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Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
There is this lame thing that gives you constructible soil tiles that are double the fertility of the best soil in the game, if you're some kind of pussy and can't handle human flesh:

https://ludeon.com/forums/index.php?topic=11009.0

actually you could probably edit one of the xml files somewhere and tune that back to something not cheaty, pretty sure

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Drunk in Space
Dec 1, 2009

Tony Montana posted:

edit: also how about one to change the colour of the colonist's clothes? I had one, it was just like a dresser you built and they could go up to it and pick from a colour wheel. Can't remember it's name.. :(

That sounds like Snappy Dresser

crabrock
Aug 2, 2002

I

AM

MAGNIFICENT






alternatively you can enable the dev console and use the "random color" feature on the items until they look how you want them, if you don't wanna mess with mods.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
Details of some fairly hilarious tricks involving graves:
https://ludeon.com/forums/index.php?topic=12098.0

quote:

Graves cannot burn, but the corpses inside them can, which clears them out. Toss a molotov on a mass grave field and let the fire do it's thing to clear the graves. Something amusing, corpses can immediately fill graves, so raiders will do you the courtesy of burying themselves every couple blocks when they die. If you seal a room, then you can weaponize graves by tossing fire on them and then getting the gently caress outta there, let that temperature creep up above and beyond heatstroke temperatures. This is rather exploitable at the moment because roofs can be constructed and deconstructed immediately by the player, so as long as you have coolers capable of keeping the temperature down as the heat leaks through doors, when the raid is over, you uncork the roof and pop, 800C goes down to 30C just like that. With such high temperatures, the whole room is also liable to become an impromptu crematorium, clearing the bodies as well, assuming you don't want any loot.

crabrock
Aug 2, 2002

I

AM

MAGNIFICENT






Anything that dies on a grave will bury itself. I saw a mad squirrel do it once.

Jet Jaguar
Feb 12, 2006

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



TynanSylvester posted:

Alcoholic animals. This may be my best bug yet. https://ludeon.com/mantis/view.php?id=1743

He'd better not fix that bug, that's awesome.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
If desert and arid scrubland biomes felt too easy for you (they did for me) MarvinKosh has expanded his Harsher Whatever package to include those two biomes, which is pretty great. He'll be tuning it over the next few days I'm sure as this is a first release but it's already quite a lot harder, e.g. there is no guarantee you'll have any farmable soil at all in desert and if you do, it comes in patches (like a little oasis). No more giant herds of 50 animals to be vacuum'd up either.

https://ludeon.com/forums/index.php?topic=8004.0

Drunk in Space
Dec 1, 2009
I don't think desert and arid settings will ever feel right to me unless water becomes a thing.

OwlFancier
Aug 22, 2013

Jet Jaguar posted:

He'd better not fix that bug, that's awesome.

Looking at the bug tracker, it's been closed with "no change needed" as the reasoning, so I guess it's staying.

This should definitely be a feature for bears or something, actively hunting out your booze and getting shitfaced.

Would be especially appropriate given that I store my booze outside on cold maps, in proud nordic fashion.

Alaan
May 24, 2005

OwlFancier posted:

Looking at the bug tracker, it's been closed with "no change needed" as the reasoning, so I guess it's staying.

This should definitely be a feature for bears or something, actively hunting out your booze and getting shitfaced.

Would be especially appropriate given that I store my booze outside on cold maps, in proud nordic fashion.

Obviously we need to be able to catapult beer into enemy sieges so they all get drunk off their asses before our assaults.

neogeo0823
Jul 4, 2007

NO THAT'S NOT ME!!

Leave small booze stockpiles outside in areas where raiders are likely to pass?

Donkringel
Apr 22, 2008

neogeo0823 posted:

Leave small booze stockpiles outside in areas where raiders are likely to pass?

I leave out steam generators protected by rock walls bristling with sentry guns. That is kind of like beer.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
How can you not like this embark

FairyNuff
Jan 22, 2012

https://www.youtube.com/watch?v=zdNuJ8ESJPI

quote:

Joy
  • New joy need added. Colonists want to have “joy”, which means anything that lets the stop working and enjoy themselves for a while.
  • Added joy sources
    • Skygazing
    • Meditating/praying
    • Social relaxation around campfire or table, with or without beer
    • Horseshoes game
    • Chess
    • Billiards
    • Television (purchasable)
    • Telescope for astronomy (purchasable)
  • Added armchair and dining chair
  • There are various kinds of joy. Repeated use of the same kind of joy builds up a tolerance, reducing its impact. Colonists will prefer joy sources they are not already tolerant to. Result: it’s beneficial to provide a variety of joy sources.

