1ebd23 No.14417621
Someone recently had the bright idea to use multiple maps to create an underground mod called DeepRim.
https://ludeon.com/forums/index.php?topic=39262.0
Buggy as shit so far with the storyteller AI not knowing how to handle the underground maps and more.
Probably could merge with Biomes! Caverns if anyone is feeling autistic enough to make them work together.
https://ludeon.com/forums/index.php?topic=38312.0
Why didn't Tynan think of this?
75d659 No.14417628
>>14417621
Because he's a hack who wrote a shitty unoptimized game using combination of shit coding and semi competent thievery from github? I am surprised it took otherfags this long already. But don't fret, you won't be able to enjoy those maps for long. Watch as you get 3 maps or two well developed maps and the game comes to a screeching halt with several second long stutters.
1ebd23 No.14417644
>>14417628
Had 3 decent medium maps at the same time this version with not much slowdown. Removing the floating Zs and stopping plant waving animation seems to help my shit computer run it.
Another mod that helps is the one that optimizes the fire spread code.
9a1b96 No.14417647
Reminder that tynan wrote a book on how to make video games.
75d659 No.14417653
>>14417644
You can also be on dead biomes as opposed to jungle ones which will cause massive unplayable lag hardly 3 years in, but that's not the point. The point is that mainline code is fucked. I wouldn't be surprised if he ran 7 if loops in 7 loops nested in each other, like that yandere developer kike or whoever the fuck wrote stalker's shitty code.
b68d18 No.14417661
>>14417647
It's what happens when you get good enough to make something, but not good enough to realize that what you've made is terrible.
bb9047 No.14417665
>>14417621
How long until final release?
1ebd23 No.14417673
>>14417665
Looks like we might have awhile before 1.0
f553ac No.14417678
>>14417673
read as: i got bored developing this, let me finish the code i can reuse for my later projects and dump the rest on some retards who will buy this
9d6cfb No.14417688
>>14417621
>the storyteller AI not knowing how to handle the underground maps and more
Sounds good to me having the game's "level scaling but for everything" system cut out.
1ebd23 No.14417710
>>14417678
Can't remember where I saw it but Tynan practically admits he is tired of working on Rimworld after five years and wants to move on to another project.
f553ac No.14417732
>>14417710
do you think he will make another star citizen in the near future?
e5d8f4 No.14417746
>>14417621
Didn't it take two full years to implement Z-level in dorfs through sheer force of autism and the AI still had to cheat a bit to handle it?
There is no hope in hell Rimworld will ever have a working z-level.
0b888a No.14417811
>>14417678
Do you think a developer is obligated to work on a game forever?
f553ac No.14417815
>>14417811
I think a developer should not scam people into buying his unfinished product and then leaving it half assed when he gets bored with it. People like this should be publically hanged. There is nothing that separates tynan from these hindu tech support scammers.
7e20d3 No.14417960
>>14417653
If you're such an elite coder, why are you playing his game, instead of him playing yours?
f553ac No.14417968
>>14417960
Probably because no elite coder works on video games. Ever. Have you seen the source for any games? They are street shitter tier garbage. Anyway, this anon is probably not a l33t coder. He just knows better because he uses not shit languages and knows basics of optimization.
9a0e29 No.14418282
this z-level shit for rimworld is such a meme
30d30b No.14419408
>>14417621
>Why didn't Tynan think of this?
didn't you read his twitter you fucking moron?
because it fucking lags and it makes the game unplayable if your colony is large enough, its basically loading another world on top of that one, not even the best CPU can handle that shit, faglord.
30d30b No.14419433
>>14417628
shoo, shoo, go away boomer cuck, nobody wants you here with your shitty cancerous idea of how a videogame should work.
also hang yourself, boomer.
