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Theres map editor mods which might let you custom make the map you want.
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# ? Sep 7, 2022 05:07 |
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# ? May 23, 2024 06:57 |
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SniperWoreConverse posted:man i keep trying for global warming challenge mode, i think i posted it before The only biome mod I've played with is Alpha Biomes, and it's got some very neat biome types. Not really what you're asking for but I'll describe it a little anyway. Most recently though I've been playing in a Pyroclastic Conflagration, which is a desert map with a permanent +30C temperature modifier. Most of the soil is 70% fertility but some patches are 150%. It comes with a special kind of tree (Firevine) that is adapted to the heat, which you can plant more of for a reliable source of wood. It tends to attract dromedaries and other desert animals, include a few new ones including a special kind of insect that's basically a boomalope with an exoskeleton. If you just want to play with the temperature range for the standard biomes (e.g. tropical rainforest but with cold winters or whatever) you could play with the numbers with this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2042689053
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# ? Sep 7, 2022 05:27 |
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So through some modding (the mod Geological Landforms specifically) I accidentally started a colony in a mountain tile crater... which by default had no way to exit the map. I've made some tunnels to the Outside, I can send caravans out, raiders who drop pod in can run away, but I'm not getting any normal events that don't involve a shuttle or drop pod - I even get alerts that traders don't want to stop by because of insectoids/raiders/etc., but even when I say "no come in, it's fine" they just don't spawn - same for quests like beggars, they pop but nothing happens. Is there any way to get the map to recognize that it is, in fact, connected to the outside world?
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# ? Sep 7, 2022 09:17 |
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death cob for cutie posted:So through some modding (the mod Geological Landforms specifically) I accidentally started a colony in a mountain tile crater... which by default had no way to exit the map. I've made some tunnels to the Outside, I can send caravans out, raiders who drop pod in can run away, but I'm not getting any normal events that don't involve a shuttle or drop pod - I even get alerts that traders don't want to stop by because of insectoids/raiders/etc., but even when I say "no come in, it's fine" they just don't spawn - same for quests like beggars, they pop but nothing happens. Is there any way to get the map to recognize that it is, in fact, connected to the outside world? I'd be worried that there's some opening along the edge of the map where people are showing up and you just don't see them. IIRC one of the mods that lets you settle on Impassable tiles explicitly creates a map entrance that's hidden until you discover it via mining You might try using admin mode to poke around, and if there's truly no entrance then maybe delete a patch of the mountain (including the rock roof) along the map's edge and see if that helps
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# ? Sep 7, 2022 09:30 |
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death cob for cutie posted:So through some modding (the mod Geological Landforms specifically) I accidentally started a colony in a mountain tile crater... which by default had no way to exit the map. I've made some tunnels to the Outside, I can send caravans out, raiders who drop pod in can run away, but I'm not getting any normal events that don't involve a shuttle or drop pod - I even get alerts that traders don't want to stop by because of insectoids/raiders/etc., but even when I say "no come in, it's fine" they just don't spawn - same for quests like beggars, they pop but nothing happens. Is there any way to get the map to recognize that it is, in fact, connected to the outside world? Visitors need an edge without thick mountain roof to enter. You can keep digging and hope to find one, or dev mode delete some roof and things should start working.
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# ? Sep 7, 2022 09:51 |
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QuarkJets posted:I'd be worried that there's some opening along the edge of the map where people are showing up and you just don't see them. IIRC one of the mods that lets you settle on Impassable tiles explicitly creates a map entrance that's hidden until you discover it via mining I used the.dev tools to see if there was anything hidden, no dice - sounds like I need to try removing some rock roofs tomorrow.
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# ? Sep 7, 2022 10:03 |
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Alpha animals just released a new version that adds a ton of new psycasts to VPE quote:Just pushed a new update to Alpha Animals with a LOT of new toys
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# ? Sep 7, 2022 17:40 |
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gently caress, that's cool
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# ? Sep 7, 2022 17:59 |
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Piell posted:Funny you should say that, check what just came out today. Yeah I've been rolling with this since it dropped, it rules and is exactly my jam!
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# ? Sep 8, 2022 01:12 |
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Is there a way to freeze your Rimworld install so it doesn't download updates? I've had one game going for a good, long while and I'd rather it not be broken by some random poo poo until I'm done with the colony.
