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Digihazard
Nov 2, 2010

If you place the milk in before the bag, I will kill you and your family while they sleep.
My friend had a similar issue to that with prisoner beds that he fixed by deconstructing the bed and then rebuilding it, which I get rechecks that its valid. (also make sure your people can get to the room in question)

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Tias
May 25, 2008

Pictured: the patron saint of internet political arguments (probably)

This avatar made possible by a gift from the Religionthread Posters Relief Fund
Cool. I don't assume doors are somehow impassable to enemy combatant escorted by my men, and if so, can this be changed somewhere?

Zet
Aug 3, 2010
Grabbed this while reading through the end of the Spacebase thread and having a lot of fun. I've only been able to finish 1 full game and it ended in a raid where my remaining 2 colonists were being captured by raiders except for a mentally broken raider attacking his cohorts and everyone dying in a fire. Incredible.

What are some good defensive setups? I've seen one involving a 'kill box' area that's built as the first room in a cave and another with a diagonal entrances covered by turrets.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
Check this for a couple kill room setups I've made: http://forums.somethingawful.com/showthread.php?threadid=3598337&pagenumber=8&perpage=40#post433801588. It's essentially the only entrance into the colony, though you may have to double/triple up outer walls elsewhere to prevent attacks from just breaking through instead and not have to deal with your massed defenses.

Sphrin
Apr 13, 2012
I saw a great setup on the game's forums that was just 4 small rooms in a series with a turret in the middle of them, the enemies would rush into the room to start shooting the turret and each room anyone not killed by the turret shooting them was severly injured or killed by it exploding.

Another cool little option was turrets in little bunkers, the bunker makes it dark so its harder to shoot the turret then at the front or sides you want them shooting out of you put a crafting bench which can be shot over but prevents anyone from rushing into melee range.

Jet Jaguar
Feb 12, 2006

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



The "need grave" message can sometimes come up if you have some animal corpses from hunting and nowhere to put them. Rimworld decides the best place is in a grave, which I think are now off-by-default for animal bodies.

Tias
May 25, 2008

Pictured: the patron saint of internet political arguments (probably)

This avatar made possible by a gift from the Religionthread Posters Relief Fund
Yeah, but when I got it, I had a dead human body in a cell and a correctly checked open grave (several, in fact) to put him in.

oohhboy
Jun 8, 2013

by Jeffrey of YOSPOS
Click on the need grave warning, it should take you to the problem.

Tias
May 25, 2008

Pictured: the patron saint of internet political arguments (probably)

This avatar made possible by a gift from the Religionthread Posters Relief Fund
IIRC it just redirected me to the dessicating load of prison mummy on my cell floor. I'll keep an eye out if it surfaces again. Thanks for all the help, you guys are great :3:

OwlFancier
Aug 22, 2013

I believe a correctly categorised stockpile will substitute for a grave for the purposes of getting rid of the message, so if you're having trouble just dump all your bodies in a pile outside the front gate.

This has the added benefit of making visitors and raiders somewhat uncomfortable. Unfortunately it will also make your colonists a bit unhappy too so you might want to keep them inside if you do this and be sure to firebomb the corpse pile before trying to leave.

Edit: "Firebomb the Corpse Pile" is the name of my death metal band.

OwlFancier fucked around with this message at 15:27 on Sep 30, 2014

Zigmidge
May 12, 2002

Exsqueeze me, why the sour face? I'm here to lemon aid you. Let's juice it.
What I need now is an incendiary charges mod so that I can string a line of corpses along my town's walls that ignite into an omen of suffering and doom as raiders advance on me.

OwlFancier
Aug 22, 2013

Zigmidge posted:

What I need now is an incendiary charges mod so that I can string a line of corpses along my town's walls that ignite into an omen of suffering and doom as raiders advance on me.

That's probably about a two-line change to the blasting charges mod if you're curious.

Slime
Jan 3, 2007

OwlFancier posted:

I believe a correctly categorised stockpile will substitute for a grave for the purposes of getting rid of the message, so if you're having trouble just dump all your bodies in a pile outside the front gate.

This has the added benefit of making visitors and raiders somewhat uncomfortable. Unfortunately it will also make your colonists a bit unhappy too so you might want to keep them inside if you do this and be sure to firebomb the corpse pile before trying to leave.

Edit: "Firebomb the Corpse Pile" is the name of my death metal band.

Oh man, that gives me an idea. Leaving corpses in strategic locations that your colonists will rarely tread, but raiders are quite likely to be.

OwlFancier
Aug 22, 2013

Slime posted:

Oh man, that gives me an idea. Leaving corpses in strategic locations that your colonists will rarely tread, but raiders are quite likely to be.

Raiders have the same mental effects as colonists so far as I know so yeah, that would probably make them a bit unhappy.