16bf81 No.14419442
>>14417960
>HURRRRRRRRRRRR U NO CRITIQUE SOMETHING UNLESS U MAKE 4 URSELF HURRRRRRRRRR
>ALL KIKE MEDIA IS A MASTERPIECE OF CINEMA BECAUSE I CAN’T MAKE MY OWN
>>>/tumblr/
>>>/suicide/
16bf81 No.14419447
>>14419408
>>14419433
>all these fags literally sucking his cock
>’he didn’t do it because it runs slow’ is the only answer
>too fucking retarded to comprehend the mere POSSIBILITY of fixing the code so that it DOESN’T run slowly
>blames “boomers” for whatever fucking reason, despite his own mental processes being the ones responsible for the collapse of civilization
Inexplicable.
863586 No.14419499
>>14417815
Except when Rimworld is fully functional and works properly.
053554 No.14419615
Imo the game is fun and even if you were able to run ginormous maps surviving isnt an issue in itself unless youre bad or have really bad luck
80423b No.14419854
>>14417815
RimWorld is a fully functional game dipshit.
90cfc1 No.14419919
>>14417621
It's technically not Z-Levels since there's no direct interaction between them, as in: you can't dig a hole and have water\items fall through or simple stairs between them.
As it stands, it's more like there's at least 10 meters between each level at least.
It's still pretty cool since it's a great way to dig for more ore and build underground bases, but I do wonder how the AI handles it.
Do your pawns transition z-levels as necessary or do they interact solely with the current level? (if it's using another map for this, that's probably what happens)
And do invasions also travel through those things to hunt you down or do they just focus on their current level?
Because this seems pretty easy to abuse otherwise.
>>14419447
>’he didn’t do it because it runs slow’ is the only answer
The solution is currently using extra maps like you already can when traveling with a caravan and it has already been shown what happens when you try to have too many open sites being simulated.
Your idea that "why not fix code so not slow?" is utterly retarded, you have no idea if the performance issue is due to shitty code or simply because there's indeed that much stuff going on. You never proved the bad performance is the Devs fault and you never gave a solution (likely because you have no idea what you're talking about).
You're also forgetting that there's balance issues to adress here, the game lends itself a lot to "kill boxes" to handle invasions. Mountain bases were so superior for defense due to this that Tynan had to add the Infestation to put a downside on strictly staying underground.
With an extra Z-Level, now you only have to cover the stairs\elevator with a bajillion turrets and sandboxes to fire at whatever comes down without fearing sappers or mortars at all. Or have infestation underground all the time.
It's always the same shitty "criticism" of Rimworld in these threads, always complaining about stuff you have no idea how it works and blaming it on the Dev because that's the only reasonable course of action, always complaining that the game is unfinished but never stating what's actually lacking for it to be finished, always complaining about the storytellers without actually understanding how they work and their role.
There's plenty of things to complain about the game but you'll never list them because they need actually playing it and being honest instead of simply shitposting.
377245 No.14419953
>kill poison ship, but several colonists badly wounded
>well-equipped raid arrives immediately after
>visiting caravan decides to leave at the same time
>can't protect them because I'm too busy hiding behind the wall and patching up my own people from the last battle
>they get overwhelmed and half of them die, the rest get gang-raped
>doctors finish, and I now have the manpower to slaughter the raiders with my energy weapons
>rescue the two remaining caravan survivors to maintain faction rep
>this was a mistake
>one keeps trying to leave, but collapses before even reaching the door and needs rescue again
>does this three times before finally staying down long enough to be treated
>other survivor gets three infections, but at least has the courtesy to stay in bed long enough for the doctors to do their job
>soon after both are (barely) able to leave, but are starving, suffering from multiple infections, have at least moderate blood loss, in significant pain, and one is missing a foot
>they get halfway to the edge of the map before one of them has Mental Break: Berserk between the pain, the hunger, and the rapes, with the final straw being that the rapists had taken her virginity
>beats the other survivor to death, then wanders around for two minutes before collapsing
>leave her to rot
>realize that neither their deaths nor the ones in the initial attack seem to have reduced the faction rep, and even if they did the silver the caravan dropped would have plenty to just buy back goodwill and still make a profit, making the whole affair a waste of time and effort
90cfc1 No.14419969
>>14419953
Maybe you don't get lower reputation if there are no witnesses?
The whole thing still seems like great medical training however so there's that at least.
