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marumaru
May 20, 2013



Babe Magnet posted:



I think my rimworld is sick

i legitimately can't tell if that's really rimworld or not and i think that's sick

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Comte de Saint-Germain
Mar 26, 2001

Snouk but and snouk ben,
I find the smell of an earthly man,
Be he living, or be he dead,
His heart this night shall kitchen my bread.

Babe Magnet posted:



I think my rimworld is sick

it's sick as hell

StrixNebulosa
Feb 14, 2012

You cheated not only the game, but yourself.
But most of all, you cheated BABA

Babe Magnet posted:



I think my rimworld is sick

that's sick, I love that

Complications
Jun 19, 2014

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

Babe Magnet
Jun 2, 2008

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

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

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 drop podded in with paralytic abasia during winter and, due to some negligence and initial reticence on my part, he lost a couple of toes to frostbite. After initially deciding to save Dash to turn him into a hemogen farm I eventually decided, after arresting more blood banks, that his skills were worth recruiting him despite his uselessness to begin with and his severe artery blockage. Dash was stubborn though and refused to join the posse of vampire worshippers. After the best part of 3 quadrums spent tending to, feeding and converting Dash one of those crazy quirks of timings occured meaning that almost simultaneously Dash saw the light and converted to the groups ideoligion as he recovered from his paralytic abasia. He was finally ready, and as he took his first tentative steps down the path of darkness he promptly had a massive heart attack and dropped dead. RIP Dash, you were a truly terrible colonist.

Dash was Assessed by the Eye of Colin, and Found Wanting.

The Elephant Never Forgets.

Danaru
Jun 5, 2012

何 ??
Blood packs count as low class food for Royalty :haw: 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

immoral_
Oct 21, 2007

So fresh and so clean.

Young Orc

Danaru posted:

Blood packs count as low class food for Royalty :haw: 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

Dead Calm xenogene from genies is perfect for prisoners.

Kris xK
Apr 23, 2010

Babe Magnet posted:

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

I honestly cannot recall an art style I found less appealing than that.

Danaru
Jun 5, 2012

何 ??
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

OwlFancier
Aug 22, 2013

I quite like it but then I also like the rimworld mod that makes a lot of the textures more like that.

Heffer
May 1, 2003

I always like messing with DALLE-2 generations

https://labs.openai.com/s/n5Gn8tMVVtfJLqHhXPjwbgyo

Only registered members can see post attachments!

Griz
May 21, 2001






I'm either gonna make this kid a noble or stick him in the ancient danger cryopod depending on how awful he ends up

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG

quote:

Cynapse — Yesterday at 1:38 PM
Version 1.4.3566 is up now on the unstable branch!
- Fix: Horizontal sliders not working correctly on Linux. Created custom horizontal sliders to bypass Unity's GUI.HorizontalSlider().
- Fix: Archonexus quest generates "Caravan lost" letters for any pawns left behind.
- Fix: Consume drug commands not appearing.
- Fix: Furskin_Average3 head uses the wrong graphic.
- Fix: Cannot absorb xenogenes from target if target has custom xenotype and selected pawn is baseliner.
- Fix: Tattoos render below heavy brow.

Tankbuster
Oct 1, 2021

Griz posted:





I'm either gonna make this kid a noble or stick him in the ancient danger cryopod depending on how awful he ends up

Wait, inbreeding is a thing now?

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
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.

Kestral
Nov 24, 2000

Forum Veteran
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.

deep dish peat moss
Jul 27, 2006

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

QuarkJets
Sep 8, 2008

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

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
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

Asimo
Sep 23, 2007


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.
Yeah it's purely negative and there's no reason to every willingly take it. I guess it's just available for transparency's sake or if you're doing some specific RP colonists or something, but it should probably have had a comment about what it's for in the tooltip.

Magil Zeal
Nov 24, 2008

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

QuarkJets
Sep 8, 2008

Make a colony called "419th generation habsburgs"

Dareon
Apr 6, 2009

by vyelkin

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.

deep dish peat moss
Jul 27, 2006

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 :v:


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

Kestral
Nov 24, 2000

Forum Veteran

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 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 :v:


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.

I literally just ran across Mercenaries For Me and it seems like it might fit the bill for this.

Dareon
Apr 6, 2009

by vyelkin
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.

deep dish peat moss
Jul 27, 2006

Kestral posted:

I literally just ran across Mercenaries For Me and it seems like it might fit the bill for this.

:yeah: 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.

Griz
May 21, 2001


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)

Tankbuster
Oct 1, 2021
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?

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

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.

TehRedWheelbarrow
Mar 16, 2011



Fan of Britches

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.

death cob for cutie
Dec 30, 2006

dwarves won't delve no more
too much splatting down on Zot:4
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?

QuarkJets
Sep 8, 2008

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?

Also, they lose everything except their torso as far as their body goes, right? But their torso/brain implants are still available/functional, right?

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.

Asimo
Sep 23, 2007


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.

Motherfucker
Jul 16, 2011

I certainly dont have deep-seated issues involving birthdays.
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
Dec 22, 2009

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.

deep dish peat moss
Jul 27, 2006

TehRedWheelbarrow posted:

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.

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 :shrug:

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

QuarkJets
Sep 8, 2008

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

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Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG

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

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