Even if it doesn't break them, if you start killing them as they come into the colony, it'll make their morale break faster and result in more of them going berserk/wandering around shellshocked rather than fighting you.

HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?


Slime posted:

Oh man, that gives me an idea. Leaving corpses in strategic locations that your colonists will rarely tread, but raiders are quite likely to be.

This is what I do every time. I have a dark, dirty and cramped winding corridor that goes on for quite a way in all of my bases. They get mentally sapped, so when the first person pokes through the door and gets shot it is usually a guaranteed tantrum spiral for the enemy team.

Tias
May 25, 2008

Pictured: the patron saint of internet political arguments (probably)

This avatar made possible by a gift from the Religionthread Posters Relief Fund
Dang, that's harsh. Does it not affect your own colonists?

OwlFancier
Aug 22, 2013

Tias posted:

Dang, that's harsh. Does it not affect your own colonists?

It will, but your own colonists aren't going to be shot in the face upon leaving the corridor, ideally :v:

boner confessor
Apr 25, 2013

by R. Guyovich
Is mortar accuracy impacted by the Shooting skill? I can't tell yet.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
Nope, accuracy is basically a crap shoot. You can't do anything to make it better.

Tias
May 25, 2008

Pictured: the patron saint of internet political arguments (probably)

This avatar made possible by a gift from the Religionthread Posters Relief Fund

Sage Grimm posted:

Nope, accuracy is basically a crap shoot. You can't do anything to make it better.

Tight! Now I can put my clerks on the mortar and free up a good rifleman :3:

Zteuer
Nov 8, 2009

Tias posted:

Tight! Now I can put my clerks on the mortar and free up a good rifleman :3:

Also non-violent pacifists will man mortars.

TK-42-1
Oct 30, 2013

looks like we have a bad transmitter



Blowing a person to pieces isn't violence unless you can see it.

Coucho Marx
Mar 2, 2009

kick back and relax

TK-42-1 posted:

Blowing a person to pieces isn't violence unless you can see it.

"Nah, Jim, everything's fine, nobody else here but us colonists! Totally unrelated, can you hop on this mortar and start firing on these coordinates? It's for... mining purposes. Also the rocks might move around a bit. Funny rocks on this planet!"

*cocks rifle behind cover*

boner confessor
Apr 25, 2013

by R. Guyovich

Sage Grimm posted:

Nope, accuracy is basically a crap shoot. You can't do anything to make it better.

I can build more mortars.

Seems to me that the best thing to do is depending on how many besiegers there are, target their food storage so they dash themselves against my impenetrable stone walls rather than potentially harm a colonist with a lucky shot. Though I tend to build my settlements in the open like a small town, to keep things even.

boner confessor fucked around with this message at 07:02 on Oct 1, 2014

Dirt5o8
Nov 6, 2008

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

Popular Thug Drink posted:

I can build more mortars.

Seems to me that the best thing to do is depending on how many besiegers there are, target their food storage so they dash themselves against my impenetrable stone walls rather than potentially harm a colonist with a lucky shot. Though I tend to build my settlements in the open like a small town, to keep things even.

I always start off saying I'm going to make a nice, open town. Then I build a row of houses into a wall, then another, then Bam, fortified compound with chokepoint entrance and rows of sentries.

BAD AT STUFF
May 10, 2012

We choose to go to the moon in this decade and do the other things, not because they are easy, but because fuck you.
Alpha 7 is out :toot:

edit: changelog:

quote:

Change summary:

Stuff system allows you to build walls, furniture, and other structures out of arbitrary materials.
New stats system for calculating and reporting thing stats from skill, race, stuff, and other factors.
There are now multiple types of stone: sandstone, granite, marble, slate, and limestone.
There are now multiple mineable minerals: metal, silver, gold, plasteel.
Leather harvesting from animals, and cloth harvesting from cotton crops.
Special space-tech cloth types.
Make clothing from arbitrary fabrics or leathers.
Reworked damage deflection chance per-damagetype armor system.
Some animals and mechanoids have natural armor.
New biome: tropical rainforest. A choking, disease-infested jungle.
Disease rates are linked to biomes.
Prosthetic limbs, from simple to complex: peg legs, wood dentures, simple prosthetics, enhanced bionic limbs and eyes.
Organ harvesting and transplanting.
Diseases: flu, plague, malaria, sleeping sickness.
Chronic conditions (age-related): Cataracts, bad back
A bunch of new traits. Brawler, prosthophile, and more
New trade system and interface.
Traders carry and buy any item, including prosthetics, neurotrainers, organs, slaves, weapons, apparel, commodities.
Neutrotrainers: Matrix-style instant training devices.
Lockable doors
Melee weapons: Club, knife, spear, shiv, short sword
New animals: cobra, monkey, camel, tortoise, boar, rhino.
Storyteller redesigned and rebalanced.
Visitors carry their own food and hopefully won’t raid your food supplies.
Translations can be set to avoid using tiny text (useful for Asian languages where tiny characters are unreadable).
Rewritten credits system integrates translator credits from each translation automatically.
Piles of other additions, fixes, and tunings.

https://www.youtube.com/watch?v=XZXY4fxj0Ck

BAD AT STUFF fucked around with this message at 16:29 on Oct 1, 2014

Opals25
Jun 21, 2006

TOURISTS SPOTTED, TWELVE O'CLOCK

Oh man, this sounds like an awesome update!