794bfa No.14420060
>>14419447
The engine was created years ago, for the game to run well I would imagine he would have to change the engine which is what gets games to become vaporware.
4d9889 No.14420127
>>14419953
>get tired of people being retarded
>cover all sides with 8 turrets each with components and iron Ive got from traders
>two days in a row manhunting packs of huskies and bulls
>turrets mow em down like the sack of shit theyre
God bless basic turrets
16bf81 No.14420173
>>14419919
>Your idea that "why not fix code so not slow?" is utterly retarded
lol, the absolute state of society
>you have no idea if the performance issue is due to shitty code or simply because there's indeed that much stuff going on.
I do. We have a metric by which to judge such simulations. It’s called Dwarf Fortress. There’s absolutely no way that “mouse support” could be using this much more processing power, and when Rimworld simulates things about an order of magnitude more simply than DF, you have to wonder where the problem resides…
>You never proved the bad performance is the Devs fault
As… opposed to what, dipshit?
>With an extra Z-Level, now you only have to cover the stairs\elevator with a bajillion turrets and sandboxes to fire at whatever comes down without fearing sappers or mortars at all. Or have infestation underground all the time.
And so, if this was an official part of the game and not a mod, the raiders would also be able to dig.
>complaining about stuff you have no idea how it works
You say that as though it’s true.
>and blaming it on the Dev because that's the only reasonable course of action
Given that they are the ones who created the game and wrote the code and…
>There's plenty of things to complain about the game but you'll never list them
I’ve seen plenty listed.
b93b43 No.14420175
>>14417621
>Biomes! Caverns
I had this installed for about 5mins until I saw that the weapons you can make from the crystal it adds (found fucking everywhere) has double the DPS of plasteel.
Why must modders be so fucking retarded?
90cfc1 No.14420244
>>14420173
>We have a metric by which to judge such simulations. It’s called Dwarf Fortress.
Something something 2cat. Your metric is shit to begin with and proves nothing. You either show what exactly is causing the performance drops and pin it on the dev or you're talking out of your ass.
>As… opposed to what, dipshit?
As oposed as being the fault of PC architecture like it happens in some games or there simply being quite a lot of things to process or it simply being flat out impossible to have good performance and the same level of detail because we don't live in lala land where things are as good as we want them to be for no cost.
>And so, if this was an official part of the game and not a mod, the raiders would also be able to dig.
Didn't knew you were working for Tynan and had a say on how the decision process goes there.
Oh wait, you don't because sappers are already a thing and the closest to your shit idea. The "cost" in pathfinding to dig through walls and thus floors would be so high that the raiders would still walk in deathtraps instead of digging anyway and this is the best case scenario.
Worst case is, they actually do dig (and take days to reach you with their limited supply of food that will run out before they are even near) making the entire point of an underground base completely void.
By way, you wanna use your shitty metric here too? Tell me what mob actually digs to your base in DF.
>You say that as though it’s true.
You say that as if you actually knew what you're saying while simultaneously proving you don't.
>Given that they are the ones who created the game and wrote the code and…
But of course. It's the Devs fault that the game won't run in a Pentium Celeron with only 256 MB of Ram and it doesn't fit entirely inside a floppy disk. The standards the game's performance will be judged will be your shitputer because you said so.
>I’ve seen plenty listed.
You'll list the most obvious shitposting reasons that nobody has an actual problem with but you can kick a bigger fuss with, not the legitimate reasons (that you can mostly get mods anyway to fix if you're not illiterate)
16bf81 No.14421480
>>14420244
> You either show what exactly is causing the performance drops and pin it on the dev or you’re talking out of your ass.
The performance is dropping, as has been measured. We see systems with far greater complexity not having performance drops while on the same hardware. These other systems use other engines. The engine of Rimworld was created by the devs of Rimworld. Thus the performance drops are the result of either the engine (created by the devs) or the code on the engine (written by the devs). That this needed to be explained to you is indicative of your low level of intelligence.
>As oposed as being the fault of PC architecture
Are you honestly trying to claim that a game–any game–would be better suited to PowerPC or ARM than x86?
