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Doltos
Dec 28, 2005

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Are there any mods to turn off squirrels, racoons, guinea pigs, and any other small creature from downing my entire colony one after another like a juggernaut after it goes mad? In the same vein is there a mod that makes it so the 2% trigger on animals going into revenge is actually 2% and not 100%?

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Doltos
Dec 28, 2005

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Is there a mod where when you force your pawns to rest with the plague/malaria that they actually rest? Or do you just have to put food and entertainment nearby when they inevitably get up even when you set them to bed rest and force sleep.

Doltos
Dec 28, 2005

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I pretty much only play on Randy Random so the question is more how do you not make money

Doltos
Dec 28, 2005

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In Rimworld I rub an herb paste all over my guy that has multiple infections and a chopped off arm. Then he gets up when I'm not paying attention and willingly dies when he could have rested off the infection.

Not unlike real life medicine.

Doltos
Dec 28, 2005

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Tynan puts some questionable things into this game but um

Doltos
Dec 28, 2005

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Flesh Forge posted:

it's kind of tynan's fault that shooting specialist and production specialist are SO INSANELY loving BUSTED that literally nothing can compare to them unless it is similarly beyond the pale in raw mechanical power

I don't think Tynan's bothered to balance the game ever other than the dirt cleanliness nerf. His main roll after making the framework for modders is to polish the mods and release them as 30 dollar DLCs

Doltos
Dec 28, 2005

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Kanos posted:

The vanilla turret nerfs honestly annoyed the hell out of me, because turrets are expensive to build and maintain and add a nontrivial amount of wealth but mini turrets are now functionally useless for any purpose, autocannons are middling, and uranium slugs are okay but insanely expensive to build and run. It didn't really get rid of turtling strategies, it just pushed you into doing gamey poo poo like burn corridors and roof traps instead.

It was a really bad nerf because the game lends itself to a turtle style due to combat being garbage. As long as a 0 combat pawn can beat a 10 combat pawn when both have equal weapons and armor then people will turtle, especially if they don't have enough pawns in their colony yet.

There's a lot of questionable balancing in the game. I dislike malaria/plague/flu because penoxicillan isn't the easiest thing to get right off the bat in a starting colony. It makes the debuff trivial with a large colony and devastating with a smaller one. There's also no trigger for either other than not taking your penoxicillan. There's so many mods to fix headaches like Common Sense and better hauling that it's insane Tynan hasn't taken an afternoon and fixed stuff yet.

Doltos
Dec 28, 2005

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I've done urban fighting set up and the key is that you hope they don't kill everyone and burn everything. After they kick my rear end and steal half the colony the wealth drops, the raids become easier, and you rebuild until it happens again.

Doltos
Dec 28, 2005

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I was never confused by Antigrain. Never. This brain? A steel trap.

Doltos
Dec 28, 2005

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SniperWoreConverse posted:

maybe check the ambiguous amphibian ones he's dumb and last i checked doesn't even build chairs right, but i found him to not be egregiously annoying

AA is a great dude and treats me great even though I'm a small timer. I raided him one time with like 50 people and he sent me a thank you through discord and twitter.

Doltos
Dec 28, 2005

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Jelly posted:

This game is about waiting for my colonists to die. An event in which I will surely gain pleasure from because I hate them all so much.

This game is about trying to stop homicidal and suicidal dumbfucks from murdering themselves and each other. Without your constant and arduous nitpicking, that is absolutely the very first thing they will do. They will never decide to do anything remotely intelligent or in the neighborhood of self-preservation on their own regardless of your scheduling and job priorities. Oh, is your internal base on fire? Well, let me go douse this devilstrand field half a mile away instead. Oh, am I drafted and/or set to defend myself under any circumstances? Nah, I'm going to let this pathetic boomrat murder me while I just stand here doing nothing while you're not paying attention.

You mad bro? Anyway, here's to infecting half of your colony with gut worms, too. Hope you enjoy vomit and lack of productivity for months.

