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It's really annoying but hostile animals automatically path around traps if possible and simply step through them mostly safely if not - there is a chance predators can trip them but it's small. Without a mod that tinkers with predator AI (and there is one, but it hasn't updated) this is the alternative: http://steamcommunity.com/sharedfiles/filedetails/?id=736483249 http://steamcommunity.com/sharedfiles/filedetails/?id=1215814659 These two mods together. First one makes it so your colonists simply don't trigger traps at all, the second one adds a special animal trap that predators are not exempt from. If you only take the first one, predators will walk through your traps, which is pretty dumb; if you only take the second one, your colonists will hit these and frequently die. It is a bit cheesy but on the other hand the vanilla predator behavior is dumb as gently caress. e: and duh, the vanilla alternative is build walls and doors and keep the doors closed, that works too of course. Flesh Forge fucked around with this message at 22:16 on Dec 13, 2017 |
# ? Dec 13, 2017 22:12 |
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# ? Apr 25, 2024 01:12 |
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not cleanly. traps have two detection modes: hostile and non-hostile. you can change the non-hostile trigger percentage to something higher but that will affect everything, including your own colonists. my suggestion would be to build a turret and johnny-on-the-spot the turret with a battery. the turret can be manually directed to fire on the cougar from there. set up a crossfire with the one guy who has the survival rifle and it'll go down lickety split.
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# ? Dec 13, 2017 22:15 |
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Well you can also just draft a bunch of dudes and beat the cougar to death even if you have lovely weapons, and deal with whatever damage you take
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# ? Dec 13, 2017 22:17 |
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Flesh Forge posted:Well you can also just draft a bunch of dudes and beat the cougar to death even if you have lovely weapons, and deal with whatever damage you take this is my preferred option but make sure you gather them all first or they will trickle in and get picked off 1 by 1
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# ? Dec 13, 2017 22:19 |
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I got that mod that gives you an alert when your colonist is targeted by an animal and it's great. You actually get a chance to defend yourself.
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# ? Dec 13, 2017 22:24 |
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if they did "real" graphics and a nice manual that explained everything this'd be a $60 title, easily
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# ? Dec 13, 2017 22:25 |
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Flesh Forge posted:Well you can also just draft a bunch of dudes and beat the cougar to death even if you have lovely weapons, and deal with whatever damage you take yep, a cougar is not actually that dangerous in the grand scheme of things (they're no bear, elephant, or rhino) but the context seemed to be "how can i not get squirreled" so i tried to answer it from that perspective also, "squirreled" is a verb now. i have decreed it.
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# ? Dec 13, 2017 22:37 |
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Unfortunately Tynan's said that he wants the graphical style to remain simple, easy to make, and clear in expressing what's going on. So we're probably stuck with the Prison Architect graphics mods will fix it
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# ? Dec 13, 2017 22:38 |
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My only issue with the graphics is that they weren't anime girls in maid outfits, but modders got my back.
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# ? Dec 13, 2017 22:43 |
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boar guy posted:create a new animal zone by right clicking on the zones button in the architect interface and selecting 'manage zones' And put one storage square somewhere else for them as a food trough that has higher priority than your cooler and only accepts whatever you feed them. That'll keep all surplus pet food stored out of their reach but colonists will always top up the animals feeding area.
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# ? Dec 13, 2017 22:51 |
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I'm totally fine with the graphical style actually, to me it's just right.
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# ? Dec 13, 2017 22:53 |
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oh the gfx are by no means a dealbreaker but i'd love to see things be a little more animated/detailed, is all. like, the mod that adds pool cues for pawns to hold when they shoot pool. even moving to an isometric perspective would kinda f things up, though
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# ? Dec 13, 2017 23:09 |
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Flesh Forge posted:I'm totally fine with the graphical style actually, to me it's just right. It at least needs its own flavour of the style rather than being just borrowed assets from prison architect. But I wouldn't go overboard. You're right though, a mad rabbit savaging half the colony is funnier to read while watching little icons bop eachother than watch in some attempt at realism. It might be nice to have something like in DF where you can render it a little nicer as an option but I don't think I'd get into it as much if it was full on like the sims, no matter how impressive it would look. Rimworld is a choose your own adventure book written with fridge magnets and markov chains and i love reading it. Its absolutely in the spirit of DF and caters to a special demographic of D&D nerds with no friends.
