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senrath
Nov 4, 2009

Look Professor, a destruct switch!


I'll throw my name into the hat again.

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Akratic Method
Mar 9, 2013

It's going to pay off eventually--I'm sure of it.

Any day now.

Make me a livestock or a robot or something of that nature

silentsnack
Mar 19, 2009

Donald John Trump (born June 14, 1946) is the 45th and current President of the United States. Before entering politics, he was a businessman and television personality.

might as well sign up for another round. let's get stupid.

Leal
Oct 2, 2009
Polluting Collective 2



Look at all this free food! Also the megascarabs are experiencing hypothermic slowdown, which keeps them at 10% consciousness. Means less consumption of this hive's jelly. Now that there is a second mouth to feed I need to make sure to do runs for jelly.



Which is actually kind of difficult for me to remember, because up here in the north pole its pretty much 24 hour sun. Here it is at the crack of 3 am. I can't keep an eye on sunlight to see when its time to go foraging. I'm sure this means that solar panels work amazing out here, but thats green energy and the only thing green in this colony is the polluting gas!



Speaking of pollution, hrm. That may be an issue. While we can get genetics, gas masks and bionics to overcome air pollution, nothing will keep our colonists from getting dysentery thanks to polluted water. Water treatment is suddenly a higher priority for research, though I can build some pumps further into the tunnels, away from the toxifiers and just remember to avoid building them close it it. Annoyingly I cannot move the well, I'll have to deconstruct it.


I can't move the majority of the stuff I built actually. Namely the mech chargers and gestation chambers. :shepface:



Oh my god, I'm so happy this happened. Now to be a TRUE scavenger and pick up everything that falls from space! Maybe some good weapons will drop down as well. Funnily enough, the location for this event is over the mountains, so everything that falls is happening in this little area picture.



Oh my god, look at all that scavenge. Look at it! Not just the ship chunks, but a bunch of slag chunks that can be melted down once I get a smelter up.



While shaking down bodies for beer and food, lets talk about some of the various xenotypes that came crashing down. The blue people are highmates.



Yes, the "mate" part of the name is exactly what you think it means. They can link with another pawn psychically and will love them for life. To the point that if one dies, the other gets their mind badly disrupted. They literally cannot fight, take way more damage than anyone else and honestly all around loving useless. I'm sorry but in my colonies everyone needs to fight. Maybe if you want someone for recruiting purposes.



The red demon dude is an Efreet, which comes from a mod but is basically a +1 version of a vanilla xenotype, Impids. Spits fire, can cause an explosion around themselves, hates being in cold, immune to fire. Constantly depressed and hyper aggressive, good for fighting but god keep them away from kinder society.



The bald guy is a Genie. They also suck for fighting and but at least they are good at researching and crafting. There is always a need for good researchers and crafters, I wouldn't mind having one or two around. Also they eat less!



And finally the bug guy is a hiveling. These are... basically insectoids. They can produce jelly, fire off webs, buff insects and inject a parasite into another pawn. Wait what?

Moving on, their wings will also let them ignore movement costs. Which is something we need to keep in mind for in the future, the big thing with kill boxes is putting stuff in the way to slow down raiders. But now its possible for attackers to simply float over them.



It was nice that there was a vein of iron separating the prison room and Saski's bedroom. Now she doesn't need to loop around to take care of Antonina! Its certainly slow going in converting first, before trying to recruit. Its about 4% certainty each attempt, and there is 2 attempts per day. Antonina seems to get a percentage back...

But its fine. Right now we're just researching while the mechs slowly secure a section of the tunnels.



And we almost have a tunnel secured. I mostly want to get a large chunk sealed off and be considered indoors for storage. Also I want to move the prisoner room further in and make the current one into a food storage room. Thats the perk with embarking in a place that is constantly in the negatives, all you need is a vent to the outside and you have a freezer that wont ever suffer during solar flares!



Wait, why are you attack us? We should be polluting friends! Ah wait, they're a company, so they do it for profit. We're a collective, we do it for free



These guys are wasters. They pretty much never have to worry about toxins or illnesses (provided they can get sick, but they gain immunity 50% faster than most) and even get buffed up when they are affected by pollution. That'll be quite the nice gene to acquire for this colony...

Also note their drug genetics. The wake-up impervious means they can never get addicted to wake-up and never overdose it. I'm sure you can see the benefits of this, if you have a colony rich in the drug. Then there is psychite dependency. Funnily enough it notes that its "immune to addiction" but well, if you go cold turkey on an addiction you get mood penalties and movement/consciousness penalties. But with dependency you'll go into a coma after 30 days and outright die after 60. I don't think dependency will protect against addictions. Oh and while the coma/death happens after 30/60 days, the carrier will suffer from deficiencies if not taking the drug every 5 days.



Time to show off a new mech, the militor! One is a summoned one, the other is a built one that I had in a dormant state. These guys have mini-shotguns, not the biggest range or the biggest damage, but for only 50 steel and a core, not bad to swarm with.



Now let's talk controlling mechs. They are mostly autonomous, but you can select them and draft them. However there are restrictions on how you can control them. You can't prioritize the worker mechs. This also means you can't click on one and order them to recharge. On top of that, note the radius in this image; you cannot command a mech to move outside of range of their master mechanitor. Yeah they can work just fine out of that radius, but you cannot tell them to move out of it. Annoying if you say, want to tell your colonist to move far off with a mech escort, and the mech can't be told to move there without you constantly updating the mech's movement as the colonist moves.



There is a mech button on the bottom screen that you can pull up. It shows your mechs, who they're attached to and what group they're in. Each mechanitor can have 2 groups (but this is upgradable with later equipment), and you assign a command to each group. Either work mode, escort (follow the mechanitor), recharge or enter a dormant state. Note that if you set a group to recharge and there is no available recharger, they'll enter a dormant state. I figure one group for work and one for recharging is best, just move the mechs around as needed. But I do keep the combat ones in recharge mode, if I want to use them for combat I can draft them while they rest and move them around. Otherwise they will beeline to all the insectoids hanging around. You can also choose the allowed area for mechs in this menu.



When you click on a mechanitor you can see these icons on the bottom of the screen. Bandwidth is how many mechs a mechanitor can command, with bigger mechs taking up more than 1 bandwidth. Note the small square, thats for a mech that is currently gestating. There is equipment a mechanitor can wear that will provide more bandwidth, not just headsets but even armor. Then we can see their control groups and note the lightning bolt icon in there. This lets us set a range for when mechs will automatically seek out a recharger and when they'll stop charging. I have it set to recharge at 20% energy and stop at a full 100%.

And yes, the mechoid summon skill uses up some bandwidth. But thats a problem for another day.



And when a mech is fully gestated a pawn needs to come over and "Initiate mech birth".



Meet the newest addition to the colony, the agrihand! This lil' guy has a grow skill of 10. Now, what could I possibly have to grow in this snowy wasteland?



