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Keeshhound posted:I'm of the opinion that you should keep colonists in flak vests, simply because they protect vital organs in case of bullshit (manhunters, getting caught on the edge of a map by a raid, etc.) without slowing them down too much. If I'm remembering my math right, a default, heathy colonist has 4.6 move speed, and the vest reduces that by .12, or a little under 3%. And yes, that adds up, so it's ultimately down to how optimized you want to be vs. how safe you want to be. I honestly don't know why devilstrand still exists now that flak clothing is around. It should really just be repurposed into the heat-resistant but otherwise not better than normal clothing.
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# ? Oct 31, 2018 19:58 |
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# ? May 29, 2024 22:37 |
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Flak is quicker to make but slows colonists down. Devilstrand requires an investment of time and farmspace (ideally covered, so you can't get hosed over by fallout.
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# ? Oct 31, 2018 20:00 |
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Probably gets asked a lot, but are there any mods that are considered "must haves" even for a new player?
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# ? Oct 31, 2018 20:03 |
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No, the game is great vanilla and even hundreds of hours later I prefer it that way.
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# ? Oct 31, 2018 20:05 |
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Sten Freak posted:Thanks! I found its a good idea to go to your Steam Rimworld subscribed mods page and sort by 'Date Updated' in your workshop subscriptions list. check anything thats before October, and click it. its likely they did the B19/1.0 split and you are still subbed to their B19 version. Psychology is a mod that did this as an example. Avoid Friendly Fire, says its updated to 1.0 https://steamcommunity.com/sharedfiles/filedetails/?id=1134165362
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# ? Oct 31, 2018 20:06 |
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The game is great without mods, I'd say if you're a new player go in vanilla. There's already tons to do and there's nothing that absolutely requires modding to fix in the game. There are lists in the last couple pages that people posted for some QOL stuff that's pretty minor and doesn't drastically change the game but I didn't even consider mods until I put ~80hrs into the game already because it's so great without em. Edit: I went back to find the post when I asked about this after coming back for 1.0. Vengarr posted:Mind you, some of these haven't been updated since 1.0 just dropped today. But they're all actively supported and probably will be up pretty soon, since they just need to be recompiled. explosivo fucked around with this message at 20:25 on Oct 31, 2018 |
# ? Oct 31, 2018 20:07 |
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Coolguye posted:No, the game is great vanilla and even hundreds of hours later I prefer it that way. Definitely this. At least play the default scenario and take one tribal start to high-tech before you start experimenting with mods. One cool setting is the "Lovecraft mod pack" but that definitely is for the advanced players who like the lore in general.
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# ? Oct 31, 2018 20:08 |
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Cool, thanks.
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# ? Oct 31, 2018 20:09 |
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Coolguye posted:No, the game is great vanilla and even hundreds of hours later I prefer it that way. The only thing I can think of in opposition to this for a new player is that there are a couple of UI mods like colored mood bars and allow tool that do make the game a little clearer and certain tasks less of a pain (blights )
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# ? Oct 31, 2018 20:32 |
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Coolguye posted:No, the game is great vanilla and even hundreds of hours later I prefer it that way.
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# ? Oct 31, 2018 20:38 |
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Keeshhound posted:The only thing I can think of in opposition to this for a new player is that there are a couple of UI mods like colored mood bars and allow tool that do make the game a little clearer and certain tasks less of a pain (blights ) Yeah the only stuff I can really think of is just very minor quality of life things. But for stuff like that you can just play Vanilla and if something annoys you, just check to see if a mod changes it.
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# ? Oct 31, 2018 20:59 |
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Meridian posted:Probably gets asked a lot, but are there any mods that are considered "must haves" even for a new player? There are mods for most things, so if you ever sit and wonder, "I'd like to be refining tiberium to use against the Galactic Empire while riding my fully bionic tyrannosaur, also, I'm an Asari warlock of Cthulu" you can
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# ? Oct 31, 2018 21:02 |
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Meridian posted:Probably gets asked a lot, but are there any mods that are considered "must haves" even for a new player? No. Play the vanilla game until you think "this feature annoys me/I wish I could do X" and then find a mod for it. Rinse and repeat.
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# ? Oct 31, 2018 21:10 |
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so, I'm trying to train up a doctor by having him put a peg leg on a prisoner. And then I think he hosed up so bad he gave himself a peg leg. Either that or I really messed up when assigning surgeries or he already had it. But I'm pretty sure he's just that bad of a doctor. Edit. I checked, I didn't tell anyone to give him a peg leg, and he didn't already have one. He hosed up a surgery so badly that he replaced his own goddamn leg what the gently caress. A Moose fucked around with this message at 21:30 on Oct 31, 2018 |
# ? Oct 31, 2018 21:27 |
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Meridian posted:Probably gets asked a lot, but are there any mods that are considered "must haves" even for a new player? Prepare Carefully is the only one I'd consider a "must have" because no game, I don't want 8 pyromaniacs with chem addictions every game, why would you think I do!? I can use it to just create 3 starting characters that aren't useless instead of rerolling 25 times until I finally get a miner, a farmer and someone who can shoot a gun that also won't set my base on fire or constantly flip out. Those crazy pawns can randomly join my colony later, I want a stable 3 to build around!
