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A Wizard of Goatse
Dec 14, 2014

Croccers posted:

Oh gawd. Infuse some Evil Genius into Rimworld. You start with your Evil Genius pawn, a bunch of dumb labour Minon pawns and some combat Henchmen. Your goal is to create and activate your planet-ending Super Weapon.
Do to it you have to research the plans, fund the build, steal components from other factions, etc.

you're spoiled for superweapon mods in this game but Questionable Ethics Enhanced (when it works) and/or Pawnmorpher (if you're willing to put up with everyone eventually ending up hosed-up Dr. Moreau monsters or chickens) make for great mad science runs

really wish Rimatomics made any effort at all to integrate its mechanics or aesthetics with the base game, but as it is if you wanna be a nuclear power you're basically playing a second, crappier game inside Rimworld

A Wizard of Goatse fucked around with this message at 16:41 on Nov 23, 2022

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Kris xK
Apr 23, 2010

A Wizard of Goatse posted:

you're spoiled for superweapon mods in this game but Questionable Ethics Enhanced (when it works) and/or Pawnmorpher (if you're willing to put up with everyone eventually ending up hosed-up Dr. Moreau monsters or chickens) make for great mad science runs

really wish Rimatomics made any effort at all to integrate its mechanics or aesthetics with the base game, but as it is if you wanna be a nuclear power you're basically playing a second, crappier game inside Rimworld

Install Hospitality and Gastronomy so you can have a little resort as a front for your evil empire.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
a bear went after one of the children oh no

Danaru
Jun 5, 2012

何 ??
:shepface: drat Ryla

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
she is eight years old :3

A Wizard of Goatse
Dec 14, 2014

Kris xK posted:

Install Hospitality and Gastronomy so you can have a little resort as a front for your evil empire.

Hospitality is great but it's still terrifically disappointing that there's no way to stop your guests from leaving a Yelp rating when you convert them into test subjects.

A Wizard of Goatse fucked around with this message at 18:01 on Nov 23, 2022

GaylordButts
Feb 19, 2009
8/10, my friend was turned into a slugman but you've gotta see this dining room!

Moonshine Rhyme
Mar 26, 2010

Hate Hate Hate Hate Hate
So uh, do drugs affect the outcome of pregancies/infants? Couple kids in that I haven't restricted drug use, and they are weird within the tolerable rimworld limit so its hard to tell

Kris xK
Apr 23, 2010

Moonshine Rhyme posted:

So uh, do drugs affect the outcome of pregancies/infants? Couple kids in that I haven't restricted drug use, and they are weird within the tolerable rimworld limit so its hard to tell

In my experience the Moms can do whatever the hell they want drug/alcohol wise without concern.

Infants/Kids you want to swap to a No Drug policy ASAP tho, they will OD quick.

JonathonSpectre
Jul 23, 2003

I replaced the Shermatar and text with this because I don't wanna see racial slurs every time you post what the fuck

Soiled Meat
Holy poo poo this is the best game of all time and it's not even close.

Adding in children and the ability to have a multi-generational colony has made this the Forever Game. How, how could you get tired of this game? The mind boggles.

Right now I have a child of the 80 year-old man and the 20 year-old girl I talked about in a previous post. First growth moment, tough & point in melee. Second one, bloodlust & point in melee. I feel like I know what this child's destiny is.

He is to become a melee mechanitor and charge into battle wielding a persona monosword and attended by a horde of legionaries and scythers.

My current colony is at the "How MANY legendary gold statues will we have in the dining room?" stage, and I always, always give up on them at this point and start something new. But how could I quit now? Will Baby fulfill his destiny of becoming Conan the Mechanarian? Will Tootsie grow up to to be the world-famous farmer she's been tending towards since birth? When will a ship come by with that awesome genepack that changes everyone's life?

Just... just bravo. Years and years ago a video about a colony being destroyed due to a snowball started by a manhunter squirrel pulse caused me to go and spend $30 on this game immediately. I bought it thinking there was no way it could be as deep as that video made it seem and now all these years later I just cannot believe I have this incredible toy to play with as I grow old and demented.

