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Pound_Coin posted:I'vev not messed around with the animal taming yet, but is it possible to breed packs of boomrats to let loose on invaders? they're basically grenades with legs. Yes, with the caveat it will be hard. First you need to tame a male/female couple, which without a high animal skill will take for ever. Fortunately when you have them breeding they give birth to multiple young. However they aren't too intelligent so whilst you can tame them and train release it could take ages, but once they have release you should be good. (Barring accidents like them dying of old age in your base and exploding, or being shot just before they are released during a firefight.
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# ? Sep 24, 2015 16:36 |
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# ? Apr 25, 2024 18:13 |
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Meskhenet posted:I had a 2 day old chick pretty much single handedly save my entire colony. Minigun/charge blaster weapons are actually almost incapable of hitting the thing they're aiming at. They have a minimum dispersion stat which i think means they physically can't hit things directly on the tile they're targetting. They will sometimes, but very rarely, so I assume it's something like they can 'miss' onto the thing they're aiming at, but if you send one lone person against a minigunner, they can plink away at them for a long time without being shot.
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# ? Sep 24, 2015 19:12 |
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Yeah, the problem centipedes imo are the inferno cannon ones. Not because they do heaps of damage themselves, but because they force your guys to break cover and run all over the place in front of the miniguns, blasters and charge lances the other mechs have.
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# ? Sep 24, 2015 21:22 |
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Good god this game can get hard. I've been playing in the open land areas and it seems like the "dig into a mountainside" bases must be easier to defend. I'm getting attacks on all sides and it's hard to funnel the attackers down
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# ? Sep 24, 2015 22:31 |
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It's not just that, but also the lack of resources, metal for crafting and stone for walls, that makes it harder compared to a mountain start.
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# ? Sep 24, 2015 22:41 |
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Playing in anything less mountainous than large hills is basically hard mode.
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# ? Sep 25, 2015 01:32 |
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Huh? There are shells right there in there own little shell stockpile. The door isn't locked and the shells aren't forbidden. Why is it saying there are no nearby shells available?
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# ? Sep 25, 2015 05:59 |
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Shell stockpile included in the zone the pawn is allowed to go to?
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# ? Sep 25, 2015 06:16 |
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How do you get colonists to wake up and start putting out a huge raging fire? I had a battery bank explode in the middle of the night, and I woke everybody up and told them to prioritize putting out the fire, but as soon as they put out the fire on a single tile they run back to bed. This fire is in the home zone and firefighting is priority 1 for everybody.
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# ? Sep 25, 2015 13:15 |
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I'm thinking that's a scheduling issue, but I don't know because I set it to anything at all times every game.
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# ? Sep 25, 2015 13:24 |
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Taeke posted:I'm thinking that's a scheduling issue, but I don't know because I set it to anything at all times every game. Sounds right, I've had a similar problem and I fixed it by setting everyone to Work 24/7 until the fires were out.
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# ? Sep 25, 2015 14:39 |
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Taeke posted:I'm thinking that's a scheduling issue, but I don't know because I set it to anything at all times every game. But what about mandatory joy hour?
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# ? Sep 25, 2015 16:21 |
The Something Awful Forums > Discussion > Games > Rimworld: Mandatory Joy Hour
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# ? Sep 25, 2015 16:29 |
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fart simpson posted:How do you get colonists to wake up and start putting out a huge raging fire? I had a battery bank explode in the middle of the night, and I woke everybody up and told them to prioritize putting out the fire, but as soon as they put out the fire on a single tile they run back to bed. This fire is in the home zone and firefighting is priority 1 for everybody. That shouldn't happen unless the source of the fire is outside the home zone and continuously spreading into it. Whenever there's a fire I immediately make sure to put a large home zone block around it to avoid this issue. If the fire is still in the home zone when your colonists are going back to bed, I'm not sure what the problem could be because firefighting is actually supposed to override their schedule, that is to say, they should continue to put out fires as long as there's one in the home zone regardless of what activity they've been set to. A couple of other things I guess it might be: Your colonists are in a restricted area The remaining fires are inaccessible for some reason. (Firefighting in this game is still dumb despite Tynan's improvements, and needs a lot of work) edit: I just use the default anything/sleep settings on the schedule, so admittedly I don't know how joy/work settings would interfere with firefighting. But then again, this is apparently happening during bedtime, and in my experience firefighting will override (although you have to wake them up first) this until all fires in the HZ are put out. Drunk in Space fucked around with this message at 21:12 on Sep 25, 2015 |
# ? Sep 25, 2015 21:07 |
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Is there an actual advantage to using a set schedule over just setting everything to anything all the time? I got annoyed at colonists getting joy or sleep deprived whenever I overrode their schedule for a period because I needed something done. It seemed to take forever for them to get back in their rhythm so I just started doing the latter and never looked back. I can kind of see it if you have, say, multiple cooks but only one kitchen so you have them alternating shifts, but I just build a second kitchen at that point.
