|
Weird. Why are all of your screenshots super bright / washed out? For a sec, I thought my monitor's gamma/brightness was turned all the way up.. until I scrolled back up and saw some screenshots with normal brightness.
|
# ? Jul 8, 2018 03:55 |
|
|
# ? May 22, 2024 14:46 |
|
They always come out that way and I don't know why.
|
# ? Jul 8, 2018 04:40 |
|
I started playing again for the first time in like a year. The most notable event so far after a day of playing is a pack of puppies moved into my colony and I have them hauling all sorts of junk and food around my colony, I.E. the human flesh I turn into nutrient paste to feed my prisoners. So cute yet efficient!
|
# ? Jul 8, 2018 07:59 |
|
Why can't monkeys haul stuff around?
|
# ? Jul 8, 2018 14:00 |
|
Media Bloodbath posted:Why can't monkeys haul stuff around? They're too smart to get tricked into drudge labour training.
|
# ? Jul 8, 2018 17:50 |
|
I mean, they should even be able to at least go harvest coconuts for you.
|
# ? Jul 8, 2018 18:25 |
|
Of all the nitpicky stuff tynan has done I'm really suprised the weather is still hosed up. Snowing at 10 C, and raining at -7 is really weird
|
# ? Jul 8, 2018 20:53 |
|
Salean posted:Of all the nitpicky stuff tynan has done I'm really suprised the weather is still hosed up. Heat waves that hit 50 C in a forest.
|
# ? Jul 8, 2018 22:03 |
|
Keeshhound posted:Heat waves that hit 50 C in a forest. None of the 'forests' in this game are actual forests. They're more like plains with scattered trees. I wish we could get an actual forest biome. Even the jungles don't have the tree density of a forest.
|
# ? Jul 8, 2018 22:07 |
|
The pathing would be awful, and a large map that everyone wants to play on would be ultra cheese for all raids... until the first fire, which wipes out every single tree and all of a sudden you're playing on an arid biome, essentially. More trees would be nice, but you'd have to tweak so many things to make it work I think.
|
# ? Jul 8, 2018 23:44 |
|
Ambaire posted:None of the 'forests' in this game are actual forests. They're more like plains with scattered trees. All the same, a temperate coastal climate hitting 50 degrees every year and not once in every five hundred is pretty jank
|
# ? Jul 8, 2018 23:56 |
|
Hi! I bought this game during the Steam sale about a a week and a half ago and-- Well, uh, thanks to all in the Steam sale thread for suggesting it! Anyway, I have a question about mods. My second colony's monkey had her leg destroyed during mortal combat while defending our base from a raid, and I'm dismayed to learn that I can't get her the hero's peg leg she deserves. Is there a mod to give prosthetics to animals, or where should I start looking first? The Steam mod workshop. Actually, I've never installed a mod through Steam before, the last time I ever installed one was for...I think Dragon Age 1. I assume it's easy through Steam, but I'd be grateful for a little direction. Thanks!
|
# ? Jul 9, 2018 00:51 |
|
It's pretty easy - Rimworld modding is pretty robust in that it's hard to break the game or make anything weird happen. All you gotta do is subscribe to the mod in Steam, then once it downloads, run Rimworld and activate it from the Mods menu. Mods are loaded top to bottom based on the list in the Mods menu, so you just need to make sure critical mods (stuff like HugsLib and etc.) get loaded first. If you have Mod B that depends on Mod A, make sure Mod A is closer to the top of the list than Mod B.
|
# ? Jul 9, 2018 01:02 |
|
Catalina posted:Hi! I bought this game during the Steam sale about a a week and a half ago and-- ...at full price, or did hell freeze over and the game actually go on sale?
|
# ? Jul 9, 2018 01:43 |
|
Catalina posted:Hi! I bought this game during the Steam sale about a a week and a half ago and-- A dog said is what you're probably looking for. Go to the workshop, search it up, read to see if its what you want, then subscribe. Boot it up, look on your mods list and activate it. Wait for the game to restart. Boom, you're good. E: Oh hey, I didn't ralize you could give animals scyther blades for limbs and tails with ADS, petty cool if you like to release the horde. Also apparently damage from bionic bits doesn't scale with size so a Yorkie or squirrel's bionic leg hits just as hard as an elephants Too bad the harvest mod just disappeared, getting a horde of squirrels or rats running around on four scyther blades and siccing them on raiders sounds pretty silly fun. Ashsaber fucked around with this message at 01:56 on Jul 9, 2018 |
# ? Jul 9, 2018 01:47 |
|
Archenteron posted:...at full price, or did hell freeze over and the game actually go on sale? Nah, hell has been maintaining it's normal temperature. Thanks for the help everyone! Looks like I'm added my first Steam mod. The first games I did mods on were Morrowind and The Sims 1, no small part of me is amazed at modding in 2018.