Thanks to the vanilla plants expanded mushrooms mod, we can place down mushroom grow zones. No light needed, just place down some nutrifungus that the tunneler meme lets us lay down. It costs nothing to put down nutrifungus. They do still need to have a normal temp, so for now its a small room with a heater inside.

I have some nutrifungus growing, which takes about a week to grow. It cannot have any kind of light on it. Even the light from the heating unit was too much, which is why I'm not growing anything near it. Then I have some timbershrooms growing so we can get some proper wood coming in. Speaking of wood, the agrihand can now take care of harvesting crystal wood so I don't have to have Saski stop doing other things to get building material.

Then I have 2 modded mushrooms growing. The first is called Stinker, which produces a rotten gas around itself. Why do I have these growing? Because next to them are healtruffles, which grow extremely slowly unless they have rot stink gas on them. These give herbal medicine when harvested.



I do take a break from researching to get some of these steel chunks smelted down. Look at all of that delicious metal, each chunk is worth 15! My next goal is to get another 2 militor mechs created and have Antonina recruited before doing... well, we'll see. Something to upgrade our mech abilities.

Til then though, may be time to get a proper plumbing system set up.



God I wish these people would stop loving showing up and killing the insectoids. When a hive has no insects nearby to maintain it, it will deteriorate into nothing. And that means no more free jelly! Hell, some jackass destroyed the closest hive to the colony. I hope the insectoids ate whoever was responsible.



So Antonina has a chemical fascination, and its keeping her mood down (ignore the intense pain, its from food poisoning. Also ignore the awful prison cell. Look the constructoid is smoothing the room, ok?). I used up all the drugs we did have, hrm...



These are on that tumorous plant nearby. The frost leaves can drop something that can be used for animal feed.



Ah there we go, "Drug"



Here, eat this sac of propane!



Wow that actually works.



Uh oh, our first problem opportunity of pollution! Toxic animals, all about pollution!



Sadly the whole tumor in head thing means we can't tame these. Ah well. We'll just leave it to its own devices out there.



Speaking of pollution, we have quite a few tox packs laying around now. As its freezing they don't dissolve, but they do deteriorate from being outside. When they hit 0 they explode in a polluting gas.



These blue flowers spread around outside can also be harvested and provide an edible... fruit? Mushrooms and extremely crunchy blue fruit, the eatin's good here!



Finally got Antonina converted to the ways of pollution. Now to grind down her 22 will for recruitment :shepface: Also don't worry about Antonina's health, she attempted to escape and the militors put an end to that. Thankfully they can melee attack.



And now that Antonina is part of the faith, its finally time to build up one of these. Something I have never built in an LP and I don't think I have ever actually used in the past, the nutrient paste dispenser! There was a colony where I made nutrient paste, it was either through magic or a rimfactory machine. The way these work is that it will use food items in an attached hopper to create nutrient paste. If you were cooking actual food, fine meals would take .5 nutrition in total and turn it into a .9 nutrition meal. Nutrient paste however will take .3 nutrition ingredient and turn it into a .9 nutrition meal. Yes, this baby triples your food.

Now the downside is that nutrient paste is gross and no one likes to eat it... unless you were to, say, have an ideology where they don't mind it. Transhuman ideologies can even get a mood bonus for eating nutrient paste. That said, even though our colonists wont mind the paste, there is the fact they wont be getting the +5 or +12 mood from eating fine or lavish meals. There is one more perk that we'll have, and its nice to have considering the xenotypes in the colony right now suck rear end at cooking: Nutrient paste cannot inflict food poisoning.

There is another thing about paste dispensers, which is they only produce a meal if a pawn approaches it and orders a meal. Normally you cannot make it dispense food. But let's just say I have a mod that changes up nutrient paste and it adds a button that will have it spit out meals. Which is nice, animals can eat nutrient paste and wont complain about it, but they cannot use it to make meals. So normally you'd have to have colonists manually make meals and then bring them over to the animals.

Oh and by the way, nutrient paste will keep certain food type tags, that is human meat, insect meat and fungus. The ideology has a "fungus preferred" precept, so they get +3 from eating any paste with fungus in it. That said... any made with a plant that isn't a fungus gets a -3 mood. drat, didn't know it did that. Ah well, what are the odds of having non fungi plants here anyway, besides the odd crystal horn?



The cave is getting absolutely filthy, so I gestate a sweepbot. Everyone is complaining about how ugly everything is so lets take care of that. Especially Antonina's cell, its wrecking her mood which has each of Saski's recruit attempts only chip away at .4 points. Out of 22. God this is going to take another 2 weeks, wont it?



Constructobot can smooth walls, so that should get Antonina to stop complaining about how awful her cell is. Now we go from .4 to .5 will per attempt!



Hrm, that can be a bit of a problem. However it seems to be going in a western direction so it'll most likely just continue west and off the map.



The good thing is that yes, they avoided the mountain. The bad thing is they went right through a dense forest of crystal flowers and destroyed them all, and I don't think I can plant additional ones. That crystal wood is working great for furniture and walling off parts of the tunnels!



And speaking of, I got a sizeable chunk of the tunnel walled off now. I do want to keep the tunnels as is, I'll just carve what rooms I need into the mountains and have the tunnels be a hallway. That is a rather sizeable chunk of open space circled in green however...



And poo poo, its hitting -80 in the mountains which is causing all the insectoids to enter hypothermic slowdown and not maintaining the hives, which means the hives will get destroyed. No more free jelly :( Besides that, its also getting more difficult to keep up the heat in the occupied rooms, hell the room with the fungi is hitting below 40, with a heater in it. Hopefully I can get a certain something researched soon enough.



Antonina, you have the nicest bedroom in the colony. You got your own latrine and delicious fungus paste delivered to you. Stop being a pain and just join already :mad:



YOU ALREADY SMOKED UP ALL THE FLAKE :mad: :mad:

We're at 12.7. Almost there...





Neat. Also no free advertising in this LP :colbert:



Funnily enough a weapon pod came crashing onto the map which had a gladius made with the material in that asteroid, sky steel. Its pretty much steel +1, it does 10% more blunt and sharp damage and protects 10% more against those than steel. Twice as beautiful though. Also I'm not running any mods that add different materials, so no OP adamantium or rimmagic stuff in this playthrough. So that 10% is probably as good as it'll get.



Laying down some walls for where the colony center will be, while waiting for Antonina to finally join. I have a mod that adds several different icons for planning, along with the ability to change the colors. So I can plop things down to plan for future buildings.



Uh yeah sure dude do whatever you want to the weather outside. Not like we're hanging around out there or anything.



Oh dear, another effect of pollution. I've been throwing tox packs around outside so they explode and spread pollution out there. But when that happens there is a chance of these popping up. Its ok as long as no one walks near them.



... at least that's the theory. Oh god if that door breaks Antonina is going to make a break for it.



Thank god. Antonina is at 10 resistance left btw. About .5 will is reduced at each attempt and there are 2 attempts a day. So just 10 more days.