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# ? Dec 13, 2017 23:57 |
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We celebrate Aleph's first birthday
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# ? Dec 14, 2017 02:18 |
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A birthday party in the sacrificial prisoner quarters, how cute.
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# ? Dec 14, 2017 02:38 |
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wit posted:It at least needs its own flavour of the style rather than being just borrowed assets from prison architect. What? Rimworld doesn't borrow assets. They are very similar looking, but when compared side by side each have their own definitive style.
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# ? Dec 14, 2017 03:11 |
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Aleph now has a beautiful baby sister! bird food bathtub posted:A birthday party in the sacrificial prisoner quarters, how cute. It's OK we mopped up the blood and puke first e: Seriously it's very much not ideal because eventually one of the prisoners is going to flip out and hurt the children, plus I need to construct a school (that is tbh the more interesting feature of that particular mod), I just haven't had crafter time to make bricks yet because they're all busy making clothing Flesh Forge fucked around with this message at 03:29 on Dec 14, 2017 |
# ? Dec 14, 2017 03:14 |
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The art style was, I believe, explicitly nicked from PA though so it certainly borrows that if not the literal assets.
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# ? Dec 14, 2017 03:15 |
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Who cares, its a good style for a game like this. It feels like complaining Stardew Valley looks too much like a Harvest Moon game.
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# ? Dec 14, 2017 03:19 |
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Galaga Galaxian posted:Who cares, its a good style for a game like this.
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# ? Dec 14, 2017 03:29 |
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My assumption (I could be wrong) is by keeping the graphics simple, it makes it easier to scale things up to a bigger scale. I'm sure there's a term for this, but the one I use is 'Minecraft performance' ; sure everything looks rather 8-bit but in contrast that 8-bit world occupies a 1:1: scale city-state the size of Delaware. I do agree it would be nice to have more animations, though it sounds like that isn't really what the developer wants. It would be interesting to see how resource-taxing a game like this would be if it had Stardew Valley levels of animations.
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# ? Dec 14, 2017 03:38 |
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Rimworld's graphics are basically programmer graphics with a bit more effort put into them.
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# ? Dec 14, 2017 04:16 |
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Beaver, mother of two, just got caught outside the compound by a flock of manhunter emus
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# ? Dec 14, 2017 06:04 |
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The other pregnancy mod was rumored to be updated shortly, which when it is, that’s definitely getting added. I haven’t decided yet if I want to control population growth or just let people keep going until things start to go crazy and I rage/sad quit when the kids start starving.
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# ? Dec 14, 2017 06:27 |
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wit posted:And put one storage square somewhere else for them as a food trough that has higher priority than your cooler and only accepts whatever you feed them. That'll keep all surplus pet food stored out of their reach but colonists will always top up the animals feeding area. i usually do a roofed 6 by 6 for kibble only
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# ? Dec 14, 2017 07:34 |
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thanks for the info on traps!Flesh Forge posted:Well you can also just draft a bunch of dudes and beat the cougar to death even if you have lovely weapons, and deal with whatever damage you take new colony, of my three colonists one couldn't do violent stuff at all, the other two have literally zero points in melee and 1 and 4 in shooting, respectively i immediately walled off my home area and installed traps in the only corridor leading in, and that was enough for the early ambushes, but dealing with predators doesn't work that way. also despite having doors for my people to leave, one of them decided to walk through one of the traps, immediately triggered it and had his head taken clean off
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# ? Dec 14, 2017 10:15 |
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Dumb poo poo like that, if it wasn't from me designing wrong, I have no problems save scumming for.
