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Valcione
Sep 12, 2007
For All Brave Silpheed Pilots


Well, this game was fun while it lasted.

Played a normal game, and had a blast. Played with that goon recommended modpack, plus a few more Alpha 6 compatible mods, and had an even bigger blast. But the next day, I couldn't even get the game to load. Uninstalled, deleted all the configuration files, and reinstalled, and now the game just hangs every time I try to apply mods, even though they're the same ones that were working fine just twelve hours before. Sigh. Alphas. :(

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Chonchon
Dec 16, 2013

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.

Wall it in, leaving only one gap for a door, make a colonist stand in that doorway and shoot at it until it blows up.

One of two times, no mechanoids spawned and I hosed the ship piece like a bitch. The other time, not so much. Think of it as your colony's fate decided on a coin toss.

NiknudStunod
May 2, 2009
The best way I have found is let the turrets deal with the scythers and once they are dead you want to use heavy weapons like m24's and kite the centipedes. It takes a while for them to aim and fire so you can usually get behind cover before they shoot.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
Currently being seiged. My computer can handle the 50+ entities that spawned, but not when they get hungry. All of a sudden I'm chugging at <1 FPS as soon as the pathfinding to get their rations starts being calculated.

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester

Katsuma posted:

Well, this game was fun while it lasted.

Played a normal game, and had a blast. Played with that goon recommended modpack, plus a few more Alpha 6 compatible mods, and had an even bigger blast. But the next day, I couldn't even get the game to load. Uninstalled, deleted all the configuration files, and reinstalled, and now the game just hangs every time I try to apply mods, even though they're the same ones that were working fine just twelve hours before. Sigh. Alphas. :(

Send your crash report and any other relevant info to Tynan.

OwlFancier
Aug 22, 2013

Katsuma posted:

Well, this game was fun while it lasted.

Played a normal game, and had a blast. Played with that goon recommended modpack, plus a few more Alpha 6 compatible mods, and had an even bigger blast. But the next day, I couldn't even get the game to load. Uninstalled, deleted all the configuration files, and reinstalled, and now the game just hangs every time I try to apply mods, even though they're the same ones that were working fine just twelve hours before. Sigh. Alphas. :(

If it crashes across a complete reinstall it might not be the game, could be a change to the computer that's causing it.

Failing that, are you sure you cleaned out all the game's data? I think it writes some data out of its installation folder because saves transfer between versions, check your documents folder and suchlike.

If it still doesn't work, try installing one mod at a time until it breaks, hit ` to bring up the console and check for errors, a lot of them can be fixed by editing text documents.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
Well, siege broke. They would have assaulted earlier, but they were busy with one of their own that had enough of this poo poo and transcended this world with his last meal clutched in his hands.


Guess he died at just the right moment because he started shuffling across the ground for a bit in that state while every pirate turned their guns on him. Until I saved/reloaded they refused to believe he was dead. The world couldn't make up its mind; he didn't become a corpse with an HP bar but would not take further organ damage.

Valcione
Sep 12, 2007
For All Brave Silpheed Pilots


Well, the game doesn't so much crash as it does hang, forever, upon clicking the "close" button after applying mods. Have to shut it down with the task manager, so there's no real crash report generated. I'll try a few things, see if I can't pin this problem down. And yeah, I knew to delete the stuff in the documents folders.

Alaan
May 24, 2005

Huh. Never seen an enemy have a break. Letting a siege go that long unless you went all dwarf and burrowed into a mountain is a really poor idea though.

Also god sieges are a pain and mortars are really annoying. I've yet to do anything with them other than splatter some random schlub or scratch the enemy mortar. On the other hand since your base is so much bigger than yours they have good odds of hitting SOMETHING. I tried incendiaries but they AI is pretty drat good at putting those out. Also every siege I've tried to assault had at least one competent M24 gunner. Despite the range I've not found myself too fond of them because they are so slow and even on Overkill, my head soldier with 14 firearms skill, he misses all the time. Getting in close on a corner and spraying bullets seems to work way better.

Lprsti99
Apr 7, 2011

Everything's coming up explodey!

