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Yousomuscle
Sep 13, 2012

Danaru posted:

Check the priority of your hoppers, if the stockpile is a higher priority, they'll never load the hoppers.

That's what it was!

After putting probably a good 30 hours into this game, I would steer people away from the turret mods... I've currently built a base into a mountain that is absolutely unkillable, and so much of it is because of the turrets and DEVESTATOR MORTAR that I have modded in. My only real danger is from my colonists snapping at the sheer mass of blood and bodies that pile up in my doorway after each attack.

EDIT: On the topic of bodies, as radical as it is to have a 300+ body corpse pile outside my colony to welcome visitors, the frequent 'observed corpse' and 'observed rotting corpse' modifiers often reach 5-8x each whenever someone steps outside to haul, or build, or do anything. It was really cutting into my organ harvesting and slave trading business. I had to build a crematorium and spend two weeks hauling corpses. My guys then didn't mind so much when a legless, armless, eyeless, earless, one-kidney, one-lunged prisoner mindbroke, flopped out of her bed, vomited all over the floor and died.

Seige camp shows up? Devestator mortar
Tribals staging a 40-man attack? Devestator mortar
Evil ship? Wall it off and devestator mortar.

I'm going to uninstall/stop using these really overpowered turrets for my next colony. I don't want a game that I try to win, but rather a game where I see how slowly I can lose. There is no chaotic fun in living behind an impenetrable wall of guns while i systematically strip mine the entire map.

Yousomuscle fucked around with this message at 16:29 on Jun 1, 2015

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OwlFancier
Aug 22, 2013

If you have a shitload of bodies just move them all into a heap and molotov it. Much faster than a crematorium.

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



OwlFancier posted:

If you have a shitload of bodies just move them all into a heap and molotov it. Much faster than a crematorium.

Put them in a room you can close off, and use them as fuel for a fire trap. Close both ends with walls, line the inside with sandbags for slowing and bodies for fuel. Light it up and enemies will die.

Inadequately
Oct 9, 2012
So I got this and gave it a try, and it's pretty fun. After a few false starts, my seven colonists finally managed to blast off to space after a couple years. I dug out a mountain base for more defensibility, although because I was playing on the chill AI storyteller on Rough I never got anything more than 5-6 pirate raids, most of which got shredded by turrets before they were any real threat. Never once saw one of the fancy robots, even. Could probably have been more efficient but I have no real taste for micromanaging my colonists beyond 'go butcher that deer/put out that fire/doctor that guy right now'. Gonna try making a regular non-mountain base next, I think.

One thing I don't get is roofs, seems to be pretty arbitrary how they form and where to put pillars to not cause a cave-in.

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



Inadequately posted:



One thing I don't get is roofs, seems to be pretty arbitrary how they form and where to put pillars to not cause a cave-in.

Roofs will form when the area is closed off by mountain, walls and/or doors.

A roof will extend 6 tiles out from a support, the 7th will collapse. Might be 5 tiles, 6th will collapse... If it says "overhead mountain" in the lower left corner, I'm not sure if you need supports.

Taeke
Feb 2, 2010


Dunno-Lars posted:

Roofs will form when the area is closed off by mountain, walls and/or doors.

A roof will extend 6 tiles out from a support, the 7th will collapse. Might be 5 tiles, 6th will collapse... If it says "overhead mountain" in the lower left corner, I'm not sure if you need supports.

I think you do, even if it's overhead mountain.

TehRedWheelbarrow
Mar 16, 2011



Fan of Britches
Yep. You definitely need supports in a mountain

RIP digger that found that out for me

OwlFancier
Aug 22, 2013

If you don't have supports under a mountain, part of the mountain will collapse and form a solid tile, creating its own support and crushing anything on that square.

Inadequately
Oct 9, 2012
Started a new colony. My colonists are an imperial student turned poison gardener, a pampered ninja assassin and a medieval slave turned clerk. The gardener won't do most forms of manual labor and the ninja is really bad at it, so the initial setup is taking some time.

E: whole I was typing this a frail old man with cataracts in both eyes, a bad back and an old gunshot wound who moves slowly joined up. On the plus side, he is really passionate about cooking so to the stove he goes, if he doesn't keel over on the way.

Inadequately fucked around with this message at 16:12 on Jun 7, 2015

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



Inadequately posted:

Started a new colony. My colonists are an imperial student turned poison gardener, a pampered ninja assassin and a medieval slave turned clerk. The gardener won't do most forms of manual labor and the ninja is really bad at it, so the initial setup is taking some time.

E: whole I was typing this a frail old man with cataracts in both eyes, a bad back and an old gunshot wound who moves slowly joined up. On the plus side, he is really passionate about cooking so to the stove he goes, if he doesn't keel over on the way.