Once common sense mod is installed and you learn a kill box is when most of those idiot tendencies in pawns disappear. Fire is always a problem even with micromanagement once it starts going so the key to that is being proactive. Never let flash storms get going anywhere close to your base and bite the bullet when you first start out to take time to make stone walls instead of wooden ones.

Scheduling and job priorities are pretty straight forward though. Pawns will pretty much stick to both unless they overlap scheduling order. It's good to install the color mood bars so you can just look up and see which ones are on red and about to break because they decided to mine a steel vein across the map during a blizzard.

Rimworld is less of a story teller and more of a micro management game so you gotta learn to minimize the amount of orders and be meticulous with the crises that get thrown at you.

Doltos
Dec 28, 2005

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I think killboxes being the bane is a symptom of the game being geared around combat. Raids feel like they should be the end result of bad relations with a faction that you caused with choices you make throughout the game.

There's also the whole issue of combat being chance based in vanilla. Until you have armor to mitigate damage the best of defenses can lose in open combat. That feels a bit unsatisfactory so people killbox instead to preserve the pawns they get all attached to.

Doltos
Dec 28, 2005

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VideoWitch posted:

I've always found Tynan's insistence that Rimworld is not a game and is instead a "story simulator" weird considering how bad it is at being that and how that's not how the majority of the playerbase seems to engage with it, it's always felt to me that it's just an excuse so he doesn't have to balance things or do other things people expect for a game.

Yeah the stories that Rimworld tells is your colonists die to an overpowered raid or to a plague you did nothing to earn but haven't teched into hospitals so everyone's dead. It's a micromanagement game, not a storytelling game.

I also think Tynan is a ridiculously bad dev and terrible for the community that's pretty loyal to his game. It's over 100 bucks to buy Rimworld and all the DLCs. Royalty is a rip off of magic mods, Ideology was fine but should have really been a patched in thing instead of a 20 dollar DLC, and Biotech is also a rip off but done better than anything I saw come out of the community so I guess that's fine. The games never patched. It never goes on sale for more than 10% despite the continued attention to the game mainly being caused by free mods. He even recently jacked up the price and then put it on sale during the steam sales for an extra two dollars. There's so many obvious things the game needs that he just lets modders take care of instead of ever introducing it into the game which is a bit ridiculous. I don't know how the game has been out for over five years and he's never introduced a 1x2 door or sofa. From everything I've heard about him on insider stuff he's apparently a complete rear end in a top hat as well.

Doltos
Dec 28, 2005

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QuarkJets posted:

I don't remember hearing about that price raised right before a sale thing. Are you sure that happened?



I meant the game was 30 dollars for the longest time, a sale came up, he jacked the price to 35 dollars and put it on sale for 10% for a savings of more than 2 dollars before the sale started

Doltos
Dec 28, 2005

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QuarkJets posted:

It was $30 when it was in Early Access, the price increased to $35 when it was officially released in 2018. It's possible that coincided with a sale but it's pretty standard for games to increase in price after EA

I remember buying the game in 2020 for 30 dollars I don't think that's true. I could be wrong but the point remains the game without mods isn't maintained enough by the creator for it to be a 100 dollar game. Ideology and Royalty aren't worth their DLC price tags and the creator doesn't patch his game unless it's to make defending against a raid more of a ballache.

Doltos
Dec 28, 2005

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I think most VE mods just give flavor that's missing from the game so usually for the planting mod and the cooking mod the only reason I grow anything other than corn or rice is for the roleplaying aspect.

Doltos
Dec 28, 2005

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Melee is very good early on. Even if all your guys have guns you can just rush any gun user on the CPU side and knock them with numbers. Especially because early raiders usually have bows/revolvers.

Doltos
Dec 28, 2005

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Herstory Begins Now posted:

I should do some testing some time, but I favor blunt weapons a lot even though I have exactly zero hard data backing that up. I remember long swords always working well, but maces seem to do well against pretty much everything. it is hilarious seeing the damage pile up once you've got 4 or 5 pawns swinging melee weapons

Blunt weapons go through armor and sharp weapons do more damage to unarmored. I replace all sharp weapons as the game goes on.

