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Topics - vampiresoap

#1
Hi guys, I play on extreme difficulty and almost every few days a raid happens...The problem is that there's just too many corpses to strip and haul that I've just stopped doing it all together...I even had a furnace set up, but hauling like 100 corpses one at a time still takes an enormous amount of time...Now I just leave the bodies to rot. How do you guys deal with this? It really annoys me and breaks the immersion for me a little bit.
#2
My mother-in-law can sew, repair and make any clothes she can as long as she has the material. She's never held a hammer in her whole life, and it's hard to imagine that she would do well with smithing...I mean, it's two completely different sets of skill.
#3
General Discussion / Most protective non-armor outfit?
September 13, 2018, 12:13:14 PM
Hi guys, I just want to know what is the most protective outfit without armor.

So material wise, I think devilstrand is very cost-effective, but obviously hyperweave is the most protective.

Here's the outfit I have in mind:

Jacket
Tuque/Cowboy hat (depending on what biome you're playing on)
Button-down shirt
Pants

I'm not sure if I'm missing something, but that's all the clothes I can fit in one single pawn. If you guys have a better idea, please share it with the rest of us :)
#4
General Discussion / Sanguine vs. Iron-Willed
September 09, 2018, 07:07:54 AM
After reading many posts, it seems that most people prefer Sanguine over Iron-willed. But I think it's kind of unfair because based on my experience, Iron-willed characters usually do a lot better on extreme biomes...(which kind of makes sense?) because when they do have a mental break, they rarely become homicidal. They usually just throws a tantrum and just goes right back to work. I think we need to account for that too. I don't really have any data to back me up on this. It's more of a citizen science, but I'm hoping that one of you geniuses can find something that I couldn't. So what do you guys have to say about this topic? :)
#5
Bugs / [Modded B19] Nutrient paste is not working
September 03, 2018, 02:33:09 PM
Hi, for some reason, I've never been able to get the nutrient paste to work. Sorry for posting such a noob question, but I've followed all the instructions...and it still doesn't work.

Hoppers, check
Electricity, check
Dignity, long gone
Still no nutrient paste
#6
I'm thinking of just accepting anyone who wanders into my innocent looking colony. I would then anesthetize them, harvest their organs and then kill them. (Human leather hat and clothes are optional but encouraged) I read somewhere that having your colonists "downed" would reduce raid size, but I'm not sure if that's still true. What do you guys think about this?
#7
Hi I just wanna ask what are the best bionic parts for melee damage. Like, which parts help you the most during melee fights.

I thought bionic arms would be the obvious answer, but if you are holding a range weapon, do your bionic arms become useless? What about bionic spine? Does it help you take more damage before going down?

I tried reading the wiki and some threads, but I'm still confused as hell. Would you guys please explain this to me in dummy terms? Thanks!
#8
Ideas / Drop pod raiders.
September 01, 2018, 10:02:12 PM
To balance things out, I think it should take them like 10 seconds to come out of the pods, and after they come out they should be a little disoriented.

At the moment, the drop pod raid is just a little too unrealistic for me.
#9
Love the game so far. Just thought of this idea that I wanted to share :)

So late game you're almost always going to have too much stuff. Sometimes there's so much stuff in your stockpile that some of the stuff gets pushed out into the doors and accidentally opens a way for the raiders to come in...lol

My solution is to just add a price filter for the stockpiles so that we can easily choose to keep, for example, things that above a certain price. (like 100 silvers) That way we can just haul everything that we don't want out in the open and let them decay naturally.
#10
General Discussion / New idea for dealing with sappers
August 31, 2018, 04:01:12 PM
I was just thinking about building up a thick, huge outer wall surrounding the base, and when the sappers show up, they'll just get bombarded by endless mortar shells as they try to breach the outerwall. This idea is probably too expensive to be viable, but what do you guys think?
#11
I've looked up this topic and there's not much to go on...So far I'm resorting to just laying down stone chunks in like a stripe pattern so that they have to vault over one stripe at a time. But even that is not very effective...

Do you guys have any other ideas?
#12
Bugs / [B19] Right click functions don't work anymore
August 30, 2018, 12:39:21 PM
By right click functions I mean like the "harvest all in home area" thing or the "mine this vein" thing.

I don't know why it just stopped working. I even got rid of all the mods, re-installed the game and verified the game file integrity. SO it's the base game's problem, I think.

#13
It basically allows you to just replace the material of something without having to deconstruct it.

Like replacing a wooden wall with stone material.

Check this out on steam workshop.

https://steamcommunity.com/sharedfiles/filedetails/?id=1372003680

#14
Sure, the colonists might complain about raw food, but it just saves soooo much cooking/hauling time if you just leave them as raw corn. You won't even need a freezer. You just need a huge food storage area. I've been harvesting only once every two years, and I'm super happy about that. Have you guys tried this before?
#15
It's just so annoying that we still can't automate this part of the game. I'm a little tired of microing it every time someone gets a little cut. Also, is there a mod that can fix this? Thanks!
#16
So my team just got instantly obliterated because that's how powerful those raiders were. Is it because I picked randy random as my storyteller? I had never had that happen to me before.
#17
Right now I just manually drop the colonists' weapons before sending them to deal with the trouble-maker. I wish the game lets you do it automatically.
#18
Hi guys I don't know if I'm too late, but here goes!

So all you have to do is construct like a huge outer wall. It doesn't matter what it's made of. Just leave some distance from the wall to the absolute edge of the map for shooting.

Roof the positions and place sandbags all around the outwall if you can afford it. I just used rocks for cover personally because the outwall is just miles long all around. So when the raiders show up, you just shoot them down from a safe, controlled position. They never even stood a chance in my playthrough, and I played on extreme.

Please let me know what you think :) Or if someone already discovered this already. Thanks!
#19
General Discussion / What are the new changed in 0.19?
August 07, 2018, 08:04:51 AM
I saw the game got updated today, but I couldn't find any post about the changes. Also, should I just opt out of the unstable branch now because it just gets updated so frequently? The mods couldn't possibly keep up pace. How are y'all been dealing with this? :)
#20
Hi guys, normally I like setting the difficulty to rough at the beginning and then stepping it up to extreme once I feel comfortable and have my base set up. What about you? :)