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Calibanibal posted:or just dont use batteries zzts happen all the time now, I never use batteries if I can help it. Tynan decided that my decision to only use fueled generators needs extra punishment
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# ? Jan 2, 2018 19:31 |
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# ? Apr 28, 2024 21:32 |
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yeah but no batteries and its just a tiny fire that your dudes put out immediately
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# ? Jan 2, 2018 19:34 |
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If you don't mind micromanagement, you can deconstruct batteries and they hold their charge. So like an ideal system is you charge like 4 batteries at a time, deconstruct them and stockpile them nearby, and save them for an eclipse or whatever. Saves you on fuses too since you can get away with a much smaller protection amount if you go that route.
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# ? Jan 2, 2018 19:41 |
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Batteries now have a 5 Wd decay storing doesn’t work anymore, right?
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# ? Jan 2, 2018 20:02 |
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If they aren’t hooked up to any conduits can they still explode?
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# ? Jan 2, 2018 20:06 |
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the conduit explodes, not the battery. if it's not connected it just won't contribute to the explosion.
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# ? Jan 2, 2018 20:11 |
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HelloSailorSign posted:Batteries now have a 5 Wd decay storing doesn’t work anymore, right?
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# ? Jan 2, 2018 20:17 |
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Remember when people used to post in the thread claiming that it was easy to avoid zzt if you just set up incredibly complicated alternate power lines and acted like it was a grand plan by Tynan to make you put REAL THOUGHT into your electricity setup and not a poorly designed stupid random event? And then we all ignored them, installed RT Fuse, and had fun with the game
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# ? Jan 2, 2018 20:17 |
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I really don't get the zzzt hate. Even my largest zaps have been less eventful that a flash storm. Worse that ever happened was the fire hit my mortar shell depot but even that was a minor set back.
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# ? Jan 2, 2018 20:45 |
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zzt gives the player zero agency on how the bad thing happens, which is unique among the negative events now that blights make something resembling sense. the main thing you can do to help with it is make sure all your exterior facings are stone, and there is no flammable material within striking distance of a conduit. that's a drat tall order. further, fire is one of those things that you will never quite notice or bother with if you jump on it immediately every time, but if you're unable to get people to the scene for whatever reason (too many pyros/incapables, raid going on at the time, etc) it very quickly spirals out of control and is just super nasty.
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# ? Jan 2, 2018 21:02 |
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GodspeedSphere posted:I really don't get the zzzt hate. Even my largest zaps have been less eventful that a flash storm. Worse that ever happened was the fire hit my mortar shell depot but even that was a minor set back.
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# ? Jan 2, 2018 21:04 |
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Yeah it's basically a "have electricity, then randomly explode!" event which is silly. It and instant bug spawning are my two least favorite events, apart from possibly some of the long term diseases which I rarely get.
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# ? Jan 2, 2018 21:05 |
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What I'm questioning is why the zzzt hate when we have flash storms, muscle parasites, and several other fill in the blank unmitigatible random events. I understand not enjoying it, but not the vitriolic hate. To contribute I tried a tribal base in a swamp on a water heavy map (to copy Flesh Forge). Turns out almost all the ground is unbuildable marsh land, meaning I needed to place stone heavy boardwalks and bridges in order to build on top of them. Also since its so watery I have to import stone. And since I'm tribal research has been snail's pace slow, especially since my first researcher died and I didn't get a replacement for drat near a year. It's about the strangest play style ever and a huge contrast to my usual advanced bionic heavy end game. I have a handful of high skill endgame characters, but my master builder lost an arm and has cataracts in his remaining eye so now he's my lovely animal trainer while my researcher actually can complete a building without multiple resource intensive failures. Finally got a full stone wall around my base though! Would have been sooner if I hadn't nearly lost my entire base to manhunting tortoises during a heat wave.
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# ? Jan 2, 2018 22:40 |
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again, it all is predicated on how the bad thing happens. flashstorms you can prevent from being too much of an issue by just having proper roofing. frequently they are not even an issue at all since they can happen in a part of the map you're not even interested in. muscle parasites and other diseases definitely get a lot of hate here, not sure why you think they don't. maybe not muscle parasites specifically, but early diseases are noted as one of the most demoralizing things in the game. and even then, a decent doctor and a medicine stack will make those things nbd. i'm unclear on what other events are unmitigatable. blight was the other big one (and again, frequently railed against), but that just changed to not be anywhere near so bad. zzzt is unique in that there really isn't an ounce of prevention you can employ against it, especially now that batteries are not required to make them happen.
