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Apoplexy posted: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!) I've been using the mod for a couple of days now. The name is honestly a bit of a misnomer, the main feature is it lets you build a workbench to craft bionics. It does add a couple of new surgeries to go with some new prosthetics, though, (glass eye to replace a lost one because missing an eye now makes your colonists ugly, hook hand replacement which is pretty much the hand version of a peg leg, and you can repair brain damage with an AI persona core now). Still a sick mod.
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# ? Oct 6, 2014 11:43 |
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# ? Apr 25, 2024 15:47 |
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reignonyourparade posted:Presumably it's not literally a lee-enfield but that same tech level, because that gives the player all the important information they need. Allright, I'm cool with that. I'm just a bit too aspergers to deal with the lack of explicit explanations
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# ? Oct 6, 2014 11:44 |
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Also worth noting is the changelog as it showes what the dev has added so you can see some of what'll be in the next release.
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# ? Oct 6, 2014 11:46 |
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Splode posted:Be very careful when deciding where to put your orbital trade beacon. They drop on mortars, too! I go hosed up a bit when they dropped on my mortars. Luckily, they blew the mortars up on themselves, too.
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# ? Oct 6, 2014 11:56 |
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Geokinesis posted: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. Hahaha, wow on both counts! The devs really loving own, don't they? Lprsti99 posted:I've been using the mod for a couple of days now. The name is honestly a bit of a misnomer, the main feature is it lets you build a workbench to craft bionics. It does add a couple of new surgeries to go with some new prosthetics, though, (glass eye to replace a lost one because missing an eye now makes your colonists ugly, hook hand replacement which is pretty much the hand version of a peg leg, and you can repair brain damage with an AI persona core now). Still a sick mod. No poo poo, I concur. The lack of bionics recipes sucked.
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# ? Oct 6, 2014 12:31 |
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Nullkigan posted: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. As I said, the main feature of Extended Surgery is you can craft your own bionics, rather than relying on the whims of the traders. E: wait, my post came after yours, so you'd probably pick that up anyway. I should not post before I'v woken up fully. Anyway, for content, I'm thinking I'm gonna disable the zombie apoc mod, it's a really neat idea, but goddammit does the storyteller like sending waves of 50 of them at me, to the point where even with a ton of turrets, I can't fight them all off. I get that that's the point, but they are a major pain in the rear end. E2: 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! Been using this too, it aparently just got an update that lets you automagically draft people and move them to preplanned spots Got my "GET THE gently caress INSIDE YOU IDIOTS button now! Lprsti99 fucked around with this message at 12:52 on Oct 6, 2014 |
# ? Oct 6, 2014 12:47 |
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Speaking of idiot colonists, is there a way to give them some semblance of firing range discipline without babysitting anyone who is shooting? Most of my meds seem to go to friendly-fire and unfortunate hunting accidents because people keep walking into the line of fire to pick up a potato.
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# ? Oct 6, 2014 15:04 |
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Either draft everybody when an attack comes even if they're not going to fight, or go to meet it away from the colony.
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# ? Oct 6, 2014 15:12 |
BurntCornMuffin posted:Speaking of idiot colonists, is there a way to give them some semblance of firing range discipline without babysitting anyone who is shooting? Most of my meds seem to go to friendly-fire and unfortunate hunting accidents because people keep walking into the line of fire to pick up a potato. You could make a firing range of a 1xX tunnel with a locked door behind them. e: you mean during combat, not actual firing range discipline. lock non combatants in a room.
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# ? Oct 6, 2014 15:18 |
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Yeah, that's what I've been doing. Honestly, it's more annoying when hunting, because somebody inevitably walks in front of the hunter right as he's about to shoot.
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# ? Oct 6, 2014 15:26 |
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So, I'm going to rework the OP, but as I tend to build all my bases in basically the same way being the boring turtle-happy motherfucker I am, I am going to ask you lot to send in pictures of cool stuff happening or cool bases you've made, for the new OP. Preferably they should be somewhat non-spoilery so maybe no massive waves of centipedes (because having one of those show up is something I think everyone should experience at least once on their own) but raiders, tribals, and maybe one or two mechanoids should be fine. I also want some cool stories that have happened so I can put those in too, and in general, what you think should go in the OP that isn't in there already. As with Dwarf Fortress, a lot of the fun of the game is the insane stuff that happens once your procedural world generator gets going, and the OP currently doesn't have any of that so I'd like to add some in, but is there anything else you think the OP should have in it? Once I get some submissions/suggestions I'll write up the post and replace the old OP with it.
