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Sylink posted:What is the best mod/way to adjust starting colonist count and population cap? The only mod that could do this is not being updated for A6 unfortunately. Edit: have an A6 modpack! I get some errors when they load but it's just some textures not loading for one of the mods. Can be ignored. Has a bunch of mods from that previous pack that have been updated that I like. Garfu fucked around with this message at 03:59 on Aug 20, 2014 |
# ? Aug 20, 2014 03:46 |
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# ? Apr 24, 2024 05:40 |
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So I was making a colony where I'd have a blatant dictator with the "Psychopath" trait whose only value was having high social skills and some other intellectual skills running a violent, amoral settlement with a core of "civilized" folks and we'd recruit tribals en masse and use them as cannon fodder and manual laborers and it was going pretty well until I ordered my chef to butcher a corpse. The meat sat around unused for a long time but since apparently butchered meat doesn't go away I eventually decided "ah what the hell I'm sick of this human meat taking up space in my stockpiles, cook it up chef". BIG. MISTAKE. My colony was already having a small trouble due to a psychic drone affecting males negatively (all of my 10 colonists were male) but with time we'd bring back the ones who had mental breaks back into the fold. Of course while still trying to recruit back the three colonists who lost the faith this was when I had ordered some long pork sandwiches made. At this time I also had ordered the construction of a crematorium...oh boy. The morale penalties from eating human meat combined with the sight of a dozen corpses that they had to move made all but four guys give up or go on a rampage, and in drops a Scyther to boot. Time to reload
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# ? Aug 20, 2014 04:17 |
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I've started a Rimworld series. This is probably the most Dwarf Fortressy playthrough I've done yet https://www.youtube.com/watch?v=He9PN-ngxsU
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# ? Aug 20, 2014 12:04 |
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Pyrion Flax posted:I've started a Rimworld series. This is probably the most Dwarf Fortressy playthrough I've done yet This is pretty good! I love the whimsy. What mods you using? I've not delved into those yet.
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# ? Aug 20, 2014 15:25 |
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Fans posted:This is pretty good! I love the whimsy. AlphaMuffalo, Clutter, NoBoomrats, ProjectArmoury, TrapPack, TradeStone, Trader Tweaks, CustomEvents
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# ? Aug 20, 2014 16:52 |
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Any mods let you rescued injured people from other towns that are left behind? Some badasses showed up right on top of a siege that was wrecking me and made it more manageable for me to take out. One of them is bleeding to death but if I rescue them I go to -80 with their faction. Edit: Oh my god you dumb bastards. Don't run to the far corner of the map to get a food pack from the siege for someone who is literally starving to death when you have made meals FOUR SQUARES OVER. Alaan fucked around with this message at 17:43 on Aug 20, 2014 |
# ? Aug 20, 2014 17:37 |
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Alaan posted:Any mods let you rescued injured people from other towns that are left behind? Some badasses showed up right on top of a siege that was wrecking me and made it more manageable for me to take out. One of them is bleeding to death but if I rescue them I go to -80 with their faction. Forbid that poo poo, homie! just highlight it and click f. Also gently caress faction friendliness. Way I see it, a fight is just the chance to acquire new guns and peeps.
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# ? Aug 20, 2014 17:52 |
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Well you could split the difference, make the good guys angry at you and pacify the angry tribals. Slants encounters towards people with guns and armour. If it were possible to pacify everyone you would get mechanoids every single time!
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# ? Aug 20, 2014 17:57 |
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Using rock walls to funnel every enemy on one side of the map into HELL ALLEY is so funny, dudes come around a corner and like 4 turrets shoot them from the right while my dudes shoot them from the front. Enfilading fire, bitches
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# ? Aug 20, 2014 17:58 |
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Pyrion Flax posted:Forbid that poo poo, homie! just highlight it and click f. It's weird that you have to, I like to unforbid it in the hopes that one day some intrepid hauler will bring it to the stockpile, but everyone will prioritize eating survival meals before anything else.
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# ? Aug 20, 2014 18:01 |
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Yeah, I wish they would eat the perishable food first like normal human beings!
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# ? Aug 20, 2014 18:05 |
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I added Trade Stone and Trader Tweaks to this.