... yeah dog let me just game over my colony by marrying off the only colonist I have.



Now for the thing that I've been researching, a geothermal heater! Since our power needs will be perfectly handled by toxifier generators, why build (and research) geothermal generators? Now we have heating that doesn't need to be fueled nor is connected to the power system, meaning we can now have heating and freezing completely independent from power. Also this means that by using radiators I can heat up a room without heating units which give off light, so I can grow mushrooms closer to them.



Holy loving WHAT?! One of those is half steel and half compacted machinery! Thats an assload of components just dropping on in! If only we had a dedicated miner.



Well kid uh... sucks I guess. Seems you learned that life lesson real early, eh?



....



..........

:sigh:




As soon as Moinbuork walks in this finally pops up (we're at about half a year in at this point). I do wonder why your ideology isn't the default name for the faction but whatever. Now what should we have for the settlement name. Let's see... robots are made so lots of mechanical creation. Lots of pollution..... cat girls...



There was no other option



Welp, meet our newest colonist WHO IS ALREADY VANDALIZING THE PLACE :argh:

Alright, lets see what she can contribute to the colony, in payment for her transgressions.



Jesus your skills suck rear end








I have made a terrible mistake.

Leal fucked around with this message at 02:44 on Jul 24, 2023

Leal
Oct 2, 2009
By the way I am playing ahead so I can have a backlog going, if your name is checkmarked then I've used your name, it just might appear later on.

DoubleNegative
Jan 27, 2010

The most virtuous child in the entire world.
Double walling any exterior walls goes a long way to maintaining the base's temperature in the arctic. That, and warm clothes. And heaters.

Also Antoninia's toilet is backwards.

Leal
Oct 2, 2009
They're a psychopath, its fine

Slaan
Mar 16, 2009



ASHERAH DEMANDS I FEAST, I VOTE FOR A FEAST OF FLESH
Add my name as anything as well

someone awful.
Sep 7, 2007


congratulations on your adoption!

Fajita Queen
Jun 21, 2012

Congratulations on your leech, it will become a useful colonist eventually!

...if you spend time teaching it, that is.


Count me in for having my name somewhere even if it's goofy or bad.

Talow
Dec 26, 2012


I'm honestly interested in seeing where this goes.

Also, I would like to sign up and see what becomes of it.

Archenteron
Nov 3, 2006

:marc:
Back half of my name is almost -tron, sign me up for a robot :roboluv:

Fortunately the Mechanitor start gives you some good resources to educating the little piglet there.

JackSplater
Nov 20, 2014

Metal Coat? It's already active?!
drat wanderers, messing with our free meal ticket. Is there any real purpose to that event when you're not playing evil cannibals?
Also, I think you missed my name request earlier. I don't see it in the OP.

Leal
Oct 2, 2009

JackSplater posted:

drat wanderers, messing with our free meal ticket. Is there any real purpose to that event when you're not playing evil cannibals?
Also, I think you missed my name request earlier. I don't see it in the OP.

I didn't go cannibals cause I had to have some difficulty! Also being in such a cold area can effectively stop human raids because they cannot handle the cold

And I added your name.

Leal
Oct 2, 2009
Polluting Collective 3



So we got these floating around. I was kinda hoping the -100 degrees outside would take care of these... but well... they have a cold tolerance of -550. Oh well, its not like we have any reason to be going outside anyway, and we certainly wont be getting any guests.



Alright, lets take a look at the newest recruit. Pigskins are fairly simple. They can eat raw food and get the same nutrition as if it was a cooked meal. They will not get the eating raw food mood penalty. They also cannot get food poisoning, even if they eat rotten food. They also receive pain at half the rate and have 10% better immunity gain speed. They also get significant penalties to accuracy (50% at medium range and a horrible 25% at long distances) and they also have a reduction in manipulation thanks to their hands.



Also here is some lovely lore about them. Valued for their organs, hrm? What if....



Children are a bit different, and I don't just mean being leeches who can't contribute to society. The learning need will be fulfilled by having them do certain learning tasks. This can be drawing things on the ground, talking to people on the comms console, watching other pawns work and being taught lessons just like in a school, complete with school desks and blackboards. There are also sky dreaming and nature running, stuff that requires going outside. And well its currently -67 outside, and I'm pretty sure its because the foggy rain is heating the area up a touch. So good luck with that.

Next to the bar is an icon you can hover over that will tell you what learning activity a child wants to do. For now its drawing on the floor, so we'll leave them to it. Now as to why this skill is important, and why you should think twice about tossing them into the hyperbolic time chamber?



Growth tiers, which will give additional options when you hit age thresholds at 7, 10 and 13. At each of those moments you choose a trait, and you get multiple options the higher their growth tier is. And from tier 4 onward (8 is the highest) you can pick passions. At tier 8 you can pick 1 trait and 3 passions, for each threshold. So if you can hit tier 8 at each threshold thats 9 passions you can choose.

Just remember that children age at 4 times the speed of everyone else, meaning that we have about a year before the first threshold is hit, and then under a year for the next one and the final one. But hey, that means children only need about 3-4 years to properly contribute (they are considered "adult" at 13, for the sake of labor) to the colony instead of waiting 18 years. I think both colonies in the last thread combined might hit 18 years.



Renames have gone through, Saski is now NGDBSS and the child is BraveLittleToast. Gonna pat myself on the back for giving the pigkin the initials BLT :sickos: Someone Awful is a militbot and so is bios.

Also I have to keep BLT in this room cause the tunnels are way too cold. Even with a parka and a tuque they get hypothermia out there. And speaking of, yeah children have different clothing. Some clothes can fit both an adult and a child, like the tuque, but kids need specific pants, parkas and shirts.



Oh and I should also mention, I got a loft bed mod so bunkbeds are IN. BLT gets top bunk. NGDB is just gonna toke up while the kid sleeps.



Dang, I was hoping the pollution out there would've been bad for these guys. Nope, like most insectoids they also get buffed from pollution. Oh yeah, should mention that. The only things who love pollution more than the colony are insectoids.



And hey, at least the kid can haul our toxic waste!



At least she chose go further into the colony and didn't try breaking out to the manhunting bugs outside :sweatdrop:

And I am desperately trying to keep NGDB uninvolved cause then Antonina will lose relations due to "hurt me" and it'll take this glacially slow recruitment process take even longer.



Its dawned on me that I never talked about how damaged mechs work. They can be downed (though everytime it seems to be a case of their legs being broken and not through pain) and will need repairs. I believe they can auto repair, but it takes up power. A mechanitor can repair them and even earn crafting xp for doing it. And here is the best part: No chance to fail, no resources needed. It is always better to have your mechs take hits.



The jobs for the "watch jobs" learning need also includes interrogation. Gotta teach them early on how to convince a prisoner to join the colony god loving dammit Antonina join already Annoyingly though that watch work thing only works out for skills that the child can get skills in. So social for recruitment, but they cannot learn research so they can't watch NGDBSS research things.