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# ? Oct 31, 2018 21:41 |
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A Moose posted:so, I'm trying to train up a doctor by having him put a peg leg on a prisoner. And then I think he hosed up so bad he gave himself a peg leg. Either that or I really messed up when assigning surgeries or he already had it. But I'm pretty sure he's just that bad of a doctor. Sounds like your doctor was taking his own doses of space-ketamine.
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# ? Oct 31, 2018 21:43 |
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deathbagel posted:Prepare Carefully is the only one I'd consider a "must have" because no game, I don't want 8 pyromaniacs with chem addictions every game, why would you think I do!? I can use it to just create 3 starting characters that aren't useless instead of rerolling 25 times until I finally get a miner, a farmer and someone who can shoot a gun that also won't set my base on fire or constantly flip out. Those crazy pawns can randomly join my colony later, I want a stable 3 to build around! I probably played a few hundred hours stretching back from 2014 or so and this was the only mod I used during most of time. Same with deathbagel, I used it so that once I had a decent starting set I could save them and quickly reload a new game without rolling characters if I started on a map I didn't like or, more often, did something stupid at the start of the game and got them all killed quickly. I often name them after whatever music I'm listening to at the moment and have fond memories of my preset with Oneohtrix, Point and Never and there horrible sagas learning how to play in no grow season tundra maps. Keeshhound posted:The only thing I can think of in opposition to this for a new player is that there are a couple of UI mods like colored mood bars and allow tool that do make the game a little clearer and certain tasks less of a pain (blights ) Now that I've started messing around with a few other mods, I highly recommend these (and the thought bubble one). Dealing with blight is probably the single worst part of the vanilla game now, after "allow all" was coded into the base game.
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# ? Oct 31, 2018 21:47 |
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A Moose posted:so, I'm trying to train up a doctor by having him put a peg leg on a prisoner. And then I think he hosed up so bad he gave himself a peg leg. I laughed way too loving hard at this. Is that even possible?
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# ? Oct 31, 2018 21:48 |
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i mean i didn't think it would be but just i can't even
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# ? Oct 31, 2018 22:01 |
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Vasudus posted:I think I need to start on at least 300x300. I just did a 275x275 or whatever the higher medium one is and I had the entire place stripped to the wires by year 2.5 or so. Otherwise, the logistics shouldn't be that big an issue.
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# ? Oct 31, 2018 22:12 |
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A Moose posted:If I'm not using any mods for armor and defensive positions, is it better to have a stockpile of armor near the killbox or just have everyone wear flak vests and helmets all the time and replace when necessary? I like the idea of an armor rack but with the changes to the time it takes to put on armor sometimes by the time everyone makes it to the rack and gets changed the enemy is already in the killbox. Or do you guys have dedicated soldiers that always wear armor? What's the best way for various colony sizes? I don't worry about optimization and just keep them in armour all the time. I don't worry about if they can go any faster, I just account for it if it's a problem down the line. Meridian posted:Probably gets asked a lot, but are there any mods that are considered "must haves" even for a new player? Cup Runneth Over posted:No. Play the vanilla game until you think "this feature annoys me/I wish I could do X" and then find a mod for it. Rinse and repeat. Yeah, this ^^^^ just play until you notice something is a problem, look for a mod, crack on. Inevitably along the way you'll see something else cool but you can dip in and out of mods to see what you like, but yeah just stick to vanilla for now.
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# ? Oct 31, 2018 22:12 |
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I'll disagree with the mod purists: you should play a vanilla game first to understand the basics, but there are a ton of cool mods and if you go to the Steam workshop and sort by "most subscribed" pretty much everything on the first couple of pages is worth considering (except for anything that looks like it has anime in the thumbnail)
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# ? Oct 31, 2018 22:16 |
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Yeah I'll throw my hat in for "pick everything off the first few pages of the most subscribed list" at least for one game, it gives you a good sense of just how loving idiotic you can get with mods for this dumb game. Almost everything loads on top of each other and the game will happily send your high tech space commando faction to fight your loving wizard colony riding dinosaurs in a tiberium infested hellhole. You don't need to use mods to make the game fun but you can absolutely make it a new kind of fun by just kitchen sinking it to hell and back, and you'll get a feel for what mods are most balanced. If anything I would suggest staying away from mods that just give you loads of free poo poo and/or add stupid farming multipliers, the only thing the game really needs to work is a degree of resource scarcity for your colony, but otherwise it'll adjust difficulty for you fairly well and load anything you give it. OwlFancier fucked around with this message at 22:43 on Oct 31, 2018 |
# ? Oct 31, 2018 22:41 |
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You can break the game over your knee if that's what you're interested in, but most of the major content mods are not well-balanced, well-implemented, or well-maintained. I'd only recommend you make your game unrecognizable from vanilla Rimworld if vanilla Rimworld is really not what you're after. I think it's important to at least know what vanilla is like before you start slapping a hundred mods on it.
