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Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester
Rimworld doesn't play nicely with alt-tabbing on my Mac (you have to click the Wiki button to alt-tab because the normal cmd+tab does nothing), and my PC is dead; otherwise I'd be all up on it. Soon as it gets fixed, I'm probably going to LP a player participation version of Camp Crystal Lake, Rimworld edition. The idea is build a few bunkhouses and cabins around a lake, with 10 goons, 10 graves, and nothing but a bunch of short bows, a couple lee-enfields, a cookstove, and an orbital beacon/comms unit (for selling goons into slavery), and then let democracy ensue.

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Pyrion Flax
Nov 30, 2002

Goon Success Story. Buy my bestselling book "How to make Old and Bald Work for YOU" available now at my house.
I am getting a black-screen when I open the game with all those mods in the mod folder.

Is it just straining to load them or something? Or is alpha 6 not cut out for these mods?

Opals25
Jun 21, 2006

TOURISTS SPOTTED, TWELVE O'CLOCK
Check your core folder. I had that happen when I deleted it on accident, wouldn't surprise me if it did the same thing if you used the old one from the mod folder.

OwlFancier
Aug 22, 2013

One thing I'm liking with this version compared to A4 (I skipped A5) is that the combat feels a lot better, the wounds make it easier to bring people down without them being absolute bullet sponges, sometimes they take lots of hits but other times they go down quickly, much better than the hitpoints based combat.

Further, it's nice to see the effects different shots can have, hitting people in the legs stops them running away and suchlike, also I'm finding a lot of the enemies will just run in terror once they take some hits/a few of their friends die.

It feels more crunchy having fights populated by people who got one-shot the moment they stepped in, and people running screaming at the carnage.

Of course on the flipside if your guys get shot it sucks because you need to make sure to heal them up quickly before they bleed out. Also, speaking of bleeding out, I'm having some success sending one guy with a lee enfield to poke holes in enemy sieges, then retreating and waiting for half of them to bleed to death.

Pyrion Flax
Nov 30, 2002

Goon Success Story. Buy my bestselling book "How to make Old and Bald Work for YOU" available now at my house.

Opals25 posted:

Check your core folder. I had that happen when I deleted it on accident, wouldn't surprise me if it did the same thing if you used the old one from the mod folder.

Core is still there.

I just tried to unpack the zip and specifically told it not to overwrite anything. So I don't know wtf is up.

FIXED OK so what I did was unpack the mods folder to a different folder then c/p everything EXCEPT Core and Blasting Charges to my mods folder. Game works fine now.

Pyrion Flax fucked around with this message at 18:11 on Aug 15, 2014

Lprsti99
Apr 7, 2011

Everything's coming up explodey!

Pillbug

Pyrion Flax posted:

Core is still there.

I just tried to unpack the zip and specifically told it not to overwrite anything. So I don't know wtf is up.

Might be you still have your old enabled mod list, so it's trying to either load mods you don't have, or it's trying to load mods that don't work with alpha 6. go to C:\Users\USERNAME\AppData\LocalLow\Ludeon Studios\RimWorld\Config\ and delete ModsConfig.xml

Pyrion Flax
Nov 30, 2002

Goon Success Story. Buy my bestselling book "How to make Old and Bald Work for YOU" available now at my house.

Lprsti99 posted:

Might be you still have your old enabled mod list, so it's trying to either load mods you don't have, or it's trying to load mods that don't work with alpha 6. go to C:\Users\USERNAME\AppData\LocalLow\Ludeon Studios\RimWorld\Config\ and delete ModsConfig.xml

ok will do, thanks.

Right I tried that, I can load the mods into the game, I load the one called "base" first, exit the client, restart it and load all the other mods.

And now when I click the close button on the mods screen and go back to the main menu, the log fills up with a million things and the game just sits there without ever bringing up the buttons again, just the space background.

Pyrion Flax fucked around with this message at 18:31 on Aug 15, 2014

Lprsti99
Apr 7, 2011

Everything's coming up explodey!

Pillbug

Pyrion Flax posted:

ok will do, thanks.

Right I tried that, I can load the mods into the game, I load the one called "base" first, exit the client, restart it and load all the other mods.

And now when I click the close button on the mods screen and go back to the main menu, the log fills up with a million things and the game just sits there without ever bringing up the buttons again, just the space background.

Are you using mods that have been updated to alpha 6? Not all of them have been yet.

Pyrion Flax
Nov 30, 2002

Goon Success Story. Buy my bestselling book "How to make Old and Bald Work for YOU" available now at my house.

Lprsti99 posted:

Are you using mods that have been updated to alpha 6? Not all of them have been yet.

oh...poo poo well uh...heh..oops. sorry!

HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?


Has anyone seen the "Claim" button, any idea what it's used for? I haven't found a structure which accepts it yet. Events only?

