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i finally got ricardo tome (the dude who did the storyteller portraits, both for vanilla and ve factions) to take a commission for slavoj zizek, rimworld style. i sent over the first half of the pay, i'll post here first when i get final thing back
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# ? Oct 5, 2021 19:14 |
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# ? Jun 3, 2024 01:50 |
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With regard to the golden eyes, ah well. It’s still incredibly funny that my religious counselor who’s also our combination jailer/headhunter is wearing a fancy hat with a pair of dull golden orbs visible while everyone else’s cavernous sockets are covered by blindfolds, and I’m still getting willing recruits. “gently caress Yeah Brother, I’m giving up my cannibalistic nature worship to join your fungus cult, Gouge Me The gently caress Up!” Then, after the bleeding has stopped “WHAT DO YOU MEAN I DONT GET TREASURE BALLS FOR MY FACE” e: ^^^ you are deity posting among mere ants, I am awed
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# ? Oct 5, 2021 19:21 |
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bob dobbs is dead posted:i finally got ricardo tome (the dude who did the storyteller portraits, both for vanilla and ve factions) to take a commission for slavoj zizek, rimworld style. i sent over the first half of the pay, i'll post here first when i get final thing back You see *sniff* that is why, you must *sniff* deal with these gut worms, yes? The colony wealth *sniff* is just Absurd.
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# ? Oct 5, 2021 19:23 |
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girl dick energy posted:As the ive actually found that greatbows are in a really strange spot. they're worse than bolt-actions and they require enough Crafting skill that if you are making them your crafter is already reasonably competent. in most cases i'd rather just get gunsmithing for 100 research points more and also get some short-range options far superior to tribal accoutrements to boot. the main reason why i wouldn't do this is because i am so scared of early attacks (cranked up difficulty level, low number of human enemies in the area, etc) that i don't feel like i can wait for Machining. if they didn't require research it would be a completely different matter, but they do.
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# ? Oct 5, 2021 19:49 |
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DEAR TRIBALS If you hate technology so much Why do you have to research great bows? Curious! -Turning Point Glitterworld
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# ? Oct 5, 2021 19:57 |
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Danaru posted:DEAR TRIBALS many such cases
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# ? Oct 5, 2021 20:07 |
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I'll try skipping Greatbows next time, and lean on traps and what I've got.
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# ? Oct 5, 2021 20:27 |
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clubs are way better than they have any right to be early on when nothing's armored and you can swarm individual enemies. half the time i will just poo poo out a few of those and call it good for a bit.
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# ? Oct 5, 2021 20:36 |
bob dobbs is dead posted:i finally got ricardo tome (the dude who did the storyteller portraits, both for vanilla and ve factions) to take a commission for slavoj zizek, rimworld style. i sent over the first half of the pay, i'll post here first when i get final thing back lmao
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# ? Oct 5, 2021 21:14 |
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is there a escaped slaves scenario for rimworld?
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# ? Oct 5, 2021 21:31 |
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in what way would that be distinct from lost tribe/naked brutality?
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# ? Oct 5, 2021 21:54 |
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A Wizard of Goatse posted:in what way would that be distinct from lost tribe/naked brutality? I just wanna be William T. Sherman on slavers, but like make it personal.
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# ? Oct 5, 2021 22:06 |
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You could set up a scenario where you have to prepare to fight off regular raids, and an ideology that abhors slavery but likes fighting I guess.
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# ? Oct 5, 2021 22:17 |
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Can you make yourself hostile to the empire in the scenario editor?
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# ? Oct 5, 2021 22:27 |
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Azhais posted:Can you make yourself hostile to the empire in the scenario editor? I've used WorldEdit to tinker with the factions, including making the empire hostile (and also having more than one empire): https://steamcommunity.com/sharedfiles/filedetails/?id=2314163152
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# ? Oct 5, 2021 23:12 |
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You can make the Empire hostile by accepting the Deserter. I guess that’s not permanently hostile like pirates though? It ought to function the same except you can occasionally get a quest from the Empire even when you’re at war, presumably as a mechanic to eventually normalize relations.
