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Messages - Pangaea

#181
Releases / Re: [B19] Editable Backstories
October 01, 2019, 05:20:14 AM
Quote from: vic131 on September 29, 2019, 10:55:13 AM
Does this mod could also be used to arbitrary change the story of a colonist alredy ingame to a  specific story i desire ? If so, how ? I havent found any tutorial arround the internet

Haven't tried this myself, but I did a search and this savegame editor popped up: https://ludeon.com/forums/index.php?topic=33283.0

Use at your own risk and so forth -- but it does mention you can change the backstories. Worth a shot, just make sure you have a proper backup in case the save gets borked.
#182
Cheers, glad it is helpful. I like to engage with the trade and events of the world, which is why in that save I edited the scenario slightly to add more quests and trade ships. Certainly dangerous to go on the road, especially when you get raids at home with half the people there, but we thankfully managed.

Actually thought the setup I had was a trap maze, but being quite new to the game I'm not all that up to date on all the terms and various exploits/whatever-people-want-to-call-them. After a search I see there are more cheesy approaches, such as this one. I'm always too late to build proper defenses in the early game because I like to take on raiders in the open behind sandbags or chunks. Then we almost get wiped.

Here are a few other saves that may be useful: https://filebin.net/w6bzucj1nf5nh2y2

This is the first mountain base I have played (that survived past the first year). The two saves is from when I triggered the 15-day final assault, and just after we had somehow managed to survive the non-stop raids. You may spot a corpse or two around the map ;D Attacked from hordes of sappers from every direction, sometimes several raids simultaneously, and we were very close to dying. Maybe not getting wiped, but certainly getting in very dire straits when they broke into the base proper, or were very close to doing so.

Although I don't particularly like killboxes, that game in particular taught me that it's required. No way to deal with 200+ raiders unless you have a way to slow them down and attack them with turret support.

5 people died in that save, plus Gillespie was brought back from a vegetable state as she was downed from a one-shot by a lancer that brought her brain to 1/10, leaving her unable to move. Until we, much later, were able to get a healer mech serum and fix her. Don't recall the details very closely now, but I reckon at least a few of those deaths were chased refugees and suchlike that turned out crap and were downed or outright shot to death. Only saw one sarcophagus when loading the save.

Very similar approach between the saves tbh, but I like these semi-open bases with active defenses. I'm therefore intrigued to try out a different story teller to see how that plays out.

As an aside, I see upon loading these saves that item wealth has gone up considerably towards the end. I suppose that is dropped weapons and such from the huge raiding parties? We certainly weren't able to do anything in those 15 days than sleep, heal, and try to repair the defenses.
#183
General Discussion / Re: What causes death?
October 01, 2019, 03:07:44 AM
Quote from: vzoxz0 on July 07, 2019, 02:41:27 AM
Loss of consciousness I believe. Below a certain threshold you just die. There might be some form of aggregated damage and a stochastic switch as well (for knockdowns).

Wanted to go back to this thread, because several times I rescued a pawn and was either in the process of patching him up, or with a doctor on the way. Then they simply died, despite having 4-5 hours left according to the Health tab.

Turns out they lose 20% consciousness when their blood loss increases to 45%. If they happen to have various injuries that mean their consciousness level is already pretty bad, that extra dip can mean instant death.

At least my doctor is happy about it out though. That's reassuring  ;D

#184
I like Samantha's fate. Was it worth it, evil wench?




Yet another social fight broke out. Think I see the problem...

#185
General Discussion / Re: Healer mech serum on torso
September 29, 2019, 04:39:04 PM
Funnily enough a healer mech serum quest popped up yesterday, and I left immediately to try to get back to base before winter slow-down travel hits. However, now that I have it, of course I in typically fashion want to save it for a rainy day :D

But among current injuries, the 65-year old Frail person is probably on top of the list.

