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Messages - Limdood

#1
General Discussion / Re: Understanding how Ideology works
November 27, 2022, 09:13:41 PM
The structure does indeed have a very small impact.  Specifically access to a couple very specific rituals or styles, such as smokeleaf circle or christian style.  You might want to look at the wiki when choosing your structure to see which options enable which small features.

For the precepts, its important which ones are required and which are forbidden.  Especially if you are planning to mix and match.  The grey/white/yellow coloring indicates how far away it is from "baseline" gameplay.  Grey coloring is fairly similar to vanilla, non-ideoligion gameplay....blinding is abhorrent, so is cannibalism.  Clothing required is lower and torso for women, and lower for men.  Marriage is 1 spouse only.  I'm pretty sure all the "who takes who's name in marriage" options are grey, because they have almost no impact.  White options are a significant step away from vanilla gameplay.  cannibalism acceptable, for example.  Or many "preferred" or "disapproved" options because its a small mood penalty or bonus.  Yellow are significant changes.  Cannibalism required (ravenous) or scarring (extreme) or raiding (required) or slavery (honorable).  I'm pretty sure that the "chance to have [precept]" in each meme is mainly for the computer generation of the NPC/AI ideologies.  They might have that precept, or maybe not.

You can absolutely change all of the precepts...within limits.  You can't remove a required precept.  You can't add a prohibited precept.  Some precept options are locked to certain memes.  Ranching (Central) is locked to the Rancher meme, for example.  Nutrient Paste (don't care) is locked to the Technology, bodder-modder-ish meme.  Insect Meat (delicious) is locked to underground meme.  The "Add precept" button at the top of the precepts icons is ABSOLUTELY worth taking a look at.  You can see which memes are available to add an easier or harder/stricter gameplay experience, or to add give-and-take precepts....for example the bigotry (intense) precept makes everyone upset if you have a colonist of a different ideology, and a big social penalty with followers of different ideos, but if all your colonists are the same ideo (the one with that precept), you get a permanent +3 mood boost.  Note that mousing over a precept that is "active" will tell you what it does (what moodlets it gives, what it prohibits, etc.), but the name of the precept will usually only give you a general idea.  So mess with those precepts and read those tooltips to see the specifics and make sure you get what you want.  Trees (desired) obviously implies that you want to live in a forest...but you need to select and apply the actual precept (which requires a certain meme I believe) in order to see that for the most part, its meant as a large penalty for few trees, and only a tiny boost for tons of trees!

I'm not sure what culture does exactly.


Some general tips.
1) don't build a fixed ideology.  Not until you're REALLY comfortable with the system.  You can't change it if you make a tiny mistake.
2) Instead build a fluid Ideology.  You're limited to picking only 1 meme (to start), but you can still select ALL of the precepts you want (except the ones gated behind a meme you intend to add but haven't started with).  Every time you reform the Ideology, you can add or remove a meme, or add or remove a style, and THEN you can edit all your precepts/apparel/rituals/roles/etc.  EVERY TIME you reform.  So you find out you don't really like something you picked, or it doesn't work the way you thought?  No problem, its a new, tiny ideoligion!  I'm sure no one will mind a little flexibility!
3) on the topic of reforming.  Reforming requires development points.  Development points are gained from good or great rituals or converting people.  So...make sure you can get them.  When you make an Ideology, you should add a large amount of rituals, able to be performed at any time.  This means you can do a skylantern festival for 1-2 points, and then follow it up a day later with a social gathering, and then a dance party.  2 days later have a DIFFERENT social gathering. Also its not a bad idea if your resources allow, to capture raiders, convert them, and then release (or kill, or make an immobile bloodbag, I won't judge), since each conversion is 1 point.  It takes 10 development points to reform the first time, 12 the second, 14 the third, etc.  You can't save up for multiple reforms at once....if you have 16 points or 30 points or 10 points and do your first reform, you reset to 0 no matter what.