Make sure his bed is close to the stove, or else he'll spend all his day walking back and forth between them... And make the fridge close.

Another tip is to divide your fridge into two or more zones. Biggest one will take anything, a 2-4 tile will only take meals, maybe make a dedicated meat zone and veg zone, dedicated hops zone, medicine zone. Don't make a huge zone is what I'm saying, it will just be filled with potatoes. Make seperate zones for each category, and a huge multi-use one. And use two doors into your fridge, with a empty block between. Reduces temperature swings when the door opens.

OwlFancier
Aug 22, 2013

Alpha 11 released:

https://www.youtube.com/watch?v=LR9wqSyfSwQ

quote:

Change list:

AI

Added new raid type: sappers.
Sappers attempt to dig or blast their way around your hardest defensive point. The circumvent ‘killbox’-like strategies.
Enemies now flee things that are about to explode
Enemies remember trap positions that their faction has encountered before, and avoid them.
Raiders opportunistically ignite crops on fire.
Pawns can now do ‘job override’ checks to see if a new job should start before ending their current job. These are now used liberally to have pawns respond faster and more intelligently to changing conditions (especially in combat).
Pawns check for job override when taking damage. It will no longer be possible to bug out the centipede enemy and kill him at close range while he tries to take a firing position.
Enemies no longer take unpowered player turrets as primary targets.
Pawns choose sky-gaze, wander, eating and other positions by traversing the region graphic instead of by random coordinate scattering, which solves problems with them taking long paths around long walls.

Traps

Added deadfall trap: A simple rearmable trap that falls on enemies and damages them.
Added IED trap: An artillery shell connected to a trigger that detonates after a short delay.
Added incendiary IED trap: Like IED, but sets fires.

New incidents

New incident: Toxic fallout. A toxic cloud that lasts for days or weeks. It kills plants, rots food, and slowly poisons people outside. Toxic buildup in characters leads to vomiting, dementia, and eventually death.
New incident: Volcanic winter. Lasts weeks or months and significantly reduces temperatures and light levels, leading to poorer harvests.
New incident: Manhunter pack. A pack of deadly wargs arrives and stalks the local area for a while before moving on. Fight them or hide inside from them.
New incident: Chased refugee. A refugee radios and offers to join the colony if you’ll fight the raiders on his tail.
New incident: Psychic soothe. The opposite of a psychic drone.

Allowed areas

Assign colonists to allowed areas.
Every item and location outside the allowed area is considered forbidden.

Storyteller changes

Storytellers will never entirely disallow events because of population.
Randy’s event chances are affected by population (somewhat).
Re-tuned storyteller population intent based on new output tables for smoother population gain with higher maximum and better recovery at small populations

Ice sheet

Ice sheet biome is now playable (though perhaps not survivable).

Misc

Added strip designator to reduce stripping micromanagement.
You can toggle allowing sowing in a growing zone.
Doors can be held open.
Door locking is now door forbidding (it’s clearer).
Added copy/paste functionality for storage zone/building settings.
World data now saves into map file to prevent game state confusion with multiple saves on one world.
Added new joy activity: build snowman.
You can now remove floors to reveal the terrain underneath.
You can now perform surgery on guests. Violating surgery will anger their faction.
Guests are smarter and no longer walk out of the colony bleeding.
Added new hairs donated by Shinzy.
Slave trader changed to pirate merchant, can still show up to buy slaves even when your population is high (though they may not carry any).
Hundreds more bugfixes, tuning changes, optimizations, and other small improvements.

DelphiAegis
Jun 21, 2010
The ability to remove floors and make traps is awesome. Also the allow/deny area system. I wonder if it'll eventually be as granular as something like Prison Architect where you can have certain people allowed to certain zones. Keep your cooks indoors, put the grunts on the frontline sort of thing.

Pornographic Memory
Dec 17, 2008

DelphiAegis posted:

The ability to remove floors and make traps is awesome. Also the allow/deny area system. I wonder if it'll eventually be as granular as something like Prison Architect where you can have certain people allowed to certain zones. Keep your cooks indoors, put the grunts on the frontline sort of thing.

According to the video you can do exactly that with a system similar to the scheduling system in the previous alpha.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
He's making noises like he wants to stop adding features/content, that's not so pleasing to hear.

OwlFancier
Aug 22, 2013

Eh, poor phrasing I would expect, the game is still in alpha and profitable, and he seems still engaged with the project, would be weird if he stopped working on it.

Alaan
May 24, 2005

So their is at least SOME growing zones in the Ice Sheet but they are scarce, weird shapes, and gravel so possibly really crappy at growing things. I may at least give it a shot on an easy difficulty tomorrow. I think I'd definitely aim for around a steam vent to ease power concerns and leech heat off of it.

