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OwlFancier
Aug 22, 2013

Dirt5o8 posted:

So, I'm loving this game since the thread convinced me to buy it.

Questions though, what makes an area "pleasant" or not. I remove trash and debris from an area, say a courtyard with plants and trees. If I watch a colonist's thoughts as they move through it, it alternates rapidly between "pleasant" and "ugly". Whats triggering what? Also, should I be building beds in the middle of the bedroom? My dudes seem to lose the "spacious" mood when they get into their bed, logically placed along a wall. Finally, is there any way at all of stopping the power surge that dumps your entire store of electricity onto one spot, usually occupied by my super-star colonist?

This probably sounds really stupid, but they are likely being annoyed by the dirt being too dirty.

Essentially, your colonists will track dirt around as they move, including on your outside paths and such and I think possibly even on natural surfaces. This adds a negative beauty modifier to the area. Even if it's outdoors, gotta keep those rambling stone paths through the sculpted landcape loving SPOTLESS or your colonists will complain. It's kinda dumb.

It's also possible that some of the natural terrain is considered ugly, for some reason colonists are really picky about what nature they consider attractive. Generally you want to pave over everything with tiles, carpet, or smooth stone, and plant a buttload of rose gardens to make it beautiful. Most items in the game have a beauty effect which makes the surrounding area uglier or prettier, in the next patch this will be determined partially by material so you could build gold plated floor tiles I guess to make people happy.

Beds, I dunno about them being in the middle of the room, it's possible if the colonist is jammed into a corner they might not think it's spacious. It's also possible that they don't give a poo poo about the room being big when they're asleep, they care if it's cramped but I'm not sure if spaciousness matters when asleep. Certainly colonists don't care about darkness or beauty when asleep which makes sense, and a room being big doesn't really matter either to a sleeping person, while a room being too small to move about in/really stuffy and closed in does make it harder to sleep.

You can't stop power surges, but you can put your cables out of the way, behind a wall or something and keep your main pathways away from them, which will reduce their potential to do damage. It's a bit of a dumb event I think, or one that would benefit from a better power system with the ability to define sub-networks and put breakers between them.

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Dirt5o8
Nov 6, 2008

EUGENE? Where's my fuckin' money, Eugene?
Awesome, thanks! Time to go all industrial and put nature in it's place.

Garfu
Mar 6, 2008

Much like buttholes, families are meant to be tight.
Reddit says to put beds away from walls in order to get the buff fwiw

Huszsersvn
Nov 11, 2009

Nice world you've got here. Shame if anything were to happen to it.

OwlFancier posted:

This probably sounds really stupid, but they are likely being annoyed by the dirt being too dirty.

Essentially, your colonists will track dirt around as they move, including on your outside paths and such and I think possibly even on natural surfaces. This adds a negative beauty modifier to the area. Even if it's outdoors, gotta keep those rambling stone paths through the sculpted landcape loving SPOTLESS or your colonists will complain. It's kinda dumb.

It's also possible that some of the natural terrain is considered ugly, for some reason colonists are really picky about what nature they consider attractive. Generally you want to pave over everything with tiles, carpet, or smooth stone, and plant a buttload of rose gardens to make it beautiful. Most items in the game have a beauty effect which makes the surrounding area uglier or prettier, in the next patch this will be determined partially by material so you could build gold plated floor tiles I guess to make people happy.

These traits may have more in common with dwarves than with actual people. What's wrong with a bit of green and brown?

Sphrin
Apr 13, 2012
Its a bit convoluted but the wiki is decent at explaining some of the mechanics.

http://rimworldwiki.com/wiki/Beauty
http://rimworldwiki.com/wiki/Thoughts

But the basics of beauty are that you need finished walls and floors, large rooms, plants, and to keep everything clean.

For the Spacious Interior happy thought a room needs to be 26 open squares. For bedrooms with a Bed, Lamp, and Plant you need to make it at least you need to make them 29 squares because any object you can walk over reduces the space by half a square so 5x6 is the best setup for rooms with a normal bed.

FairyNuff
Jan 22, 2012

drat I captured a raider after blowing his leg off, but now he is lying in bed unable to move and so also unable to be recruited, yet I don't really want to execute him.

Also sieges are great, had a sniper rifle colonist kill a few whilst they were setting up, this made 2 go crazy later and kill at least 2 others. Then they had to sleep so I got my sniper to go in again unopposed and he killed one and captured the 1 legged guy.

Pornographic Memory
Dec 17, 2008
Let him starve. For some reason this doesn't hurt your colonists' morale while executing does.

Plek
Jul 30, 2009
You can also pawn them off on slave traders but apparently the colonists get pissy about trading a one-legged rear end in a top hat who just tried to kill them for some food.

