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Eltoasto posted:Wait really? That must have been added in since I last played it. They go by The Bureau, they're just another faction in game but it's fun when they visit and are impressed by those gold statues that seem a little whiter than regular gold
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# ? Aug 16, 2018 21:29 |
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# ? Jun 10, 2024 12:38 |
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Wow look at all these posts I bet tynan released 1.0 already and the mods are updating as we speak- Oh.
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# ? Aug 16, 2018 21:30 |
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Fperson1 posted:Wow look at all these posts I bet tynan released 1.0 already and the mods are updating as we speak-
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# ? Aug 16, 2018 22:14 |
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Fperson1 posted:Wow look at all these posts I bet tynan released 1.0 already and the mods are updating as we speak- Welcome to Something Awful. You must be new here.
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# ? Aug 16, 2018 22:38 |
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AG3 posted:Welcome to Something Awful. You must be new here. Sup fellow “reg date older than Rimworld Discussion Maturity level” poster
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# ? Aug 17, 2018 01:20 |
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Man, the naked and afraid start is a huge challenge. I love it.
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# ? Aug 17, 2018 02:05 |
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It's super hard to make any progress on, but super rewarding to make any form of progress at all. "Woooo I made a prison shack so now my one dude can do everything AND look after a loser who won't pull their weight."
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# ? Aug 17, 2018 02:11 |
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Beer4TheBeerGod posted:Man, the naked and afraid start is a huge challenge. I love it. Yeah I am working on one now and finally getting some footing after like 3 seasons of just barely surviving, it's fun.
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# ? Aug 17, 2018 02:12 |
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I had one where the pawn only survived by the grace of a chocolate cargo drop. Then she made friends, the colony started to grow, some wandering pigs taught them the magic of refrigerated corpses, and then everybody died to a raid.
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# ? Aug 17, 2018 05:22 |
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This loving thread. I've been away from the game long enough that I forgot how you all randomly have breakdowns every few months.
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# ? Aug 17, 2018 05:49 |
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counterfeitsaint posted:This loving thread. I've been away from the game long enough that I forgot how you all randomly have breakdowns every few months. Well I didn't eat at a table and this place is disgusting, can you blame me for going into a posting tantrum?
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# ? Aug 17, 2018 05:52 |
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Eltoasto posted:Well I didn't eat at a table I'm sorry for all the suffering you've had to put up with
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# ? Aug 17, 2018 06:12 |
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Eltoasto posted:Well I didn't eat at a table and this place is disgusting, can you blame me for going into a posting tantrum? give this man some drugs or cut off his legs, whatever
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# ? Aug 17, 2018 06:18 |
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I need a mod that lets settlers huff chemfuel.
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# ? Aug 18, 2018 19:04 |
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How about a mod that lets bears huff chemfuel? Although I suppose one would be the other with the way rimworld works.
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# ? Aug 18, 2018 19:08 |
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I need a lot where the bears grow their own devil strains, and then get all hopped up on good balls and knock down your sand castle. You have to raid their farms.
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# ? Aug 18, 2018 20:45 |
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I'm actually really surprised animal surgery isn't a thing. I know there are mods for it, but it should be trivial to add to the base game since 95% of the functionality is there already for human surgeries. (I just want to make my own cybernetic polar bears.)
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# ? Aug 18, 2018 20:48 |
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That's a good point actually, I wonder if Tynan wants you to view animals as expendable assets instead?
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# ? Aug 18, 2018 20:51 |
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Turtlicious posted:I need a lot where the bears grow their own devil strains, and then get all hopped up on good balls and knock down your sand castle. You have to raid their farms.
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# ? Aug 18, 2018 22:16 |
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I think he'd be mad if he added it in as vanilla, people would then get mad that their full bionic super turtle got wasted by a dude with a shiv. Then they'd want the animal armor mod to be native. Which would require a FULL rebalancing of the game without it. WITH it the game just is insane. I've played colonies with upwards of 60+ wargs. If I gave even 10 of them bionic stuff that's a huge time and resource investment to be lost to droppodding pirates or mechanoids. Besides, harvesting pachyderm legs and stapling them onto a cat will NOT be possible ever as a means of restoring mobility to the cat, and he tries to keep some semblance of realism, kinda.
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# ? Aug 19, 2018 09:15 |
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Wait that's a point, why isn't there a mod that adds body parts to other creatures, and makes them entirely interchangeable with human ones while giving them bionic-like properties? So you can lop the arms off a bear and then stick them on a brawler, for +40% melee damage -40% work speed. The infrastructure is already there with Scyther blades, it's literally just the content. OwlFancier fucked around with this message at 09:35 on Aug 19, 2018 |
# ? Aug 19, 2018 09:33 |
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There was a Rimworld genesplicing mod that was sorta similar
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# ? Aug 19, 2018 09:37 |
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This could be a game that lets me have a panther-bear-man uppercut a deep one with a minigun while wearing a set of medieval plate armour.
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# ? Aug 19, 2018 09:41 |
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You can do that in b18
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# ? Aug 19, 2018 10:47 |
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He's a man bear pig. Half man. Half bear. And half pig.
