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Ya they're high risk, high reward. As a tribal start I really liked being able to grab things way out of my tech level by cleverly destroying power cables, claiming and moving the turrets, and then exploring and loading while the raids are bashing against my new turret line. Then flee with your loot!
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# ? Jan 3, 2019 05:19 |
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# ? May 22, 2024 17:52 |
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Pharnakes posted:Did he still explode when he died? Paco never died. I left him behind after I left the planet, but his spirit lives on in my heart.
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# ? Jan 3, 2019 20:38 |
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My first game I had a pawn, Linda I think it was, who just owned at everything. Great crafter, never threw tantrums, fought well, basically was MVP of the pawns. By the ship point of the game I was ready to be done so I made one cryptocasket, stuck her in it and peaced out with Linda only.Vengarr posted:Im the 1%. That event is from the Real Ruins mod, and what it does is straight-up import another players abandoned base into your game. Which is why the value and difficulty can deviate so much. Quickly assess the base, grab whatever you can and get out.
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# ? Jan 3, 2019 21:22 |
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I forget which wh40k mod adds the hellgun but its amazing to have 5 combat competent pawns kitted out with decent hellguns and karskin gear to handle just about any siege or world map event. Raids, sieges and infestations just go down in a flurry of las shots. Its glorious.
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# ? Jan 3, 2019 23:14 |
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Reinstalling this after a few years away. Are there any must-have mods? I remember last time I played there was some interface mod that made it much easier to select pawns (maybe it added little icons for them along the screen or something)? Would like to at least start with a mostly-vanilla experience so really only looking for "this should be in the base game" level stuff.
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# ? Jan 4, 2019 01:55 |
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Flesh Forge posted:There's some super duper good QOL mods though, because the vanilla game has some pants on head retarded poo poo in it.
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# ? Jan 4, 2019 03:43 |
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Always a treat to get sapper mechanoids when your main force is out killing a bandit outpost and you only have three fighters and three pacifists left to defend. Forcing the pacifists to fight with Pawns Are Capable, but 4v6 when one of the four is a Mammoth from More Mechanoids is not a favorable lineup.... Update: The Assault and Centipede mechs are dead, along with one of the defenders. A second defender is a wimp and unconscious. The Mammoth is rampaging through the tunnels, slaughtering kittens and puppies while my remaining four defenders pink at it with revolvers and rifles. Update 2: The Mammoth is down. Death toll is one colonist and fifteen pets. Warmachine fucked around with this message at 05:26 on Jan 4, 2019 |
# ? Jan 4, 2019 05:18 |
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Sounds like the pets served their purpose.
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# ? Jan 4, 2019 06:21 |
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Exactly what I was looking for, thanks!
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# ? Jan 4, 2019 07:30 |
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Warmachine posted:Always a treat to get sapper mechanoids when your main force is out killing a bandit outpost and you only have three fighters and three pacifists left to defend. Forcing the pacifists to fight with Pawns Are Capable, but 4v6 when one of the four is a Mammoth from More Mechanoids is not a favorable lineup.... A legit strategy I've seen people talk about is getting like 50+ chickens, and whenever there's an attack you change their zone to where the enemies are, the enemies hit one of them, and they get zerg rushed by a fucktonne of chickens way faster than they can shoot
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# ? Jan 4, 2019 08:14 |
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Considering the murder machines squirrels are, I can actually see that working. Go for the eyes, Coo!
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# ? Jan 4, 2019 09:05 |
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Nalesh posted:A legit strategy I've seen people talk about is getting like 50+ chickens, and whenever there's an attack you change their zone to where the enemies are, the enemies hit one of them, and they get zerg rushed by a fucktonne of chickens way faster than they can shoot it's truthfully one of the best ways to handle raids if you can get to it. the animals are easy to maintain by constantly sowing haygrass and you could not give less of a gently caress if they die because hey, that's just the victory feast.
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# ? Jan 4, 2019 09:11 |
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Chickens also have the benefit of breeding super fast, so as long as you keep a breeding pair in reserve, you can recover from pretty horrific losses. And then, naturally, you honor their sacrifice by turning the fallen defenders into lavish meals, as befitting their station.