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# ? Sep 8, 2022 02:22 |
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bird food bathtub posted:Is there a way to freeze your Rimworld install so it doesn't download updates? I've had one game going for a good, long while and I'd rather it not be broken by some random poo poo until I'm done with the colony. The base game itself will let you revert to almost whatever patch you want via steam's beta opt in. Mods take a bit more work. Get Rimpy or a similar manager and have it make local copies of your mods, then use the local copies instead of the ones that synchronize with the workshop. There is no way to opt out from workshop updates on its copies though.
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# ? Sep 8, 2022 02:45 |
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You can set up your Steam client to not automatically download updates
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# ? Sep 8, 2022 02:59 |
Telsa Cola posted:Theres map editor mods which might let you custom make the map you want. QuarkJets posted:The only biome mod I've played with is Alpha Biomes, and it's got some very neat biome types. Not really what you're asking for but I'll describe it a little anyway. Most recently though I've been playing in a Pyroclastic Conflagration, which is a desert map with a permanent +30C temperature modifier. Most of the soil is 70% fertility but some patches are 150%. It comes with a special kind of tree (Firevine) that is adapted to the heat, which you can plant more of for a reliable source of wood. It tends to attract dromedaries and other desert animals, include a few new ones including a special kind of insect that's basically a boomalope with an exoskeleton. It would be interesting if there was a way to mod irl burrowing animals the ability to make nests or burrows that are within safe temp for whatever is inside. so hares could make warrens or bears could hibernate in winter.
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# ? Sep 8, 2022 03:50 |
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Are all the Vanilla Expanded mods made to work well with each other as far as gameplay goes? Like if you were running every single VE mod together, does it make for a cohesive experience, or are they just a bunch of unrelated mods sharing a name?
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# ? Sep 8, 2022 16:26 |
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They’re compatible with each other, but I wouldn’t really call them cohesive. They do a lot of pretty unrelated things.
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# ? Sep 8, 2022 16:44 |
The factions are especially noticeable, unless you like multiple roman cities with senates during a mechanoid war.
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# ? Sep 8, 2022 16:47 |
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They work together mechanically very well. Thematically, maybe not so much. Some of them are hilariously game-breakingly overpowered. Psycasts expanded as an example lets me hype up a colonist to do double damage with guns and fire a ton faster at a huge range bonus with 100% guaranteed accuracy, and whose hands I put a minigun in to. So an entire volley of minigun fire will hit one target at sniper rifle range with no misses at double damage. This one single colonist is more lethal to enemy ships in SoS2 than an antigrain torpedo and they get to ride around in their own personal drop pod while everyone else slums it over in a fully loaded combat ship. Some are just kinda neat little changes to the game.
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# ? Sep 8, 2022 16:52 |
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Manager Hoyden posted:Are all the Vanilla Expanded mods made to work well with each other as far as gameplay goes? it adds a totally overwhelming amount of new poo poo with several discrete themes that can definitely clash. i used to have it all installed, but removed parts that seemed bloated (plants, cooking) over successive games. but they are theoretically all compatible with each other and vaguely balanced - though realistically each one adds a few more OP things for you to find and exploit, and the mechanoid and insectoid factions are overtuned vs vanilla raids
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# ? Sep 8, 2022 16:59 |
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OP clearly meant like, does Cooking Expanded make use of the stuff in Fishing Expanded or the like, and the answer is yes, mods largely add things that make sense if you have appropriate other ones installed. Vehicles Expanded is gonna be a loving banger.
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# ? Sep 9, 2022 09:28 |
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What are some of the more balanced overhaul type mods. I watched an LP of the 40k mod and it seemed like the gear in there just blew away vanilla gear.
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# ? Sep 9, 2022 15:11 |
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There's also a mod that cleans up a lot of stuff from Vanilla Expanded, like trimming out a TON of the excess cruft and item duplicates that make your production menu a nightmare to traverse. Plus a lot of the micro-manage-y stuff where you're swapping around different tools and clothing sets for things like a +2 bonus to wood chopping or surgery and things like that. "Clean Vanilla Expanded" I think. I have the "More Psycasts" mod which seems pretty good, but the VE series has a psycast mod now, any report on how over- or under-powered those are? I'm guessing it's on the high side of the power level, but if it's not too looney-tunes I might check it out.
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# ? Sep 9, 2022 16:42 |
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El Spamo posted:micro-manage-y stuff where you're swapping around different tools There's also a mod for that: Grab Your Tool! I just equip the outfit with the bonuses I'm most interested in, since even if they changed clothes on their own it probably isn't worth the time spent changing.
