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Tony Montana posted:I really need 'RimWorld has settled down and stopped reactively patching things and things like EdB interface and Improved Surgery have been updated to work with the new release' alerts. I'd love to provide it but I don't have that information myself. I didn't notice any bugs in the original release of A10 and I don't know how many patches we'll get. Generally most releases are followed by a few patches and mods update at varying speeds depending on their authors, is the best I can give you.
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# ? Apr 22, 2015 15:01 |
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# ? May 22, 2024 16:42 |
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Another hotfix (actually two because the first one was broken):quote:Alpha 10f Sounds like he's had a lot of trouble with this alpha, going so far as to apologize in his dev blog. Certainly I noticed the problem with enemies fleeing too easily, and the insane difficulty in recruiting people. I had a 30 difficulty guy (that's the lowest you can get I think) sitting in a cell for months on end because the various mood maluses combined with the rate at which the warden buff diminished was just too punishing. On the positive side, one neat change I noticed recently, and which I assume is an A10 thing, is that bodies are automatically stripped at the crematorium now.
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# ? Apr 22, 2015 22:13 |
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vein miner for alpha 10 is out https://ludeon.com/forums/index.php?topic=9616.0
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# ? Apr 22, 2015 22:42 |
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Yeah, might be good to simply collate the 5-7 indisputably critical mods (things like EDB Prepare Carefully, Pawn State Icons, etc.) and as people post that they're updated for the next alpha, the OP gets updated to reflect that. If the OP is up for that level of work. Should only need updating sporadically -- new alpha comes out, there's a week or two where these get updated. Interim patches/hotfixes to the major releases generally don't affect the mod compatibility, so it's really just keeping up with the status after each major release.
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# ? Apr 23, 2015 00:25 |
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If you can give me a <10 item list of mods which the thread would consider critical (I personally don't use mods, really, not even the interface ones) then I can add them to the OP, and keep a track of their suitability for the current version as people post.
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# ? Apr 23, 2015 00:41 |
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Why don't you just link to the thread that already does that. https://ludeon.com/forums/index.php?topic=10663.0
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# ? Apr 23, 2015 00:50 |
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Or that.
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# ? Apr 23, 2015 02:25 |
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Flesh Forge posted:Why don't you just link to the thread that already does that. That is certainly not a list of critical must-have mods.
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# ? Apr 23, 2015 16:23 |
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EdB interface mod is out for Alpha 10 https://ludeon.com/forums/index.php?topic=5258.0
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# ? Apr 24, 2015 17:14 |
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Is there a wheelbarrow mod yet?
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# ? Apr 26, 2015 14:28 |
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Nuclear War posted:Is there a wheelbarrow mod yet? https://ludeon.com/forums/index.php?topic=12282.0 Yes.
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# ? Apr 26, 2015 14:49 |
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Worth a click just to read this modder's funny broken english: quote:Change Log
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# ? Apr 26, 2015 14:55 |
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Oh my god, yes, thank you! I'd like Rimworld to have more vehicles and things that colonists carry around and use. A harvester, for example, to work in the fields. I saw a mod giving tanks to pirates. They get out and use it as cover when it breaks down. I want to be able to construct stuff like that, giving the game a more oldschool RTS feel.
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# ? Apr 26, 2015 14:56 |
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I'm definately trying that later! Could you explain how it works though? The guy wasn't really clear. Do they automatically push the cart around and use it without input?
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# ? Apr 26, 2015 15:00 |
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Nuclear War posted:I'm definately trying that later! Could you explain how it works though? The guy wasn't really clear. Do they automatically push the cart around and use it without input? No idea, haven't tried it myself. Taking a break from Rimworld, burned out on it. Just browsed the mod forums a few days ago, and found it. Remembered it when you asked. Feel free to give us a mod review if you give it a shot. I'm sure the mod author would appreciate a clarification that he can put in his post, as English is clearly not his first (or second?) language. I do wonder how hard those memory licks were to track down
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# ? Apr 26, 2015 15:46 |
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That mod is extremely broken; I wouldn't bother with it right now. The backpacks cause huge memory Drunk in Space fucked around with this message at 23:26 on Apr 26, 2015 |
# ? Apr 26, 2015 23:24 |
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There's a mod called omnistorage that I've been trying out and I'm not convinced it's worth it. It adds a variety of different storage furniture like skips, pallets, linen baskets and lockers. For the most part I don't see any reason to use any of them as you need to make sure your colonists can access them, making them significantly less space efficient. The one thing I would say is a saving grace is that it provides refrigerated tray racks. Link them to power and your colonists will place prepared meals in them and they won't rot, allowing you to store prepared meals near your common area or banquet hall. This also frees up space in your walk in freezer.
