409589 No.14237227
The game is finally nearing release after 5 fucking years hooray!
>Tell us about your latest colony
>Who finally got some poontang?
>Who died, Who survived, How fucked are you already?
>How many raiders did you kill?
>Who the fuck brought insects into the base again
>What mods are you runnin'?
>What's your favorite mod?
>What mods are you hoping the codemonkeys will bring to life?
>Fucking Tribals stay out of this thread
beb3ad No.14237288
I've heard the game's performance goes to shit once you've gone through some years due to all the information saved in the game.
If this is true, then I hope the dev finds a way to fix this before release.
5b943d No.14237302
>>14237288
There is a mod already for that.
I can't even have Rimworld run for 5 mins on my laptop. Crashes every time. Looks like I need to build a PC.
409589 No.14237323
OP's experimental base
>Yes i'm using cheat reactors mainly because rimatomics is not fully functional yet
>Yes I'm going for a Houseki no Kuni colony
>Someone help me I have too much meat
Favorite mods:
>Moar turrets
>Rimsenal packs
>Rimatomics (wew nukular weapons)
>Mechanoids Extrodinare
>Dire Raids
>Giddy up battlemounts
>Megafauna
Mods I'm hoping for
>Towergirls+Rimworld (I think it would be flawless)
>Houseki no kuni (or any animu mod would be cool) I'm going through a weeb phase at the moment
>Better defined borders for maximum global conflict (Think Hearts of Iron)
>Vehicles?
>Mining Lasers
>Multiple Floors (Underground would be nice)
>Space building area (Stations/ships)
>>14237269
Why are you even here you elf fucker
5b30c2 No.14237400
>>14237379
whats with dwarf fortress players and their need to think themselves superior for playing one shitty game over another
caecb8 No.14237404
It would be a shame if any rulefags reported this thread.
0d34cf No.14237406
>>14237269
>What the fuck is this newfangled “mouse” thing the kids are using? I refuse to use it. It scares me.
0d34cf No.14237411
>>14237323
>that base
So it’s all for nothing when a raid drops right on top of it.
>>14237379
Go back to sucking the cock of someone too stupid to figure out how to use a mouse in 2018, faggot.
409589 No.14237418
>>14237411
Not to worry for I also have Thick Roofs mod so I don't have to deal with ship chunks and poison/psychic cans landing in my weed farm. Disadvantage is that I can't use solar roofing to power the base anymore.
8f8fee No.14237474
>>14237227
Release (actually finished) or "release" (rushed out of beta incomplete)? You never can tell with these early access games.
89a63f No.14237551
>>14237474
RimWorld has been in a rather "finished" state since at least A15, the dev just kept refining performance and adding new content past that point.
>>14237323
> Vehicles
Already a finished mod in A17, I assume the modders behind it are simply waiting for 1.0 to update since it's a rather large framework and updating it twice is a kick in the balls.
> Multiple levels
Z levels have been requested since the dawn of time but will likely never happen. The entire game and all its countless systems operate exclusively on a 2D plane.
> Space building
There was actually a Russian modder making a really fucking cool spaceship take-off/flight/landing mod back in A16 but apparently he got shoahed by the Kremlin for being a homo or something.
pic unrelated
b79ca7 No.14237635
All I wanted was to be able to have a space saloon in my lawless space cowboy shanty town and Tynan fucked it up.
That being said, I'm otherwise content with the game.
60601d No.14237862
>>14237635
>space saloon in my lawless space cowboy shanty town
that…would actually make great use of "x is passing by"
reminds me of an unfinished game that disappeared, orcish inn
space western town builder when?
725c0a No.14237872
>>14237227
The 18b update broke all my fucking mods so none of them
0d34cf No.14238264
>>14237805
>what is this "content" thing people keep talking about?
Right, your dev can't even add the content of "mouse support" in a game made 35 years after the introduction of the mouse.
902d49 No.14238296
Whaat's wrong with the old thread?
89a63f No.14238353
>>14237805
> vanilla rimworld has no gameplay
You're a dumbass
d7ae8d No.14238406
>>14237805
>being this mad about videogames
c8eec7 No.14238444
>>14237227
>nearing release
>still no z-levels
>still no liquids or gasses to play with other than simple circle-clouds
Is there at least ionizing radiation and neutron radiation and shit like that? I remember there being a pretty sweet mod that added in toxic gas and mass graves, but there's really not much complexity to chew on here.
I don't hate the game, I just kind of wish it were a bit more autistc.
e60140 No.14238514
I'm about to start up Rimworld for a play session, I literally had no idea how fucking op deadfall traps are until recently, that can easily fuck up half a raid before they even get to the turrets/pawns. good shit. good good shit.
658a33 No.14238521
>>14237227
>flat levels
>shallow gameplay with little complexity
>basically shallow dwarf fortress that calls itself finished
Garbage. It is as deep as minecraft.
4721c7 No.14238533
>>14238406
>When someone makes a video game wrong and instead of playing the ones you like you devote your free time to shitposting about them on an imageboard
b8336e No.14238543
>>14238514
How do you make sure your retarded colonists don;t brain themselves on the traps? I tried using them on my first base, and after they did more damage to me than the raiders I never touched them again.
20896b No.14238740
>>14237227
>The game is finally nearing release
Let me translate that for you:
>the developer is finally losing interest in continuing development
e60140 No.14238928
>>14238740
>>14237269
>>14237379
>>14238444
>>14238740
>salty_tears_are_delicious.jpg
>>14237288
I've ran a colony on the extra-huge map for 10 years without any issues. (i5 cpu, 5 years old)
>>14238543
it's my first time using them, but basically raiders choose the easiest route from a to b, while pawns will choose a safe route if available. I read some shit from googling rimworld deadfall traps on the wiki and some cancer site. it's really not that difficult.
>pic related
6668d9 No.14239006
>>14238928
>salty tears
>it's your game that's half assed
>while we make fun of you for defending yet another piece of shit
7904cf No.14239046
>>14237805
>there is not enough content
There never is, is there? The game is never 'finished', it can never have enough, so what's even the point of asking you?
>>14238521
>DF has 'deep' gameplay
902d49 No.14239057
>>14238521
I came here to inanely post "muh z levels" but you beat me to it.
902d49 No.14239076
>>14237323
>or any animu mod
Does this count? Mod files embedded in the image. Probably will have version conflicts but it'll work regardless.
c7fa9f No.14239113
i still have 1.8 installed and haven't bothered playing it because i can't be assed to get mods for it
a52d91 No.14239122
59f4ef No.14239165
>>14238928
Another way to do it is to have the traps along one side, and then you pave that side with a floor, and put a stone chunk or plant a tree on the other side for good measure. The enemies will path on the side that is apparently more efficient to walk on.
7904cf No.14239168
>>14239122
>You must continue working on this and adding things forever, because I will never, ever be satisfied
>meanwhile, I will glorify this unplayable spreadsheet autistic nightmare
60a12d No.14239410
>Rimworld going to be released
Finally. They have already earned my shekels, but I won't support early access ever again.
2c9830 No.14240004
Had a pretty good session, had several mech events and plenty of plague but came through it gud.
Making everyone devilweave parkas and asap everything else.
2c9830 No.14240014
>>14240004
holy shit I didn't even notice I just got a self-tamed thumbo.. lol wtf am I going to do with that.
9ef9d9 No.14240023
>>14240014
Train it to be a hauler.
d12c4c No.14240087
>>14240004
>that kitchen design
Brilliant, I like it.
I'm gonna steal it.
Is that a butchers table on the left? You might wanna put a door there, otherwise the blood gets everywhere and then you get food poisoning.
d12c4c No.14240089
>>14240023
>Hauler
Thrumbo hits harder than a charged lance.
They make great combat pets.
Especially because they take a long ass time to bleedout.
2c9830 No.14240097
>>14240087
kitchen and butcher room have doors but they are held open. this makes them separate rooms for cleanliness but still quick to move through.
d12c4c No.14240121
>>14240097
Oh wow, I never thought about that.
63d1cc No.14240428
so on my current run i crash landed with this pair luane and Boffin
>they crashed together luane was a night owl so i put them on the same shift together to see if i could pair them up.
> it worked, soon after they where dateing they got married all the while boffin stayed on the night shift to spend their breaks together & fuck as the sun was rising.
>a season after their marriage mechanoids attacked and luane's spine was shot out.
>Boffin stuck arround for 2 years after that
>never divorced or cheated on her. stayed on the night shift for her. always made sure she was cared for
>he died in a pirate raid when a lucky sniper round found his brain
>Luane was shortly after placed in a captured cyro sleep casket by the remaining colonists
>half a year later that casket was raided by pirates
>she has not been heard from since
63d1cc No.14240646
>>14240428
update I've got a ransom demand for luane 1,055 silver for a spined out colonist
Dubs decides
3a6039 No.14240725
>>14240646
Do it for the Boffin.
89a63f No.14241015
>>14240753
> still no z-levels
> still
Z Levels were never and have never been planned you triple dipped nigger
89a63f No.14241043
>>14240753
Though you're absolutely right that the character models suck dick. I've been thinking of finding a programmer to work with to implement 3D characters and later animals. That would be after 1.0 drops though.
3a6039 No.14241579
>>14241405
You're a good man, anon.