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# ? Oct 5, 2021 23:16 |
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I was just thinking for purposes of the potential escaped slaves scenario. Being anti empire from the start would be a way to differentiate
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# ? Oct 5, 2021 23:44 |
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Danaru posted:Once they get into melee range, I just get my dudes to dogpile the animal rather than pray they can actually hit a stationary target. Only trust your fists There's a mod that lets pawns have sidearms, which I immediately installed when I saw it because WHY WOULDN'T THEY? Of course a hunter would carry a knife it's absurd to think they wouldn't. How are they finishing off those downed animals anyway - punching them to death? OwlFancier posted:You could set up a scenario where you have to prepare to fight off regular raids, and an ideology that abhors slavery but likes fighting I guess. The Medieval mod start is a little like this - you begin with no food and are almost immediately attacked by the medieval faction you apparently split off from.
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# ? Oct 5, 2021 23:58 |
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Ooooooh! That’s dope, I really like it.
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# ? Oct 6, 2021 00:00 |
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I exclusively play tribal starts. I never, ever research greatbows.
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# ? Oct 6, 2021 01:14 |
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Bows are hilarious when you get a few trigger-happy shooters with them and they just go plinking non-stop since their cooldown is practically zero.
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# ? Oct 6, 2021 01:44 |
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Coolguye posted:social impact is actually not useful at all for anyone who is not a leader; the only thing it changes beyond speech success rate is the % modifier for their social interactions with other pawns, which is a double-edged sword as it affects both deep conversations and insults.
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# ? Oct 6, 2021 02:10 |
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ShadowHawk posted:Wait does this mean cowboy hats will cause more social fights or less on aggregate when placed on a low-social-skill pawn? It will cause more, in particular if they are put on an abrasive pawn. The more likely to cause social fights, the more you want a debuff on social impact. A high social impact, abrasive pawn is Wulfrik from Warhamber Fantasy
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# ? Oct 6, 2021 03:08 |
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e: Her mom:
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# ? Oct 6, 2021 03:09 |
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StrixNebulosa posted:
That baby ate her way out and is really happy there are slaves around, but sad she doesn't have cyber limbs yet, having been out of the womb for *five hours*. Get on it, goddamn, don't leave the poor kid to suffer!
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# ? Oct 6, 2021 03:12 |
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Kid's lucky being born with the right beliefs or we could be seeing some serious apostasy penalties there. Still gets a social malus for not being chromed though.
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# ? Oct 6, 2021 05:43 |
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isndl posted:I think you're supposed to be able to cover their ideology clothing demands with the simulated apparel function, but maybe it's one of the edge cases they missed during the 1.3 update. It definitely seems like that's the intent, but I haven't been able to make it work. For folks who've used SOS2, do its shuttles deprecate SRTS Expanded craft, or is there a reason to run both?
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# ? Oct 6, 2021 06:26 |
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SOS2 shuttles have much shorter range than SRTS shuttles but they're fast as hell and the uranium fuel pods they run on are trivial to make if you have a little uranium. In my current colony I keep the SOS2 ones for short hops nearby or to and from my space ship but I use the SRTS ones for larger/longer trading runs around the map.
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# ? Oct 6, 2021 06:33 |
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I haven't tried using SRTS shuttles with my ship, honestly. With my fission reactor and engines running on uranium fuel pods already I figured I might as well stick to SOS2 shuttles and remove chemfuel from the equation entirely. I do know that one of them throws a warning in the debug log during launch about a compatibility patch not yet available, presumably so that the SRTS shuttle can land in the shuttle bay like the SOS2 shuttle?
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# ? Oct 6, 2021 06:49 |
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Last I checked SRTS ships don't land in the shuttle bay but they can still reach orbit and "land" anywhere on the map. You'll need space suits for anyone along for the ride though while they duck through an airlock. SOS2's shuttles are unsurprisingly much better integrated but the SRTS ships have way bigger range and (generally) larger cargo capacity, so they can still work well together. Granted this may have changed in the meanwhile, last time I really did much with SOS2 it was after the last major patch and SRTS compatibility wasn't patched in yet.
