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MikeJF posted:If someone sends me a cobra to care for is that going to be a danger? If it's tame, no.
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# ? Mar 18, 2021 15:50 |
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# ? May 22, 2024 15:43 |
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Telsa Cola posted:If it's tame, no. Breed attack cobras!!!!
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# ? Mar 18, 2021 17:07 |
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Cobra egg farm now
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# ? Mar 18, 2021 18:48 |
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There was a mod that allowed you to farm cobra venom to stick on projectiles, iirc.
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# ? Mar 18, 2021 19:55 |
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HelloSailorSign posted:There was a mod that allowed you to farm cobra venom to stick on projectiles, iirc. Sounds like the Rimworld levels of Rube Goldberg Machine-ing that I've come to expect from the Rimworld modding community. How balanced was it with effort put in VS what you got out from it? Also is there a way to fight mechanoids as a tribal settlement without making super weird trap mazes? Like filling a muffalo with stick bombs and having it wander over?
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# ? Mar 18, 2021 20:03 |
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Katt posted:Like filling a muffalo with stick bombs and having it wander over? someone's been playing the new Stronghold, I see why'd they have to name the exploding water buffalo?
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# ? Mar 18, 2021 20:54 |
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Katt posted:
Melee weapons are very effective against lancers and pikemen, and they're actually pretty weak in melee range. Scythers can be defeated with a combination of traps and bows with someone kiting them, just be sure to use your fastest pawn
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# ? Mar 18, 2021 21:24 |
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MikeJF posted:If you have a Knight then odds are that you can use Transport Pods to get you within Transport Shuttle range of the ship unless you were super unfortunate. I don’t have Royalty. I ended up running a caravan down just to scout out how the event works, it’s more involved than I expected so I’ll use transport pods, with a relay settlement in-between if the range is too much for a direct shot. It was fun having half my colonists turn feral on arrival while everything burned down back home, though.
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# ? Mar 18, 2021 21:40 |
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QuarkJets posted:Melee weapons are very effective against lancers and pikemen, and they're actually pretty weak in melee range. Scythers can be defeated with a combination of traps and bows with someone kiting them, just be sure to use your fastest pawn And hellfire cannon centipedes?
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# ? Mar 18, 2021 22:02 |
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Katt posted:And hellfire cannon centipedes? If you're running Combat Extended (hence the stick bombs), I think you largely can't unless you have a number of war hammers or monoswords. Without CE, you can at least swarm the centipede in melee with everything you got and hope that death by a thousand chicken pecks works.
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# ? Mar 18, 2021 22:33 |
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Katt posted:And hellfire cannon centipedes? You shouldn't encounter centipedes that early on. I always play with Randy on a tribal start and don't ever see a centipede until I have a significant amount of wealth and technology And being honest, the hellfire centipede is also pretty vulnerable to melee; bait it to a blind corner and just swarm it
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# ? Mar 18, 2021 22:37 |
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QuarkJets posted:You shouldn't encounter centipedes that early on. I always play with Randy on a tribal start and don't ever see a centipede until I have a significant amount of wealth and technology I was thinking more of a long term tribal play for fun but once my settlement reaches Mali levels of wealth through trade in milk and wool I assume I will already have been wiped out by mechanoids.
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# ? Mar 19, 2021 16:58 |
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Katt posted:I was thinking more of a long term tribal play for fun but once my settlement reaches Mali levels of wealth through trade in milk and wool I assume I will already have been wiped out by mechanoids. Are you allowed to buy EMP grenades and research real-deal melee weapons? Centipedes won't fire their inferno cannons if you're in melee range so it's just a matter of getting people up in their face and bashing them with uranium maces You can also prevent centipedes from invading you by just turning down or turn off the time-based difficulty scaling, I forget what the setting is called. Turning it off would mean that the challenge scales strictly to your wealth and number of pawns
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# ? Mar 19, 2021 21:43 |
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I know this conversation has happened many times already, but I can't manage to find any of them. I'm starting my first real tribal run, any mod suggestions to make it more balanced or fun? Zosologist fucked around with this message at 20:44 on Mar 22, 2021 |
# ? Mar 22, 2021 20:41 |
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I love Endless Rimworld. It sets the timer so that if your entire colony dies out, a new colonist will show up within a day or two, rather than the longer time it would normally take. This lets me roleplay the "this tribe dies out, but another person stumbles by and builds on the ruins."