Kind of touching back to the original point of the thread, I suppose nobody knows of a mod out there that enables fixing of noses and torsos, but without the massive amount of other bionics that's bound to imbalance the game? From what I could find, there are basically two bionics mods out there, and both seem very powerful to me. Not a fan of a handful more workbenches either.
#186
General Discussion / Re: Healer mech serum on torso
September 28, 2019, 05:00:42 PM
Didn't comment on it earlier, but may as well now.

It's a fair comment and I could go the shield belt and stay at home route. But I prefer to use pawns more like Limdood above. The Wimp + Bloodlust (very funny combination) has been given a sniper rifle and is placed in the back-ish end of the firing line. She generally isn't targeted. I did let her throw an EMP against a mech ship once, and she fell over after one bullet somewhere -- but did manage to throw the EMP first.

I like to keep the killboxes fairly simple and straightforward, so have opted for rectangular ones. The Wimp is then located on the farthest corner, so not terribly likely to be directly targeted (unless bumrushed by a million melees).

I don't like restricting people by zones either, and generally always use Unrestricted for everybody (but have now sometimes opted for a Hospital zone to keep the morons in there instead of crawling all over the place for meals and shit). This particular Wimpy character happens to be a doctor and crafter, so that part basically takes care of itself. Normally I wouldn't take in Wimps, but she popped out of an Ancient Danger crypt, didn't die, and had lots of fiery skills. Has turned out very good, even if she's a Wimp.

I dislike the Volatile and the Frail characters more tbh (two more to pop out of a crypt). A bionic leg on the Frail makes him move at half-decent speed, though, so it's not too bad now.

If I ever do get any healer mech serums, I'm more likely to treat the Frail one. But I suppose it's possible to re-catch Frail given he's 62 or something like that.
#187
Off-Topic / Re: Countdown to Rimworld 2
September 28, 2019, 02:18:28 AM
Goddamnyouall :D

#188
Here is the save file. Despite very good compression with tar.gz, I wasn't able to upload it here.
https://filebin.net/usihmy7zsywr3nsk

Not sure if you actually need the mods to load the save, but in any case I use these currently:
    <li>Core</li>
    <li>HugsLib</li>
    <li>AllowTool</li>
    <li>ModManager</li>
    <li>Achtung</li>
    <li>CommonSense</li>
    <li>Numbers</li>
    <li>WorkTab</li>
    <li>Pharmacist</li>
    <li>PickUpAndHaul</li>
    <li>DefensivePositions</li>
    <li>MedicalTab</li>
    <li>AnimalTab</li>
    <li>WhileYoureUp</li>
    <li>RimworldSearchAgency</li>
    <li>MoreHarvestDesignators-1.0</li>
    <li>ShowDrafteesWeapon</li>
    <li>StackXXL</li>
    <li>DontBlockDoorMod</li>
    <li>TraderDismissal</li>
    <li>RecipeIcons</li>
    <li>RF - Packed Lunches</li>


Since I have Numbers I can easily see the amount of kills. Therefore, if Breixo or Wasp were to die, with around 100 kills each (most are animals though), they would probably weigh heavier than some of the others.

I'll definitely try out your storyteller in the next save. That way I get a better impression of how it compares. Probably on Rough, as Savage was perhaps a step too far for me. Got to space, but damn was it hard.

No deaths here, but in truth that is because I save-scummed a few times. It was too hard to take deaths due to one-shot-kill auto cannon friendly fire  :-\

I do use 2x or 4x storage (with StackXXL) on some types of material to make storage of food, textiles, steel and bricks more manageable, so it's possible lots of my stuff get truncated on load, affecting wealth.

I'm five years in, have 20 people, and the history graph looks like this. A little over 500,000 wealth.