By the way... that 80 year-old man came to Omni-1 as a raider. He was 80 years old, bad back, nearsighted in both eyes, hearing loss in both ears, and loving cancer in both arms. He was shot down and was going to bleed out in 2 hours, but I try and save every downed raider now. To ripscan, of course, but something made me take pity on this poor pathetic piece of poo poo and we ended up adopting him.

11 years later he is 55 years old in better than perfect health, ageless, deathless, perfectly immune, chromed out to the loving gills, and is married to our colony's beautiful kind genius crafter with two children, one of whom (Conan) is being groomed to lead the colony. He has a best friend horse and best friend dog and sleeps every night on a royal bed after eating a fine meal. There he goes now, escorting the children to the classroom to teach them how to take care of their horses properly. From time to time he thinks of the life he had before, the pain and the fear and the rats, and looks around at the jade walls of Omni-1 and whispers to himself...

What a loving story.

Magil Zeal
Nov 24, 2008

I think I'll call my current game complete after collecting my 3rd artifact; none of the victory conditions really feel right for this colony, though I could pretty easily do Royal Ascent at this point. Also the FPS has gotten to the point where no speed past 1 actually increases TPS. I'll try my next game without deep storage I think (I'll try shallow storage instead), though I suspect the primary performance killer is the ~100 dryads I have roaming around.

For my next modpack I'm gonna see if I can't mash together enough medieval/low-tech mods and trim the fat with cherry picker to get something interesting. I feel like I can make some decent enough fantasy races with the gene mods that are out there now.

Asimo
Sep 23, 2007


Magil Zeal posted:

I suspect the primary performance killer is the ~100 dryads I have roaming around.
Yeah this is... probably the case. :v: The scaling with entities isn't quite exponential but it's the sort of thing that builds on itself the more you have going on. If you want to fo a really long term and relatively busy base you're ironically best off in an extreme desert/ice sheet since the hostile biome means there's little to no wildlife and almost no wild plant growth to track. It's kind of an extreme solution for a small problem but if you're on a potato like me you look for every little optimization.

OwlFancier
Aug 22, 2013

jokes posted:

That’s a lot of poop

It's quite spectacular how much people poo poo in this game, like if you collect it all up and tip it out you can flood a big chunk of map with poo poo, and yet a septic tank can apparently dispose of quite a lot of it with no trouble, bizzare.

Danaru
Jun 5, 2012

何 ??
Washing machines also create a lot of waste, if you're relying on smelting poop for chemfuel generators early on, it's well worth getting washing machines asap

jokes
Dec 20, 2012

Uh... Kupo?

OwlFancier posted:

It's quite spectacular how much people poo poo in this game, like if you collect it all up and tip it out you can flood a big chunk of map with poo poo, and yet a septic tank can apparently dispose of quite a lot of it with no trouble, bizzare.

what do you think insectoids eat

Danaru
Jun 5, 2012

何 ??

jokes posted:

what do you think insectoids eat

Lead :clint:

Magil Zeal
Nov 24, 2008

Asimo posted:

Yeah this is... probably the case. :v: The scaling with entities isn't quite exponential but it's the sort of thing that builds on itself the more you have going on. If you want to fo a really long term and relatively busy base you're ironically best off in an extreme desert/ice sheet since the hostile biome means there's little to no wildlife and almost no wild plant growth to track. It's kind of an extreme solution for a small problem but if you're on a potato like me you look for every little optimization.

Yeah the problem is I kind of need that many dryads to defend my literally-incapable-of-violence colony from the raids which are now fielding more than 20 centipedes or 80+ wasters. But I kind of knew this would happen long-term, I'm just glad I am going to finally get all of my ideologion artifacts; I have the final quest now.