3f60f7 No.14241586
>>14237379
Why don't you make a dorf thread and huff your own farts over there, m'dwarf.
3f60f7 No.14241612
>>14237255
Is there a way to harvest the green Tiberium crystals for the Tiberium Research Station, without getting Tiberium Sickness? For some reason, even with Tib Protection Suits, my colonists still get the illness.
230004 No.14243145
>>14241612
>even with Tib protection suits, my colonists still get the illness.
WEW lad. well I think it's chance based mostly so send someone in who's pretty fast or shoot the tib from afar
230004 No.14243259
>>14243243
no I meant getting the sickness in general, I haven't actually tried to use the tib suit yet since I'm still trying to figure out how to not die horribly
ad613d No.14243384
>>14239168
Bist du behindert?
230004 No.14243443
>>14243259
getting tib sickness just generally from tib*
230004 No.14244180
>spent the last FOUR hours trying to figure out a problem with me game that makes it unplayable because it fucks the hub as well as just blackout the map and make it so that some of your dudes are unclickable
>disable, unsub and mess about with load orders of mod
>turns out there's some kinda MASSIVE fault with the tiberian infusion item nod gets at start which FUCKS YOUR GAME IF
>you're playing a custom scenario and have it as a start with item
>you have prepare carefully and set to arrive with it
I haven't fucked around with it too much to really figure it out but I'm guessing there's something which prevents a not NOD scenario from having it because I've been trying to do a Forgotten run for afew days now and the one thing which is fucking me is that the tib mutation seems to heal over time so I figured I'd just use what nod gets to be utterly immune to tib BUT NOPE so I don't really know if it's the dev being a massive autistic fucker, which seems about right considering the writing in the mod and the general lack of quality in somethings, or I somehow fucked something somehow. either way literally kill me tbh
caecb8 No.14244346
>>14243243
You realize he's talking about a mod, right?
6e2b94 No.14244357
>>14244346
>implying mods can't fix mods
48760a No.14244362
>>14244346
243c64 is an anencephalic turboautist that comes into every RimWorld thread to shitpost as hard as he can about a game he's clearly never played. Do not reply to cancer, just report and filter.
caecb8 No.14244368
>>14244362
You'd think he'd realize something as obvious as the fact that Tiberium isn't in this game.
Oh well, I never understood what drives a man to be an idiot on the internet.
230004 No.14244372
>>14244357
I really wish some mod would turn this mod into a more tib sun mod rather then tib wars mod because it seems like this is some kinda "in da future of the series" mod but it's just a copy of tib wars shit so far mostly
230004 No.14244458
>>14244362
just screen shot it so later use in theses threads
d0d3d1 No.14244642
>>14244578
A hundred hours of entertainment for free or what $20? Still cries like a man child, holy fucking shit people are cancer.
63d1cc No.14244695
>>14244642
its not so much (for me at least) that its a bad game but simply alot of wasted potential.there is fucking code for animal pregnacy but that never happens unless its a tamed animal. deer don't have fawns every year. rabbits dont breed to everywhere and preadators if left alone will eat every animal on the map and then go after eachother/your colonists. even the fucking grass dies each winter so it has to spread from the edges every fucking year. only to die again before it can reach the middle only to try again next year. (he knows grass goes dormant under snow right?) that herbivors that are native to places that snow in the winter are capable of foraging for food in the snow right? nah he got it working "good enough" and then left it be all while adding new stupid shit like hats and a global map that barely works.
1d038a No.14244727
>>14244695
>that never happens unless its a tamed animal
> preadators if left alone will eat every animal on the map
There’s a mod which flips that switch.
>even the fucking grass dies each winter so it has to spread from the edges every fucking year.
There’s a mod which makes plants grow from everywhere.
1d038a No.14244730
>>14244642
No, seriously, go back to fixing your game.
6e23c3 No.14244749
>>14244727
I'm actually a fan of rimworld but the "mods can fix it" mentality pisses me off. Rimworld is broken, it needs a whole hell of a lot more work before it's a finished game but that doesn't mean it's not fun as it is so far. still wont catch me playing it without mods but you get the idea
d0d3d1 No.14244930
>>14244730
>>14244727
are you bi-polar?
>>14244749
I'm just going to point this out. But gamer tend to go crazy if they don't have mod support and if that mod support give them everything they want they say it's only playable because of mods.
902d49 No.14244931
>>14244362
>is an anencephalic turboautist
Yes, he is. >>14244869
230004 No.14244938
>>14244931
he's not me tbh
d0d3d1 No.14245449
>>14245139
these are all valid complaints, and it seems to me ai pawns in every game I've ever played have similar but not equal deficiencies.
+some+ of the build problems can be avoided by simply not queuing up too much shit.
I had a pretty good run today. My year-round indoor devilweave grow operation has almost provided me with enough parkas for everyone, while I continue to tweak and improve bits of the base.
6ea3fd No.14245932
>>14244180
I start with tiberium infusions on the nod scenario frequently lad so it just works on my machine.
Im waiting on his big overhaul patch to see where he takes things right now, apparently NOD raids have flame tanks and avatars, GDI has wolverines and mammoths but ive never seen the mammoth yet.
818b43 No.14247789
>>14245449
i think i avoid a lot of it because i prefer small comfy colonies and micromanaging. wish there was a "take to nearest valid stockpile" option though.
36296d No.14247850
>>14237227
>The game is finally nearing release after 5 fucking years hooray!
So it's another case of "Yeah, we're never gonna finish this, but here have a 1.0 version number!" ?
89a49f No.14247869
>>14240753
>i remember early dev diaries talking about the colonists figures would get replaced and changed over time and that their similarity to Prison Architect was only temporary
I remember that note you nigger,
and if I remember correct, the models weren't similar, they were actually the same, the Rimworld dev borrowed it, and the PA devs were alright with it
the models very likely have been updated a long hell time ago, but you're a triple faggot if you're complaining from such a cosmetic thing like that
1d038a No.14247873
>>14244930
>too stupid to comprehend what was written
>can’t do anything but project his own subjectivist worldview onto others
What’s your actual problem with what I posted?
89a49f No.14247884
>>14237227
anon, I've been out of the loop, can you tell me what have been the major updates in the latest versions?
1d038a No.14247891
>>14247884
Define ‘latest versions’. We got some new cave stuff (taken from a mod) in 18, as well as schedules for pawns (tell them to do something, hold shift, tell them to do something else and they’ll do both; you can keep chaining it). Before that we got some roads and… whatever the fuck else came in 17. You can just read the version change logs on their site.
818b43 No.14247960
>>14247869
i use https://steamcommunity.com/sharedfiles/filedetails/?id=1099792464 so i can tell who's nude and who's wearing tan clothes. and it looks better.
1d038a No.14247988
>>14247960
Oh hey, that’s nice and makes sense. I’ll have to grab it.
>>14247869
Weird; I always thought it was the other way around, particularly since PA runs like utter shit.
d1c70f No.14248004
>>14237323
Airlock your fridge doors, you ding-dong!
fee265 No.14249150
>>14247789
set each of your stockpile priorities correct.
to avoid stuff like, pawn putting food and taking food from the back of some huge freezer simply make 3 stockpiles. the closest to the door highest priority, the one in the back lowest priority. maybe make an overflow stockpile somewhere on the lowest priority.
>pawns will instantly stop fucking around.
>>14247850
1.0 is literally just a number. it's been a playable game for years much like Terraria with it's constant post-release development.
>>14247869
mods fix that, fucking choose your flavor of pawn, literally the lowest fucking priority ever.
>>14247884 version 17-18 introduced–
rivers, caves, roads that exist on the local and world maps.
new quests that require you to fetch, kill, deliverer, find, rescue on the world map.
new op items that you can acquire and make. (you can now make shield belts), but some other things like new artifact weapons.
63d1cc No.14249225
so when do your colonies collapse?
is it when you hit 14 colonists and 8 prisoners from your last raid and suddenly your freezer is empty?
Or when your muffalow heard hits the point where you cant feed them over the winter do to hay sortage?
Your favored craftsman suddenly not having eyes do to some spider rat?
or when all of that shit happens at the same fucking time.
f6ac4d No.14249286
>>14249225
More often than not it ends up being that the colonists just outright stop eating food, or lack all access to completely accessible food items.
Or I'll purposely build everything out of wood, a raid will happen which will take one or two colonists, then a fire, and without enough colonists to fight the fire, everything will burn forever and rain will never come.
6e23c3 No.14249292
>>14249225
Encountered my first tornado and it cut a zigzagging path point to point destroying all of my power sources, batteries and wood stockpiles in the middle of a heatwave+siege. On the bright side the siege failed because they all died of heatstroke too.
1d038a No.14249293
>>14247960
Of course there's no file outside the workshop… Guess I get to not have it.
902d49 No.14249477
>>14249225
Generally it's when I have 10 colonists and 6 of them get organ failure from excessive drug usage so I send 2 of the healthy ones out to the nearest offworlder village to get more glitterworld medicine but they get attacked by about 20 wolves and torn to shreds while the base gets sieged by 5 sythers which immediately blow the brains out of anyone who so much as walks past and open door and then proceed to occupy and set fire to the kitchen so the already dying colonists have to chose between getting fucked in the mouth by starvation and mental breaks, fucked in the ass by the insect hive that just spawned in the hydroponics, or torn a new hole to be fucked in by the sythers, or an early cremation.
fee265 No.14249548
>>14249306
nice base, how much of it is under thick roof out of curiosity?
fee265 No.14249550
>>14249150
>>14249292
oh yeah I forgot tornadoes, that got added in 17 or 18..
