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wit posted:Haven't seen one, would absolutely love to read one, I mean the game has essentially been out forever now. If anyone is up for making one I'm absolutely reading it. Sandwich Anarchist posted:Would it be worth making it a succession game ala Boatmurdered? I really want to do one, have done for quite a while, and I've had a few ideas - one of them was like classic DF succession, in a sense, where every colonist is a goon and they can write diary entries etc. I don't know how easy it is to transfer saves over though, especially considering they'd need to have the same mods installed. The other was just some general gimmick runs, make a scenario and hand make the colonists, have a goal in mind and do a screenshot LP with narrative. Can we brainstorm this? I'm happy to just bam up a narrative RimWorld (was hoping to crack some art in there as well) but if we can make a RimWorld succession run that'd be great. Coupled with the mod that lets you take your spaceship of colonists to another world, you could even do a world per goon. [edit: I say narrative, I mean I'd chuck in voting options all the time too, suggestions for various things so it'd be a good driven narrative LP]
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# ? Sep 22, 2018 20:34 |
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# ? Jun 10, 2024 19:16 |
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Has anyone had a problem with surgeries using RBSE? How hard is it for my level 12 medical docs to put on a animal jaw or a bionic hand? Didn't seem to have any issues in vanilla.
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# ? Sep 22, 2018 20:34 |
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I've been trying to get help on my missed succession fort for a while I'm almost done I just need to know if other people can launch the game lol https://steamcommunity.com/sharedfiles/filedetails/?id=1497767984 And my test op https://docs.google.com/document/d/16R2V12LQPm3DvNC4NEdqnfqBE8itU9PP2FvZUncdBEs/edit?usp=drivesdk
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# ? Sep 22, 2018 21:54 |
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The first 3 people are the only ones who signed up! So there will be plenty of room for new colonists, traders, and pirates. anyone who wanders onto the reservation will get a goon name.
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# ? Sep 22, 2018 22:01 |
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Mister Bates posted:Is there some way to prevent my pigs from drinking my beer? Is this a subtle reference to the Amber Guyger murdering of Botham Jean?
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# ? Sep 23, 2018 01:43 |
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Apoplexy posted:Is this a subtle reference to the Amber Guyger murdering of Botham Jean? are you in the right thread?
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# ? Sep 23, 2018 01:44 |
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Mister Bates posted:Is there some way to prevent my pigs from drinking my beer? Think of it like this, you know how people baste BBQ with beer? This is just saving you a step.
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# ? Sep 23, 2018 01:47 |
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I'm always in the right thread. Never stop posting.
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# ? Sep 23, 2018 01:48 |
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Pork Wagyu
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# ? Sep 23, 2018 03:50 |
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Viva Miriya posted:Has anyone had a problem with surgeries using RBSE? How hard is it for my level 12 medical docs to put on a animal jaw or a bionic hand? Didn't seem to have any issues in vanilla. I've rarely had botched surgeries with rbse unless the person is exceedingly low skill or bad setups.
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# ? Sep 23, 2018 03:56 |
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Rynoto posted:I've rarely had botched surgeries with rbse unless the person is exceedingly low skill or bad setups. For animals, its herbal medicine, skill 10-12+ medics, and its outside because I don't have some special animal housing. For people though, I got a hospital set up, albiet without hospital beds/vital monitor unlocked yet. And we're using normal medicine.
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# ? Sep 23, 2018 04:05 |
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Using any mods that maybe modify stats? With 10+ medics you shouldn't be having many problems if they're at normal or above-normal consciousness/manipulation/etc
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# ? Sep 23, 2018 04:13 |
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I'm using EPOE and I'm having near-constant failures, it took six save-reloads for my 11-skill doctor to successfully install a peg leg and five of the six failures were catastrophic failures
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# ? Sep 23, 2018 04:39 |
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Mister Bates posted:I'm using EPOE and I'm having near-constant failures, it took six save-reloads for my 11-skill doctor to successfully install a peg leg and five of the six failures were catastrophic failures I mean, installing a peg leg at all on a rimworld is probably pretty darn hard, especially compared to super-advanced techno legs made of nanobots and magic. Ticket closed, mod working realistically.
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# ? Sep 23, 2018 04:56 |
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Carbon jumpsuits are in Rimsenal, right? Where do you make them? I don't have the option to do so at my smithing, machining or tailoring tables...
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# ? Sep 23, 2018 06:54 |
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It's probably a research thing.
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# ? Sep 23, 2018 07:12 |
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EPOE might be loving with the surgeries' complexities, i have definitely had very few problems installing peg legs and industrial quality prosthetics with industrial meds, ~10 medicine, and a plain jane bed in an otherwise clean room.