Good loving lord finally. 43 days into the colony we have our second adult in the colony. And they are henceforth dubbed DoubleNegative. I have had a machine pistol laying around, ready for DN's hand.



Mechanitors have another ability, which is to summon mech bosses. Thats right, on demand raids basically. These are needed to progress in mech research, as the bosses will drop an item required for research.





And here he is, El Diabolus. He comes with 3 militor mechs. I think 2 colonists and 2 3 militors of our own can handle this.



I hang around the spot with the ruined vehicles and the mechs come after us. I summon up the militor and use the IFF scrambler on one of the hostile militors



And then Diabolus does this. Uuuuhhh



:tviv:

Yeah its highly telegraphed but well, it being -60 out here and the land covered in snow and ice, it takes pawns a really long time to get moving.



A single shot from Diabolus knocks bio down (but not killed!), and the remaining militor manages to kill the one we hacked. But thats ok, I have an ace up the sleeve. While Diabolus focuses on the small fry...



NGDB proceeds to projectile vomit all over Diabolus. Gross.



drat that acid really did a nu-



JESUS



After clearing out the escorting militors, I surround Diabolus and pump him full of lead. He lets out one last blast of flames and dies. Now onto the next tie-



AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH



Thankfully the chemfuel dissipated and the flames vanished right after. After taking the chip to a research table (needs to be done by a mechanitor), we can begin research on standard mechtech.

Also NGDB and DN are upset killing mechs. That uh... may be an issue.



Huh, well thats interesting.



They can both lay eggs and provide a wool. I guess we do have a need to get rid of some of these frostleafs taking up space... Also I need some textiles coming in to replace tattered clothing. Namely BLT's, since I'm not exactly finding children to scavenge clothing off of before they die in the frozen wastes.



I'm surprised I'm getting human raids currently. Its also funny to see these guys already do half the work killing eachother by getting into a social fight. They're having some hypothermia right now though so I'm curious to see how far they can get to the tunnels. With their <30% movement speed across terrain that halves walk speed.



Eh, not bad honestly. About halfway there.



But really the true threat comes from the enemy within. DN already isn't happy with the others because of the "Faction imprisoned me" penalty, but during the Diabolus fight NGDB accidentally shot them. So then you add a harmed me modifier... and while NGDB was suturing the bullet wound DN decided to talk mad poo poo and a social fight broke out and good lord I thought one of them was going to die with how low their health bars went down. So now everyone is kinda pissed off because they're hurt, been insulted and killed mechs. Also BLT is unhappy for being underground with no open air but they will literally die if they stand outside for too long. And I can't make a moral guide to start converting BLT until I already have 3 colonists following the ideology. And to top it all off BLT got sensory mechanites so they're spending a bunch of time laying around in bed instead of learning.

Oh and if you were wondering whats up with the mushroom in a pot by the bunks, its a lullabloom. It has this amazing effect where it will block the "disturbed sleep" mood. Perfect for a barracks!



Oh gently caress off Perry.



I quickly put up a desk and here we see noted psychopath DoubleNegative teaching the 3 year old how to load a rifle.



Threw our silkies in a random part of the tunnel. Thankfully they can eat the frostleaves raw, despite the description saying to cook them in a campfire. We wont really get much in the way of offspring, as the tunnels are so cold the eggs freeze and kill the bird inside.



Now meet the subcore softscanner. This will make the next tier persona cores for making mechs. Besides needing 50 steel and 4 components, you'll then need to scan a person. It takes 3 hours and the person will feel sick afterwards. Now who do I toss in there... A psychopath might find it thrilling... but the child has been slacking on the labor front....



Why look at who just happened to drop in. Misogynist AND polyarmous? This person is a winner. NGDB stops the bleeding and chucks them into the prisoner's cell.



And then DN puts on their psychopathic charm to extract knowledge of our current research topic out of them. Its transport pods btw. We really need SRTS stuff cause moving a few tiles over is a 6 day trip. One way. So many events popping that I've had to ignore :negative:

Also it just dawned on me that the pig man is named Trough :lol:



As Trough is tossed into the scanner, the constructobot finished building the large gestator. This allows us to make pretty much every other mech size, besides the small ones. Still need the small gestator for that.



Now we have something special gestating. And hoo boy, look at that wait time. 4 cycles, and each cycle is 2.2 days. So over a week waiting. Also this takes up 3 bandwidth. Which means NGDB is at a full 9, and thus cannot use the summon or IFF abilities right now.

To make a tunneler it runs 150 steel, 75 plasteel, 4 components and 1 standard subcore. Add the 50 steel and 4 components a standard subcore costs and thats 200 steel and 8 components in total.



Well that isn't all that useful. Practically every animal on the map needs at least 6 tame.



Well... there is at least something that can be tamed. What was that, they get buffed when in polluted areas? :getin:



Good job Dou-oh god what the gently caress happened. Offering a bug some food and get your pinky sliced off, thats how you become true friends.



Behold! The new barracks! This building in the tunnels is segmented into 3 parts, the bottom is where the beds will be. The center will be the rec stuff. Top will be the dining room. But there are no doors, this way everything contributes to each other's value and we will have one giant amazing barracks/rec room/dining room. Also I realized I hosed up the spacing in the bedrooms, thats fine. When I fix it, it'll be possible to have 12 beds with one space between them for lullaby shrooms... And then throwing a loft above each bed, thats space for 24 pawns! Probably not gonna hit that high, but its an option!

Also in the top right I have a table and some stools set up. Can't believe I failed to mention the scavenger style changing some furniture to look like rusted plates of scrap metal thrown on top of other scrap metal.



A neat thing about the research reinvented mod is that multiple colonists assigned to research can all do the different projects on their own time, meaning that you can get extra people doing research without needing to make a bunch of extra research benches. Also note NGDB's new face mask. Its an array headset, and besides looking silly it adds another 3 bandwidth. You'll need to get the tier 1 chip and research standard mechs however. And something I discovered which is kinda rear end: The headsets are also effected by durability. NGDB's previous headset hit below 50% and there was complaints about wearing tattered clothing. I can only imagine some poor sucker getting into a pitched fight and having their headset break and instantly lose control of all their mechs.



Oh my god, look at him. Ashsaber is so beautiful



Finally, we can start mining all the ore veins laying around the map.



Can finally finish the communal bathroom.



And of course something always has to ruin my fun. Wait, a toxic spewer? You think thats gonna threaten me?!



Oh nice, found a plasteel vein while carving out a room for food purposes.



And we can finally claim the meteorites that dropped. Hell, a second set landed as well that I omitted. It contains yet more components, jade and sky steel. Also look at that beautiful green toxins spewing all over the colony.



Speaking of pollution, lets take a look of the wastes. Those circles are spots where tox packs have exploded from deterioration. I was setting up zones around to spread the packs out but it got tedious real quick.



But why should we be the only ones to enjoy such delights?