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# ? Jan 2, 2018 23:23 |
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GodspeedSphere posted:What I'm questioning is why the zzzt hate when we have flash storms, muscle parasites, and several other fill in the blank unmitigatible random events. I understand not enjoying it, but not the vitriolic hate. Its a drat shame this is too long to be a thread title
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# ? Jan 2, 2018 23:23 |
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The new form of bullshit is tornadoes spawning on top of colonists (getting changed next patch) and space junk falling on them before you notice and have a chance to move (does not auto-pause).
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# ? Jan 2, 2018 23:27 |
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GodspeedSphere posted:What I'm questioning is why the zzzt hate when we have flash storms, muscle parasites, and several other fill in the blank unmitigatible random events. I understand not enjoying it, but not the vitriolic hate. Yeah, zzzt is annoying. It's worse than flash storms because not only does it cause fires, it also affects production (hydroponics can just keel over, for example) and you have no agency in it. Muscle parasites and mechanites are also super irritating, though - in the exact same fashion as zzzt, really. Low tech is pretty fun, as you mentioned. I'm starting to gravitate away from Medieval Times, though. I prefer the simplicity of Tribal Essentials / Tribal Raiders on a low-research multiplier start with no high-tech enemies, no ore, no stone chunks, and no ship part drops or cargo pods. Really makes stuff like steel/plasteel (via meteorites) feel much more valuable and makes winter something you need to prep for each year. Low-research multiplier makes new research really feel groundbreaking and valuable. Trap tunnels still feel way OP regardless of your start. I enjoy the slugfest more anyway. No traps but using mud moats, embrasures, and the Run and Gun mod seems a lot more fair (and difficult).
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# ? Jan 2, 2018 23:28 |
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Ruggan posted:Yeah, zzzt is annoying. It's worse than flash storms because not only does it cause fires, it also affects production (hydroponics can just keel over, for example) and you have no agency in it. e: I'm sure I've lost more games to fire than any other mechanic by a long shot, especially while learning the game, so the utility of batteries would have to be pretty high for me to willingly deal with the worst fire-causing event in the game. And as it turns out they're mostly pointless, sooo... misguided rage fucked around with this message at 23:37 on Jan 2, 2018 |
# ? Jan 2, 2018 23:32 |
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I find zzts annoying because we as a species have pretty much figured out how to not cause buildings to explode randomly just because they have power. I'd be happier with them if they were load based like in Oxygen Not Included so you could control things just by having a better power grid
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# ? Jan 2, 2018 23:32 |
Ruggan posted:Yeah, zzzt is annoying. It's worse than flash storms because not only does it cause fires, it also affects production (hydroponics can just keel over, for example) and you have no agency in it. Solar flares guarantee hydroponic death with literally nothing you can do about it. I never lost hydroponics, or anything else of consequence, to zzzts. Zzzts are indeed unfun bullshit, but I totally agree with the poster who said they're not nearly so bad as the hate makes them out to be. I make my bases out of wood and I've never had any significant repercussions from the event, in contrast with blights (the old version- the new one is more or less fine), solar flares, tornadoes, and insects. But maybe I'm just getting lucky. I remember being frustrated with them when I started playing however long ago that was. But now I know to put firefighting as top priority on everyone, and instantly draft/undraft everyone when a zzzt happens to reset their jobs, and it's been fine.
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# ? Jan 2, 2018 23:47 |
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Technically, you can still avoid zzzts by not using conduits. You can even use batteries, as long as they touch the power source; only wires will explode.
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# ? Jan 3, 2018 00:38 |
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Keeshhound posted:Technically, you can still avoid zzzts by not using conduits. You can even use batteries, as long as they touch the power source; only wires will explode. battery-reinforced double walls sound like a great idea
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# ? Jan 3, 2018 01:07 |
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Ruggan posted:battery-reinforced double walls sound like a great idea Someone on Reddit described themselves using a line of batteries as their conduits, which I suppose you could build a base around if you planned it ahead of time. I think you can connect devices from 7 tiles away now.
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# ? Jan 3, 2018 01:37 |
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that sounds horrifying
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# ? Jan 3, 2018 02:12 |
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Ruggan posted:I prefer the simplicity of Tribal Essentials / Tribal Raiders on a low-research multiplier start with no high-tech enemies, no ore, no stone chunks, and no ship part drops or cargo pods. Dumb question, but how do you set stuff like no ore?
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# ? Jan 3, 2018 04:21 |
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Demon_Corsair posted:Dumb question, but how do you set stuff like no ore? It’s a mod. Rainbeau’s Configurable Maps. https://steamcommunity.com/sharedfiles/filedetails/?id=920550053
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# ? Jan 3, 2018 04:31 |
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That's a really fascinating mod, it lets you do all sorts of poo poo to map setup (not all of it very advisable, sometimes).
