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Warmachine posted:I think the art is a bit of a miss here. I kinda like the no hands basic pawns style. There's enough there to keep me invested in my little weebles and be charming. I want to specifically point out that this wasn't an moment, because as I recall he specifically went and looked up statistics from some dating site and then replicated that in the game. It was far more effort than just making it random would have been.
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# ? Feb 27, 2021 22:44 |
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# ? Apr 27, 2024 20:09 |
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OwlFancier posted:I want to specifically point out that this wasn't an moment, because as I recall he specifically went and looked up statistics from some dating site and then replicated that in the game. It was far more effort than just making it random would have been. His sample size was one. That's the research equivalent of clicking the first hit on a google search and calling it a day.
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# ? Feb 27, 2021 23:05 |
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exactly. no hands
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# ? Feb 27, 2021 23:08 |
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I mean yeah it's stupid and if I had my way I would make the space future big brother house everyone is always bi, but I think it's funny that he specifically set out to do some weird simulation thing.
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# ? Feb 27, 2021 23:08 |
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Arsenic Lupin posted:When did storytellers get tweaked? When you go into the story teller selection screen, there are a whole load of new SLIDERS!!! that let you change % impacts of a huge variety of things; % chance on downed (colonist and raider separate), food poison % chance, infection chance, wealth impact on raid strength, etc.
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# ? Feb 27, 2021 23:36 |
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HelloSailorSign posted:When you go into the story teller selection screen, there are a whole load of new SLIDERS!!! that let you change % impacts of a huge variety of things; % chance on downed (colonist and raider separate), food poison % chance, infection chance, wealth impact on raid strength, etc. Too bad it doesn't show what sliders represent each difficulty. I'd like to be able to pick one and then use sliders to tweak it. I remember tweaking the colonist-death-on-down slider. It was set to 100% which seemed like far too lethal and I set it to 0% and all pawns became immortal. They went down and then couldn't die. Because 100% is "normal"
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# ? Feb 28, 2021 00:10 |
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Is wealth scaling based entirely on the total? I notice the graphs include items, buildings, and creatures. Does it actually factor in how many colonists you have, or how much defensive capability you have? And if it scales only on the total, doesn't that mean you can screw yourself by getting rich too early? I like to grow a poo poo ton of drugs for trading, but sometimes I wonder if that's making raids a lot harder than my meager population and armaments can handle
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# ? Feb 28, 2021 00:34 |
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yes and yes
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# ? Feb 28, 2021 00:37 |
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Katt posted:Too bad it doesn't show what sliders represent each difficulty. I'd like to be able to pick one and then use sliders to tweak it. What that slider does is somewhat unintuitive, but 100% is actually normal. If a pawn would be killed by incoming damage, such as by getting shot in the brain or getting their heart stabbed or whatever, then one last roll is made to see if the pawn gets miraculously saved, even going so far as to reduce the incoming damage to prevent an essential internal organ from being destroyed. If the slider is set to 100%, then this roll can never succeed. So this is the chance for a normally-fatal wound to actually be fatal. It exists to allow you to reduce exposure to very unlucky rolls. This roll only comes into play for incoming damage, it can't prevent a pawn from bleeding out. It also doesn't totally deflect damage; a shot to the brain will still leave someone brain damaged even if the final death roll saves them from dying QuarkJets fucked around with this message at 00:43 on Feb 28, 2021 |
# ? Feb 28, 2021 00:41 |
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I have stacked a T1 android up to Fractal Enhancement XX and despite the fact that over the years he's ended up with four makeshift limbs (We started as Tribal and we've only just now begun to reach the tech needed to rebuilt him) he's loving incredible, just zips around like The Flash getting anything and everything done in no time, there are things he can craft so rapidly he just has to touch the bench and the thing is completed.
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# ? Feb 28, 2021 00:52 |
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OwlFancier posted:I mean yeah it's stupid and if I had my way I would make the space future big brother house everyone is always bi, but I think it's funny that he specifically set out to do some weird simulation thing. The precise amount of Tiynan put into No Man's Bi was optimal to be funny. I don't think he has a deep seated ~problem~ with sexuality. Came off as ol dude being isolated programmer dumb and doesn't draw hands.
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# ? Feb 28, 2021 01:16 |
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Just went through the modlist and set up some Kenshi flavored stuff. Set up first game and I can't give orders to my pawn. My gut instinct is Work Tab conflicting with one of the hauling mods. I swear, mod setup is the real game.
