Being hit on by women is vaguely unnerving/unsettling somehow, depending on how determined they are. I feel like a slab of meat on display at the grocery when it happens.
Saw this on RPS, article on mods for the game:
You do something like attack a wild Thrumbo because you are freezing, starving in the middle of the winter desert and cannibalism is really bringing the vibe of the place down, and that will end your run real quick. Not before producing this gem, however:

Doc’s tilted indeed; he’s a plucky pawn though, bouncing right back after stepping in one of their own steel traps and losing a limb, muscle parasites and all. They never liked each other, despite being the colony’s only two inhabitants.
I’m on a big Rich Explorer kick; it’s the best start.
That is really weird, and certainly makes me see the game in a new light. I’m only about a hundred hours in, and I appreciate what an addicting, mesmerizing experience it is. I love picking out the best defensive spot when starting a new colony, figuring out how best to get it running efficiently. Before I ever began playing, I hesitated as I understood there was going to be an awful lot of suffering in this game… and, well, someone designed it. That type of thing does give me pause.
As such, it’s small surprise Tynan’s slanted views found their way inside. It’s a pretty huge blind spot for me; thanks for bringing this up.
Looks like my next weekend is set!
Nice to see the additional improvements, I was underwhelmed by the Royalty DLC.
Scotten
1577
It has to be hard to introduce new features to the game when the modding community is so dedicated to doing the same.
Anyone have any tricks when dealing with the mechanoid base landing in your map? I had one plus a crashed mechanoid ship causing everyone to become depressed that nearly ended my current run. Luckily, a war merchant trede caravan arrived and helped attack the ship, but I still have the base to deal with and it has a mortar shield.
Smoke grenade launchers. Turrets cannot lock onto your pawns when they are in smoke (either the turret or the pawn). So just force target the ground to create a cloud. Move melee pawns into smoke and then retarget the smoke so you can creep ever closer.
This assumes you drew out all the present mechanoids with a long range attack first.
David2
1580
I just attacked with long range rifles just within their zone and ran to nearby cover to draw them out. This worked multiple times. Once i could start calling on allies i would attack just in the field and then summon a ally to take the fire. Sometimes my people would get popped with a blast and i would pull them out of range till they retargeted on my summoned allies and then come back in.
I basically attacked as soon as they crashed to prevent them from building up a defense area.
EMP grenades/launchers too.
If there is a power cell always or some of the turrets they explode when destroyed. So you can snipe those, or if an early Tribal like me, pre-armor, bows & bears. You’ll probably loose a bear. But the explosion will take out mots of the camp.
So when one spawns:
- check timers, you always want to attack when dormant, which may mean RIGHT NOW
- if you have time, check to see if there is a proximity sensor, build a defensive barrier outside it, cloth bags if you need to attack soon, but I’ve even done granite barricades for squishy Tribals *
- if there is a proximity sensor, make an area that excludes it and assign any outdoor pawns to that area, when you draft them they will ignore it, so also watch your pawn pathing in the final drafted approach
- see if there is something you need to snipe (power cell, turrets that explode) and things you need to tank (lancers with those long range guns, bigger mechs) Those mech units are very weak to melee.
- get everyone behind the barricade (you placed it for a good shooting angle at snipe targets)
- snipe first for the BOOMs, if any units wake up and move to you pick them up at the barricade with tanks, if a lancer is sniping you send in a melee to pick it up (tankiest pets or best armored pawn)
- if you snipe fast enough, most often the BOOM takes out the mech units too
- after the BOOMs send in melee to mop up anything left, often that is nothing, or a non-combat “condition causer” building
- watch for sparks when something is almost destroyed, as you missed an exploder, move melee out, and undraft the pet master ASAP to get them out of blast radius, remember it as snipe target for later ones
* I can take mechs with pre-armor Tribals and recurve bows if they have a tanky pet (usually bears). With wood plate armor and maces/spears/longswords and greatbows behind the barricade for snipe I can usually take these when they start up without casualties.
They get bigger, but by then you should have EMP grenades and long range rifles, as well as better armor and plasma swords on your melees. Bears still great though, or rhinos, or megasloths.
https://ludeon.com/blog/2020/09/update-1-2-2753-add-new-gear-new-permits-and-many-refinements/
This strikes me as mostly fine tuning, but I do appreciate that is still being done. And that there are more expansions likely in the future.
I’ve been having a bit of trouble with infestations lately and refined my approach a bit. I now attack them with a tight cube of 3x3 pawns (9 total) with the rest on the periphery, picking off stragglers (set to hold fire till I select). For the 3x3 cube, I have a full row up front of melee with good armor (plate, marine, or recon)+shield belts, the middle square a grenadier, and the other 5 with auto weapons (SMG, Assault, or chain shotguns). I place the pawn cube directly in front of a door, then the middle melee pawn opens the door (set to hold-open). Grenadier set to throw thru the door to a spot 2-3 tiles straight beyond the door (depending on wall thickness). It has helped me chew thru some of the biggest infestations relatively unscathed as the grenades do a really good job stunning the insects or killing them outright.
PPP
PGP
MMM
wdwwww… (w= wall, d = door)
G-target
I want to play the game but… it seems like such a huge game and the only way in may be the deep end.
Yes, but this is a play and fail game. Play, expect to die, die, go again. After a few games you will get a colony up and running and then you will lose the next 200 hours of your life.
Nesrie
1586
The game has a lot of flexibility, settings you can change on the fly. You can play however you like, at any pace you like and once you decide it’s worthwhile and looking at mods… lookout!
This is a good point Nesrie. You can dial back the difficulty or change the storyteller settings at any point
Barely survive a big raid? Ratchet down the storyteller to give yourself a break. Want time to build a base, then see raids crash against it? Start on builder then crank it up when you’re ready.
There is also a good Advanced Setup mod that lets you pick and choose everything you start the game with. Want to build a plasteel only base? Start with 50k plasteel laying around the map.
If I remember correctly, this will raise your early colony wealthy significantly making the raids more difficult, or is it only if you claim the resource/items?
I think you need to mine or claim it (place it in a stockpile or in your home area) to impact wealth calculations