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Alchenar
Apr 9, 2008

How are people taking screenshots? Any attempt I make with Print Screen just shows me an empty desktop and although apparently F11 is the screenshot button I have no idea where those are supposed to be stored.

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Alchenar
Apr 9, 2008

Blooshoo posted:

I just play through steam incase any of my steam budds wanna chat lol i don't have friends and use steam's screenshot button (f11? f12? one of those)


E: my screen shots are saved at C:\Program Files (x86)\Steam\userdata\4059395\760\remote\15159612792442454016\screenshots on steam, but I think it's different userdata\#\# for everyone as it's a 3rd party app at the moment

Brilliant solution, thank you very much.

Alchenar
Apr 9, 2008

Doctor Schnabel posted:

I'm kind of interested in this, but every time i look at prison architect graphics i puke on my keyboard :(

Have they put up any mockups of what they want the game to look like for release? I noticed they hired one of the chumps from starbound, so i guess they're putting actual money down on making the graphics suitable for human consumption?

The graphics style has actually grown on me a lot. The only thing it's bad at is when there's multiple objects stacked in one tile.

Alchenar
Apr 9, 2008

Tias posted:

Thanks a lot! Well, I found both a crashed escape pod with a dude I could arrest and convert, and bought myself an all-round worker, a bartender, a technician and a ninja assassin off starships!

I'm not sure how to clear rubble, though. It seems my dudes do it by themselves if I expand the home zone?

Use the 'haul' command and set up a dumping zone if it's large rubble. They'll sweep the floors themselves if they have time.

Alchenar
Apr 9, 2008

UP AND ADAM posted:

If you keep your crew too busy they'll have issues getting to hauling or sweeping, so activate manual labor priorities and make everyone clean for half a day. Voila, everyone's moods are way better after you force them to pick up their poo poo.

Yeah, I've realised that one of the things you need to do in this game is learn when to stop digging/building and just let your colonists run about and get poo poo done for a few days.

Alchenar
Apr 9, 2008

Pawn 17 posted:

This game looks really good. I must resist buying an alpha version of a game!

My view on this sort of thing is to ignore alpha/beta/early-access labels and focus entirely on whether a game is fun to play right now. I'm happy that I've gotten my money's worth out of Rimworld already.


e: my only major complaints at the moment is that the scaling of encounters is a bit off - Mechaniods are ridiculously powerful and I've regularly had them show up when my only option was to hide behind a couple of turrets and pray they hit something vital.

Alchenar fucked around with this message at 20:43 on Sep 27, 2014

Alchenar
Apr 9, 2008

I would like to be able to produce clothes/armor myself rather than have to wait for them to drop off bad guys. And yeah, I've noticed how I've screwed myself by making a super-rich agricultural colony that regularly ships off 1000 units of potatoes to passing food ships.

But all the things I want are things I think of as 'this would make the game better', not 'the game needs this to be finished'. That's pretty great, especially for an alpha game. Right now I'd rank Rimworld on the same level as Starsector/farer in terms of 'even if it's never finished what exists right now is really fun'.

Alchenar
Apr 9, 2008

HerpicleOmnicron5 posted:

I'm amazed all this came this quickly after Alpha 6, and diseases? Organ harvesting? Peg-legs? I do not see what new features can possibly match these, other than simply more stuff. The game has a fantastic foundation, and if you do not own this game go buy it now.

Well once the crafting systems are all in place and not-buggy then I presume content is fairly easy to add. In particularly the medical stuff is really all a particular kind of 'crafting' onto a person that changes their stats.

Alchenar
Apr 9, 2008

VStraken posted:

Well, finally jumped off the fence and decided to pick this up. I'm ready to start up a vanilla game, but are there any compelling reasons for waiting for a modpack to be updated, such as the big one previously mentioned in this thread?

Your first few games will be a symphony of errors punctuated by 'ooh, so that's how that works!'. Get over that hurdle first before you mod.

Alchenar
Apr 9, 2008

Tias posted:

I'll admit to not having checked out all of the fluff, but is there some particular reason guns are a mix of 1910-84 service weapons and incendiary launchers? I get that they use the 40K "some planets are feudal" vibe, but if you're advanced enough to get aboard a ship, surely you're advanced enough to bring an automatic grenade launcher or two instead of a Lee-Enfield?

Your ship exploded and it wasn't a military ship anyway because your crew is a bartender and two hairdressers. I reason you get two self-defense pistols and someone's relic hunting rifle.