Doltos
Dec 28, 2005

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HelloSailorSign posted:

Neanderthals op

They're broken and unfun. Every Neanderthal I've ever fought lasts until there's 1 hour of healing left on their wounds. Just insane damage sponges. It's easier to take down mechs.

Doltos
Dec 28, 2005

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Flesh Forge posted:

note you can control this on map gen (i.e. disable their faction and replace them with one of the base game tribal factions)

I refuse to disable anything while simultaneously getting mad that a single Impid lit my colonists on fire again

Doltos
Dec 28, 2005

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Your Computer posted:

my cozy little settlement year 1 :3:


i'm sure there's a million terrible things about this but i'm relearning the game on the baby difficult and enjoy it a lot

Ax the direct door between the butcher and kitchen. It'll solve cleanliness problems and keep your pawns from walking through your kitchen to get to the food store. I usually just slam my kitchen into a 3x3 room with one entrance. You'll barely notice the extra time it takes for pawns to go into it. That way only the cooking pawn goes in and if you put a storage right next to the door for meals pawns will only go into the doorway to grab a meal lowering the amount of air conditioners you need to keep everything cold. I'd also wall off the water mills and solar panel so raiders don't down everything in one go.

Other than that it looks perfectly fine.

Doltos
Dec 28, 2005

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isndl posted:

Butcher table isn't going to cause cleanliness problems because they're separate rooms, foot traffic may be an issue but there are other ways to solve that which won't involve doubling the distance the cook has to travel when working (and that absolutely does matter as your colony gets bigger and you need more meals per day).

It's separate rooms but having foot traffic go through the kitchen, butcher room, and storage area all will lead to dirt getting dragged into the cooking area. The distance is extremely negligible. If you're noticing a pawn going 4 tiles instead of 1 tile to a room making food then you're min maxxing way too much. The food poisoning will offset any time you're trying to save.

Doltos
Dec 28, 2005

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Every Temperate Forest start I've ever had gets at least one cold snap or heat wave every single summer/winter and the cold snap happens 100% of the time leading into or coming out of winter. There's a lot of RNG in this game but it clearly rigs it if your temperature has been even for too long.

I also automatically prepare for a raid whenever it rains because it happens every single time along with every good wanderer pawn being a traitor.

Doltos
Dec 28, 2005

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LonsomeSon posted:

If you’re going to do High Life pair it with Transhumanist so the chrome and synth organs compensate for the speed and work penalties from being on a mandatory 3 joints and beers a day. Also faster-sleep machines allow pawns to spend more time high instead of asleep.

I learned this too late after all my colonies spiraled into pawns ripping joints four times a day. Weed is an insidious killer and Tynan put in weed withdrawal death for some unknown reason.

Doltos
Dec 28, 2005

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The ship mechanic from VEMechanoids is absurd. My fully kitted out team of shooters last run got wiped out by the mortars before they even got close to the 50 mechs waiting there like 4 years into the game. I just love the automated factory so much though even though it's not that great, it's just fun to build.

Doltos
Dec 28, 2005

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Alpha Animals has Fungal Husks which are just colony enders with how much damage they do and the rot they inflict. They're not even the most wtf things introduced with that mod compared to Arcturan Sky Eels. Doesn't matter how much armor your colonists have if they're all having heart attacks.

Doltos
Dec 28, 2005

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Common Sense only really has issues with pawns choosing their type of recreation. It's the mod that makes pawns pick up their gun after being downed that seems to have all the problems with pawns doing blisteringly stupid things.

The real issue with Common Sense is that the name doesn't encompass everything the mod does. It's more of a cleaning mod than anything and also keeps pawns from mixing bad ingredients into a meal. It doesn't really prevent children from nature running into a raid or keeping your pawns from walking directly through your hospital as a shortcut. It also isn't a complete replacement for micromanagement. You still need to make sure your pawns are resting while sick or overriding their jobs if they're hurt/starving/about to break.

I'd just kill for a mod where pawns don't try to die when they're barely ahead of immunity on a flu.

