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OwlFancier
Aug 22, 2013

Apoplexy posted:

Sadly, the cannibalism part of that won't work well if you require the corpses to produce the clones. Perhaps it's time to start kidnapping traveling groups of fools.

It's called 'Streamlining our resource dependencies.' You use corpses for everything, then focus your business paradigm around the procurement/production of corpses on an industrial scale. You'll become a market leader in the corpse economy.

Technobarbarian middle managers.

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Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



Apoplexy posted:

Sadly, the cannibalism part of that won't work well if you require the corpses to produce the clones. Perhaps it's time to start kidnapping traveling groups of fools.

Time to start? We haven't been doing this from the start? Someone forgot to tell you mate.


For those in doubt, this is not a death camp simulator, it's just a playstyle that works. I tend to roleplay my colonies, and have done both organ farms and a everyone-must-be-redeemed. Making a ship for 20 guys that expand faster them I can gather materials for the ship is normal for those games.

PiCroft
Jun 11, 2010

I'm sorry, did I break all your shit? I didn't know it was yours

Has anyone managed to get ImmersiveBodies working at all? its a pretty cool mod that gives you the ability to basically turn your colonists into cyborgs, with sub-dermal armour and synthetic organs and such like, but for some reason, all the sub-dermal implants (which are all contained in a single file) don't appear in game. In addition, none of the implants which do appear are added to stockpile definitions so there's no way to tell your colonists to take them to a stockpile.

I've asked the mod author, but it seems to me like its a clusterfuck of poor organisation as the ImmersiveBodies has been split off into its own thread seperate from the other Immersive<X> mods apropos of nothing, so I'm wondering if its just broken altogether for the time being.

Lockback
Sep 3, 2006

All days are nights to see till I see thee; and nights bright days when dreams do show me thee.

PiCroft posted:

Has anyone managed to get ImmersiveBodies working at all? its a pretty cool mod that gives you the ability to basically turn your colonists into cyborgs, with sub-dermal armour and synthetic organs and such like, but for some reason, all the sub-dermal implants (which are all contained in a single file) don't appear in game. In addition, none of the implants which do appear are added to stockpile definitions so there's no way to tell your colonists to take them to a stockpile.

I've asked the mod author, but it seems to me like its a clusterfuck of poor organisation as the ImmersiveBodies has been split off into its own thread seperate from the other Immersive<X> mods apropos of nothing, so I'm wondering if its just broken altogether for the time being.

Are there pre-req mods that you need to get?

PiCroft
Jun 11, 2010

I'm sorry, did I break all your shit? I didn't know it was yours

Not that I know of. I'm fairly certain I need the NewRecipeNurse mod to help integrate stuff, but I'm making sure I'm loading it after ImmersiveBodies.

From investigating the files, there was a typo in the file in the <storeCategory> tag, I changed it to BodyParts and now the imlants appear and the errors vanish.

Now however, there are no options to implant the sub-dermal stuff. I looked at the I_install.xml and none of the sub-dermal stuff is there.

I feel that the mod may have been uploaded unfinished, so I'm going to try fixing it myself tomorrow. I assume adding the relevant recipes to this file will enable the mods in game, but I guess I'll see.

PiCroft fucked around with this message at 01:20 on Nov 20, 2014

Jet Jaguar
Feb 12, 2006

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



Looking through the changelog, there's this interesting tidbit:

Rimworld changelog posted:

Cryptosleeping enemies have group assault behavior when woken up.
Does this mean I'm going to find the remnants of the USS Botany Bay?

Pornographic Memory
Dec 17, 2008
I have two people in my colony who got brain damage fighting in its defense, which halves their walk speed and manipulation. One of them is also Lazy (-15% walk speed) and the other has an Old Gunshot in the torso, which gives a further 20% efficiency hit to just about everything the brain damage affects too. I accidentally let the one with the torso injury still have crafting jobs on, and she took so long trying to smelt a piece of scrap that it caused a starvation warning to pop up. Her lazy retard compatriot nearly had the same thing happen because I left hauling jobs on for him and he went to help clean up the site of a defeated siege. Now they have no jobs on but "patient" and "cleaning" because I can't bring myself to euthanize them or harvest them for organs.

Taeke
Feb 2, 2010


Pornographic Memory posted:

I have two people in my colony who got brain damage fighting in its defense, which halves their walk speed and manipulation. One of them is also Lazy (-15% walk speed) and the other has an Old Gunshot in the torso, which gives a further 20% efficiency hit to just about everything the brain damage affects too. I accidentally let the one with the torso injury still have crafting jobs on, and she took so long trying to smelt a piece of scrap that it caused a starvation warning to pop up. Her lazy retard compatriot nearly had the same thing happen because I left hauling jobs on for him and he went to help clean up the site of a defeated siege. Now they have no jobs on but "patient" and "cleaning" because I can't bring myself to euthanize them or harvest them for organs.