>Didn’t knew you were working for Tynan and had a say on how the decision process goes there.
Given that you personally just listed a form of rebalancing that was put in place BY THE DEVS after a new feature was added, I’m pretty fucking sure that yes, were he to officially add this feature, there would be rebalancing such that it would not be overpowered to survive raids. That this needed to be explained to you is indicative of your low level of intelligence.
>proving you don’t.
Okay, sure thing. I believe you.
>It’s the Devs fault that the game won’t run in a Pentium Celeron with only 256 MB of Ram and it doesn't fit entirely inside a floppy disk.
Aww, that’s cute. He’s just sperging out now.
>You’ll list the most obvious shitposting reasons that nobody has an actual problem with
Right, right; your reducto ad absurdum fallacies are sure to win us over.
>not the legitimate reasons
You’ve yet to list them or to delegitimize anyone’s posted here.
90cfc1 No.14421602
>>14421480
>These other systems
That you never specify ever, except for a really bad example.
>The engine of Rimworld was created by the devs of Rimworld.
Didn't knew Tynan created Unity. Tell me again why you expect anyone to take you seriously when you say retarded shit like this.
> there would be rebalancing such that it would not be overpowered to survive raids.
But the only measure you've provided was terrible. The pathfinding will either make them fall for easy traps or waste their food trying to dig their way to your base. If you can't come up with an actual solution to make this not OP as fuck for defense, why do you keep talking like everyone's dumb for not knowing something you yourself don't know either?
>Aww, that’s cute. He’s just sperging out now.
Nigga, the game runs fine on my machine with no frame drops or the like, even with several maps open to the point I can crank this up with 200+ mods and only then do I start to see a drop in performance.
If your shitty PC can't handle having more than a single location open, that's your own fault for having a shitty PC.
> your reducto ad absurdum fallacies are sure to win us over
Nice projection, when your ilk are the ones that criticize the game by mentioning petty shit that bothers no one and claim the whole thing is broken because of that.
>You’ve yet to list them or to delegitimize anyone’s posted here.
I don't need to "delegitimize" what was legit to begin with, nothing you've said is either proven, measurable or accurate.
You want a list of valid complaints, it's fucking easy:
-Most events to penalize your colony revolve around food, crippling your farm or hunting, crop blight isn't that interesting to begin with.
-Hydroponics is shit since plants die on the spot whenever power runs out, Solar Flares and similar events become another form of killing your farms if you depend on them.
-The storytellers have a very short pop cap, with the sole exception of Randy and even then. You can't cover all your basis with the amount the game expects you to have.
-Cassandra's a bitch and made specifically so your colony ends eventually
-Phoebe's more relaxed in theory but the amount of shit you get ends up atracting more attention than you probably can handle in a "relaxing game"
-the depth placed in ranged combat is inconsistent with the depth placed in melee. You have different weapons, but the only differences are statistical, besides also looking terrible anyway.
There's more but why bother? You never see shitposters using any of these unless they completely blow them out of proportion for a reducto ad absurdum with "I totally got plague right as the game started because 3 colonists is too much for Cassandra!"
If you're just gonna be incredibly vague or dumb on purpose, don't expect to be taken seriously ever.
1ebd23 No.14421674
>>14420175
Most people don't have any sense of balance.
Last time I had it installed, edited the mod files to tone down all the stats of crystal to be on par with steel.
426d08 No.14423083
>>14417621
> Why didn't Tynan think of this?
stitching maps together is hardly the same thing as Z-levels
there are way much more things to consider, while having a true z-level system, like path finding
everything being loaded and working on the same world, casting of light through open spaces, bullets traversing levels, structure integrity and gravity to avoid floating buildings and items, fluid dynamics, thermal dynamics between levels
>but you just need to put two maps together
yeah, why don't you try to code it faggot?
on another note, post your shitty bases,
have there been any interesting updates lately?
bc9031 No.14423110
>>14421602
>tynan coded rimshit in unity
>arguing that it's not the devs fault
wew good troll, had me going for a moment
6a446e No.14425958
>>14423110
What I think, and hope, you realize is that you're not writing this retarded shit for yourself but for everyone else to see.
