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Leif. posted:Has anyone confirmed yet that there are actually any positive benefits to opening a sleep pod? At worst you get a bunch of dudes pop out whom you have surrounded and you know their numbers in advance, which is a rare occurrence. Free spacer gear/food/materials from the pods. At best you might get people who don't want to kill you much, or a horde of angry bugs who will happily waltz into your front gate and get murdered, lots of free dinner + pod mats. A sleep pod is almost always a much better and more guaranteed form of loot delivery than any raid. Except mechanoids because you can now disassemble them into quite a lot of plasteel and metal.
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# ? Dec 16, 2014 14:15 |
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# ? Apr 26, 2024 02:30 |
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Tias posted:Anyone else encounter a bug/problem with tailoring tables? When winter came around, I ordered it to make 4 parkas, but I can't make my colonists begin the task. Right-clicking over the table just results in nothing, no menu or anything. I haven't played for a while but I had this problem and I'm 90% sure it was because there was no stockpile for the created goods. Pretty sure once I'd made one I could craft again.
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# ? Dec 16, 2014 14:37 |
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I keep playing on boreal forest maps and winter is indeed coming... I've had to turn to cannibalism each time as attacks cripple my hydroponics infrastructure.
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# ? Dec 16, 2014 14:38 |
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I ended up swimming in food on my Tundra map mainly because I slaughtered every motherfucking Muffalo and Elk I could find since parkas made from them sell for $500+ and aren't any more effective than the cloth parkas the enemies wear for temperature. I also had an unusually large for me outdoor starting farm of potatoes to stock up on before the growing season ended.
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# ? Dec 16, 2014 17:43 |
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I've had to start selling the millions of parkas I have in my base to buy the rocket launchers with because gently caress mechanoids and the God drat unstoppable centipede death trains.
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# ? Dec 16, 2014 18:16 |
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Drone_Fragger posted:I've had to start selling the millions of parkas I have in my base to buy the rocket launchers with because gently caress mechanoids and the God drat unstoppable centipede death trains. If you're facing off against multiple centipedes, arm all of your colonist with bits of wood and rush them. Every centipede will continually try to flee as it is beaten silly by two or three colonists each.
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# ? Dec 16, 2014 18:24 |
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Alaan posted:I ended up swimming in food on my Tundra map mainly because I slaughtered every motherfucking Muffalo and Elk I could find since parkas made from them sell for $500+ and aren't any more effective than the cloth parkas the enemies wear for temperature. This isn't actually true. There's a bug right now where clothing made from most leathers actually gives twice as much cold protection as it's supposed to. I'm currently playing a challenge game with the icesheet mod, which allows you to play on the frozen biome. Winter temperatures in the location I picked plummet to less than -100, which is about as obscene as it sounds. To maintain the challenge, though, I have to intentionally refrain from using parkas made from leather, because they trivialize even that insane temperature drop. Popular Thug Drink posted:If you're facing off against multiple centipedes, arm all of your colonist with bits of wood and rush them. Every centipede will continually try to flee as it is beaten silly by two or three colonists each. Yeah, melee is crazy effective against centipedes, until the time comes they randomly decide to use the melee attack they themselves actually have. It does about 65 damage.
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# ? Dec 16, 2014 20:18 |
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Drunk in Space posted:This isn't actually true. There's a bug right now where clothing made from most leathers actually gives twice as much cold protection as it's supposed to. I'm currently playing a challenge game with the icesheet mod, which allows you to play on the frozen biome. Winter temperatures in the location I picked plummet to less than -100, which is about as obscene as it sounds. To maintain the challenge, though, I have to intentionally refrain from using parkas made from leather, because they trivialize even that insane temperature drop. Ah didn't know about the bug, was strictly going by item descriptions in game. Still, will be relevant for the future!
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# ? Dec 16, 2014 20:33 |
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Yeah, the item description is what it's supposed to be, but if you check the colonist's information tab while they're wearing a leather parka you'll see their min. comfortable temperature is something like -90 instead of the roughly -40 it is when they're wearing one made of cloth.
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# ? Dec 16, 2014 20:51 |
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The gender pronoun switch makes me really wonder what kind of organs they were growing.
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# ? Dec 17, 2014 08:47 |
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I found a geyser but it's completely sealed inside a mountain cave, the room it's in is over 170 degrees celsius. If I try and mine in there, will my miner be horribly burned alive the instant they break into that cave? edit: saved first, nothing happened I was kind of hoping for it to happen, actually Minarchist fucked around with this message at 22:24 on Dec 21, 2014 |
# ? Dec 21, 2014 22:21 |
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Temperature seems to equalize instantly with the outdoors. I did some loving around in debug mode to get a room up to ~2500 C, and it dropped down to external temperature the instant I opened the wall up. It is a bit disappointing, yeah.