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# ? Jan 3, 2018 04:47 |
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Wicked thanks. Gonna try that next game. gently caress, almost every game I forget to make either the orbital beacon, the comm station, or both. At least this game I prioritized drug production which everyone seems to buy so I can clean out the odd travelling caravan that comes by. E: Is it just me, or are small animals way too vicious? I just watched a maddened turtle take out an auto turret. I'm more afraid of man hunter packs then of raids. Demon_Corsair fucked around with this message at 14:36 on Jan 3, 2018 |
# ? Jan 3, 2018 05:20 |
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I've officially given up on trying to get OHU Dropships to work until a proper A18 release happens. I've followed all the advice in the thread and after dozens of crashes I was able to successfully launch a single ship and haven't been able to duplicate it since. Such an amazing mod that I wish I could find a replacement for.
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# ? Jan 3, 2018 15:44 |
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Turtles are surprisingly strong and I've seen them take down much larger predators.
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# ? Jan 3, 2018 16:33 |
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Prophecy120 posted:I've officially given up on trying to get OHU Dropships to work until a proper A18 release happens. I've followed all the advice in the thread and after dozens of crashes I was able to successfully launch a single ship and haven't been able to duplicate it since. Such an amazing mod that I wish I could find a replacement for. It only seems to work when you load with a single pawn. Pick one dude to load, maybe park the ship next to some preconfigured storage areas to make it quicker, and then load your strike team manually once all the supplies are on board. But yeah I'm with you, I'm hoping they do a proper update soon.
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# ? Jan 3, 2018 16:45 |
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Slung Blade posted:It only seems to work when you load with a single pawn. Pick one dude to load, maybe park the ship next to some preconfigured storage areas to make it quicker, and then load your strike team manually once all the supplies are on board. Yeah that's how I got it to work the one time. I turned all my colonists hauling jobs off and left only 1 with hauling enabled. He was able to load up some food and launch to a nearby bandit camp, but trying it again causes more crashes and unplayability. I guess I'll make do with pack muffalo like our forefathers before us.
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# ? Jan 3, 2018 17:14 |
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Azhais posted:I find zzts annoying because we as a species have pretty much figured out how to not cause buildings to explode randomly just because they have power. It can happen, I had a real zzt event IRL a few years back, the conduit in my wall next to my electric meter exploded: huge hellish smoke in the ground floor room, all the neighbourhood without electricity. It wasn't my fault, just a faulty old conduit.
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# ? Jan 3, 2018 17:29 |
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cugel posted:It can happen, I had a real zzt event IRL a few years back, the conduit in my wall next to my electric meter exploded: huge hellish smoke in the ground floor room, all the neighbourhood without electricity. It wasn't my fault, just a faulty old conduit. Pretty much the entire point of the national electric code is to keep real life zzzts from burning the poo poo out of things, clearly these rim worlds could use some federal oversight :v
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# ? Jan 3, 2018 20:25 |
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Demon_Corsair posted:I'm more afraid of man hunter packs then of raids. this is an important realization for any rimworld player. welcome...to the upper echelon
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# ? Jan 4, 2018 01:17 |
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Mimesweeper posted:Pretty much the entire point of the national electric code is to keep real life zzzts from burning the poo poo out of things, clearly these rim worlds could use some federal oversight :v A large group of Inspectors from NFPA have landed nearby! They will prepare for awhile, and then inspect. Prepare your electrical grid accordingly.
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# ? Jan 4, 2018 01:37 |
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Only when you realize that the game is much better without turrets will you truly be... Upper EchelonTheObserver posted:A large group of Inspectors from NFPA have landed nearby!
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# ? Jan 4, 2018 01:37 |
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Flesh Forge posted:Only when you realize that the game is much better without turrets will you truly be... Upper Echelon Hallways full of traps are the way to go?
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# ? Jan 4, 2018 03:13 |
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vanilla without turrets? lmao
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# ? Jan 4, 2018 04:00 |
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# ? Apr 28, 2024 21:32 |
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The traps are only to thin out the raids a little bit, and yeah no I don't mean vanilla especially, although if you started out Spacer and went straight to powered armor you could probably do just as well as with Medieval Times. Plasteel melee weapons and melee shields are both vanilla and are extremely cool and good. I do recommend a mending mod though, or something that lessens or removes equipment wear and tear because tbh it's pretty stupid to have one fight and have everyone's armor be in tatters. e: in fact I can't get through a game day any more with my current colony without a crash and it takes so long to restart/reload that heck I'll try that and see how it works Flesh Forge fucked around with this message at 04:18 on Jan 4, 2018 |
# ? Jan 4, 2018 04:07 |