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Moon Slayer posted:Do NOT, however, when mixing melee and ranged, give one of the ranged pawns a grenade launcher. And that's why I still save scum. There needs to be a relationship penalty for being killed by someone now that resurrection serums are a thing. One of my better pawns has died three times from missed grenade launcher shots and it hasn't affected his relationship with the launcher pawn in the slightest. You'd think he'd be at least a little bit upset.
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# ? Jul 31, 2020 20:01 |
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# ? Apr 24, 2024 14:26 |
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"No harm no foul eh Jim? Ha ha!" I say mopping up the slurry that was my old lower torso
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# ? Jul 31, 2020 20:04 |
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Danaru posted:"No harm no foul eh Jim? Ha ha!" I say mopping up the slurry that was my old lower torso in my head it always kinda went down like that one Gargoyles episode "i think i'll keep this as a souvenir. not everyone can reclaim their head after losing it."
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# ? Jul 31, 2020 21:14 |
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Thanks for your replies. I want to play "Old Rimworld" as in 1.0 and before, where my mods like Religion, Androids, Prepare Carefully, Snap Out! and Pick up and Haul work, but when I run the 1.0 beta (on which these used to work!?) it crashes.
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# ? Jul 31, 2020 22:46 |
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Tias posted:Thanks for your replies. I want to play "Old Rimworld" as in 1.0 and before, where my mods like Religion, Androids, Prepare Carefully, Snap Out! and Pick up and Haul work, but when I run the 1.0 beta (on which these used to work!?) it crashes. IIRC Steam supports older versions of games via the Beta tab, but mods aren't version controlled in any way - if the latest version of a mod uses some feature or function call from 1.1 that wasn't available in 1.0, then the mod won't work in 1.0. Some modders leave up older versions of mods that you can hunt down, sometimes even in the steam workshop as a separately-listed item, but ymmv
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# ? Jul 31, 2020 23:18 |
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Tias posted:Thanks for your replies. I want to play "Old Rimworld" as in 1.0 and before, where my mods like Religion, Androids, Prepare Carefully, Snap Out! and Pick up and Haul work, but when I run the 1.0 beta (on which these used to work!?) it crashes. Um all of those mods have a working 1.1 version? Heck, I use like three quarters of them in my Royalty game with no issue...
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# ? Jul 31, 2020 23:21 |
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If they aren't working and you're running an old version, that's likely because they updated. If they aren't working and you're running a new version, that's likely because they forked a new version and left the old version up for people running old versions of the game. The workshop page probably has a link or there may be a new version updated by someone else if you search. One of the additions in 1.1 was the ability to include multiple versions of a mod in one package, so many 1.1 mods will also include 1.0 versions.
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# ? Jul 31, 2020 23:33 |
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I think my favorite thing about Rimworld is when your pet gets a minor scratch from killing an ostrich and then proceeds to bleed profusely on literally everything within a square mile for 18 hours straight while you are completely incapable of stopping it and just follow behind it cleaning it up until it's minor scratch turns into severely bleeding out and finally it collapses allowing your AI to actually tend to it so it stops bleeding on everything and also doesn't die. Can someone please tell me the presumably easy way to avoid this absolute gently caress-you scenario?
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# ? Aug 1, 2020 06:05 |
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Jelly posted:I think my favorite thing about Rimworld is when your pet gets a minor scratch from killing an ostrich and then proceeds to bleed profusely on literally everything within a square mile for 18 hours straight while you are completely incapable of stopping it and just follow behind it cleaning it up until it's minor scratch turns into severely bleeding out and finally it collapses allowing your AI to actually tend to it so it stops bleeding on everything and also doesn't die. Try scheduling your pet for an operation (something harmless like anesthetic) so it returns to its bed, then pause, cancel the operation, and manually set a colonist to treating it.
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# ? Aug 1, 2020 06:16 |
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Jelly posted:I think my favorite thing about Rimworld is when your pet gets a minor scratch from killing an ostrich and then proceeds to bleed profusely on literally everything within a square mile for 18 hours straight while you are completely incapable of stopping it and just follow behind it cleaning it up until it's minor scratch turns into severely bleeding out and finally it collapses allowing your AI to actually tend to it so it stops bleeding on everything and also doesn't die. I'm running a lot of mods, and always have, so I'm not sure of the universal applicability of this, but I think if you have a sleeping spot assigned to that animal, it will go there when it is injured
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# ? Aug 1, 2020 06:17 |
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Thank you both for your recommendations. I did not have a sleeping spot assigned so it is likely both options will work!
