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Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?
Priority Hauling has been the most soothing OCD related mod I've downloaded. Double click the mass of veggies that were harvested on the ground, hit the hotkey, no messing with work priorities.

I made a giant snake head for my base entrance. I'm thinking flame thrower turrets between the fangs, gunner perches and turrets in the mouth. Any bright ideas for this theme? Once I get the main base set I'll expand with hydra theming and more heads. On my phone ATM, I'll share a screenshot later.

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Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?


This is my first modded game after an easy vanilla victory, going for themed building to get out of rectangle land comfort zone. Could probably use a different tiling material to make the tongue stand out more, slate and granite are what is available on the map and I got sandstone blocks from a trader so I used them to be "unique." Gotta dry out the mud and make full roads, wall everything off so it's the proper entrance, set up some window openings for gunners and turrets, etc. Aside from taming a bunch of snakes I wonder what else I could do to match the theme. Want to avoid killboxs for now.

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?

Omnicarus posted:

The first stop out of your comfort zone was a sideways goatse?

I don't see it. Went with a big snake head. Could always adjust the art and try again, base is pretty stable atm. Rectangles are in the south and they don't fail you, but they do run together after awhile.

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?
Dev mode has an option for deleting a 3x3 of roof tiles including overhead mountain. Fair for mountains you've manually removed imo, but if you build into one then take your infestation spawn chance fair and square. ;)

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?
Black market dealers(travelers and ships via comms) will sell slaves. You can capture peaceful visitors but the faction will auto hostile you. Sometimes quests and events toss you people in great need. These involve a lot of rng and penalties so raids are the bread and butter.

Had a shuttle wreck with four people, one died instantly, three bleeding out. Pyro, Sickly, Slothful. Saved the Sloth because they had 10s in both fight stats. Uhh, there were no other survivors.

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?

HelloSailorSign posted:

With the hospitality mod and a crew of fast talking colonists, you can recruit visitors who come to partake in your mountains of space weed.

How does this work? I've just been running guest barracks for 10 silver a head that double as very convenient pre-made new recruit rooms.



Tongue looks a lot better with the new perspective and steel tiles to pop. Began relocating my stuff, outlining warehouses and workshops. Need to refine the back of the head and add cobra hood separation to account for differences in tile appearances: I started building into the water with a heavy stone bridges mod, but can't lay new hex/scales tiles on those bridges, so I set up a split by adding the planning tiles to add cobra hood lines later. I also wanted the head to be large enough to open into the beach. I think tiling the floors around the eye properly for shading will improve it significantly too but one step at a time.

The upside to spending an in game year making an insane snake cult base is that the storyteller had two trained anacondas wander onto the base and a bunch of naga launch a dangerous raid that went swimmingly and netted us a snake person. Obviously some sort of reptile deity is pleased by my works.

Doomykins fucked around with this message at 00:49 on May 12, 2020

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?

Crimson Harvest posted:

You can click a visitor's visitor tab and set them to be recruited by your social-enabled pawns, but they have to have enough friends in the colony already. It's all in the panel there.

Thanks.

And there's a cult mod? I guess worshiping a snake god is back on the menu.

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?
Are there cooling solutions more elegant than "a cooler in every room" or "a big line of 10+ coolers"? And does anyone have experience with the mod for fuses that protect against Zzzt? I'm wondering if having one power grid is safe if I have 1 fuse for every 2-3 batteries, or if I should separate and have individual grids. Simple wire laying/cutting job to separate them again.



This was 2-3 in game years of labor well spent. Think I will build a rare goods vault and the boss' house on the deep water.

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?

Mzbundifund posted:

Assuming you're talking about RT Fuse, every fuse or circuit breaker will safely discharge 1800 Wd, which is 3 fully-charged batteries. It doesn't matter how may batteries are on the grid, as long as you have 1 circuit breaker for every 3 batteries, you will never get an explosion from a Zzzt event. You DO still lose all the charge in the batteries, so if you're using nonconstant power generators (solar, wind) you might still suffer brownouts until the sun or wind comes up again.