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# ? Mar 22, 2021 22:21 |
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Little disappointed after reading a guide on how to do tribal icesheet and it was like "build basic shelter, die. Wait for a new pawn to show up and continue the story. At least Pete Completes run has the theatrics of a straight run.
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# ? Mar 22, 2021 22:30 |
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Rhadamant did an extreme ice sheet series, which seemed hard but did not call for dying and starting over
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# ? Mar 22, 2021 23:27 |
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You can do ice sheets without dying. It's a extremely common challenge run. Imo extreme deserts are more difficult in the long run.
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# ? Mar 22, 2021 23:38 |
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How does beauty work when they're outdoors? Is there a radius of effect or eyelines or something?
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# ? Mar 23, 2021 08:30 |
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That's also how it works indoors, yes. Pawns have a visibility range.
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# ? Mar 23, 2021 12:48 |
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Is there an easy way to set a tailoring bill to, for example, make 10 parkas, but vary the textiles used? If I have a stockpile of cloth, devilstrand, hyperweave, and various leathers selected in the bill the crafter will make all 10 out of cloth or whatever material the pawn finds first. I’m open to mod or workflow suggestions. I’m currently micromanaging it and it is starting to become tedious.
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# ? Mar 23, 2021 22:28 |
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Dragonrah posted:Is there an easy way to set a tailoring bill to, for example, make 10 parkas, but vary the textiles used? If I have a stockpile of cloth, devilstrand, hyperweave, and various leathers selected in the bill the crafter will make all 10 out of cloth or whatever material the pawn finds first. I’m open to mod or workflow suggestions. I’m currently micromanaging it and it is starting to become tedious. Best Mix (Continued) has a "random" option that I haven't tried but should do it.
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# ? Mar 23, 2021 23:01 |
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Awesome. Thank you. Apparently, I couldn’t come up with an adequate search term for google.
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# ? Mar 23, 2021 23:13 |
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what is the recommended embrasure mod as they all seem somewhat out of date
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# ? Mar 25, 2021 21:36 |
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Wasn’t there a website that collected specific map gens with preview images? Am I crazy? I can’t seem to find it again.
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# ? Mar 25, 2021 23:00 |
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Anyone know why when selecting stuff to take in a caravan my game just grinds to a halt? its fine everywhere else but makes starting caravans suck
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# ? Mar 25, 2021 23:54 |
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Dragonrah posted:Wasn’t there a website that collected specific map gens with preview images? Am I crazy? I can’t seem to find it again. I think you’re confusing that with Valheim.
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# ? Mar 25, 2021 23:56 |
Dragonrah posted:Wasn’t there a website that collected specific map gens with preview images? Am I crazy? I can’t seem to find it again. there's a mod called "Map Reroll" that lets you see a bunch of map gens and reroll your map tile. it has preview images for what the tile will look like.
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# ? Mar 26, 2021 00:39 |
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Jose posted:Anyone know why when selecting stuff to take in a caravan my game just grinds to a halt? its fine everywhere else but makes starting caravans suck There's a mod specifically to address this issue! It's something like "Caravan Lag Eliminator." And to answer your Embrasures question, I use one that's tagged for 1.1 "ED-Embrasures" It still works fine for 1.2!
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# ? Mar 26, 2021 00:42 |
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Zosologist posted:I know this conversation has happened many times already, but I can't manage to find any of them. Unless you're in a climate where you can grow food year-round, I like to turn all the excess meat I can into pemmican. I will often make only vegetarian meals so that all the meat gets preserved.