How generous we are! And this my friends is how we are supposed to spread pollution around, by chucking it all over.

Leal fucked around with this message at 01:34 on Aug 1, 2023

BraveLittleToaster
May 5, 2019
My name being attached to a pigskin child is oddly appropriate.

Colonists being toxic to each other, they're really living up to the toxic pollution lifestyle.

someone awful.
Sep 7, 2007


utterly unsurprised that the pollution colony can only have toxic social relations, yeah

and yay i'm a terrible killbot!

Fajita Queen
Jun 21, 2012

Glad to see things are going as well as can be expected in a rimworld colony :v:

DoubleNegative
Jan 27, 2010

The most virtuous child in the entire world.


"You know, research is a fascinatin' thing. It's a little hobby of mine. You ever sit down at a bench to figure how technology works? No? Well, here's how it works, see. First there's a hypothesis, then we conduct an experiment to verify that hypothesis. My theory right now is that if I bend your fingers a certain way, they won't break."
"Owww ow ow ow owowowwwww! Fine, gently caress, I'll tell you how transport pods work."
"Was that so hard? Now I strongly recommend you think about this experiment we just conducted. If you haven't joined our ideology by the time I return, we'll try it again."

NGDBSS
Dec 30, 2009






DoubleNegative and I never stopped having that argument about the Cathedral of the Sacred Blood, it seems. :v:

Ashsaber
Oct 24, 2010

Deploying Swordbreakers!
College Slice
Yay, I'm in and probably not going to be in the line of fire!

Leal
Oct 2, 2009

NGDBSS posted:

DoubleNegative and I never stopped having that argument about the Cathedral of the Sacred Blood, it seems. :v:

:shepface:

Mzbundifund
Nov 5, 2011

I'm afraid so.

Ashsaber posted:

Yay, I'm in and probably not going to be in the line of fire!

I doubt it, Tunnelers are pretty good tanks at this stage!

Leal
Oct 2, 2009
Polluting Collective 4



Time to pop the ancient danger. Why is BLT here, carrying an EMP launcher? Don't worry about it.



.... well that is just rude. I go ahead and hack the lancer...



And shooting the crypto caskets to get people to pop out and join the fight.



Ashbasher then gets in there and starts smacking the goliath around. The thing about tunnelers is that they're beefy as gently caress.

Also I just noticed in this screen that there was a techprint in here, and its catching on fire here. God dammit.



And once the goliath falls I get Ashbasher to get in the face of the centipede and hope that it keeps trying to torch the robots. Annoyingly the crypto caskets are flammable and they keep exploding, taking away their delicious break down materials with them. Also whatever good swag the occupants had.



And our reward? :getin:



This was in the hermatic crate, so we go ahead and pocket this as well.



With our new digging abilities I set up a proper food production. On the right is some stuff from the Vanilla Nutrient Paste mod, which was how I was able to make the dispenser dispense stacks of paste. There is a nutrient grinder that grinds up the food you put in hoppers. There is a piping system which you can connect to paste containers to hold it all. Each one holds 75 meals worth of paste. Then you can pipe it to various dispensers. On the upper left side, in the pen, there is a dispenser that will automatically spit out a meal whenever it gets empties. So the animals can waltz up to it and eat a meal, and another will immediately drop. Since the tunnels are so cold the paste is frozen and there is no concern of them deteriorating.

In the barracks you may have noticed an anomaly in the top wall. That was a dispenser that is basically the bottom section of a regular paste dispenser, it'll only spit out a meal when someone approaches it for one. You connect that to a pipe as well. So now food is pretty much automated, I am growing all our fungus in the nearby room so its a quick delivery. And whats nice is I can throw another 9 hoppers around the grinder, so on top of 75 meals being in the container, it can have 12 stacks of food on standby to be ground out as soon as space opens up.



Its time to take advantage of that whole "propane lake" thing. We can build these propane pumps, they require a crystalline matrix to make. To make those you need an exotic smelter and then some crystalline wood and steel. Oh and by the way, thanks to the toxic spewer there is no vegetation whatsoever outside. So no more crystalline wood, no more rime nodules. Anyways, these pumps work automatically and will spit out 25 propane fuel every 4 days. They must be placed on solid propane ground, there is liquid propane tiles and in fact the area where the drop pod is has some blocking entry.



Here is the description, I guess now I'm obligated to not make propane and propane accessories jokes. Now what to do with the stuff? Well we can turn it into chemfuel... at a rate of 75 propane for 35 fuel. So you either make 3 pumps or wait 12 days to get 35 fuel. There is also a propane heater and a propane stove that uses the stuff but well, those require crystalline matrix and I have no wood to spare. I wonder if the propane cans explode...



This popped up in a section of walled off cave to the south. Well, I don't think they'll attack walls for no reason... may as well keep them down there and see what happens!



So much for that, what a let down. But hey... that means when the feralisk sleeps we can snatch those eggs for free food! The feralisk left shortly after :( Also the eggs have no nutritional value so we can't even eat them.



Time for another waste deposit, what if we drop it directly onto our nearest neighbor?



:)



We've had 2 manhunter events, the fungal husks are from alpha animals and their thing is if they hit a pawn they infect them with an illness that can kill them quickly. Then we got the 3 blizzardlisks coming in, who spit out webbing.



And these clowns have the nerve to threaten to raid us.



:jerky: Also good on the Impid for torching their comrades.



And after getting into it with a tag team combo of blizzardlisks and fungal husks, the raiders retreated. :wave:



I start carving out a research room, I'm trying to move everything inward. The distance does create some logistics problems in grabbing stuff from the snowy wastes. We really need some extra people.



Oh god loving dammit. I don't even have batteries! I thought that only happened with batteries! I get NGDB to swipe the nearby chemfuel before they go kaboom. I would have had the chemfuel in its own storage if I could get any wood. The timbershrooms grow ungodly slow. Also they only drop 2 god drat wood for their long rear end harvest time.

Alright, now in the last image you may have noticed a hospital bed in the barracks. Its time to try and get a new recruit.



This poor guy has been laying out here for like 40 days. How hasn't he died? Well he is a sanguophage



AKA a god drat vampire. They have a shitload of buffs, which sets their complexity to 57. That makes it an extremely tedious process to create a xenogerm... except they have a gene implanter, which will let them convert someone else to a sanguophage. Note all the yellow genes on the top, those are archite genes. Besides being extremely powerful they also require archite capsules if you plan to inject a xenogerm into someone (the gene implanter doesn't have this requirement). You cannot make archite capsules, only find them. And the sanguophage xenotype needs 8 of the things.

Now the deathless thing?



This poor sap has been out here and LOST HIS FEET, HANDS EARS, NOSE AND MOUTH to frostbite. And he is still alive. I think its time to rescue him, maybe he'll be willing to join...



And if he doesn't want to show his appreciation by joining well, he has no feet...