Alchenar
Apr 9, 2008

Demiurge4 posted:

So food, how many potatoes do you guys grow because I feel like I'm constantly short of ingredients, not to mention cloth.

All of them. All the potatoes. Then sell the excess to passing food traders.

Alchenar
Apr 9, 2008

Tony Montana posted:

Aha!

So, would you like to join our colony? No? Ok then.. *sharpens knives*

Yes, I do with there was a way to convince people/visitors to join you other than Stockholm syndrome.

Alchenar
Apr 9, 2008

deratomicdog posted:

Is anyone else getting a bug where they can't deconstruct or mine existing stone walls?

I'll ask the obvious: are you sure you claimed/didn't claim them and are using the right command?

e: if they're claimed, you deconstruct. If you haven't claimed then I think you can mine.

Alchenar fucked around with this message at 21:51 on Oct 6, 2014

Alchenar
Apr 9, 2008

There are other ways. Grow stuff, sell it, buy metal from passing industrial traders.

A big theme of the game is 'find a way to make do with what you have, which is invariable inadequate in some glaring fashion', so I'm skeptical of mods that lift resource limitations.

Alchenar
Apr 9, 2008

Also change the bill of simple meals not to use meat. That way you can run bills of simple meals as a backup and medium/fine meals as a main source, and just send someone out to kill a deer every time the meat stockpile gets a bit low.

Alchenar
Apr 9, 2008

Bhodi posted:

Really, there is 0 reason to use the nutrient paste dispenser at all. It takes up a lot of space and gives lovely food. It's better just to drop with a cook and make simple meals from the start. If there are desperate times, you can just eat strawberries raw without penalty. Also, keep a few prepackaged meals that drop from caches forbidden and then if someone is starving to death just let them eat those.

Yeah, the 'start' needs to be a lot harder before the nutrient paste dispenser becomes a thing - right now there's no real reason why you wouldn't just skip straight to making a stove.

Now if seeds were a thing you might have to trade for and you didn't have any with you and you landed on a planet where the natural fauna was only edible if shoved into the nutrient paste dispenser, that might be a thing.

Alchenar
Apr 9, 2008

e: my bad

Alchenar
Apr 9, 2008

I would presume that if the future entails a relationship and children system then it's relevant and consistent for there to be body parts that exist and can be damaged which relate to that system. Perhaps a bit gross to think about in isolation but I suspect that's the joke.

Alchenar
Apr 9, 2008

Virtually all modders are insufferable and the notion that modders can ask for money is one of the worst developments to make modding communities toxic and whiny.

Times were best when everyone recognised they were standing on the shoulders of giants and there was an expectation that anything you made public could be fairly used by anyone else and the reasonable expectation was that you'd get an acknowledgement for your work.

Alchenar
Apr 9, 2008

So what's the best way to remove a small mountain that's in the way of my expansion? I've mined most of the thing out, but when I try to take out the last few pillars rocks fall any my minor dies. Any options?

Alchenar
Apr 9, 2008

Has anyone explored with setting their entrance hall to -30C during raids so the attackers all get hyperthermia?

Alchenar
Apr 9, 2008

It's all about the profits.

e: obviously don't dip into the product yourself

Alchenar fucked around with this message at 14:47 on Feb 7, 2017

Alchenar
Apr 9, 2008

Question: when I set Item quality on the crafting details what precisely does that do?

It is a roundabout way of limiting which skill-level colonists will take the job?

Alchenar
Apr 9, 2008

Dejawesp posted:

I'm not letting him get away from me this easy! Help me brainstorm guys!

How do I recapture him without killing him? I could repair the door forever. Maybe build a backdoor into his cell filled with heaters and try to get him to pass out from heatstroke?

He will fall asleep before then.

e: wall him in and repair *that* until he falls asleep.

Alchenar
Apr 9, 2008

Mzbundifund posted:

Yeah wood-powered generators are NOT scalable. It's a big newbie trap to think that they're reliable power but they're not - once you're past your first couple you need far too much wood to keep them going for a mere 1000 power output. Unlike having a bad wind day, having a bad wood day means your power is off for weeks, and between beavers, toxic fallout, flashstorms, and poison ships, there's just too many events that deforest even a lush temperature-stable map.

I think anything that requires colonist activity is a trap when there are alternatives that do not, particularly in the first week where every job needs to be about satisfying a basic shelter/food/power need.

If you have hydroponics then there's no excuse for not having a geothermal generator powering that poo poo.