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# ? Apr 27, 2015 00:53 |
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Some people just really hate the idea of their lavish meals sitting in a heap on the ground, so the mod is basically an aesthetic thing aimed at them. As you say, it's less efficient because the containers are not walkable and you need to leave space for pawns to access them, but honestly I don't think that's a massive issue. I don't use the mod myself, because I honestly can't be bothered building all the various containers. If the author found a way to make the containers themselves more storage efficient, though, I might give it another look. Also, the refrigerated tray isn't part of omnistorage. It's a separate mod, where the author just reuses Skullywag's tray graphic: https://ludeon.com/forums/index.php?topic=12243.0 You probably installed them both at the same time and thought they were part of the same pack. I did the same thing and had to double check to make sure they were separate. Regardless, it is a very nice convenience. Sadly, the refrigerated hopper it also adds is a bit screwy with another mod I'm using. Drunk in Space fucked around with this message at 03:47 on Apr 27, 2015 |
# ? Apr 27, 2015 03:43 |
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Having never gotten into Dwarf Fortress, what is the "endgame" (if there is one) like in that game? Do you expand forever, or is there some ultimate goal? I enjoy Rimworld a ton, but the game definitely plateaus once you hit that point of self-sustainability and start building the spaceship, and the spaceship launch just gets you an incredibly underwhelming victory screen. The developer has said that the spaceship is a temporary placeholder for a more involved endgame but hasn't given any details as to what shape it'll take, so I'm curious how other similar games handle it.
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# ? Apr 27, 2015 23:26 |
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Well, if you keep mining enough then eventually you'll trigger a demon invasion from the depths. That usually kills you, but if you manage to fight them off then there's nothing else, really. You just keep playing until you get bored or die.
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# ? Apr 28, 2015 00:52 |
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fart simpson posted:Well, if you keep mining enough then eventually you'll trigger a demon invasion from the depths. That usually kills you, but if you manage to fight them off then there's nothing else, really. You just keep playing until you get bored or die. Or megaproject yourself into tantrum spirals. Or just get beaten to death by the first gobbo invasion because the military system is agonizingly awkward.
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# ? Apr 28, 2015 00:56 |
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There's nothing in-game really pushing you toward those things, either. Dwarf Fortress doesn't really have an objective much more than Minecraft does.
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# ? Apr 28, 2015 00:58 |
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Spakstik posted:Having never gotten into Dwarf Fortress, what is the "endgame" (if there is one) like in that game? Do you expand forever, or is there some ultimate goal? I enjoy Rimworld a ton, but the game definitely plateaus once you hit that point of self-sustainability and start building the spaceship, and the spaceship launch just gets you an incredibly underwhelming victory screen. The developer has said that the spaceship is a temporary placeholder for a more involved endgame but hasn't given any details as to what shape it'll take, so I'm curious how other similar games handle it. The Endgame of DF is a lot like the endgame of the universe. Complete
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# ? Apr 28, 2015 01:04 |
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The big villain of the game isn't the demon stuff at the bottom of the map, it's how your FPS tanks down to single digits and makes you quit.
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# ? Apr 28, 2015 06:42 |
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Flesh Forge posted:The big villain of the game isn't the demon stuff at the bottom of the map, it's how your FPS tanks down to single digits and makes you quit. The big villain is my lovely laptop?
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# ? Apr 28, 2015 14:40 |
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Pretty much everybody has major FPS problems with the current release of DF. Toady added a bunch of new poo poo (which to be fair, is pretty awesome poo poo) but the already-bad performance degradation has just gone off a cliff. Even if I play on a 2x2 embark (lol) the game rapidly becomes unplayable with all the new surface biome poo poo going on. Meanwhile Toady keeps layering on more new poo poo and shows no interest at all in trying to make the current poo poo work well and run smoothly.
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# ? Apr 28, 2015 15:09 |
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That's one reason i've kind of laid off playing lately - sure there's the whole build a ship and gently caress off goal to go for, but that seems less like achieving a goal and more like throwing your hands up and surrendering using ingame means. Once you've got a real good colony going, it's just a matter of keeping up maintenance from the hordes of centipedes battering at the front gates periodically.
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# ? Apr 28, 2015 15:22 |
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Man this game has really grabbed me over the last couple of days.In my current game I've used the Prepare Carefully mod to make a somewhat balanced starting trio, with the gimmick that it's a mum, dad and their daughter. Dad's a miner and shooter, mum's a grower/cooker/healer, and the daughter is research/social/arts. I've created a proper house with dining room, living room and fridge, and the whole place looks like a ranch. There's even a workman's quarters in the corner for anyone not in the original trio. I might post pictures when I can be bothered, but it's a very pretty setup!
