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ughhhh posted:How do you manage wealth? Just sell stuff? Yeah, for wealth management purposes if you ever find yourself needing more storage for something then you probably ought to be selling that stuff or giving it away for standing points with another faction. You lose overall Wealth when selling stuff for under its base value, and then again when buying stuff at a markup with that silver, and ideally wind up with something useful like good armor or the stuff to make it instead of something you didn’t need like 5,000 extra corn or enough smokeleaf joints to kill a Thrumbo.
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# ? Jul 28, 2021 00:12 |
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# ? Apr 26, 2024 11:37 |
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LonsomeSon posted:enough smokeleaf joints to kill a Thrumbo. I've heard you can use autobongs as part of your raid defences. Raiders that are high as gently caress can't shoot straight and get downed easier.
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# ? Jul 28, 2021 00:21 |
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The Lone Badger posted:I've heard you can use autobongs as part of your raid defences. Raiders that are high as gently caress can't shoot straight and get downed easier. "Ya know, despite how many times they fail those raiders really have a smile on their face when they return."
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# ? Jul 28, 2021 00:22 |
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Has anybody figured out how to use Beer as a weapon? It's listed as one of the things you can't use in a weapons conflict; I think it's blunt vs pointy, but I could be wrong.
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# ? Jul 28, 2021 00:30 |
New and potentially interesting mod for anyone that likes traveling around the world map. Apparently with its own storyline? https://steamcommunity.com/sharedfiles/filedetails/?id=2558957509
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# ? Jul 28, 2021 00:32 |
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worth noting the Plants Specialist increases harvest yield by 30%, and plants yield is further altered by things like sight and manipulation stats - blindness is a large malus and I'm not sure Tunneler gets anything to help with harvesting in complete darkness. e: yield is simply capped at 100%, which isn't that hard to hit, it turns out weirdly, darkness has no effect on it although the "vision" stat does (probably that's an .... oversight ) Flesh Forge fucked around with this message at 03:03 on Jul 28, 2021 |
# ? Jul 28, 2021 00:46 |
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"had a dog killed on the spot" wtf tynan
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# ? Jul 28, 2021 01:24 |
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Anyone know what's up with this option when editing starting scenarios? I googled and the only thing I can find is a reddit post from 6 days ago from someone else asking the same question and not getting any answers. Is this something from a mod, or is it some vestigal development thing added in Ideology? I can't find a way to save a structure that I can load into a starting map but the idea of having a pre-built base I can plop down with me on every new colony automatically is rad.
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# ? Jul 28, 2021 01:46 |
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Flesh Forge posted:"had a dog killed on the spot" wtf tynan jesus did it w a fig tree, dude
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# ? Jul 28, 2021 01:55 |
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The Lone Badger posted:I've heard you can use autobongs as part of your raid defences. Raiders that are high as gently caress can't shoot straight and get downed easier. For a moment this sounded like a NPC sharing a rumor and I'm actually here for that being a thing in game. Just random rumors about janky game mechanics that may or may not work.
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# ? Jul 28, 2021 02:08 |
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I mean, blasting bugs with smokeleaf before they meander into your melee blender pawn(s) sounds like A Good Time For All
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# ? Jul 28, 2021 02:18 |
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deep dish peat moss posted:Anyone know what's up with this option when editing starting scenarios? this is from a mod, it doesn't appear in the base game or with the mods I have installed
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# ? Jul 28, 2021 02:34 |
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deep dish peat moss posted:Anyone know what's up with this option when editing starting scenarios? I'm guessing it's a Vanilla Expanded framework thing, their lone scrapper scenario starts with an abandoned factory and their upcoming Ancients pack sounds like it would use it.
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# ? Jul 28, 2021 02:55 |
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Telsa Cola posted:For a moment this sounded like a NPC sharing a rumor and I'm actually here for that being a thing in game. Just random rumors about janky game mechanics that may or may not work. dude i would actually use smokeleaf if this works
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# ? Jul 28, 2021 02:55 |
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Coolguye posted:dude i would actually use smokeleaf if this works No reason it wouldn’t, active burnbongs get animals in the area high, not just participants. Even if raiders went right into attacking the autobongs they will still be high for quite a few hours once they’ve destroyed them
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# ? Jul 28, 2021 03:21 |
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2021-2022 Vanilla Expanded Roadmap: Some cool stuff in there, going to be interesting to see what they do with the Splits and Schisms, and the Outposts/Genetics could be really good.
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# ? Jul 28, 2021 03:29 |
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what the h*ck no rimbees ideology????