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester
Holy poo poo you need to watch that video if you haven't already.

Summary:

Cobras are awesome.
Organ harvesting and black market organ selling is awesome.
Bionic ninjas are awesome.
Jungle love is awesome.
Zulu warrior charges against raiders are awesome.
Tynan is awesome.


Pornographic Memory
Dec 17, 2008

Mimetic posted:

Alpha 7 is out :toot:

edit: changelog:

Prosthetic limbs, from simple to complex: peg legs, wood dentures [...]


yessssss

klf11
Aug 17, 2014
update looks amazing, cant wait to give it a try

the black husserl
Feb 25, 2005

There's more content in that update than a lot of EA games get in a year.

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester
This is why you need to take the plunge if you're on the fence with this game. Not only did Tynan fix one of only major concerns from Alpha 6 (missing limbs making colonists unable to do anything), he made that whole system better. And then added more content to everything else, too. Maybe diseases or melee weapons or materials, or whatever, will need tweaking -- but you can actually expect the developer to do that. Every iteration gets better.

This loving game gives me hope for the entire industry.

Midrena
May 2, 2009
What an amazing update. Love the new stats for things/people. I am a sucker for that kind of stuff.

I was able to get in when the game was still $20 (after the KS ended, before the price went up), I think this is one of the best -- if not THE best -- KS/early access games I've had the pleasure of supporting. Love the way the game is coming along at a good clip, I've had tons of fun with it already and am just floored by what Tynan does with every update. Pretty amazing.

Midrena fucked around with this message at 18:05 on Oct 1, 2014

BAD AT STUFF
May 10, 2012

We choose to go to the moon in this decade and do the other things, not because they are easy, but because fuck you.

Midrena posted:

What an amazing update. Love the new stats for things/people. I am a sucker for that kind of stuff.

I was able to get in when the game was still $20 (after the KS ended, before the price went up), I think this is one of the best -- if not THE best -- KS/early access games I've had the pleasure of supporting. Love the way the game is coming along at a good clip, I've had tons of fun with it already and am just floored by what Tynan does with every update. Pretty amazing.

Agreed. I've backed a bunch of Kickstarter stuff (including some that have actually come out!) and Rimworld is definitely one of the more impressive ones.

Pornographic Memory
Dec 17, 2008
So after watching the video I see not only can you eat people or use their corpses for intimidation (as people have been discussing here), but now you can also wear them :stare:

OwlFancier
Aug 22, 2013

Well that was a nice surprise to come home to.

Pornographic Memory posted:

So after watching the video I see not only can you eat people or use their corpses for intimidation (as people have been discussing here), but now you can also wear them :stare:

It's great, you can kidnap someone, execute them, rip out their organs and sell them for cash, skin them and turn them into a coat, and then eat the rest.

Frankly, all you're really missing is the ability to make freaky statues out of the bones to line your entryway with after you did all the other stuff.

canepazzo
May 29, 2006



OwlFancier posted:

Well that was a nice surprise to come home to.


It's great, you can kidnap someone, execute them, rip out their organs and sell them for cash, skin them and turn them into a coat, and then eat the rest.

Frankly, all you're really missing is the ability to make freaky statues out of the bones to line your entryway with after you did all the other stuff.

This game always got inspiration from Firefly, they finally added Reavers gameplay.

Sankis
Mar 8, 2004

But I remember the fella who told me. Big lad. Arms as thick as oak trees, a stunning collection of scars, nice eye patch. A REAL therapist he was. Er wait. Maybe it was rapist?


I'm so glad I bought into this. Updates are a bit slower than I'd like but drat if everyone isn't quality.

HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?


I'm amazed all this came this quickly after Alpha 6, and diseases? Organ harvesting? Peg-legs? I do not see what new features can possibly match these, other than simply more stuff. The game has a fantastic foundation, and if you do not own this game go buy it now.

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Generation Internet
Jan 18, 2009

Where angels and generals fear to tread.
God I'm so glad I backed this game, it's one of the only 'early access' games I have that I would be perfectly happy with even if development stopped now and he just keeps adding new features. I can't wait to give this version a try.

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