073066 No.14432364
>have a very nice base built
>ai decides to just blow 4 power conduits at the same time
Well fuck you too
ce2033 No.14433229
bc4aea No.14434439
Question, what is the fasters plant to grow to feed animals?
3df830 No.14434451
>>14417621
Sounds like a great way to make laggy large colonies super laggy.
073066 No.14434464
>>14434439
I would say rice, rice grows fast and everyone can eat it
bc4aea No.14434475
>>14434464
I just want to have a spot for pasture to the animals to feed directly on it without worrying about it.
Also, any good new mods? I've heard about the genetic one, about the dinosaur one, I've used all the cthulhu ones and a few about farming and cooking. I guess the pregnancy mod isn't in steamworks?
b4b262 No.14434488
>>14419615
RNG really does play a big role. Wished there was at least some thought tactics put into place for the enemy AI. Not everyone should move in as a huge group like the DKR big fight scene near the end. It's easy to pick them off with motars.
ce2033 No.14434500
>>14434475
hay grass, I think it's called
cac026 No.14434508
>>14432364
Wires should wear down over time and require maintenance, increasing the zzzt chance depending on how worn out they are.
Everything should work that way, there should be a way to git gud and avoid/prepare for every random event.
073066 No.14434516
>>14434488
>never had to deal with sieges yet
>game throws in a pirate siege with mortars and the first shell goes into the hydrofarm room
T-thanks
a606a4 No.14434530
Never played this but been keeping a watch on it, casual dorf fort in spess sounds like it might be nice to pirate.
Is this a good time to get in or should I wait until a more complete version of the game arrives?
52018b No.14434537
>>14420173
>It’s called Dwarf Fortress
>comparing the performance of an ASCII graphics game to a game with actual graphics
>being this retarded
907d5c No.14434544
>>14434537
>defending a shitty game written in a meme engine known as unity
52018b No.14434559
>>14434544
>being this butthurt about anons liking a game
073066 No.14434560
>>14434530
Its a fun game, but mods like always will be the bulk of the folder since there are a lot of little things that throws you off.
Like wanting to play as a tribe and having your research costs ramped out of your ass because even if all your colonists have 20 intellectual your tech level will stay forever as "neolithical"
073066 No.14434568
>>14434544
Ascii doesnt weight shit and theoretically allows you to do stuff autistically big with no drop off since its so simple.
Unity while being super shit makes uses of a lot more stuff.
9a1b96 No.14434575
>>14434537
You are so ignorant its almost adorable.
52018b No.14434614
>>14434575
>not knowing how much CPU time graphics eat
>thinks 100% of graphics is done on a GPU
Keep doubling down, retard.
6c9d92 No.14434633
>>14434614
Instead of being up your ass and looking like you don't know anything why not explain yourself further
I've played Dorf Fort with and without graphic packs and it made literally no performance difference, and Dorf Fort is pretty much fucked in terms of optimization because toady can't even figure out multi threading. The fuck is Rimjob's excuse here?
9a1b96 No.14434640
>>14434614
What the fuck are you even posting? Did you even check my ID? Are you really so butthurt you are willing to just completely make shit up to put into my mouth? Did you even ever play dwarf fortress in your life? So many questions.
52018b No.14434686
>>14434633
>with and without graphic packs and it made literally no performance difference
Because the graphics packs are a fucking joke. You aren't seriously suggesting they are comparable in any way with Rimworld's graphics are you? Or how about animations? All dorf fort has to do is change one symbol for another, colour it, or have it flash. Obviously that doesn't take nearly as much performance as Rimworld.
>>14434640
>say Rimworld's graphics put more of a strain on performance than Dorf fort's ASCII
>HURRR UR IGNORANT
How else am I supposed to interpret your bullshit? I thought that perhaps you thought that one can ignore graphics part of the games, as they're mainly CPU intensive. Or are you actually suggesting that Dorf's ASCII is more demanding than Rimworld's graphics?