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# ? Oct 6, 2014 15:35 |
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BurntCornMuffin posted:Yeah, that's what I've been doing. Honestly, it's more annoying when hunting, because somebody inevitably walks in front of the hunter right as he's about to shoot. It goes for combat too, either melee or shooting but not both because your shooters will hit your melee guys more than the target. So I'm on my first game and loving it, but I've killed three crashed ships now (two centipedes down, holy gently caress they're motherfuckers.. last one came with a minigun which I'd never seen before) and I'm thinking I've hung around too long. Obviously I was learning the game, but the last crew of pirates built a mortar and now a bunch landed, all with power armour and helmets, rocking m24s and built two mortars and are going to just sit back and gently caress with me. I've got 5 mortars, but they are so inaccurate.. but as these pirates have better gear than I do (I haven't been buying weapons, just salvaging them, didn't realize I was going to get out-teched) I can't really launch an assault. I have to just sit in my base and hope a mortar strike gets lucky, and theirs doesn't.. at least until I've killed a few of the 6 so I might be able to storm them. I guess the upside is if I can kill them I'll have a stack of power armour and m24s and helmets..
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# ? Oct 6, 2014 15:48 |
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Phew, god drat is EdB's interface mod so loving great. It has all sorts of poo poo that I didn't even realize, because I started using it so close to when I started REALLY playing the game just recently, that feel like they're part of the vanilla game, like a Colonist tab-button next to Architecture that brings up the info pane on your guys, complete with next/prev arrows. RULES SO HARD. Edit: Oh, and right-click to select building materials option in the interface options? HOLY poo poo SO CONVENIENT. I was legitimately annoyed at how often I had to stop and go 'yes, I want to build a wooden version of this; I just started this game.' Apoplexy fucked around with this message at 16:11 on Oct 6, 2014 |
# ? Oct 6, 2014 15:57 |
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Tony Montana posted:It goes for combat too, either melee or shooting but not both because your shooters will hit your melee guys more than the target. They will eventually run out of food, eventually, it'll take a while but it will happen and they'll charge you. If your base is under a mountain they can shell it all day and not have any success, if you built in the open, you're a bit hosed. Generally one of the first things to do is to get someone with an M24, because you can then send them out to pick off outliers with some careful micromanagement and whittle their numbers down. You can actually dodge bullets if you're careful, and you can also make sure they are in good cover while the enemy is out in the open to deal with enemy snipers. The game doesn't escalate too much over time, it's more related to your wealth and number of colonists, six well armed raiders with two mortars isn't actually too bad, it's a threat but not the game telling you you need to leave. As you say, getting outgunned is a big problem because it limits your options but you do have the option of waiting them out, you might take some casualties and it'll be slow and tedious but you should get through it. In the meantime try to buy an M24 if you can.
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# ? Oct 6, 2014 16:04 |
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The characters have been pretty amazing on my two colonies. My current colony has a steadfast masochistic lazy programmer with the nickname "Thunder," who is constantly in a little pain because of an old gunshot wound he started with (conferring a +5 bonus to his mood because he likes that it hurts). He's also a crack shot with a sniper, and is my guy for harassing mortar camps. He is one of four colonists, who were apparently on a science vessel because literally all of my colonists are scientists, albeit badass ones. My last colony also had a guy who, over the course of the game, lost an eye, a hand, a leg, and survived malaria. His life ended when I harvested his organs after he shattered his pelvis and was bedridden.
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# ? Oct 6, 2014 16:06 |
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Nullkigan posted: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. As per the changelog: quote:Cabin fever now considers giant unroofed areas to be ‘outdoors’ even if they can’t touch the map edge (small skylights are still not sufficient). Not sure if that was A7 or the A8 branch, though.
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# ? Oct 6, 2014 16:19 |
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Is Too Smart literally like having an extra passion blip on every single skill? Also, passion: Is it REQUIRED in order for a colonist to ever improve on a skill? The way things are worded suggests so, which is why I ask.
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# ? Oct 6, 2014 16:55 |
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Apoplexy posted:Is Too Smart literally like having an extra passion blip on every single skill? Also, passion: Is it REQUIRED in order for a colonist to ever improve on a skill? The way things are worded suggests so, which is why I ask. No, you can improve skills without any passion for it, it just affects the learning rate. If you hover over the flame it should show you, no passion is 0.3x learn rate, one flame is 1x learn rate, two flames is 1.5x learn rate.
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# ? Oct 6, 2014 17:03 |
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Oh, hey, that makes sense; I didn't ever see the tooltip for passionless that said 0.3x; I merely saw 1.0x for passion one-blipped skills and thought that meant that there was nothing below that.