230004 No.14249717
>>14249588
it would take five times as long to bury the lines then it's worth as you would also have to dig them back up again just to repair them tbh
7904cf No.14249973
caecb8 No.14249977
1c6773 No.14250055
>>14249977
Du / Du hast / Du hast mich / Du / Du hast / Du hast mich / Du / Du hast / Du hast mich / Du / Du hast / Du … Du Du hast Du hast mich Du Du hast Du hast mich Du Du hast Du hast mich Du Du hast Du hast mich Du Du hast Du …
305a0c No.14250213
>>14249306
>making bed rooms that size
For what purpose?
7904cf No.14250331
>>14249977
Your replay is not making any sense.
I take it you're not really a german.
36296d No.14250605
>>14249150
>1.0 is literally just a number.
Yeah, that's exactly my point. They're not going to make it a decent game, they're just going to say it's 1.0 so they can abandon it.
89a49f No.14250624
>>14247891
>Define 'latest versions'
humm weird, the latest additions are really good, but I would be surprised he decided to close shop so early,
>>14247988
>particularly since PA runs like utter shit
niggah, what are you talking about? and besides PA came way earlier
89a49f No.14250630
>>14250562
> pic unrelated
> wants to discuss pic related
why do I have a feeling this is some sort of cuckchan memery?
390efc No.14250775
fuck
man hunter pack spawns literally on top of my hunter.
63d1cc No.14251447
>>14249548
next to all of it, haven't lost anyone to infestations yet but i did lose some eyes and fingers to the little fags. cheaper eye protection/Gloves when?
>>14250213
because i could 3x10 gives a barren room a moderately impressive look with stone walls and smoothed floors. and a walk that is only at most 25 blocks to the grand hall was planing to expand the couples rooms to be 7x10 but… didn't seem necessary for the mood buff and the prison proper has been pushed back in construction to the point where i've gotten used to it being there.
as an update a cold snap fallowed by toxic fallout made me kill all 21 muffalow i've been running. and the last infestation took out the last eye of my artist. for the last 3 years my beacon has been running there have been no bionic eyes available.
fc8682 No.14251793
>>14244180
>SAM batteries vs a silo
If all their shit is going in the air it's no wonder they get owned.
c8eec7 No.14252100
>>14238928
>implying salt
You misunderstand, anon. Rimworld is fun as fuck as it is. I was just stating ways it could be improved from an objective standpoint.
There's nothing that's ever been created that can't be improved in a thousand different ways. Even the best thing you've ever experienced is flawed as fuck, because perfection does not and can not ever exist.
So that's how I look at everything. No matter how much I like something, I always try to find ways it could be better.
caecb8 No.14252134
>>14250331
The other guy got it better than you did.
caecb8 No.14252139
>>14252100
Why does your ID look like mine?
c8eec7 No.14252223
>>14252139
Because the RGB hexcodes are almost identical.
https://www.rgbtohex.net/hextorgb/
caecb8 No.14252242
>>14252223
No shit, sherlock, I know how hex codes work.
c8eec7 No.14252275
>>14252242
Then why did you ask how they work? You don't have to lie to save face, anon.
caecb8 No.14252307
>>14252275
I mean I've posted here for 3 years and not once has the RNG wound up giving someone else an identical ID to my own until today.
I apologize for any miscommunication, apparently nobody on /v/ has any sense of nuance anymore and takes every post at face value.
423bae No.14252330
>>14252307
Your box is slightly more olive than >>14252275 ID. They are not the same.
caecb8 No.14252344
>>14252330
Well, now we're just being pedantic.
caecb8 No.14252428
>>14252423
Put your colonists to work, first off.
Second off, make some cat kebabs
63d1cc No.14252442
>>14252428
its winter not alot of work for the growers to do and one is designated(Not by my choice) doctor/researcher that finished researching everything.
6e23c3 No.14252581
>>14252442
Sounds like you might be running short on your stockpile of food during the winter, cat kebabs should sustain your colony just fine.
230004 No.14253777
>>14251793
stealth tanks do both
d12c4c No.14255904
>>14251793
>surface to surface
>SAM
Anyone here using pregnancy mods? Which ones?
I'm concerned that either I went overboard or I'm running the wrong ones and getting no pregnancies as a result.
Currently running Children&Pregnancy for some of it's mechanics, Children&Parenting&Learning for the whole "school" aspect of it, it seems a cool way to teach skills, and Rimjobworld to actually make the kids.
The problem is that all 3 of these mods implement their own "children" mob and I'm not sure how compatible this would be at all.
To make matters worse, there's now an addon for Alien Framework to allow for other race's pregnancy, as long as their creators also make the child versions of them (but I'm not sure anyone has done so yet).
apini fucking WHEN
a11790 No.14255939
>>14255904
Children&Pregnancy will make the kids using the vanilla game fucking mechanic. Rimjobworld always PREVENTED children for me.
caecb8 No.14256347
>>14255904
Rimjobworld should be compatible with Children & Pregnancy, but the mod page makes no note of the other one. Have you not been able to make kids or something?
72b609 No.14256510
>>14255939
>>14256347
Didn't the creator of Rimjobworld made it uncompatible with Children&Pregnancy to prevent pedophilia scenarios in the game or some shit?
Children&Pregnancy is vanilla, right? to be found in the regular community.
2c763c No.14256529
b8336e No.14257536
>>14256510
It used to be the other way around, C&P would crash the game if it detected RJW. It did the same with the alien races mod too, since the mod author considered both mods "degenerate". But that got changed a long time ago.
I never got around to upgrading to B18, so I'm using older versions of RJW and C&P, but I know the A17 version of RJW had deliberate integration of C&P functionality, and I don't think it's changed management since. The B18 version removed C&P integration but that was also the compatibility fix for B18, so it may have just not worked at the time. It's been a while since RJW updated IIRC.
And both A17 and B18 version have a simplified pregnancy system anyway even if you don't have C&P, so the pedophilia claim doesn't make sense.
63d1cc No.14258779
>>14257536
>It used to be the other way around, C&P would crash the game if it detected RJW. It did the same with the alien races mod too, since the mod author considered both mods "degenerate". But that got changed a long time ago.
has pol shitposted too fucking hard
efd5ad No.14258845
>>14257536
vanillia doesn't even allow couples to form outside of maybe 5 years age difference. that is a fucking shame when your pawns go up to 80ish years old.
leon and matilda mod when?
c91778 No.14258901
Does this game add anything DF doesn't have already? I was really disappointed with how shallow DF was after getting over it's god awful control scheme.
2d8dd3 No.14259009
>all these people who make bases inside a mountain and then make the walls to the outside one thick when you could've made it 4-5 or even 10
for what purpose
48760a No.14259167
>>14256510
>>14257536
>>14258779
Yeah, it caused a decent shitstorm in the modding community for having the gall to add DRM to a fucking mod. The author is pretty notorious on the forums for being a prick, I wouldn't doubt he's a /pol/lack. He causes a lot of shit on the forums, last I heard he almost got banned for calling a furry a zoophile.
>>14258901
If you hate DF's shallowness you're going to love the lack of z levels. Jokes aside it has actual fucking graphics and mouse control, so there's always that.
2c763c No.14259195
>>14257536
>C&P would crash the game if it detected RJW.
>>14259167
>he almost got banned for calling a furry a zoophile.
I'm loving this guy.
>>14259009
>for what purpose
Beta Poly has 250000 HP per square and is crazy hard to make, so I don't need a thicker wall. Unless it would help with temperature, but I don't know how that works.
efd5ad No.14259356
efd5ad No.14259370
>>14259195
so I don't need a thicker wall
double thick walls will help keep in heat/cold, significantly enough to be worth it while triple walls don't do enough to justify them.
72b609 No.14259817
>>14257536
So now you can have C&P and the alien races and be able to create horrible mutants?
d12c4c No.14260062
>>14258901
Squad management is a lot easier, battles play out more like an RTT than DF does.
Electrical power is a much deeper mechanic than power in DF.
The Medical part of the game is much more fleshed out, you don't just set up an hospital and keep it stocked, you can also perform several surgeries on a whim, extract and replace both organs and limbs, administer drugs and add implants.
Inventory Management is also much easier since you can direct someone to just wield or wear something.
You can direct someone to do something in specific so priority tasks are handled faster.
Raids aren't just based around how much wealth you have but also on how many people you have or recently lost, being attacked in Rimworld is a lot more interesting than in DF.
You can actually move out of your location, either with trading caravans or raiding parties, and visit other factions.
Your colonists have a lot more personality to them, instead of a lot of irrelevant fluff text that barely does anything.
>>14259817
Eh… No.
Children will still be born a specific race, either the father or the mother (I believe RJW lets you specific which or use odds for it)
You want freaky abominations, get GeneticRim instead.
72b609 No.14260182
>>14260062
>GeneticRim
Tell me more.
902d49 No.14260335
>>14252423
Cats eat corpses so change their allowed area so it includes your corpse freezer and does not include your drugs stockpile.
Second part is most important. The cats won't do anything important but nuzzle your colonists which makes them happy.