Pillbug

Katsuma posted:

Well, the game doesn't so much crash as it does hang, forever, upon clicking the "close" button after applying mods. Have to shut it down with the task manager, so there's no real crash report generated. I'll try a few things, see if I can't pin this problem down. And yeah, I knew to delete the stuff in the documents folders.

Go to C:\Users\YOU\AppData\LocalLow\Ludeon Studios\RimWorld\Config\ and delete ModsConfig.xml

Can we get that put in huge font with sirens around it in the OP?

E: Wait, looks like you're having a different issue. Well, never mind.

Valcione
Sep 12, 2007
For All Brave Silpheed Pilots


Aha! I figured it out! Turns out the game wasn't hanging at all. It was just taking for-loving-ever to apply even a single mod! Ten plus minutes to apply Project Armory. Weird, considering I applied a whole host of mods with little to no delay just yesterday. Oh well. Looks like if I want to play modded Rimworld, I'm going to have to wait an hour for the game to launch, every time. :suicide:

edit: 20+ minutes to apply the Gun Emplacements mod. Jesus christ.

Valcione fucked around with this message at 21:37 on Aug 21, 2014

Pornographic Memory
Dec 17, 2008

Alaan posted:

Huh. Never seen an enemy have a break. Letting a siege go that long unless you went all dwarf and burrowed into a mountain is a really poor idea though.

Also god sieges are a pain and mortars are really annoying. I've yet to do anything with them other than splatter some random schlub or scratch the enemy mortar. On the other hand since your base is so much bigger than yours they have good odds of hitting SOMETHING. I tried incendiaries but they AI is pretty drat good at putting those out. Also every siege I've tried to assault had at least one competent M24 gunner. Despite the range I've not found myself too fond of them because they are so slow and even on Overkill, my head soldier with 14 firearms skill, he misses all the time. Getting in close on a corner and spraying bullets seems to work way better.

Actually regarding sieges I find odds usually favor me rather than the enemy, because you can build more mortars than they can, and even if their mortars are hitting your base, chances are your actual people are more spread out than theirs, so your hits can do a lot more damage to their fighters than theirs will to yours since they're going to be clustered pretty tight. Considering that I'm usually struggling to find a use for all the metal and stone I have in this game, property damage from mortars is frankly pretty inconsequential, so you can just sit tight and trade shells for a few days. If you score a couple hits and hurt some people, better yet get a kill or two, that's enough to break a couple siegers after a day or two. They still need to rest too, but don't have beds, so around the third day of the siege most/all of the siegers will fall asleep right in the open so you can attack them then, and each one won't wake up until you directly attack them individually.

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester
It only took about 10 seconds longer for me (with only Project Armory). Something still doesn't sound right.

Alaan
May 24, 2005

Other than appearance and being separate stacks is their any mechanical difference between growing berries and potatoes in your hydroponics table?

OwlFancier
Aug 22, 2013

Alaan posted:

Other than appearance and being separate stacks is their any mechanical difference between growing berries and potatoes in your hydroponics table?

Berries yield smaller outputs, but you can eat them raw with no penalty. Potatoes give higher yields but if you don't cook them, you get an 'ate raw food' penalty.

I generally recommend berries as a stockpile crop because they don't go off and can be eaten raw.

Drone_Fragger
May 9, 2007


So uh. How do I deal with this ship part that just crashed. When i shoot it t spawned literally about 20 centipedes and 20 reavers, and I actually cannot focus enough fire onto them to kill them before they kill me. I am really unsure what to do here.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
Mortar it to bits. Of course, you still have to deal with the spawns once you do! They'll either sit put or trundle about near the ship part until either you deal enough damage or enough time has passed (not sure which) then they start their death march towards your colonists.

The other option is to get your longest range weapon, set up as far out as you can and plink the ship part to death.

Drone_Fragger
May 9, 2007


gently caress it, I'm going to enable blasting charges and mine the entire loving thing because mechanoids are horribly broken lategame. I realise they're meant to like the big trundling "flank these guys!!" enemies but when theres like 15 of them that's basically impossible

edit: haha that still doesn't work because you can't get enough charges near the thing to blow it up. loving mechanoids.