Yeah, I had two hulking braindead guys with peglegs walking around like that too. I put them on growing and cooking, because my base was big enough that they'd almost starve to death on their way back from cleaning the entrance.

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



Pornographic Memory posted:

I have two people in my colony who got brain damage fighting in its defense, which halves their walk speed and manipulation. One of them is also Lazy (-15% walk speed) and the other has an Old Gunshot in the torso, which gives a further 20% efficiency hit to just about everything the brain damage affects too. I accidentally let the one with the torso injury still have crafting jobs on, and she took so long trying to smelt a piece of scrap that it caused a starvation warning to pop up. Her lazy retard compatriot nearly had the same thing happen because I left hauling jobs on for him and he went to help clean up the site of a defeated siege. Now they have no jobs on but "patient" and "cleaning" because I can't bring myself to euthanize them or harvest them for organs.

They can clean without arms, if you want some cash out of them... They can also haul without arms.

swampcow
Jul 4, 2011

Dunno-Lars posted:

They can clean without arms, if you want some cash out of them... They can also haul without arms.

just when I thought I knew all the various cruelties in this game...

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



swampcow posted:

just when I thought I knew all the various cruelties in this game...

They don't haul automatically if you take their arms actually, but you can tell them to manually by prioritizing. So I put some simple prostetic arms on my recruited organ farm. A bit slow with peg legs, missing kidney, missing lung and prostetic arms, but it works. The place is clean.

Got a prisoner now with a serious brain damage, 10% effectiveness on related tasks. Not sure if it's worth keeping her as a cleaner even, there really is not much more to clean. So chopping and selling probably.

PiCroft
Jun 11, 2010

I'm sorry, did I break all your shit? I didn't know it was yours

I'm looking forward to when modders develop a way to add armour-like stats for implants. At the moment, Immersive Bodies hacks it by making the sub-dermal armour implants apparel that you wear. Wanna make my Borg hive.

Lassitude
Oct 21, 2003

I'd love a brain implant that wipes out intellectual, artistic, and skilled labor tasks while also neutralizing morale and maybe screwing with skill gain to a point (e.g. permanently freezing skills left over). It'd be great to convert the lovely captives you might pick up into servitors/cannon fodder.

oohhboy
Jun 8, 2013

by Jeffrey of YOSPOS
http://ludeon.com/blog/2014/11/50000-copies-sold/

Woot! Party!

Zigmidge
May 12, 2002

Exsqueeze me, why the sour face? I'm here to lemon aid you. Let's juice it.
There isn't an indie dev out there more deserving than him. Good for him!

IAmTheRad
Dec 11, 2009

Goddammit this Cello is way out of tune!
I decided to drop down to Phoebe Friendly difficulty to make a neato base without worrying about everyone dying at once.

Anyone decide to go to the complete opposite and choose Randy Random?

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester

I'm genuinely pleased to hear this. I hope he doubles that.

OwlFancier
Aug 22, 2013

Looks like we're in bugfix mode according to the changelog, hopefully that means release soon.

Drunk in Space
Dec 1, 2009
What are the main changes for the new version? I know a temperature system is being introduced, and I think I read something about items having quality now? +hyperweave pants+ ahoy!

Lockback
Sep 3, 2006

All days are nights to see till I see thee; and nights bright days when dreams do show me thee.

OwlFancier posted:

Looks like we're in bugfix mode according to the changelog, hopefully that means release soon.

No, he's going to start slowing down between releases to get more time. The game is good, but I don't think it's feature complete yet. The tech tree is really rudimentary and feels very tacked on right now. There isn't much progression. I think he is still mainly in the thick of it.

quote:

I believe I can maximize long-term output by reducing the number of actual releases and being able to just work with the game in an unstable state for longer. Because that’s where the good super-productive period is: when I can simply pour in features without constantly worrying about every little bug that might be getting introduced. I want to expand that period of the release cycle proportional to the testing period, to maintain a good ratio.

OwlFancier
Aug 22, 2013

I know he said that, it's just usually when it moves onto bugfixes only for a few days it means release prep. Would especially make sense if he's keeping it unstable otherwise during development, we'll see though.

When I say 'release' I mean 'next version release' not 'the game is finished'.