7904cf No.14260539
>>14250605
>They're not going to make it a decent game, they're just going to say it's 1.0 so they can abandon it.
There are no decent games. There never were. Nothing is good enough for me, for I have high standards.
A true good game would do my taxes and give me a blowjob.
d12c4c No.14260980
>>14260182
It's a mod that lets you harvest genomes from animals and breed Alpha versions of them (bigger, faster, better) or combine them to make horrible mutations.
You can also combine them with colonists for freaky arms and legs.
Bonus: You can combine this with some Dinosaur mod if you ever wanted to give tiny t-rex hands to a colonist… OR
You can combine this with the Call of Cthulu mods and make abominations with your abominations.
Basically, your Elder Things will go "Hey dawg, so I heard you like abominations, so we placed an abomination on your abomination so you can abominate while you abominate".
3bb800 No.14260990
>>14237227
How good mountain bases work on practice? I am trying to build a true dwarven hold, not a bunch of square rooms linked together mind you, and can`t decide what`s better.
I pulled a few designs from warhammer fantasy reference books, they often have a more conventional "box" layout with only a narrow bridge before the gate followed by an open space, while I am quite fond of, what I believe is the Moria design, a more maze like layout with one or two main corridors. I also was thinking about using god mode to integrate a running river to the entrance similar to the Lonely Mountain.
I didn`t reach the real late game on this game yet so I am not sure what`s better from a gameplay perspective, are these even doable?
a7c817 No.14261034
>>14260990
>How good mountain bases work on practice?
After trying it once I've never done anything but mountain bases. Just read up on infestation and how to counter it and you're golden.
d12c4c No.14261139
>>14260990
Let's put it this way: Tynan came up with the Infestation as a way to nerf mountain bases, that's how good they are.
You pretty much only have to defend a single entrance (unless you make more), you got amazing insulation from cold and heat and managing temperature is really easy.
Sapper and mortars aren't gonna make a hole through your walls for raiders to come in either.
Only issues are just lack of indoor farming until you get hydroponics or make a fancy farm with a hole to the sky, and maybe longer times getting out. And the infestations, of course.
I forgot what it was, but there's a mod for terraforming that lets you "build" water tiles. I think it was Fertile Fields, which should also help setting up a farm indoors with rich soil.
>not a bunch of square rooms linked together mind you
That's pretty much how a regular mountain base ends up, though.
If you want to avoid that, you only have to remenber 2 very important things:
1-Redundancy: Getting around can take a long while for your colonists depending on the corridors you have, so make a lot of them for people to have multiple routes. Not only it helps with pathfinding, it makes for decent aesthetics too, especially if you make some bigger 3-wide or 5-wide corridors with decorations on it for main walkways.
2-Maintenance: You won't want to keep wires inside walls so to keep them easily within reach for mainteance (or whatever else you have modded in as well), you'll want secondary maintenance corridors that are closed of with doors and not really supposed to be used by colonists, just to pass wires around and the like.
72b609 No.14261185
>>14260980
Now that is something fun. Can you get dinosaur implants or eldrich implants?
>>14261034
With the granma's cooking book I've been planning to make an infestation kill box to farm insect meat to make ham. Turning meat into ham removes all debuffs associated with them, even human meat ones.
d12c4c No.14261223
>>14261185
Read it for yourself: https://ludeon.com/forums/index.php?topic=35158.0
Although it seems you can only breed a few more hybrids.
c91778 No.14263606
>>14260062
>Squad management is a lot easier, battles play out more like an RTT than DF does.
>Raids aren't just based around how much wealth you have but also on how many people you have or recently lost, being attacked in Rimworld is a lot more interesting than in DF.
These seem promising, although raids in DF weren't about wealth at all. Rather if you walled yourself in and how much you abuse broken traps (atom smasher, cage)
b8336e No.14263655
Are the raid calculations done purely based on the colony as a whole, or does it have "per-colonist" factors?
I was doing a colony where I had one guy start with a full set of advanced bionics, and refused to accept anyone else into the colony. Eventually my herds and their hay fields got large enough that I needed a second set of hands to deal with it all, so I used a slave mod to take someone captive to haul goods, till fields, and service passing caravaneers. That way I could get everything done without letting anyone actually join.
Before I took the slave, when I had one guy with full bionics and a set of power armor, raids ranged from 50-70 people. Now, with the game using two people for the calculations, one of whom has normal body parts and only basic clothes, raids are less than 20 tribals.
cc978c No.14264910
>>14260990
"a mountain base"
In my opinion a "mountain base" should not really start in the mountain. Find a place next to a mountain closed in on 3 sides that you can close off with a wall. Immediately you have most of the advantages that a mountain base would provide without any of infestation problems. Of course you will want to expand later and the way to do that first is to figure out what part of that mountain can be carved into safely and what can't be. The answer thick vs thin mountain roofs. Thick mountain roofs (six or more tiles of iirc) create infestations. Usually any mountain side has 3-5 tiles of thin roof first though that means you can carve out quite a bit of expansion safely. When you are ready, like me after a couple of years, it might be time to dig out some of the thick roofs in an area you are already prepared to defend and or have a squad of bad asses to deal with it without hassle.
>mountain start is a pic of my first few days on this map, nothing is mined out as you can see it's fairly defensible.
>mountain base is where I am at now. The entire base is immune to infestation except (1) and (2) and they both have turrets there. I highly recommend avoiding putting bedrooms under thick walls. (1) was neccesary to make my base easy to walk in and (2) is being developed because their is an ass load of mountain in the back of the base to be explored and I'm ready to delve.
12ce03 No.14265345
45713b No.14267860
>>14263655
There's a lot of variables. Colony size which is depending on your narrator is one only of them, there's also tech level and weapons level. Given your experience, it probably averages them out over all your colonists. If you give one person a charge rifle it doesn't change much; if you give everyone a charge rifle it does.
>>14264910
A huge lush and fertile valley surrounded by mountains is pretty much the best you can get. It has basically zero disadvantages. But that requires a lot of re-rolling, and just seems a bit too outside the spirit of the game.
a93c03 No.14269471
>>14267860
If you pick (huge) [mountain] maps finding something like this isn't that difficult, I think it was my third roll and generally speaking every 3 maps will give you something to go with. Although this one has a bit more inside coverage than most, that fact is that it really isn't that useful because I simply did/don't need that much space. I'm literally growing trees in that space.
45713b No.14271545
>>14269471
Yeah, at one point you just get to where it's not really about survival anymore. It's not "what do I really, really have to build ASAP?", it's "what would be nice to have, I guess?" Once there, the only further reason to build more is just for the sake of doing it. Do I really need to add six more solar panels so I can make two hydroponics farms growing devilstrand and hops year-round? No, I'm actually rolling in silver and resources, and have basically nothing to spend it on. But I'mma do it, anyway.
Unfortunately, that point in the game comes where you really haven't needed to fill very much of the map.
72b609 No.14271553
So… how big can you set a map before the game get issues? especially if you are planning in having 5 colonies.
440bbe No.14271680
>make open base in a valley because bugs spawning on top of pawns is bullshit
>symmetrical bedroom requires clearing a few mountain tiles and I miss that one singular tile is considered overhead mountain
>entire infestation spawns out of that one tile and the room's suddenly got 20 bugs in it
a7c817 No.14271712
>>14271680
How many colonists do you have? I never go over 5 and my infestations are like 3-5 bugs at best.
Also if you know where they're going to spawn like in your case or in mine when I made a decoy room for it just make the room big enough to not aggro them from the door and put wood blocks in the room, throw a molotov at them and close the door.
43b3e4 No.14271717
>>14271680
Rimworld Science on you tube says that you need(ed) six titles to spawn an infestation.
Also even with 15 colonists I've never seen that big of an infestation.
*God hates you*
440bbe No.14271734
>>14271712
7-8, I think it was. Do you play on extreme?
>>14271717
This was definitely one solitary overhead mountain tile. I know because I went back and checked all the rooms because I thought I'd been sure to only mine thin roofs and found just one overhead tile by a back wall.
It spawned one hive on that tile and the rest on non-overhead tiles around the room.
a7c817 No.14271737
>>14271734
Pretty sure I'm not playing on extreme, I dont remember what difficulty I chose but I usually go with normal in any game.
440bbe No.14271780
>>14271737
I migrated to extreme as things became too easy once I learned the game.
It's generally challenging and punishing enough to be interesting except when it comes to infestations. They're already point-for-point as or more powerful than the strongest raids, and on top of this they're all durable heavy melee who spawn all over the inside of your base, often including on top of sleeping, sick or even just moving pawns, as even then you often don't have time to get them before the bugs aggro and maim/kill half your colony with its pants down.
0ed284 No.14272257
so when is this shit coming out?
I don't wanna bother with the beta versions
b8336e No.14273535
>>14249293
https://mega.nz/#!MRQxjJCa!QnQkC5Vno4UNNxDi_SJX_9OcRqRczg59Dh0I2BE6o0U
I think some of the textures in here are from that mod, but others are different. Not like it makes too much difference unless you're looking closely.
