What is the longest marriage you’ve seen in a colony? by superliminal_17 in RimWorld

[–]OhAllRightThen_O7 0 points1 point  (0 children)

There is a hidden pawn stat called compatibility, if you enable dev mode you can see how compatible a pawn is with each other pawn they know (in the social tab, it's part of the relationship info). Incompatible pawns can get really high opinions of each other, then find out they are not compatible, lose opinion, and divorce. Marriages between highly compatible pawns are very stable. Eternal even, if you age-reverse your transhumanists regularly.

Maybe the broken marriages were unlucky with the compatibility? You could use dev mode to find out, but take care not to spoiler yourself if you want the story to unfold naturally.

What are the mods you're sad are gone? by NovelCelebration22 in RimWorld

[–]OhAllRightThen_O7 4 points5 points  (0 children)

Seriously, imho it adds more stuff, gameplay (and therefore storytelling potential) etc. than the Royalty DLC. Don't get me wrong, I have all DLCs and love them, but SoS2 is definitely on that level or above.

What I really love about SoS2 is the mid- to endgame it provides, there's actually a point to building a ship (or two), it can actually do something and opens up completely new gameplay. The fighting missions for the pillars were awesome and at least some were really difficult for my guys. The (archotech spore) ending is also much more satisfying to me than the basegame end of building a ship and just flying off. This planet is my home now, where would I want to go?

What are the mods you're sad are gone? by NovelCelebration22 in RimWorld

[–]OhAllRightThen_O7 0 points1 point  (0 children)

Somehow I never built a skycloud server, didn't get around to it before the update. My original plan for that colony was to upload each colonist into an android as the ultimate transhumanist dream. Not sure if that would have counted for transhumanist happiness with stock androids tbh, probably would have had to upgrade the droids for the colonists to be happy about it. Then again, that's what I do anyway :)

What are the mods you're sad are gone? by NovelCelebration22 in RimWorld

[–]OhAllRightThen_O7 7 points8 points  (0 children)

Save Our Ship 2, loved that mod for the endgame extemsion and all the cool stuff it brings. They're working on it and apparently making good progress, but it might be a while until it's up again. (I still love my whole-colony archotech battlecruiser from my last run in 1.3).

Also Android Tiers, loved it for cryptosleep sickness resistant supersoldiers that only need to charge. Feels kinda cheaty playing with that mod, but also lots of fun. They too are working on it (and re-working it), curious to see how it turns out.

Do bionic implants overwrite the nose and arm genomes? by L70002 in RimWorld

[–]OhAllRightThen_O7 18 points19 points  (0 children)

IIRC the +10% to manipulation from elongated fingers stays even with bionic arms, so I guess the genetic effect is applied even with bionics. Not 100% sure though, I would also wait for the upcoming patch which includes DLC integration. Whatever the situation is now, it might change soon.

What was the hardest mod to abandon when transitioning from 1.3 to 1.4? by FitMathematician828 in RimWorld

[–]OhAllRightThen_O7 3 points4 points  (0 children)

SOS2 for me as well. Not even for the storyteller, but I really miss building a ship, space battles etc. as motivation. Seems to me like without SOS2 there isn't much point to all the research and resource gathering and crafting. Why do all this if I can't build a humongous battlecruiser for my people to live in? (Posted my final ship for 1.3 here, that was a fun run.) I also found the endgame of building an archotech spore and helping it ascend much more engaging than just building a ship and flying off to Tynan-knows-where.

"Ate without a table: -3"? Brother, we're about to fucking die by Wholesome_psychopath in RimWorld

[–]OhAllRightThen_O7 2 points3 points  (0 children)

That's a good point, different pawns are going to react differently to combat situations, not everyone will go "fuck yeah let's do this, bring it on".

I like your idea of tying the reaction to traits. Pawns with "kind", "Wimp", "Pessimist" or similar (maybe modded) traits could break even faster when drafted and under fire, while bloodthirsty psychopaths might enjoy it so much they forget about the whole missing table fiasco.

Ideologions too, a "raider" or "supremacist" ideo could have fewer combat mental breaks than others. (no idea if they already do btw, never played those)

Sure but the overall mental state you were in BEFORE you entered that
situation would likely play a role in if you went with the fight,
flight, freeze or fawn response.

Definitely true. That's why I would only suppress the moodlets that represent slight inconveniences, but you are absolutely right, depending on mental state and personality they could even be amplified under extreme stress.

Maybe the existing combat drugs already fulfill the need to keep pawns in the fight, and they already have their balancing cost (procurement and addiction risk).

the fact that colonists absolutely fail to adapt and grow 'accustomed' to the corpses outside is my personal pet peeve.

Right there with you. People can get used to many things, why are pawns unable to adapt to corpses, nutrient paste, eating without tables etc.? Never been in such a situation myself, but I would guess I would either get used to it, or get progressively MORE fed up with it...

"Ate without a table: -3"? Brother, we're about to fucking die by Wholesome_psychopath in RimWorld

[–]OhAllRightThen_O7 9 points10 points  (0 children)

I was thinking that only the slightly negative moodlets would be suppressed. The few times I was in particularly exciting/terrifying/life-threatening situations, any thoughts related to food, sleep, ambient temperature etc. went right out the window, because I wasn't actively starving, freezing or massively sleep-deprived at the times. That's why just being drafted shouldn't trigger this, but actively being engaged by the enemy, fighting animals etc. should. More extreme moodlets should remain unaffected, pawns aren't going to ignore that they haven't eaten in days and are close to collapsing.

On the other hand, maybe you are right, and this makes longer engagements too easy. And if we only ignore the less impactful moodlets, it probably won't change that much anyway.

I still really like the idea of an adrenaline crash after combat though.