Alchenar
Apr 9, 2008

Just as I ran out of food a squad of 6 manhunter elephants appeared.

This was not a bad event to get.

Alchenar
Apr 9, 2008

Is there a mod that lets me set up animal kill zones?

Want to stop wargs sneaking into my perimeter in winter to kill my cattle/puppies/people.

Alchenar
Apr 9, 2008

I start general, move to specialised once the basics are down (shelter, power, food), then specialise.

Then once everything settles down everyone, no matter how lacking in talent, learns how to sow devilstrand t-shirts in my sweatshop.

Alchenar
Apr 9, 2008

I've played this game loads on and off and I was recently caught out by the fact that granite auto-doors are no faster than regular granite doors.

Alchenar
Apr 9, 2008

Started a new colony and randomly dropped into the middle of a desert for the first time. This is definitely... something else. I think as soon as I can tame some Rimworld-camels I'll pack up everything I can and trek to somewhere a bit more temperate.

Alchenar
Apr 9, 2008

What cup said.

Personally I don't see the attraction of longer lasting games - once your colony is self sustaining to the point where it doesn't need your input then to my mind that is the definition of 'the end'. That point can differ from game to game (Tropico, Banished, cities skylines etc) but it's how you measure success.

In Rimworld the measure of success is getting your crash victims back into space off a hostile planet that's trying g to kill them. That's the story that the game is telling. It's not a bad thing that the game design trends towards telling that story and not a different story.


It's a bit like complaining that This War of Mine doesn't let you load up on kevlar and assault rifles.

Alchenar
Apr 9, 2008

Dejawesp posted:

No no no. You win the game by wiping out all the other factions on the planet and taking it for yourself.

You can't wipe out the bugs.

Alchenar
Apr 9, 2008

What's the difference between button-down and t-shirts?

Alchenar
Apr 9, 2008

Walton Simons posted:

Train them as attack dogs or sell them. I find that animals don't need to be any good at fighting, before I had turrets up in my last game I managed to see off several raids by having my alpacas distract the enemy into a melee fight while my guys got lots of free shots.

The problem with attack dogs is that training forms bonds and then everyone's getting all depressed because their terrier got one-shot in the first fight it was thrown into.

I was in the 'instant bonus meat' category, but at 200-ish silver a pop there's no reason not to just sell them to the next exotic trader to show up.

Alchenar
Apr 9, 2008

Beer4TheBeerGod posted:

Over 200 hours here and I still haven't won the game. I usually quit halfway through or get bored and want to try something new. I think my next run will be Ironman to force myself to accept my mistakes.

It's fair enough. Once you have an established colony producing enough goods for you to buy anything you want from traders and enough people that losing someone to a stray head-shot isn't crippling, then building the spaceship is just a matter of waiting and gathering resources. Once you know you can win I lose the motivation to actually do it.

The problem is that there's no late-game pressure to get the gently caress off the planet there's a horde of mechanoids coming to force you to run to the waiting ship or build your own, but any such pressure would be immensely unfun and a bad idea to implement.

Alchenar
Apr 9, 2008

OwlFancier posted:

The heat wave and volcanic winter would presumably cancel each other out a bit.

No it just means it's really hot and also there's loads of ash blotting out the sun.

Alchenar
Apr 9, 2008

Beer4TheBeerGod posted:

I wanted to do a "Space Marine" scenario where three dudes with full power armor, rail guns, and nothing else were dropped onto a strange planet. So I edited the scenario and set the probability of the psychopath trait to 100%.

I didn't realize that applied to everyone on the planet.

You went full 40k. This is not a bad thing.

Alchenar
Apr 9, 2008

I want to say colony wealth? (also difficulty and time)

Alchenar
Apr 9, 2008

panda clue posted:

Just picked up this game yesterday (and loving it), small question from reading the thread: when you guys refer to 6x6 rooms/etc, do you mean the actual interior is 6x6, or are you including the walls?

Already answered, but yes. 13x13 rooms also get referred to a lot because that's as big as you can get and have all of the insides of the room supported by a roof.

Don't try to build 5x5 mega bedrooms for your colonists off the bat, the first few nights they can spend in a shared bunkhouse while you get the crucials sorted.

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Alchenar
Apr 9, 2008

Other newbie tips: use can use the 'build roof' zone tool to extend roofs beyond your buildings. This is useful if, say, there's toxic rain falling from the skies and you want your colonists to be able to move between buildings in an outdoor complex without absorbing toxins.

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