63d1cc No.14276414
>>14271780
iv'e had luck with simply having a larger underground base that seems to "distribute" the bugs better than having some micro base under the mountain. but in my last play threw there was a ancient danger that was a massive 15x15 room that was part way under a mountain that i initially used as a prison for muh Impressive barracks bonus for prisoners. but i swear to god i got a good 3 infestations in that one room a year. basically ended up butchering prisoners trapped in there with them as i got the Crew in there to stop them. kinda want to try to make a bee hive the next play threw if you know what i mean
902d49 No.14276530
>>14272257
It's at that "feature complete and if you mod the shit out of it you won't even notice" stage so you might as well pirate and try now.
0ed284 No.14276678
>>14276530
is it buggy? that's why I usually wait
440bbe No.14276692
>>14276678
I haven't played current ver but there are usually very few bugs, major or minor. The only one I can immediately recall is them trying to incorporate a modder's (volunteered) pathing improvement and accidentally breaking pathing over long distances (pawns will zigzag a bit), but I assume that'll be fixed by next ver.
I do know that last ver added a tornado event that is unavoidable and pretty bullshit RNG destruction. Dev regrets it and says it'll be removed, but you can very easily remove it by just disabling it during game creation, so it's not a significant issue.
8f19b9 No.14276695
>>14276678
It's not that buggy, it's just contentless and boring after two hours.
902d49 No.14276702
>>14276678
I haven't encountered any that I can name. Everything runs pretty smoothly but when your base starts getting really big it can lag pretty bad. This is generally when it's well past the soft caps on population limits the default story teller has though.
I only play randy which doesn't have any caps but when you're really kicking and an entire tribe decides to genocide itself against your turrets it can freeze for several seconds while it loads in what feels like 100 enemies.
89a49f No.14277311
>>14276695
>it's just contentless and boring after two hours
alright fella, why don't you go back to play skyrim, do you have all the releases yet?
>>14276678
its not buggy, but in its state there is bound to have some broken things specially if you use a thousand mods, like most people do, but even the base game is quite alright
440bbe No.14277329
>>14276695
>two hours
t. sandbox mode
7e286a No.14277344
>tfw devs thought it was a good idea to name their game "rimworld"
…
d9a1f7 No.14277470
0ed284 No.14278324
>>14276692
>>14276695
>>14276702
>>14277311
ok, thanks for the info. I'll give it a shot over the weekend.
ca2c79 No.14278360
>>14277344
What’s your fucking point?
caecb8 No.14278654
>>14277344
You play on a world in the rim. What's the problem?
63d1cc No.14278680
>>14278654
he cant separate a game about living on the edge of reality, from the first time he saw a video of someone eating ass
1b4f9b No.14278782
>>14277344
This is why Rimjobworld exists.
d12c4c No.14282681
>get Tiamat Stone Age to start with no tech and go from there
>start with absolutely nothing
>foraging berries to survive
>building some huts for housing
>food's running low
>village shaman isn't doing any research yet so send him to hunt with spear
>attacks a rabbit
>is bitten, there's some bleeding
>"whatever, he'll heal it off" -t. dumb faggot
>forgot to make a healing cabin for tending
>gets infected
>no medicine yet
>just watching the infection spread, all because a rabbit bit me
This is fun, really making things a bit harder when you don't start with no food whatsoever and the first bits of research are done with a camp fire that runs out of fuel really fast.
I'm really enjoying my tribal experience but I'm gonna have to reload since that guy was the one that was Force Sensitive. I'm hoping to fry rabbits with lighting when he begins his training later on.
a52d91 No.14282790
>>14260539
Why are you so salty all the time Tynan? Didn't you make any money on this game?
7904cf No.14282804
>>14282790
Go away Randy, no one wants to play your game
89a49f No.14282935
>>14278782
>Rimjobworld
it was practically begging for it
I can't conceive how the base game isn't more lewder to begin with
52cf2e No.14288926
>>14241405
You did a good thing anon.
2a08b1 No.14289597
>>14250055
Ottos Mops trotzt.
Otto: fort Mops fort!
Ottos Mops hoppst fort.
Otto: soso
cebf31 No.14292848
>bowcats ITT
Unless the pure I aint tonguing shit.
63d1cc No.14294073
>>14292466
i'm a big fan of mining camps (as i tend to play on the "ludicrous" sized maps) as i tends to get necessary. restricitng a pawns area to some shack and mine while having food shipped down for him. is particularity useful when your trying to mine parasteel on the ass end of a mountainous map.
da5ea8 No.14294285
0d574a No.14299032
>tfw your green tib gets cucked via tib fora for so long that it turns into towers which just block off your blossum because they don't spread tib nor are harvestable
this mod is driving me up the wall with how little thought they put into it
ca9584 No.14299657
Can someone give list of good mods for this game or should I wait for ludeon to stop development for this game and complete mod made after that?
6ea3fd No.14299809
>>14299032
the mod author clearly put a bit of thought and whatnot into all this but there are some major flaws with the current release
>blossom trees are supposed to be a forgiving type of tiberium, you can put down some stone floors three wide to wall it off
>it makes green tiberium chunks when it touches stone chunks which eventually decay into green tib, infesting your map wildly
So much for forgiving. frankly i'm thinking I ought to enable a spread limit on the tiberium from the source in the mod options, but we will see what changes in 1.0 since hes planning a huge release.
0d574a No.14299839
>>14299809
could he fucking remove all the Tib war shit and instead go more Tib sun friendly? that's pretty much what I'm mostly annoyed at tbh
2be9a4 No.14301142
>>14301109
>If being gay was a choice or something that you can indeed change, it would have been proven by now
1. It is.
2. It has been proven.
>all it'd took was one guy voluntarially turning gay.
Guess what, faglover.
>Statistics are not facts
THIS IS HOW MENTALLY DEFECTIVE LIBERALS ACTUALLY ARE. THIS IS WHAT THEY HAVE TO TELL THEMSELVES TO OPERATE ON A DAILY BASIS.
>You never have a control group that represents 100% of an entire population since you never test the entire population.
Yes, you don't know what statistics are. Thanks for confirming.
>Secondly, statistics are fucking useless.
FUCKING LOL "They aren't real and even if they were they wouldn't mean anything!"
>If you had a statistic that told you 8% of newborns were gay, would you advocate for a law that sees every 8 newborns in 100 to be thrown into an oven?
I would simply know the "statistic" was faked, as the people behind the "10%" lie have publicly admitted they made it up. Faggots represent roughly 0.8% of the population.
>they absolutely NEVER give you neither solutions
Thanks for asserting something that no one questioned. Most of the rest of your post is exactly the same sort of statement.
>This is why /pol/ is retarded with it's graphs.
So you have no fucking comprehension of what statistics are, don't actually know what the graphs are saying, and are too mentally defective to refute the proof already presented that everything you said is a lie.
>/pol/yps
LEFTYPOL CONFIRMED
Reported for a fucking derail.
a52d91 No.14301164
Rimworld threads should be banned, I don't remember a single good one.
ca9584 No.14301185
2be9a4 No.14301197
>>14301164
I'd tell you to use your mouse to click the little arrow and hide the thread, but you probably don't know what a mouse is.
b8336e No.14301300
>>14301164
Ban the people responsible instead. Rule 8 exists precisely to prevent things like the /pol/niggers and Dorf Fort fags who keep driving these threads into the ground.
167065 No.14301355
>>14301206
Actually I quoted the wrong post there, but waddya know? It applies as well to you.
6 posts so far and none have anything to do with Rimworld. It's just you injecting your /pol/itics into the thread for a game you likely don't play but have to preach about because it features gheys.
>>14301300
Sadly, I think that depends on how much the vols which to enforce that rule and since 2 reports have likely been ignored, I'm not sure this is gonna get anything done.
Who knows? Maybe the vols are taking pity on the poor refugees that can't have actual discussion on their own board and are allowing Discussions of Peace here.
It's likely to end in a predictable manner as well.
42baf5 No.14301528
>>14301430
Sounds like you're fresh off the boat from 4chan.
0d574a No.14303579
>>14300644
yeah it does but it also doesn't work for blue tib if it's next to a body of water or mountain
b51bbf No.14303733
>>14237227
Combat Extended for V1.8 when?
e2457a No.14308292
>>14237323
Did you notice any improvement by stacking sandbags around your exterior walls? Or was it mostly for aesthetic?
>>14237635
>>14237862
Sounds like a really great idea for a mod.
>>14238543
>>14238928
Enemy pawns don't seem to take deadfall traps into effect when calculating their pathways unless you got sappers attacking you. I've set up traps to be laid into easier pathways for enemies to take while my pawns move around through doors. The effect is I can send most of my colony (7 pawns) on an attack raid and know that a skeleton crew could hold the house secure. (pic related)
>>14249225
Biggest failure I had was two pawns who hated each other sparking conflicts and making interruptions in workflow. With a cook in the hospital there's no one making food, and then everyone gets angry and more fights break out. Then everything goes to shit when the tiniest raid happens because I can't stop taking losses. My new focus is on a long term evolving fortress with much higher recruitment discrimination.
>>14249306
>City is named Struggle
>Swastika garden.
>Everyone's wearing dusters and cowboy hats.
>Oven surrounded by human leathers and raider discards.
/pol/, pls
>>14260062
>>14263606
Don't forget that Rimworld also has the AI Storyteller option, so people who like the utterly random element of DF can select that at the start of the game. Also allows other modded storyteller algorithms so you can experiment with different playstyles.
b8336e No.14308450
>>14308292
>/pol/, pls
That garden layout is just objectively the most efficient. And I think the duster/cowboy hat is, barring power armor or extreme cold, the optimal outfit as well.