|
# ? Jul 9, 2018 02:07 |
|
And soon... you too... will have a modlist that hits 100.
|
# ? Jul 9, 2018 02:41 |
|
I got back into this a week or two ago and had a fun base going and then I loaded it up today and now 95% of my items/sprites/furniture aren't showing up. If I scroll to just the edge of the central area of the base, everything loads in, but they disappear if I move the camera back down. I can still click on them as if they're there, but the icon and stack numbers vanish. Probably some mod conflict but I haven't changed anything in days so it's just out of nowhere Rest in peace, Boris the golden retriever who had his tail and jaw smashed off by a muffalo.
|
# ? Jul 9, 2018 03:17 |
|
Pleads posted:I got back into this a week or two ago and had a fun base going and then I loaded it up today and now 95% of my items/sprites/furniture aren't showing up. If I scroll to just the edge of the central area of the base, everything loads in, but they disappear if I move the camera back down. I can still click on them as if they're there, but the icon and stack numbers vanish. Check your modlist. Some modders will make a new version of their mod for 1.0, others just update the existing one to 1.0 and don't leave one for 0.18, so just look for any red text in the modlist.
|
# ? Jul 9, 2018 04:54 |
|
I'm dying because I've been getting the urge to binge play again but I don't want to go through the torturous process of purging my modlist and trying to find new mods that work in the beta.
|
# ? Jul 9, 2018 11:49 |
|
I'm also dying for a Rimworld fix, it makes sense to hold out for 1.0 but it feels like it's been in experimental for so, so long. Really tempted to have one last beta run.
|
# ? Jul 9, 2018 14:00 |
|
Walton Simons posted:I'm also dying for a Rimworld fix, it makes sense to hold out for 1.0 but it feels like it's been in experimental for so, so long. Really tempted to have one last beta run. Install the unstable build and experience slight differences in the tech tree every other day.
|
# ? Jul 9, 2018 14:14 |
|
Well, there's a version of Prepare Carefully that works on 1.0 so as long as updates won't outright break my save, I might do just that.
|
# ? Jul 9, 2018 15:05 |
|
Walton Simons posted:Well, there's a version of Prepare Carefully that works on 1.0 so as long as updates won't outright break my save, I might do just that. Depends on what other mods you're running, and how much Tynan decides to gently caress with defs. We already know he's going bonkers on the C# renaming poo poo. Since the main reason I want 1.0 is for 64-bit, and I'm using 175 mods right now, moving to 1.0 doesn't do me much good. edit: let me tell you about loading all of these defs on an SSD Warmachine fucked around with this message at 16:04 on Jul 9, 2018 |
# ? Jul 9, 2018 15:10 |
|
Hopefully I'll be ok on 64-bit with just Prepare Carefully and Numbers.
|
# ? Jul 9, 2018 20:32 |
|
Ambaire posted:None of the 'forests' in this game are actual forests. They're more like plains with scattered trees. There are mods that do something like this: https://steamcommunity.com/sharedfiles/filedetails/?id=751871219
|
# ? Jul 9, 2018 21:45 |
|
Well, I rolled a d20 a bunch of times to add a few twists to my new game for 10 colonists. Lots of silver, good weapons and food was nice but a pitiful amount of steel and wood plus a cold, dry planet is a downer. I normally go with the first site the randomiser throws up but I'll probably let myself off this time since I think Ice Sheet might actually be impossible with the setup I have, at least without rampant cannibalism, which isn't what I want for my lovingly created pawns.