So, In short.  Go for Fluid instead of fixed.  Cherry pick the changes to all your precepts to what you want.  Add precepts that aren't listed to get the ideo to where you want it.  Have lots of rituals.  Experiment with different things and use reform to change what doesn't work for you (or just save before reforming and mess around!)
#2
our actions won't change the frequency of these kinds of posts though.

The people posting these hard-to-follow, uninformative "help me" requests that may or may not include mods and other custom content invariably have 3 or less total posts, and clearly seem to not read the forums ahead of making their post.

So they're all brand new people on the forums that don't check beforehand, which means that any content already on the forums (ie. the behavoir and expectations of the regulars) won't have any bearing.
#3
General Discussion / Re: What causes death?
October 01, 2019, 08:03:19 PM
very notably, the pawn in the picture has brain damage, which causes DIRECT consciousness loss....generally "pain" and "blood loss" alone won't kill due to 0% consciousness.  Arm, leg, torso, even head injuries just cause body part efficiency drop (which can kill if an infection hits while it's badly badly damaged) and pain and bleeding.  It's the pain and the bleeding that cause the consciousness loss.  That would need to be combined with other consciousness loss...brain damage or maybe drugs or certain sicknesses/infections to cause that particular type of death.
#4
General Discussion / Re: Healer mech serum on torso
September 28, 2019, 02:10:25 PM
Quote from: Kirby23590 on September 26, 2019, 10:46:12 PM
I don't like throwing Wimps into a fight since they mostly go down, even with power armor or the best armor. They go down fast.

I tend to use a large variety of weapons and weapon ranges.  My most fragile pawns generally get snipers and sit in the back (my basic defensive setup is a large room with walls and sandbags in a "V" shape, with the entrance to the room at the wide opening of the "V"....this means my pawns can effectively stand behind one another, but they won't hit each other because the bullets are angling inwards while the defensive line angles outwards.  It also means that the pawns in the back are VERY rarely targeted, so wimps on the back lines would be feasible.

That being said, I imagine i could also use them as combat runners, the same way I use my nonviolent pawns.  I give them a shield belt and sit them JUST behind the first safe door from the firefight.  Those pawns' jobs are to to run out and rescue downed pawns, run out and put out fires, and if I'm feeling really brazen, send them out to capture downed attackers.
#5
General Discussion / Re: Pirate King?
September 26, 2019, 08:48:22 AM
There are no special behaviors associated with pirate leaders.  They act exactly like every other pawn.

What they DO get, is a much smaller pool of names.  Pirate leaders, I'm fairly sure, are drawn from the pirate king name pool.  This means your name is slightly more likely to show up than others, and as a faction leader is shown on the faction screen, more likely to get noticed.  Basically, your perk is the added exposure of the name, and the existence of a specific backstory locked to that specific name.
#6
General Discussion / Re: Healer mech serum on torso
September 25, 2019, 09:11:56 PM
AFAIK, healer mech serum works on only the ONE worst injury.  There are several irate forum posts I recall from people who woke a pawn from cryptosleep after finally getting a mealer mech serum...only to have the serum remove cryptosleep sickness instead of what they wanted healed.  Seems to imply quite heavily that healer mech serum only heals one injury....it isn't RANDOM, but it is up to the game to determine "worst" injury, and who knows what algorithm it uses....is a missing leg a worse injury than 2 points of brain damage?  Is a 4 damage torso scar worse than a missing thumb? 

Dev mode spawning a healer serum to TEST what it will do, then loading a save from right before that and playing from there seems like a perfectly acceptable "non-cheaty" course of action.
#7
Ideas / Re: Pawn Belongings
September 23, 2019, 08:39:05 AM
1) clothing policies deal with "preferred clothing" - if the aim is just to have a pawn have a clothing item that they prefer over other clothing.