Drone_Fragger fucked around with this message at 01:13 on Aug 22, 2014

OwlFancier
Aug 22, 2013

A sniper can sit just out of range and plink them off one at a time, but it takes ages.

Failing that, I'll shamelessly re-plug my mod which would let you build long range manned turrets to try and overwhelm them with sheer weight of fire, part of the reason I made it was because late game mechanoids are a bit unbeatable.

There's also a lot of more in-depth mods on the ludeon forums that I think help, embrasures do a lot to make fortified positions better, and there are all sorts of weapon packs that would probably even the odds a little.

Alaan
May 24, 2005

Next dumb question: Can you hunt deer to extinction?

Pornographic Memory
Dec 17, 2008

Alaan posted:

Next dumb question: Can you hunt deer to extinction?

You used to be able to kill all the animals on the map but now they will respawn/wander in from off-map.

My current colony is a desert colony and apparently animals now need to eat. Since there's a large area near the edge of the map blocked off by mountains, with a small pass through, the animals spawn there and their random wandering pretty much never leads them out of it, so it's loving filled with dead animal skeletons that have starved to death. It's pretty metal and also kind of annoying.

Alaan
May 24, 2005

Haha. I think I just had a pretty funny bug. Had a guy chucking grenades at invading centipedes in my death ally when he took a direct shot. I thought he was dead at first because he was down and I could not see the slightest bit of red on his life bar. So I manage to drag him to get healed and as my doc is working on him I notice his HP bar isn't actually rising. He managed to get drat near everything you can break broken or burned, was horribly incapacitated, but suffered no actual HP damage as far as I can tell.

Pornographic Memory
Dec 17, 2008
I have a guy wandering around with a permanently half full health bar because his lung got shot out. Kind of a shame since he's my best shot. I'd give him an M-24 but while I may have my civilized colonists fight from behind a screen of tribals in loincloths with bows, it seems undignified and cowardly to fight from too far back so instead he has an M-16 and power armor and I cross my fingers.

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester

Pornographic Memory posted:

You used to be able to kill all the animals on the map but now they will respawn/wander in from off-map.

My current colony is a desert colony and apparently animals now need to eat. Since there's a large area near the edge of the map blocked off by mountains, with a small pass through, the animals spawn there and their random wandering pretty much never leads them out of it, so it's loving filled with dead animal skeletons that have starved to death. It's pretty metal and also kind of annoying.

I don't know if they technically needed to or not, but they always did eat. I used to genocide all squirrels from the map early on because they'd loving devour every last survival ration on the map, then start on your crops if you couldn't haul them fast enough.

Pornographic Memory
Dec 17, 2008

Leif. posted:

I don't know if they technically needed to or not, but they always did eat. I used to genocide all squirrels from the map early on because they'd loving devour every last survival ration on the map, then start on your crops if you couldn't haul them fast enough.

Huh, I guess I never noticed because this is the first time I've had a map where animals starved to death.

Now I'm curious if I can get a significantly larger amount of iguanas or beetles by putting out human meat for them in an easily accessible area - one thing my misadventures with cannibalism taught me is that butchering humans gives you a lot of meat per person, and fighting tribals results in tons of prisoners and corpses.

Jet Jaguar
Feb 12, 2006

Don't touch my bags if you please, Mr Customs Man.



Pornographic Memory posted:

Huh, I guess I never noticed because this is the first time I've had a map where animals starved to death.

Now I'm curious if I can get a significantly larger amount of iguanas or beetles by putting out human meat for them in an easily accessible area - one thing my misadventures with cannibalism taught me is that butchering humans gives you a lot of meat per person, and fighting tribals results in tons of prisoners and corpses.

I think it was in Alpha 5 where the vegetation had an issue and so animals had nothing to eat. I had one colony with loads of dying, starved muffalo--made hunting easy but it was also kinda grim.

JosefStalinator
Oct 9, 2007

Come Tbilisi if you want to live.