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# ? Dec 21, 2014 23:29 |
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Pirates starting shelling my base and caught it on fire. Someone was caught in a blast in one of my buildings, so I had someone try and rescue them. Flames everywhere, the brave colonist succumbed almost instantly to a room at 300 degrees Fahrenheit. I had someone deconstruct the walls and the air dropped to 80 instantly. Of course, the rest of my colonists were brutally murdered when the pirates closed in, but I think at least of few of my casualties could have been avoided if I had known this heat mechanic.
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# ? Dec 21, 2014 23:58 |
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What can I use to train up my colonists' shooting skills? There's that insane base in the OP where a guy has a shooting range set up but I don't know what object he's using to train them with.
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# ? Dec 22, 2014 00:54 |
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Minarchist posted:What can I use to train up my colonists' shooting skills? There's that insane base in the OP where a guy has a shooting range set up but I don't know what object he's using to train them with. I always use tortoises. Just keep an eye out, your hunters will happily stay focused on shooting them until they starve.
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# ? Dec 22, 2014 01:09 |
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Minarchist posted:What can I use to train up my colonists' shooting skills? There's that insane base in the OP where a guy has a shooting range set up but I don't know what object he's using to train them with. Theres a mod on the official forums that gives you indestructible targets for your guys to shoot. Though they have to be drafted and manually set to shoot it.
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# ? Dec 22, 2014 02:46 |
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BurntCornMuffin posted:I always use tortoises. Just keep an eye out, your hunters will happily stay focused on shooting them until they starve. I think there's a line in the changelog that hunters will eventually take breaks if they aren't killing anything. Which probably would have helped for the hunter I had last week that spent an entire day spraying uzi bullets at a squirrel to no result.
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# ? Dec 22, 2014 03:00 |
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Minarchist posted:What can I use to train up my colonists' shooting skills? There's that insane base in the OP where a guy has a shooting range set up but I don't know what object he's using to train them with. Shoot falling rocks from mountains.
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# ? Dec 22, 2014 03:10 |
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I've had some success with the following setup - can't take screenshots as I'm on a different computer now, but here's the layout:code:
s marks a sandbag, or embrasure if I'm playing with that mod w is internal walls, ideally made out of stone so they last longer o is where my drafted shooters stand. You want to place the whole room off in a corner of your base, with this layout to the North. Draft in shooters using UZIs and the like, and have them fire at the stone walls (the w). This trains them up fairly quickly. Anyone set to repair then runs in to repair the damage, if you've placed it nicely then they won't run in from the top but use the bottom entrance. Then they stand the other side of the wall, and don't get shot at, but they can repair the damage faster than the shooters can do it. Levels both your shooting and repair skills. If you have embrasures instead of sandbags then you don't need to be as concerned about placement; since they can't reach the walls from the top they have to come in via the bottom route.
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# ? Dec 22, 2014 11:28 |
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I uh, I'm just going to leave this here... https://www.youtube.com/watch?v=HEJ6QymV7-o
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# ? Dec 24, 2014 04:47 |
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OwlFancier posted:I uh, I'm just going to leave this here... That was pretty awesome. I wish I had those kind of bonds with my colonists but I'm usually just like gently caress it, you go in a grave now #2.
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# ? Dec 24, 2014 05:00 |
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Tynan Sylvester posted:Wow, record sales today for RimWorld. It must be a good hangover game. Glad to hear it! There's stuff in recent changelog about "personal shields" that sounds interesting. Oh, and this bit: "Apparel becomes damaged when owner dies from violence." Guess passing down that suit of powered armor may be more difficult now.
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# ? Jan 2, 2015 07:49 |
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Game is good but a little leggy on a SP3, still a good thing for flights
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# ? Jan 2, 2015 08:36 |
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Yeah, Rimworld is my go-to for air travel.
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# ? Jan 2, 2015 22:41 |
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Jet Jaguar posted:Glad to hear it! There's stuff in recent changelog about "personal shields" that sounds interesting. Oh, and this bit: Probably a better idea than individual armor HP, so as to not strain the system.
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# ? Jan 2, 2015 22:44 |
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I just checked the devlog and goddamn, the man does not stop for the holidays. Buddy, it's okay, we can wait: your family wants to eat that Christmas dinner with you more than we want the game. Go out. Geez.
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# ? Jan 3, 2015 22:12 |
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Given the amount of money this game has made him recently, that doesn't really surprise me. If I was raking in millions for the first time ever I would probably feel obligated to do some coding over the holidays as well.
