|
Babe Magnet posted:
i legitimately can't tell if that's really rimworld or not and i think that's sick
|
# ? Dec 2, 2022 21:22 |
|
|
# ? May 15, 2024 20:41 |
|
Babe Magnet posted:
it's sick as hell
|
# ? Dec 2, 2022 21:27 |
|
Babe Magnet posted:
that's sick, I love that
|
# ? Dec 2, 2022 21:37 |
|
marumaru posted:i legitimately can't tell if that's really rimworld or not and i think that's sick i think it's clanfolk, because the rimworld walls/livestock walls connect better than that is but i might be wrong and that's awesome
|
# ? Dec 2, 2022 21:45 |
|
it's Clanfolk lol it looks terrible imo. textures are too HD for the simple shapes and style they're using. It's giving me the same vibes as those Ultra HD 4K Realistic minecraft resource packs Babe Magnet fucked around with this message at 22:24 on Dec 2, 2022 |
# ? Dec 2, 2022 22:09 |
|
Redundant posted:My Castle Dracula knock-off is coming along pretty nicely. It had a slow start with only 2 pawns trying to build as much as possible inside the giant mountain that I cheated into existence but things are progressing nicely now. This isn't the story of my colony doing well though, this is the story of Dash. Dash was Assessed by the Eye of Colin, and Found Wanting. The Elephant Never Forgets.
|
# ? Dec 2, 2022 23:31 |
|
Blood packs count as low class food for Royalty I just need to quell the prison breaks and berserk moods and I should be fine though. (Spine removal is off the table because I want them to eat and poo poo by themselves so my warden isn't constantly tied up) Maybe joywires will do the trick
|
# ? Dec 3, 2022 00:49 |
|
Danaru posted:Blood packs count as low class food for Royalty I just need to quell the prison breaks and berserk moods and I should be fine though. (Spine removal is off the table because I want them to eat and poo poo by themselves so my warden isn't constantly tied up) Dead Calm xenogene from genies is perfect for prisoners.
|
# ? Dec 3, 2022 00:57 |
|
Babe Magnet posted:it's Clanfolk lol I honestly cannot recall an art style I found less appealing than that.
|
# ? Dec 3, 2022 04:01 |
|
It's a good example of how art direction is infinitely more important than art quality. Rimworld looks super simple but it looks great as a result. Clanfolk might look more high definition, but a lot of it clashes with itself and it's just kinda ugh. That lighting looks sick though
|
# ? Dec 3, 2022 04:07 |
|
I quite like it but then I also like the rimworld mod that makes a lot of the textures more like that.
|
# ? Dec 3, 2022 04:22 |
|
I always like messing with DALLE-2 generations https://labs.openai.com/s/n5Gn8tMVVtfJLqHhXPjwbgyo
|
# ? Dec 3, 2022 05:42 |
I'm either gonna make this kid a noble or stick him in the ancient danger cryopod depending on how awful he ends up
|
|
# ? Dec 3, 2022 07:29 |
|
quote:Cynapse — Yesterday at 1:38 PM
|
# ? Dec 3, 2022 11:24 |
|
Griz posted:
Wait, inbreeding is a thing now?
|
# ? Dec 3, 2022 19:49 |
|
it's showed as a gene you can start with but from what I understand players aren't intended to start with it, it's supposed to emerge in play.
|
# ? Dec 3, 2022 20:22 |
|
Any recommendations for mods to enable a medieval playthrough? Between the Clanfolk screenshot and the earlier mention of a medieval overhaul, I think I'd like to give it a shot. Sanguophage start, build a spooky castle, maybe have some bat- and wolf-people servants, just go full Dracula on a medieval Rimworld. The actual Medieval Overhaul mod seems to have some issues at the moment with bugged wood resources though, so I'm curious what other options are out there.