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# ? Jul 28, 2021 03:41 |
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LonsomeSon posted:No reason it wouldn’t, active burnbongs get animals in the area high, not just participants. Even if raiders went right into attacking the autobongs they will still be high for quite a few hours once they’ve destroyed them Presumably you could hide it behind a vented wall?
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# ? Jul 28, 2021 03:43 |
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Arsenic Lupin posted:Has anybody figured out how to use Beer as a weapon? It's listed as one of the things you can't use in a weapons conflict; I think it's blunt vs pointy, but I could be wrong. Same way you use everything else, select a pawn, right click on a beer, equip as weapon, same as with wood.
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# ? Jul 28, 2021 03:45 |
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If I give my dude who is "incapable of violence" a bunch of warg bodyguards, will the wargs still be able to be released for attack? or will they not fight because their master won't?
Dragonstoned fucked around with this message at 06:36 on Jul 28, 2021 |
# ? Jul 28, 2021 06:33 |
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is there a list of wealth breakpoints i should be concerned with or is it just "stay low to the ground" in general
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# ? Jul 28, 2021 07:14 |
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Impermanent posted:is there a list of wealth breakpoints i should be concerned with or is it just "stay low to the ground" in general There aren't to my knowledge breakpoints, whichever storyteller you pick is throwing events at you with values based on your wealth (and, grossly, time since landing for Cassandra and Phoebe), so you want some major proportion of that to come from weapons, armor, psycasts, chrome, and static defenses like turrets and traps. Probably also, once wealth management becomes a concern on your embark, some kind of organized hospital.
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# ? Jul 28, 2021 07:22 |
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I've said it before but you really shouldn't be stressing out about your colony wealth. The only time it really matters is if you're on one of the high difficulties and need to minimize the risk from every raid. Admittedly there's a few weird outliers like poorly balanced modded events dropping gold statues on your base or something, or if you actively go out of your way to make decorations and stockpile resources and never make anything useful, but the latter is pretty much just part of learning how to play the game.
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# ? Jul 28, 2021 07:33 |
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But I want my base to be pretty
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# ? Jul 28, 2021 07:35 |
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Asimo posted:I've said it before but you really shouldn't be stressing out about your colony wealth. The only time it really matters is if you're on one of the high difficulties and need to minimize the risk from every raid. Admittedly there's a few weird outliers like poorly balanced modded events dropping gold statues on your base or something, or if you actively go out of your way to make decorations and stockpile resources and never make anything useful, but the latter is pretty much just part of learning how to play the game. Yeah I just set the threat level to like, 80% which I find makes quite a pleasant experience and then go ham on building poo poo. Unless you're deliberately stockpiling gigantic quantities of stuff, I don't find it to be a problem really. Especially if you go for lots of stonework, which i think has fairly low value compared to its vlsual appeal, then you can boost up value with the odd expensive material art piece where you need to.
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# ? Jul 28, 2021 08:12 |
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Dragonstoned posted:If I give my dude who is "incapable of violence" a bunch of warg bodyguards, will the wargs still be able to be released for attack? or will they not fight because their master won't? 99.9% certain yes, you can have trained animals assigned to pacifists and they can be released for attack.
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# ? Jul 28, 2021 08:19 |
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I like that you can plant gauranlen trees underground lmao
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# ? Jul 28, 2021 08:25 |
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thanks for checking that, I was wondering
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# ? Jul 28, 2021 09:32 |
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Behold: Angel Kock the Big Boned
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# ? Jul 28, 2021 09:38 |
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Flesh Forge posted:thanks for checking that, I was wondering Yeah they don't need light and they seem quite happy on a fungal gravel bed, though the moss all died and doesn't seem to be coming back so it's a bit crap looking. Works fine though, spawning dryads. metasynthetic posted:
Angel Kirk would be the more accurate english transliteration.
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# ? Jul 28, 2021 09:59 |
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OwlFancier posted:Yeah they don't need light and they seem quite happy on a fungal gravel bed, though the moss all died and doesn't seem to be coming back so it's a bit crap looking. Works fine though, spawning dryads. That happened on sand too but apparently it grows back over time (and I guess dies again) It's OK to set the max on the gauge thing to 100, it only takes a while for it to build up to max and then it maintains the same as any other level. e: Tunneler and High Life is a very hard combo Flesh Forge fucked around with this message at 11:10 on Jul 28, 2021 |
# ? Jul 28, 2021 11:06 |
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Yeah I figured that, just need to see if/how it affects when they go to do the job, like I was wondering if they would do it in tiny shifts whenever it dropped below 100. We'll see, I only have one tree and one proper planter so it's kind of a secondary priority anyway. Just nice to have a source of wood given that I haven't had sunlight in six years.