|
# ? Jul 10, 2018 00:17 |
|
I destroyed a bad bug infestation after many re-starts. Probably a dozen hives and all the bugs. I built a little wooden wall to block line of sight to the entrance, then put down a few incendiary traps and wood piles, put a few stone traps though i don't know if those did anything, then built stone wall around that in a larger square, large enough to drop mortar shells in. I used a psychic insanity lance on one of them to start a fight, they eventually went nuts trying to break out which tripped the mines, started fires and I dropped some shells on them too but not sure that did anything. The fires were well spread about the time they broke through so they were all either dead or injured making the ones that got out pretty easy to mow down. I'm going to subdivide the cave so they don't come back though I read blocking it off also prevents them? The injuries I took were all friendly fire which I'd like to disable for guns really. Grenades sure but gun FF happens pretty much every time a skirmish breaks out which is getting old. Oh and I'm making a ton of kibble with the insect meat so thanks to whoever mentioned doing that
|
# ? Jul 10, 2018 15:28 |
|
There's a friendly fire mod that allows you to toggle allowing the possibility on or off - so in a fight where things are going great, I tell the colonists to try not to shoot each other. In a bad fight where every hit counts and the risk is great, I tell them to fire on any enemy, regardless of nearby allies. You can also tell it to respect colony owned animals, which combined with the animal armor mod, makes attack wolves/bears/boars/cats actually survivable and potentially useful in a fight.
|
# ? Jul 10, 2018 15:48 |
|
Sten Freak posted:The injuries I took were all friendly fire which I'd like to disable for guns really. Grenades sure but gun FF happens pretty much every time a skirmish breaks out which is getting old. Mods always come to the rescue Avoid Friendly Fire
|
# ? Jul 10, 2018 15:51 |
|
I've been playing 1.0 for a couple of days and one thing that stuck out to me is that caravanning actually feels worth it in the early game now. Most of the quests I've gotten so far are less than a day's travel away now, which makes the rewards a lot more tempting. That said, I think Tynan may be underestimating the threat even one enemy turret can pose when you're weighing whether or not an attack is worth it. Most of the time I'll just find a blind spot where I can deconstruct a wall, then loot what I can and walk everyone off the map rather than try to kill everything so I can reform the caravan. Keeshhound fucked around with this message at 22:01 on Jul 10, 2018 |
# ? Jul 10, 2018 21:32 |
|
Huh, I might have to stop being a chickenshit and start raiding other spots.
|
# ? Jul 10, 2018 21:58 |
|
It helps that it'll usually tell you what kind of threat to expect (i.e. "two pirates," or "one mechanoid") so you can plan what you'll need to send.
|
# ? Jul 10, 2018 22:03 |
|
Keeshhound posted:It helps that it'll usually tell you what kind of threat to expect (i.e. "two pirates," or "one mechanoid") so you can plan what you'll need to send. Yeah the real issue was going in blind. One of the first games I played had a refugee show up like a week in barely a hop away so I figured gently caress it I'll rescue her. Turns out it was sleeping mechanoids that were drat near impossible to not piss off. There were four of them. Four. On day like seven. After some save scumming I managed to get her out. Then she didn't even join me. It was like why did I do that? Just kept ignoring refugees after that.
|
# ? Jul 10, 2018 22:08 |
|
ToxicSlurpee posted:Turns out it was sleeping mechanoids that were drat near impossible to not piss off. There were four of them. Four. On day like seven. After some save scumming I managed to get her out. Then she didn't even join me. It was like why did I do that? Just kept ignoring refugees after that. Actually, that brings up another weird thing; on prisoner rescues, at least, the prisoner won't join you until one of your colonists gets close enough to them, but they're counted as part of the enemy faction until they join, so your pawns will still try to attack them on sight. Mostly I just have them drop their weapon, then draft them and move them close enough for the allegiance flip, but they'll usually still take a couple of swings at the rescue.
|
# ? Jul 10, 2018 22:27 |
|
Keeshhound posted:Actually, that brings up another weird thing; on prisoner rescues, at least, the prisoner won't join you until one of your colonists gets close enough to them, but they're counted as part of the enemy faction until they join, so your pawns will still try to attack them on sight.
|
# ? Jul 10, 2018 22:39 |
|
I was about halfway through making my colonists and the update broke Prepare Carefully Time to wait for the official launch, then.
|
# ? Jul 10, 2018 23:16 |
|
|
# ? Jul 11, 2018 02:46 |
|
Check here for Prepare Carefully: https://github.com/edbmods/EdBPrepareCarefully/releases/
|
# ? Jul 11, 2018 03:58 |
|
|
# ? May 22, 2024 14:46 |
|
Would there be any downside to say, replacing all of one of colonists limbs with advanced bionics? Just asking... for the purposes of science...
|
# ? Jul 11, 2018 06:51 |