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# ? Mar 26, 2021 00:51 |
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theres also the map design mod which isnt like full on map painting but does give you more control and some neat pre-set map types to choose from, could be relevant to your question
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# ? Mar 26, 2021 03:12 |
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Jose posted:Anyone know why when selecting stuff to take in a caravan my game just grinds to a halt? its fine everywhere else but makes starting caravans suck On the third tab, turn off auto-supply or whatever it's called. The function that adds food, medicine and bedrolls. That will lag quite a bit. Caravan interface will also just lag if you have a ton of animals and items, it's just a lot to process I guess.
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# ? Mar 26, 2021 14:05 |
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I love the little poo poo that comes up in this game. I'm doing a desert base run in a mountain range and I've been trying to save at least 4 of my camels I custom started with (ate 6/10 at this point). It seems like daylilies are okay for fast food, but now I'm considering something I read on reddit - just sending a pawn out to "Herd" them Lol. Would that end up working? Just playing my herding simulator game here. 20 Blunts fucked around with this message at 21:52 on Mar 27, 2021 |
# ? Mar 27, 2021 21:50 |
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20 Blunts posted:now I'm considering something I read on reddit - just sending a pawn out to "Herd" them Lol. Would that end up working? Do you mean, send them out in a caravan? That does work sometimes! If you're surrounded by a bunch of extreme desert, or serious winter cold, it still may not work, but I have done this before to stave off herd animal death. (But send at least two pawns, one with a ranged weapon and one with a melee, otherwise you risk losing everything to a raider or a bunch of angry squirrels instead of starvation)
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# ? Mar 28, 2021 16:05 |
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Dragonrah posted:Wasn’t there a website that collected specific map gens with preview images? Am I crazy? I can’t seem to find it again. https://www.reddit.com/r/RimWorldSeeds
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# ? Mar 28, 2021 16:30 |
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meowmeowmeowmeow posted:theres also the map design mod which isnt like full on map painting but does give you more control and some neat pre-set map types to choose from, could be relevant to your question Ooo, I wasn't the question asker but this looks great. Totally installing this. After over 300 unmodded hours I finally dived in and tried a bunch of them, and my favorite so far is just the one that adds fishing. I always thought it was weird that the base game didn't have it, and it makes extremely hot and cold maps much more doable. Not EASY, but more doable.
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# ? Mar 30, 2021 00:03 |
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I don't know why this didn't occur to me to do before, but after catching up on Netflix's Lost In Space reboot I'm doing a colony that's a single family, parents and three teenagers. I tend to reload if a colonist dies anyway so this story won't get too dark, I hope.
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# ? Apr 12, 2021 23:16 |
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How the hell do people manage clothing and armor (in terms of wearing them). If I force wear sometimes people get crabby or just discard their pants/shirt at random. The outfit tab is admittedly a complete mystery to me (I'm not going to search through everything just for Kevlar armor).
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# ? Apr 13, 2021 00:35 |
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Kris xK posted:How the hell do people manage clothing and armor (in terms of wearing them). Colonists will only wear whatever you say they are allowed to wear, and then there's a cost function for deciding specific pieces of apparel from your stockpiles, which is most heavily dependent on the sum of armor values. Pawns will not normally remove Forced apparel, I don't recall the conditions under which that could happen The outfit tab isn't that long and by default has everything (or almost everything?) checked. So you just need to deselect stuff that you don't want them to wear. This works pretty well, sometimes you need separate outfits defined for summer and winter.
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# ? Apr 13, 2021 00:59 |
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# ? May 22, 2024 15:43 |
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QuarkJets posted:Colonists will only wear whatever you say they are allowed to wear, and then there's a cost function for deciding specific pieces of apparel from your stockpiles, which is most heavily dependent on the sum of armor values. Pawns will not normally remove Forced apparel, I don't recall the conditions under which that could happen What I meant was a colonist arrives at my colony with a shirt and pants. I force wear a kevlar vest and pants, sometimes a colonist will decide to ONLY wear the force worn Kevlar, removing his original pants. QuarkJets posted:The outfit tab isn't that long and by default has everything (or almost everything?) checked. So you just need to deselect stuff that you don't want them to wear. This works pretty well, sometimes you need separate outfits defined for summer and winter. I need to suck it up and dive in, fair enough.
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# ? Apr 13, 2021 01:07 |