Magil Zeal fucked around with this message at 23:45 on Nov 23, 2022

ded
Oct 27, 2005

Kooler than Jesus

Flesh Forge posted:

a bear went after one of the children oh no


give that kid a nickname

Ursa Maimer

Duct Tape Engineer
Feb 16, 2005

Look at you, hacker: a pathetic creature of meat and bone, panting and sweating as you run through my corridors. How can you challenge a perfect, immortal machine?

ded posted:

Ursa Maimer

Danaru
Jun 5, 2012

何 ??

ded posted:

give that kid a nickname

Ursa Maimer

:sickos:

QuarkJets
Sep 8, 2008

Flesh Forge posted:

a bear went after one of the children oh no


I had a kid do something like this, it was with a charge rifle though

Skilltrainers have been mega good for my colonies with kids, they can become immediately competent at whatever passions I choose for them. Suddenly the 8 year-old is almost as competent at Cooking as their uncle and can take care of some of that when they're not chalk drawing or whatever. I finally got a kid with Crafting passion (while literally only 1 of my colonists has any crafting passion) and immediately got him up to speed crafting a bunch of bionics and now he's churning out apparel right next to mom on his own plasteel tailoring bench

QuarkJets
Sep 8, 2008

Kris xK posted:

In my experience the Moms can do whatever the hell they want drug/alcohol wise without concern.

Infants/Kids you want to swap to a No Drug policy ASAP tho, they will OD quick.

Same experience here, no problems with mom snorting tons of space cocaine

I've modified my drug schedules so that No Drugs is the default, this takes care of kids and guests alike and you won't ever accidentally have a dude being like "well I'm required to drink beer every 2 days and as a teetotaler that pisses me off"

JonathonSpectre
Jul 23, 2003

I replaced the Shermatar and text with this because I don't wanna see racial slurs every time you post what the fuck

Soiled Meat
"Hey Conway don't forget you've got inspired trade and that caravan/trade ship is going to get here in a few hours, be ready."

"Yeah man, we're good."

Your negotiator Conway can barely speak due to poor health. Consider using someone else instead.

Health tab: Stoned on smokeleaf

Entire colony: CONWAAAAAAAAAAAY NOOOOOOOOOO

Gadzuko
Feb 14, 2005

JonathonSpectre posted:

"Hey Conway don't forget you've got inspired trade and that caravan/trade ship is going to get here in a few hours, be ready."

"Yeah man, we're good."

Your negotiator Conway can barely speak due to poor health. Consider using someone else instead.

Health tab: Stoned on smokeleaf

Entire colony: CONWAAAAAAAAAAAY NOOOOOOOOOO

The number of times I've had a surgery fail only to realize the doctor was stoned while trying to perform an organ transplant...

Leal
Oct 2, 2009

Gadzuko posted:

The number of times I've had a surgery fail only to realize the doctor was stoned while trying to perform an organ transplant...

https://www.youtube.com/watch?v=TAx1_CsJc1k

Donkringel
Apr 22, 2008
Got a weird error loading a game. All the wild animals have a TRUEF over their sprite. Anyone familiar with this? I haven't loaded any new mods.

Edit: Figured it out! It indicates if pawns are being throttled or not in their cpu calculations. It's a Dev mode option, rightmost icon.

Donkringel fucked around with this message at 16:52 on Nov 24, 2022

Carcer
Aug 7, 2010
I don't let my colonists use smokeleaf anymore, its too crippling.

SugarAddict
Oct 11, 2012
Remove all that poo poo from basic social drugs, no one drinks beer, smokeleaf, yayo, or otherwise.

Danaru
Jun 5, 2012

何 ??
Smokeleaf is an indulgence only for the proletariat. The elite must live with cocaine :lofty:

Kris xK
Apr 23, 2010
I'm super hypocritical in that I will grow a shitton of it but not let my colonists smoke it. Its easily my favorite cash crop.

SniperWoreConverse
Mar 20, 2010



Gun Saliva
Tea.

Danaru
Jun 5, 2012

何 ??

Kris xK posted:

I'm super hypocritical in that I will grow a shitton of it but not let my colonists smoke it. Its easily my favorite cash crop.

"Don't get high on your own supply" --i dunno, Churchill?

Kris xK
Apr 23, 2010
I really should read the wiki more, I had no idea

A) Hyperweave is as good (if not better) than Devilstrand
B) Social Bonuses do not affect trade prices/recruiting.

So I've got a lot of dumb loving devilstrand top hats I've got to unload on some chump while I rip out hydroponics in favor of Rimfeller.