Doltos
Dec 28, 2005

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Kanos posted:

:shrug: I build big poorly optimized sprawling bases that take up 2/3rds of a large map and regularly make incredibly inefficient choices like huge 10x10 individual bedroom buildings for the sake of aesthetics/roleplaying and I have never noticed taking a poo poo taking very much time out of a pawn's day as long as there's bathroom facilities scattered around the base in a way where a pawn doesn't need to walk across the map to use them. It's not really any different from placing tables around a large base instead of just in your main dining room to make sure that they don't either have to walk for three hours to eat lunch or shove the meal in their pocket into their mouth standing around.

Yeah I prefer aesthetics over min maxxing. It only comes into play if you're upping the difficulty. Rimworld is infinitely more fun making a RP base than doing the poo poo adamvseverything does

Doltos
Dec 28, 2005

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I'd take a million alpha beavers over one plague event

Doltos
Dec 28, 2005

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We need plague to be caused by rats in the colony instead of a random event that wipes colonies before they have medical tech researched.

Doltos
Dec 28, 2005

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Telsa Cola posted:

I think I have like 3000 hours in rimworld, and have summarily executed maybe 6 pawns.

I think 3 were pyros.

It'd probably be awful for the fun aspect of the game but I always wanted loyal pawns to be criminals. Like they periodically destroy things or attack people even if their mood is high, maybe do a murder or give your silver to opposing factions. I think that'd require more AI than Tynan could ever think to program but it would make executions worth something outside of the RP aspect.

Doltos
Dec 28, 2005

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Pyros have never been bad for me. I never build walls out of wood, micromanagement stops the fires, and you can just toss in the firefoam packs into any place that would be really bad if it burned. Even when the colony is getting wrecked by a raid and everyones breaking you can still probably get a pawn to put them out, and if you can't you're losing anyway.

Chemical Fascination or any permanent mood debuff are my auto passes. It's way more devastating to have someone go around insulting everyone than a fire. Side note insults shouldn't be more devastating than family members dying but this needs in this game are wildly imbalanced without a mod.

Doltos
Dec 28, 2005

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QuarkJets posted:

Chemical fascination can be mitigated by just giving them a genetic dependency for all of the drugs

Genius

Doltos
Dec 28, 2005

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jokes posted:

Just give the chemical fascination dude a joint/tea every other day? Having joints/tea on hand is a good idea anyway, to be used only when people's moods are borderline.

Joints are really bad because pawns build up a big resistance and then start going catatonic/dying without smoking weed. Tea is ok but the issue comes in them getting their hands on a random drug you weren't aware was sitting on your map, usually after a raid or something.

Doltos
Dec 28, 2005

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I dunno I've schedule only use when below 25% mood and have had plenty of pawns get up a massive tolerance to the point where they're ripping 5 joints a day and breaking in between it

Doltos
Dec 28, 2005

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Eiba posted:

You want to set the mood and the period. Below a certain threshold and once every three days. I believe that will keep them from taking the drugs any more frequently than that.

Otherwise, as you've noticed, they'll just get high until they're a non-functional mess whenever things are rough. Which, I mean, understandable impulse, but it won't help with survival.

Ahhh that makes a lot of sense. They're definitely stacking tolerance on top of themselves because they'll break, slam some weed, and then smoke to recover their mood

Doltos
Dec 28, 2005

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My colonists will wear their siegebreaker armor all day and chug go juice to make up for it because that level of micromanagement can gently caress off

Doltos
Dec 28, 2005

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I brought my Drake posted:

I've been putting on some of the edited YouTube Adam vs Everything LPs as background noise during my work day, but it's not entirely what I'm looking for in Rimworld content. Any recommendations?

Hazzor or AmbiguousAmphibian

Doltos
Dec 28, 2005

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I'd wonder why God is named Randy and why he treats me like Jobe

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Doltos
Dec 28, 2005

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Does anyone else like to have a complete mental breakdown after sleeping in a room that's too hot? I want to punch a geothermal reactor until it explodes but I'm not sure if that's a good outlet for my anger.

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