#189
Stories / Re: Your Best Screenshots
September 28, 2019, 12:08:44 AM
Quote from: Tynan on April 22, 2014, 02:33:22 PM
Must-do checklist: In order for a screenshot to be usable it must follow this checklist:
-Map edge cannot be visible in frame
-Modded features cannot be visible
-Screenshot must not be downscaled (e.g. colonist names must be pixel-perfect)
-Put your screen in 1680x1050 or 1920x1200 resolution
-Don't process or crop the shot in any way. Don't add labels
-PNG lossless compression is ideal

Recommendations
-UI can be visible for some shots. Most of the time, you'll want to use F10 and F9 to grab screenshots with the UI off.
-Usually it's best to get nice lighting with sun shadows visible
-Avoid ugly UI elements like the "screenshot taken" text or the debug controls visible

The need for marketing pictures is probably long past, but if you can and want to use these pictures in any way, then go right ahead. Since these have been taken during often hectic action in-game, the UI is mostly present (sorry). It's in 1920x1080 since that's my native resolution (sorry again). Maybe you can chop out some of it if there is a picture you want to use?

https://filebin.net/usihmy7zsywr3nsk (looks like it only lasts a week)
https://imgur.com/a/kWPCoJm

Personally I really like the marriage ceremony image, but also love some of the action-shots during combat. Great fun! :)

Marriage  8) :-*
The marriage happened right after taking on a mech ship (some have been brought in), and we hadn't even had time to destroy the actual ship yet. Draft-undraft to let them all join the happy occasion.


One-girl army Priscilla  8) (from the people that dropped in when I asked for help) Love the fact she's trying to block the bridge against a colossal horde of tribal raiders (there are a *lot* more than shows in the picture)


Prison break... Oh GAWD!!! Total horror when it happened, but it was actually hilarious too. This game... :D

First steal a weapon. What's this gadget then..?


Oooops! Harr-harr-harr


Destruction and so, so many lost expensive workbenches, irreplaceable psychic helmets and half-completed bionics. Thankfully the 480 thrumbofur I had saved up from taking on those beauties for the first and so far only time survived, albeit at 10/60 health.


Animal romance :D
(Queen Bee's snack was rudely interrupted)


Didn't know animals could bury corpses.


Trying to flank sappers during one of the 30-ish attacks during the 15-day defend-the-ship phase. One bastard is trying to hack his way into our freezer (bottom left), and I somewhat desperately didn't want that horde into the central base, so decided to try to flank them. Very chaotic and lots of injuries and friendly fire (probably on both sides). Most of the triple wall came down during the onslaught.


An overview shot (no UI - woot!) of the base just before departing on the ship.


A trade caravan got ambushed by raiders. Think they were arriving at the time, so we hadn't been able to trade yet. Love the fact this image caught one of the triple rocket launcher missiles on the way in. Bad news for the chaps still standing *gulp*

(everything burned up before I could get to it, including the corpses)


OMG, so many corpses. An 8-mortar volley fire, where probably half landed in the pack, left almost 80 people dead. They brought around 200, probably more given how long it took until they fled (the game only double-click selects 80). Not easy. Not easy at all!


A mech ship landed within our exterior walls so it was impossible to try to funnel them into our turret defence. We did manage to build some quick walls and sandbags, but it was ugly as hell. Especially for the poor panthers I told to attack (first time for everything). As you can see from the list to the right, quite a few ended their lives on the battleground. Many on fire. Not a good way to go  :'(

We were badly injured beforehand, and much worse after, so I had no realistic chance to save most of the panthers bleeding out. We were all down and injured ourselves and I had to focus the few reasonably healthy pawns on saving our own colonists from bleeding out. Sad with tough priorities.


Two raider factions come to kill us. But meet each other south of our base, and crash heads there. In this picture they are also greeted with a mortar. So much death and people dying everywhere. Oh God! The horror.


A huge force of mechs are attacking us, and they sort-of get flanked by yet another raid. The raiders got chopped to bits, but I think they got down 2-3 scythers, and took some of the attention off us. Great with fortunate timing like this.
#190
Hi. I have a request for Pick up and Haul. Would it be possible to make it so that when you are loading items into transport pods, the pawns will fill their pockets instead of pick up one war veil and carry that, then go back for another?