Drunk in Space
Dec 1, 2009
At the very least it seems like he should do more with the different factions and how you interact with them. Ever since I started playing in A7, I've been waiting for him to expand on the random visitors that stop by your colony. It would be neat if they actually came with a purpose, like asking for food or other supplies in exchange for some kind of special technology or temporary buff. Even if they had no overarching purpose it would be cool if you could talk with them and learn more about their faction and other factions or the world as a whole, giving you various benefits.

TehRedWheelbarrow
Mar 16, 2011



Fan of Britches
dont suppose this'll work with the current modpack eh?

The Muffinlord
Mar 3, 2007

newbid stupie?
Are there any fishing mods out there? I miss the easy meat acquisition you could have in Dwarf Fortress.

Possibly A Ghost
Jul 27, 2013
So in Dwarf Fortress my goto endgame project was always building and stocking an arena full of wild animals and raiders and whatnot, and now that the wargs are in I'm pumped for some sweet sweet venatio action but I'm not sure how to go about capturing them. The video seems to suggest that they go to the same gathering point as NPC visitors, any way to game that to get them in a lockable box?

BurntCornMuffin
Jan 9, 2009


Possibly A Ghost posted:

So in Dwarf Fortress my goto endgame project was always building and stocking an arena full of wild animals and raiders and whatnot, and now that the wargs are in I'm pumped for some sweet sweet venatio action but I'm not sure how to go about capturing them. The video seems to suggest that they go to the same gathering point as NPC visitors, any way to game that to get them in a lockable box?

In theory, you could make a prison with a front and back entrance, have a colonist go inside via the back entry to lock the front open, then run them back inside and out via the back (presumably you have a prisoner or two to distract the wargs). Once the wargs are inside, have somebody close the front door again, locking the wargs inside.

Alaan
May 24, 2005

Depending on how efficient you are, it seems you have about a day of wiggle room on the ice sheet to get a lovely farm put in and get your first crop. I was at 0 prepared meals left from my ship+a handful of extras found on the map. I did end up having a fourth join me randomly though. It's crazy power hungry compared to a regular early game though. You'll probably blow all your wood making your first hobo shack and trying to get walls up to farm in so not a great heat source. Ended up using 2 windmills and 3 solars+the lights/heaters on a switch to keep the whole thing running.

Nuclear War
Nov 7, 2012

You're a pretty pretty pretty pretty pretty pretty pretty pretty pretty pretty pretty pretty girl

Alaan posted:

I did end up having a fourth join me randomly though.

Did you eat him? And make his skin into a parka? If no you are playing suboptimally

Alaan
May 24, 2005

If anything it would have been the old lady that got eaten. I really did not optimize my team before starting.

Also it may be more reasonable to just bore into a mountain and research the gently caress out of hydroponics while the other two guys build up a power grid.

Vasudus
May 30, 2003
The worst part of a new update is waiting for the mods to be fixed.

Yousomuscle
Sep 13, 2012
Alpha 11 is wonderful:

Started a game on foothills tundra, Classic challenge. We held out for about a year, but eventually lost out to five sapper raids in a row. Those guys are no joke, they'll just whip grenades and molotovs at your colony. Got a 250+ degree fire going inside my base, immolating my prisoner and two firefighters. I had to bust down some walls from outside, while the fight was still going on, to vent the heat and put the fires out.

Ended up with two snipers and one other colonist who'd had both her arms blown off over the course of three raids, all she could do was very slowly plant potatoes. The fifth sapper raid busted in and beat her to death in her bed, then carted my two remaining colonists away.

All of my sapper raids were from other colonies that I had pissed off by :airquote: abducting :airquote: their citizens, so it might be that sappers are more common from angry colonies and not pirates?

We also had a warg event, which wasn't so bad simply because the colony had everything it needed inside by the time they showed up; it was probably 12 or 15 mobs and they butchered some passerby. They're sort of like when a whole group of animals goes mad at once, my turrets shot/exploded pretty much all of them, and by the time the last survivors left I had a dozen frozen warg corpses to butcher and make parkas out of!

Not having any mods was definitely more fun than I was expecting, no beefy turrets to instagib everything, and the sapper raids were much more difficult to defend against, but if you get to the main body of the raid before they start to tear into your walls, they can be mostly kited to a more favorable area to fight them in.

Alaan
May 24, 2005

I haven't played much beyond my two test runs on Ice Sheet, but it sounds like even more I am going to want less idiotic firefighting with the sapper raids.

Yousomuscle
Sep 13, 2012

Alaan posted:

I haven't played much beyond my two test runs on Ice Sheet, but it sounds like even more I am going to want less idiotic firefighting with the sapper raids.