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# ? Aug 20, 2014 18:10 |
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Drone_Fragger posted:Using rock walls to funnel every enemy on one side of the map into HELL ALLEY is so funny, dudes come around a corner and like 4 turrets shoot them from the right while my dudes shoot them from the front. Enfilading fire, bitches It gets better once you can afford turning rooms into slaughterhouses. My Base Builder game in order to get into the place you have to travel through the Meat Grinder, which is just two walls with turrets embedded in them separated by two tiles of stone wall and protected by a layer of sandbags. The only protection is the one tile corridor, so while you have one enemy set up there, the rest have to venture forth into the fire. I had an entire tribe of like 40 get chewed up by the turrets, by friendly fire and by a handful of draftees I had set up near the exit. It's inevitable to lose turrets from the short distances involved in these fights. Since the enemy is packed in there so tightly, however, the explosions from the overload will hit at least two or three. I'm planning a second room similar to that design that only has a single tile of stone wall separation for greater turret density. I think I might have to tighten the width; currently each wall is too far away from the other so exploding turrets won't be as effective. Will post pictures when I get back home. Only downside is having that many turrets is really draining on your power supply. I'll have to power each room as a battle progresses. Also uncertain how effective this is against mechanoids.
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# ? Aug 20, 2014 18:27 |
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Generation Internet posted:It's weird that you have to, I like to unforbid it in the hopes that one day some intrepid hauler will bring it to the stockpile, but everyone will prioritize eating survival meals before anything else. That's because survival meal packs have a higher food quality than low-quality meals. Colonists will always eat the best quality food available.
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# ? Aug 20, 2014 19:27 |
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Pornographic Memory posted:That's because survival meal packs have a higher food quality than low-quality meals. Colonists will always eat the best quality food available. You should be able to define a stockpile/nutrient paste dispenser as the only place to get food from, unless there's literally no other source of food available.
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# ? Aug 20, 2014 19:31 |
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Pornographic Memory posted:That's because survival meal packs have a higher food quality than low-quality meals. Colonists will always eat the best quality food available. Yeah, I just checked and survival meals have a quality of 'fine' and a nutritional value of 100, compared to simple meals which have the quality 'simple' and nutritional value 85. I just wish they'd take distance into account when choosing because those motherfuckers will walk from one side of the map to the other to get those extra 15 nutrition points
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# ? Aug 20, 2014 19:33 |
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Generation Internet posted:Yeah, I just checked and survival meals have a quality of 'fine' and a nutritional value of 100, compared to simple meals which have the quality 'simple' and nutritional value 85. I just wish they'd take distance into account when choosing because those motherfuckers will walk from one side of the map to the other to get those extra 15 nutrition points Whoever decided on those stats has never had an MRE.
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# ? Aug 20, 2014 19:37 |
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Alaan posted:Any mods let you rescued injured people from other towns that are left behind? Some badasses showed up right on top of a siege that was wrecking me and made it more manageable for me to take out. One of them is bleeding to death but if I rescue them I go to -80 with their faction. Pornographic Memory posted:That's because survival meal packs have a higher food quality than low-quality meals. Colonists will always eat the best quality food available. Yeah food packs are stupidly more attractive than fresh cooked meals for no goddamn reason.
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# ? Aug 20, 2014 19:41 |
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Great game but needs a quickstart with ten colonists or something.
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# ? Aug 20, 2014 20:08 |
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Enable dev mode, grant yourself whatever you want for the quickstart.
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# ? Aug 20, 2014 21:49 |
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Okay, pictures of the couple hands-off defenses I promised Meat Grinder - length of the room is determined by the indicated range of the improvised turrets. If you happen to have a sniper it's relatively safe to set them up and let them join in the fun. I'd construct a full sniper's nest but that's where my trade beacon is set up. Blender - Bigger, more turrets, probably not as efficient.
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# ? Aug 20, 2014 22:40 |
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Do you have any issues with the turrets shooing each other? Was thinking offsetting them may be an improvent, but it might just not be an issue.
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# ? Aug 20, 2014 23:07 |
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It's a hopeless endeavour to try to engineer around friendly fire in this game. Accept it and have a good doctor and repairman instead.
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# ? Aug 20, 2014 23:10 |
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The only problem I see is the Turrets in the blender room may be a bit too close and set off a chain reaction once the first one dies.
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# ? Aug 20, 2014 23:34 |
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Sphrin posted:The only problem I see is the Turrets in the blender room may be a bit too close and set off a chain reaction once the first one dies. Yeah, they need to be 3 spaces apart, those are only 2.
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# ? Aug 20, 2014 23:39 |
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Yeah, it's an experiment that I'm considering. I noticed in the Meat Grinder that when the turrets exploded the stone walls would absorb it and would prevent travel past itself. They became essentially shaped charges, expanding into the empty space where lots of enemies were standing around. I'm hoping that the single wall will be enough (or at least survive past one turret exploding) and increase the fire density over an area. I'll let you know how it went once I get an attack by meaty bodies.
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# ? Aug 20, 2014 23:57 |
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Leif. posted:Yeah, they need to be 3 spaces apart, those are only 2. Unless it changed in the recent update, the walls should be enough to catch the explosion.
