u/larkeith
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27points
larkeith
larkeith
Inspirations on builders are fantastic, rest speed is tied to bed quality. A legendary bed significantly decreases the time your pawns spend sleeping.
larkeith
incredibly mild occurrence
As a heads up, the explosion scales with battery bank size. So for extremely large bases that rely on batteries it becomes comparable to random antigrain explosions if you don't have separate grids, which is sort of hilariously unrealistic.
larkeith
I build smallish forts around all my geothermal generators, with cover, turrets, a table, and a few beds. It gives me a forward staging ground that doesn't have a risk of losing power, as well as a field hospital - and gives colonists a place to eat outside the primary compound.
larkeith
AFAIK it's never been lethal, perhaps it was a mod? Cave Spiders also deal a tiny bit of normal damage with their nibble, so perhaps one managed a bite on you at 1/2 heart?
larkeith
You seem quite upset about that. Maybe take a break, relax, spend some time off the internet?
larkeith
Poison kills on hardcore
I don't think that's true, as a heads up. Or, well, it often does cause a death, but poison doesn't inflict fatal damage by itself.
larkeith
Not OP, but my wolves tend to act as prison wardens because they're zoned out of the walk-in freezer, but allowed in the prison. So, any time they're closer to the prison than the kibble storage, they go in and steal from the prison fridge. I have enough wolves there's often at least one in the prison when there's a break-out.
larkeith
Oh no, not the bad wrong fun!
larkeith
Yeah, it stacks to a max of -40. I'm pretty sure they have a bonus penalty against transhumanists too due to the opposed traits. It's probably the only trait that's a flat-out dealbreaker in my colonies, I'll stick to having a bunch of mood boosts and +40 social as my colonists cast aside their frail mortal flesh.
I do wish there were certain "prosthetics" that body purists would accept though, even if they were just crutches for people missing a leg.
larkeith
The really painful part about body purists is they also get a -8 social penalty against colonists with artificial parts, for each artificial part. So it's just as bad as misogynist/misandrist once you have three parts, in addition to the mood penalty for emergency parts.
larkeith
If you get some animals trained it's not much of a disadvantage, only impacts cleaning really. Definitely worth it if they're good at something and/or have valuable traits.
larkeith
Looks like a fence mod, though I'm not sure which. The turrets are behind embrasures, which is another mod (or two, the reinforced walls mods also adds a version).
Be warned that embrasures are somewhat OP, as the game is not balanced for them. I personally still enjoy them, though.
larkeith
This is fantastic, I love the animals!
The colonist researching tree planting is a nice touch.
larkeith
There's also Cyber Fauna, if you have any non-Vanilla animals (A Dog Said... requires patching for all new animals.)
larkeith
I recommend putting the conduits inside the generator wall, it prevents stray shots and explosions from destroying them and depowering your turrets. Also, putting walls adjacent to the interior sides of the turrets prevents friendly fire.
larkeith
Escalation added resources outfits gain over time for having been the ones to cap a base. So who capped it determines who can call in their Bastion.
larkeith
For 5, you can set up "Do until you have X" bills at the tailoring station, and specify the allowed materials, so you never run out/low. You can set it to only look for shirts with > n% hp and normal/good/etc or better quality, and limit it to specific stockpiles, to be certain you have plenty of shirts available.
larkeith
(I may have taken an axe to a prisoner's leg on accident when I meant to punch them down.)
larkeith
As a heads up, you probably want to reread that tooltip - it just melee attacks, not necessarily unarmed. You can click on the fist in the Sidearms mod to force pawns to use only unarmed until you disable it (right click), though.
larkeith
Also, since they're forced to rest after damaging themselves due to overexertion, it's safe to hit them that turn as well.
larkeith
It's actually not at all bad, the first couple turns it's usually safe to attack, and once you're familiar with a temtem's moves you can guess how much it will overexert itself if it uses the highest STA move. Also, it's always safe to attack the turn after they overexert, since there's a forced rest turn after a temtem damages itself. The catch rates feel fairly generous too, which helps a lot.
larkeith
In case you're not using it already, Sugey's Temstation is conveniently close to the Shuine area.
larkeith
As I just discovered, different trains have different horns.
Have fun.
The prisoners' food stockpile is the only one my pack of bionically-enhanced spirit wolves have access to. Gotta keep the fear of dog in 'em, y'know?