Frankly
Jan 7, 2013
I had to sell off my best chef in my last save because she got her leg torn up in a prison fight, the leg thing is harsh! I also sold off 3 of the tribals that I'd realized were never going to join me and half of the remaining colonists were on mental break watch and cleaning duties for a few days due to everyone moping around about it. I like to think they were just sad about the chef and her replacement's terrible, terrible cooking.

Only just realized with my new colony that there's a desert biome! With lizards and poo poo! :downs: It's got a lot of sand and little farmable soil (but more than enough to live off in parts). To go with something different I've built a large compound in the open around a geothermal generator instead of tunneling into a mountain. My first convert was a 11/11 Shooting/Melee Political Assassin who can only kill things (very well) and do research (poorly). Normally I'd just not capture him as I'm short on labor but after he single-handedly broke a siege and helped capture two more prisoners I've let him go murder all the lizards and bugs he likes so he won't get bored :black101:

Dirk the Average
Feb 7, 2012

"This may have been a mistake."

Huszsersvn posted:

These traits may have more in common with dwarves than with actual people. What's wrong with a bit of green and brown?

To be fair, which is more beautiful, an unkempt field filled with pools of mud, random debris, and piles of rocks strewn about randomly, or a well-manicured and well-maintained field (alternately an unspoiled natural landscape)?

The ugly modifiers do reflect that nature around an area where people are trudging through while carrying large quantities of material and performing lots of work is going to look like poo poo unless someone goes through and maintains it.

FairyNuff
Jan 22, 2012

Pornographic Memory posted:

Let him starve. For some reason this doesn't hurt your colonists' morale while executing does.


Plek posted:

You can also pawn them off on slave traders but apparently the colonists get pissy about trading a one-legged rear end in a top hat who just tried to kill them for some food.


Too late, Mechanoids attacked and incapacitated all my fighters. However my turrets did well and killed all but 1 centipede, so I set my non violent doctor to look after everyone safe in the knowledge that the turret would kill the centipede.

Unfortunately a megascarab went crazy, broke in the back door which cut the power supply to the turrets removing any chance of killing the centipede, then murdered the pacifist doctor and some injured patients before it starved.

gently caress you megascarab, gently caress you.

Dirt5o8
Nov 6, 2008

EUGENE? Where's my fuckin' money, Eugene?
For cave farming, which is a better bang for your buck: Hydroponics or fertilizer pump?

I got lucky in my current map and mined into a hidden valley with a nice little field in the middle.

OwlFancier
Aug 22, 2013

Dirt5o8 posted:

For cave farming, which is a better bang for your buck: Hydroponics or fertilizer pump?

I got lucky in my current map and mined into a hidden valley with a nice little field in the middle.

Hydroponics I think is a bit faster but it requires a constant power source in addition to the lamps, also it costs metal to build the trays.

I would suggest that circular fields exactly large enough to be covered by a sun lamp will give you more growing space per watt, which is what you're probably going to be most limited on. Because you can't stack hydro trays every square, you need access ways between them.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
You can put down four fertilizer pumps that will cover most of the area that a sun lamp can provide. Otherwise if you want full coverage you'll need to put in 8.
Fortunately you can reclaim the pumps afterward so the metal cost is halved.

OwlFancier
Aug 22, 2013

Yeah filling out a sun lamp sized field is a bit fiddly, but metal is generally easier to come by than power in my experience as metal can be bought, while power requires constant upkeep which can require expanding your exterior base sections.

Dirt5o8
Nov 6, 2008

EUGENE? Where's my fuckin' money, Eugene?

Sage Grimm posted:

You can put down four fertilizer pumps that will cover most of the area that a sun lamp can provide. Otherwise if you want full coverage you'll need to put in 8.
Fortunately you can reclaim the pumps afterward so the metal cost is halved.

Oh really? That's awesome. Save some power too. I like the fact that I have to constantly juggle power with a mature colony. Gives the game that real "administrator" feel.

Edit:\/\/ Also, underground power cables. gently caress dry lightning.

Dirt5o8 fucked around with this message at 20:47 on Sep 12, 2014

Garfu
Mar 6, 2008

Much like buttholes, families are meant to be tight.
I wish there was a replace wall feature so I didn't have to carve out so many cave walls!

Garfu fucked around with this message at 17:01 on Sep 12, 2014

FairyNuff
Jan 22, 2012

Dirt5o8 posted:

For cave farming, which is a better bang for your buck: Hydroponics or fertilizer pump?

I got lucky in my current map and mined into a hidden valley with a nice little field in the middle.