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# ? Sep 25, 2015 21:45 |
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Drunk in Space posted:There are workarounds: colonists seem to avoid routes with traps in them if they can find another path. For example, if you have a perimeter wall with doors in it and an open corridor leading into it lined with traps, raiders usually go for the corridor, whereas colonists tend to use the doors. I've had some success before making an open central area with lots of sandbags and turrets and other nasty things and one or two forbidden doors into the base, flanked by sections with thick walls and a ton of powered doors in a row in a hallway. Your pawns zip in and out of the layered exits, while enemies usually go for the 'easy' way in and get slaughtered in the killzone.
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# ? Sep 25, 2015 22:11 |
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I haven't done this myself, but I think schedules could work well to force avoidance. Like if you had an abrasive colonist and wanted to keep him from interacting as much as possible you'd put him on a schedule where he's never around anyone. This looks like a feature I wait of some mechanics. For example, you might in the future use sleep schedules to create a hot bunking arrangement if the game didn't always peg a bed to a specific colonist. Do mortars just suck rear end?
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# ? Sep 26, 2015 04:15 |
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Mortars are inaccurate as hell, yes. But they do hurt when they hit something. They're generally not worth using yourself but if the enemy preps for a while and they're a big army, you can sometimes land a lucky hit on them which can do wonders for softening up a big raid.
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# ? Sep 26, 2015 04:26 |
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I've never had much success with mortars, even against groups that are prepping. Also, maybe it's just my imagination but it seems like these days there are far more groups that immediately attack than there used to be, including the new sappers, which reduces your opportunities for using mortars even further.
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# ? Sep 26, 2015 21:57 |
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If I let a Worg roam in an animal zone that includes wild critters, will it hunt and feed on it's own? E: set up three mortars, toss shells down. It's a decent gamble, because one or two hits will really ruin the raiders' day. Tias fucked around with this message at 15:50 on Sep 27, 2015 |
# ? Sep 27, 2015 13:59 |
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Welp, that was my shortest colony yet. My 3 guys crash landed, I equipped weapons, and then deconstructed a wall right beside the landing spot, thinking I could use that for temporary shelter. There were 3 scythers inside.
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# ? Sep 27, 2015 15:37 |
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fart simpson posted:Welp, that was my shortest colony yet. My 3 guys crash landed, I equipped weapons, and then deconstructed a wall right beside the landing spot, thinking I could use that for temporary shelter. There were 3 scythers inside. You get a little pop up saying the colonist feels an ancient evil when there are mechanoids inside a wall like that - maybe you missed it?
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# ? Sep 27, 2015 15:51 |
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I got it but the only other time I saw that popup the room was just full of cryptosleep caskets so I thought I'd chance it. I assumed something bad might happen but I didn't think it would be that bad!
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# ? Sep 27, 2015 16:36 |
Tias posted:If I let a Worg roam in an animal zone that includes wild critters, will it hunt and feed on it's own? Nope. It's very frustrating. They'll only eat meat that your colonists have butchered.
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# ? Sep 28, 2015 01:32 |
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There is a mod that supposedly adds animal hunting behaviour, but I've not tried it myself yet: https://ludeon.com/forums/index.php?topic=16236.0
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# ? Sep 28, 2015 04:53 |
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Someone mentioned a mod here recently that let you smooth/beautify stone walls, but I can't find it. I hate having to build a second layer of walls just so my colonists won't hate my base. Anyone know what mod this is?
