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Danaru posted:
Wtf I thought my bedrooms were needlessly large
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# ? Jan 15, 2024 01:44 |
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# ? May 22, 2024 14:16 |
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Ms Adequate posted:Big dinos have absolutely incredible hauling capacities, enjoy being able to caravan half a base around on a whim! we have cars now.
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# ? Jan 15, 2024 02:18 |
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Tankbuster posted:we have cars now. We have a car at home. gestures at shuttle permit
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# ? Jan 15, 2024 02:20 |
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Tankbuster posted:we have cars now. I mean yes, true, but a dino is easier maintenance and doesn't have the same technological requirements
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# ? Jan 15, 2024 03:43 |
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A truck can be cool, but it can never be as cool as an actual dinosaur.
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# ? Jan 15, 2024 04:07 |
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Tankbuster posted:we have cars now. You disgust me
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# ? Jan 15, 2024 05:26 |
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look, I worked hard on my modlist. You can't tempt me with dinos now.
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# ? Jan 15, 2024 05:27 |
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What if we were to combine dinosaurs with cars?
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# ? Jan 15, 2024 05:28 |
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speaking of which, are there submods that add things like horse drawn carriages?
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# ? Jan 15, 2024 05:33 |
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Leal posted:What if we were to combine dinosaurs with cars? Could not be arsed about vehicle mods until this post. Is there a mod that gives classic cadillacs?
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# ? Jan 15, 2024 05:37 |
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Tankbuster posted:we have cars now. Even beyond the standard "but dinos are cool" reply, cars are honestly beaten flat at hauling masses of stuff compared to a few big dinos, funnily enough. 2 brontos or brachios hauls as much as three pickup trucks and t-rexes aren't far behind a pickup.
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# ? Jan 15, 2024 05:37 |
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Kanos posted:Even beyond the standard "but dinos are cool" reply, cars are honestly beaten flat at hauling masses of stuff compared to a few big dinos, funnily enough. 2 brontos or brachios hauls as much as three pickup trucks and t-rexes aren't far behind a pickup. Yeah they don't scale as ridiculously as the tier 3 vehicles do though. Tier 3 trucks and the hauling helicopter are nuts, like 'load up your entire base at once' nuts.
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# ? Jan 15, 2024 06:01 |
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Complications posted:Thankfully, one of Rimworld's hardworking fan artists wrote a completely plausible (TM) comic explaining how this works. Here. Personally I think the sun’s faulty. Probably hasn’t been maintained in a while.
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# ? Jan 15, 2024 07:22 |
So loving sick of rebooting my sun. I think the core needs defragged or is damaged or something, probably it's an out of date os you probably shouldn't even be rebooting it all the time like that anymore. Also I keep doing these hardcore extreme environment self-challenges and lol they actually just suck really bad sometimes. Like I get a quest to save somebody, have 0 food, am getting hunted by feral lynx, if I leave my hovel everyone will immediately freeze to death. The actual save quest would be really easy to do, it's just any slight fuckup is an instant death sentence.
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# ? Jan 15, 2024 07:33 |
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Rimworld:SniperWoreConverse posted:So loving sick of rebooting my sun.
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# ? Jan 15, 2024 07:38 |
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Leal posted:What if we were to combine dinosaurs with cars? Oh I played the poo poo out of the arcade game of this back when I was a kid! Tankbuster posted:speaking of which, are there submods that add things like horse drawn carriages? https://steamcommunity.com/sharedfiles/filedetails/?id=3028675048 Note that you don't actually hook up animals to the vehicles, rather they are just built with the animals included, represented by a cost in hay usually. But they were hella useful for early-game movement. The balloon is particularly fantastic for a couple of specific cases like getting to a doctor's request or the like.
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# ? Jan 15, 2024 08:08 |
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Ms Adequate posted:Oh I played the poo poo out of the arcade game of this back when I was a kid! thank you so much. Now as long as the mod works fine with giddy up I should be good.
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# ? Jan 15, 2024 08:21 |
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Ms Adequate posted:https://steamcommunity.com/sharedfiles/filedetails/?id=3028675048 Note that you don't actually hook up animals to the vehicles, rather they are just built with the animals included, represented by a cost in hay usually. But they were hella useful for early-game movement. The balloon is particularly fantastic for a couple of specific cases like getting to a doctor's request or the like. Logically it should require a horse worth of horse meat and leather, reassembled into a horse of varying quality.
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# ? Jan 15, 2024 09:20 |
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The Lone Badger posted:Personally I think the sun’s faulty. Probably hasn’t been maintained in a while. Even the finale is titled Waiting For The Sun (To Light Up Again Goddamn)
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# ? Jan 15, 2024 12:24 |
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Doltos posted:It was a really bad nerf because the game lends itself to a turtle style due to combat being garbage. As long as a 0 combat pawn can beat a 10 combat pawn when both have equal weapons and armor then people will turtle, especially if they don't have enough pawns in their colony yet. What do you guys mean by "turtling" and "turtle strategy?" I Google'd this and found people using actual turtles as meat sheilds. I... don't think thats it, but it is rimworld so maybe?
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# ? Jan 15, 2024 15:16 |
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Goobish posted:What do you guys mean by "turtling" and "turtle strategy?" I Google'd this and found people using actual turtles as meat sheilds. I... don't think thats it, but it is rimworld so maybe? Building a really strong wall and traps and mounted guns to defend against raids with. You throw most of your citizens into hiding and force the enemy through the wringer to get to you.
