|
Wool nerf mod: http://steamcommunity.com/sharedfiles/filedetails/?id=1204148499
|
# ? Dec 18, 2017 14:29 |
|
|
# ? Apr 26, 2024 15:13 |
|
Just vanilla clothing and medieval times. Heat stroke still happens but it's slow enough that pawns just limp into the fridge and hang out a bit then move on. I don't even have to order anything.
|
# ? Dec 18, 2017 14:34 |
|
I'm kind of tempted by that seeds mod. Lots of mods give you ways to solve problems more easily than the vanilla game so having a lot of mods running means that you can be nigh-unstoppable once you get established (have you seen my new NRG-7 a raider kindly left us?). Might be less soul-destroying now the blights spread over time (I'm still on A17 so I don't know what it's like) and it'll make keeping the power supply to your greenhouse/hydroponics reaaal important. One mod I like is the one that prevents it automatically raining when there's a wildfire. Flashstorms are No Joke now.
|
# ? Dec 18, 2017 14:41 |
|
I dislike playing on permanent summer maps (farming is OP) but really hate the way grass regrows after winters. It starts creeping from the edges of the map at a snail's pace instead of like.. growing everywhere. So I have to plant huge fields of grass for my muffalo herd I wonder if there's a mod for this.
|
# ? Dec 18, 2017 14:46 |
|
I've noticed that too and yeah it's very distracting, I don't know of a mod for it but I'll ask Rainbeau about that. e: Made it through our first winter! If there hadn't been some fairly steady elks and caribou we wouldn't have though Boreal forest is really about my favorite biome e: yeah now I can't not notice that grow-from-the-edges thing e: Cold snap wiped me out and I'm realizing I really don't like how Seeds Please is working out Flesh Forge fucked around with this message at 17:30 on Dec 18, 2017 |
# ? Dec 18, 2017 15:29 |
|
Boreal is my favorite as well Also returning to the grass thing, planted grass doesn't seem spread like the grass growing from the edges does. I just want to be a medieval winter muffalo herder damnit
|
# ? Dec 18, 2017 17:39 |
|
Yeah it's really noticeable, it also applies to all the harvestable stuff like berries and healroot
|
# ? Dec 18, 2017 18:37 |
|
I'm playing on a large (350x350) Boreal map and I noticed that too. not only does it take forever for the undergrowth to make progress (and its almost winter again!) but the lack of grazing ground seems to keep most of the larger wildlife away for much of the year. Maybe if the rate of growth/spread was upgraded. Or maybe if instead of dying off some just got "Frozen" and thawed out after winter or something.
|
# ? Dec 18, 2017 18:45 |
|
It's the kind of thing Rainbeau likes to fix, he'll probably look at it
|
# ? Dec 18, 2017 19:01 |
|
If you're the kind of rear end in a top hat that gets bothered by a bunch of computer touchers and phone wipers knowing how to build electric generators out of garbage, here is the mod for you: http://steamcommunity.com/sharedfiles/filedetails/?id=913328080 Crashlanded Know Nothing
|
# ? Dec 18, 2017 19:45 |
|
Trogdos! posted:I dislike playing on permanent summer maps (farming is OP) but really hate the way grass regrows after winters. It starts creeping from the edges of the map at a snail's pace instead of like.. growing everywhere. So I have to plant huge fields of grass for my muffalo herd I wonder if there's a mod for this. Good news, then: Ludeon have already re-written the grass-growing algorithm for B19, for exactly that reason
|
# ? Dec 18, 2017 19:51 |
|
Oh fine then
|
# ? Dec 18, 2017 20:26 |
|
Have they said if the update schedule will speed up now that it is in beta? Normally B19 would be like 5 months out.
|
# ? Dec 18, 2017 20:54 |
|
I've got a question about Research and how tech levels work. If you're researching things that are above your "tech level", they cost significantly more, but does your tech level ever go up? Or will my Tribals always have like x300% research cost for "spacer" level tech researches?
|
# ? Dec 18, 2017 22:58 |
|
Tech levels never go up, it's just based off whatever your faction tech level is.
|
# ? Dec 18, 2017 23:00 |
|
There's a mod that allows tech advancement. https://steamcommunity.com/sharedfiles/filedetails/?id=735268789
|
# ? Dec 18, 2017 23:15 |
|
Eltoasto posted:Have they said if the update schedule will speed up now that it is in beta? Normally B19 would be like 5 months out. Tynan actually says "The plant reproduction algorithm has been reworked for the next release" which might mean a minor patch type thing
|
# ? Dec 18, 2017 23:27 |
|
Amperor posted:I've got a question about Research and how tech levels work. You will always be neolithic, even when you've researched the entire tech tree.
|
# ? Dec 18, 2017 23:37 |
|
Flesh Forge posted:Tynan actually says "The plant reproduction algorithm has been reworked for the next release" which might mean a minor patch type thing Hahahaha no, he left that nearly gamebreaking ancient danger bug in the game for half a year, he's not releasing a hotfix to make plants grow faster.
|
# ? Dec 19, 2017 00:55 |
|
Kanos posted:You will always be neolithic, even when you've researched the entire tech tree. To me that's a selling point, even with tribals I still feel like research for the later stuff is too fast. E.g. I don't know why Tynan bothered to add tiers of gun tech research because it takes more time to craft one gun than it does to research the next tier.
|
# ? Dec 19, 2017 01:02 |
|
Miningco Ships has an odd bug where sometimes an expedition will drop down to use your landing pad, but instead of dropping off a team, they pay you 0 silver, and then the ship just slowly takes off and creates a game-laggingly huge cloud of dust particles until you use debug mode to destroy the pad Apparently it's a known issue and only crops up rarely, but heads up just in case.