Grimey Drawer
Finally caved and got this game (in part due to the pflax video), and goddamn is it fun. I had tried Dwarf Fortress a bunch of times and while I love the idea and got some fun out of it, the lovely UI was just too much for me to overcome. This game is basically what DF should have been, with a sensible UI. Who thought right clicking things would be superior to bizarre keymaps?

The building is great, the combat is great (especially compared to the obtuse DF system, that I honestly never figured out), and every game my colonies die in hilariously new ways. I'm eagerly awaiting this game getting the vanilla features of DF, combined with easy modding.

Pyrion Flax posted:

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.

Yeah I kind of agree on this, I pretty much use each friendly faction as a free arrest in which I get to choose the skills of the person I capture. It's especially useful for non-tribals, since tribals take a long rear end time to convince to join you.

As for guns, you eventually get plenty from random dead bodies and traders, so I use attacks as the fastest way to get money (selling weapons). They need to make you able to trade with other factions, or add some functionality beyond this to make peace anywhere near a viable option.

I'm curious though - someone mentioned that you can sell your legless people to traders, but each time I've gotten a legless person sitting around, the traders never come. Does the game recognize when you're trying to sell of your lame prisoners to the slavers, or am I just really unlucky?

Alaan
May 24, 2005

I definitely sold a cripple into slavery. Poor bastard got shot in the head. Although my sympathy isn't the best since he was captured attacking my base. He worked and moved at a snails pace. I let him be my janitor until slaver showed up and arrested him. Slavers just don't seem as common as the other ships to me.

Now I'm waiting on them again because I managed to capture a guy with no left leg and another with a destroyed kidney man probably will get to stay. He has a max HP of about 1/3 a bar but is otherwise functional. Provided blood filtration doesn't actually matter! Maybe I'll turn him into my grenadier. Those guys have short lifespans any way.

Edit: Is a missing leg permanent incapacitated?

JosefStalinator
Oct 9, 2007

Come Tbilisi if you want to live.




Grimey Drawer

Alaan posted:

I definitely sold a cripple into slavery. Poor bastard got shot in the head. Although my sympathy isn't the best since he was captured attacking my base. He worked and moved at a snails pace. I let him be my janitor until slaver showed up and arrested him. Slavers just don't seem as common as the other ships to me.

Now I'm waiting on them again because I managed to capture a guy with no left leg and another with a destroyed kidney man probably will get to stay. He has a max HP of about 1/3 a bar but is otherwise functional. Provided blood filtration doesn't actually matter! Maybe I'll turn him into my grenadier. Those guys have short lifespans any way.

Edit: Is a missing leg permanent incapacitated?

Yeah, you lose one leg you can never walk again. Not sure why you can't just like give them a crutch and have them do some tasks that don't require moving around a lot. My first busted leg guy was my doctor, and I was thinking of the walking dead (TV show), and happy that it wasn't someone more physical. He can still help, right?

Nope, leg's gone. Bring him out back to be shot like a horse.

And yet somehow, losing just a foot makes you able to get around slowly. The leg is the crucial part.

OwlFancier
Aug 22, 2013

According to the changelog the game will have prosthetics you can buy from traders. Hopefully you can mod in cyberlimbs and make Adam Jensen.

Alaan
May 24, 2005

Maybe the slavers will buy her a new leg :smith: She was ALSO my best doctor. I guess I shouldn't have had her out sniping. But seriously her targets were total scrubs. All the guys with M-24s had 1 firearms skill. Just got winged by sheer bad luck.

Chonchon
Dec 16, 2013

Sage Grimm posted:

Currently being seiged. My computer can handle the 50+ entities that spawned, but not when they get hungry. All of a sudden I'm chugging at <1 FPS as soon as the pathfinding to get their rations starts being calculated.

Colonies built at least ten tiles into a mountain are hilarious when it comes to sieges. The mortars can't touch you, especially if you get most of your power from geothermal vents. And then the besiegers finish all their food after two weeks and they start murdering each other en masse, and all you have to do afterwards is rummage through their belongings and abduct emaciated survivors.

Also, I can't bring myself to get rid of the five or so colonists currently sitting legless in their bedrooms. They've all contributed a lot to the colony and I feel really bad about getting rid of them.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!