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# ? Apr 29, 2015 10:54 |
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Yep it's a great looking and engrossing game. A couple of mods that add a lot of visual appeal but don't screw around with actual balance very much: Caveworld Flora (colorful mushrooms that grow on underground tiles and reproduce by spores etc) https://ludeon.com/forums/index.php?topic=9277.0 Clutter (gobs and gobs of custom furniture and a really nice light, complemented by hilarious broken English) https://ludeon.com/forums/index.php?topic=2541.0 Advanced Lamps (in which some lamps are shown to be more advanced than others) https://ludeon.com/forums/index.php?topic=2541.0
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# ? Apr 29, 2015 11:17 |
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Konig posted:Man this game has really grabbed me over the last couple of days.In my current game I've used the Prepare Carefully mod to make a somewhat balanced starting trio, with the gimmick that it's a mum, dad and their daughter. Dad's a miner and shooter, mum's a grower/cooker/healer, and the daughter is research/social/arts. I've created a proper house with dining room, living room and fridge, and the whole place looks like a ranch. There's even a workman's quarters in the corner for anyone not in the original trio. I might post pictures when I can be bothered, but it's a very pretty setup! Great job at buying into gender stereotypes.
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# ? Apr 29, 2015 18:27 |
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Inacio posted:Basically it's all the mods I think add to Rimworld without being silly and unfitting (zombies ). I'd consider most of these essential, several recommended or useful and only a few are for flavor. The zombies mod is actually ridiculously fun and I miss it tremendously, I hope he updates it for A10 soon.
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# ? Apr 29, 2015 19:08 |
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Flesh Forge posted:The zombies mod is actually ridiculously fun and I miss it tremendously, I hope he updates it for A10 soon. I believe you, but it's definitely not in the spirit of vanilla Rimworld
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# ? Apr 29, 2015 19:56 |
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Flesh Forge posted:Caveworld Flora (colorful mushrooms that grow on underground tiles and reproduce by spores etc) Unless they changed something since I last used it, if you install this mod your map will be overrun with glowing poo poo within a month, on every single tile that has a mountain roof or natural rock floor. The spawn rate/spread rate is insane. With a squad of 15 colonists dedicated to farming/growing/cleaning the fungi, I *still* couldn't keep my base free of it. And you'll also never need to worry about food or medicine again, since the fungi can serve these purposes.
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# ? Apr 29, 2015 20:29 |
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The mod author did turn the spawn rate down a bit, it doesn't 100% cover the map as far as I've used it. It only grows on roofed over "rough rock" tiles, you can prevent it from growing by flooring/smoothing/leaving the roof open if you really want to control it.
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# ? Apr 29, 2015 22:01 |
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I like the uncontrolled spread to be honest: makes it look like your pawns are living in that big glowy cave from Skyrim. On the zombie mod, I tried that in A7 and while fun at first, holy poo poo did it ever crush my framerate in short order: felt like the hordes got way too big too quickly. This was some months ago, though, and if the author ever toned that poo poo down, I might give it another look. Currently I'm trying Superior Crafting, which I would definitely recommend to anyone who liked the old Tech Tree Minami mod. You start with really basic tech, like only being able to build wooden walls and such, and then work your way up to really advanced stuff like making bionics or your own power armour. It also incorporates some of the better mods out there, as well as boasting some neat custom graphics. Another mod I tried recently and wouldn't recommend is that combat realism mod. It makes guns FAR too powerful, and pretty much breaks combat. As an example, the assault rifle has a range of about 75, damage 18 and fires 3-round bursts every 1.5 seconds. A single guy with this weapon alone is capable of stopping fairly large assaults, as the AI simply isn't designed to deal with a weapon opening up on them at that range, with that power and that rapidity of fire. That is until one of the enemy pawns has a sniper rifle: their range covers about half the map.
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# ? Apr 29, 2015 22:53 |
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Yeah I read the description of the combat realism mod and it looked broken as gently caress, no thanks.
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# ? Apr 29, 2015 22:57 |
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The best part was when a couple of centipedes dropped on top of me with miniguns. The minigun in Combat Realism does about 20 damage and has a burst size of 300, as well as having even more range than the buffed sniper rifle (not that that really mattered here because they were in my base). I must admit, it was quite the visceral shock to see stone walls and the pawns behind them get shredded almost instantly. Oh and the author made mechs even more bullet-spongey too
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# ? Apr 29, 2015 23:16 |
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I will never understand people who love mods that add *REALISM* to the game at the expense of gameplay to the point where you'd have to be a masochist to enjoy it - and I am a masochist! Like that Kerbal Space Program mod consisting entirely of a RNG breaking your parts at random midflight. Super fun. I get that irl space ships break and it's a bitch but dudes
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# ? Apr 29, 2015 23:36 |
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# ? May 22, 2024 16:42 |
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People like it because they feel like totally safely sniping stuff from across the map is the only alternative to building flawless killboxes.
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# ? Apr 29, 2015 23:40 |