Though it will be a while before he comes too, he is currently deathresting. When sanguophages "die" they basically enter a coma, and wont wake back up until they fully deathrest. Oh but this isn't just limited to dying, a sanguophage will have a deathrest need and will have to take a nap every now and then anyways.



Hey, BLT has hit 7 years old :toot: And look at all of those glorious jobs they can do now. I pick melee for their passion, because they also have tough as a trait option.



I've been keeping an eye on pods that drop in and... hrm. You know I talk mad poo poo about highmates but look at that social and animals! Also I find it hilarious that a pawn who is genetically altered to not be able to commit violence, yet being full of bloodlust while also being kind, having a slaughterer background AND tortured artist. This pawn is perfect for a colony who is trying to recruit a vampire with no hands, feet and missing 75% of their face, teaches a child how to use guns and has their best negotiator being a psychopath.



Look at that certainy drop. 17 whole points! Thats like 4 times more than what NGDB was doing!



And if you're wondering why I haven't just captured Phokas here, its because he belongs to the empire. While the toxic and freezing temps are a good defense against most raiders, it isn't quite as good against the empire with their cataphract armor. Also they're more badass than your typical raider.



Well thats grotesque. I guess its a good thing I'm keeping a section of cave full of corpses to feed the megaspider. Who is now named Akratic Method. Remember that nutrient paste meals will still have the insect or human meat tags, and our colonists don't like that (I have to keep it somewhat challenging). When I finally decide where I want animals to hang out at, I can then set up a separate nutrient paste network to feed the animals insect and human meat paste.



I finally get the proper prisoner area set up. Of course everyone took way to long to move a radiator into the room and Kane here lost a toe to frostbite.



BEHOLD, OUR NEW METHOD OF TRANSPORT! There are several mods for SRTS that adds different types of vehicles. I got tired of seeing the albatross, also I feel that helicopters just fit this theme way better. Also this starter helicopter isn't as expensive as even the skip, while having slightly more storage and letting us transport 4 pawns instead of 2.



Just outisde of base is this very interesting complex. Its got something that I want for our new highmate recruit to be.



This rules. No worries about the mechs that were left back at base, they still work. Great range on the mechlink.



Here is the complex itself, neatly tucked behind some liquid propane. Also interesting, the toxic spewer reaches here. And god, Ashsaber is so slow :mad:



If you've done relic hunts in Ideology, this building is pretty much the same deal. This place has some ancient toxifier generators, recharge stations and gestators. As all the descriptions say, anything of worth was stolen and any other parts have been degraded to being useless. In one room however...



A very special casket. Before opening it I have the mechs take out a chunk of nearby wall for a quicker escape.



Inside is a corpse with a mechlink. This is one of two ways to get mechlinks (besides doing the mechanitor start). The other way is that maps might have the only piece of actually useful junk: The ancient exostrider. If you break it it'll drop an item that will let you call down a ship that has a dead mechanitor and some mechs. These things are absolutely rare. Oh and the mechanitor start prevents that junk piece from spawning on your map.

I yank out the mechlink and leave, no reason to screw around.



While looking for nearby locations I notice that yes, the toxic spewer does have a radius around the map. I do a raid on a nearby hunting camp, both for the pemmican but also for the fox fur. I should have NGDBSS craft some spare outfits, really need to make sure we have spare parkas laying around. And since BLT can now do crafting, they can do some job watching and get some craft XP.

Also the buildings are made out of wood so I can snatch those. And after clearing the enemies out I can leave a mech behind and bring the rest home, then bring back the agrihand to harvest crystal wood and rime nodules.



Also there is several corpses of foxes in the area, can bring those home and turn them into delicious paste.



Being 7, BLT can now make some BLTs butcher animals. I mean its something they can do between lessons. I read that the cook skill can give a bonus to meat acquired, but not a penalty. So no reason BLT can't take care of it. Also note that this isn't a traditional butcher table, its an electric one. This is from Vanilla Furniture Expanded - Production. It gives a 50% bonus to work speed, and since its electric it means we get a bonus from the progressive meme.



I gave Phokas some wooden feet and he goes and peaces out. Yeah whatever, don't let the door hit your rear end on the way out. We didn't even get any relations with the Empire for this :mad:



Welcome Breadmaster to the colony! Animals and recruiting are definitely handled, and he can help out with medic needs. And he has some intellectual so he can take over for NGDBSS on that front.



Guess who gets the mechlink? Even though highmates can't inflict violence, nothing is stopping them from installing a mechlink and controlling the mechs. Though what I plan to do is switch all the non combat mechs from NGDB to Breadmaster, freeing up NGDB's bandwidth for more combat mechs. You do this by simply selecting the mechanitor and right clicking a mech they aren't controlling, you'll get an option to take over the mech.

Yes, I COULD have thrown this onto DN since they have genes that add mech based abilities. But I didn't.



Huh, neat. A constructobot drops in and joins. Could definitely have a second one around to help with maintenance work



Now that we finally have 3 followers of the ideology we can set up roles. The scavenger theme has these junky looking.. structures floating about and there is this song that is an absolute loving bop

https://lpix.org/4559047/Ritual_Sustainer_Scavenger.mp3

NGDBSS becomes the High Mechanitor, the leadership job. Breadmaster becomes the Commissar, the moral guide. DoubleNegative becomes the Mechacker.

Also NGDB complaining about being sick here, its kind of an annoyance I'm having with toxic build up, because colonists decide that its an illness so they get 0.1 buildup and go "Welp I'm sick, time to rest in bed until its gone"



She was a psychopath, he was a bloodlusting pacifist. Could I make it anymore obvious?



And now that we have a moral guide, time to make BLT see the light. And holy poo poo, look at how much certainty it used up! Also in this image is the exotic smelter, if you were wondering how that looked.



... Jesus alright you two, calm down.



There was a mech cluster that deployed way far out that I've been ignoring and then this happened. Its always a good time when poo poo like this happens.



Oh yeah we totally destroyed that cluster. One of the muffalos that got killed had nearly 1k silver on it, more funds for the warchest.



And now to end things off, its time to party!









:getin:

Leal fucked around with this message at 03:30 on Jul 28, 2023

BraveLittleToaster
May 5, 2019
Time to raise a toxafox army? That sure sounds like fun.

DoubleNegative
Jan 27, 2010

The most virtuous child in the entire world.
God drat, my pawn has got it bad for her blue skinned buddy.

Leal
Oct 2, 2009
You aren't suggesting that the venerated toxafox is put in harms way, are you?

Breadmaster
Jun 14, 2010
I would like to think that controlling combat robots would satisfy my bloodlust, while still leaving my hands clean (well, as clean as you can get in this frozen toxic hellscape).

Slaan
Mar 16, 2009



ASHERAH DEMANDS I FEAST, I VOTE FOR A FEAST OF FLESH
Toxafox, bestafox :hai:

SugarAddict
Oct 11, 2012
You're gonna have to hightail it for anti-tox lung cybernetics.

