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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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# ? Nov 19, 2014 01:51 |
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# ? Apr 27, 2024 04:57 |
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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.
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# ? Nov 19, 2014 05:37 |
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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.
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# ? Nov 20, 2014 00:42 |
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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. Are there pre-req mods that you need to get?
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# ? Nov 20, 2014 00:43 |
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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 |
# ? Nov 20, 2014 01:05 |
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Looking through the changelog, there's this interesting tidbit:Rimworld changelog posted:Cryptosleeping enemies have group assault behavior when woken up.
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# ? Nov 20, 2014 07:54 |
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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.
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# ? Nov 21, 2014 03:39 |
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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.
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# ? Nov 21, 2014 12:48 |
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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.
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# ? Nov 21, 2014 19:18 |
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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...
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# ? Nov 21, 2014 19:23 |
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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.
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# ? Nov 22, 2014 13:52 |
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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.
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# ? Nov 22, 2014 18:13 |
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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.
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# ? Nov 22, 2014 18:33 |
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http://ludeon.com/blog/2014/11/50000-copies-sold/ Woot! Party!
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# ? Nov 29, 2014 03:10 |
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There isn't an indie dev out there more deserving than him. Good for him!
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# ? Nov 29, 2014 03:14 |
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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?
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# ? Nov 29, 2014 07:15 |
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I'm genuinely pleased to hear this. I hope he doubles that.
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# ? Nov 29, 2014 14:19 |
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Looks like we're in bugfix mode according to the changelog, hopefully that means release soon.
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# ? Nov 29, 2014 14:35 |
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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!
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# ? Nov 30, 2014 14:19 |
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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.
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# ? Dec 1, 2014 02:13 |
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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'.
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# ? Dec 1, 2014 02:15 |
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I wonder how the cool 1.5 million he's pulled in so far has affected his day to day life.
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# ? Dec 1, 2014 02:43 |
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I do love me some Armoury mods. Currently hunting turtles with bolters, like the Emperor intended us to
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# ? Dec 1, 2014 17:06 |
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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 |
# ? Dec 1, 2014 17:53 |
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Brown Moses posted:I think you added a zero somewhere in your calculations. 50k * $30
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# ? Dec 1, 2014 18:23 |
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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.
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# ? Dec 2, 2014 11:53 |
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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.
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# ? Dec 4, 2014 03:31 |
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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
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# ? Dec 4, 2014 14:51 |
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Looks like we've branched A8.
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# ? Dec 5, 2014 22:38 |
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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.
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# ? Dec 6, 2014 04:32 |
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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 |
# ? Dec 7, 2014 12:12 |
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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. Open up that link you got, even if you got it for Alpha 7 it will download the latest version
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# ? Dec 7, 2014 16:44 |
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.
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# ? Dec 7, 2014 16:49 |
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Yeah branching is where he stops adding features to the release build and starts labelling stuff as for the next alpha on the changelog.
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# ? Dec 7, 2014 18:30 |
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Upgraded it, and it works so far. Thanks!
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# ? Dec 7, 2014 19:41 |
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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 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.
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# ? Dec 7, 2014 20:03 |
I would think there would be some serious mid term drawbacks for coming out of cryosleep. Mood and functionality at least.
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# ? Dec 7, 2014 20:05 |
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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.
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# ? Dec 7, 2014 21:23 |
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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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# ? Dec 7, 2014 21:44 |
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# ? Apr 27, 2024 04:57 |
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holy poo poo never change goon
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# ? Dec 8, 2014 10:56 |