You can use the new 'zone' system to forbid your dumbass colonists from getting in the way. Maybe make one broad zone for inside the colony, and a second for outside of it, and you can forbid/unforbid as necessary? It gets a little too micromanagey for my liking though.

Splode
Jun 18, 2013

put some clothes on you little freak

Yousomuscle posted:

You can use the new 'zone' system to forbid your dumbass colonists from getting in the way. Maybe make one broad zone for inside the colony, and a second for outside of it, and you can forbid/unforbid as necessary? It gets a little too micromanagey for my liking though.

I just disable firefighting and let it all burn. One of my last sieges ended up with two of them living in the steel mine and the freezer, the only two buildings under the mountain as everything else burnt.

Fishstick
Jul 9, 2005

Does not require preheating
The industrial A/C mod really needs to get absorbed into stock. I miss those big heaters/coolers and the vents

Fishstick fucked around with this message at 00:33 on Jun 18, 2015

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
Yeah RedistHeat feels like pure, core game function, it's a really good mod.

Fishstick
Jul 9, 2005

Does not require preheating

Flesh Forge posted:

Yeah RedistHeat feels like pure, core game function, it's a really good mod.

I was actually looking to mod that in, but it's not updated for alpha 11 yet :(. But yeah, its one of my first mods I install - I really love frigid places but the stock heaters can't just cope. I can compartimentalize poo poo and have airlocks, but industrial heaters replace like a ton of overhead on big areas

Edit: I also really want 2-tile doors.

Fishstick fucked around with this message at 00:37 on Jun 18, 2015

Splode
Jun 18, 2013

put some clothes on you little freak
I haven't had any issues with the stock heating and cooling systems, other than sometimes needing to put in two heaters* or coolers.

*But that was so my hydroponics could survive outside temperatures of -60C, so that seems legit.

What does this mod do differently? It would be cool not to require duelling heaters and coolers in temperate climates

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
They CAN do it but it just comes across as really dopey to have all these individual space heaters in every single room. What it does that is so interesting is allow you to have a network of ducts (or more than one if you're super spergy!) that carries heat or cold to distribution points in various rooms, all fed from a central plenum with large-capacity industrial heaters or coolers. It's a bit more efficient power-wise but the main reason I like it so much is it provides a large layer of crunchy capacity planning and construction, setting up the duct network and all that poo poo. You can build ductwork into constructed walls if you're super anal e.g. Just a really well-done and highly polished mod that meshes really well with the core game.

Splode
Jun 18, 2013

put some clothes on you little freak

Flesh Forge posted:

They CAN do it but it just comes across as really dopey to have all these individual space heaters in every single room. What it does that is so interesting is allow you to have a network of ducts (or more than one if you're super spergy!) that carries heat or cold to distribution points in various rooms, all fed from a central plenum with large-capacity industrial heaters or coolers. It's a bit more efficient power-wise but the main reason I like it so much is it provides a large layer of crunchy capacity planning and construction, setting up the duct network and all that poo poo. You can build ductwork into constructed walls if you're super anal e.g. Just a really well-done and highly polished mod that meshes really well with the core game.

I already end up making reasonably complicated cooler exhaust systems, so this does sound very cool!

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
https://ludeon.com/forums/index.php?topic=11056.0

Like nearly all the other mods, this one has not been updated to A11 yet.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
Ninefinger updated RedistHeat (Latta publishes his source code and I'm pretty sure this is OK with him)

https://ludeon.com/forums/index.php?topic=11056.msg143710#msg143710

Mr.Boofu
Mar 22, 2003
~_~
Is there any documentation on mods like superior crafting? I like the complexity it adds but I end up having to start over because I feel like I missed something early on and I'm behind.

Fans
Jun 27, 2013

A reptile dysfunction
Been playing this with Superior Crafting and a few other mods in a Tundra area and Winter has turned into a game of "Will anyone come out of this with fingers?" because I took forever getting up the clothing side and it turns out poor quality clothes don't do much to stop bits falling off.

We had a brief cannibal period and I forgot that you can set the cooker to cook human meat, so everyone just ate it raw. Oddly no one seemed to give much of a gently caress and kept on perfectly happily.

It definitely feels like the game throws a lot more free colonists at you with this patch, I've had people randomly joining or joining chased by bandits/locals fairly regularly. While in previous patches I was lucky to ever get more than four people without making my own prison complex.

Miscellaneous w MAI is a mod I'd very much recommend. While I love the hauling robots, the Local Traders in particular are great and remind me of Dwarf Fortress when they turn up to trade with you and get brutally murdered by the Siege Team outside, which means you lose reputation.

Fans fucked around with this message at 13:22 on Jun 29, 2015

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Opal
May 10, 2005

some by their splendor rival the colors of the painters, others the flame of burning sulphur or of fire quickened by oil.
I wish they'd update Project Armory for the latest version.

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