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# ? Aug 20, 2014 23:57 |
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Well, I didn't get attacked by meaty bodies but the mechanoids that finally decided getting rained on by mortar shells wasn't fun and trundled into the rooms. This is what the place looks like afterward. First room held up pretty admirably, all things considered. Scythers dropped really quickly to sustained fire but the Centipedes, being far more durable, got scratched up but could tank their way through the turret fire until they were all destroyed. I'm probably going to continue this design but play with the dimensions a little. I don't think a single enemy got hit by turret overload. Anyway, Inferno Cannons set fire to the ground behind the stone walls, which resulted in the devastation to my wood wall. Due to that single stone wall break, my narrow pathway for repairs had to be blocked off before the Centipedes could bypass the second room. There was a bit of frantic drafting/undrafting footwork to keep my colonists from rushing into the gunfire to put fires out and get that wall in place. Second room, the Centipedes started falling apart from friendly fire and the outpouring of bullets from the turrets. The width was perfect for overload explosions to rend the group but not so great in getting all the turrets firing. An early Inferno shot and resulting fire knocked out the right side so I was left with half the firepower after maybe a third to a half of the enemy were downed. The last few minigun Centipedes were so chewed up that their bullets sprayed everywhere, occasionally hitting on point but generally was useless. Turrets, having no weardown damage, eventually knocked down the last. I count about 11 Centipedes and about ~6 Scythers from the AI part. Will know more once my colonists catch their psychic breath and everything returns to normal. I lost only two, one from too many psychotic breakdowns and the other that ventured too far in before I noticed.
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# ? Aug 21, 2014 00:59 |
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Is it possible to have a cannibal based society, or does everyone just freak out from the dead bodies?
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# ? Aug 21, 2014 01:24 |
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Danith posted:Is it possible to have a cannibal based society, or does everyone just freak out from the dead bodies? Well there are traits that make people not mind dead bodies and have a higher mental break threshold, so you could slowly and build a colony of insane jaded cannibals through strict colonist selection, yes.
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# ? Aug 21, 2014 01:30 |
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Danith posted:Is it possible to have a cannibal based society, or does everyone just freak out from the dead bodies? This mod has tech for soylent green. http://ludeon.com/forums/index.php?topic=5450.0
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# ? Aug 21, 2014 01:32 |
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Generation Internet posted:Well there are traits that make people not mind dead bodies and have a higher mental break threshold, so you could slowly and build a colony of insane jaded cannibals through strict colonist selection, yes. And you have something to do with the nonselected colonists!
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# ? Aug 21, 2014 01:39 |
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Is there something specific to do to get colonists to cremate bodies? I've got one up and powered with an infinite bill for cremation. Just that colonists have to get around to it?
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# ? Aug 21, 2014 02:05 |
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Rivensteel posted:Is there something specific to do to get colonists to cremate bodies? I've got one up and powered with an infinite bill for cremation. Just that colonists have to get around to it? You might not have a colonist set to do crafting work, or crafting work is too low priority so they do other things instead. Also make sure there's corpses in the "ingredient search radius". Danith posted:Is it possible to have a cannibal based society, or does everyone just freak out from the dead bodies? It's possible, but you will probably want to keep rerolling your starter colonists until you get three colonists with the "Cannibal" or "Iron-Willed" trait because normal colonists take a pretty huge morale penalty for cooking and eating human flesh.
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# ? Aug 21, 2014 02:16 |
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Nm
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# ? Aug 21, 2014 02:18 |
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Rivensteel posted:Is there something specific to do to get colonists to cremate bodies? I've got one up and powered with an infinite bill for cremation. Just that colonists have to get around to it? Haven't used crematoriums personally, so I don't know if this is required or not, but have you unforbidden the corpses?
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# ? Aug 21, 2014 02:22 |
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For those who are making death mazes, you might find it helpful to put some raw stone down in the maze path. That will slow the enemy quite a bit.
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# ? Aug 21, 2014 04:00 |
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If the enemy was adamant on making their way to the squishy colonists I'd agree. But as soon as the turrets open up their target priority shifts and they come to a stand still. In that case, providing the enemy with cover by raw stone (if you're sticking them in the room as opposed to the corridors) is only aiding them. It's also the reason why I carpeted the death rooms with flooring; pesky trees won't appear and block lines of fire. I prefer to keep the corridors clear so that my colonists can venture outside quickly to pick up scrap and bits from cargo pods. And clean/fix up the rooms in short order.
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# ? Aug 21, 2014 04:13 |
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What do I do when the piece a spaceship crashes near my colony? I need an AI core to finish my ship but there's no AIs to be found.
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# ? Aug 21, 2014 09:41 |
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# ? Apr 24, 2024 05:40 |
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AHH FUGH posted:What do I do when the piece a spaceship crashes near my colony? I need an AI core to finish my ship but there's no AIs to be found. Shoot it.
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# ? Aug 21, 2014 09:43 |