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# ? Aug 1, 2020 06:27 |
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Jelly posted:Thank you both for your recommendations. I did not have a sleeping spot assigned so it is likely both options will work! Build your furry friends beds you monster
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# ? Aug 1, 2020 07:53 |
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You can always just melee the animal in question. Shotgun to the face works too, survival of the fittest.
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# ? Aug 1, 2020 09:02 |
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That Guy Bob posted:You can always just melee the animal in question. Shotgun to the face works too, survival of the fittest. That Guy Bob Killed Colony Animal -5
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# ? Aug 1, 2020 09:08 |
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Jelly posted:Thank you both for your recommendations. I did not have a sleeping spot assigned so it is likely both options will work!
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# ? Aug 1, 2020 10:57 |
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Jelly posted:Thank you both for your recommendations. I did not have a sleeping spot assigned so it is likely both options will work! It's helpful to have a designated animal sleeping area to help with food distribution too, so they eat kibble instead of something else E.g. Create a room, put sleeping spots for your animals in there, put a stockpile zone that only accepts Kibble with Critical priority by the door QuarkJets fucked around with this message at 19:50 on Aug 1, 2020 |
# ? Aug 1, 2020 19:46 |
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QuarkJets posted:It's helpful to have a designated animal sleeping area to help with food distribution too, so they eat kibble instead of something else Do they still only do direct line proximity to food such that if the fridge is on the other side of their wall there’s a chance your kibble zone is “too far” and they sprint down hallways to eat fridge food?
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# ? Aug 2, 2020 03:22 |
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HelloSailorSign posted:Do they still only do direct line proximity to food such that if the fridge is on the other side of their wall there’s a chance your kibble zone is “too far” and they sprint down hallways to eat fridge food? I don't know but kibble doesn't need refrigeration so it can be literally next to their beds, which is neat
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# ? Aug 2, 2020 03:25 |
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Or zone your base so the cooked meals, raw meat, etc. are out of bounds for animals. And keep a deep freezer with post-autopsy raider corpses in bounds for animals to eat up before kibble. (We all commit atrocities in our own ways.)
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# ? Aug 2, 2020 04:40 |
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There was this mod that let you set meals for pets and even had priorities but I don't think it ever got updated. Shame cause you could set them to eat corpses first or hay, it was great.
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# ? Aug 2, 2020 07:03 |
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Leal posted:There was this mod that let you set meals for pets and even had priorities but I don't think it ever got updated. Shame cause you could set them to eat corpses first or hay, it was great. Haven't tried it but I think you could theoretically sorta achieve this using Stockpile Ranking to create a feeding-zone that preferentially stores certain type(s) of food, and Quantum Storage to pull from storage that animals can't access, so it doesn't require a bunch of labor/clicking/effort for continuously reorganizing kibble/hay/corpse/paste piles based on available resources.
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# ? Aug 2, 2020 07:57 |
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OwlFancier posted:Slight downside is that anyone with a brain boosting chip also gets brain bad when a solar flare hits they get... brain bad? what exactly is "brain bad"
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# ? Aug 2, 2020 09:23 |
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It’s just a penalty to conscience, but due to the way the penalties and bonuses stack it can be pretty brutal. Nothing permanent but not nice to have drop on you during a fight say.
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# ? Aug 2, 2020 09:27 |
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Did someone say anime catgirl cyborg ninjas? Not really catgirls and definitely not ninjas because of the movement penalty.
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# ? Aug 2, 2020 14:12 |
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I've added every other anime race I could find, but at least this one is going to be a boon to my MedSci department
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# ? Aug 2, 2020 14:18 |
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Moon Slayer posted:Did someone say anime catgirl cyborg ninjas? Slim human feline hybrids and their traits are that they are slower, less agile and bigger than regular humans?
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# ? Aug 2, 2020 14:55 |
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Danaru posted:I've added every other anime race I could find, but at least this one is going to be a boon to my MedSci department Let me know if it breaks saves.