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# ? Oct 6, 2021 07:22 |
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Omnicarus posted:It will cause more, in particular if they are put on an abrasive pawn. The more likely to cause social fights, the more you want a debuff on social impact. i actually don't know if this is true. i don't know how a social fight chance is calculated and if social impact has any hand in it, directly or indirectly. if social fights become more likely as relationship trends to -100, then yes, it would have an indirect impact since social impact makes each insult knock off more relationship. but i've never looked at that code so i am not sure. the actual answer - at least for this thread, since most folks are DLC-buyers - is that with ideology it doesn't matter, though. cowboy hats do not cover the face, ears, etc, and you can get that coverage from a broadwrap. it might not provide fantastic bulletproofing, but it's drat sight better than nothing.
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# ? Oct 6, 2021 08:32 |
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i just noticed the buried lede here
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# ? Oct 6, 2021 08:38 |
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Coolguye posted:i just noticed the buried lede here
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# ? Oct 6, 2021 09:18 |
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Does anyone else get to a point where they’ve survived a good while, built a decent settlement but after discovering a bunch of tech and unlocking some new stuff, you realise you need to fundamentally reorganise your base and it’ll require tearing down whole structures and moving them and then deciding “gently caress it, I’ll start anew, making sure to make space”. And then repeating when circumstances force you to throw up buildings quickly and haphazardly and you end up in the same situation
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# ? Oct 6, 2021 09:27 |
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PiCroft posted:Does anyone else get to a point where they’ve survived a good while, built a decent settlement but after discovering a bunch of tech and unlocking some new stuff, you realise you need to fundamentally reorganise your base and it’ll require tearing down whole structures and moving them and then deciding “gently caress it, I’ll start anew, making sure to make space”. This is why every Rimworld run I do includes... uh... too many hours meticulously planning out buildings shortly after the start of the game. It's a curse, but it's the only thing that has freed me from the cycle of "eh, gently caress it, just build something there --> oh god this looks terrible burn it all down."
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# ? Oct 6, 2021 09:33 |
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Dubwise put out a new mod recently, Dubs Central Heating. https://steamcommunity.com/sharedfiles/filedetails/?id=2619214952 quote:Central heating mod with boilers and radiators for more efficient heating, split piped air conditioning and freezers and ceiling fans with built in lights.
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# ? Oct 6, 2021 09:37 |
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PiCroft posted:Does anyone else get to a point where they’ve survived a good while, built a decent settlement but after discovering a bunch of tech and unlocking some new stuff, you realise you need to fundamentally reorganise your base and it’ll require tearing down whole structures and moving them and then deciding “gently caress it, I’ll start anew, making sure to make space”. I honestly don't mind redesigning my base mid-run too much; it's much easier/faster/safer to build small early on and expand as you need to. The only part I really have to make drat sure that I don't gently caress up the size/placement of is my storage room, because having to move/reorganize the storage room in a mid-late base takes literally days of nonstop hauling from all hands on deck.
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# ? Oct 6, 2021 10:38 |
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I generally play in Mountain maps with infestations turned off. I find infestations annoying but also my base design is more interesting as my rooms follow the contours of the mountains to maximize farming lands. It helps control my impulse to just make a grid of 12x12 square rooms.
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# ? Oct 6, 2021 11:22 |
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Kestral posted:This is why every Rimworld run I do includes... uh... too many hours meticulously planning out buildings shortly after the start of the game. It's a curse, but it's the only thing that has freed me from the cycle of "eh, gently caress it, just build something there --> oh god this looks terrible burn it all down." yeah, this same situation is why i use a standard base layout. the big great hall that i posted a while back always ends up being the center of my colony, and i use a standard 15x15 building to handle other needs around it. i will happily compromise space to deal with stuff like an overhead mountain tile or something but the standard setup ensures i always have sufficient space with not overly long walks in a way that doesn't look ugly as sin (just boring).
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# ? Oct 6, 2021 16:38 |
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# ? Jun 3, 2024 01:50 |
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When I'm playing on flat maps or small hills I will shamelessly use dev mode to delete random singular tiles of overhead mountain roofing so I don't have to build around leaving one tile of it exposed and calling in a 500 hive infestation from that one tile. It's part of the cost of having large hills or mountains but god drat is it stupid on flat maps and small hills.
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# ? Oct 6, 2021 17:49 |