Lprsti99
Apr 7, 2011

Everything's coming up explodey!

Pillbug

HerpicleOmnicron5 posted:

Has anyone seen the "Claim" button, any idea what it's used for? I haven't found a structure which accepts it yet. Events only?

It works on any of the buildings that spawn on map generation, including partially built ones. You've gotta drag select the walls.

HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?


Lprsti99 posted:

It works on any of the buildings that spawn on map generation, including partially built ones. You've gotta drag select the walls.

Ah, I see. Thanks, I was only single-clicking them.

Parakeet vs. Phone
Nov 6, 2009
Also, you can claim the sandbags and mortars that drop in for sieges. You can now just deconstruct them instead of having to destroy them.

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester

HerpicleOmnicron5 posted:

Has anyone seen the "Claim" button, any idea what it's used for? I haven't found a structure which accepts it yet. Events only?

Siege equipment. Enjoy a few hundred metal every time the AI builds mortars!

swampcow
Jul 4, 2011

This thread caught my eye yesterday, so I tried the game out. Those 4 hours went by pretty fast.

Anyone else have a problem with prisoners not sleeping in their bed? The bed is assigned for prisoner use. I have wood floors and a wooden door. Does that make a difference somehow?

OwlFancier
Aug 22, 2013

swampcow posted:

This thread caught my eye yesterday, so I tried the game out. Those 4 hours went by pretty fast.

Anyone else have a problem with prisoners not sleeping in their bed? The bed is assigned for prisoner use. I have wood floors and a wooden door. Does that make a difference somehow?

Is it assigned as medical?

HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?


swampcow posted:

This thread caught my eye yesterday, so I tried the game out. Those 4 hours went by pretty fast.

Anyone else have a problem with prisoners not sleeping in their bed? The bed is assigned for prisoner use. I have wood floors and a wooden door. Does that make a difference somehow?

If he's selecting the wrong sleeping space, designate other potential beds/spots as medical. If it's the only bed, you may have assigned it as medical. You should punish further non-compliance by assigning him to a grave.

OwlFancier
Aug 22, 2013

So uh, I had one of those AI pods drop down and I really don't have the equipment to fight it, I spent about five days trying to shell it and hitting everything bit the mechanoids and the pod, then, well...

These guys showed up:



So I feel pretty emasculated right now.

Sylink
Apr 17, 2004

How do I recruit more dudes? I capture people but then they go insane and/or die.

HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?


Sylink posted:

How do I recruit more dudes? I capture people but then they go insane and/or die.

Either you can capture them, make sure they're happy in prison and indoctrinate them into wanting to join you, or you can purchase slaves and sell the captured ones.

This game is a tad grim.

OwlFancier
Aug 22, 2013

You can also wait for them to fall out of the sky.

In escape pods, they will usually contain an unconscious and lightly injured person who will be fairly easy to convince to join you.

Tarezax
Sep 12, 2009

MORT cancels dance: interrupted by MORT
So I ended up getting this game.

I was idly randomizing my starting colonists and ended up with a 35-year-old assassin and two 15-year-old bartenders, a boy and a girl.

I'm choosing to believe that on his last job the assassin ended up befriending the two and took them with him when things got too hot.

Sylink
Apr 17, 2004

Ah Ok, got some savage to join me then.

Another retard question, I have a shitton of silver in my stockpile but if I use the comms unit to trade it says I have zero ?

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester

Sylink posted:

How do I recruit more dudes? I capture people but then they go insane and/or die.

For prisoners you want to recruit, don't put them in lovely solitary confinement. You want them in a good mood. Give their cells a nice bed, real walls, and make it at least 4x4 so they don't get the cramped space moodlet. (You can manually assign them a bed to make this easier, especially if you want to maintain lovely solitary confinement cells for other prisoners to torture them).

On their prisoner tab, make sure the "gets food", "gets medicine" (if wounded) and "try to recruit" boxes are checked, and then change it from "No interaction" to "Friendly chat". Now, someone with the Warden activity enabled will come and talk to them, feed them, and take care of them. Everytime they chat, they get a stackable moodlet that raises their mood up a bit. This can stack 30+ times. Eventually it will get over their loyalty threshold, and you'll have a percentage chance to start recruiting them.

It's FAR easier to do this with spacers, towns persons, or pirates than it is for tribals. Tribals almost universally have a 90 recruitment threshold, while everyone else has like 50-60. Plus, tribals backgrounds (which now modify skills, something that wasn't implemented fully in Alpha 4) generally suck anyway compared to the backgrounds civilized people can get.

Sylink posted:

Ah Ok, got some savage to join me then.

Another retard question, I have a shitton of silver in my stockpile but if I use the comms unit to trade it says I have zero ?


"Tradable" silver. Meaning it must be outside (or at least, not under a roof, though the detection on this is wonky), and near your orbital beacon.