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# ? Feb 28, 2021 01:17 |
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KirbyKhan posted:Just went through the modlist and set up some Kenshi flavored stuff. Set up first game and I can't give orders to my pawn. My gut instinct is Work Tab conflicting with one of the hauling mods. I swear, mod setup is the real game. You sure zoning isn't behind this? I remember getting really frustrated about not being able to clean something and only realizing my home zone didn't extend to that spot after an embarrassingly long time.
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# ? Feb 28, 2021 01:54 |
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Katt posted:Too bad it doesn't show what sliders represent each difficulty. I'd like to be able to pick one and then use sliders to tweak it. Under the custom settings hit the set to standard playstyle button and select the difficulty, it will adjust the sliders to the default settings for that difficulty and you can adjust it from there.
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# ? Feb 28, 2021 02:01 |
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Sunday Morning posted:You sure zoning isn't behind this? I remember getting really frustrated about not being able to clean something and only realizing my home zone didn't extend to that spot after an embarrassingly long time. No, I mean like after I do my modding list, pick a spot, and crashlands I go through my motions of examining the map. Then I click on my dude with shooting then click on equip bolt action. No responce (I unpaused). Just gotta shuffle some things around. I swear it takes me 3 sessions of tweaking and troubleshooting before I start any colony.
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# ? Feb 28, 2021 02:06 |
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Why the hell am I still getting red Null Reference errors for Android Tier objects when loading after I removed it from my active mod list AND uninstalled it AND deleted all saves using it? What has this mod done to the game code?????
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# ? Feb 28, 2021 02:32 |
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game saves have mod poo poo in them if mods make new content
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# ? Feb 28, 2021 02:34 |
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I have found that mods in general seem to sort of.. stick around somehow in the game. Also is it definitely android tiers or is it some other mod maybe referencing android tiers content?
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# ? Feb 28, 2021 02:34 |
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OwlFancier posted:I have found that mods in general seem to sort of.. stick around somehow in the game. Yeah I have occasionally had to do a clean reinstall because things seem to just stick around, as you say. Probably something gets buried deep in appdata or something. Thanks for that Slow Mods resource a page or two ago, whoever posted it - I pruned a few things it was safe to remove midgame and things are running WAY smoother. I doubt I'll be able to bring myself to ditch AROM but I'll yoink out Android Tiers and Rim War and stuff next time I start a game too.
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# ? Feb 28, 2021 02:36 |
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Randy just turboslammed me with mech cluster psychic suppressor with 5 centipedes, then another cluster (-10°C weather controller) in a inconveniently recently area revealed (courtesy of the last sapper raid), then a physic drone, and then an offsite EMI guarded by mechs. All in the space of about 5 days maybe? This resulted in death.
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# ? Feb 28, 2021 04:08 |
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OwlFancier posted:I have found that mods in general seem to sort of.. stick around somehow in the game. I don't have an explanation for it, but I've experienced similar and it's definitely A Thing. When I was setting up RimPy (which i wholly recommend as a mod manager/launcher btw) I migrated my mods folder from the steam workshop folder to the one in the rimworld directory. I found a bunch of old mods I'd unsubscribed from years ago in there that RimPy detected as active, out of date mods. Even ones that I'd downloaded new versions of. So the workshop definitely does a bad job of cleaning up after itself but I don't know if that's the problem.
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# ? Feb 28, 2021 05:53 |
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EMi field for pay is such a crap offer. Disabling all my fridges for a week? what?
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# ? Feb 28, 2021 07:41 |
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I got it on this play session but it was before I had my coolers up, so I basically just delayed my fridge for 4.5 days in exchange for another set of hands. I can’t see it being worth it in any situation other than “I currently do not have a fridge” though.
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# ? Feb 28, 2021 07:49 |
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Katt posted:EMi field for pay is such a crap offer. Disabling all my fridges for a week? what?
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# ? Feb 28, 2021 08:33 |
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There are a lot of situations where one week of EMI is fine. If you're on a cold biome and it's winter, you can just use campfires to heat your base and build a vented shed outside for bulk-storing meat. And most crops last a long time without refrigeration, so if you can turn the remainder of your meat into pemmican or survival meals then one week without refrigeration is nbd
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# ? Feb 28, 2021 08:43 |
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KirbyKhan posted:No, I mean like after I do my modding list, pick a spot, and crashlands I go through my motions of examining the map. Then I click on my dude with shooting then click on equip bolt action. No responce (I unpaused). Just gotta shuffle some things around. I swear it takes me 3 sessions of tweaking and troubleshooting before I start any colony. HAHAHHAHA My mod conflict was between Simple Sidearms and Ore Yields. THIS GAME IS BLACK MAGIC
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# ? Feb 28, 2021 09:18 |
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Katt posted:EMi field for pay is such a crap offer. Disabling all my fridges for a week? what? the good news is that basically since the game hit 1.0 the time scaling on difficulty is so minor that the urgency to move on any kind of objective is close to nonexistent. Which basically means that any time you see a quest that looks like a lovely offer, it probably is and you can file it in the trash with zero qualms or second guesses.