|
# ? Dec 19, 2017 01:31 |
|
Flesh Forge posted:To me that's a selling point, even with tribals I still feel like research for the later stuff is too fast. E.g. I don't know why Tynan bothered to add tiers of gun tech research because it takes more time to craft one gun than it does to research the next tier.
|
# ? Dec 19, 2017 01:41 |
|
Galaga Galaxian posted:I'm playing on a large (350x350) Boreal map and I noticed that too. not only does it take forever for the undergrowth to make progress (and its almost winter again!) but the lack of grazing ground seems to keep most of the larger wildlife away for much of the year. Give this a try: https://steamcommunity.com/sharedfiles/filedetails/?id=1228372243&searchtext=
|
# ? Dec 19, 2017 02:38 |
|
BTW the camping stuff mod is actually up and running again. http://steamcommunity.com/sharedfiles/filedetails/?id=1234361720 This mod is simply fantastic for anyone who enjoys caravaning or running mining groups. It works perfectly and doesn't break anything in the game with respect to balance. I really missed it during 17.
|
# ? Dec 19, 2017 02:40 |
|
Oh heck yes, I always hated setting up butchering tables and cutting down trees to put doors into ruins when I needed a place to stay.
|
# ? Dec 19, 2017 03:12 |
|
Medieval Times, Tribal Essentials, or both?
|
# ? Dec 19, 2017 08:01 |
|
Trogdos! posted:I dislike playing on permanent summer maps (farming is OP) but really hate the way grass regrows after winters. It starts creeping from the edges of the map at a snail's pace instead of like.. growing everywhere. So I have to plant huge fields of grass for my muffalo herd I wonder if there's a mod for this.
|
# ? Dec 19, 2017 09:23 |
|
Flesh Forge posted:To me that's a selling point, even with tribals I still feel like research for the later stuff is too fast. E.g. I don't know why Tynan bothered to add tiers of gun tech research because it takes more time to craft one gun than it does to research the next tier. Yeah, even if you start with 5 tribals who are dumber than the wood logs they build their first shelter with, getting all the research done isn't actually an issue. I've never felt like I needed to make any meaningful decision about what to research next or whether it would get done in time. Especially since 4 people is enough to build up a colony so you can just attach a research room to the smartest person's bedroom and have meals delivered.
|
# ? Dec 19, 2017 09:32 |
|
New Butt Order posted:Yeah, even if you start with 5 tribals who are dumber than the wood logs they build their first shelter with, getting all the research done isn't actually an issue. I've never felt like I needed to make any meaningful decision about what to research next or whether it would get done in time. Especially since 4 people is enough to build up a colony so you can just attach a research room to the smartest person's bedroom and have meals delivered.
|
# ? Dec 19, 2017 11:19 |
|
That's more like it, I'll do that with my scenario. I also turned ship part crashes back on but I might regret that. e: Starting with research speed at 1/5th is much better, for one thing the Cult research stuff actually drove my researchers nuts and another it took so long to unlock a god that the cult-mindedness stat actually mattered (one of the colonists turned hostile to the researcher on the topic and beat the poo poo out of him) Flesh Forge fucked around with this message at 17:43 on Dec 19, 2017 |
# ? Dec 19, 2017 13:20 |
|
Been through 3 "lone survivor" starts that ended in disaster before I found out they introduced self treatments in A17... Maybe I should read some patch notes
|
# ? Dec 19, 2017 14:25 |
|
misguided rage posted:I like having slower research for the first year or two but it gets kinda tedious waiting around for stuff to finish once you're into the end of the tech tree. If the upgrading tech level mod left you one level behind what it does now it'd be perfect I think.
|
# ? Dec 19, 2017 15:43 |
|
Trogdos! posted:I dislike playing on permanent summer maps (farming is OP) but really hate the way grass regrows after winters. It starts creeping from the edges of the map at a snail's pace instead of like.. growing everywhere. So I have to plant huge fields of grass for my muffalo herd I wonder if there's a mod for this. My boreal forest map looks like a wasteland after the first winter due to nothing ever growing back. http://steamcommunity.com/sharedfiles/filedetails/?id=1228372243 Might help? It causes grass to spread faster. But grass takes such a long time to grow and the growing seasons are so short that the game doesn't really feel like it's equipped to deal with winter without every region that gets snow turning into a tundra after a certain amount of time. Especially if you get a toxic fallout event which basically condemns any vegetation not directly adjacent to the map borders. Which is a shame as boreal forests and the like make for fun tribal challenges in addition to looking very pretty for about one year.
|
# ? Dec 19, 2017 17:52 |
|
You can seed some grass with Wild Cultivation and it does spread from there
|
# ? Dec 19, 2017 17:58 |
|
He stated that he's already planting grass.
|
# ? Dec 19, 2017 18:07 |
|
I was addressing you actually
|
# ? Dec 19, 2017 18:24 |
|
Just had to reload a save after gaining like 4 colonists because a poison ship landed right outside my base and i couldn't take on the robots and they wouldn'[t follow my colonists back to somewhere they could fight more safely
|
# ? Dec 19, 2017 18:48 |
|
They should unleash from the ship once you get it below 50% health, unless it has been changed.
|
# ? Dec 19, 2017 18:54 |
|
Jose posted:Just had to reload a save after gaining like 4 colonists because a poison ship landed right outside my base and i couldn't take on the robots and they wouldn'[t follow my colonists back to somewhere they could fight more safely Crashed mechanoid ships can be real tough, especially if you get one early on a tribal game. What did you have access to in terms of guns / technology / number of combat-capable colonists?
|
# ? Dec 19, 2017 18:59 |
|
|
# ? Apr 26, 2024 15:13 |
|
They came out instantly. I was an idiot with firing on it and thought the firepower would be enough without using trees for cover
|
# ? Dec 19, 2017 19:09 |