As for cooling solutions, I like to cool a hallway which itself is attached via vents to all the bedrooms. You'll still need multiple coolers because one cooler won't be able to handle a bunch of bedrooms by itself. Here's a screenshot from one of my old colonies where you can see this in the bottom left.


Also remember double-thick walls provide better insulation, so cooled rooms absorb less heat from the surrounding area. You can save a good amount of power by double-walling your freezer if you're in a hot biome. Thicker than double walls has no effect. The cooler itself won't be double-wide, so I like to use the double-wide ones from Replace Stuff, although the difference is really just aesthetic.

The other vanilla cooling option is building deep into a mountain. Deep mountains provide a temperature stabilizing effect that pushes any rooms built deep in there towards I think 15 C. One or two coolers is usually all you're going to need if you're deep underground.

Yeah RT Fuse, I toss up 2 batteries per power source and a fuse attached to both.

Thank you very much for the help and advice, I think a cooled hallway vented into a large area would be visually pleasing enough. I'll try 3 in the snake head and see if it stays consistent. I got a Global Warming event that is turning this temperate forest into a desert, so I'm hoping to get the base set up and keep it cool with mostly internal workings. Maybe some side areas or farms, or a rec area with no roof to avoid everybody feeling cooped up.

Doomykins fucked around with this message at 19:58 on May 13, 2020

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?


Had a 15 man raid try to pass through the mouth of Snake's Head, 9 casualties, 4 prisoners and 2 fleeing. I added a few extra dividing lines between the top and bottom of the jaw and a line + door to the embrasures and all the temperature holding issues are resolved. Need to move living quarters to the head itself so I can think about what to do with the south, work on the body of the serpent. This was also my chance to learn more complicated mod systems so I guess I need to crack open RimAtomics soon now that I understand Bad Hygiene.

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?
Strong guns are big wealth so they're a really good first project, since if you have to have something worth raiding it should be the firepower that defends you. A few nice things can be critical to mood management so maximize their impact while minimizing your base wealth by having a community rec/dining room. Trading for good weapons works too, although there's a chance you get a raid prompt before a trade prompt with your tradeable wealth sitting around.

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?
When you say huge early raids, what difficulty are you on? There's other wealth minimizing tricks like revealing an ore vein but not mining it until you need it, same for trees. It can feel like leaving money to rot but tainted clothing is a pain so I let most raider bodies rot with their clothes on, and that reduces my wealth footprint early on.

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?
You shouldn't need masterwork optimized bedrooms for early morale thanks to low expectations, there's a lot more low wealth ways to keep pawns happy. Sow some flower lines by high traffic areas, have a dedicated cleaner, keep stuff on shelves or out of sight, serve fine meals(wealth you remove as you use!), have some rec options, make sure things are well lit when you have an electricity source, make cheap dressers and end tables to pair with beds, furniture made of wood to start. Darkness is a -5 mood vs a $10 2-5 steel light, having a jaw dropping super luxurious rec/dining/break room is like +2 per over a great one. Adopt a few cheap dogs($140 per when selling) who'll pass out daily nuzzles. Masterwork beds will be like $1000 a pop. Get fancy when your defenses are reliable.

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?


Guest quarters and prison is next. Almost everything from my original small town base has been deconstructed. Steel and blocks are always tight but this region was pretty big + lots of mountains when I started so not to the point of mining bases in other hexes yet.

Wait. Did you hear that? That.. honking. Oh no. OH NO!





Thank God I set up a few extra chokes since I haven't completely sealed off yet. Was 32 hell-birds total.

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?
Is it a major commitment or CPU melter to run multiple bases? I'm trying to plan an offensive against pirate bases and am wondering how feasible setting up multiple drop pod jumps is.

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?
Building wealth instead of space ships is a fun end goal, had a 47 man pirate raid but the snake held out. Did have to reload a few times. Remembering I have the embrasure pits. Timing when I draft everyone so people don't go insane over food/sleep/bathroom.




