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Messages - SurrealSadi

#1
General Discussion / Re: The best Caravan request ever
December 28, 2017, 11:20:09 PM
Quote from: Sinosauropteryx on December 28, 2017, 05:06:37 PM
I don't know if I'll ever see a better deal than 19x Pants for an Infinite Chemreactor. I didn't even know the thing existed.
I had a request for like, 27 clubs for one of the infinite electricity things. I was like, "Oh gimme", because as a tribal, that thing is amazing.
#2
General Discussion / Re: Mods you concider "must have"?
September 21, 2017, 12:09:43 AM
Of course, number 1 on the list is Hugs Lib. After that is Prepare Carefully, Hospitality, most of Skullywag's mods, most of Telkir's mods, Tribal Essentials, A Dog Said or EPOE, RimFridge. QualityBuilder is fantastic, you set an item to be built, then set what base quality you want, and it's never below that quality. I'm learning to love Apparello. Doormats are so amazing they're almost game-breaking.  The Industrial Age mod from jecrell's Rim of Madness collection adds some absolutely lovely lighting options to the game, especially if you are playing tribe-origin. SeveralPuffins' Rumours & Deception and Romance Diversified are also amazing and add so much to colony interactions.
#3
Sacrifice at an altar? Rim of Madness Cult mod has Altars and Sacrifice! You just... have to worship an Elder God.
#4
General Discussion / Re: Toxic Fallout
August 04, 2017, 05:41:06 PM
This is why I downloaded a skylight mod. Indoor gardening with no need for sunlamps! My colonists end up being mostly vegetarian.
#5
a lot of people have already mentioned most of the mods I use. But instead of Vegetable Garden, I use Telkir's "T's Expanded Crops", which just gives Tomatoes, Carrots and Lettuce, and a few new recipes.

Basically, any Skullywag mod is golden.

Jecrell's Call of Cthulhu modset is ridiculously fun, and adding in just pieces of it is great, even if you don't add in the Cults and the Cosmic Horrors. The additional factions, the industrial era goodies, the spiders, they all add interesting things to the game.
#6
Quote from: Psithen on July 20, 2017, 12:14:36 AM
Dark young are making my life a living hell, I'm on a large map so hunting them when they spawn takes too much time then I forget about them until a couple days later when I'm fast forwarding through mundane labour and all of a sudden BAM someone or someone's animal is dead. It's getting so annoying that I built a 400 square stone parameter around my base.

Oh yeah and fuck spiders.

I've lost more to these things and spiders than I have to anything else in this game.
For the spiders, get the Fences and Floors mod(https://ludeon.com/forums/index.php?topic=26964.0). Also keeps wild animals out of your farm.
#7
General Discussion / Re: Heat Wave!
July 17, 2017, 08:55:42 PM
Quote from: Snafu_RW on July 17, 2017, 07:38:32 PM
Quote from: SurrealSadi on July 17, 2017, 06:16:20 PM
Alpaca Wool Cowboy Hats are faster and cheaper to make, and help a lot as well as a buffer between nothing and the dusters.
Still need the same tech tho, IIRC
Very true, but you can get a few made before you jump to the dusters.
#8
General Discussion / Re: Heat Wave!
July 17, 2017, 06:16:20 PM
Quote from: Snafu_RW on July 17, 2017, 04:53:14 PM
Quote from: stigma on July 17, 2017, 04:11:32 PM

- Rush towards complex clothing. Trying to get coolers fast is hard for tribals, and it only replaces pasive coolers which already work fine indoors. Complex clothing to make  dusters and cowboyhats (or other hot-clime clothes with apparello or fashionrimsta) is much closer on the tech tree and will let you remove or severely reduce the heat impact outside [..]

- Don't let people go idle if they are forced to stay indoors a lot during the heatwave... research tables are cheap, and every extra hand researching will make you reach complex clothing faster to be able to get a long-term solution for heatwaves.

You should be able to get complex clothing before you experience more than maybe 2 heatwaves at worst. After that you should be able to function mostly normally (maybe initial and minor heatstroke) outdoors. In the longer term, upgrading your clothes with materials with premium insulation properties should bring your tolerance up so high that anything short of the most extreme deserts should be a piece of cake.
Agreed; alpaca (or megasloth if you're lucky) wool dusters are your main target for research

I remembered one other thing (too late now): as your colony wasn't very established you could've abandoned it & quickly formed a caravan to the next tile over; this would prolly have got you out of the heatwave (a bit cheesy, but starting colonies need every help they can get..)
Alpaca Wool Cowboy Hats are faster and cheaper to make, and help a lot as well as a buffer between nothing and the dusters.
#9
General Discussion / Re: i need help. fast
July 14, 2017, 05:52:15 PM
I think your colony is done. This happens. It's RimWorld, after all.
#10
Ideas / Re: A18
July 12, 2017, 10:37:43 PM
Quote from: iceteazz on July 09, 2017, 11:19:17 AM
_ I just want some " politics " and religious / cult in Rimworld, like vote for captain / leader/ majour,  or choice start a cult in your colony etc. Those will give us more tool to manage mood of people, and more events to handle.
There is a mod that lets you create a cult.. but it's tied to Lovecraftian lore. https://ludeon.com/forums/index.php?topic=26078.0
#11
Quote from: SNKcell on June 29, 2017, 06:46:43 PM
Is it viable to have only the cults mod on? or do you reccomend having the cosmic horros too?
You can just have the Cult mod with JecTools, but I suggest having the Victorian-era item modpack, Factions, and Cosmic Horrors. They add so much to the cult pack.
#12
So you know, Jecrell, spiders that hatch from eggsacks of Tamed spiders? They're wild, not tame, unlike with other egg-types(fowl, reptile). Wondering if that's intended, or a bug.
#13
Quote from: jecrell on June 22, 2017, 08:05:20 PM
Quote from: Exoray on June 21, 2017, 01:58:24 PM
Quote from: SurrealSadi on June 21, 2017, 01:07:56 PM
Jecrell, is there a way to break colonists/pets out of -webs- they get stun-locked into? Before they get assaulted and cocooned? That would be very nice.

Having the same issue, They get stuck in the web forever unless the web itself is destroyed but there is no option other than to shoot at the colonist trapped and hope they hit the web and kill it.

Those sound like separate issues.

One is about someone  suggesting a different method of escaping from webs before a spider reaches them to attack.
The other I am not sure. Are we talking about cocoons, Exoray?

If you are suffering from PERMANENT STUNLOCK that is a mod conflict. It is not something that exists in the arachnophobia mod. The arachnophobia mod stuns for a few seconds.
No, it's the webs themselves perma-stunning the colonists, which either makes the colonist starve to death or leaves them to any predator, including the spiders(Can't tell if it makes the spiders ignore them, though. It might). Mod conflict seems a good place to start. I'll have to shut off all my other mods and test. Thanks, Jecrell!
#14
Jecrell, is there a way to break colonists/pets out of -webs- they get stun-locked into? Before they get assaulted and cocooned? That would be very nice.
#15
General Discussion / Re: Medieval Starting Tech?
June 21, 2017, 10:16:22 AM
I think the only "Medieval" tech is Complex Clothing.......