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# ? Feb 28, 2021 09:23 |
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So I've been making a mod. It's not ready to be released, I just want feedback on the idea I like Ancient Dangers. I like them enough to generate new temporary settlements just to crack open the ancient danger and see what's inside. So I thought "What if the world map was prepopulated with sites that you can travel to, with the promise of a much larger than normal ancient danger on that map?" Take a mountainous tile, stick an entryway onto the mountain side, generate a series of connected rooms, and fill them with content. Give each room some chance of containing various kinds of loot, garbage, and danger. Block off some hallways with collapsed rocks. Include a chance for generating significant danger; larger rooms that contain a larger hive or a dormant mech cluster that awakens when you breach the room, something that makes the player say "poo poo" but that could provide more significant rewards if the player feels confident about clearing it. Using a mountainous tile gives a sense of depth that you don't get with other kinds of tiles; rooms deeper in the mountain are harder to reach but may contain greater danger and greater reward. I decided on a static number of sites just as a starting point. I think it may be possible to tool this into a type of site that's discoverable with the ground-penetrating scanner. Does something like this exist already? Does this sound cool?
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# ? Mar 1, 2021 11:36 |
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That sounds rad as hell. I'd go spelunking for ancient dangers and loot. The closest thing I can think of is something like realistic ruins (I think that's the name), which takes player made bases, ages the poo poo out of them and then gives you a chance to go loot them on the world map.
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# ? Mar 1, 2021 12:48 |
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I captured one of the T5 androids and got them to join, and dear good does it get things done. It moves around at blistering speed and does work far faster than anyone else I have.
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# ? Mar 1, 2021 13:31 |
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Carcer posted:I captured one of the T5 androids and got them to join, and dear good does it get things done. It moves around at blistering speed and does work far faster than anyone else I have. It is also very good at other things, at random
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# ? Mar 1, 2021 13:35 |
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I assume you mean it going beserk and murdering everyone, but so far its not hard to keep it content while it zips around doing everything.
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# ? Mar 1, 2021 13:48 |
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^^ Then what could possibly go wrong?QuarkJets posted:So I've been making a mod. It's not ready to be released, I just want feedback on the idea Sounds cool.
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# ? Mar 1, 2021 13:53 |
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QuarkJets posted:So I've been making a mod. It's not ready to be released, I just want feedback on the idea Understand that if you don't do this, at least one stranger on the internet will be upset that you did not bring this to fruition. To parrot others, this sounds rad as gently caress, and it sounds like you have a good grasp on how to get it done. That being said, if it helps, you could take a look at how some other quest additive mods do theirs. https://steamcommunity.com/sharedfiles/filedetails/?id=1814100216 Go Explore! is the big one I know of, but there could be more.
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# ? Mar 1, 2021 16:02 |
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That is a really good idea. I recommend being careful with the loot that can be pulled from a super ruin. Ancient dangers are already pretty lucrative for 1-4 super rare end game items, just doubling or tripling that could be ridiculous. And I see screenshots of Realistic Ruins where stupid stuff like 200+ medical kits spawn in a room. But this is a really good mod idea, I'm already a very travel light player. A mega dungeon is a fun incentive.
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# ? Mar 1, 2021 16:05 |
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I was sad to see that ancient dangers which give off a strong lovecraftian vibe. Ended up just being populated by robot insects. In beta Rimworld I was sure they were just placeholders but alas not.
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# ? Mar 1, 2021 16:16 |
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How varied could you make something like that? Not only would pristine mountain mega ancient dangers be awesome, but partially cracked ones with newly dead pawns littering hallways or pawns (of a friendly or hostile faction) locked in a room that you can break out to free them (for faction rep) or murder (if you’re enemies).
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# ? Mar 1, 2021 16:28 |
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Great idea for a mod QuarkJets. On T5 androids, even without their intolerant trait they will still kill your colonists in social fights.
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# ? Mar 1, 2021 16:42 |
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Had a psychic ship problem that resolved itself:
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# ? Mar 1, 2021 16:48 |
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# ? Apr 27, 2024 20:09 |
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cugel posted:Great idea for a mod QuarkJets. I'll see how it goes. I can always fire it into some raider camp somewhere and and then just leave it there till it goes insane if it pisses me off enough.
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# ? Mar 1, 2021 18:19 |