Reik posted:I don't think I could handle a cannibal tribe showing up and eating all our children. That sounds hilarious, though. "Kitchen raid, they're coming for appetizers!!!"
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# ? Oct 4, 2022 16:43 |
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# ? May 22, 2024 08:49 |
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isndl posted:Not gonna lie, having mechanoid raids become something to cheer about because you can chop them up for parts like Tunnelers hungry for insect meat could be pretty good. Might I suggest "What the hack?"
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# ? Oct 4, 2022 17:21 |
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Monsterprom tie in looking good
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# ? Oct 4, 2022 18:24 |
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A Tynan Sylvester Game Death Stranding
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# ? Oct 4, 2022 18:35 |
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Love to hear this after an hour or so of assembling my Caveman to Cosmos modlist. But yeah honestly curious about what it will be. In other news that Animal Genetics mod is super simple but adds a whole new level to ranching. Currently breeding a meat bearing breed of Edmontosaurus to see my colony through the harsh winters. I've gotten them from 336 meat per animal to 490, with a small increase in leather too.
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# ? Oct 4, 2022 20:29 |
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oh yes mods, how long do they take to get up to speed with an expansion? I should sit on this until summer sale for best experience should I?
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# ? Oct 4, 2022 20:31 |
pixaal posted:oh yes mods, how long do they take to get up to speed with an expansion? I should sit on this until summer sale for best experience should I? Entirely depends on the complexity of the mod, what changes in the game/expansion effect the mod, and how motivated the developer is. Some could take hours to update, others weeks. And then continue to have odd bugs or poor balance for even longer. I'd either just stop playing for a bit, or set steam to offline mode and keep playing the current colony for a time so nothing updates itself and goes sideways.
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# ? Oct 4, 2022 20:37 |
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pixaal posted:oh yes mods, how long do they take to get up to speed with an expansion? I should sit on this until summer sale for best experience should I? A while, though there is some chatter I guess about making it be easier this time around to update the mods. If you have a dedicated mod list you love and can't live without it might be best to wait until someone updates it.
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# ? Oct 4, 2022 20:38 |
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I'm gonna throw out M-astery as the title.
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# ? Oct 4, 2022 21:54 |
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Arrath posted:Entirely depends on the complexity of the mod, what changes in the game/expansion effect the mod, and how motivated the developer is. Some could take hours to update, others weeks. And then continue to have odd bugs or poor balance for even longer. My big mistake for Ideology launch was unsubbing all mods to experience full vanilla. It is a wild withdrawal that I did not prepare for.
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# ? Oct 4, 2022 21:59 |
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I will turn off all the mods this time, too, just to get a feel for the new mechanics before adding back QoL mods. Those tend to update quickly, and I play slow so the bigger extended content mods have time to update.
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# ? Oct 4, 2022 22:20 |
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I'm having a weird problem that I can't seem to find an answer to. I have colonists who had missing noses (and thus we're disliked due to being disfigured). I finally managed to put aesthetic noses on them, but they still have the social penalty with other colonists and it is continuously causing fights. Any idea why they're still considered disfigured?
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# ? Oct 5, 2022 04:39 |
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Your colonists are all rude as hell.
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# ? Oct 5, 2022 05:58 |
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Xenix posted:I'm having a weird problem that I can't seem to find an answer to. I have colonists who had missing noses (and thus we're disliked due to being disfigured). I finally managed to put aesthetic noses on them, but they still have the social penalty with other colonists and it is continuously causing fights. Any idea why they're still considered disfigured? post screenshots of their health tabs? Duct Tape Engineer fucked around with this message at 06:41 on Oct 5, 2022 |
# ? Oct 5, 2022 06:37 |
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isndl posted:Not gonna lie, having mechanoid raids become something to cheer about because you can chop them up for parts like Tunnelers hungry for insect meat could be pretty good. A lot going on here, but everyone in this screengrab is dead now except Sparkles. We got a Man in Black who managed to carry her out and they are currently two tiles south of here on the world map. I guess it is my fault, this is a no-killbox, no-turret, minimal mods run, but god drat randy hosed me with the simultaneous mech drop pods and bug infestation
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# ? Oct 5, 2022 09:28 |
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I like to create walls separating my farm plots, they're handy for blocking the spread of blight and raging infernos. Plus that's a lot easier to defend when you get drop-podded by mechanoids or whatever
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# ? Oct 5, 2022 09:49 |
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Mechanoid raids are 90% the reason why I prefer to build my bases as far inside the mountains as I can get.