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# ? Aug 2, 2020 16:55 |
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Katt posted:Slim human feline hybrids and their traits are that they are slower, less agile and bigger than regular humans? Thats some dense jelly
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# ? Aug 2, 2020 19:40 |
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WeedlordGoku69 posted:they get... brain bad? Opposite of brain good, obviously But yeah, consciousness penalty, same as androids. Though personally I would have thought induced current in your brain meats would be more unpleasant than just making you a bit groggy.
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# ? Aug 2, 2020 20:03 |
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OwlFancier posted:Opposite of brain good, obviously Presumably the tech is advanced enough that you get a sort of "safe mode" trigger that shuts down the implant the same way that EMP grenades don't cause permanent damage to mechanical targets. Also presumably the shock of having part of your brain disconnected and thus no longer having access to those functions makes it harder to get things done since you now have to reroute that through normal brain tissue that hasn't been tasked with taking the full load for a while. Can also think of it as the difference of being used to being able to call up an overlay with wind conditions, local terrain, project movements, etc. when lining up a shot, and then suddenly having to go without all of the extra augmented reality data that your implants were feeding you. The reflexes might be fine, but it's like an amputee trying to use their missing arm to catch a ball.
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# ? Aug 2, 2020 20:34 |
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Yeah my thought is that if you grow so accustomed to the help it gives you, you'd slow down trying to do things with just your OEM meat brain.
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# ? Aug 2, 2020 20:40 |
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Oh my god the ratkin caravans use giant hamsters as pack animals. e: Moon Slayer fucked around with this message at 23:56 on Aug 2, 2020 |
# ? Aug 2, 2020 23:53 |
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Animu animal girl mod or not, the ratkin mod is surprisingly... good? They're arguably underpowered (being small, weak, having limited carrying capacity, etc) but can make equipment to compensate for it, and while it adds some tech and weapon options it's mostly early/mid-tier stuff. Also, the giant hamsters.Katt posted:Slim human feline hybrids and their traits are that they are slower, less agile and bigger than regular humans?
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# ? Aug 3, 2020 00:12 |
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I guess I should get around to trying out the Ratkin mod, though I'd have used capybaras as mounts myself edit: I was playing around with creating a Ratkin starting group and I noticed that they have a small chance of being male, which I wasn't sure was a bug or not since the males didn't seem any different from the females. I looked in the files and saw they have a 10% chance of being male, with their own name list, but many of their names wouldn't be out of place on the female list. Also they use the same art as far as I can tell. BattleMaster fucked around with this message at 00:19 on Aug 3, 2020 |
# ? Aug 3, 2020 00:16 |
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trade beacons are the worst mechanic ever, what the gently caress is this poo poo?
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# ? Aug 3, 2020 01:48 |
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Animals will eat the first "edible" nearby thing when they are hungry, don't keep your beer, lucerfum, other drugs, and valuable food anywhere near they travel if you don't want them to eat it, which is why for most of my colonies I don't have animals. The general exception being that I need them for distraction/meatshields.
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# ? Aug 3, 2020 03:25 |
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QuarkJets posted:trade beacons are the worst mechanic ever, what the gently caress is this poo poo? ??? It's a little doodad you put down near the stuff you want to trade with orbital traders that is completely passive beyond taking a trivial amount of power to run. What exactly is wrong with them?
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# ? Aug 3, 2020 03:30 |
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they engender a logistics problem that otherwise wouldn't exist
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# ? Aug 3, 2020 04:00 |
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SugarAddict posted:Animals will eat the first "edible" nearby thing when they are hungry, don't keep your beer, lucerfum, other drugs, and valuable food anywhere near they travel if you don't want them to eat it, which is why for most of my colonies I don't have animals. The general exception being that I need them for distraction/meatshields. Just create an area covering your crops and other areas you don't want them, invert it and apply to your animals? Seems to work fine for me and they go forage everywhere else.
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# ? Aug 3, 2020 04:26 |
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# ? Apr 24, 2024 14:26 |
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Coolguye posted:they engender a logistics problem that otherwise wouldn't exist Ackshually they should probably expand it that you need transport pods before you can trade orbitally
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# ? Aug 3, 2020 04:27 |