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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 |
# ? Jun 1, 2015 16:25 |
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# ? Apr 26, 2024 17:23 |
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If you have a shitload of bodies just move them all into a heap and molotov it. Much faster than a crematorium.
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# ? Jun 1, 2015 16:41 |
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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.
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# ? Jun 1, 2015 18:57 |
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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.
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# ? Jun 7, 2015 10:56 |
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Inadequately 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.
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# ? Jun 7, 2015 11:17 |
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Dunno-Lars posted:Roofs will form when the area is closed off by mountain, walls and/or doors. I think you do, even if it's overhead mountain.
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# ? Jun 7, 2015 11:18 |
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Yep. You definitely need supports in a mountain RIP digger that found that out for me
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# ? Jun 7, 2015 12:54 |
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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.
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# ? Jun 7, 2015 15:44 |
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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 |
# ? Jun 7, 2015 16:08 |
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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. 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.
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# ? Jun 7, 2015 17:15 |
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Alpha 11 released: https://www.youtube.com/watch?v=LR9wqSyfSwQ quote:Change list:
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# ? Jun 10, 2015 22:29 |
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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.
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# ? Jun 10, 2015 22:42 |
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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.
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# ? Jun 10, 2015 23:17 |
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He's making noises like he wants to stop adding features/content, that's not so pleasing to hear.
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# ? Jun 11, 2015 02:42 |
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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.
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# ? Jun 11, 2015 03:25 |
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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.
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# ? Jun 11, 2015 05:19 |
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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.
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# ? Jun 11, 2015 06:08 |
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dont suppose this'll work with the current modpack eh?
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# ? Jun 11, 2015 12:28 |
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Are there any fishing mods out there? I miss the easy meat acquisition you could have in Dwarf Fortress.
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# ? Jun 11, 2015 15:05 |
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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?
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# ? Jun 11, 2015 22:46 |
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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.
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# ? Jun 11, 2015 22:57 |
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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.
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# ? Jun 12, 2015 00:58 |
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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
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# ? Jun 12, 2015 02:04 |
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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.
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# ? Jun 12, 2015 03:04 |
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The worst part of a new update is waiting for the mods to be fixed.
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# ? Jun 13, 2015 15:09 |
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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 abducting 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.
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# ? Jun 14, 2015 03:33 |
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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.
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# ? Jun 14, 2015 04:24 |
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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.
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# ? Jun 14, 2015 14:46 |
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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.
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# ? Jun 15, 2015 03:22 |
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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 |
# ? Jun 18, 2015 00:25 |
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Yeah RedistHeat feels like pure, core game function, it's a really good mod.
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# ? Jun 18, 2015 00:32 |
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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 |
# ? Jun 18, 2015 00:34 |
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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
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# ? Jun 18, 2015 02:11 |
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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.
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# ? Jun 18, 2015 03:28 |
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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!
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# ? Jun 18, 2015 06:53 |
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https://ludeon.com/forums/index.php?topic=11056.0 Like nearly all the other mods, this one has not been updated to A11 yet.
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# ? Jun 18, 2015 07:08 |
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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
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# ? Jun 23, 2015 05:36 |
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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.
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# ? Jun 23, 2015 22:09 |
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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 |
# ? Jun 29, 2015 13:20 |
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# ? Apr 26, 2024 17:23 |
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I wish they'd update Project Armory for the latest version.
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# ? Jun 29, 2015 13:59 |