2) "knick-knacks" would clutter the game up horribly, as items are limited to 1 per tile, so "bits and bobs" would actually take up significant amounts of space.  You'd be far better off just simulating it with moodlets - "got a new collectible"....or just shorten it to, like with a bloodlust pawn: "killed someone"
#8
Ideas / Re: Keep patients in bed!
September 16, 2019, 03:23:31 PM
Quote from: TDATL on September 16, 2019, 12:19:28 PM
Try making an area limited to the hospital beds and restrict them to it. I've only had this problem a time or two and they didn't have an infection at the time so it wasn't that big a deal for me. Also, I think they were one of my crap pawns so I didn't care if they died.

If this was a good pawn and they had an infection that was close? Yeah, that would piss me off.

I....cant believe I didn't think of that.

Pawns won't perform any action that takes place outside an allowed zone, including eating.  So restricting them to hospital only means they'll never get up to eat, never go put on a new outfit or haul something, and won't do any recreation outside the hospital.

You win, sir!
#9
yep, I'll second that....grab all the mods you want, BUT make careful lists and only enable the ones you want for a certain playstyle....Running EPOE with Rim of magic, Combat extended, Lovecraftian monsters, and a bunch of additional turrets and weapons...will give you a haphazard, ridiculous experience where key features of each mod are unbelievably OP or utterly useless.

Decide what kind of game you want to play, then grab only the mods that will make that kind of game more fun.  Take it a step further by setting up your scenario custom to augment the specific type of game you want as well...maybe slower research and magic or lovecraft mods for a low-tech game...maybe set-up camp mod, and increased map events and locations mods with faster movement and drastically reduced mass for a nomadic or multi-colony game.
#10
General Discussion / Re: Military Aid
September 15, 2019, 12:29:54 PM
Quote from: Canute on September 14, 2019, 12:23:35 PM
Like they can claim all kind of loot,prisoner from the raid which isn't on a homezone.

So the player basicly get less loot/stuff at all when he call in friendlies.
And not double loot like it is currently.
utterly a nonissue....simply set the entire map to a homezone before calling for help, or before the end of the raid.

The problem with "strict conditions" in this game is that they're way too easy to artificially manufacture.
#11
General Discussion / Re: Food Administration Mod
September 15, 2019, 12:26:25 PM
can confirm the hunger rate.  The hunger rate also drastically slows down at the lowest levels, right before starvation.  As long as you eat the next meal right before starvation kicks in, you can really maximize efficiency of meals (if you wait until starvation starts, the increased hunger rate will screw you up)

The problem is that pawns will grab another meal when they are JUST beginning to get hungry, which is before their hunger drops far enough to even get the full benefit of the nutrition. 

OP isn't looking for a mod that restricts pawns to simple meals, he's looking for a mod that restricts pawns to only eating one meal, without micromanagement, similar to how you can set drugs to be consumed once per day.
#12
General Discussion / Re: Military Aid
September 13, 2019, 08:09:51 AM
friendlies don't occur if neutral
#13
Ideas / Re: Keep patients in bed!
September 13, 2019, 12:55:23 AM
hmmm, I know they won't clean if patient and bed rest are higher priority than cleaning.

I THINK if you set them to 24-hour "work" restriction while patient and bed rest are top priority, they may skip doing recreation...i'm fairly sure pawns won't do recreation during work restricted schedule time.

I don't think you can keep them from getting meals, but you might be able to set food preferences in such a way as to have a stock of pemmican, insect jelly, or survival meals in the hospital and flip patients over to a food preference that only allows food in the hospital.  Also, base food storage near hospital - plan it out in advance.
#14
Ideas / Re: Mummies
September 05, 2019, 08:37:56 AM
yeah, that's definitely mod territory.

At first I thought you were requesting actual mummies....dead bodies of important people dried out and preserved in a chamber with wealth all around...and when you enter...it stays dead.  Maybe some traps around, if you want to loot the tomb.

But fantasy undead-monster mummies don't fit into the vanilla rimworld lore...definitely seem like they'd fit into mods though.
#15
General Discussion / Re: Late game ship encounters
September 05, 2019, 08:33:21 AM
...And we never hear from Pangaea again...