They did break all the turrets eventually but only had to patch three medium-tier injures across the pawns. Investing in modded drop suit armor for my best brawler went well as she ran down and gutted anyone who tried to enter the gates. Or flee Snake's Head. It was pretty rough to see 47 raiders in modded super gear but after a washing machine marathon I've got 26 goons wearing nanotech nerve undersuits and with kinetic field suits waiting for the next raid.

Built more turrets in a wider spread and surrounded them with barbed wire. :twisted: Also doubled my mortars.

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?
Oh that is a really boss idea for the embrasure rooms, perfect, thank you.




Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?
Setting up a warehouse with shelves that lets in cold air during winter makes corn deteriorate super slow, I threw one up with a dumb giant corn field when I had 1-2 years of loving up my good growing rhythm relative to adding lots of new colonists and animals. Not too labor intensive to have one massive harvest a year as the emergency food, no electricity committed.

Doomykins fucked around with this message at 20:27 on May 28, 2020

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?
Pawns are biased to wear "the best" equipment available for a survival metric and equipment relative to the season for comfortable temperatures. They won't wear parkas until winter is near, they'll automatically trade (good) for (excellent), they'll replace damaged clothing, etc. If I've had a few tattered apparels recently I'll queue up 5-10 of the slot from tailors and it won't come up again for awhile. If a hot or cold season is coming I do the same for dusters or parkas and don't get the "yo you're gonna die the temp gets this crazy" warnings. I usually have a problem with colonists racing to equip armor that slows them down and they don't need for daily use because I don't want it decaying.

There is a tab where you can set colony restrictions and dictate what they're allowed to wear. Having a normal uniform that includes anything above 51% durability and an emergency/raid uniform that at least puts your melee guys in armor and shield belts and such is very handy. You can also forbid/allow anything that exists in the game in there to prevent spontaneous armoring up.

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?
Oh that is good advice, thanks.

Also apparently the new psyfocus update broke a bunch of mods/interactions at random so maybe you got hit there Katt. I loaded up my colony today and I can't select stacked items in storage mod shelves and my android literally can't eat food but still starves to death. Everything lists as up to date but that is the only thing that has changed since the last time I played so gently caress me I guess.

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?
That is an amazing base, how big are the infestations?

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?

OwlFancier posted:

I turned them off because they're annoying :v:

But realistically I would have to rebuild half the thing every time I got one.

Like I could design around it but honestly I'd rather make the base look nicer and I can't be arsed replacing the furniture all the time.

Wahahaha, fair enough. I bait them with wooden furniture and walls in my heavy strip mining outskirts, has worked 4/4 times so far. You still have to face the bugs but they're no mechanoids or raiders in late game gear.

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?
Candidate for heavy armor. :allears:

Reminds me of the time I sent my best brawler with five others to gun down a bandit camp. There was an explosion, we had med kits but brawler lost her left hand. So when they get back to base I imagine my leader in full sociopath mode:

"Somebody's getting a bionic arm~!"

"This really hurts, boss."

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?
Royalty dlc is better than I expected, the snappier quest structure really rounds out the quads. Started a new tribal colony in an alpha biomes feralisk jungle, has been my kind of tense challenge. I wait for the swarms to move around the hills and use wooden walls for fast sectioning off while I tech up until I've got the guns to seize my desired main base site.

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?
Based off what I can't see, did you divide it into a room with walls + door? Would help isolate the issue if you zoomed out more.

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?
Strix, I strongly recommend Deep Storage to address that floor-based warehouse in the upper right corner. Otherwise I really like that base, it is very homey. Likewise to Battlemaster who made my thick-headed self realize how easy it is to actually keep grazing animals with a safe grazing area like that.

You guys reminded me that I should share Snake Heads current final form.