9a1b96 No.14434709
>>14434686
You should have just not replied to me at all if you didn't have anything cohesive to say you fucking retard.
52018b No.14434727
>>14434709
Anon, the only one acting retarded is you. So far you've said nothing of substance
9a1b96 No.14434736
>>14434727
Are you one of those retards who has to have the last post of every conversation? I just wanted to call you ignorant because I'm pretty sure you never even played dorf fort. I'm not trying to make a point. I'm not trying to have a discussion with you. I'm just calling you a name and for some reason getting roped in to explaining that because you can't even grasp something that simple. Why the fuck did I even post this. What a waste of my life.
52018b No.14434746
>>14434736
>replies to an argument
>is surprised he gets argued with
Never change, anon
>Are you one of those retards who has to have the last post of every conversation?
No, but I can tell it makes you mad.
9a1b96 No.14434762
>>14434746
Did you play dorf fort or not nigger?
52018b No.14434767
>>14434762
I did about a year back, but not recently.
6c9d92 No.14434789
>>14434686
>They're a joke
They're not great but they're still graphics, retard, and in a game where I monitor the FPS more than I do my dorfs there's still no effect. It means relatively little, especially when Dorf Fort is already horribly optimized. And the fact that Rimworld runs like ass even on its immensely smaller and less detailed scale is 100% due to developer incompetence. If you have anything suggesting otherwise, post it. If you don't, quit sucking off tynan's cock.
52018b No.14434815
>>14434789
>but they're still graphics
Yes, incomparably simpler than those of Rimworld. It's like you're comparing the graphics of an old SNES game to Deus Ex. Why the fuck can you not accept that ASCII is not going to eat nearly as much performance as rendering a 2D game with sprites and animations?
26b0e5 No.14434841
>>14417621
ITT: Dorf Fortress cucks come out of the woodwork to spam against a vastly superior game.
6c9d92 No.14434845
>>14434815
>Incomparably simpler
Yeah, nah. I won't say they're the same but Rimworld's not exactly stellar on the graphics department.
>Why the fuck can you not accept that ASCII is not going to eat nearly as much performance as rendering a 2D game with sprites and animations?
Scroll up and re-read the argument retard. You're here to prove that it's definitely got nothing to do with developer incompetence that Rimworld runs like ass despite being less detailed and running on a much much smaller scale than Dwarf Fortress and actually having multi threading which Dorf Fort does not. Or else you can just admit that Rimworld runs like shit because of dev incompetence.
52018b No.14434854
>>14434845
>I won't say they're the same but Rimworld's not exactly stellar on the graphics department.
I'm not saying Rimworld has some kind of cutting edge graphics, but it clearly is something that requires vastly more resources to run than simply writing characters on screen like Dorf fort does.
>Scroll up and re-read the argument retard.
No, you scroll up and read my posts. I have never argued anything about Rimworld's optimization, I have merely said that using the performance of an ASCII game as a metric for a game with rendered 2D graphics with animations is fucking retarded.
6c9d92 No.14434870
>>14434854
>But it clearly requires vastly more resources
Prove it faggot, because I don't buy it. The difference in scale is so fucking huge that muh graphics aren't enough to convince me that it's definitely not the dev's fault that the game runs like shit.
>No, you scroll up and read my posts. I have never argued anything about Rimworld's optimization
So you really are retarded and can't remember what you wrote?
52018b No.14434893
>>14434870
>Prove it faggot
prove that displaying letters on a screen requires more resources than rendering 2D objects? What will you want me to prove next, that water is wet? This is common sense, anon.
>can't remember what you wrote?
here, I screencapped my first post for you. Please, point where I make any claims about Rimworld's optimization.
907d5c No.14434909
>>14434893
You do realize that other than displaying the characters, a lot of them are also dynamic like fluids (water, magma) spread over several Z levels (arbitrary number of them using mods) and there are multiple interactions ie. fights going on at any given time simulated in real time all at once? Your shitty game has mostly static graphics. It's just static pictures tied to a point moving on XY plane. Water doesn't move. Rain or snow are just graphical overlays. Arguably the only dynamic portions of rimworld are the fire code and maybe projectiles, but the latter is just the same thing as a point with a sprite moving on XY plane.