Outfits system
  • New outfits manager system added. You can design ‘outfits’ (restrictions on what a colonist is allowed to a wear) and assign them to colonists in a central interface. Colonists will then independently work to find the best apparel possible given their outfit and the current season. They will automatically switch out damaged apparel for better apparel, or poor-quality apparel for high-quality apparel.
  • If the player manually assigns apparel, the colonist will never remove it until the manual assignment is cleared.

Timetable system
  • New timetable system added. You can assign each colonist a daily timetable which describes when they should sleep, work, have joy, or decide on their own.

Misc
  • Colonists can fall unconscious on their own if over-exhausted.
  • Reworked how melee verbs are selected so they’ll be selected with a bit more randomness. e.g. Someone with one scyther blade hand won’t use it exclusively; you’ll need to get them two if you want a true killing machine.
  • Beer can now be wielded as a weapon (like wood).
  • Passion flames are now displayed subtly on the work overview screen.
  • New end credits song from Al!
  • Reduced skill degradation rate.
  • Day length extended from 24,000 to 30,000 ticks. Days per month reduced from 12 to 10.
  • Hunters will now approach and execute downed animals at close range.
  • Reworked food search so it smoothly integrates information about food distance, taste, and psychological preference to get the most optimal food source.
  • Health tab now displays overall bleeding rate.
  • Starvation and blood loss are now staged and affect consciousness as they worsen.
  • Reworked how skills generate so there will be more initial skill variation and age affect starting skills more.
  • Rebalanced and reformatted plant ecology tunings to lengthen crop cycles and slow wild plant spread. Reworked plant growth in relation to light levels so plants can still grow slowly in dim light (e.g. tundra summers).
  • Pain now creates unhappiness.
  • String lists are now part of language data and can be translated.
  • Butcher table, sculptor’s table, and stonecutter’s table can now be made of various stuffs.
  • Trees are no longer sowable. Traders carry wood.
  • Characters will now sometimes resist arrest.
  • You can now set a minimum skill level on bills.
  • Visitors will now carry away wounded guests from their faction.
  • Hunted animals will occasionally fight back. Some animals always fight back.
  • Doctors now automatically rescue downed colonists.
  • Generalized toggle power interaction to ‘switch flicking’ and applied it to power switch toggling and door locking as well as building power on/off.
  • Many many other fixes, adjustments, and optimizations.

FairyNuff fucked around with this message at 18:40 on Apr 15, 2015

OwlFancier
Aug 22, 2013

Well, that was more sudden than I was expecting, updating OP.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
Fuckin A, my mods :smith:

Alaan
May 24, 2005

This update looks really good. The quality sliders and outfits especially. And schedules.

OwlFancier
Aug 22, 2013

Well, off to make a colony of nudists wearing nothing but cowboy hats I guess.

Even better, beer is a weapon, full Australia now.

OwlFancier fucked around with this message at 19:14 on Apr 15, 2015

Alaan
May 24, 2005

Conduit walls seem to be missing now.

Edit: Apparently you just build them on walls now.

Danaru
Jun 5, 2012

何 ??

Alaan posted:

Conduit walls seem to be missing now.

Edit: Apparently you just build them on walls now.

Can you build them on doors? I hated having to build autodoors to keep the network going.

Bondematt
Jan 26, 2007

Not too stupid

Danaru posted:

Can you build them on doors? I hated having to build autodoors to keep the network going.

Yes, but that's been in since at least A8 and probably earlier, same with building cable into existing walls.

It's just always been a thing since I started :shrug:

Danaru
Jun 5, 2012

何 ??

Bondematt posted:

Yes, but that's been in since at least A8 and probably earlier, same with building cable into existing walls.

It's just always been a thing since I started :shrug:

Huh, I never actually tried it, I just remember in A8, normal doors had cable automatically, and in A9 they suddenly didn't :saddowns:

Heffer
May 1, 2003

Doctors now automatically rescue downed colonists.

Countdown to doctors pathing directly to the frontlines.

Alaan
May 24, 2005

Heffer posted:

Doctors now automatically rescue downed colonists.

Countdown to doctors pathing directly to the frontlines.

Yeah that was a good news/bad news update. Countdown to first dead doctor started. Fires during combat were already a great way for your colonists to commit suicide.

Drunk in Space
Dec 1, 2009
Colonists masturbate now, awesome.

Pornographic Memory
Dec 17, 2008
Does it improve their shooting skill?

WeedlordGoku69
Feb 12, 2015

by Cyrano4747

Drunk in Space posted:

Colonists masturbate now, awesome.