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# ? Sep 23, 2018 09:36 |
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Epsilon Plus posted:Carbon jumpsuits are in Rimsenal, right? Where do you make them? I don't have the option to do so at my smithing, machining or tailoring tables... It got moved to the fabrication bench, of all places. Makes sense, I guess?
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# ? Sep 23, 2018 10:04 |
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Turtlicious posted:I've been trying to get help on my missed succession fort for a while I'm almost done I just need to know if other people can launch the game lol Can you post the mod order xml file from your game. That would help.
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# ? Sep 23, 2018 10:20 |
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Phoenix Taichou posted:I really want to do one, have done for quite a while, and I've had a few ideas - one of them was like classic DF succession, in a sense, where every colonist is a goon and they can write diary entries etc. I don't know how easy it is to transfer saves over though, especially considering they'd need to have the same mods installed. The other was just some general gimmick runs, make a scenario and hand make the colonists, have a goal in mind and do a screenshot LP with narrative. Well theres the modlist mod (dear god this game is held together with mods), but yeah I think the number of mods installed would snowball unless it was decided which were and weren't permitted because there are some absolute game breakers out there. My only worries are 1.0 killing saves eventually and pawns natural tendency to become 20 at everything.
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# ? Sep 23, 2018 12:10 |
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Yeah for sure sorry the game takes about 15 minutes to launch on my 4ghz quad core. So i think some pairing will be needed, as that's unreasonable for most right?
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# ? Sep 23, 2018 12:37 |
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wit posted:Well theres the modlist mod (dear god this game is held together with mods), but yeah I think the number of mods installed would snowball unless it was decided which were and weren't permitted because there are some absolute game breakers out there. My only worries are 1.0 killing saves eventually and pawns natural tendency to become 20 at everything. I generally use quality of life mods, a few that should really be base game stuff, and a couple that are more aesthetic like MoreFloors. And extra bionics. Bogging the game down with every mod under the sun just renders it unplayable and unbalanced. For a plain old narrative one where you guys make the choices but I play through it, I'd just stick to the ones I normally use but for a succession game I'd suggest sticking to just a core handful of QoL mods. [edit: the mods I'm using at the moment: Quality of Life (don't change the game mechanics or only mildly and reasonably): Allow Tool Moody Avoid Friendly Fire Pharmacist Trading Spot Relations Tab Medical Tab Prepare Landing More Planning Skilled Stonecutting RimWorld Search Agency HelpTab Numbers Colour Coded Mood Bar Aesthetic or non-essential/Minor changes (just for looks or mild mechanic change): Feed the Colonists Labels on Floor Efficient Utilities - - - because vanilla power drain is ridiculous Realistic Rooms Animals Logic Replace Stuff Pawns Are Capable - - - the massive mood loss offsets the ability to allow anyone to do anything Extra (significant mechanic or gameplay balance change): EdB Prepare Carefully - - - essential for narrative LP Misc Map Generator - - - sticks some nice unique ruins around rather than random walls, basic rectangles and the ancient danger RimFridge - - - because gently caress room fridges MadSkills - - - because honestly, gently caress skill deterioration A Dog Said - - - because animals need love too RimQuest - - - much more flexibility in things to do Set Up Camp - - - can be massively exploited, but useful if you don't be a cheating bastard with it Let's Trade & More Trade Ships - - - because trade ships are too infrequent, and MTS adds a nice variety of different traders and goods RBSE Lite Edition - - - full prosthetics and bionics for every injury in the game Psychology - - - smoothes out all the social stuff More Faction Interaction - - - adds so much goddamn stuff you guys Infused - - - you could argue it's balanced because it generates infused gear for everyone else too It's a long splurge of mods there but even with the Quality of Life mods your mileage may vary. Phoenix Taichou fucked around with this message at 14:57 on Sep 23, 2018 |
# ? Sep 23, 2018 14:40 |
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FYI, most of those mods you have listed as "Quality of Life" make the game considerably easier, so adjust accordingly. Part of the vanilla game is the fact that you don't have full control of your pawns, and mods like "Avoid Friendly Fire" attempt to automate human decision making. This is fine, and not game breakers, but many of them are not in Vanilla because they'd need to be balanced against other management tasks to retain difficulty. Also, "Pawns are Capable" and "Efficient Utilities" are way more than minor changes, those are both significant, especially Pawns are Capable. That literally lets your pawns do things that would otherwise be impossible. (I use a bunch of mods when I play typically, it's not bad or a problem or anything. Just understand that "Quality of Life" doesn't mean letting you skip cutscenes or changing menu configurations, but actually substantive game changes usually making the game easier).