My feralisk jungle playthrough has stabilized nicely and I'm teching up rapidly and beginning to do more adventurous geothermal station expansions. I wonder if it is possible to actually build a safe passage to map edge(god mode lets you ignore the usual no build zone) but that might just royally break spawning behaviors. Also it feels appropriate that all these idiots visiting the reclusive hideaway of the crazy snake cult surrounded by giant man eating spiders get what nature intends.

Once I get the next base design going(hydra heads) maybe I can wall off the nature spawns and funnel them to somewhere less "travelers come through here" while leaving doors the traders and visitors will use.

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?
Dubs has a really easy to use washing machine(after research), transforms tainted into regular because clothing doesn't actually have permanent death aura on it in reality. Bulk wood cutting session, slam 10 clothing racks down, clean halls and better moods and lots of traders buy clothing.

My trick atm is I have to sneak out at night to loot stuff idiot travelers drop when they die. Once I get a few interim buildings up I intend to strip the corpses too. Waste nothing, gonna need mad silver to buy late game goods.

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?
Oh gosh, thank you. I did move on with it mostly finished. The size of the initial head made it hard to design a matching body on the same scale and I did feel the starting site(temperate plain) was a bit simple. I started a new with Royalty and even more late game mods to try out. I'll definitely do a tour though, and I want to refine that scale and make a map porn worthy base in spider jungle land.

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?
Once you are established in the mid game it's pretty easy to set up automated toilets, septic tanks and power showers that make colonists moods better overall because who doesn't feel better in space hell after cleaning themselves.

Also it is deceptively simple to start if you want to focus on other priorities. Make 1-2 private latrines, set a dump zone out of line of sight for fecal waste barrels and let them accumulate, build 2-3 wells, you can convert poo into chemfuel with the burner later. Poo burner is slow and makes a sickness zone but maybe you could use that to assert dominance against raiders on your map edges.

Strix: if alpha animals interests you look at alpha biomes sometime, really high quality mod. And thanks for the list, some of those slipped my grasp.

My personal favorite QoL is Haul+, which adds a work category and command for getting the entire base to drop their current tasks and put the harvest in the storehouse!

Doomykins fucked around with this message at 18:49 on Jun 6, 2020

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?
BadHygiene is a simple yet well realized needs and luxury system that feels like it was missing from the base game. I started my last base to force myself to build with plumbing fixtures in mind and learned the entire system quickly.

Save our Ship and RimAtomics/RimOil are my next big mods to learn, as well as my start being in an AlphaBiomes area, many of which are hard mode terrains but uniquely alien and interesting. Snake Head hit 30+ colonists and was self sustaining so I need to start putting resources into an away team to do naughty stuff like raid those hoity toity royals.

Hospitality is really good and can throw balance off but adds a great new base feature to build for. I also think even the off balance stuff fits the game perfectly. I was trying a Naked Solo Brutality start for kicks and actually barely survived my first rice harvest loop. Then some people came to visit(what!) and were carrying great guns. I kept things going and gave them my shacks bed, walled them off and waited for them to die so I'd finally be able to hunt and control my food income better. Horrible and amoral. So, Rimworld.

I'm also a fan of the end game crafting and faction mods like RimArsenal, as the base game before Royals caps out on tech a little fast for my liking. Balances itself in that when you can make/get advanced gear raiders will be using it too.

Doomykins fucked around with this message at 19:03 on Jun 6, 2020

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?
The purple events like that from the events expanded mod are woefully unbalanced and meant to dramatically change things, presumably for long time players. You can stop it with dev mode and fiddle with the mod settings in game. I learned my lesson after 3 years of a global warming event.

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?
Thank you for that gendered clothing mod and the meditation one suggested earlier, everybody. Now I can build with my anima tree instead of around it and everybody can look fly as hell.



Pockets of these build up periodically on my map and we only survive by virtue of multiple redundant walls with the doors forbidden from use.