Rapacity
Sep 12, 2007
Grand
I wonder how the cool 1.5 million he's pulled in so far has affected his day to day life.

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
I do love me some Armoury mods. Currently hunting turtles with bolters, like the Emperor intended us to :black101:

Brown Moses
Feb 22, 2002

Rapacity posted:

I wonder how the cool 1.5 million he's pulled in so far has affected his day to day life.

I think you added a zero somewhere in your calculations.

vvvv guess I missed one

Brown Moses fucked around with this message at 22:13 on Dec 1, 2014

Garfu
Mar 6, 2008

Much like buttholes, families are meant to be tight.

Brown Moses posted:

I think you added a zero somewhere in your calculations.

50k * $30

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester

Garfu posted:

50k * $30

Divided by taxes. Also I'm pretty sure I only paid like $10 or something much less than $30 for the game way back in an earlier alpha.

Pornographic Memory
Dec 17, 2008
So in case anybody was wondering how to tear up floors it turns out fertilizer pumps will convert any sort of ground tile that is not dirt into dirt, including mud, stone tiles, concrete, and metal tiles.

marumaru
May 20, 2013



Pornographic Memory posted:

So in case anybody was wondering how to tear up floors it turns out fertilizer pumps will convert any sort of ground tile that is not dirt into dirt, including mud, stone tiles, concrete, and metal tiles.

Also water

OwlFancier
Aug 22, 2013

Looks like we've branched A8.

Generation Internet
Jan 18, 2009

Where angels and generals fear to tread.

Oh man, I haven't gotten all the way through, but some of those A9 changes seem pretty drat sweet.

quote:

Stopped people aging while in cryptosleep. Refactored age and birthday mechanics to separate chonological age from biological age.

Soon our colonies can have timeless god-emperors.

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
I've gotten a weird bug. When I attempt to load a colony, the screen freezes, and all the colours invert or change freakishly.

E: How do I update to the latest version? I only ever got one email, for the version in effect when I bought it (Alpha7).

Tias fucked around with this message at 12:14 on Dec 7, 2014

BRB pooping
Apr 17, 2008

Tias posted:

I've gotten a weird bug. When I attempt to load a colony, the screen freezes, and all the colours invert or change freakishly.

E: How do I update to the latest version? I only ever got one email, for the version in effect when I bought it (Alpha7).

Open up that link you got, even if you got it for Alpha 7 it will download the latest version

TK-42-1
Oct 30, 2013

looks like we have a bad transmitter



From what I can tell A8 isn't out yet. That's why you're not seeing it. He branched into A9 and is doing bug fixes for A8 release.

OwlFancier
Aug 22, 2013

Yeah branching is where he stops adding features to the release build and starts labelling stuff as for the next alpha on the changelog.

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
Upgraded it, and it works so far. Thanks!

HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?


Generation Internet posted:

Soon our colonies can have timeless god-emperors.

Oh man, that sounds great. Somebody has an incurable disease and you're out of medicine? Stuff them into cryostasis until a trader comes!

Your psychopaths dont get along with the rest of the colony? Freeze them until you want to sell a slave! Transfer a prisoner!

Low on food, but high on corpses which decrease the mood of most colonists (which along with hunger could make them all crazy)? Freeze everyone but the cannibal. Suddenly, no corpses AND the crops have grown.

TK-42-1
Oct 30, 2013

looks like we have a bad transmitter



I would think there would be some serious mid term drawbacks for coming out of cryosleep. Mood and functionality at least.

Huszsersvn
Nov 11, 2009

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

I might use these cryopods for storing reserve colonists until such a time when I can make use of them. Making a colony whose purpose is that they guard a cavern full of "sleepers" sounds like a worthy project.

I should wonder who I would put in longsleep first; maybe the nobles and scientists whose usefulness are exhausted, or strict pacifists who would not lay their lives down for the good of all. Maybe the abrasive ones, who mean harm to our harmonious existence. Or perhaps I'll keep a cadre of soldiers, fit, healthy and forever young, untouched by the ravages of age, woken only at the advent of combat. Maybe during times of low medical supplies, I'll use them to quarantine the diseased and the perambulatory brain-damaged ones until such a time when I can mend them.

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



Oh god yes. Cryo pods will literally be a freezer for you cannibal colony. You can store fresh meat until you need it. If organs and body parts also decay in the future, you can store spare parts in the pods as well. That braindamaged dude you have cleaning? Stuff him in the freezer until you need the parts, save food costs.

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SquirrelGrip
Jul 4, 2012
holy poo poo never change goon

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