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# ? Sep 23, 2018 15:53 |
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The only "will not ever do" I can understand is the violence-thing. Historically speaking there have been people who have decided to get shot over not serving in the army. However, "not doing manual labor", "not making food" etc. are just stupid limitations. There has never been a case where someone chooses to starve over picking apples and eating; or froze to death instead of trying to make a makeshift coat or start a fire. They may and should complain a lot about it, but that at least makes sense.
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# ? Sep 23, 2018 18:08 |
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I've said it before but the game makes infinitely more sense if you assume it's a form of reality television and the rimworlders are all hand picked to be the most socially inept and mentally unstable contestants the glitterworlds can find.
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# ? Sep 23, 2018 18:23 |
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Lockback posted:FYI, most of those mods you have listed as "Quality of Life" make the game considerably easier, so adjust accordingly. Part of the vanilla game is the fact that you don't have full control of your pawns, and mods like "Avoid Friendly Fire" attempt to automate human decision making. I feel like I just got told off by the teacher, but you're right, I didn't think about it in the sense of the level of control over the pawns. This is why I think it's tough to choose mods to suit a succession game when people have different ways of playing, so maybe a succession game would be better pure vanilla. It'd get on my tits a bit though not being able to handle things the way I normally would.
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# ? Sep 23, 2018 18:24 |
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i could be convinced to roll in a Rimworld LP but dear loving god i am not getting anywhere close to that modlist
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# ? Sep 23, 2018 18:44 |
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Yea, it doesn't even have any of the Warhammer40k mods, what the hell?
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# ? Sep 23, 2018 19:05 |
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Most mods can be added in the course of the game, right? Have someone establish the colony and LP it in Vanilla or near-vanilla, then let each person take the save, add their own mods, and develop it from there. Less like a boatmurder, but still an LP.
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# ? Sep 23, 2018 19:31 |
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Succession Rimworld might be hard due to the way things can end suddenly. Malaria outbreak and a raid, and boom, LP over.
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# ? Sep 23, 2018 19:34 |
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Sandwich Anarchist posted:Succession Rimworld might be hard due to the way things can end suddenly. Malaria outbreak and a raid, and boom, LP over. Could probably allow for a bit of savescumming if the colony ends up getting wiped. Just reload and don't include that in the LP post and it's like it never happened. People would have to be on the honour system that they're only doing this to prevent total wipes, though. General misfortune should still be allowed to happen.
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# ? Sep 23, 2018 20:01 |
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Sandwich Anarchist posted:Succession Rimworld might be hard due to the way things can end suddenly. Malaria outbreak and a raid, and boom, LP over. Not necessarily, you could certainly elect to just have everyone run off the map if that were to happen. It is, in fact, very difficult to utterly lose at Rimworld because the game is unwinnable, but very easy to do so through stubbornness.
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# ? Sep 23, 2018 20:21 |
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Coolguye posted:i could be convinced to roll in a Rimworld LP but dear loving god i am not getting anywhere close to that modlist Yeah a succession game needs to have an extremely minimalist mod list if anything. Allow tool, maybe prepare carefully for setting up the starting pawns you want, that's about it. Maybe a couple of other purely UI related mods.
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# ? Sep 23, 2018 20:38 |
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Is there any way to limit cleaning to just indoors or just places with flooring? I have a huge home zone and it is a huge waste to clean the outside where I keep my herd animals.
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# ? Sep 23, 2018 23:51 |
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Internet Explorer posted:Is there any way to limit cleaning to just indoors or just places with flooring? I have a huge home zone and it is a huge waste to clean the outside where I keep my herd animals. You can create zones for your cleaners, or just remove the home zone from areas you don't want clean.
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# ? Sep 24, 2018 00:10 |
So tip for recruiting. When reducing resistance, you can get low rolls if the prisoners are unhappy. I found if you smoke pot with them before chatting, the reduce resistance works better. This is definitely micro managing, but I am playing naked brutality right now and I need this pawn to join me sooner rather than later.
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# ? Sep 24, 2018 03:40 |
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On no, half of my muffalo herd got the plague!Beer4TheBeerGod posted:You can create zones for your cleaners, or just remove the home zone from areas you don't want clean. Hmm... Both of those seem not ideal.
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# ? Sep 24, 2018 05:31 |
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Cleaning Area mod seems to be up your alley, Virt.
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# ? Sep 24, 2018 05:39 |
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There is a cleaning zone mod in the workshop
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# ? Sep 24, 2018 06:05 |
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# ? Jun 10, 2024 19:16 |
Whats up with solar flares? I had one pop up and the text says it will go away in about a day but it's been probably over a week now and it's still here. Is it bugged?
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# ? Sep 24, 2018 07:45 |