Though I'm not sure why he went for efficiency on the hydroponics and then did the least efficient possible hospital. You can get eight beds per monitor using s similar pattern.
1f86cb No.14309968
>>14308292
>sandbags
I'm not that guy, but
yes, for random fire (guns), bombs, explosions, boom rats, etc, as far I can tell it helps.
12b2e3 No.14310854
>>14299032
Anon, what mod is that that lets you condense stockpile counts on the top left?
fad757 No.14310868
>>14308292
>he doesn't know that is the most efficient garden layout
lmao.
0fc44a No.14310883
>>14310854
Click the button at the bottom right of the screen, you idiot.
caecb8 No.14310908
>>14307468
>Dax
>using contraceptives
63d1cc No.14313300
>>14308450
a muffalow wool cowboy hat and duster will get people to beyond ludicrous heat and cold resistances.
>>14308450
>You can get eight beds per monitor using s similar pattern.
wut? i thought each monitor only attached to one bed?
b8336e No.14313393
>>14313300
> i thought each monitor only attached to one bed?
Other way around. A bed can only benefit from one monitor, but the monitor can attach to as many beds as you can fit. Just like how the tool cabinet can apply to many workbenches.
6e2b94 No.14313519
Has Sam Hyde's name been added in the Rimworld name pool?
c041a7 No.14314104
>>14310883
Oh jeez. I did not see that. Fuck you anon, thanks.
We still banging later, right?
b8336e No.14318487
What unconventional layouts have people been trying?
I've seen some really neat ideas like >>14237323 and it makes me feel bad about my bland colonies that always end up being the cave equivalent of commieblocks.
I was considering a "cell-based" approach where everything was comprised of identical 4x4 square rooms, but that falls apart with things like stockpiles and freezers, the 5x2 workbenches, or large furniture like the pool table. Combining the cells into something 4x11 or 11x11 rooms would help to some extent, but it compromises the aesthetic and makes the whole exercise seem worthless.
418cba No.14318488
>>14237227
This game is boring as fuck. I really gave it a chance, I even installed some "lemme fix it for you dev" mods like, adding FISHING and BRIDGES and A NOT FUCKED UP TECH TREE. Dev is lazy as fuck, I get it you cashed in on the "Dorf Fortress for Casuals" meme and now you're bored and want some more money, fine. But your game sucks.
Researching is a boring as fuck way to unlock techs. Forcing your whole colony to do nothing to unlock more stuff to build so you can sit and do nothing again, just sucks.
Your colonists are idiots and can't figure anything out for themselves. They are lobotomized Dwarves.
They are also all ticking timebombs since the game is "designed" to have everyone spiral into a tantrum unless you have everyone ocd cover everything in marble.
Combat is stupid without mods (and even then) and the entire time I am really just thinking I can mod a sci-fi Dwarf Fortress and end up with a better experience and make the world a better place. There has just been more work and effort put into the details that make it all seem like a fun time.
The only boon to the entire game is that it auto-builds ceilings. That's just about it.
82e829 No.14318527
>>14318488
b-b-but anon-chan, you can remove ceiling zone
63d1cc No.14318554
>>14318527
>The only boon to the entire game is that it auto-builds ceilings. That's just about it.
>The only boon
>boon
>Boon
>noun
>1. a thing that is helpful or beneficial.
learn to read nigger
418cba No.14318556
>>14318527
I'm saying that its a cool feature, the concept of zones to determine inside areas and that they're automatically designated.
da5ea8 No.14318563
>>14318488
It is a pretty shitty game.
That's the problem with early access games, no real reason to improve anything if the normies don't complain
82e829 No.14318828
77189f No.14319459
>>14318488
I just wonder if I should go to the 20 games I don't like on /v/ and shit post them, but I realize I have shit to do with my life so nah.
7904cf No.14319625
>>14318488
Doesn't almost everything you wrote apply to DF too?
Dwarfs are retards and the tiniest of things can throw them into a temper tantrumm spiral.
How is DF combat better?
167065 No.14320495
>>14318488
>Researching is a boring as fuck way to unlock techs. Forcing your whole colony to do nothing to unlock more stuff to build
Unless you're building a research bench for everyone and assigning research as their most important task, you're not "forcing your whole colone to do nothing".
There's plenty you can do with the default starting tech, research is meant to be a long term goal to slowly unlock new things when you have a base up and going.
>Your colonists are idiots and can't figure anything out for themselves. They are lobotomized Dwarves.
On the controrary, they actually can do a lot of stuff just by themselves, unless you mean the fact they don't work autonomously unless you tell them to. Try and turn off jobs for dwarves and see how much they do as well then.
>They are also all ticking timebombs since the game is "designed" to have everyone spiral into a tantrum
Yes, they have needs you have to manage, this isn't new in these types of games, what about it?
Colonists are actually quite resilient to shit, especially when you start do to extra positive buffs (that you shouldn't need later on) and even when in the shitter, they still take some time to flip.
And even when they flip out, instead of going around and killing people thus actually causing the spiral tantrum that happens in DF, there's plenty of other shit that can happen that's not as penalysing for you.
>Combat is stupid without mods
It's a squad based RTT, what do you think is stupid about that? And by the way, which mods are you adding? Currently I'm using Simple Sidearms and Supression.
a6dc2a No.14322603
>>14303733
There's an unstable version out
818b43 No.14322657
>>14303733
I can't play without CE anymore, it's so much better with the jaggedallianceesque combat.
>>14319625
i'd love DF depth of damage effects. the combat isn't much different otherwise, Rimworld with CE is more tactically involved.
62feee No.14322695
>>14319625
It's hard as fuck to get dwarves to tantrum now a days.
a6dc2a No.14322864
>>14322657
Are you still on .17 or is the unstable version usable?
8d0461 No.14323589
>>14320495
>Researching
The only annoying thing is that it's a task that they only do if there is nothing else they could be doing so you better have them disabled for cleaning and mining and shit
3a6039 No.14323609
>>14323589
I usually just recruit a prisoner and stick him to do nothing but research so my colonists that are good at doing things don't waste their time.
b8336e No.14323621
>>14323589
You do know that in vanilla there are four levels of priority you can set, right? It's not just checked or unchecked. Set cleaning to lower priority than research.
8d0461 No.14323671
>>14323609
That's a pretty good idea
>>14323621
aw fuck i forgot about manual priorities, ignore me
1e9338 No.14323704
>>14323609
>>14323589
>>14323621
This is why I feel the rich-explorer start is OP, especially now with the tech tree as it is. You just wait for some otherwise useless dude to show up with some aptitude towards research and that's what they do forever.
Also cleaning [2] research [3] is a pretty good idea but you will research at half the time, bases are always dirty.
7904cf No.14325649
Has anyone tried if monstergirl mod works?
I think the update broke some logic that was used by monstergirls to haul and clean
31a548 No.14325663
42bb19 No.14326667
>>14325649
They still clean for me, but I haven't seen them haul, but that is probably because I restrict them to an area, so they can't go out and haul.
caecb8 No.14328675
>>14324639
>>14326155
How'd you get faces and why can you zoom in so much?
167065 No.14328881
>>14328675
2 mods, Facial Stuff for the faces and Camera+ or something similar that lets you zoom far more.
440bbe No.14328961
>>14326155
I am become boipucci, destroyer of boards
f6ac4d No.14329509
>>14328675
>>14328881
There was also RimFace for FacialStuff that gave them those cock sucking lips.
89a49f No.14334218
>>14329509
>>14328881
I had never realized how much rimworld/prison architect resembles south park character design
a73148 No.14334620
>Install tobacco mod
>Pawns smoke pretty heavily for half a year
>2 now have asthma, one has lung cancer
caecb8 No.14334630
>>14334620
Cigarettes are bad for you.
45713b No.14334792
>>14326155
Why would someone replace a perfectly functional anus with an artificial vagina? How does he shit now? Is the scratch scar from when he got raped by the husky?
There are so many questions!
f6ac4d No.14335121
>>14334792
For some reason, the anus is the easiest part of the colonist to destroy and I've now had a number of colonists with destroyed anuses that I've tried to replace with hydraulic anuses, but it always turns out that the packaging was wrong on the boxed anus and it was a hydraulic vagina all along.
Also the only rape that has occurred has been with the mantis ara, a number of times by several now dead colonists.
a407be No.14336410
>>14323609
This.
Also if they have a passion for it they won't need sanity breaks. You could probably increase their efficiency like mad by making a research dungeon and having some useless hauler bring them meals.
89a49f No.14337704
>>14334620
now install the vape mod
and btw, you need a lifetime of smoking to really get that bad
b8336e No.14339831
>>14335121
How are you getting RJW to play well with the Alien framework? It almost always throws an error for me when trying to spawn an alien; I can't get caravans or visitors at all. Something about the BodyDefs.
5f2000 No.14339868
>>14334620
>install Children & Pregnancy
>one of my earliest colonists is an 8 year old kid who joined fleeing a raid
>all animals ALWAYS go after children if you let them leave the house (learned this too often on earlier saves)
>assign him to never leave; only do jobs inside
>he’s my cleaner and level 20 researcher
>apparently this is too boring for him despite having all the joy objects imaginable
>has mental breakdowns all the fucking time despite never having negative mood
>drinks heavily despite EXPLICITLY SETTING NO DRUGS FOR EVERYONE (we only make beer because of how well it sells)
>gets fucking cirrhosis of the liver at 9 years old
Such is life out on the rim.