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# ? Jan 3, 2015 22:24 |
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Internet Explorer posted:Given the amount of money this game has made him recently, that doesn't really surprise me. If I was raking in millions for the first time ever I would probably feel obligated to do some coding over the holidays as well. Is it making millions? I'm still waiting for this thing to come out on Steam and it sucks.
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# ? Jan 3, 2015 22:32 |
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Det_no posted:Is it making millions? I'm still waiting for this thing to come out on Steam and it sucks. Over 50,000 units. So if they were all at the $30+ price then yeah he got at least $1.5m gross. Probably higher due to the higher priced packs.
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# ? Jan 3, 2015 22:40 |
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This is one of the Kickstarter projects that I wish I'd backed at a higher level. Even in its unfinished state, its fun. Though I don't know if I completely agree with the "it's fun to lose" mentality. If you've invested a bunch of hours in a colony, watching it demolished by dozens raiders with high-tech weapons is not the best way to bow out.
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# ? Jan 3, 2015 23:33 |
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Jet Jaguar posted:This is one of the Kickstarter projects that I wish I'd backed at a higher level. Even in its unfinished state, its fun. It's always fun to lose. It's a whole lot less fun if you can't.
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# ? Jan 3, 2015 23:39 |
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I just played the game a bit the first time since the kickstarter ended. Played on casual and managed to bring home about one sixth of my starting crew. Never got around to building a paste dispenser or figuring out what other devices a hopper can be attached to. Also, even after quite a bit of experimenting I never found out how to set up my air-conditioning to keep away unhappy thoughts. With heaters 11°C is enough. But even at 24° I still got "slept too hot" thoughts.
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# ? Jan 4, 2015 18:49 |
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Jet Jaguar posted:This is one of the Kickstarter projects that I wish I'd backed at a higher level. Even in its unfinished state, its fun. You know you can just go into the options menu and change the storyteller and difficulty on the fly, right?
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# ? Jan 4, 2015 18:53 |
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tonberrytoby posted:But even at 24° I still got "slept too hot" thoughts. 24 degrees celsius is pretty drat hot, so that's not surprising.
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# ? Jan 4, 2015 18:57 |
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tonberrytoby posted:I just played the game a bit the first time since the kickstarter ended. Are you bad at eyes? Characters have a min/max comfortable temperature on their character sheet, and if you click on a cooler, there are 5 big buttons labeled -10, -1, reset, +1, +10, that change the target temperature of the device.. 24C shouldn't be too hot for most people though, so you either had a crew entirely of people that like it cooler, or installed them backwards. Even at default, the coolers should be targeting 21c.
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# ? Jan 4, 2015 20:02 |
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Gibbo posted:Are you bad at eyes? Characters have a min/max comfortable temperature on their character sheet, and if you click on a cooler, there are 5 big buttons labeled -10, -1, reset, +1, +10, that change the target temperature of the device.. 24C shouldn't be too hot for most people though, so you either had a crew entirely of people that like it cooler, or installed them backwards. Even at default, the coolers should be targeting 21c. 21°C is cold enough, but I just always felt like I was wasting energy. I mean the heater also is set to 21°C as a default, but you never need more then 11°C.
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# ? Jan 4, 2015 20:18 |
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tonberrytoby posted:I never saw that part of the character sheet. I thought that button gave me only a general description of humans. The more you know. Because 21C is "room temperature". When you select a character, click on the i near the top of their character sheet for advanced stats. You will get everything from their preferred temperatures min/max to a % multiplier of how fast they do any action, and a couple other things. Gibbo fucked around with this message at 20:57 on Jan 4, 2015 |
# ? Jan 4, 2015 20:22 |
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tonberrytoby posted:Never got around to building a paste dispenser or figuring out what other devices a hopper can be attached to. Btw what can you attach a hopper to? I heard that the mortars can use large shells but havent been able to try it yet.
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# ? Jan 4, 2015 23:14 |
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Loving the game so far. A few questions: Why do item drops spawn "forbidden" by default? Is there any way I can lessen the possibility of "electrical faults" that cause explosions, aside from making sure my batteries are inside? If there's no simple way I'm thinking of making my power distribution modular and segmenting different areas of my base, because as it stands these explosions are getting a bit out of hand with all the batteries I have connected. Am I right in assuming that the only way to recruit new colonists is by capturing wounded bodies? Is there an any way to prevent enemies from spawning inside of my home area? I'm guessing this happens only in areas without a roof... if that's the case I'll just keep those areas under heavy turret guard. TheEffect fucked around with this message at 23:54 on Jan 4, 2015 |
# ? Jan 4, 2015 23:52 |
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# ? Apr 26, 2024 02:30 |
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TheEffect posted:Am I right in assuming that the only way to recruit new colonists is by capturing wounded bodies? You can buy them from slavers too.
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# ? Jan 4, 2015 23:54 |