The best way to do this is to make a stockpile outdoors, near your beacon, with highest priority, that accepts only silver. It doesn't need to be big, you can stack like 400 silver in a space, so even a 4x4 space should cover most anything you want to buy. Next to that, place another stockpile, at lowest priority, and configure it with the items you intend to export. Whenever a ship comes in, your silver will be already there waiting to be spent. Whenever you have something to sell, go to that export stockpile, change the priority to critical, and either wait (if you have people actively hauling) or prioritize hauling on the things you want to export -- they'll be moved to the beacon and voila.

e- another good idea is to build a couple of equipment racks near the beacon, and configure them to accept only tribal weapons. Then make those a high priority, and if you want to be even more efficient, disable them on all your other equipment racks. It's not like you'll ever use them, so best to keep them in an easily sellable location.

Leif. fucked around with this message at 22:54 on Aug 15, 2014

Fans
Jun 27, 2013

A reptile dysfunction
Edit: ^^^^ Basically that.

Sylink posted:

How do I recruit more dudes? I capture people but then they go insane and/or die.

Click the captured person and go into the "Prisoner" Tab. You want to click on both Recruit and Friendly Talk and have someone with high social as your warden. They'll try about once a day and it'll tell you what their chances were if they fail. If someone's too loyal to recruit just give it time, you gotta butter them up first.

Make sure your prison has a table and chair and is pretty enough to give good thoughts too, unhappy prisoners are hard to ever convince to join.

Pornographic Memory
Dec 17, 2008

Sylink posted:

Ah Ok, got some savage to join me then.

Another retard question, I have a shitton of silver in my stockpile but if I use the comms unit to trade it says I have zero ?


For purposes of trade, the only goods that are counted are those that are outdoors and within the radius of an Orbital Trade Beacon.

Sylink
Apr 17, 2004

Thank you, I didnt realize I needed the beacon.

Knifegrab
Jul 30, 2014

Gadzooks! I'm terrified of this little child who is going to stab me with a knife. I must wrest the knife away from his control and therefore gain the upperhand.
Any word yet on the steam release, I don't tend to buy things unless they are on some main distributable platform.

OwlFancier
Aug 22, 2013

According to Ty he's holding off on steam until it's in a better state, he doesn't want to release it to a wide audience until it's as good as he can get it.

The current distribution method is quite good, you just get a link to a zip with the files in, no DRM or anything so far as I know. You get an email every time it updates, and I would expect you'd get a steam key when it comes out there.

swampcow
Jul 4, 2011

OwlFancier posted:

According to Ty he's holding off on steam until it's in a better state, he doesn't want to release it to a wide audience until it's as good as he can get it.

The current distribution method is quite good, you just get a link to a zip with the files in, no DRM or anything so far as I know. You get an email every time it updates, and I would expect you'd get a steam key when it comes out there.

I agree that the distribution method is good. I didn't have to make an account anywhere for the download, and there was no installer. Just unzip and run the game.

This is the most playable alpha I've ever tried. And I haven't even gotten to the mods yet. He has a daily changelog which is quite active.

Slime
Jan 3, 2007
Picked this game up yesterday. It's very obviously an alpha with tons of missing content, but it's still drat fun as it is. Me staying up until 4AM is proof of that.

NiknudStunod
May 2, 2009

OwlFancier posted:

One thing I'm liking with this version compared to A4 (I skipped A5) is that the combat feels a lot better, the wounds make it easier to bring people down without them being absolute bullet sponges, sometimes they take lots of hits but other times they go down quickly, much better than the hitpoints based combat.

Further, it's nice to see the effects different shots can have, hitting people in the legs stops them running away and suchlike, also I'm finding a lot of the enemies will just run in terror once they take some hits/a few of their friends die.

It feels more crunchy having fights populated by people who got one-shot the moment they stepped in, and people running screaming at the carnage.

Of course on the flipside if your guys get shot it sucks because you need to make sure to heal them up quickly before they bleed out. Also, speaking of bleeding out, I'm having some success sending one guy with a lee enfield to poke holes in enemy sieges, then retreating and waiting for half of them to bleed to death.

Unless you are fighting mech's! I had a hard time killing a centipede mech yesterday. He just has so many body segments that I was not hitting anything critical. I had 2 turrets and 2 colonists just unloading on it and it just kept fighting. It ended up killing 1 colonist and 1 of the turrets before it finally died. I also had 2 scythers drop directly on my colony yesterday and they killed 3 colonists before I could do anything. These things are pretty deadly now.

Now the question I have is how to balance trees in the new biomes? I am trading logs to anyone that will give me a price on them by the thousands.

swampcow
Jul 4, 2011

I just found another way to get prisoners. You can arrest neutral NPCs. Put your colonist in draft mode, select the colonist and right click the NPC you want to arrest. This will make the faction your enemy. You can't arrest someone if you don't have an empty prisoner bed.