Leal
Oct 2, 2009
Something I picked up on just now, and I'll edit it into the update, but:



In this shot on the bottom left there is a techprint that I missed out on. It catches on fire in this shot :shepface:

BraveLittleToaster
May 5, 2019
It couldn't have been that important if it was made of flammable material, anyway.

Leal
Oct 2, 2009
Polluting Collective 5



Jeeze, one image in and I think this update has hit its high point. This is a colony that has a psychopath, a bloodlusting pacifist, an abrasive machine commander and a pig child whose initials are bacon lettuce tomato. A serial murderer is a perfect fit.



Meet JackSplater. Unsurprisingly the serial murderer has good skills in shooting and melee and not much else. And look at that animal skill... too bad he can't take advantage of it because the serial murderer backstory locks off animals skill. We do have mechs to shore up our labor needs, so I'm fine with someone who can't really craft or anything. Someone who can shoot and stab will be fine. He does have a passion in construction though, and I do have some big projects planned.

Also of course they also have psychopathy. That is now 2 pawns with psychopathy.



And Jack here is a Yttakin. Yeah that 11 skill in animals? A lot of it is from genetics, great animals gives a whopping +8. That he cannot use :shepface: Lets see... naked speed? When not wearing anything they get +.10 speed, but when they do wear armor they lose .20 speed. They do have robust which gives a 25% damage reduction to offset the armor loss, and with furskin it both gives them a bonus to cold temps but it also removes all the negative moodlets for nudity. Also gives a huge penalty for romance with others who do not have the furskin trait, humorously enough. That being said though... its not like robust stops working if you do wear armor, so just have them wear armor.

They take longer to heal up, which is annoying for a xenotype that is all about fighting, what with the robust and strong melee damage (+50%!) genes. Sleepy makes them ignore posting on the website they paid millions in bitcoin to purchase have their sleep need fall 40% more often. Animal warcall makes a targeted animal go manhunter against any pawns hostile to your colony. You don't get to control them or anything, so its best to use them on animals near invaders. Or since I have giddyup installed, I wonder how well this will work on a raider's mount. You get 2 charges, and it takes 15 days to recharge... a single charge. So half a year to regenerate both charges. I guess if you have some dangerous animals running around that cooldown can be warranted, but yeesh.



I've spent a... large amount of time looking over the map and I've decided that the red areas will be the outer edge of the colony proper. I've also placed down some lines for future bunkers, just in case. I kinda plan out where I want certain things (a proper barn, where the work benches should be and not just scattered wherever the hell), the issue is not having things researched and not knowing how I need to space things out.



Until the research comes through, there is something I can go ahead and make. A proper kill box zone tunnel. Raiders, unless they're sapping, will use a path that leads directly into your colony over breaking down walls. So the plan will be to open up this far left tunnel and make a little maze just to slow them down and let defenders get into position. Then there will be a series of bunkers that the defenders can fire from, then they can enter a side door and retreat further back to another bunker once the raiders approach the first one. Ideally the rounded (for a game that has tiles set as squares) bunkers will mean the defenders will be able to shoot enemies further out, and then when we fall back the defenses will be too far out for the attackers to take advantage of when attacking the next position. And of course, while the colonists will be able to retreat into the side tunnels in safety, the regular tunnels will have traps laying around.



Something like this.



A new mech for NGDBSS, the pikeman. These are the ones that have a long range, accurate gun that doesn't do a whole lot of damage. Really I should make more close range mechs, since its way easier to recover from damage/loss of them than it is for a colonist. But the only option for that, besides tunnelers, are scythers and well... they don't work quite as well in your hands when you can only bring so many compared to when the game throws 20 50 hostile ones against you.



The bunkers will have an embrasure for the walls. These will let colonists shoot through them while protecting them from being melee'd down. I do have another mod going that will let the AI be smart enough to know to destroy embrasures, so they aren't quite as OP.



Another mech cluster came crashing through and I was ignoring it for now. And then some stupid loving assholes decided to pay a visit and walk right into the proximity activator.



This may be a good thing though, they activated the mech drop pods so now they've touched down and I can see what they got, including a centipede...



First we get close enough that NGDB can use the IFF scrambler on that centipede.



Did you know that tunnelers have both a built in shield pack AND a smokepop? So we can disable the turret's ability to lock on and have NGDB waddle into it...



And then control the centipede :getin: Also note that NGDB's mechs now have the color purple on them instead of blue. I have a mod to change that color on controlled mechs. Now I can tell who is controlling which just off the color.



.... and the plan was working pretty drat good, up until the unstable power cells exploded and wiped out pretty much every other mech I had. Two of the mechs didn't die but they're downed.



And of course it wounds the centipede enough that the remaining turret downs it immediately. Thankfully a lifter mech is running around and the turret started shooting it, so I get Jack to run into its blind spot and start hacking away with a knife.



For the downed centipede I had the option to permanently disassemble it, like with the other mechs. So I was able to get some stuff I don't have access to yet. This should provide materials to fix up our destroyed mechs, right?



Well here is the thing, you can resurrect your mechs. And the cost? Some steel. To resurrect both a medium and a light mech it costs 75 steel in total, 50 and 25 respectively. And time, 2 days for the gestation process to go through. So yeah, let your mechs take the brunt of attacks.



I'm walling off the entrance to be the dedicated storage area. As it has access to the outside it'll be where I'll put future helicopters at, so it makes sense to keep the warehouse nearby.



So uh, a medium female psychic drone popped which set NGDBSS into a verbal abuse mental break. So what we're seeing is the psychopath marrying the bloodlusting pacifist while one of the attendees is flinging insults at everyone in the room. This has to be one of the more socially dysfunctional colonies I've had.



And then I start hearing gunshots and uh, wait when did these hostiles enter the map? I'm looking at the message history and it doesn't say anything about these guys. And now they're blasting away at a lifter. And missing. Horribly.



Speaking of weaponry, I start producing some local weapons. Why wait for our enemies to succumb to toxins when we can deliver toxins straight to them :sickos: The tox weapons wont do as much damage as the non tox variants, but they give tox build up. And hey, if the enemies run away then they'll still get cancer!



The crimes don't stop there though, behold! On the left is a gene bank, to the right is a gene extractor. Genes will deteriorate when not in a bank, I've had opportunities to get genes earlier but ignored them cause I couldn't store them. The gene extractor will extract one random gene from a pawn, who will feel pain and have some debuffs for a few days after that. Also their genes will need to regenerate, and if you extract again during this regen time it will kill the pawn.

And yes, we can snatch genes from prisoners.



DoubleNegative will be the first subject. It takes 12 hours to extract the gene... and irritatingly, while in this suspended state of mind it disrupts the psychic bond between DN and Breadmaster, so Breadmaster is unhappy. Oh and also loses 25% of their consciousness. God.



While that is going on I send NGDB with some mechs over to a nearby lab. Side note: I can barely fit them, a pikeman, a tunneler and a milibot in the helicopter. I'm gonna need to get some bigger ones soon...