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# ? Sep 9, 2022 17:15 |
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Vanilla Psycasts Expanded is extremely cool and has a mix of very powerful casts that break the game and completely standard spells of the same power level as what's in Royalty. Plus it has a leveling system that seems like a good addition to the base psycast system. It makes Eltex a material that you can craft with, which is cool and good. Psycasts that are simply good additions: A "word of" that boosts research speed A "word of" that boosts work speed A "word of" that boosts healing speed A "word of" that boosts immunity An ice cube spell that basically creates a temporary freezer for several days A spell that removes a constructed thing's power requirements for several days A spell that animates a rock chunk, creating a very simple hauler/cleaner Psycasts that break the game: A spell that "consumes" a room full of bodies to basically eliminate a pawn's Heat cap A spell that regrows all of a pawn's missing limbs and digits A spell that causes "Word Of" spells to apply to all pawns within some big range; the entire colony gets joy boosts, production boosts, 50% damage reduction, etc. A spell that creates a permanent skip portal between two points A spell that instantly enslaves and lobotomizes a pawn, giving them permanent +100 joy and removes their need for rest but disables some work types A spell that creates an imbued ring that allows literally any pawn to use the specified spell; give every pawn Berserk Pulse, Meteor Shower, etc A "decoy" spell that does what it sounds like; enemies will specifically attack the decoy Basically everything in the Warlord tree (double movement speed, double range, double fire speed, perfect accuracy shooting, etc.) Basically everything in the Time tree (instantly grow crops, pause raids, "nah we're not having a Winter this year") Basically everything in the Nightstalker tree (skip at far greater distances, create orbs of darkness that drop accuracy to 0, "Assassinate", invisibility that effects an entire group of people) Basically everything mid-tier or later in the Necromancy tree (a spell that's basically Resurrection Serum, a spell that stuns all biologicals for 2h in a small radius, literally walk through walls) Basically any continuous damage spell (Frost Ray, Fire Beam, Eye Blast) That's just what I've encountered so far. The leveling system also makes things pretty ridiculous, your pawns gain experience while they meditate and that experience can unlock new spells and new focus types, or level points can be used to boost a psycaster's innate abilities (more heat, more sensitivity, more The more powerful spells are only limited by the rate at which you can level a caster to use them, but there are some absolutely insane combos that you can unlock even within just a single tree. Skip next to a group of enemies and instantly paralyze them. Pause a raid, give everyone paralytic ablasia, then lobotomize the best pawns and strip/kill the rest. Kill an entire raid with a 100% accuracy minigun firing at double speed. Give all your pawns the ability to call down an orbital bombardment, or meteors, or a Fire Tornado, etc. QuarkJets fucked around with this message at 17:32 on Sep 9, 2022 |
# ? Sep 9, 2022 17:18 |
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With VPE, I never spend psy points on anything except unlocking trees, and then pumping the unholy bejeezus out of psy stats. With enough silver and trade caravans you'll eventually be able to buy all the actual spells, you can't use the same process to buy umpteen-stupid-hundreds of heat cap, 20% psyfocus cost reduction and boosted meditation recovery. Sometimes I will spend a point to unlock another kind of meditation, usually artistic if they don't have it, but I usually just work with what they've got on types and let the meditation boost sort it out.
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# ? Sep 9, 2022 17:35 |
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QuarkJets posted:Vanilla Psycasts Expanded is extremely cool and has a mix of very powerful casts that break the game and completely standard spells of the same power level as what's in Royalty. Plus it has a leveling system that seems like a good addition to the base psycast system. It makes Eltex a material that you can craft with, which is cool and good. Jesus christ the list of game-breakers is twice the list of ordinary psycasts. I should give it a go just to experience the pure powertrip of it all. I mean, I'm a pretty wimpy player as it is and usually bounce back and forth between adventurer and community-builder difficulty depending on how pressured I feel. Maybe some Gandalf-level magic can give me an edge lol
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# ? Sep 9, 2022 19:27 |
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El Spamo posted:Jesus christ the list of game-breakers is twice the list of ordinary psycasts. VPE is like little baby, thinking it can break game. Come, let Rimworld of Magic show you what breaking game is truly like!