Oh my god. :lol:

Blood loss affecting consciousness seems like a huge change- torso shots are actually good hits now.

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester

Drunk in Space posted:

Colonists masturbate now, awesome.

Ugh. Please tell me he didn't implement that lovely "Lord Fappington" sex mod.

OwlFancier
Aug 22, 2013

Drunk in Space posted:

Colonists masturbate now, awesome.

Hahahaha yes I just noticed this, saw a guy performing the "having private time" job which i figured meant just getting away from people, but then I noticed it was filling the "lewd" joy category :stonklol:

Leif. posted:

Ugh. Please tell me he didn't implement that lovely "Lord Fappington" sex mod.

Nah, you probably wouldn't notice it unless you looked carefully.

Hmm, maybe the update link should have been "get bored and fap about it"

Drunk in Space
Dec 1, 2009

Pornographic Memory posted:

Does it improve their shooting skill?

No, but I'm wondering now how long it's going to be before someone mods in pools of jizz to go with the vomit and other crap your cleaners have to mop up.

I'm assuming enemies will have this behaviour too? Can't wait to crack my first siege while they're all busy beating off around the mortar.

Leif. posted:

Ugh. Please tell me he didn't implement that lovely "Lord Fappington" sex mod.

Sometimes you'll see colonists with their backs turned undergoing the activity "private time." If you go to the needs tab and check under joy, you'll see "lewd activities" going up.

The new joy activities are actually a pretty neat idea, and are already making the colonists seem more alive. I just had an eclipse and one of the first things a colonist did was lie down and watch it.

Of course when the eclipse ended all three colonists went back to their favourite activity of rubbing one out. One day I caught all three of them doing it in their rooms at the same time. Synchronized wanking. I've gotta buy these guys a TV or something, drat.

Drunk in Space fucked around with this message at 00:10 on Apr 16, 2015

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
That's pretty hilarious, unlike the Lord Fappington collection of dumb poo poo.

So as I watch for mods to update for A10, this one catches my eye
Modular Solar Panels 1.9 - 1x1 solar panel tiles placeable however you goddamn want, no more helplessly watching your solar farm burn down because nobody can put the fire out on inner tiles (plus it can be walked through/under)

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
You're all forgetting the most frontier development: Being able to use beer bottles as weapons!

Alaan
May 24, 2005

I hope modders figure out how to make the scheduler more granular so I can tell someone to craft/clean/whatever.

Drunk in Space
Dec 1, 2009
Yeah I'm bit underwhelmed by the timetable because that's what I was expecting it to have, not just the very basic sleep/work/play with yourself/anything options currently on offer.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
It's pretty neat if you're into running a large population, i.e. you ignore the ship building/"win condition" aspect of the game, you can operate day and night shifts.

LotsBread
Jan 4, 2013
I kinda wish there was more lore-related content to the game. It'd be nice to bits and samples of the Trascendent Tech, or seeing some of the opti-animals that he mentions in the primer. Also, more future weapons, in terms of variety. I'm fine if BFG 9000 spawn rarely, but it'd be nice to have more high tier guns in that tier.

Slime
Jan 3, 2007

LotsBread posted:

I kinda wish there was more lore-related content to the game. It'd be nice to bits and samples of the Trascendent Tech, or seeing some of the opti-animals that he mentions in the primer. Also, more future weapons, in terms of variety. I'm fine if BFG 9000 spawn rarely, but it'd be nice to have more high tier guns in that tier.

I get that the idea of the game is that you're playing on a lovely border world that may have been nuked into the stone age at some point, but it is a little sad that it doesn't look like we'll get to see a lot of these things like genetically enhanced people and crazy future tech.

Hav
Dec 11, 2009

Fun Shoe

Alaan posted:

I hope modders figure out how to make the scheduler more granular so I can tell someone to craft/clean/whatever.

Don't the priorities address this for you?

click the red cross on the jobs overview.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
No, they only range from disabled to 4 to 1, and within each priority they have internal priorities of their own, so basically unless you make cleaning priority 1 (e.g.) then certain tasks just never get done because they're overridden by others in the same user priority.

e: my own approach is to set everyone's cleaning to 2 but that only starts to work when you have 5-6 people :shrug:

Flesh Forge fucked around with this message at 17:02 on Apr 16, 2015

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Drunk in Space
Dec 1, 2009

Slime posted:

I get that the idea of the game is that you're playing on a lovely border world that may have been nuked into the stone age at some point, but it is a little sad that it doesn't look like we'll get to see a lot of these things like genetically enhanced people and crazy future tech.

We better loving get those talking dogs at least.

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