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So what are good mods to play with right now? I picked up prepare carefully, extra research tables, extended surgery, synthmeat, thingamajigs, workplaces, a conveyor belt mod and blood pact. Not super keen on the blood pact thing but it looked like an interesting thing to explore. Last patch there was a mega mod pack thing a goon put together but it had a ton of poo poo I didn't really care for (a mod to make beds require linen, as well as 4 different cheap beds from other mods). I realize a bunch of mods haven't been updated yet but what should I be looking out for? Edit: Also I can't access the Rimworld forums, says my guest account has been banned and I can't login. All I did was download mods, never posted there :|
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# ? Oct 5, 2014 12:59 |
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# ? Apr 24, 2024 11:49 |
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In A6 I was using EdB Interface, Realistic Weapons with Project Armory (ends up a bit goofy for my tastes in default config - you had Stormtrooper E11 blasters, Colonial Marine pulse rifles and Space Marine boltguns alongside several AK variants - but it's apparently pretty easy to select only certain packs), and Superior Crafting. Anything beyond that didn't really seem to add much to A6. Superior crafting is one of the mods that slows down research and construction progression. You have to turn lumber into planks, stone into blocks, cotton into cloth, and so on. It also adds several turret designs, stone embrasures, medkit crafting and a couple of other things. Of these only EdB Interface is currently up-to-date, though Project Armory and Superior Crafting hope to update sometime over the weekend. PA looked like it might actually achieve this because people were doing the A6-A7 conversion publicly in the thread, whilst the creator of Superior Crafting is apparently ill. Maybe try Apparello? There's also the extended events mod (the correct name escapes me) which might be of interest, but it doesn't sound particularly balanced or great yet. The forums are being a bit hit and miss right now as they're trying some wide scope IP bans to stop spammers and accidentally cutting off entire ISPs. E: Forums are working for me again now. Nullkigan fucked around with this message at 13:22 on Oct 5, 2014 |
# ? Oct 5, 2014 13:14 |
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Coucho Marx posted:Chokepoints, dude! Chokepoints! I see plenty between the buildings.
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# ? Oct 5, 2014 14:23 |
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Zigmidge posted:I see plenty between the buildings. Yeah I and did have several turrets until I had the mechanoid assault event twice with a psychotic squirrel rampage between. I only survived due to the turret in the hospital as I had 2 injured colonists being treated by a guy incapable of violence who was made to rush build the turret. I hadn't even time to mine the metal for new turrets when the boars came.
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# ? Oct 5, 2014 16:21 |
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Geokinesis posted:RIP colony, so much blood. This picture makes me wish you could start new games on maps with abandoned settlements, either your own or randomly generated ones. To keep things from becoming too easy it could just be walls left over, in varying degrees of damage and with random holes in them, and you could just say any furniture or equipment or supplies have been picked over by scavengers or were ravaged by time and the elements into nothing. I know the game already randomly generates ruins (as shown in that very picture), but they're from "ancient civilizations" I guess and just stone walls and brick floors. It would be really awesome to make landfall and see these nearby structures, roughly arranged like you'd arrange a settlement, and look inside them and see them spattered with blood and with skeletons and rubble strewn about, starting to become overrun by plants, and so on.
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# ? Oct 5, 2014 16:42 |
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bobtheconqueror posted:Looking for some new mods, I tried out the Zombie Apocalypse mod that just got updated for the new version. It's pretty frickin' sweet, and adds another layer of tension to the game. You basically start off with a zombie faction that will attack you just like tribals or whatever, but there's an infection system, and the only way to stop an infection from turning someone is to amputate the limb, which of course doesn't help if they get bit in the torso. Also, euthanasing them just makes a zombie in your hospital, so you're kind of stuck having to make some kind of quarantine room with a bunch of turrets to draft your poor doomed colonist into. Wow, that's actually kinda great. Most of the time zombie mods are just kinda lovely things because "Zombies!" But this one seems kinda fantastic once I get used to the new stuff.
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# ? Oct 5, 2014 20:13 |
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Geokinesis posted:I don't really like the whole killbox things, I much prefer getting my colonists to fight in the 'alleys' of the buildings. Thats how I build, but you still want a town wall protected by turrets. Or else you're just asking for a game over when an animal wave hits you. All the boomrats have gone insane! = All the colonists shelter in the main hall while turrets clean up the mess.
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# ? Oct 5, 2014 21:44 |
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Is there anything you can do about cataracts? And is there any point in building up goodwill with a faction?
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# ? Oct 5, 2014 22:38 |
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I gave in and bought this game based on all the good reviews so far in this thread, and I'm really glad I did; having a blast playing so far. I was up until 3am or so last night playing and I had no idea where the time went. I've got a pretty open city layout, and I have a feeling I'm going to get destroyed when serious attacks start. I've already alienated the other factions by kidnapping their people.