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# ? Aug 19, 2018 11:58 |
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Fperson1 posted:Wow look at all these posts I bet tynan released 1.0 already and the mods are updating as we speak-
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# ? Aug 19, 2018 12:19 |
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OwlFancier posted:This could be a game that lets me have a panther-bear-man uppercut a deep one with a minigun while wearing a set of medieval plate armour. Get Beastman Tribes, Genetic Rim, and Medieval Times. Have fun!
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# ? Aug 19, 2018 17:21 |
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And the cthulu mod
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# ? Aug 19, 2018 19:59 |
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Big old bug infestation spawned in the caves north of my base and grew quite prolifically. I was attempting to kill it properly by building up a cooler wall and freeze everything in the cave to death, but tons of megaspiders and megascarabs causes the game's pathfinding code to seize up after a while (not entirely sure--I don't know if there's some sort of internal resource monitor to try and figure out what subroutines eating CPU cycles, but the bug mob seemed a likely culprit). Gave up after a sequence of the game either deadlocking after 20 minutes or reloading to try and unstick it, only to trigger sudden bug aggro for no apparent reason. It's extremely cathartic to finally just turn on debug mode to quite literally debug the map with repeated use of the spawn explosion tool.
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# ? Aug 20, 2018 09:56 |
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Fire is generally the preferred way to kill them, much easier than building lots of fridges.
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# ? Aug 20, 2018 10:49 |
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# ? Aug 20, 2018 13:12 |
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Dudes last name is frost, he's biased as gently caress
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# ? Aug 20, 2018 14:00 |
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McGiggins posted:Dudes last name is frost, he's biased as gently caress lmao
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# ? Aug 20, 2018 14:02 |
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Game could definitely use some kind of glitterworld entropy grenade that lowers temperature like fire raises it.
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# ? Aug 20, 2018 16:03 |
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anatoliy pltkrvkay posted:Big old bug infestation spawned in the caves north of my base and grew quite prolifically. I was attempting to kill it properly by building up a cooler wall and freeze everything in the cave to death, but tons of megaspiders and megascarabs causes the game's pathfinding code to seize up after a while (not entirely sure--I don't know if there's some sort of internal resource monitor to try and figure out what subroutines eating CPU cycles, but the bug mob seemed a likely culprit). Gave up after a sequence of the game either deadlocking after 20 minutes or reloading to try and unstick it, only to trigger sudden bug aggro for no apparent reason. You're on the right track. Each additional pawn exponentially scales the job giver's workload. I believe it is less of an issue with animal pawns that can't be controlled, but 1000 chickens will still put a damper on your performance.
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# ? Aug 20, 2018 17:22 |
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I just added a bunch of mods and started a new colony, and now my game crashes about every 30 minutes. Is there a better way to find the problem other than disabling each mod individually and running the game for a while?
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# ? Aug 20, 2018 18:00 |
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not really!
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# ? Aug 20, 2018 18:22 |
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Tiny Bug Child posted:I just added a bunch of mods and started a new colony, and now my game crashes about every 30 minutes. Is there a better way to find the problem other than disabling each mod individually and running the game for a while? I'm pretty sure you can activate some kind of debug logging that should at least point you in a direction, assuming it's one of the mods directly causing an issue and not something putting the core game in a freaked-out state.
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# ? Aug 20, 2018 18:27 |
Loving my current colony with the dinosaur mod. I landed on a mountainous beach and put my colony in a nice corner, well defensible from raiders. Except it turns out there is a small chunk of space that functions as the southern entrance, so raiders come in basically on top of me. I throw down 2 granite doors and dig a long pathway through the mountains for raiders to take instead of going through the doors. But then I realize all the animals are spawning there too. Lots of dinosaurs. So now whenever their is a raid, I send some poor bastard with an Uzi to fire into the dino crowd and then hide. The raiders attack the manhunter dinosaurs triggering more animal revenge. Soon the raiders flee and I wait for the manhunters to fall asleep or bleed out. Then I collect the loot and precious meat. Also as a side note I love the Android mod. The Android printer require 20 nutrition (20 meals), 20 components and a lot of plasteel. Whenever I need a new Android I Huck a raider corpse or three in there and then it gets to printing. Still waiting for the Androids to collapse screaming about ghosts, past lives or voices not their own talking to them. So far so good!
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# ? Aug 20, 2018 18:41 |
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# ? Jun 10, 2024 12:38 |
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Donkringel posted:Also as a side note I love the Android mod. The Android printer require 20 nutrition (20 meals), 20 components and a lot of plasteel. Whenever I need a new Android I Huck a raider corpse or three in there and then it gets to printing. Still waiting for the Androids to collapse screaming about ghosts, past lives or voices not their own talking to them. So far so good! The Androids are really nice but I kind of hate how the printer lets you basically customize a tailor-made super-ideal colonist. I switch between using that and the other Droids mod, with the five tiers of androids, which is kind of underpowered for what it is - you use a bunch of plasteel and even an AI core and get a colonist with no skill higher than 4 and a passion for Growing :/
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# ? Aug 20, 2018 18:45 |