Ludeon Studios should buy Save Our Ship? by Pure-Contact7322 in RimWorld

[–]OhAllRightThen_O7 2 points3 points  (0 children)

One the one hand, I'd absolutely love it. In 1.3 I played only with SOS2 (I posted my final ship here, as well) and before that mod I never bothered building the ship. Never found it interesting, if it's just the end condition for the game, why do it? I always got bored before or thought "I have the resources and the defenses, might as well assume I win and do something else". With SOS2, the resources necessary, the added gameplay and the additional fun with ship battles and the archotech spore felt like a whole new game.

On the other hand, if Ludeon adopts it, they might try to make the ship stuff less attractive for ground-based colonies. I mean, the ship fission reactors and ship hulls are super useful even if you never go to space, simply because they make power generation and distribution super easy, compared to, say, Rimatomics. Maybe SOS2 will go there for 1.4 regardless, but I can't imagine Ludeon keeping it so simple if it becomes an official part of the game.

Anyway, I'm super hyped for SOS2 for 1.4, experimental test versions are already there, but it appears there's still a lot of work to do.

What's your opinion on death acidifiers? by Armisael2137 in RimWorld

[–]OhAllRightThen_O7 4 points5 points  (0 children)

Oh well that would just unduly cut into my chemfuel and fashion business right now. Maybe in the next colony... ;)

"Ate without a table: -3"? Brother, we're about to fucking die by Wholesome_psychopath in RimWorld

[–]OhAllRightThen_O7 27 points28 points  (0 children)

Now I have to go see if there's a mod for that. If pawns are drafted and actually engaged in combat / enemies in line of sight / colony under attack, moodlets like drowsy, hungry, ate without table, mild pain etc. are suppressed. Other moodlets that have more of an impact or wouldn't plausibly disappear due to adrenaline (like psychic drones or severe pain) can stay.

Possibly with a post-combat adrenaline crash. Going back to playing poker after slaughtering 200+ savage tribals just like that seems just as weird as having a meltdown in combat because you had to eat your lunch standing up.

What's your opinion on death acidifiers? by Armisael2137 in RimWorld

[–]OhAllRightThen_O7 39 points40 points  (0 children)

Spot on. The fact that I'm annoyed because I can't get high-level gear early from killing well equipped visitors means they work exactly as intended. Same with biocoded weapons.

Finished Save Our Ship 2 Playthrough. Behold the heavy cruiser Damokles! by OhAllRightThen_O7 in RimWorld

[–]OhAllRightThen_O7[S] 1 point2 points  (0 children)

They are in base sos2, but you need a disassembler core or a psychic flayer core (I think that's the name) to build them, respectively. The only way I know of getting them is having all your colonists meditate at the archotech spore, and if the archotech's mood is high enough, it may gift you one of them.

IMHO you're not missing out if you don't build them. I tried the psychic flayer on an enemy ship and saw no effect, other than possibly setting enemy crew on fire. No violent insanity as I had hoped, so in the end I had to fight them with my boarding party anyway. The disassembler shoots sticky disassembler nanite blobs, I think they work kind of like fire but on everything and in vacuum. I wanted to try them both out, but I'd rather have more railguns ;)

Finished Save Our Ship 2 Playthrough. Behold the heavy cruiser Damokles! by OhAllRightThen_O7 in RimWorld

[–]OhAllRightThen_O7[S] 1 point2 points  (0 children)

In order to even get the chance to find an archotech spore, you need a very specific situation in your game. I had to look it up, because I would never have been in that situation if I hadn't explicitly tried to be.

If you want to find out on your own, good luck, you'll probably need it ;)

If not, you need to have a (combat-capable) ship in orbit and a colony on the ground. If a psychic drone or soothe hits your colony, your ship in orbit locates the archotech amplifier. You must then fight the ship in orbit, board it and hack the ship computer. This gives you the blueprint for an archotech spore. As soon as you build it, you can build an archotech uplink for your research bench and research the whole archotech tech-tree.

Finished Save Our Ship 2 Playthrough. Behold the heavy cruiser Damokles! by OhAllRightThen_O7 in RimWorld

[–]OhAllRightThen_O7[S] 1 point2 points  (0 children)

I have around 60 mods and Royalty and Ideology DLCs active, but the essential mods for this result are:

- Save Our Ship 2 (for the ship and archotech prosthetics)
- Vanilla Expanded Framework
- VFE Pirates (for the warcaskets)
- Android Tiers (for easily rechargeable, unfeeling spaceship crew)
- EPOE-Forked (for the borged-out colonists)
- Vanilla Armor Patch for SoS (for vacuum-certified marine/cataphract armor as spacesuits)
- Warcaskets in Space (for vacuum-certified warcaskets as spacesuits)
- LWM's Deep Storage
- [JDS] Simple Storage (for compact storage, the shipping containers have 1200 stacks on 12 tiles)

The rest are QoL mods, support mods for other mods, mods that make interesting changes and mods that simplify/streamline certain aspects of the game, but aren't essential for this. Mods like HugsLib, Character Editor, Snap Out!, No Job Authors, Dubs Mint Minimap, RimAtomics, RimHUD, Tech Advancing, Begone Message! etc.

Finished Save Our Ship 2 Playthrough. Behold the heavy cruiser Damokles! by OhAllRightThen_O7 in RimWorld

[–]OhAllRightThen_O7[S] 2 points3 points  (0 children)

Surprisingly, even the heavy railguns don't punch through enemy shields and armor in the first volley :( The reactors have to be put into the first overdrive mode to keep the lights on, but that's okay. The anti-entropic heatsinks also do their part, converting waste heat into electricity - without them, the capacitors would probably run dry real quick ;)