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# ? Oct 5, 2014 22:41 |
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Stele007 posted:Is there anything you can do about cataracts? And is there any point in building up goodwill with a faction? Replace the eyes with bionic ones, perhaps.
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# ? Oct 5, 2014 22:45 |
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Stele007 posted:Is there anything you can do about cataracts? And is there any point in building up goodwill with a faction? You can install bionic eyes. There isn't much point to building up goodwill. Getting tribals to stop attacking you is the most useful thing. High goodwill factions will send backup if a siege happens which is moderately useful and also you can bribe them after you've kidnapped one of their wandering colonists. A small thing I discovered: deactivate meat as an ingredient for simple meals. You need meat to make fine meals, but cooks will merrily cook all your meat into simples.
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# ? Oct 5, 2014 22:46 |
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Slime posted:Replace the eyes with bionic ones, perhaps. Oh, good, I thought there weren't any. I've only seen limbs so far.
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# ? Oct 5, 2014 22:50 |
Heres my Colony, I never thought about using a kill room but i might do it now. I do hope that eventually we get a Z level. I want Sniper Towers . Also a water need for the colonists, So you need condensation collectors in the desert and water purifiers in the jungles.
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# ? Oct 5, 2014 23:02 |
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Ugh, my best miner/manual worker got hit: I have to look for 2x Bionic arms to make him worthwhile again, as basic prosthetics wouldn't help at all.
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# ? Oct 6, 2014 02:47 |
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Geokinesis posted:Ugh, my best miner/manual worker got hit: Give him Scyther claws on both hands and make him your colony's melee combat specialist. Be sure to rename him Galvarino.
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# ? Oct 6, 2014 03:09 |
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On the plus side once you give him the arms he will be the best miner ever. I picked up a very skilled doctor/melee/gunfighter, with the slight issue he was almost blind due to cataracts, after sticking a bionic eye in he now has 85% sight and can hold his own, with both eyes replaced I suspect he will turn into some sort of god of murdersurgery, as sight is important for both of those tasks and 140% sight will make him way better at both. Your miner there will probably be about back to normal with just one bionic arm because it's better than a standard one.
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# ? Oct 6, 2014 03:19 |
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Have to add, anyone on the fence here, go and get it. It's a lot like DF but with an interface and logic that doesn't make you want to delete it from your computer. No it's not as deep, but gently caress man, it's deep enough for me and probably you too.
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# ? Oct 6, 2014 03:24 |
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So a psychic wave hit and now all the tortoises on the map have gone mad and are assaulting my base, so far i have about 20 dead or dying tortoises and more are coming....slowly. I love this game. Edit: And now my colonist who has the bloodlust trait gets to go around slitting the throats of every dying tortoise, making her increasingly happy as she skips from one to the next. Just Chamber fucked around with this message at 03:41 on Oct 6, 2014 |
# ? Oct 6, 2014 03:37 |
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I convinced a staunch raider called Deadeye to join the colony, I didn't understand I could check what he was good at before recruiting him and found the fucker wouldn't do anything except fight melee and research. So I sent him to kill the tortoise that had been hanging around since the start. Deadeye had a mohawk and generally appeared to be a hardass pirate type. The tortoise hosed him right up. Be warned.
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# ? Oct 6, 2014 03:42 |
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The bionics thing makes me wish there were a Machine Cult mod, where your guys were all prosthophiles, and could turn the guys you capture into mindless servitor drones with tool or gun-arms, so that your cult of machine worshippers could rule over an army of mechanized slaves so as to bring glory to the Omnissiah. I guess realistically all the mod would need is the ability to put an implant in people that obliterated any intellectual/social skills with the trade-off of making them forever complacent if mediocre workers. I guess what I really want is a slave implant mod.
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# ? Oct 6, 2014 03:50 |
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Lassitude posted:The bionics thing makes me wish there were a Machine Cult mod, where your guys were all prosthophiles, and could turn the guys you capture into mindless servitor drones with tool or gun-arms, so that your cult of machine worshippers could rule over an army of mechanized slaves so as to bring glory to the Omnissiah. Shoot them non-fatally in the brain and recruit them, you now have a completely complacent retarded worker drone. Basically useless for anything except sweeping floors, but whatever.
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# ? Oct 6, 2014 04:20 |
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How does this game compare to Spacebase DF-9 (Other than still being developed)? I heard this is also a lot like DF, and I get a heavy Prison Architect vibe from the art (Not that, that is a bad thing).