12a6cc No.14340020
Are there any mods that add legs and arms to the pawn sprite? I just hate the way it looks for some reason.
eaed65 No.14340032
>>14334620
>cigs
Not even once.
7dcd28 No.14340214
>>14340020
The newest version of Facial Stuff that you have to download from github has Rayman floating hands and feet. Its still a bit buggy with weird shit like pawn's hands and feet being above their head when sleeping. Limbs also disappear when a pawn can no longer walk so if you don't feel like tracking notices it can help at a glance. Until 1.0 hits and someone decides to do something about pawn sprites its going to be the best you can get for now.
https://github.com/Killface1980/RW_FacialStuff/releases
aaf946 No.14340285
>>14237227
>The game is finally nearing release
when fuck
10aca6 No.14340333
>tell colonists not to do something
>colonists go out of their way to do exactly that and nothing else
>colonists die
confound it
12a6cc No.14340408
df034a No.14342790
>>14339831
I still get headless alien colonists every once in a while, but I've had no issues with, at least, Hospitality visitors and caravans. Maybe it's somethingreally.specifically with the Alien Pregnancy Framework, but I don't know really.
b8336e No.14343949
>>14342790
I got it working, at least. There are still minor problems (the body groups RJW adds are duplicated, so there are two genitals, breasts, and anus groups, but only one gets assigned organs), but at least things work.
a73148 No.14345678
>Things going well
>Tornado forms on top of my base immediately killing 3 pawns
T-thanks randy
45713b No.14346323
>>14339868
Yeah, I found out that forbidding a colonist to use drugs only works out if they actually care to listen to you. I had a colonist drink all the fucking time and end up with liver cancer only a couple seasons after showing up.
Maybe making him a custom zone that DOESN'T include the beer stockpile will work. Have to try that.
57e62a No.14346355
>>14238444
You should check out Oxygen Not Included if you like playing with gas and autistically setting up gas/water lines
72caa0 No.14346490
So what are the decent alien race mods right now that isn't full furry shit?
>>14346323
Restricted zones seem to only work on people who aren't having a binge break.
You should keep at least one melee character around armed with a mace to beat some sense into them if a break happens, also beatings work well for pyromaniac breaks.
Have to be careful with beatings, still a small chance of killing them even unarmed.
b8336e No.14346550
>>14346490
>still a small chance of killing them even unarmed.
Downing a pawn has a chance to randomly kill them outright even when the injuries themselves aren't necessarily fatal. There are mods that can adjust or remove that so that only fatal wounds are fatal.
c78a3b No.14346768
>control + f modpack
>0 results
recommend me a good modpack niggers, or at least the essential mods for this game for A17 or B18
44a14e No.14346793
>>14346768
There’s no “modpack,” nor are there really any essentials for any given type of game.
b8336e No.14346875
>>14346768
These are all simple quality-of-life mods. Anything more interesting you should look for for yourself.
>Allow Tool
Adds a few useful tools. Haul+ is the most useful, which allows you to set the selected item to be hauled urgently.
>Basic Bridges + Fishing
Allows you to build bridges and fish off them. Basic bridges can only be walked on, more expensive bridges can be built on.
>Designator Shapes
Instead of lines or filled rectangles, lets you draw shapes like circles or empty rectangles. Useful if you autistically plan your base ahead of time. Good combined with More Planning.
>Miniaturization
Substantially increases the number of furniture types that can be uninstalled, put into storage, and reinstalled.
>More Planning
Gives you many different colors of planning squares, instead of just grey.
>Notification Archiver
Archives notifications, both the envelopes on the left and the short messages in the top right.
>More Trait Slots
Allows you to set the maximum number of traits as high as 9, and adjusts the character card to make them visible.
>Smooth Stone Walls
Rough stone walls can be smoothed, similarly to floors.
>Simple Sidearms
Lets you equip colonists with backup weapons, especially to have both ranged and melee weapons. Extremely useful against animals.
>Stack MergerColonists and animals set to do haul jobs will also combined small stacks of a given item within stockpiles to the maximum size, preventing the annoying situation of having five stack of 3 rice each taking up precious freezer space.
>Show Me Where
Toggleable colored overlay showing soil fertility and land buildability.
a73148 No.14346881
>>14346768
Really depends on what you want, but I don't play without combat enhanced anymore because vanilla combat is really shallow and boring.
72caa0 No.14347047
>>14346550
Thought the random death chance only applies to non-colonists and animals.
I know that pain hitting 100% is instant death for all creatures, which is why I recommend using a mace, more likely to break one of their legs even when they are berserk and sometimes might not fall down even at the typical 80% pain threshold. Also the mace seems to have a pretty low chance of outright destroying body parts.
Non-bionic unarmed looks to be somewhat better with frail people but seems like there is a slightly higher chance of hitting 100% pain over a mace.
45713b No.14347083
>>14346490
Yeah, it's a pain in the ass. I'd get rid of him outright if he wasn't the best with a gun in the entire colony.
>>14346768
I'd recommend fluffy breakdowns, because having things constantly needing repair makes a lot more sense than things just breaking randomly for no reason (even if they're not being used or even if they're NOT POWERED). I also use rt fuses because wires randomly exploding in the walls is a pain in the fucking ass, and playing without using batteries is basically impossible.
Really, I detest random failures that you can do nothing about. Makes sense for the early-game, but something catastrophic that happens randomly, and you can never do anything about it, is just artificial difficulty.
44a14e No.14347131
>>14347083
I just modified the wire framework to never explode, because what the fuck kind of retardation is that. It’s 5500 AD, do they expect us not to know that shielded wiring exists?
72caa0 No.14347195
>>14347083
Before it was easy to just have a battery backup when a short happens but with power slowly draining from sitting batteries now have to use two banks, alternating between them every few days at least.
>>14347131
It makes more sense for a battery itself to explode than some random wiring.
8ae0e1 No.14347625
I want a relationship mod where I can play as space Mormons and assign wives as I see fit.
45713b No.14347730
>>14347131
Considering they seem to be making the power lines out of bare steel scraped from rocks, it's a wonder it doesn't malfunction more often. That said, it would make sense if there were a modified wire you could make later on that doesn't fail.
>>14347195
Got a mod to help with this a bit. RT switches, which will automatically flick a switch if it detects a power failure. I have a small separate power network with a few batteries connected to some chemfuel generators, that I fire up every once in a while to keep the batteries close to topped off. If there's a power failure due to a short, the switch connecting them automatically trips, allowing those spare batteries to power the network long enough to get through the night. It spares me having to send a pawn running all the way the fuck over there to flick the switch, which could be catastrophic if it's during the middle of a raid or some shit.
AFAIK if you uninstall batteries so they're put in a crate in a stockpile, they hold their charge forever. Of course, you have to get a pawn to reinstall them in order for the network to go back online, which takes time.
3a6039 No.14347861
Does anybody else get this problem with long games?
3787c8 No.14348709
>>14347861
It happened once or twice but I don't remember what I did to fix it. Probably just revert to previous save.
c31b03 No.14348833
>>14347861
no, played colonies past 10 years, never saw this before, but I don't use mods. I do however play on largest map size
df034a No.14348881
>>14347861
I've only had that happen with the world map, and reloading the save usually fixed it, if only temporarily.
c31b03 No.14348932
>>14348881
it looks like the graphic card is out juice, if it happens after a long period of play on an older machine, try rebooting. ~It vaguely reminds me of an error I had on other games when I was still poor.
c31b03 No.14349469
>>14348932
I meant I've seen this shit happen in other games not that it matters to much, but I haven't seen it happen in rimworld. Of course I'm not running a toaster.
0d574a No.14349834
>>14347861
I had that happen to me when trying to give "the forgotten" tiberium infusen in the Tiberium rim/factions mods
3a6039 No.14350285
>>14348709
>>14348833
>>14348881
>>14349834
It isn't a graphics card, since it works when I load a previous save, it just happens randomely then I have to load an earlier save. It's just annoying to lose progress randomly but it seems other people have this problem as well, so hopefully it gets fixed. The weirdest thing is that when I pause the game then the grey screen goes away but when I start it, then it comes back and it applies to the world map too. I don't know what it is but if it doesn't stop then at least I can still play the game since the screen works while paused. My guess would be something where it assumes that it is clicked out of the screen, since when you click out of the game then the screen goes black, but if I find a fix I will post it here.
3787c8 No.14350382
>>14350285
I've been having this (rarely) for some two years so I wouldn't hold my breath for a fix
>click out of game screen goes black
I run in windowed so it doesn't do that for me, maybe try switching to windowed when you get it next time
3a6039 No.14350386
>>14350382
I am in windowed mode. I was talking about clicking into a different application.
176814 No.14351568
How active is this thread?
0d574a No.14352305
>>14351568
depends on how new it is, otherwise not very is your answer
3a6039 No.14353238
These apes can really take a beating.
bca646 No.14353255
>>14353238
What are you going to do with his nose?
3a6039 No.14353268
>>14353255
One of my colonist lost their nose.