I noticed a single npc wander into my area. I looked at his gear and saw that he was carrying 1000 silver, so I was gonna kill him for it. The arrest action came up instead of the beat his rear end action.

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester
:eng101: That's the main way to get prisoners when starting out, actually. You can even arrest your own people when they're incapped.

First time a good prisoner comes by, especially if it is in a group (in which case you might be able to knock out the others once they go hostile and get them too), arrest him. Then when the faction raids you later, you'll be able to get more from them.

I always do this with the tribals since they have nothing of value to offer other than slavery, so I capture them and sell them for slaves, while keeping the colonists from other towns or spacers for myself.

Leif. fucked around with this message at 18:34 on Aug 16, 2014

OwlFancier
Aug 22, 2013

So I had about 40 tribals decide to come rough up my six guys.

I had, however, managed to acquire a pair of miniguns, and I'm using the embrasure mod to build better defences.

The results are... well... :stare:



The worst part is that about a quarter of them ran away throughout the fight, two thirds of them died right there, but the remaining few... They're wandering around, completely dazed and shellshocked at the utter carnage they just witnessed.

This game is loving brutal.

HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?


I notice you've decided to dig into a mountain there, doesn't that incur massive penalties to mood? I kept trying to do it in earlier versions, but my guys would just end up going crazy.

E: Just held off an attack, one guy got shot in the head with a sniper rifle, another lost a leg and will never become capable of walking again and the only one who could actually walk went insane. Thankfully the actual medic of my colony of six woke up before everyone starved. Now, I've arrested the guy who lost his leg to sell him. This game makes some good little stories.

HerpicleOmnicron5 fucked around with this message at 20:23 on Aug 16, 2014

bobtheconqueror
May 10, 2005
Was doing pretty good on a casual run, but had a pretty nasty bug kill my game. I had about four prisoners that I was waiting to sell off, cause I was pretty happy with my colony situation. I was on casual, so the enemy groups weren't huge or anything, and I had some mortars to deal with sieges. Anyways, didn't have any friggin' slaver ships go by at all that game, so eventually one of the prisoners went crazy, murdered a few of his cell-mates, and then gets killed by the rest. Awesome... Oh wait... his corpse continues attacking... killing the rest of the prisoners, and then moving towards the door. Turns out there's a bug with psycho prisoners being immortal. They show up as dead, but the body slides around killing things.

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester

HerpicleOmnicron5 posted:

I notice you've decided to dig into a mountain there, doesn't that incur massive penalties to mood? I kept trying to do it in earlier versions, but my guys would just end up going crazy.

E: Just held off an attack, one guy got shot in the head with a sniper rifle, another lost a leg and will never become capable of walking again and the only one who could actually walk went insane. Thankfully the actual medic of my colony of six woke up before everyone starved. Now, I've arrested the guy who lost his leg to sell him. This game makes some good little stories.

The unfinished stone walls/floor, rubble/dirt on the floor, etc. are what makes it have the negative moodlets. You need to build a constructed wall, constructed floor, and give it light, essentially building a constructed building within the mountain, and if you really want to avoid negative mood, make sure there are no visible areas for a colonist to walk through that don't have these things.


Leif. fucked around with this message at 20:49 on Aug 16, 2014

OwlFancier
Aug 22, 2013

HerpicleOmnicron5 posted:

I notice you've decided to dig into a mountain there, doesn't that incur massive penalties to mood? I kept trying to do it in earlier versions, but my guys would just end up going crazy.

E: Just held off an attack, one guy got shot in the head with a sniper rifle, another lost a leg and will never become capable of walking again and the only one who could actually walk went insane. Thankfully the actual medic of my colony of six woke up before everyone starved. Now, I've arrested the guy who lost his leg to sell him. This game makes some good little stories.

Hmm? Not really.

The biggest issue with mountain bases is that they are really slow to set up. Digging takes quite a long time, especially if you want to avoid the penalties.

With an outdoor house, you put up the walls, roof it, and you have a nice house.

With a mountain room, you dig it out, which takes ages, line the walls, clear out all the rubble (or else you get ugly environment penalties) and then smooth the floor and light it up if it's a communal space.

A freshly dug tunnel is full of rubble and dirty, which is what gives you the penalties, also if your rooms are too small you'll get cramped spaces, and if it's not lit, you get darkness unhappiness. If you clear out the rubble, make sure your spaces are big enough, light it up, and smooth the floors, you get a pleasant environment bonus, and a spacious interior bonus, as well as being mortar proof and reducing the number of directions you can be attacked from.

Mountain forts are great but you probably want to set up an outdoor town to start with as it's much faster.

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HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?


I see, I must not have cleaned it up. Thanks for the info, limiting enemy access is always the toughest part of making a base for me.

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