Being in a mountain I wasn't sure where to enter from, but I found a section of "laboratory wall" and deconstruct it. There is this little lab and... this.. thing



You ever thought about plucking feathers off a chicken and smoking it? So yeah, meet a hybrid from Genetics Expanded. You can mix genes around and get different types of hybrids that have certain effects, in this case mixing a bear with a chicken makes a chicken that eats a lot. And then turns all those extra calories into drugs.



The assorted rusted equipment around is all genetic related. Monitors, incubators, these recombiner and tinkering tables. All useless junk. There is also a bunch of uranium chairs around. Ho hum. Exploring further in we find..



An ancient genemorpher and uh... uh... uuuuuuuuhhh



uuuuuuuuuuuuuuuuuuhhhhhhhhhhhhhh



That was one loving hit :gibs:



Back to the copter and we are out of here.



Welp, we got nothing from that lab raid and this is the gene we extract upon return. Though I guess it works out pretty well for a bad gene that isn't actually all that bad for a colony where no cooking is done.



Genes come in actual packs that need to be thrown into a gene bank. Whats great is that genepacks are not used up when used to create a xenogerm. Annoyingly though, the gene bank can only store a whopping 4 genes. I mean, I guess that wont be too bad if you're only focusing on one xenotype to rule them all, but still, to make a copy of a vanilla tier xenotype you'd need like 4 or 5 banks.



Time to raid we're scavengers god dammit. Time to scavenge another lab. And now that we have a lab that isn't in a mountain, we can see what the building looks like.



They got decorative signs around, which is pretty neat. You know, we got a few artist passions, I really should get some statues made at base. What is sculpting but scavenging material into a certain shape?



As soon as we enter the reception room this loving thing came barreling out



What... what the fuuuuuuuuuuck I take back what I said about humanoid hybrids, I thought that was mixing xenotypes, not this



Well thats.. interesting.



Near the entrance there are a few rooms with some loot. Large electrowombs are in one, which lets us make big hybrids. There is another room with a bunch of small electrowombs. Then there is the room on the bottom that has a bunch of animal genetic stuff. There is a controller and 2 improved controllers, which will let you draft hybrids. The normal one has a chance of failure, the improved ones don't, but can't be crafted. There is a rodent/leporid genome as well as 2 alpha genomes. Genomes need to be kept frozen, otherwise they spoil. This room is a whopping -250 degrees. There is a normal and good quality genoframe, which decides what quality the hybrid comes out at. Then there are 2 excavators, one normal and one alpha. These are one use items that can take out a genome from an animal, but this kills the animal. It only works on a tamed animal or a passed out one.



Er... alright, you guys do you. I mean basically the entire colony is under mountains and thus can't be hit by artillery... but ok, you do that. Shame that they're mostly wasters, the toxic build up wont effect them at all. And its on the warmer part of the year so it doesn't hit below -5, all the raiders have parkas on so they can handle -25..



So uh... you guys gonna actually build those artillery or..?



They don't, and after enough social fights break out they decide its time to do things the old fashion way.



Oh hey look at this quest I just had waiting in my back pocket. Whats that, you'll give me 2 nukes?



:jerky:

Of course now I have an awaked mech cluster waiting around outside. Hrm...



Now to wait for those flames to hit the wastepacks...



Nothing happened. Of course nothing happened! Go explore a lab and the wastepacks somewhere in the lab would set off an infestation, but when I want to use them offensively of course nothing happens.



God finally I've been waiting for this to finally pop.



Not a bad way to get yourself some extra tox packs.



Oh god dammit. Now there are 2 mech clusters here. Technically 3 if you count the toxic spewer as still being an active one. This one has a psychic suppressor which is reducing the consciousness , and thus the move speed, of all the males in the colony. Its not quite as bad for Jack, with their dull psychic gene. But Breadmaster being psy-sensitive? Down to nearly 30% move speed.



Thankfully this one is much smaller. So I get NGDB and DoubleNegative out here, first I hack a lancer (the centipede is a flame throw one, so completely useless for fighting other mechs.)



And its time to have DN use their mechacker abilities. Which has a rather long cooldown so... I guess make it count.



Beautiful, it took out 2 of the smaller mechs and heavily damaged the turrets.



Since most of the weaponry were flame weapons, the hostiles couldn't do a whole lot to the friendly mechs. But I had to get NGDB and DN to fall back inside because they ARE vulnerable to fire. Oh and fun fact, did you know the centipedes inferno cannon has almost as much range as the fucker lancer weapon? And its also hella accurate and was able to, on the first shot, give DN a burn scar on their eye? I loving hate centipedes. There is no reason something this beefy needs to do so much damage and be so accurate at such far of a range.

And yet whenever I get one under my control they just eat rear end.



Oh, what is this? A new colonist AND getting some human raiders in here and hopefully fight the cluster? He is a waster too...



Double passions in combat... despite not bringing a single weapon. And gently caress I just realized that as a waster he has a psychite dependency. He didn't come with any and we A: Need to research it and B: Need to set up sunlamps.

Oh and he has an alcohol addiction



... He just got shot dead on by an inferno turret (cause of course he spawned by the cluster, why wouldn't he?) and just shrugged it off. OK I think we can make a heat lamp farm zone



loving hell dude, what did you do that warrants 6 people needing rocket launchers?



Though I aint complaining if they're gonna burn them on the mechs.



Yeah we totes defeated that cluster



And how generous of the empire to drop the pod right into our little secure zone that is blocked off by the propane lake. Now since the cluster buildings was destroyed, the mechs will finally move out. Time to use our kill tunnels right?



.... Ya know ya'll can like... move past those, right?



Though thats better than this rear end in a top hat and a few others who decided they're gonna punch through walls instead.



The toxifier has 2 purposes, the first is polluting the area. The other is to provide hostiles a target to attack. And while this centipede is busy doing that, NGDB will hack it. DoubleNegative moves to self destruct the one on the opposite end of the base. Unsurprisingly the battle was a mop up after getting the heavy blaster centipede on our side.




....


....................................... WHAT!?



THIS IS BULLSHIT

someone awful.
Sep 7, 2007


haha, what the gently caress

DoubleNegative
Jan 27, 2010

The most virtuous child in the entire world.

Slaan
Mar 16, 2009



ASHERAH DEMANDS I FEAST, I VOTE FOR A FEAST OF FLESH
Curse this sudden but HUNGRY betrayal

SugarAddict
Oct 11, 2012
Do you have the mod that adds small/medium/large gene storage racks, if you don't you're gonna run out of space real fast.

Also, hilarious betrayal.

BraveLittleToaster
May 5, 2019
Perry Persistent is a real jerk.

DoubleNegative
Jan 27, 2010

The most virtuous child in the entire world.
Oh right, it's Perry not Randy.

...I'm not fixing the note.

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habituallyred
Feb 6, 2015
How did you run out of food?

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