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# ? Sep 28, 2015 06:08 |
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Bold Robot posted:Someone mentioned a mod here recently that let you smooth/beautify stone walls, but I can't find it. I hate having to build a second layer of walls just so my colonists won't hate my base. Anyone know what mod this is? yeah man, i haven't tried it, but this is what you're looking for- get the community core library from this page: https://ludeon.com/forums/index.php?topic=14172.0 and the smooth walls mod here: https://ludeon.com/forums/index.php?topic=16098.0
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# ? Sep 28, 2015 06:50 |
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oh god this game why did I just buy this game yesterday I've gotten three hours of sleep in the past 48 hours thanks, obama
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# ? Sep 29, 2015 05:22 |
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Man, I love the prepare carefully mod <3 Now, with three young ascetic, hard working, cannibal colonists, I can finally live out my fantasies of being a hill-billy space backwater farmer.
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# ? Sep 29, 2015 16:29 |
Tias posted:Now, with three young ascetic, hard working, cannibal colonists, I can finally live out my fantasies of being a hill-billy space backwater farmer. I'm pretty sure that's a verbatim description of >0 cults
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# ? Sep 29, 2015 16:34 |
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I was shooting for Deliverance, but any port in a storm! There's a flaw in my plan, though, as others will join me eventually. Will colonists become accustomed to/like cannibalism if they do it often enough? E: Whats is <0 cults? Googling it just turned up a bunch of articles warning of the dangers of Alcoholics Anonymous
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# ? Sep 29, 2015 17:31 |
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Tias posted:I was shooting for Deliverance, but any port in a storm! If they don't like the food, they can become the food.
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# ? Sep 29, 2015 17:33 |
Tias posted:E: Whats is <0 cults? Googling it just turned up a bunch of articles warning of the dangers of Alcoholics Anonymous It was >0 cults, and it's exactly as read - greater than zero cults, as in there are cults with that description. You're basically the trope of the nice bunch of farmers you meet out in the boonies that seem very nice but also strange and backwards until they invite you in for dinner and you realize that it's you who is dinner.
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# ? Sep 29, 2015 17:38 |
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Tias posted:I was shooting for Deliverance, but any port in a storm! Turn on debug options, then you can add traits to people. Handwave it away as group pressure or being forced to enjoy it.
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# ? Sep 29, 2015 17:57 |
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Recently started out playing the game. Should I be tunneling into a mountain to build a base or make each room out in the open? I tried to redo all the bedrooms but I it seemed like I couldn't upgrade the walls.
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# ? Sep 29, 2015 18:04 |
Dunno-Lars posted:Turn on debug options, then you can add traits to people. Handwave it away as group pressure or being forced to enjoy it. I really think that colonists should have a chance to get the cannibal trait every time they eat human meat. Tenzarin posted:Recently started out playing the game. Should I be tunneling into a mountain to build a base or make each room out in the open? I tried to redo all the bedrooms but I it seemed like I couldn't upgrade the walls. Making rooms in the open is faster, but tunneling can be more secure
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# ? Sep 29, 2015 18:09 |
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Tenzarin posted:Recently started out playing the game. Should I be tunneling into a mountain to build a base or make each room out in the open? I tried to redo all the bedrooms but I it seemed like I couldn't upgrade the walls. whichever. tunneling is safer, but slower and it's more difficult to regulate temperature. building in the open gives you more freedom and is quicker, but you have to produce building materials and it opens you up to many more angles of attack. in the base game, you can't upgrade walls - you have to mine the space out then rebuild it. there are mods that let you smooth walls i prefer building thick granite-walled farming colonies surrounded by acres of corn, but this can be hairy when 40 rabid tribals show up
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# ? Sep 29, 2015 18:27 |
ChickenWing posted:I really think that colonists should have a chance to get the cannibal trait every time they eat human meat. https://www.youtube.com/watch?v=YHVXAMVC53M
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# ? Sep 29, 2015 20:44 |
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corn town, currently sans turrets as i prepare to build the spaceship
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# ? Sep 30, 2015 03:37 |
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# ? Apr 25, 2024 18:13 |
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Chickens are amazing. I'm 4 months into my new colony and I've had around 50 chicks born. About half of those are male, which I don't really need, so I sold them to a bulk trader for about 25 silver each. This is going to keep growing and getting better, too.
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# ? Sep 30, 2015 04:04 |