|
# ? Dec 3, 2022 21:07 |
|
Unless you enjoy dealing with food spoilage I'd find some way to freeze things. Vanilla Psycasts Expanded has a cryopath psycaster tree that lets you spawn 5-day iceblocks that freeze the room they're in, I'm sure there are tons of medieval cooler mods too. But most importantly get the Medieval Deathrest mod for a non-supercomputer coffin for your dracula. Unless you want to be technodracula. Research Reinvented is a very fun addition if you want to slowly go beyond medieval stuff. Tweak it so that 'regular' research does almost nothing and it will let you advance past the medieval stage, but only by doing things like raiding spacers and stealing their furniture and items to study and reverse engineer. deep dish peat moss fucked around with this message at 21:34 on Dec 3, 2022 |
# ? Dec 3, 2022 21:28 |
|
VFE Expanded: Medieval adds a Meat Smoker that does what it sounds like, smoked meat has a longer shelf life and can still be used in other recipes
|
# ? Dec 3, 2022 22:05 |
|
there's a couple of standalone meat/berry drying mods also, it's one of those weird stubborn game designer things that bothers a lot of people so there's kind of a lot of mods to fix it I use this one: https://steamcommunity.com/sharedfiles/filedetails/?id=2457299931&searchtext=drying
|
# ? Dec 3, 2022 22:08 |
|
Flesh Forge posted:it's showed as a gene you can start with but from what I understand players aren't intended to start with it, it's supposed to emerge in play.
|
# ? Dec 3, 2022 23:15 |
|
Kestral posted:Any recommendations for mods to enable a medieval playthrough? Between the Clanfolk screenshot and the earlier mention of a medieval overhaul, I think I'd like to give it a shot. Sanguophage start, build a spooky castle, maybe have some bat- and wolf-people servants, just go full Dracula on a medieval Rimworld. The actual Medieval Overhaul mod seems to have some issues at the moment with bugged wood resources though, so I'm curious what other options are out there. It's not so much bugged as it doesn't play nice with other mods, is my understanding. I'm giving it a bit more time to sort things out though. It was a very big update and there are doubtless issues that need to be ironed out. Magil Zeal fucked around with this message at 03:37 on Dec 4, 2022 |
# ? Dec 3, 2022 23:17 |
|
Make a colony called "419th generation habsburgs"
|
# ? Dec 3, 2022 23:43 |
|
deep dish peat moss posted:Unless you enjoy dealing with food spoilage I'd find some way to freeze things. Vanilla Psycasts Expanded has a cryopath psycaster tree that lets you spawn 5-day iceblocks that freeze the room they're in, I'm sure there are tons of medieval cooler mods too. VFE Classical includes a big evaporative cooler that freezes things. They admit it's unrealistic but useful for gameplay.
|
# ? Dec 4, 2022 00:30 |
|
Is there a mod that lets you have a sort of "army reserve" of troops that can be used for raids/called on for defense, but that aren't actual full-time colonists? I don't mean mechanoids or whatever, more like off-site soldiers that you don't have to manage full-time but also more involvement/"ownership" than the Royalty drops. Persistent soldiers. Equip them, pay a retainer of food/silver, and then spawn them into the world when called upon. It would be fun to do large-scale raids on superior enemy forces with lots of weaker medieval soldiers that spend most of their time abstracted down to a "Barracks" building or something, but not when you have to raise and manage those soldiers as rimworld colonists e: I suppose that pocket-dimension-in-a-box mod would theoretically work for this but as far as I know with that they'd still be part of my normal rimworld colonists bar and would still have full needs and stuff inside the box. deep dish peat moss fucked around with this message at 00:54 on Dec 4, 2022 |
# ? Dec 4, 2022 00:49 |
|
deep dish peat moss posted:Is there a mod that lets you have a sort of "army reserve" of troops that can be used for raids/called on for defense, but that aren't actual full-time colonists? I literally just ran across Mercenaries For Me and it seems like it might fit the bill for this.