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# ? Jan 4, 2019 09:16 |
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The dropship mod got a beta release last night. I downloaded it from his Github and installed it to test it out. Only got so far as to build one but I didn't have enough fuel to test fly it on my current game yet. I'll test it out tonight if I get time and report back. The dream of mobility lives!
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# ? Jan 4, 2019 16:43 |
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Is there a mod that adds more compact storage of clothes while still letting pawns grab what they want? The medieval mod coupled with decent sized raids sure likes to poo poo up my stockpiles
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# ? Jan 4, 2019 17:05 |
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Nalesh posted:Is there a mod that adds more compact storage of clothes while still letting pawns grab what they want? The medieval mod coupled with decent sized raids sure likes to poo poo up my stockpiles I prefer to use the clothing recycling mod, when stuff gets worn out or is of poor quality, it gets ripped up into the base textile for reuse. I get a ton of lovely clothing from prisoners and guests who like to leave me 'presents' of awful cloth toques with 41% hp left. It all gets recycled or burnt. This way I keep a smallish store room with just good or better quality clothing with 90%+ hp and mostly of stuff I want my pawns to wear. I think there's a closet mod or something though that does what you want.
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# ? Jan 4, 2019 17:22 |
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I don't have much clothing. I just set my workshop to maintain a supply of 2 of each type of clothes I use in my normal uniform (set to only build them if there's no clothes >80% out there) and have the basic uniform require 60%+ condition with a dump pile of clothes for all clothes <60% or tainted somewhere else. They all end up happily clothed in usually matching clothes at high quality. LOTS of poo poo ends up dumped in a swamp or whatever. Let mother earth reclaim that which man had stolen for his works.
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# ? Jan 4, 2019 17:44 |
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Extended Storage has a clothing rack that on 2 tiles can store up to 10 items of clothing, but it only allows one type of clothing. Once a t-shirt is put in, nothing other than t-shirts can be stacked there until you remove t-shirts as allowed in that "stockpile" or all t-shirts are removed and tribal ware gets placed in there instead. Thinking about it, I think I'll do a redesign of my crafting area to split it up into more specialized rooms. I could then have a huge tailoring/fitting room instead of scattered shelves...
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# ? Jan 4, 2019 18:04 |
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HelloSailorSign posted:Extended Storage has a clothing rack that on 2 tiles can store up to 10 items of clothing, but it only allows one type of clothing. This is what I usually do for armor and weapons, since those are the things I am most often equipping or removing by force. Shelves upon shelves of whatever tier of armor I'm currently set up to mass produce, that my colonists all run and put on when the bad dudes show up. I don't give a drat what they wear otherwise. Might change if I add Apparello or some such back again, but I'm not really feeling a need to. I'm also wrestling with which version of repair mod I should use. There are two on the workshop that do basically the same thing and I have a hard time telling the difference between them.
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# ? Jan 5, 2019 02:13 |
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Slung Blade posted:The dropship mod got a beta release last night. I downloaded it from his Github and installed it to test it out. Only got so far as to build one but I didn't have enough fuel to test fly it on my current game yet. So far so good. I did a bandit outpost mission with it this evening. Sent a scout drop pod in, then selected a landing zone for the dropship. No issues with pawns or pawn inventories that I've come across yet. I'll try to set up a remote camp with it when I get the chance, that was always one of the best uses IMO.
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# ? Jan 5, 2019 03:35 |
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I always had a remote camp as close as possible to my trading partners, with a hunter-cook and a gardener-hunter, usually paired if at all possible. Their job was to maintain the lodge and hanger the ship would land in, hunt a small amount of a meat, grow an excess of veges, and plant fields of flowers to maximize their environment. The rest of their time would be free recreation. Very in retrospect.
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# ? Jan 5, 2019 04:47 |
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What's the mods of choice with drug production?
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# ? Jan 5, 2019 12:07 |
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I like Rimcuisine as it adds some nice changes to food production/moodlets while adding magic mushrooms and dreamflower (opium) that can be crafted into different things akin to several opioid derivatives of varying strength. Also adds tea and coffee (caffeine).