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# ? Sep 9, 2022 19:38 |
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yeah but that breaks it both ways. psycasts is heavily weighted in favour of the player imo
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# ? Sep 9, 2022 19:42 |
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QuarkJets posted:your pawns gain experience while they meditate and that experience can unlock new spells and new focus types, or level points can be used to boost a psycaster's innate abilities Sat in a room for two years thinking very hard and now I, too, can kill god with my brain.
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# ? Sep 9, 2022 19:51 |
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Inexplicable Humblebrag posted:yeah but that breaks it both ways. psycasts is heavily weighted in favour of the player imo You ain't kidding. One elemental invasion and I was rolling a new colony.
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# ? Sep 9, 2022 19:53 |
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Inexplicable Humblebrag posted:yeah but that breaks it both ways. psycasts is heavily weighted in favour of the player imo you can adjust RoM's AI settings on how many mages attack and how much casting they do to weight it as much in your favor or against it as you like
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# ? Sep 9, 2022 20:26 |
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sometimes its fun to throw like 300 mods at things and just ride the chaos.
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# ? Sep 9, 2022 20:40 |
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El Spamo posted:Jesus christ the list of game-breakers is twice the list of ordinary psycasts. There are many more pyscasts that are gamebreaking or near so other than just that list, like almost half of the psycasts are broken as poo poo, my favorite is the one that lets you examine an item and get the tech for it instantly, with the only downside as a 6 hour coma for the psycaster
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# ? Sep 9, 2022 21:15 |
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Yeah, Vanilla Psycast Expanded is the same as Rimworld of Magic, in the sense that you should make peace with the notion that game balance flies out of the window if you play with it. That being said, I feel that Psycast user come online far slower than mages and maintaining their psy energy and leveling them takes a huge chunk of their time they could be working (although I wouldn't be surprised if there is a Psycast that completely trivializes that. There is a Psycast that trivializes pretty much every other aspect of the game after all).
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# ? Sep 9, 2022 22:22 |
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Lt. Lizard posted:Yeah, Vanilla Psycast Expanded is the same as Rimworld of Magic, in the sense that you should make peace with the notion that game balance flies out of the window if you play with it. That being said, I feel that Psycast user come online far slower than mages and maintaining their psy energy and leveling them takes a huge chunk of their time they could be working (although I wouldn't be surprised if there is a Psycast that completely trivializes that. There is a Psycast that trivializes pretty much every other aspect of the game after all). Theres a psycast that gives you a bunch of XP but ages you, as well as a psycast that de-ages you by aging someone else, so if you have a young psychic pawn you can get going quick and then drain a couple captured folks to death to rack up big numbers quick. You'll still need to keep your energy up but since you can mostly replace researching/crop growing via psycasts its not a big deal to have a couple people on full time mediation duty Piell fucked around with this message at 22:42 on Sep 9, 2022 |
# ? Sep 9, 2022 22:39 |
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You want to break the game, you get vanilla expanded ancients. -50% aiming and ranged cooldown, double range, automatically hit targets and hit either brain or heart every shot. Get a minigun and wipe out entire waves of raiders. scour manhunter packs from existence. That or get a sniper rifle and kill ANYTHING from anywhere on the map.
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# ? Sep 9, 2022 22:52 |
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TehRedWheelbarrow posted:sometimes its fun to throw like 300 mods at things and just ride the chaos. This is the truth of it.
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# ? Sep 9, 2022 23:24 |
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I finally had to retire my list I've kept to some extent since Ideology dropped. 545 mods at least count. Now to slowly slap a new one together and maybe not let the bugs get out of hand
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# ? Sep 9, 2022 23:48 |
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Ugh what setting do I have to flip so my warden isn't feeding my good sushi to the prisoners?
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# ? Sep 10, 2022 01:49 |
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Chef Boyardeez Nuts posted:Ugh what setting do I have to flip so my warden isn't feeding my good sushi to the prisoners? You can change prisoners food settings to any food profile. By default switching them to simple meals will give them the worst meals, including sushi, but you can edit each food profile to include specific meals and foods so you can ban prisoners from sushi altogether.
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# ? Sep 10, 2022 01:54 |
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# ? May 23, 2024 06:57 |
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I prefer vanilla psycasts expanded over rimworld of magic because it's actually a lot more focused. Rimworld of Magic is bloated and full of jank, whereas VPE mostly feels like it could be part of the base game.
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# ? Sep 10, 2022 02:34 |