|
# ? Dec 4, 2022 01:03 |
|
The mod that lets you set up outposts might work for that, too, colonists in an outpost are abstracted away and removed from your normal bar. Wouldn't be super easy to set up and they'd still need to travel into your base if you want their help with a raid.
|
# ? Dec 4, 2022 01:06 |
|
Kestral posted:I literally just ran across Mercenaries For Me and it seems like it might fit the bill for this. This is exactly what I wanted, thanks! e: This mod even lets you go in the opposite direction of raising supersoldiers at your colony and then leasing them out as mercenaries and that opens up a lot of ideas for future colonies.
|
# ? Dec 4, 2022 01:21 |
Tankbuster posted:Wait, inbreeding is a thing now? this dude hooked up with his cousin because every other woman in the colony doesn't like him and now everyone else has -15 to both of them (no relationship penalties on the inbred baby though)
|
|
# ? Dec 4, 2022 08:44 |
|
As an aside, can ideologyheads help me with a question? Is it possible to create different ideoligions for slaves and masters? I want my nobles fat and pampered while the slaves prefer rough and ascetic lifestyles?
|
# ? Dec 4, 2022 15:47 |
|
On world setup you can edit the other ideos present on the world and set one of them to be rough-living, guilty, whatever. One of your non-slaves is going to have to be your colony's chaplain for that ideology, though, and you have to go through the whole rigamarole of acquiring three pawns to activate that role in the first place, and let you build a temple. 4-5 months ago I got like 5-6 years deep into an embark which had the stay-at-home pawns following an evolving Undergrounder ideo I made, and the combat team following the planet's non-cannibal Raider ideo. It's kind of a pain to set up, but it's a reliable way to get access both to support specialist types as well as the shooter/stabber roles.
|
# ? Dec 4, 2022 19:01 |
|
Kestral posted:I literally just ran across Mercenaries For Me and it seems like it might fit the bill for this. thank you for giving me something to do with my megacolony that i was about to just quit and re-roll SOS2 i really need back in my life.
|
# ? Dec 4, 2022 19:39 |
|
Question for those that have done the Vanilla Pirates Expanded stuff - if I put a pawn in a warcasket, and then unlock better warcasket armor, can I switch their armor/helmet/shoulders? Or do I have to go through the process of pulling them from the warcasket and then building a new one for them? Also, they lose everything except their torso as far as their body goes, right? But their torso/brain implants are still available/functional, right?
|
# ? Dec 4, 2022 23:23 |
|
death cob for cutie posted:Question for those that have done the Vanilla Pirates Expanded stuff - if I put a pawn in a warcasket, and then unlock better warcasket armor, can I switch their armor/helmet/shoulders? Or do I have to go through the process of pulling them from the warcasket and then building a new one for them? You have to pull them out and build a new one for this torso that's screaming in agony while it waits, but it's not like the torso can go on mental breaks so it's basically fine. Their torso/brain implants all persist.
|
# ? Dec 4, 2022 23:33 |
|
Don't even need to go that far, just slam the existing warcasket guy in the foundry again. Have to pay the full costs again even if you're keeping parts but that's true of other methods too.
|
# ? Dec 5, 2022 01:38 |
|
Is there any sort've way to like, ensure I get colonists who are of a genotype? a custom one specifically. Like if my entire colony is Gooblers is the only way to get more gooblers to have my gooblers breed more gooblers??
|
# ? Dec 5, 2022 01:52 |
|
Motherfucker posted:Is there any sort've way to like, ensure I get colonists who are of a genotype? a custom one specifically. Like if my entire colony is Gooblers is the only way to get more gooblers to have my gooblers breed more gooblers?? If you set one of the other factions' ideoligions to have preferred genotypes, some members of that faction will spawn with those types when they appear from raids/quests/visitors.