DarkAvenger211
Jun 29, 2011

Damnit Steve, you know I'm a sucker for Back to the Future references.
I'm gonna finally start up a biotech DLC game here soon now that I've given it a few weeks because I also wanted to slam in a bunch of mods too. I haven't done anything crazy with mods yet so I wanted to get some suggestions on the cream of the crop. I haven't spent a lot of time looking yet but Vanilla Expanded seems like a solid bunch of extra stuff. Does this throw the game out of balance / make it too easy?

That's kinda what I'm looking for when it comes to picking mods. I'm just looking for a bunch of extra stuff/options that doesn't make the game too easy (or at least offers some more options to make it more difficult if so). I've never actually lost a colony yet I mostly kind of just stop playing after a little while and forget about it due to life happening and things. But I always have the game set to Randy mode so maybe it's just luck as to why I've never lost a colony yet?

Mr Luxury Yacht
Apr 16, 2012


Think I've figured out my next biotech game.

Going to tweak the VE: Ancients vault start. Same idea of starting in a dilapidated mountain lair but with a single colonist and a biotech gene lab instead of superpowers. No recruiting, only colonists I can grow/clone with a hell of a lot of xenogenes.

Mzbundifund
Nov 5, 2011

I'm afraid so.

DarkAvenger211 posted:

I'm gonna finally start up a biotech DLC game here soon now that I've given it a few weeks because I also wanted to slam in a bunch of mods too. I haven't done anything crazy with mods yet so I wanted to get some suggestions on the cream of the crop. I haven't spent a lot of time looking yet but Vanilla Expanded seems like a solid bunch of extra stuff. Does this throw the game out of balance / make it too easy?

That's kinda what I'm looking for when it comes to picking mods. I'm just looking for a bunch of extra stuff/options that doesn't make the game too easy (or at least offers some more options to make it more difficult if so). I've never actually lost a colony yet I mostly kind of just stop playing after a little while and forget about it due to life happening and things. But I always have the game set to Randy mode so maybe it's just luck as to why I've never lost a colony yet?

The whole vanilla expanded series is wildly overpowered and unbalanced. They add a bunch of cool things and the mods are bug-free and high effort, but game balance is not their priority.

QuarkJets
Sep 8, 2008

DarkAvenger211 posted:

I'm gonna finally start up a biotech DLC game here soon now that I've given it a few weeks because I also wanted to slam in a bunch of mods too. I haven't done anything crazy with mods yet so I wanted to get some suggestions on the cream of the crop. I haven't spent a lot of time looking yet but Vanilla Expanded seems like a solid bunch of extra stuff. Does this throw the game out of balance / make it too easy?

That's kinda what I'm looking for when it comes to picking mods. I'm just looking for a bunch of extra stuff/options that doesn't make the game too easy (or at least offers some more options to make it more difficult if so). I've never actually lost a colony yet I mostly kind of just stop playing after a little while and forget about it due to life happening and things. But I always have the game set to Randy mode so maybe it's just luck as to why I've never lost a colony yet?

VE is all about adding more toys to the game without regard for balance. Some of their mods are more balanced than others, or more fun than others. People itt have played with all of them though so feel free to ask about specific ones.

Guildencrantz
May 1, 2012

IM ONE OF THE GOOD ONES
Lmao I'm so loving bad at this game even with all these hours (largely spend feeding crippling restartitis). Sure, I know what traits and skill spreads are good and how to arrange a colony for efficient use of space and which weapons and armor to use, all those details, sure.

Then I start a vegan colony in a boreal forest and decide for some godforsaken reason to prioritize getting a perimeter wall over a greenhouse. Then accept all refugees and quests to host people. Then starve to death in winter. :doh:

immoral_
Oct 21, 2007

So fresh and so clean.

Young Orc

Mr Luxury Yacht posted:

Think I've figured out my next biotech game.

Going to tweak the VE: Ancients vault start. Same idea of starting in a dilapidated mountain lair but with a single colonist and a biotech gene lab instead of superpowers. No recruiting, only colonists I can grow/clone with a hell of a lot of xenogenes.

Rhadamant has a playthrough similar to that going on.

The First Wendigo

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Asimo
Sep 23, 2007


Come to think of, how do you go about adding or editing starting map structures like that anyway?

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