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# ? Dec 14, 2017 14:14 |
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The pathing mod would (probably) prevent a re-occurrence of that. Pathing is unfortunately one of the games weakest points.
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# ? Dec 14, 2017 14:24 |
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Speaking of weak points, if you have a map that swings from really really hot to really really cold, that is incredibly loving annoying, you have to micromanage people's outfits every season. I have pools of both warm and cold weather gear but many of them just won't change clothes unless forced
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# ? Dec 14, 2017 14:37 |
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Really? I've never noticed a problem with the clothing like that. My dudes walk into the closet and swap out parkas for dusters when appropriate on their own. I always thought it was cute
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# ? Dec 14, 2017 14:41 |
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Not these, it's not even that hot e: several of them just died, rip I give up, I could fix that colony eventually but the temperature swing thing isn't very fun to micromanage with a large population Flesh Forge fucked around with this message at 15:23 on Dec 14, 2017 |
# ? Dec 14, 2017 14:44 |
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My God what mod is that?
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# ? Dec 14, 2017 15:45 |
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Medical Tab: http://steamcommunity.com/sharedfiles/filedetails/?id=715565817 Extremely good UI mod, it does a lot more than just show you health stats in a nice table. Gonna start another mostly-water map but with Raiders Can Swim so I don't have to cheese too much placing a bunch of bridges, they (and we) will have to swim where we need to be: http://steamcommunity.com/sharedfiles/filedetails/?id=914671373
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# ? Dec 14, 2017 15:53 |
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Flesh Forge posted:Medical Tab: I'm picturing a group of angry raiders swimming ever slowly towards your base while your colonists patiently pick them off in the water. Post your careful shooters up on the river bank and let em rip.
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# ? Dec 14, 2017 16:46 |
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Gadzuko posted:What? Rimworld doesn't borrow assets. They are very similar looking, but when compared side by side each have their own definitive style. Turns out you're right Gadzuko, he just copied them with PA's blessing years ago rather than being given the assets themselves. Flesh Forge posted:Speaking of weak points, if you have a map that swings from really really hot to really really cold, that is incredibly loving annoying, you have to micromanage people's outfits every season. I have pools of both warm and cold weather gear but many of them just won't change clothes unless forced Make uniforms for winter, summer and battles. Saves on their wear and tear too and you can change people up really quickly.
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# ? Dec 14, 2017 16:48 |
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Unfortunately: So he got an artist and decided to keep the style.
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# ? Dec 14, 2017 16:53 |
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The pregnancy mod with babies has updated to B18, looks like it integrates into saves. But it's also one of the few mods I add where I completely change what I research first... drug production... for contraceptives. https://ludeon.com/forums/index.php?topic=28747.0
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# ? Dec 14, 2017 17:13 |
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wit posted:
Well, yeah. No offense but here's PA: Compare to any of the Rimworld screens on this page. It's really not close. And lol at the idea that Tynan would have been able to just straight up steal art from PA and repackage it for his game without anybody raising a fuss. Cup Runneth Over posted:Unfortunately: I agree with his assessment. I like DF tileset style pixel art but Rimworld is just more readable at a glance and more fun to watch. 3d art is great when it's done right but it requires either a AAA budget or something like Banished, which I think was actually made by a 3d artist who decided to make his own game. It works because it's nice and sedate and you never have to react to any fast action.
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# ? Dec 14, 2017 17:18 |
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If I was going to suggest one graphical improvement for the game it would be some updates to the light shader, possibly with shadowing. And the introduction of directional lights.
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# ? Dec 14, 2017 17:24 |
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# ? Apr 25, 2024 01:12 |
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If there's any dev team that would respond positively to borrowing their art assets for a prototype, it's introversion. They're impossibly cool folks
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# ? Dec 14, 2017 17:28 |