|
# ? Dec 5, 2022 01:58 |
|
TehRedWheelbarrow posted:thank you for giving me something to do with my megacolony that i was about to just quit and re-roll Probably nothing new in this list but I have been putting together a list of mods to spice up the economic side of things so that I can give a megacolony a specialization or a thing that they do. Basically by expanding economic options there are reasons to keep scaling up production of things beyond what you need to survive Vanilla Trading Expanded - Expands traders enough to where they feel dynamic (prices change based on supply/demand which incentivizes you to set up multiple industries, much more varied types of traders), adds trade fair events, two competing banks, a stock market, etc. It's a thing to do with silver, plus a significant increase in the number of ways you can earn silver. Trader Ships - makes trader ships sometimes land (in designated spots) at your colony. Livens things up, makes the place look more active. TraderGen - adds a whole lot of variation to trader inventory, adds sub-types of traders (not all bionics traders trade in the same kind of bionics) Hospitality - run a hotel and a brick & mortar storefront in tandem with all the trader stuff! Power++ - lets you buy and sell power, which means mods like Rimefeller and Rimatomics have a place on this list: there's a reason to keep building more and more power gen/storage. STRS - so you can play as raiders easier, or to do physical trading around the world. Mostly to travel to Trade Fairs and as a thing to sink resources into. Vanilla Ideology Expanded - gives you various memes, many of them are centered around various types of goods production (trading, crafting, fishing, etc). Also gives you the Corporate aesthetic Rimefeller - sell excess power production + luxury goods, refuel your SRTS shuttles. Vanilla Cooking Expanded - I don't use this personally because I hate complex crafting recipes and trees and having a million different ingredients, but I like the idea of preparing a bunch of specialized meals for all my hospitality guests. What I really wish is that someone would combine a lot of these concepts into one gigantic trade-expansion Spaceport mod where all the different pieces worked in tandem more. Let me drill for oil, refine it, and sell a refueling service to all these ships landing here! Allow me to sell dock space to passing ships. Make Hospitality bed costs balance themselves with the value of my colony because it's weird that I'm still charging 100 silver/night for rooms in a megafactory that pulls in 20k+ per trader. But for the most part they all play well together e.g. the trade ship mods take modded items into account, SRTS works with any of the chemfuel piping mods (Vanilla Power Expanded, Rimefeller, etc) And I also wish I could find a good mod that just added a bunch of cool/useful items to sink silver into on traders because right now the only thing to do with all this silver is amass more, but that's at least something. deep dish peat moss fucked around with this message at 02:06 on Dec 5, 2022 |
# ? Dec 5, 2022 01:59 |
|
Motherfucker posted:Is there any sort've way to like, ensure I get colonists who are of a genotype? a custom one specifically. Like if my entire colony is Gooblers is the only way to get more gooblers to have my gooblers breed more gooblers?? There's also genetic modification, but you have to build up your library of genes from your existing colonists and that takes awhile. Still, once you've done that you can start turning rando prisoners into your preferred genotype e: I think it'd be fair to use dev mode to spawn all of the genes that your colonists already started with, tbh QuarkJets fucked around with this message at 02:20 on Dec 5, 2022 |
# ? Dec 5, 2022 02:17 |
|
|
# ? May 15, 2024 20:41 |
|
Motherfucker posted:Is there any sort've way to like, ensure I get colonists who are of a genotype? a custom one specifically. Like if my entire colony is Gooblers is the only way to get more gooblers to have my gooblers breed more gooblers?? Agnostalgia posted:If you set one of the other factions' ideoligions to have preferred genotypes, some members of that faction will spawn with those types when they appear from raids/quests/visitors. it would be nice if this was a little more reliable, I generally turn away joiners except small children who I use dev mode to just convert to my custom xenotype. There's a mod that lets you control the xenotype of randomly generated pawns of specified kinds (i.e. per faction pawn kind but a lot of other options besides) that you might want to look at: https://steamcommunity.com/sharedfiles/filedetails/?id=2891975564
|
# ? Dec 5, 2022 02:18 |