There was talk on the forums and from the results the best to use are hydroponics trays as they are more 'fertile' and so the plants grow quicker. (Although the time to harvest estimate on them isn't correct but the dev has noted it as a bug.)

rimworld forum posted:

I just did an experiment - that is, planted crops in normal soil, rich soil and hydroponics at the same time and then watched how long would it take them to grow. The results were quite surprising.

For potatoes, the times were as such:

Hydroponics: 51 hours
Rich soil: 97 hours
Standard soil: 104 hours

Quite a striking difference in favour of hydroponics. But potatoes are rather independent on fertility as far as plants go. What about strawberries, which are supposed to benefit from ground fertility more?

Hydroponics: 27 hours
Rich soil: 76 hours
Standard soil: 104 hours

Whoa. Theya re just as fast growing on normal soil as potatoes but quite a bit faster on rich soil and hydroponics. Unfortunately, strawberries yield less food per harvest, but they should still give about 50% more food than potatoes in hydroponics. The disadvantage is that your growers will have to spend a lot of time planting and harvesting.

Chonchon
Dec 16, 2013

Zapdos posted:

What does everybody do with the garbage weapons dropped by the tribes? Bodies are easy enough to take care of/ignore after battles since they can stack on top of each other, but weapons just go everywhere, through walls if theres no space. Its becoming really irritating, especially in the late game raids with 50+ attackers. I've been selling them off to traders but they run out of money before I run out of things to sell, and hauling them all away out of the battlefield takes days.

I have a stone walled "poo poo shack" a fair ways away from the main colony. I dump all my useless poo poo there and then I use blasting charges to clear it when it fills.

Dirt5o8
Nov 6, 2008

EUGENE? Where's my fuckin' money, Eugene?
Real bummer. Got my first ship made and then realized the commissar who'd done some much work for the colony, before she got her leg blown off, couldn't load into a pod. I made her a really nice room to make her happy, then blew the poo poo out of it with a charge. For the Emperor! ...and then the game crashed.

FairyNuff
Jan 22, 2012

It shouldn't be too long till Alpha 7 as Tynan is asking for some public bug testers!

oohhboy
Jun 8, 2013

by Jeffrey of YOSPOS
Man, it sucks having to keep putting people down by staving them because they lost a leg. I hope the next update gives us a way to fix these people.

Pornographic Memory
Dec 17, 2008
It would be cool if you had multiple options for replacing lost limbs and it's not just "cyber limbs" and "cyber eyes", because I would like nothing more than to have more peg legged people than a pirate ship.

Valcione
Sep 12, 2007
For All Brave Silpheed Pilots


oohhboy posted:

Man, it sucks having to keep putting people down by staving them because they lost a leg. I hope the next update gives us a way to fix these people.

I'm pretty sure we'll be getting that. One of the items on the developer's changelog mentioned buying limbs from passing trade ships.

Me, I'm itching to play on new biomes. I wanna make a rad Ice Fortress in the Tundra.

Captain Ironblood
Nov 9, 2009
Just let me chop off all the fleshy bits on my colonists and make them into cyborgs, thanks.

OwlFancier
Aug 22, 2013

Solid silver walls and floor.

Swerve, tribals.

Walliard
Dec 29, 2010

Oppan Windfall Style

Katsuma posted:

One of the items on the developer's changelog mentioned buying limbs from passing trade ships.

I know this probably just means prosthetics, but all I can think of is The Simpsons: https://www.youtube.com/watch?v=rgqKv9rkAE0.

Alchenar
Apr 9, 2008

How are people taking screenshots? Any attempt I make with Print Screen just shows me an empty desktop and although apparently F11 is the screenshot button I have no idea where those are supposed to be stored.

Blooshoo
May 15, 2004
I'm a newbie

Alchenar posted:

How are people taking screenshots? Any attempt I make with Print Screen just shows me an empty desktop and although apparently F11 is the screenshot button I have no idea where those are supposed to be stored.

I just play through steam incase any of my steam budds wanna chat lol i don't have friends and use steam's screenshot button (f11? f12? one of those)


E: my screen shots are saved at C:\Program Files (x86)\Steam\userdata\4059395\760\remote\15159612792442454016\screenshots on steam, but I think it's different userdata\#\# for everyone as it's a 3rd party app at the moment

Blooshoo fucked around with this message at 16:11 on Sep 21, 2014

Alchenar
Apr 9, 2008

Blooshoo posted:

I just play through steam incase any of my steam budds wanna chat lol i don't have friends and use steam's screenshot button (f11? f12? one of those)


E: my screen shots are saved at C:\Program Files (x86)\Steam\userdata\4059395\760\remote\15159612792442454016\screenshots on steam, but I think it's different userdata\#\# for everyone as it's a 3rd party app at the moment

Brilliant solution, thank you very much.