Don't recall now if it's the same for normal caravans, but in any case it would be excellent if the pawns used their normal capacities when carrying stuff for transport pod and caravan travel. It can be such a big endeavour currently, with people possibly flipping out unless you micromanage them so they at least east when hungry. Being able to carry more stuff each time would cut down on some of the time this process takes, and thus reduce risk for mental breaks.
#191
General Discussion / Re: Healer mech serum on torso
September 26, 2019, 02:21:38 PM
True, I could do that, but since we're approaching late game, think I prefer to keep her in an advanced helmet or marine helmet.

As an aside, do anybody know the chances for getting unique items in quests?

Sure, a gold masterwork ikwa or silver longsword is expensive, but hardly something to actually use. Seems to me that many of the quest rewards mean the quests aren't actually worth doing. Especially on the higher difficulties where sending people away from the base is (doubly) dangerous. They can die on the road if assaulted (and taking on bases with 10-15 people isn't a walk in the park), and if you get a bad raid at home, the whole base can go down in flames.

I'm sure randomness is involved, but given how few of these events pop up, it can be frustrating to keep getting "dud" items :-/
#192
Releases / Re: [1.0] Common Sense - basic AI tweaks
September 26, 2019, 01:57:19 PM
Small query:

Noticed this when looking through some changed files. Is the incorrect spelling actually correct in code terms, or should it be "tending" ?

From OpportunisticTasks.cs

if (Settings.clean_after_tanding && condition == JobCondition.Succeeded && __instance.jobQueue != null &&
#193
Releases / Re: [1.0] Common Sense - basic AI tweaks
September 26, 2019, 01:45:28 PM
Quote from: avilmask on September 25, 2019, 06:12:17 AM
I remember that issue. It was fixed this or last month. Now injured pawns (that need tending) ignore cleaning opportunities.
Also there was added a limit on how much pawn should clean, base value is 5 patches of filth, but can be changed in mod settings.

Thanks for the pointer, I must have had an older version then. From the changelog it was fixed in v.1.1.12. According to the mod thingy in-game I had 1.1.10.

But then I downloaded the new one and it's still listed as v1.1.10 in-game, despite the files being from yesterday and git saying v1.1.17. I fiddle about a little, and see that About/Manifest.xml says 1.1.10, which is probably where the Mod Manager looks. Can you please update that file?

Anyway, with the new version this shouldn't a problem any more, so thank you. It was pretty frustrating.

Fantastic mod, though. The game is so much more sensible with it :P

Think this is a classic case of: once you have played with Common Sense + Pick up and Haul, you can't go back.
#194
General Discussion / Re: Healer mech serum on torso
September 26, 2019, 10:45:20 AM
Indeed. In RimWorld the torso isn't just a part of the human body: everything is connected to the torso. If you lose that, you're dead. Which is why it's frustrating to not be able to heal it up as well. With a damaged torso, a pawn will be less likely to survive combat, and they are already very likely to take damage to the torso.

The tree view here shows it quite well:

#195
General Discussion / Re: Healer mech serum on torso
September 25, 2019, 10:05:48 PM
Quote from: Limdood on September 25, 2019, 09:11:56 PM
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.

After spending some time to figure out how to actually spawn stuff in dev mode, some healer mech serums magically popped up.





Unfortunately it only removed one of the scars, which makes this pretty darn pointless (I hoped it would affect one organ/body part, since the wiki says it will remove asthma from both lungs for instance). It didn't even remove the worst condition, although 4% vs 5% pain is marginal I suppose.

If I ever get a quest with one of these babies, I'm better off using it on the Frail person, or saving it for future brain scars or suchlike.

A little disappointed tbh, considering these things are super-rare. Understand why people get upset when it heals the "wrong" condition.

That said, I used it on a brain scar in a previous game (the one I wrote about), and that person also had a chopped off finger or suchlike, and the serum did heal the "correct" wound then, despite the wiki saying limbs are ranked higher than scars. Obviously that logic is a fair bit more detailed.

Anyway, I can only reiterate again that I wish the base game had a way to deal with small issues like this instead of tempting people to reach for overpowered fullscale bionics mods. As seen from the pictures above, technically there is a way, but it's a horrible waste of healer mech serums. But I care about my pawns and want them to be healthy  :'(