6b5b8a No.14353520
>>14350285
>it isn't your toaster.
ok than it is your mods (imho)
3a6039 No.14353556
>>14353520
That's probably what's causing it. I started a new game after fiddling with the mods a bit and it didn't happen yet.
f6ac4d No.14354124
With all the noise these things make, I almost regret making three of them.
3a6039 No.14357201
>>14354124
Is your colony full of cultist? Did you make a chimera yet?
f6ac4d No.14357668
>>14357201
Yes, and, while I was slapping rabbit ears and muffalo muscles on everything I could, I could find no way to create any sort of horrible homunculus. I did find that I could make formless boomalopes full of acid though.
f6ac4d No.14358221
And now I've done a horrible thing.
3a6039 No.14358936
What's a good way to secure a good food supply? Since all my colonies end in either the game breaking or my colonists starve to death.
748cd8 No.14358985
>>14358936
farming on 30/60 or greater growing season.
supplemented by animals you need to kill to make clothes anyways or just anything that gets close to camp. except unicorns.. also don't be afraid to spend money, the first couple years I usually buy what I can from traders.
4633c5 No.14359530
the only reason i don't play this game is because it doesn't have Z levels
d2d7e9 No.14360338
>>14359530
that's why you don't play chess too am'rite?
df034a No.14360426
>>14358936
For a single colonist to eat around 3 simple meals made from potatoes grown within a 30 day period over a whole 60 day year, about 22 plants are required and you can easily have a surplus with that many over a whole growing season. You can then cut that in half and supplement with animal meat to have yearround fine meals.
df034a No.14360435
>>14360426
Sorry, it should be around 45 plants for simple meals.
d2d7e9 No.14360445
>>14358936
after doing
>>14358985
ultimately you want hydroponics. as soon as you have enough stable power and tech you can grow so much rice in a hydroponic room that you will fuck off once in a while to cotton/smoke/healplant because your stockpile is full and you can't hold any more rice on your base.
df034a No.14360676
>>14360426
>>14360435
Oh right, and then to save against constant labor, cut those numbers into thirds (7/15) to grow over that 30 day period. That's better then for making fine meals reliably.
b8336e No.14362506
>>14358936
Start in Arid Shrublands. Pick wild agave.
Agave in rich soil is the most efficient food crop in the game.
>3 day base growing period
>10 fruits per harvest
>harvesting only drops it to 30% growth, while most crops need work to replant and start at 5%
The obvious downside is that you can't plant it manually. That means it won't usually end up in rich soil and won't reach the full efficiency potential, you can't control how much of it you get, and you have to tell the colonists to harvest manually.
Still, my current colony of five people is making a surplus solely from the ~60 agave plants that happened to be within my outer wall. Then there's that many again close by that I could be harvesting, plus add in elephant hunting and food supply is easy even for a large colony.
d8cacb No.14362798
72caa0 No.14366184
>>14358936
If you're using the megafauna mod, right now arthropleura lay 3 eggs on average, fully mature in 12 days after hatching and produce around 190 meat when butchered. They also make good pack animals and bullet sponges due to their large bodies and innate damage resistance.
The downside is that its insect meat and the egg lay process and hatching can take awhile to get off the ground if you're only starting with a pair. Making fine meals at least should offset the mood debuff somewhat.
Also consider using nutrient paste if you're really struggling and at least get some electricity but colonists can tell if you use human or insect meat in the paste, making the mood debuff far worse.
I'm having a lot of fun with megafauna, right now trying to raise an titanis army for defense and assaulting places but the project ran into a problem. I forgot to zone out my yayo stash, half of them are addicted to psychite and suffering occasional violent break without the drug.
At least they run really fast while high, mauling the retreating retards who tried digging into my base.
69178c No.14367453
>3rd of a primary 5504, snowy barrens
>all animals have been killed by predators or starved in winter
>volcanic winter
>toxic fallout
brb starving to death lmao
ea362b No.14367478
>>14367453
>4 years in
>No hydroponics
Only way is to devour the weak now.
787f76 No.14367535
So I downloaded this game and gonna play it for the first time, how much in terms of autism I have to learn to not die like a bitch?
d12c4c No.14367567
>>14367535
Not much really.
You just gotta figure out how to do a decent freezer room to stockpile food, how to setup a perimeter against invasions and how to work priorities for your pawns.
Everything else comes along afterwards but don't expect to have things go smoothly the first times you play.
787f76 No.14367593
>>14367567
I like to play elona as well so having a bad start isn't a deterrent
c7fa9f No.14367737
any mods to make going berserk a little more reasonable?
surviving on an ice sheet is impossible without cannibalism, and everyone seems to hate it
i get raided, 1 of my 3 collonists goes berserk while i'm preparing my defense
i'm just about to harvest rice near a geyser and someone goes berserk and kills half the people
even in the best conditions they just casually go and set fire to the entire base when they're the only ones who can firefight
d12c4c No.14368148
>>14367737
>impossible without cannibalism, and everyone seems to hate it
You need more Psychopaths in your life, Anon.
>even in the best conditions they just casually go and set fire to the entire base
You need less Pyromaniacs in your life, Anon.
For these reasons, you might want to look up the More Traits mod so you can have more shit than just "lol, fire", but more importantly the "We are all mad here!" mod.
It's a nifty little thing that will eventually make everyone in your colony a Psychopath unless they have some conflicting trait like Kind or similar. The rate at which they turn depends on their mood and other factors so in your case, they'll likely flip the second they eat long pork again, making life in the cold much easier.
You might also try your luck with Tribal Essentials or Medieval Times for a better early game, though I dunno how much it will actually help.
Medieval Times has some content specifically for cold biomes actually, and you may even end up building igloos with ice and snow.
d12c4c No.14368173
>>14367737
I forgot, but there's also a mod that was made by some jap regarding butchering human corpses. "Butcher reduction" or similar. What it does is that the mood penalty for chopping people up is only applied to those inside the same room as the butcher (and the butcher, obviously) so you could have a "back room" where your only psychopath or unlucky pawn goes do his thing.
>>14367593
It's not so much a bad start as in a "this won't go anywhere anymore" situations, at which point you'll likely have to start over again (which fortunnaly isn't as terrible as Elona). There's a good amount of stuff that you'll learn with practice and next time you play, it won't screw you as hard, however the first time it does, it will likely break your game.
For instance, I mentioned the freezer room (just a big room with a freezer on the wall to regulate the temperature down to -20ºC) because of stockpiling food for winter, obviously. However one thing that can happen during summer is a heat wave that will see everyone overheating a lot. A cool room for people to hang out even if just for some minutes will help mitigate this entirely, if being quite wastefull however.
Same thing with injuries, where a single scrap will seem like no big deal, but if it gets infected, you'll get to spend several hours watching your pawn die, unable to do anything about it because you haven't setup a proper hospital and you don't have actual medicine yet either, while simply suturing the wound ASAP with good job priorities would be much more trivial.
Once you learn all these things, the game actually becomes a bit boring so you'll go full degenerate with modding to add a lot more crap to keep in mind and tweak some of that shit out.
787f76 No.14369065
Aight, haven't died yet, except for a few random pod crashes and one dumbass who tried to raid me and a berkerk guy that I mauled a little until he went down into nursery so yeah… need to gather more steel since I used most to make the panels with batteries and cooler
787f76 No.14369111
Spoke too soon one of those weird bulbous animals died for some reason near my base and everything went up in flames
787f76 No.14369117
>>14369111
A now a thunderstorm that was interesting I must say
aa6b05 No.14372997
787f76 No.14373128
Hey how do you level up handling consistently, I have a smal pack of rats since I don't know other way
aa6b05 No.14373134
>>14373128
Train everything and also having wool or milk animals helps.
f8ef2f No.14373566
>be casul
>need meds so I CC silver to buy it from some caravan
>suddenly 3 raids in a span of 2 days with mechaniloids and 14-man raid
Well the lesson here is to not go over 3000 until I have a good base I guess
f8ef2f No.14379362
So I have the 18.1722 version, what mods are good to go with it? Tried checking nexus but most are outdated, looking mostly for guns because why not
3a6039 No.14379474
>>14379362
Project armory is pretty good if you are looking for guns, also check the ludeon forums for mods since the majority of them will have download links in the description. But otherwise just use what >>14346875 said.
d12c4c No.14379526
>>14369117
Whenever there's a very large fire, the game automatically triggers rain.
It's a safety measure Tynan included because fires were so demanding in terms of performance, so rain puts them out if they get too hot for your CPU.
f8ef2f No.14379620
>>14379474
I've downloaded project armory from nexus but guns have no models so I guess it was an old version, which site you recommend to get mods from?
f8ef2f No.14379636
>>14379630
Yeh I was looking at it already, thanks anyways
c7fa9f No.14381685
>cloning mod
>barely survive for years
>eventually have so many turrets that nothing can get close to my base
>multiple research benches
>finally manage to research cloning
>"cloning only occurs when the registered pawn dies"
well that was a waste of time
my colonists are already pretty much safe, i wanted to expand
3a6039 No.14382736
>game going good
>tiberium gas forms on base but don't think anything of it
>spreads past the flooring and walls i put around it
>have to load save from a few days ago
I wish there was a way to destroy some of the infected soil..
f8ef2f No.14382895
Having to deal with cold is a bitch but I think I'm starting to get the gist of it