Mister Bates
Aug 4, 2010
I made the mistake of assuming I could completely neglect defenses while playing with the basebuilding storyteller. Ended up barricaded in my dining hall frantically trying to build a turret out of the resources I had lying around in there before angry raiders battered down my doors. Managed to put it together in time, and the boost in firepower was enough to hold off the attack, but I lost a couple people. Build defenses, folks.

marumaru
May 20, 2013



Gonna go straight to the point: I love Dwarf Fortress but I miss non-ascii visuals. Will I like this game or is it not deep enough?

FairyNuff
Jan 22, 2012

Inacio posted:

Gonna go straight to the point: I love Dwarf Fortress but I miss non-ascii visuals. Will I like this game or is it not deep enough?

Its an alpha and so it's isn't as deep as DF, however it is better looking and has better ui and fun.

Currently you can build defenses, research, hunt, etc. Events happen like raids or sieges or mechanoid attacks or crops dying etc. All colonists have moods skills and traits. If they have low mood they can go berserk, skills affect work and traits can affect various things (like preferring to wear no clothes). The health system is similarish to DF in the fact different body parts have individual health and so you can end up with 1 eye/armed colonists.

The next update is coming soon (currently public testers have been recruited on the game forum) and seems to be changing how building resources work and also adding diseases among other things.

FairyNuff fucked around with this message at 20:56 on Sep 21, 2014

Splode
Jun 18, 2013

put some clothes on you little freak

Inacio posted:

Gonna go straight to the point: I love Dwarf Fortress but I miss non-ascii visuals. Will I like this game or is it not deep enough?

deeper than prison architect, and difficult on the normal difficulty settings. I've tried loads of games going for the Dwarf Fortress market and this is the first that comes close.

Also I highly recommend people try out a desert site. It can be challenging to grow enough food, and it won't be in a defensible position, so cannibalism is actually worth the terrible, terrible cost. It's a lot of fun, very intense and brutal!

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester
Not QUITE as deep as DF yet, but it is getting there, and it is doing so in a much more intuitive way.

Deadmeat5150
Nov 21, 2005

OLD MAN YELLS AT CLAN
Right now I'm just hoping for more decorations.

Huszsersvn
Nov 11, 2009

Nice world you've got here. Shame if anything were to happen to it.

Through months of regimentalisation, it IS possible to create a professional militia.

All they do is eat,



sleep,


and train!


Handpicked recruits who have a passion (XP bonus) for shooting have their needs synchronised through selective deprivation, and then are submitted to lengthy, all-day training sessions at the range. All are issued basic pistols, as they are quickest to refire and thus train with.

This requires daily care - each soldier must be drafted and instructed each day to practice until they starve, then dismissed from duty on the coming of each night, so that they dine together and sleep at the same time. This is repeated until a corps of marksmen emerge.

You may need ghandi_rules' Target Practise (infinitely reusable training targets) mod or something similar. If you have some kind of phobia of mods, you can assign a stone wall as your training target instead.

Saxophone
Sep 19, 2006


So, I like roguelikes, I like colony-building type games, and I like survival type games.

I just found this game today and as it happens my soon-to-be parents-in-law gave me 25bux for my birthday {:toot:) Should I pull the trigger with this game? Reading through the thread it seems fun and with the funding goal being surpassed like it was I'd imagine development is going strong. Thoughts?

OwlFancier
Aug 22, 2013

Personally I'd hang on for Alpha 7 and see if its features tickle your fancy more. The longer you wait the more accurate the impression you'll get and with A7 coming soon you might as well wait for that at least.

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Generation Internet
Jan 18, 2009

Where angels and generals fear to tread.

Saxophone posted:

So, I like roguelikes, I like colony-building type games, and I like survival type games.

I just found this game today and as it happens my soon-to-be parents-in-law gave me 25bux for my birthday {:toot:) Should I pull the trigger with this game? Reading through the thread it seems fun and with the funding goal being surpassed like it was I'd imagine development is going strong. Thoughts?


I like all of the types of games you've mentioned, and I've gone in on quite a few of them.

They haven't all panned out.

Rimworld, however, has already exceeded my expectations. A lot of Early Access games I'll try once and like the concept, but not find enough content and tell myself I'll come back when they add more features. Or just as likely, if they add more features. With this game I've found enough entertainment to play a few colonies from start to finish in each of the last few builds and each alpha has come with a whole bunch of awesome new features at a fairly regular rate.

Personally I think it's completely worth the money if you think this type of game is your bag. It scratches a few specific itches really well.

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