The nearby pockets at the time weren't big enough to attack these guys but two amazing strokes of luck. First of all they didn't bring enough materials/guys or skill to construct the mortars. Second a quest popped up where somebody wanted to provoke a pack of 11 manhunting mooses into my territory. After half their number were wiped out the pirates tried a traditional attack. :allears: Got all their materials, 12 shells and 5 moose corpses without scaria.

Edit: ^ Congrats!

Doomykins fucked around with this message at 00:08 on Jun 8, 2020

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?
Tour of Snake Head/Black Venom Post



West road. A show of stability and power on the rim world. I didn't have a use in mind for extra bones after installing the mod that yields them from every butchered corpse so I made a pair of large skull thrones to warn raider fools. Also the emergency corn storehouse next to the redundant corn field. If you're not concerned with wealth rocketing up then I believe heavily in redundant systems.



Experimenting with more plantlife mods so got a mango tree grove. Takes FOREVER but hey, you gotta pay the toll to brag about your luxuries! This map was generous with geothermal vents and this was the game that I learned that power systems can't really be overloaded, especially with the fuse mod. A little wealth saving trick here: if a meteor of a rare/valuable mineral hits, don't mine it until you need it. It's just scenery!



Kinda messy here, I threw up the burn house when I had 200+ bug corpses to get rid of. The stone shop is exactly what it looks like. It took me 2-3 in-game years to finish the road paving! And every time I try to God Mode massive building projects it feels so hollow! The fence around the rice crop was taken down, these were extra fields I threw up for idle hands and to avoid future food scares, but I was just exercising poor layouts and wildlife management. Honored dead rest here, one colonist lost defeating an early infestation and two loyal dogs that died of old age.



Map is covered in evidence that everything was done the hard way! I build some wooden pieces far out to bait bug spawns, I learned that from my first base when I made an off-site stone blocks production hub and it got attacked every single infestation.



My first crack at trying to manage a herd of something. Easier than I thought, animals are pretty robotic as long as food need is met. The water management suite on the left is a top tier system that supplies the entire base and I didn't try integrating the boilers/radiators system for heat yet.



Back of the snake head, the coast is on this side. Wealth flaunt with the pool, mortar battery set up, transport pods, furniture storage and shell storage.



I added more redundant power north of the pool in case an enemy attack ever worked over all the extended geothermal stations.



Main warehouse and tailor workshops! I like long term crops like cocoa and devilstrand, you set it once and eventually cash in. LWM storage mod keeps everything binned and I try to incorporate pallets to more ostentatiously display my rare materials. Harder to do with steel that is used up constantly!



Workshops! And a second hospital, to cut down going all the way to the south part of the map. I wanted to get away from my first base habits of pure rectangles so I like the massive open shop layout here. My embrasures are busted because my mod list was different when I loaded the save up for screen shots, but there's a 5 tile wide section there to add colonist fire from any choice of weapons to the kill chamber. The giant eye is jade encased in silver! Sure, you can only see it from above, but imagination is good enough for the Snake Goddess!



Fangs of death. Flame throwers were in the teeth until the first raid they were tested, they could be shot at from odd angles. Now anyone raiding the Snake Head must enter the jaws of the beast and they don't like what they find. The fangs are silver tipped and have to be repaired after every raid but this is the might of a rim world fortress!



Unused space! The jaw looks good for the base design but I didn't think of anything to stock here yet. I ended up making the simple medicine and weapon cabinets for extra supplies and combat drugs.



Unbelievably Impressive rec room, despite being totally open ended. I like keeping shelves stocked with commodities near recreation areas, moods are high and movement loops are efficient. Also looks very cozy for a hell world in space.



Primary export is booze! Setting up the hydroponics bankrupted my steel reserves twice but the raw control over growing seasons has saved me from starvation at least twice, and insured the hops always flow.



The kitchen! 30 colonists plus animals need a lot of attention. Luckily these are temperate plains so I grab 3-5 colonists with low Outdoor meter every 2-3 days and depopulate the outdoors. You can see very clear evidence that I didn't know what to do with bones at first, now they're my premier arts crafting material.