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# ? Oct 6, 2014 17:21 |
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Certainly trying to level people up in things they aren't interested in will be slow and tedious, but it does depend on the skill. Anyone can be a grower or builder, as a rule, because those are things you do so much of that you'll constantly be getting practice, whereas doctoring or socialising is something it helps to have a passion for. If you click the little i when you select a character in the bottom left, it will take you to a screen where you can see the whole statistical breakdown of your skills, modifiers, health modifiers to proficiency in actions, and how much each weights the equation. It's delightfully crunchy and it's all there if you want to look for it. For example your doctor with one blind eye and a fever won't be very good at his job, even if he's rank 15 in skill, because medical work places an 70% priority on your vision and a 100% priority on your consciousness, both of which are impaired by blindness and fever. However if you cure him of the illness and install a bionic eye, he will become a better doctor because he will have 120% sight, which will give him a slight buff to medical care quality and speed due to those being dependent on sight. OwlFancier fucked around with this message at 17:27 on Oct 6, 2014 |
# ? Oct 6, 2014 17:22 |
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OwlFancier posted:So, I'm going to rework the OP, but as I tend to build all my bases in basically the same way being the boring turtle-happy motherfucker I am, I am going to ask you lot to send in pictures of cool stuff happening or cool bases you've made, for the new OP. Preferably they should be somewhat non-spoilery so maybe no massive waves of centipedes (because having one of those show up is something I think everyone should experience at least once on their own) but raiders, tribals, and maybe one or two mechanoids should be fine. I think these links should go in the OP with them being all official things: Rimworld Universe Quick Primer - A short overview on the Rimworld Universe. Longsleep Revival Briefing - A bit more in-depth fluff. Changelog - See what the dev is working on. Bug List - Lists all the confirmed bugs and their status.
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# ? Oct 6, 2014 17:41 |
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Is there a way to get more medicine? I can't seem to find it on the wiki on in this thread. Also, can I prioritize building things?
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# ? Oct 6, 2014 18:39 |
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Pawn 17 posted:Is there a way to get more medicine? I can't seem to find it on the wiki on in this thread. Also, can I prioritize building things? Buy it from traders or beat up pirates and take theirs. You can prioritise anything by selecting a colonist, and right clicking the thing you want them to do, they will only be able to do it if they're set up to do that job type, however.
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# ? Oct 6, 2014 18:40 |
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OwlFancier posted:Buy it from traders or beat up pirates and take theirs. Nice, thanks. I've been busy cursing at my colonists for building some loving door or something when there is an impending attack and I want them to build some turrets and sandbags!
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# ? Oct 6, 2014 18:42 |
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BurntCornMuffin posted:Yeah, that's what I've been doing. Honestly, it's more annoying when hunting, because somebody inevitably walks in front of the hunter right as he's about to shoot. I just assign my melee folks to hunting game near the base, and one or two people at a time hunting elsewhere. Tony Montana posted:I've got 5 mortars, but they are so inaccurate.. but as these pirates have better gear than I do (I haven't been buying weapons, just salvaging them, didn't realize I was going to get out-teched) I can't really launch an assault. I have to just sit in my base and hope a mortar strike gets lucky, and theirs doesn't.. at least until I've killed a few of the 6 so I might be able to storm them. I guess the upside is if I can kill them I'll have a stack of power armour and m24s and helmets.. You can force a target for your mortars to shoot at. Target their mortars - two hits will blow it up. Or target their food supply, one good hit will wipe it out and force them to assault or starve. If you don't set a target your folks will just fire at the nearest hostile. boner confessor fucked around with this message at 18:49 on Oct 6, 2014 |
# ? Oct 6, 2014 18:46 |
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God drat headshots. I had just bought two M-15's for my defense, two guys with shooting 10 and a turret sat behind a sandbag, figured I was in the clear for my second pirate attack. Nope. Three guys show up, one of them is in power armor and has a big loving gun, one of my guys takes a headshot and is instantly dead and the power armor guy just walks straight past my line taking at least 5 volleys and sits himself behind a corner, dead colony. The guy in power armor even shrugged off a headshot that blew his jaw off completely.
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# ? Oct 6, 2014 19:15 |
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I've got a bunch of silver in a stockpile right next to my beacon, but it doesn't show up as being tradeable when I call a trade ship. I've tried moving it to another stockpile and back, and forbidding/unforbidding. Any other ideas? Want those sweet prosthetics. Edit: also, the "Add Bills" button on the stonecrafter's table doesn't do anything. Boo. Subjunctive fucked around with this message at 19:26 on Oct 6, 2014 |
# ? Oct 6, 2014 19:21 |
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It should be counted as your silver at the very top of your trade list. You can't manipulate it like the other trade items because it would be rather silly to do. You sure you don't have a number that's > 0 in the top left?
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# ? Oct 6, 2014 19:25 |
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Sage Grimm posted:It should be counted as your silver at the very top of your trade list. You can't manipulate it like the other trade items because it would be rather silly to do. You sure you don't have a number that's > 0 in the top left? I did the first time I traded, but not any longer (tried multiple ships). And if I drag to buy something, I can't afford it.
