Eiba posted:After looking at the teaser a bit longer I have to say- I like the two coats look. A duster over a lab coat, neither of them buttoned, with a cape on top of all that. I've got to say I'm kind of impressed that even with all that clothing the artist managed to give the character cleavage. Personally, when I work with potentially dangerous solvents and corrosive chemicals I go fully topless,
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# ? Mar 12, 2024 07:54 |
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# ? May 25, 2024 01:51 |
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Doltos posted:Royalty was his first DLC and is easily replaced with RimMagic, and RimMagic is way more fun. Ideology should have been in the base game. Biotech is good and is done better than a lot of similar mods. RimMagic replaces like 10% of what's in Royalty
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# ? Mar 12, 2024 09:05 |
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SniperWoreConverse posted:Personally, when I work with potentially dangerous solvents and corrosive chemicals I go fully topless, Same, it really
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# ? Mar 12, 2024 09:16 |
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Eiba posted:My only trepidation with an expedition based DLC is that we already do have some expeditions and they always feel like a lot more trouble than they're worth. Getting a caravan together and managing combat on another tile is never going to be as fun as making your own base and dealing with outside challenges. I contend that the interface is absolutely terrible and it makes it incredibly awkward to assemble/maintain caravans to the point where incredibly basic things like "set up camp on a temporary map tile rather than set up an entire extra loving base that you're going to abandon(which is itself an option that needs to be toggled on)" are mod-only features. Why don't we have things like saveable caravan loadout templates so I can form a caravan in like two clicks? Why does the caravan loading AI frequently break because one of the participants decides to take a nap or eat lunch? Why is there no way to speed up caravan travel besides adding an infinitely increasing pile of horses(which in turn increases the caravan's logistical demands) in my colony that can manufacture spaceship parts? Why is there no unmodded way to tell a caravan that is two feet from the base to not stop for an entire night of rest when another hour of travel would have them home? Making it worth it is also a big deal. Right now there's no real reason to go through the extra mental effort to deal with it, because the rewards for everything other than basic trading with other towns are so low as to be nonexistent. Oh, cool, I can go to an ancient complex and fight 30 mechanoids in tight spaces and deal with the extreme tedium of having every single room light itself on fire when I open the door in return for like five pieces of luciferium and a techprint if I'm lucky? Who cares?
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# ? Mar 12, 2024 14:11 |
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Agreed, the interface for caravans and the whole caravan assembly mechanism is extremely bad, probably the single worst-feeling part of the game for me.
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# ? Mar 12, 2024 14:23 |
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A world map focused expansion also doesn't have to only be focused on caravanning and expeditions, it could also focus on the incredibly barebones diplomatic systems in the game to majorly affect how things work at your main base. Stuff that is now mod-only and kind of bolted on like Hospitality or the hospital mod could be made baseline. You could introduce stuff like an actually balanced form of VFE's hireable mercenaries to help defend your base if you make friends with certain factions. You could introduce the idea of other factions actually interacting with each other so you could have things like trade alliances or defensive pacts that are more involved than "I shoot 5000 corn at you periodically". Hell, you could also strike at the heart of the game's current flawed raid system and make it so factions have a limited supply of men and resources to attack you with and allow you to affect that via offensive strikes.
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# ? Mar 12, 2024 14:33 |
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Hey, does any one know of a mod that gives you a warning for an upcoming raid? Just so you have a couple minutes to get your people in armour and in position?
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# ? Mar 12, 2024 15:01 |
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Pulsarcat posted:Hey, does any one know of a mod that gives you a warning for an upcoming raid? Just so you have a couple minutes to get your people in armour and in position? Preemptive Strike
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# ? Mar 12, 2024 15:33 |
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I think the thing that stops me caravanning is that I don't want to leave my base poorly-defended. So, turrets that aren't crap, or colonists that are better at defending your base than defending your caravans, or being given information on when the next raid will be, so you can send your fighters when they're not needed at home.
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# ? Mar 12, 2024 15:36 |
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For contrast, I absolutely love caravaning, to the point where I feel like I'm playing only half of the game when I settle in a location where caravaning is not practical, like tropical forest or swamps and usually avoid settling in such biomes.
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# ? Mar 12, 2024 15:40 |
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Lt. Lizard posted:For contrast, I absolutely love caravaning, to the point where I feel like I'm playing only half of the game when I settle in a location where caravaning is not practical, like tropical forest or swamps and usually avoid settling in such biomes. Same here. I've got the Roads of the Rim mod and do that as a mid to late game effort. It then helps to mitigate the effects of either winter or bad terrain. To that end, I don't play on as hard of a difficulty as I can. I do modify the difficulty, starting off at Strive to Survive in the custom options then putting my threat scale to 40% and turn off adaptation impact. I also turn off mechanoids as a faction and use the Self Preservation mod. I have 2-4 colonists who compose my primary caravanning group; back at base, 8 or so ranged, 3 melee. This game, my defense has been bolstered by successfully getting a breeding pair of raptor shrimp from alpha animals. It sucks a bit when one dies, but even if they get downed with heavy injuries usually by the time the battle is done they're getting back up and limping back to base, fully healed in a few more hours.
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# ? Mar 12, 2024 15:50 |
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Tesla was right posted:I think the thing that stops me caravanning is that I don't want to leave my base poorly-defended. Mechanitors are a godsend for this.
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# ? Mar 12, 2024 15:59 |
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Well I have bad news...
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# ? Mar 12, 2024 16:17 |
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Kanos posted:I contend that the interface is absolutely terrible and it makes it incredibly awkward to assemble/maintain caravans to the point where incredibly basic things like "set up camp on a temporary map tile rather than set up an entire extra loving base that you're going to abandon(which is itself an option that needs to be toggled on)" are mod-only features.