6c9d92 No.14434916
>>14434893
>Reducto ad absurdum because he has no argument
Wew the other Anon was right, you are retarded. Let me explain this in the most simple way I can for your dumbass. You keep playing up the graphics of rimworld like they make ALL the difference and are a gorillion times more resource intensive than Dorf Fort, which is a load of shit, and keep trying to justify that as the reason why the game has no Z-levels and runs at such a small and shitty scale.
>Implying
You format and use the same arguments as before, anon, we all know you ID hopped, don't lie because you realized you can't defend your point anymore.
cdf5b1 No.14434919
>>14434854
Sprites with sprite flipping are only marginally more intensive than ASCII. Plus dwarf fortress isn't ASCII anymore, it's tiles now (which makes it nearly the same as sprites).
cac026 No.14434920
Rimworld runs like shit because it's made in Unity AND because it's coded like shit AND because it has more graphics than Neckbeard Fortress. All of those things affect the performance of the game. With that said, a competent dev using proper tools could make a game much more complex than this run much faster.
You're going to have to dig into the code yourself if you want to find where the biggest fault lies, this whole argument is retarded.
4a542d No.14434938
>>14417621
Why do anons care about z-levels again when there are bigger issues at hand? Last I remember you still can't leave you starting place and explore.
1c210d No.14434959
>>14434938
there was a big update a while ago that added a bunch of travel shit and enemy bases etc
90cfc1 No.14436195
>>14434938
You haven't player in a very loooooong while, have you? You can already pack up some of your dudes and travel the countryside, set up camp, attack other faction's bases or just trade shit with them. In theory, you could go full nomad as well or just keep a few guys in a base and a strike squad going around the world.
You even have drop-pods to throw someone in the world for faster one-way travel.
bc4aea No.14437023
Question, is there an earth planet seed? thinking about playing a caveman scenario and want to play in an early earth.
Also, is there a way to reduce the number of factions or at least to make them appear later on?
377245 No.14437057
>>14437023
I'm pretty sure there's a mod that allows you to discover faction instead of them all appearing from the start.
I remember seeing it mentioned in the descriptions of a few alien race mods.
bc4aea No.14437101
>>14437057
I just want my planet empty or at least with few cities that are related to tribals.
90cfc1 No.14437275
>>14437057
That's a different kind of mod. Once a world is generated, the amount of factions is set, so if you installed a mod with a new faction, you won't meet them till you restart another world.
That mod allows for factions to crop up as you play, which means newer factions can also show up.
>>14437023
You can try to reverse-engineer some of the simpler mods out there that do the exact oposite, like More Factions or tinker with the mod that lets you discover more.
Although, if you're going for a caveman scenario, you don't actually have to do anything.
Because your armor, weapons and construction is going to be shit, not to mention your tech level, the enemies that show up to fight against you have a limited amount of points to gear up, which means mechanoids and high-tech factions are ruled out.
You'll be attacked strictly by neo lithical tribes and medieval towns at best until you develop a bit.
There's a mod specifically for this kind of thing that tweaks the starting tech, gives you an extra scenario specifically for this and comes with a few additions to it. Although both me and the mod recommend that you get Camping Stuff and Tribal Essentials at the very least, plus Bone Mod (so you can build stuff out of bones you get from hunting) and Medieval Times so you get something before the Industrial Age.
bc4aea No.14437288
>>14437275
WEll, I want to play a caveman setting with time travellers and aliens, reverse engineering everything to be the strongest neanderthal tribe.
bc4aea No.14440095
YouTube embed. Click thumbnail to play.
>>14437275
>>14437288
I've found this spotlight for this mod. Anyone tried it?
2c97fe No.14440248
Does anybody else have problems in choosing what mods to install?
I don't know from what even begin.
bc4aea No.14440287
>>14440248
You choose whatever you want. The problem comes later when they don't work together.