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# ? Oct 5, 2022 10:24 |
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QuarkJets posted:I like to create walls separating my farm plots, they're handy for blocking the spread of blight and raging infernos. Plus that's a lot easier to defend when you get drop-podded by mechanoids or whatever It's a good idea. that base layout just sucked. I had a great base one time where everything was these twisty, two-tile-wide cobblestone streets with lots of blind corners and back doors. It forced every engagement to be at shotgun range, super easy to defend and I didn't lose that colony until we started up the spaceship. I think I'll do that style for the next one. There's only so much you can do about that many centipedes though. I think we have 3 or 4 dead ones in the fire there, and we got all the lancers/scythers, but it was just too many to engage in the open like that. I think I could have pulled that one out if I didn't forget that EMP will also disable your melee guy's shields, that was a big tactical mistake
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# ? Oct 5, 2022 10:42 |
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I'm in the middle of the archotech run tynaaaaaan
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# ? Oct 5, 2022 10:47 |
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AG3 posted:Mechanoid raids are 90% the reason why I prefer to build my bases as far inside the mountains as I can get. If you do, be sure you're able to drop the entire base to very freezing temperatures in a minute so you can very quickly stop this. Or just keep the entire base in freezing temperatures anyways so this can't happen. Or set up a bait area that can safely spawn them.
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# ? Oct 5, 2022 11:09 |
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I'm a coward and just disable insectoids when I build a mountain base. Edit: I especially hate it when something destroys my carefully smoothed stone walls, any replacement will always look out of place for having a different color! Torrannor fucked around with this message at 11:20 on Oct 5, 2022 |
# ? Oct 5, 2022 11:17 |
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Torrannor posted:I'm a coward and just disable insectoids when I build a mountain base. I rebuild the walls out of normal stone blocks and then dev mode replace them back to smoothed stone. Zero guilt about doing it.
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# ? Oct 5, 2022 11:46 |
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Torrannor posted:I'm a coward and just disable insectoids when I build a mountain base. Same. I keep the ones that can spawn when you use drills, but the regular insectoid spawns I just disable outright. Mostly just because it's such a god-awful loving mess to clean up afterwards even if my base is at the point where I can easily repel them.
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# ? Oct 5, 2022 12:09 |
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See I quite like designing a base around the idea that insects could spawn literally anywhere in it. Never too much wealth in any single room, every room is a module designed to be set on fire and sealed at any given time, etc. It's an interesting challenge.
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# ? Oct 5, 2022 12:14 |
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QuarkJets posted:I like to create walls separating my farm plots, they're handy for blocking the spread of blight and raging infernos. Plus that's a lot easier to defend when you get drop-podded by mechanoids or whatever IIRC walls do nothing to stop blight spread, fyi, it's just distance Edit: With some googling apparently if you surround it entirely and make it into a roofless room then blight won't spread out of the room Piell fucked around with this message at 13:33 on Oct 5, 2022 |
# ? Oct 5, 2022 13:28 |
RIP the R.I.M.W.O.R.L.D. DLC dream https://store.steampowered.com/app/1826140/RimWorld__Biotech quote:Children and reproduction
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# ? Oct 5, 2022 20:16 |
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R.I.B.W.O.R.L.F
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# ? Oct 5, 2022 20:21 |
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I now know how Obi Wan felt when he saw Anakin limbless, burning on lava, leaving it for dead. IT WAS THE CHOSEN ACRONYM
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# ? Oct 5, 2022 20:24 |
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So, for actual content, one of the many child and family mods + What the Hack? + pawn-focused Genetic Rimworld + a completely new pollution thing? I kinda dig that.