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# ? Jan 15, 2024 15:26 |
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Ms Adequate posted:Ugh I'm getting the "ten jobs in ten ticks" bug, which I can normally fix by just changing work priorities or force-hauling something around or whatever, but this one has some of my idiot fucker morons all doing it because they're desperately trying to pack their inventories completely full of tea and iced coffee. I have no idea why, because nobody else is doing this, but there's nothing that I can see connecting the people who are or contrasting them with the people who aren't. Nothing to with chemical interest, where I got the pawn, their assigned jobs, or where the stuff is being stored; I tried shifting it over to another storeroom and they just went over there and did the same thing. I have solved it by simply excluding the offending pawns from the main storeroom entirely and keeping that stuff only in there, which is kind of inefficient but working okay atm. This comes up sometime for super-chromed colonists. There is, of course, a mod. https://steamcommunity.com/sharedfiles/filedetails/?id=1266811081
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# ? Jan 15, 2024 18:00 |
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Goobish posted:What do you guys mean by "turtling" and "turtle strategy?" I Google'd this and found people using actual turtles as meat sheilds. I... don't think thats it, but it is rimworld so maybe? Turtling is an idiom in strategy games of all varieties. Instead of going on the offensive or giving a poo poo about "initiative", you build tons of stationary defenses and wait for the enemy to engage on terms favorable to you.
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# ? Jan 15, 2024 19:40 |
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it's kind of a bummer because the game really pushes you into that tactic unless you nerf it a bunch or intentionally play in ways that exploit the wealth-based difficulty ramp. e: I says this as a player who almost never builds turrets, and never uses them as a primary defense at all
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# ? Jan 15, 2024 19:59 |
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That's why I like self preservation mod and turning off mechanoids. If I get hit with a big humanoid raid I'm not necessarily having my pawns focus fire, I spread out their fire to try to convince as many enemies as possible that this just isn't worth dying over and then they break and leave. Maybe out of 20 attackers there's 3-4 bodies
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# ? Jan 15, 2024 20:34 |
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The only way I managed to live without turtling the gently caress up was to purpose-build my base for urban warfare and it was not an effective solution compared to walls and heavily defended gates by any stretch of the imagination (I don't do caves). The problem in the mid- and late-game are the numbers. Funnily enough, playing Zombieland was fun because it basically is just "get walls up and now you have a labor tax for shooting that ebbs and flows in intensity" which is a lot better than the mindless killboxing necessary for raids because it's an always-on sort of thing. Also it's better for roleplay purposes to set up hyper-efficient killboxes to deal with Zombies rather than setting up hyper-efficient killboxes for human raiders which will naturally lead you towards warcrime simulators.
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# ? Jan 16, 2024 20:59 |
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I've done urban fighting set up and the key is that you hope they don't kill everyone and burn everything. After they kick my rear end and steal half the colony the wealth drops, the raids become easier, and you rebuild until it happens again.
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# ? Jan 16, 2024 23:14 |
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I did do one colony with no walls and a bunch of houses that formed chokepoints but it was frustrating because the enemy would just ignore my pawns and gently caress off to the other corner of the colony to start breaking walls or attacking animals.
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# ? Jan 16, 2024 23:22 |
Doltos posted:I've done urban fighting set up and the key is that you hope they don't kill everyone and burn everything. After they kick my rear end and steal half the colony the wealth drops, the raids become easier, and you rebuild until it happens again. Sure any raid that would be satisfied by something like that that would just as easily be wiped out in a burn box, but if you were trying to be as nonviolent as possible it could save a lot of raider lives. I just wonder if you could crank out enough wealth between raids to keep it up. Obviously mechs would still be an issue, as would breachers with their monomaniacal obsession with beds, but you can't save 'em all.
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# ? Jan 16, 2024 23:27 |
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Leal posted:I did do one colony with no walls and a bunch of houses that formed chokepoints but it was frustrating because the enemy would just ignore my pawns and gently caress off to the other corner of the colony to start breaking walls or attacking animals. This is my main reason for walling up and killboxing; less that I gain an advantage in the fight itself, more that I can dictate where the fight takes place and have my guys behind preprepared defensive objects and stuff. I guess on the other hand if you are willing and able, you could build defenses in every direction and gain a different advantage because the enemy might dilute their own forces going for different targets.
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# ? Jan 17, 2024 00:25 |
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Whoops
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# ? Jan 17, 2024 02:38 |
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I got nervous and had to check mine. Luckily it's only 21 kb. But what the heck is going on with your modlist that is bloating up the log file like that, friend
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# ? Jan 17, 2024 03:05 |
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It's a longstanding bug where sometimes the log file just explodes, even without 500 mods.
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# ? Jan 17, 2024 03:22 |
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Starting to drop down to 150 tps so time to update performance fish and pray maybe I should track down one of those save cleaners this save file has to be well beyond 20 years now
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# ? Jan 17, 2024 03:35 |
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moot the hopple posted:I got nervous and had to check mine. Luckily it's only 21 kb. I'm at 538 mods and it was a battle between code:
code:
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# ? Jan 17, 2024 03:42 |
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I recall the old advice to that was to delete the contents of the log before saving it as a read only text file to prevent it from blowing up again, though obviously that approach has limitations.
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# ? Jan 17, 2024 03:47 |
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Kanos posted:It's a longstanding bug where sometimes the log file just explodes, even without 500 mods. Oh god I forgot it exploded
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# ? Jan 17, 2024 03:48 |
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Leal posted:Oh god I forgot it exploded
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# ? Jan 17, 2024 04:09 |
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Kris xK posted:I'm at 538 mods and it was a battle between Have you tried not pushing more GUIClips
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# ? Jan 17, 2024 04:48 |
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# ? May 22, 2024 14:16 |
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Hunting is a lot easier now
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# ? Jan 17, 2024 05:12 |