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# ? Jan 5, 2019 15:41 |
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Started a new base in the mountains to play around with underground building and used the reroll map mod to get a map that is extremely dense mountain for maximum building space. Now I have the problem where traders show up but can't seem to find their way back off the map, often collapsing from malnutrition and dying if I don't notice them for rescue. They aren't completely stuck because they'll eventually find their way out, it just takes forever and they're wandering into my base and letting all the warm air out of my temporary greenhouse while doing so. Also prisoners that I mark for release will get dropped outside my door and they promptly turn around to walk right back in to my prison for some reason. Any way to fix this? I don't think it's a mod issue because I haven't had it before, I think it's some kind of pathing issue with how crazy mountainous the map is. All the wildlife mostly hangs out in the little valley entrance too but that's probably because there's no food in the inner valleys thanks to permanent winter.
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# ? Jan 5, 2019 15:47 |
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Maybe try digging some tunnels through the mountain to open up pathing possibilities?
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# ? Jan 5, 2019 15:52 |
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Oh my god This is the golden timeline
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# ? Jan 5, 2019 17:57 |
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Vengarr posted:Oh my god Chicken Plucker's mods range from yikes to purestrain gold. I just can't get into them because I feel the detail clashes a bit much with the rest of the art in game.
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# ? Jan 5, 2019 18:16 |
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He is half raccoon, half man. She is a dark elf with a hydraulic jaw. Only on the rim could their love blossom.
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# ? Jan 6, 2019 01:47 |
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McGiggins posted:I always had a remote camp as close as possible to my trading partners, with a hunter-cook and a gardener-hunter, usually paired if at all possible. Remote camp report: The plane works fine so far, but the fuckin robots that I brought with me won't turn on outside the main base! What bullshit is this?
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# ? Jan 6, 2019 01:59 |
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Are they androids or MISC robots?
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# ? Jan 6, 2019 02:33 |
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My warden fell in love with one of her prisoners before their resistance was removed. How the heck does sharing a bed work if one of them is a prisoner?
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# ? Jan 6, 2019 03:47 |
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Killer-of-Lawyers posted:My warden fell in love with one of her prisoners before their resistance was removed. How the heck does sharing a bed work if one of them is a prisoner? Without the possibility for consent to exist.
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# ? Jan 6, 2019 03:59 |
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McGiggins posted:Are they androids or MISC robots? This misc robots. I love those little advanced roombas.
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# ? Jan 6, 2019 04:29 |
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It's the last weekend of my holidays, and I bought Rimworld yesterday at around 2pm (Saturday). It's now Sunday afternoon, I've had four hours sleep, and 18 hours on the board. Wow, what a game. This game ticks all the boxes, and modding it has improved the tedious elements significantly. I haven't binged on a game like this for around 10-15 years.
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# ? Jan 6, 2019 04:44 |
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The roombas need their charging stations.
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# ? Jan 6, 2019 04:56 |
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fappenmeister posted:It's the last weekend of my holidays, and I bought Rimworld yesterday at around 2pm (Saturday). It's now Sunday afternoon, I've had four hours sleep, and 18 hours on the board. Wow, what a game. This game ticks all the boxes, and modding it has improved the tedious elements significantly. I haven't binged on a game like this for around 10-15 years. It's that kind of game.
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# ? Jan 6, 2019 05:18 |
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I got this game when I got my gallbladder out and I played in bed and then at the desk all day for like a week straight. It owned. Made my surgery suck less.
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# ? Jan 6, 2019 05:20 |
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vandalism posted:I got this game when I got my gallbladder out and I played in bed and then at the desk all day for like a week straight. It owned. Made my surgery suck less. It didn't get you wondering what other organs the doctors' nabbed while they were at it?
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# ? Jan 6, 2019 05:24 |
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A pirate extortion bugged out and sent me two raids instead of one. The Ferals have blown the front gate clean off of my mountain base, and are also going about the business of butchering my henhouse. edit: They caused a lot of damage to the front of the base with their rocket launchers and grenades. If I hadn't dragged the downed colonists into the main hallway, they'd have gotten bombed to death. The chickens were not so lucky. Warmachine fucked around with this message at 07:01 on Jan 6, 2019 |
# ? Jan 6, 2019 06:43 |
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# ? May 22, 2024 17:52 |
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"That's a lot of nuts!" but with death.
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# ? Jan 6, 2019 07:24 |