JosefStalinator posted:

I'm curious though - someone mentioned that you can sell your legless people to traders, but each time I've gotten a legless person sitting around, the traders never come. Does the game recognize when you're trying to sell of your lame prisoners to the slavers, or am I just really unlucky?

I think it's more the storyteller recognizing that you're above a certain population limit and vetoes any slave trader. I had a host of terrible tribal prisoners waiting to be sold but after ~8 ingame months I decided to let them starve off. Slave trader still hasn't come so I'm stuck hunting through the incapacitated from attacks hoping to find good personality traits.

Garfu
Mar 6, 2008

Much like buttholes, families are meant to be tight.
Is there a way to prevent cave-ins when you're digging out a mountain for a base? I was doing small lines, then opening them up, but my last colony ended when 3 of my best colonists got crushed after my mountain base was well established.

Opals25
Jun 21, 2006

TOURISTS SPOTTED, TWELVE O'CLOCK

Garfu posted:

Is there a way to prevent cave-ins when you're digging out a mountain for a base? I was doing small lines, then opening them up, but my last colony ended when 3 of my best colonists got crushed after my mountain base was well established.

Unless it changed in A6 the roof caves in when you have a ceiling that's 6 tiles from a support, so the widest a room can be is 10 tiles without adding a support column in the middle.

Sylink
Apr 17, 2004

The zombie apocalypse mod is pretty fun. I had to build a dedicated crematorium complex to deal with the bodies.

Though it turned into digital auschwitz at that point.

OwlFancier
Aug 22, 2013

Another small mod: Power and Light.

Adds a radiothermal generator, generates 1000 power, costs 2000 metal and 250 uranium, can be built anywhere, has lots of HP and is fireproof. Costly and will add a lot to your colony wealth, but invaluable for bunkering down into a mountain if you haven't got geothermals handy.

Also adds wall mounted lights, metal ones are identical to metal walls but they emit a small amount of light, and draw only 50 power, they're very efficient for lighting small rooms and long corridors, as well as for lighting areas without giving cover to enemies.

The stone version does not conduct electricity, but instead connects to nearby grids, this means you can run a power cable behind a thick stone wall and still light the outside. Very useful for lit entryways into bases and looks pretty outside.



http://www.gamefront.com/files/24430163/Power+and+Light.zip

OwlFancier fucked around with this message at 16:00 on Aug 22, 2014

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester
The best part about this game is that if there's an obvious problem (e.g. no leg = useless) it gets fixed by a mod or an update to the base game really quickly.

Sylink posted:

The zombie apocalypse mod is pretty fun. I had to build a dedicated crematorium complex to deal with the bodies.

Though it turned into digital auschwitz at that point.

Link?

Hagop
May 14, 2012

First one out of the Ranger gets a prize!

OwlFancier posted:

Another small mod: Power and Light.

Adds a radiothermal generator, generates 1000 power, costs 2000 metal and 250 uranium, can be built anywhere, has lots of HP and is fireproof. Costly and will add a lot to your colony wealth, but invaluable for bunkering down into a mountain if you haven't got geothermals handy.

Also adds wall mounted lights, metal ones are identical to metal walls but they emit a small amount of light, and draw only 50 power, they're very efficient for lighting small rooms and long corridors, as well as for lighting areas without giving cover to enemies.

The stone version does not conduct electricity, but instead connects to nearby grids, this means you can run a power cable behind a thick stone wall and still light the outside. Very useful for lit entryways into bases and looks pretty outside.

Better powers roof drills are the best for moving full time into the mountain home. Like 80 metal and bam 5x5 sky where ever you need it.

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OwlFancier
Aug 22, 2013

Hagop posted:

Better powers roof drills are the best for moving full time into the mountain home. Like 80 metal and bam 5x5 sky where ever you need it.

I know there are lots of mods that give you options like that, I just wanted one that sort of keeps closer to the stock balance, which is distinctly against being able to turtle inside a mountain, so I figured the best way to make that possible is to make it also increase raider attacks due to the price of the thing.

Otherwise moving indoors is a bit of a no brainer.

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