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# ? Oct 6, 2014 04:22 |
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Got my first spaceship up! I've been unable to finish constructing choke points for my previous colonies, but I managed to get this one up and got lucky with my encounters: pirate siege parties came very late, and only one wave of mechanoids (though three of the bloody crashed space ship part events. Good money at least...). Lots of tribals who got brutally mowed down by my defenses and fled. New patch is great, fixes a few gameplay problems the old one had. I miss buildings having invisible magic wiring though. SkySteak posted:How does this game compare to Spacebase DF-9 (Other than still being developed)? I heard this is also a lot like DF, and I get a heavy Prison Architect vibe from the art (Not that, that is a bad thing). Shits all over DF-9. Loads more depth, loads more fun challenge, much better interface. It's closer to prison architect in terms of UI (how you issue orders, etc) but honestly it's very similar to dwarf fortress in terms of gameplay, especially when you compare it to every other game that's attempted DF. Work priorities are far superior to both DF and DF-9, AND you can grab a worker and force them to prioritise something if they've decided cutting down an entire forest is more important than replacing the power cable that powers the stove. Gameplay is excellent, and has similar patterns to dwarf fortress: enemies arrive, you repel them, but you often lose the colony to the aftermath. You'll have only a few functioning colonists left who are expected to tend the farms, cook meals for everyone, give medical attention, feed the new prisoners, all while running around the slowly rotting corpses. Often they just go 'nup gently caress this' and wander off, leaving everyone to starve in their hospital beds. It's fantastic! Splode fucked around with this message at 04:31 on Oct 6, 2014 |
# ? Oct 6, 2014 04:26 |
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Kept all 3 of my original colonists alive right until the end, had my spaceship nearly built, when Mechanoids decide to drop in. 'Toft' was an old hand, known for his trademark cowboy hat he'd been there since the beginning, the guard of the base, he'd fought off countless threats to the colony and got himself a bionic arm for his trouble. Maybe his eyes weren't as good as they used to be and he just couldn't react in time (dammit I should have given him those bionic eyes sooner) but he took a spear in the heart, killing him instantly. Ended up burying him in a grave where he could watch the ship take off, but not before his friend took his hat to always remember him by . Yep this is filling my dwarf fortress itch quite nicely. RIP Toft.
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# ? Oct 6, 2014 04:33 |
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Be very careful when deciding where to put your orbital trade beacon. That's the location that's used to determine where enemies drop in when they 'drop in right on top of you'. I put mine at the back of my chokepoint, so all the turrets just swivel 180 and annihilate everything.
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# ? Oct 6, 2014 04:39 |
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I'd say what I'd really love is a button that just says "hey get the gently caress inside you're under siege" and a decided zone where they are only allowed to be in when it's pressed, like DF has. The amount of times I've had colonists who weren't drafted decide to go run into the middle of a gun fight to go and repair the wall outside is maddening.
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# ? Oct 6, 2014 04:41 |
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Mister Bates posted:Shoot them non-fatally in the brain and recruit them, you now have a completely complacent retarded worker drone. Basically useless for anything except sweeping floors, but whatever. There are disabled lines in the surgery XML file for brain transplants. I wonder what it would take to enable this.
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# ? Oct 6, 2014 04:45 |
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Just Chamber posted:I'd say what I'd really love is a button that just says "hey get the gently caress inside you're under siege" and a decided zone where they are only allowed to be in when it's pressed, like DF has. The amount of times I've had colonists who weren't drafted decide to go run into the middle of a gun fight to go and repair the wall outside is maddening. Yeah, I've come to locking the main colony front door when poo poo goes down. Turrets in a killbox just outside and everyone inside behind a locked door. The dumbasses would go out to repair the turrets in the middle of a pitched battle and get their limbs blown off. The turrets are very strong though, a few in a semi-decent configuration seems to be blasting pretty much everything that comes near me. Splode posted:Be very careful when deciding where to put your orbital trade beacon. Great tip. Yeah, it's a bit of a weird thing that beacon, along with the stockpile needing to be uncovered (so the ship can beam poo poo up and down I guess). I have hundreds of potatoes in that stockpile. I've bought medikits, upgrades and even slaves with potatoes. Actually another thing is selling people to the slavery traders generates negative thoughts, even if they are filthy pirates sitting in your prison and aren't part of the colony yet. Not that I give a poo poo about the welfare of Mr. Pirate but I do give a poo poo if it gives everyone else a sad.