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# ? Oct 6, 2014 19:27 |
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Subjunctive posted:I've got a bunch of silver in a stockpile right next to my beacon, but it doesn't show up as being tradeable when I call a trade ship. I've tried moving it to another stockpile and back, and forbidding/unforbidding. Any other ideas? Want those sweet prosthetics. Pic of your setup? The only thing I can think of is that your silver isn't in the beacon's radius, it is in a roofed over stockpile, or the UI is confusing. Silver doesn't show up as an item in the trade window, it appears as a number at the top. All prices are relative to silver, where 1 unit of silver = $1. Subjunctive posted:Edit: also, the "Add Bills" button on the stonecrafter's table doesn't do anything. Boo. Try updating your install? Works fine for me.
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# ? Oct 6, 2014 19:28 |
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Oh, I have a newbie question related to modding: Okay, so I occasionally start up the game program itself and am greeted with that error parser that I'm forced to hide. That's not the issue I'm talking about. I know how to fix that, which is by finding the newest mod I installed and getting rid of it or getting rid of random mods until the message goes away and finding out which of the two I'm willing to live without. No, the problem I've been encountering completely at random after installing a mod is that an item from ANY MOD, the best example being Blackberry Bushes from T's Mods, because you can find them in the game world right off the bat. Those bushes will be something that resembles a block of white bars, basically Rimworld's version of a default texture to represent something missing. Why is this caused by certain combinations of mods? I just found, after specifically loading mods in a certain order, that I'm now without that issue, even with the current mod list I'm packing that was causing it previously.
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# ? Oct 6, 2014 19:35 |
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Popular Thug Drink posted:Pic of your setup? The only thing I can think of is that your silver isn't in the beacon's radius, it is in a roofed over stockpile, or the UI is confusing. Silver doesn't show up as an item in the trade window, it appears as a number at the top. All prices are relative to silver, where 1 unit of silver = $1. It was indeed roofed! Added a roof exclusion zone over that stockpile, will try again with the next ship. Edit: Ah, the "create stone blocks" thing isn't a tooltip, it's a submenu! I must have clicked it on the butcher table by accident before, and not noticed. Subjunctive fucked around with this message at 19:56 on Oct 6, 2014 |
# ? Oct 6, 2014 19:49 |
Demiurge4 posted:God drat headshots. I had just bought two M-15's for my defense, two guys with shooting 10 and a turret sat behind a sandbag, figured I was in the clear for my second pirate attack. Nope. Three guys show up, one of them is in power armor and has a big loving gun, one of my guys takes a headshot and is instantly dead and the power armor guy just walks straight past my line taking at least 5 volleys and sits himself behind a corner, dead colony.
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# ? Oct 6, 2014 19:58 |
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If you have a melee guy but haven't got any melee weapons (or clawhands/scyther blade protrusions) just grab a piece of wood! It isn't amazing as a weapon but it is better than fists, also you can go around destroying creatures with 'your wood'
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# ? Oct 6, 2014 20:07 |
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Wood also has the benefit that it does crush damage, most armor protects against piercing damage, especially with mechanoids and power armor. Which has the amusing side effect that one of the most effective weapons against mechanoids is going captain caveman on them with a club.
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# ? Oct 6, 2014 20:17 |
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New idea for anyone that wants to play around with it: Keep and tend to a Zoo. Build a bunch of fenced areas either large enough to support one animal living off grass or with a small farm plot that a worker can tend to.
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# ? Oct 6, 2014 20:33 |
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Zigmidge posted:New idea for anyone that wants to play around with it: Keep and tend to a Zoo. Watch your boomrat zoo turn into a bloodbath when a psychic wave hits. Alternatively, the tortoise zoo inevitably becomes a shooting gallery, because the drat things are just so effective for training somebody to shoot (I go out of my way to hunt them for that reason, it usually takes a couple of days to kill it with the starter weapons, so I have my hunters do it in shifts so somebody doesn't starve going Ahab over a bullet resistant turtle).
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# ? Oct 6, 2014 20:47 |
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Clearly we need electrified fencing.
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# ? Oct 6, 2014 20:52 |
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I wonder if it's possible to add in radiation poisoning as a new disease that's caused by spending too much time close to a nuclear reactor, it'd make nuclear power sources more interesting as an option if they also had to be sited a good distance away from everything.
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# ? Oct 6, 2014 20:57 |
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# ? Apr 25, 2024 15:47 |
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I finally played a colony with the walled-in fortress setup and it's pretty sweet. I've always embarked to a mountain area and grabbed a valley or just dug in like dwarves or something. It's pretty cool having a space constraint. I'm probably going to have to knock out the back wall and extend a little bit so I can fit my ship, though. And this map has no plasteel and very little metal so it's gonna take forever to build the last few parts.
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# ? Oct 6, 2014 21:01 |