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# ? Jul 28, 2021 11:08 |
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Gauranlen Tree Protip: if you change caste, you have to manually force the human liaison to go change it interactively, they seem to never actually do it on their own. Took a while to figure this out, and I thought I had to slaughter the nymphs or something to make them convert - don't do this, after you force the owner to change it then they will automatically metamorphose to the new caste. re: wood in low light, fibercorn only needs 30% light to grow
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# ? Jul 28, 2021 11:12 |
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Flesh Forge posted:re: wood in low light, fibercorn only needs 30% light to grow Yes but it grows very slowly at that light level, and I have so many things that need electricity that I don't want to spend a sunlamp on them. I only need some wood for pallets and doors etc. Just nice to have.
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# ? Jul 28, 2021 11:16 |
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Impermanent posted:But I want my base to be pretty You can also disable difficulty scaling with wealth when starting a new game, which I recommend. No offense for those who enjoy wealth management, but I consider it one of the most gamey and annoying semi-hidden mechanics in the game. "finishes building a golden toilet. 50 centipedes suddenly drop on his head"
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# ? Jul 28, 2021 12:07 |
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In my previous playthrough, I befriended the rough outlanders and fierce tribe and didn't have enough overhead mountain tiles in my map to spawn bug raids. I guess because of the small number of enemies and some bad luck, nearly every attack on my settlement was from mechanoids. In my current cannibal raider slaver flagellant playthrough, I added a cannibal tribe, nudist tribe, and cannibal pirate group and generated the world with maximum population density. I settled in a place near settlements belonging to several different factions, in case proximity makes a difference. I also pissed off each of the neutral factions, so every faction is my enemy. In spite of this, it seems like nearly every attack on my settlement is from mechanoids! Also, the non-mechanoid raids seem skewed far more toward tribal factions even though tribal factions make up less than of the population. What gives? I was hoping for more gunfights! I was fighting so few gun users that I had to make my own guns for like the first time ever, just so I could replace my bolt action rifles! I never knew assault rifles took so many components! It also took forever to scavenge up enough heavy SMGs to give my three noncombatants personal defense weapons! Also, not enough good clothes pulled off of dying enemies to keep my people in non-tattered clothes. Is it because my colonists are living in squalor and I haven't built any automated defenses? Is the game showing me mercy because I haven't bothered to build a wall or a killbox for the first time ever? Here's my terrible raider hovel, Roadside Picnic, home of The Torture Friends: Here's the temple, crafting/research area, open-air dining room, chop shop, and some prisoner oubliettes: Here's my kitchen, slave lodgings, and multicultural battle arena: Impermanent posted:But I want my base to be pretty lol
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# ? Jul 28, 2021 12:29 |
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OwlFancier posted:Yes but it grows very slowly at that light level, and I have so many things that need electricity that I don't want to spend a sunlamp on them. I only need some wood for pallets and doors etc. Just nice to have. you can use fungus darktorches though! e: haven't verified this but it seems to be so Lt. Lizard posted:You can also disable difficulty scaling with wealth when starting a new game, which I recommend. No offense for those who enjoy wealth management, but I consider it one of the most gamey and annoying semi-hidden mechanics in the game. yeah there's nothing wrong with this, especially when you have pretty large numbers of colonist rooms it's a pain in the rear end to make sure you don't build good furniture etc e: on this topic, here's a mod that exposes all of those factors to be adjusted and can be re-adjusted post start if you want https://steamcommunity.com/sharedfiles/filedetails/?id=2373405081&searchtext=wealth Flesh Forge fucked around with this message at 12:43 on Jul 28, 2021 |
# ? Jul 28, 2021 12:34 |
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Got tired of all these new recruits having mental breakdowns from not having their ideology catered to, so now they're all arrested for fast track reeducation. Almost tempted to try switching a meme to Proselytizer to see if that accelerates conversions, since the default pace seems really slow with one conversion ritual a quadrum and a Convert action every three days (which locks you out of the other moral guide actions, that Preach Health can be a literal lifesaver). The way the math works out it seems like you really need that critical mass of believers for the ritual to work effectively too.
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# ? Jul 28, 2021 13:52 |
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Stupid question but how do I select a single growing zone when I have lots near each other? Every time I double click to get past the plant it selects all zones on screen
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# ? Jul 28, 2021 14:27 |
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# ? Apr 26, 2024 11:37 |
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Jose posted:Stupid question but how do I select a single growing zone when I have lots near each other? Every time I double click to get past the plant it selects all zones on screen If you single click slowly multiple times on the same tile, it'll cycle through all the things on the tile. Useful whenever there are multiple things stacked, not just with zones
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# ? Jul 28, 2021 14:33 |