The denizens of the Snake's Head are well rewarded for their loyalty. Nice rooms, modern amenities.



We do what the Boss says and we prosper. She gets the nicest room and our vault is the furthest, most difficult to reach point in the entire base. Thank goodness there aren't sea invaders or threats. I've meant to set up redundant sentry batteries on the back side of the base for drop pod attacks but i'm very lazy and foolhardyit hasn't come up yet.




Back docks, incorporating the original wind generators with a set of new ones for more redundant and core power. If you don't need the space and can keep components high, why fix what isn't broken? Also a small firing range and some fishing docks. Fishing is a nice mod, a good food option, super time consuming and easy for colonists to get stuck finishing the task as their meters and mood crash. (Edit: Actually I uninstalled the target dummy mod too, oops. That's the blank space near the wind generators.)



Guest chambers. If you give us money, you get the deluxe barracks. If you're poor, you'll be safe and warm and cozy next to our original geothermal generator, Old Steamy.




The scale of the finished head was bigger than I could wrap my head around for a graceful continuation of the body. So the snake curves a bit towards the south before becoming the original base I started with. More colonist living quarters here, and I made a separate block or two for temperature purposes. Nagas have higher heat tolerance and less cold tolerance than other races!



Cocoa grove and a redundant beer warehouse, after a quad that had almost no traders the entire year and my shelves started to get backed up.



The latest colonist blocks, right on the docks! As you can see with this and the last two I started making little break room zones to cut down on hygiene/eating travel time and to make things more homey and pleasing to look at.



The original research center and hospital. You can't reinstall most of these and it comfortably marks the southern borders of my land, the farm land is immensely useful(natural rich soil!) so we kept it up.



Redundant devilstrand storehouse, archery range(edit: with mod installed, oops.) There's also a small hay warehouse that doesn't get used because animals eat faster than hay grows. This was the original base grounds so a lot of the mismatched tiles are down.




The southern road. Original raider resting place and rotten animal clean up zone. Build walls, order no roof, let the rim sort out the remains. So long as we don't accidentally see them! I like the quarry and pumpkin patch set up a lot more than the rice fencing I tried in the north, it looks more like something travelers could take in before being intimidated by the snake jaws. Quarry is also a good mod with a well balanced work/time to results ratio.

Snake Head! I love it, still have the save, feel it reached its potential. Now I want a 3-5 headed hydra base. Smaller lizard heads with open jaws, redundant weapon platforms/covered fighting areas for my colonists, more luxury, a realized body! The biggest surprise problem with Snake Heads's design is the "Trapped Underground" malus, so Hydra Head will feature outdoor paths and more design in it like outdoor rec area, etc.

Doomykins fucked around with this message at 01:32 on Jun 8, 2020

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?
Thanks. Having just done a tribal start myself I recommend Tech Advancing. Tribal start has a permanent research debuff, I like to bump it when it makes sense. I dunno if the automatic advancement works so I edit it manually. We discovered electricity? We're industrial. Fabrication and/or Space ship parts? Spacer. It just seemed silly to have the ability to develop modern electrical power and be told I'm researching medieval tech slowly.

That red zone is a lot creepier than I thought it sounded based on the map terrain summary! Eyeball trees! Good luck with the adventure. I am planning to defy the empire soon myself at Hydra Head. And to wall off the main base first section and start building it, might have to fight spiders on the beach.

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?
The split between the militant royals controlling the flow of psylinks nanobots and planet natives meditating to a badass psychic tree is pretty good. Especially given how wild rim world wildlife can get. I bought a berserk psylink but need a rank five psychic for it. I hope there's a psylink for manhunter pulses in wildlife, especially with the spider packs I got in feralisk jungle biome.