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# ? Oct 5, 2022 20:27 |
Lt. Lizard posted:So, for actual content, one of the many child and family mods + What the Hack? + pawn-focused Genetic Rimworld + a completely new pollution thing? Yeah I have to say I like this feature list. I can't wait to export pollution with drop pods.
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# ? Oct 5, 2022 20:31 |
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If you look at the screenshots, you might notice that shelves now hold multiple stacks. e: Full 1.4 changelog isndl fucked around with this message at 20:41 on Oct 5, 2022 |
# ? Oct 5, 2022 20:35 |
Also, "release date: October" Hell yeah I love these short notice announcements.
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# ? Oct 5, 2022 20:37 |
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https://docs.google.com/document/d/e/2PACX-1vRVirkmrIX9ladhT8FTEKtOA_JZ1dP8IK5ZaHL8zfd2pOOVm5xyPcO6JUKoNZeNt7RWg33vBx0uNqLP/pub The 1.4 changelog has some really good stuff in it. Highlights: Added custom color lights. Players can change their lamp colors to any color after completing “colored lights” research. Added painting system: Paint walls, floors, and some furniture and buildings with dye harvested from the tinctoria crop. Added new gas system and health conditions. Shelves hold up to 3 stacks of most items. Exceptions include large corpses, chunks, and minified things. Added a single-tile small shelf. Shelves can be linked into groups for easier management. Carried things can now be added to caravans. Allow players to select Things pawns are holding by either slow clicking, using the widget when the carrying pawn is selected, or using the "next thing in cell" button.
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# ? Oct 5, 2022 20:42 |
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isndl posted:If you look at the screenshots, you might notice that shelves now hold multiple stacks. Holy poo poo I didn't even check the screenshots yet. Yep, shelves holding multiple items, actually visually interesting weapons and of course cat girls, dog girls and/or fox girls. And possibly techno-vampires. This DLC seems to have it all. EDIT: Whoa a system to simulate gas? Modders will have a field day with that.
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# ? Oct 5, 2022 20:42 |
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Yes. YES. There is nothing here I do not like. The only 'issue' is how all the assorted alien races currently existing are going to adapt to the gene modding, but I'm excited about that too. Could I create moonjellies that do not die to a stiff breeze? The possibilities are endless.
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# ? Oct 5, 2022 20:42 |
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isndl posted:If you look at the screenshots, you might notice that shelves now hold multiple stacks. Biotech expansion announced! Update 1.4 on unstable branch posted:Actually useful shelves that store lots of stuff: Fill your storerooms with shelves, which can now hold up to 3 stacks of most items. (Our testers were very excited with this one!) There is also a 1-tile mini-shelf. Shelves should help to keep your colony tidy and organized, and protect your items. Interesting, might be enough to get me away from using stack size increasing mods.
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# ? Oct 5, 2022 20:44 |
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Also Tynan's blurb gives some other interesting tidbits:quote:It added more variation to the human world, in the form of different types of factions. Instead of just different human factions with different diplomatic orientations, now those different factions are dominated by different types of xenohumans. This alters how they fight, which makes combats more distinct from each other. Fighting a raid of furred yttakin warriors is quite different from a raid of baseliner humans, or neanderthals, or fire-breathing impids, or pigskins. There’s a lot of fun colorful differences between them too - a raid of squealing pig people feels quite different from a raid of bear-calling furred yttakin. Factions having distinct xeno-human varieties that make up the majority of the faction is pretty awesome.
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# ? Oct 5, 2022 20:50 |
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I wonder if the faction system is changing in some way. The current game gives you a warning if you try to have too many factions and there’s already barely enough space for one each of the factions, let alone mod-added ones or the ones from this new DLC.
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# ? Oct 5, 2022 20:54 |
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Well this lets me clean up my mod list quite a bit.
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# ? Oct 5, 2022 21:04 |
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# ? May 22, 2024 08:49 |
Lt. Lizard posted:So, for actual content, one of the many child and family mods + What the Hack? + pawn-focused Genetic Rimworld + a completely new pollution thing? most child mods and what the hack are notoriously buggy so I'm glad for an official alternative very hyped but it'll definitely break about every mod
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# ? Oct 5, 2022 21:07 |