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# ? Oct 6, 2014 05:19 |
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Just Chamber posted:I'd say what I'd really love is a button that just says "hey get the gently caress inside you're under siege" and a decided zone where they are only allowed to be in when it's pressed, like DF has. The amount of times I've had colonists who weren't drafted decide to go run into the middle of a gun fight to go and repair the wall outside is maddening. Yeah, this is one of the things I really would like, the other being letting me set the priority for individual crafting bills across different workshops, so I don't have to suspend my crematorium when I really need to get some other crafting done. Tony Montana posted:Great tip. Yeah, it's a bit of a weird thing that beacon, along with the stockpile needing to be uncovered (so the ship can beam poo poo up and down I guess). They use drop pods similar to what your initial colonists land in. Don't want your shiny new bionics landing on the top of the mountain you dug into, do you?
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# ? Oct 6, 2014 05:28 |
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Tony Montana posted:I have hundreds of potatoes in that stockpile. I've bought medikits, upgrades and even slaves with potatoes. Actually another thing is selling people to the slavery traders generates negative thoughts, even if they are filthy pirates sitting in your prison and aren't part of the colony yet. Not that I give a poo poo about the welfare of Mr. Pirate but I do give a poo poo if it gives everyone else a sad. Good news! You can harvest and sell his organs without anybody caring at all!
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# ? Oct 6, 2014 06:16 |
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Aha! So, would you like to join our colony? No? Ok then.. *sharpens knives*
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# ? Oct 6, 2014 07:52 |
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Tony Montana posted:Aha! Yes, I do with there was a way to convince people/visitors to join you other than Stockholm syndrome.
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# ? Oct 6, 2014 08:13 |
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I, too, would like a brainwashing mechanic to be put in place
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# ? Oct 6, 2014 08:16 |
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Reintroducing fear could be really cool now. Also: meal-times.
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# ? Oct 6, 2014 08:46 |
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There's a mod called Extended Surgery Mod that allows you to schedule surgeries to hack off limbs, I think. Prostheses and bionics for if that's the case, too! (And, if I'm mistaken, then at least when some dick gets his arm taken off by a raider, you can replace it then!) Also, yay, a mod was updated/made for alpha 7 that has shields and advanced turrets and poo poo. http://ludeon.com/forums/index.php?topic=6636.0
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# ? Oct 6, 2014 09:53 |
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So, notifications could be better. I checked my number one bro, Yuri, that was a founder and he's built half the drat place himself.. he is missing an arm! I had no idea, no idea when it happened, or how.. Maybe in that statistics tab with all the events in it.. can I trawl through that and try and find out what happened? You really need a flashing red alert, like the mental break alert, that says your colonist has lost a limb! Yuri is such a fine man that only the best in bionics will be ordered for him.. once the next crop of potatoes comes in.
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# ? Oct 6, 2014 10:00 |
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Tias posted:It's a hella cool rifle. It still doesn't make sense in future hard sci-fi setting, unless specifically reconstructed by an archivist AI with a british empire-boner. Presumably it's not literally a lee-enfield but that same tech level, because that gives the player all the important information they need.
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# ? Oct 6, 2014 10:46 |
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Locked doors, a means of preventing your colonists from getting outside and being a dead 'tarded-out spacefaring colonist! Conscript 'em, order 'em inside a building/complex, lock the door. Boom, you now have a portion of your populace SAFE! Since you can enable and disable the locks at any time, it makes crises rather easy to deal with, whilst allowing full functionality in times of peace without having to build a specific thing upon each transition to and from either state!
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# ? Oct 6, 2014 11:36 |
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Apoplexy posted:Locked doors, a means of preventing your colonists from getting outside and being a dead 'tarded-out spacefaring colonist! Conscript 'em, order 'em inside a building/complex, lock the door. Boom, you now have a portion of your populace SAFE! Since you can enable and disable the locks at any time, it makes crises rather easy to deal with, whilst allowing full functionality in times of peace without having to build a specific thing upon each transition to and from either state! Whilst the rest of the mod is fun (custom turrets with the armoury mod!) lockable doors are now a base game thing in alpha 7. E: Another mod worth using is Extended Stoneworking, so you can get marble/limestone/etc from the appropriate rocks. Link (Although this mod will be useless after alpha 8 as the changelog shows the dev has implemented this for the next version.) FairyNuff fucked around with this message at 11:43 on Oct 6, 2014 |
# ? Oct 6, 2014 11:37 |
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# ? Apr 24, 2024 11:49 |
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Lockable doors and prosthetics/bionics are part of A7 by default. There's no need for extended surgery (unless you want eyepatches and hookhands) or Misc. with MAI (unless you want the other dozen features in that pack) for that basic functionality. The problem with locked doors is that the inside of your colony then becomes one giant room and thereby generates cabin fever penalties for the folks who don't go outside often. I think. Maybe if you don't have a roof it works?
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# ? Oct 6, 2014 11:40 |