their primary weapon. This gets really annoying in a big fight if some enemies close to melee, once they're dead you have to micro your gunners to pick their guns back up so they can start shooting again. For undrafted pawns there's no micro needed, they will pick their stuff back up automatically.

Gadzuko
Feb 14, 2005
Well, poo poo. I never even checked that, I just assumed that it was a technical limitation. Ok, mod's all good then! Kind of a weird default, but I guess if you're going for some semblance of realism it makes sense.

Gadzuko
Feb 14, 2005

DogonCrook posted:

Yeah i cant imagine loving with dinosuars. My last 3 games ended in panther or fox attacks. Before that a herd of elephants ate all my crops on an archipeligo and there was gently caress all i could do about it. Animals are the worst.

There's a mod called Predator Hunt Alert which gives you a heads up on predators targeting your pawns, I've found it helps a lot with being able to get someone to a safe space or rally the troops to blast whatever is after them. If you're having trouble with wild animals eating your crops put a wall around the field with no roof, they won't go through doors to eat crops.

Gadzuko
Feb 14, 2005

Twist And Pout! posted:

After sinking probably thousands of hours into Dwarf Fortress since 2013, I have just found this game. Probably getting no sleep tonight.

Are there any must-have quality of life mods I should get? Or should I just start some colonies and die the old fashioned way before getting into that?

E: Also is there anything I can miss out on when I select a starting area? In DF you have to worry about the minerals in the area etc and can really screw yourself.

There are no mods or tools that are absolutely required but Allow Tool is a very good UI mod that adds a lot of useful features. There are some very extensive mod lists posted a few pages back I think once you start looking for more.

Resource wise granite and marble is a useful combo for toughness and sell value respectively. I wouldn't recommend a tundra, swamp or rainforest for your first few games while you get a handle on the basics but they're a lot of fun once you have that down.

E: ^^^ what he said basically

Gadzuko
Feb 14, 2005

IcePhoenix posted:

Do you mean full release? Because it was in alpha for a looooooooong time and just got out of that recently.

In my latest playthrough I've found myself wishing that I could remove eyes (maybe you can but I don't have high enough medical skill/research?) because one of my colonists got a scar in his left eye that brought it all the way down to 1/10 and the pain it causes him stacked on top of the penalties from effectively only having one eye is maddening. If I could just remove the drat thing he'd lose almost nothing in terms of vision but would get rid of the 23% pain modifier (I assume) which would be really nice right about now.

Maybe I'll get a bionic eye somehow I guess.

If you're not opposed to mods EPOE adds an eye patch for this situation that's super easy to make.

Gadzuko
Feb 14, 2005
Hunting works well enough for raising shooting skill and it's useful to boot. Obviously availability depends on your climate but it's good steady progress for your shooters. I have noticed a significant difference in the quality of my firing lines in games where I hunted a lot vs ones where I didn't.

Gadzuko
Feb 14, 2005

Angry Diplomat posted:

My husband's last colony met its end because he used Prepare Carefully to deploy with a few giant crabs, thinking he could feed his colonists gourmet crab legs.

The small handful of starting colonists could not butcher the hatching crabs fast enough to keep their population down, and he ended up with a massive stress break epidemic as the colonists waded around in a lake of filth and rotting grab corpses, alternately sexually harassing and fist-fighting one another, while a single sobbing man sat in the stockpile gorging on fertilized roe in a last-ditch attempt to deplete the eggs before they hatched again (he failed). The computer was actually whirring with the strain of tracking the Exponential Crabs that had taken control of the fledgling colony. I think the death knell was when a ship piece crashed to the ground, starting a wildfire that nobody would put out because they were all too busy crying and flirt-brawling, and everything burned down.

Quoting for new page and because I want to frame this and put it on my wall. It's amazing.

HelloSailorSign posted:

Heck I see pawns riding giant snails, which usually means by the time they cross the map they fall off due to starvation.

Also this because lmao at the mental image of somebody riding a giant snail screaming in rage because they literally can't get off of it until they pass out

Gadzuko fucked around with this message at 19:58 on Jan 30, 2018

Gadzuko
Feb 14, 2005

Prophecy120 posted:

One of my colonists had an unfortunate run in with a Thrumbo, and subsequently had both eyes, a hand and some fingers on the other hand ripped off. Turns out you don't need hands or eyes to be a productive hauler and cleaner. This game.

I had a colonist with no jaw or arms at one point, she could still eat but it took a long time. She was very skilled in something valuable, I forget what but it made me reluctant to euthanize her. I eventually managed to get her some prosthetics. I think that situation might have been what got me to install EPOE actually.

Gadzuko
Feb 14, 2005

Cup Runneth Over posted:

They are a bitch to get in the base game, though. You're entirely reliant on trader RNG.

Yeah, hence the "eventually" part. With EPOE I could have just whipped up a new jaw and arms right away but instead I had to wait for traders, and it was a pain. I started modding soon after.

Gadzuko
Feb 14, 2005

Eiba posted:

Not talking about this at all is probably the best idea, but I nevertheless feel the need to point out that the original offending article was perfectly reasonable and fair outlining of the dumb gender issues that were in the game at the time. I know we collectively can't really handle a discussion on this subject, so I'll leave it there, but regardless of how you feel it's important to remember things accurately.

Also Tynan did eventually back off and essentially concede the point.

No one in the scenario was as stupid as you portray them.

I skipped over the whole controversy back when it happened but this is actually a really interesting read, particularly the replies. Tynan's initial comment is a hilarious overreaction and I'm glad he comes to his senses a bit later in the thread.

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Gadzuko
Feb 14, 2005
In defense of the Rimworld/Factorio model, both have sold over a million copies at full price which is an absurd success for an indie title and equates to quite a lot of money for their small dev teams. They could probably make even more if they used sales to their advantage but I can't really fault them for adopting a "if it ain't broke don't fix it" mentality for their sales model. Tynan almost assuredly has enough cash to retire and never work again at this point if he chose to, so why mess with it?

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