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# ? Mar 12, 2024 16:56 |
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Awesome! Thank you very much!
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# ? Mar 12, 2024 16:58 |
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DoubleNegative posted:Well I have bad news... Plainly a misdirect, the entire DLC is going to be about cheese and running a dairy
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# ? Mar 12, 2024 17:01 |
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DoubleNegative posted:Well I have bad news... uninstalled
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# ? Mar 12, 2024 17:18 |
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What are the rules if Ty wanted to add certain popular mods to the base game, or even something very derivative of a popular mod? Is there some kind of procedure for that? As we all know, game modders are known for being completely reasonable people who are easy to work with and will not go absolutely off the handle and try to sic their followers on someone for any kind of perceived slight, so I'm sure he's very eager to work with them.
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# ? Mar 12, 2024 17:43 |
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I hope this one adds new music. I missed that in Ideology and Biotech. Yes I already know about that one music mod.
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# ? Mar 12, 2024 18:00 |
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counterfeitsaint posted:What are the rules if Ty wanted to add certain popular mods to the base game, or even something very derivative of a popular mod? Is there some kind of procedure for that?
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# ? Mar 12, 2024 18:29 |
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worm girl posted:I hope this one adds new music. I missed that in Ideology and Biotech. what music mod.
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# ? Mar 12, 2024 21:16 |
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QuarkJets posted:RimMagic replaces like 10% of what's in Royalty Royalty's psycasting is a tenth of RimMagic and setting up a throne room doesn't negate that.
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# ? Mar 12, 2024 21:57 |
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Also Rimworld of Magic runs like poo poo, has a bunch of annoying raid types, and doesn't even make a vague attempt at game balance. To be fair the run like poo poo part is due to JecsTools being an old and obsolete library that pretty much only still exists due to RoM, but the point stands.
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# ? Mar 12, 2024 22:10 |
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Asimo posted:Also Rimworld of Magic runs like poo poo, has a bunch of annoying raid types, and doesn't even make a vague attempt at game balance. To be fair the run like poo poo part is due to JecsTools being an old and obsolete library that pretty much only still exists due to RoM, but the point stands. yeah it adds a lot of "content" but most of that isn't actually good, and the stuff that is good tends to be bullshit-overpowered
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# ? Mar 12, 2024 22:16 |
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Tankbuster posted:what music mod. P-music, it’s really good and fits the original soundtrack well. Great if you’re tired of the OST but want something thematically similar.
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# ? Mar 12, 2024 22:18 |
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Tankbuster posted:what music mod. P-Music
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# ? Mar 12, 2024 22:18 |
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I sometimes think I have P-Music disabled because it fits so well with the Rimworld OST. Then I check it, and it turns out that like half of my favorite tracks are from that mod. P-Music rules, absolutely worth installing even if you’re a diehard modless player.
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# ? Mar 12, 2024 22:22 |
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Asimo posted:Also Rimworld of Magic runs like poo poo, has a bunch of annoying raid types, and doesn't even make a vague attempt at game balance. To be fair the run like poo poo part is due to JecsTools being an old and obsolete library that pretty much only still exists due to RoM, but the point stands. I mean if we're talking game balance with mods you have to ax half the workshop. All VE poo poo is busted as hell.
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# ? Mar 12, 2024 22:36 |
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Christ Jecstools was being used back when I was still playing the sendowl version of the game, that poo poo is ancient
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# ? Mar 12, 2024 22:47 |
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I hated how RWoM has extremely specific builds for every class. It's like playing D&D except the DM planned every level up for you, there's not even an illusion of choice. VPE leaned too hard in the other direction and let you learn literally every ability with enough levels/psytrainers which lags the UI to all hell, but I found it more entertaining as a result. Meditating to gain exp was probably a mistake though, it's a little too free and makes gameplay too passive when your entire colony is grinding levels.
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# ? Mar 12, 2024 23:04 |
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I swear to god I'm equipping all my soldiers with firefoam packs the pigs keep bringing molotovs and the imps...are imps
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# ? Mar 13, 2024 02:58 |
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# ? Mar 13, 2024 03:30 |
Just give me wall lights as a built in feature. And maybe increased stack sizes.
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# ? Mar 13, 2024 03:40 |
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Mzbundifund posted:P-music, it’s really good and fits the original soundtrack well. Great if you’re tired of the OST but want something thematically similar. thank you!
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# ? Mar 13, 2024 04:52 |
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Ms Adequate posted:This is the first one he's dropped that hasn't been immediately after I've stopped a massive Rimworld kick and moved on to another game. I mean, I love the game and any excuse to play more is welcome. Esp with new content. It's just I've spent another 150 hours playing it recently was going to have a break... But I suppose I still get a shortish break. I can't imagine he's going to drop this for another couple of weeks at least so I'll have a good run through or so in Stellaris while I relearn that, then come back and enjoy this!
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# ? Mar 13, 2024 13:49 |
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I tend to take a break from the game immediately after a DLC is released and I wait for the x.1 patch that ends up smoothing out all the rough edges and adding a bunch of QOL. iirc every major DLC so far has had a big followup patch about 3-6 months later.
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# ? Mar 13, 2024 15:43 |
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https://twitter.com/TynanSylvester/status/1767931987312959538
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# ? Mar 13, 2024 17:06 |
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# ? Mar 13, 2024 17:45 |
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change thread title to correctly say RimWorld
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# ? Mar 13, 2024 17:47 |
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# ? May 25, 2024 01:51 |
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# ? Mar 13, 2024 17:51 |