I think I will go deep cover, get my base leader to rank five, then accept a hosting quest for a noble. Ceremonial execution before learning SoS to fly a ship over to their city and raze it. :twisted:

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?
Bugs are very vulnerable to critical mass firing squads due to the friendly fire protection and being simple minded animals that rush attackers. They'll chase a bait character for 20-30 squares and once one bug in the infestation is hit almost every single one will aggro with them almost every time. If you're getting infested and overwhelmed earlier this behavior can make them simple to lure into kill boxes or heat traps. You can also avoid bugs that don't erupt in your base for a relatively long time and prepare to face them, they will mine a few squares per hive per every few hours. I had a 200+ bug(51 hives) infestation on year 7-8 of Snake Head.



I usually have everyone in my colony wear devilstrand -> thrumbofur dusters, cowboy hats, pants and button down shirts, any good hard leather(i.e. rhino leather) can provide lots of sharp bonus. The layering stacks up high resistances, thrumbofur set is 110%+. If you mod for it you can get gloves and boots too and they will provide protection checks to hands and feet. They cost resources to make and degrade like other clothing so they're not free. Well layered colonists can take a lot of abuse and survive without even scars(after healing and rest) from primary sharp foes like infestation bugs. Once I get later game techs I work on getting my 3+ best melee guys in heavy armor with real nice melee weapons. My premier melee dude in junglelisk base got a persona blade reward, he is fabulous and deadly. Simple sidearms is a must have mod IMO, all of your gunners can carry back up knives or maces that they'll use if they end up in melee or their gun is disarmed.

If you control or get lucky on where the infestation spawns you can set up cover or zone a dump stockpile and drop a bunch of rock chunks in front of where you'll fight, the greatest danger with bugs is being overwhelmed. You're gonna think "megaspiders are the most dangerous" but the 2-3 little guys per mega spider want to get you in melee and knock your nice guns out of your hands. Melee guys in front in as wide a line as you can get(Arlene, Owl, Wit, Guilermo. Arlene, Owl and Guile are brawlers even!), control the approach, steadily mow them down.

JonathonSpectre posted:

God drat that Snake Head post is just Rimworld ambrosia, thanks for it.

Thank you, this brightens my day further. I can't wait to shoot for a pure design porn aesthetic next, with like a paint mod and vanilla carpets, really go wild!

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?
My initial psychic power is a 48% snare I can spam on enemies and a shop let me buy a level 5 power to drive humanoids into berserk rages, so since I don't know any better this seems pretty bonkers strong to me. I do have to reach level 5 first but that's a raid winner. :shobon:

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?
That is a cool base and making the red occulus biome look more appealing(I like that Rose Quartz is common in it) but god drat is that like 3-4 attacking groups at once? All those red dots on the map?

Gonna restart Hydra Head in another feralisk jungle, I was disappointed with the original base layout and out of control colonist growth I got going. It's tempting to use mods like More Slaves(broadens slaver stock) to shotgun your available guys but without good efficient and organic small food/farm production it becomes an unpleasant chore to expand. Also made the raids a slog to the point I was trying to ignore them with dev mode. Hollow, hollow. Snake Head was 100% manual, Hydra Head must be too. I did learn more about base layout and animal management at least, so not a total waste of time. And I did iron out the five head frames I want to shoot for, I held back for awhile because of artistic skill concerns.




I have a really good feeling about this site! Mountainous huge river with feralisk jungle and an old road on the same tile! So much character in a map. This was worth a billion map loads.

Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?
Tell me more about these mortar mods.

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Doomykins
Jun 28, 2008

Didn't you mean to ask about flowers?
Thank you very much for the mortar accuracy mod.

Sulphagnist posted:

The other thing is that specifically kitting up for defence seems to take a long time for everyone to get in their armour, but I figure if everyone is walking around in armour all the time it'll wear out and they'll be slow as molasses.

Most attacks have significant downtime before they start unless they spawn in the middle of the base. Certainly enough to hit the lockers, shoot some steroids and get ready to crack skulls. You can also wear a lot of armor for 1 year+ before it'll approach the 50% degrading state, I've seen armor that degrades at .2 or .6 per day out of 100-300 durability.

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