073066 No.14440370
>put AI persona core inside one of my starting guys that got a brain burn
>everythings fine until the core takes over the guy and since everyone is armed with antimaterial rifles he gets his head ripped off
T-thanks
073066 No.14440379
>>14440248
It doesnt matter because from the 20 mods you'll pick at 8 wont work like some of the rimarsenal mods
16bf81 No.14440981
>>14440095
I use it, I like it. It makes sense to have settlements organized like nations. It makes sense to have a shit-ton of "nations" on the map instead of just five, too.
90cfc1 No.14442046
>>14440248
I usually am a dumb stupid faggot that just adds shit because it sounds like it's gonna be awesome when mixed with everything else and then I have to endure mod conflicts and shitty performance once I noticed I went overboard.
To solve this, you usually have to take a damn good look at your modlist and decide just what exactly do you want your game to be.
If you're more interested in an all-out war of stomping and fighting, you might as well ditch the mods that make agriculture have shittons of plants and be more in depth, but if you prefer a more cozy and comfy experience, that's what you keep instead of another weapon pack.
Finnaly, remenber that there's a lot of mods that don't actually add that much content, their entire purpose is to either change the gameplay or do some QoL changes, like the Colony Manager mod that I'd consider pretty great or every mod related to automation and making robots.
18d902 No.14448245
16bf81 No.14448250
>>14448245
>just spam
Way to go, dipshit.
18d902 No.14448263
>>14448250
Sorry, theres nothing I can add, tried to god mod my way into a very big base with a very big turret security grid but I got bored really fast and started another game from zero.
Is there any mods that revamps the cooking system? Because having like a month for my pawns to rack up 2000 pemmican while making a shitton of leafjoints and that other starter drug they spend most of the time inside and can't even go out to gather metal and build tables.
Also got drop-podded into my stockpile because ???
0730f9 No.14448432
>>14434475
make an animal area zones on soil tiles which grows free grass then zone a safe animal "sleep" area. Make several of these pasture zones to avoid over grazing and grow reserve haygrass for winter or fire torching the pasture area.
It's still a bit too hands on since you can't schedule when animals change zones, you have to do it manually.
377245 No.14455558
>time slows, get notification that a colony animal is under attack
>a wild drake is hunting one of my pets only three tiles away from the nearest turret
>turrets don't target it because predating animals aren't considered hostile
>can't manually force targets in B18 for some reason
>nearest colonist arrives just in time
>realize too late he's just standing there not attacking because, again, not considered hostile
RIP Lolli the loli centaur.
It's absolutely retarded that predators are considered non-hostile. At least in A17 you could manually target them, but with that function removed (again) in the name of "realism" it's literally impossible for turrets to attack animals unless they go manhunter.
18d902 No.14459564
Hey Rimjob thread, is there any mod that lets me craft stuff in bigger bulks? Kinda getting tired of how easy you can just make one big leafjoint leaf area but then spend a month to turn them into joints
0a4a98 No.14459582
>>14459564
You just have to build more stations assigned to that work. Whenever I get too much stone, I build four additional stone cutting tables and turn off the work schedules for five people so that they do nothing but make stone.
eddec9 No.14460200
>>14417815
RimWorld is a perfectly fun game plenty of people like and enjoy. I don't get these constant accusations against Tynan. He seems fine.
d6ed57 No.14461261
>>14437101
Its a bad idea because if there are no hostile factions, the game will send mechanoid raids.
f2ee3f No.14462311
>>14460200
because this is some DF fag coming to shit-post and nothing else
bc4aea No.14462396
I don't mean no hostile factions. I mean less settlements and a control of how many kinds of settlements there would be on the map.
bc4aea No.14462399
>>14462396
Shit, forgot to quote >>14461261
6e7584 No.14464918
>>14437023
Here is a Africa seed. 30% coverage.
>bok choysdfs
18d902 No.14465067
>download a few more mods
>get some red messages
>don't care still go in
>they werk still
Im sure at some point the game will either crash or some shit won't pop up but right now it seems to do well enough
bc4aea No.14468357
>>14464918
I guess there is no full globe seed?