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# ? Oct 31, 2018 22:45 |
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Definitely play the game vanilla for your first hundred hours. Mod when you start getting bored or you want to come back to the game. I don't think I could play without the expanded augmentation stuff to turn my best guys into cyber ninjas.
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# ? Oct 31, 2018 22:47 |
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Heads up, Psychology got an official 1.0 release! I don't know if anything's changed besides getting rid of the version related red errors, but if you're starting a new map you might as well switch up E: Trip Report, I replaced the 1.0 version in my load order and so far my save's working fine! Danaru fucked around with this message at 23:15 on Oct 31, 2018 |
# ? Oct 31, 2018 22:47 |
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Thank you all very much for the responses. I really appreciate the info. I am considering recording my first attempt for posterity, might be a fun thing to look back on.
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# ? Oct 31, 2018 22:58 |
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Danaru posted:Heads up, Psychology got an official 1.0 release! I don't know if anything's changed besides getting rid of the version related red errors, but if you're starting a new map you might as well switch up You can also combine with Rainbeau's Rational Romance mod, Psychology turns off what it does automatically when another mod is present.
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# ? Oct 31, 2018 23:18 |
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Meridian posted:Thank you all very much for the responses. I really appreciate the info. I am considering recording my first attempt for posterity, might be a fun thing to look back on. Ha that’s not a bad idea!
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# ? Oct 31, 2018 23:22 |
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Keeshhound posted:I'm of the opinion that you should keep colonists in flak vests, simply because they protect vital organs in case of bullshit (manhunters, getting caught on the edge of a map by a raid, etc.) without slowing them down too much. If I'm remembering my math right, a default, heathy colonist has 4.6 move speed, and the vest reduces that by .12, or a little under 3%. And yes, that adds up, so it's ultimately down to how optimized you want to be vs. how safe you want to be. Flak vests are always useful because they go on the middle layer as opposed to the outer(duster) or skin(shirt) layer. Flak jackets and pants are more questionable.
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# ? Oct 31, 2018 23:25 |
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I see all your images with like 15 colonists and I can't deal with taking care of more than 6 or 7. I just like a chill little commune where people build things and sell things.
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# ? Nov 1, 2018 00:39 |
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Keeshhound posted:Flak is quicker to make but slows colonists down. Devilstrand requires an investment of time and farmspace (ideally covered, so you can't get hosed over by fallout. Devilstrand doesn't need sunlight?
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# ? Nov 1, 2018 00:43 |
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Sunlamps would work
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# ? Nov 1, 2018 00:49 |
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Unless they changed it recently you still need sunlight but it's quite easy to supply if you just put a sunlamp in and a solar panel outside. Because the solar panel gathers sunlight during the day and the sunlamp runs during the day, so it doesn't actually need batteries or constant power supply. Think of solar panels/sunlamps as basically pumped sunlight.
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# ? Nov 1, 2018 00:50 |
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Really, having a hothouse of some kind is a pretty good idea regardless of your biome, but especially in any that have winters.
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# ? Nov 1, 2018 01:13 |
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Something tells me Beck's debate didn't speculate that his head would be shot clean off by a mechanoid charge lance. Yikes So long guy, at least you get to be with your daughter now. Not that I'm sure you really cared. Never once saw you visit her grave.... Psychopaths. :shrugs:
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# ? Nov 1, 2018 04:30 |
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My new colony with 3 won’t cook pawns may survive. The first solo raider was captured and can cook, though he hasn’t been recruited yet. Meanwhile the colony survives on berries, raw rice and a tiny bit of pemmican they trade for. I suppose they could eat raw meat straight from the carcass if it came to it.
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# ? Nov 1, 2018 05:59 |
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Sten Freak posted:My new colony with 3 won’t cook pawns may survive. The first solo raider was captured and can cook, though he hasn’t been recruited yet. Meanwhile the colony survives on berries, raw rice and a tiny bit of pemmican they trade for. I suppose they could eat raw meat straight from the carcass if it came to it. Why not use nutrient paste?
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# ? Nov 1, 2018 06:05 |
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Yeah if you have the tech for it, you definitely should be running a meal paste machine rather than just eating raw plants/eat, especially now that food poisoning is so brutal.
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# ? Nov 1, 2018 06:46 |
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# ? May 29, 2024 22:37 |
Is there some intro to rimworld series? I've been muddling through but I feel like there's a lot I'm missing
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# ? Nov 1, 2018 08:36 |