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The real way to play is as a group of mechanators that sit in the common room, playing pool, petting dogs, breathing in the constant 6 autobongs, and eating food as fast as it can be made.
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# ? May 16, 2024 18:23 |
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# ? Jun 6, 2024 15:31 |
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Does an autobong effect an adjacent room if there's an open vent between them?
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# ? May 16, 2024 19:59 |
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Thread, post some interesting/challenging/thematic/fun/dumb unorthodox meme combinations for a colony. Like: Tunneler + Tree Connection: Build Bonzai Trees everywhere, and designate a grove just outside for Dryad trees. Cannibal + Guilty: Help people in need, eat everyone else. Pain is virtue + Transhumanist + Ritualist: Activate monolith, mutate everyone, they'll love it! Tree Connection + Animal Personhood + High Life : Drug bears and dryads with Go Juice, make them do your fighting for you. Transhumanist + Bloodfeeder + High Life: Your vampires are gonna be sleeping or drugged out like 50% of the time, but drat they're gonna be murdermachines when they're not! Nature Primacy + Animal Personhood + Tree Connection (+ optional Nudism or Flesh Purity): Hippy Hard Mode
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# ? May 16, 2024 20:11 |
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Undergrounder + raider, with at least the UV penalty from biotech and some kind of resource limitation like not using the mushrooms or something. You're Morlocks from Time Machine. Living underground, emerging to raid because you have to for resources and hating every minute of it.
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# ? May 16, 2024 20:22 |
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bird food bathtub posted:Undergrounder + raider, with at least the UV penalty from biotech and some kind of resource limitation like not using the mushrooms or something. You're Morlocks from Time Machine. Living underground, emerging to raid because you have to for resources and hating every minute of it. Also reminds me of another one I'd like to try: Nudist + Transhumanist + Raider, with a preferred funny hat. Only thing is you'd probably have to get your hands on Skin Hardening research ASAP.
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# ? May 16, 2024 20:46 |
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QuarkJets posted:Does an autobong effect an adjacent room if there's an open vent between them? Last time I used them they have a set area and line of sight/temperature flow had nothing to do with it. That’s how the killbox mods worked, they were behind the walls. Honestly autobongs suck for anything but rituals and maybe prisons so I haven’t used one in some time.
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# ? May 16, 2024 21:02 |
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What we really need is an autoyayo, you run through it on your way out of the armory like a holy powdery gateway into battle
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# ? May 16, 2024 21:09 |
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a colony with mandatory ritual facial scarring, assault rifles for everyone, and a once-per-day yayo requirement e: probably a custom hussar-style xenotype with go-juice swapped out for psychite
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# ? May 16, 2024 21:15 |
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QuarkJets posted:Does an autobong effect an adjacent room if there's an open vent between them? It is much stupider than that. It affects a 5 tile radius that is not fully affected by walls. If there is a clear path between the bong and the other side of a wall, the smoke will teleport over the wall, but if there isn't it won't. So you put your bong in a nook at the front of your killbox attached to a long hallway. https://rimworldwiki.com/wiki/Autobong#As_a_weapon Technically there is a clear path between the entrance and the bong, so the smoke covers the entrance. If you stuck a door in that hallway the smoke would magically stop getting through the wall.
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# ? May 16, 2024 21:20 |
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Facebook Aunt posted:It is much stupider than that. It affects a 5 tile radius that is not fully affected by walls. If there is a clear path between the bong and the other side of a wall, the smoke will teleport over the wall, but if there isn't it won't. So you put your bong in a nook at the front of your killbox attached to a long hallway. that is loving hilarious
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# ? May 16, 2024 21:25 |
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the power of the smoke
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# ? May 16, 2024 22:09 |
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Mzbundifund posted:The problem with just releasing DLC is your market is constantly shrinking. I don't think that's true. The DLCs attract new players. There should be primitive smokebombs and smokeleaf bombs. It'd also be cool to have placeable powder barrels that you could blow up with fire arrows. Bear traps that stunned enemies and hurt their legs instead of just murdering them would be cool too. More prim/medieval content that isn't just overpowered or overdesigned gear would be great. We don't need 50 axes and viking helmets, just tools with unique mechanics.
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# ? May 16, 2024 22:26 |
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Dart guns that fire syringes that inject smokeleaf.
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# ? May 16, 2024 22:29 |
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you would "inject" it like kratom I guess (via the butthole)
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# ? May 16, 2024 22:39 |
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Mzbundifund posted:The problem with just releasing DLC is your market is constantly shrinking. You will never have more DLC sales than you have base game owners, and of those, a diminishing percentage will buy the DLC each time. Releasing a sequel or new game is of course a bigger risk and a lot more work, but has a chance to reach a much bigger market, and you have to take that risk eventually or go out of business. I dunno if Ludeon’s next game will be Rimworld 2 or something completely different, but I would be very surprised if they haven’t been working on it already. As several folks have said, despite the age of the game, the active Rimworld playerbase has grown over time, not shrunk. It hit its largest concurrent player number of all time on Steam last month. This is wildly impressive, considering Tynan is resistant to the concept of a sale over 10% and normally forever games rely on large discounts to juice player numbers.
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# ? May 16, 2024 22:50 |
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There just really isn't anything else like Rimworld right now in terms of the combo of genre and accessibility. Add on how modding in this game is the easiest, most seamless modding I've ever seen and there's all sorts of things to keep new players coming in over time, yeah.
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# ? May 16, 2024 23:27 |
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QuarkJets posted:What we really need is an autoyayo, you run through it on your way out of the armory like a holy powdery gateway into battle hacked autobong with flake rocks, surely
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# ? May 17, 2024 00:41 |
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QuarkJets posted:What we really need is an autoyayo, you run through it on your way out of the armory like a holy powdery gateway into battle A go-juice slip and slide that your dudes take on the way to the killbox.
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# ? May 17, 2024 01:34 |
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Jack Trades posted:Dart guns that fire syringes that inject smokeleaf. I was really surprised biotech didn't give us toxic buildup blowdarts or knives.
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# ? May 17, 2024 01:37 |
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worm girl posted:I was really surprised biotech didn't give us toxic buildup blowdarts or knives. There are of course mods to let you fire scaria mortar shells at raiders.
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# ? May 17, 2024 02:04 |
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Thoughts on Hellcat rifles? Much as I love the concept, having stats identical to an assault rifle but with worse range is kinda rough. The mini-burner doesn't seem to do that much damage, and stuff being on fire is always kind of spicy and chaotic since it removes collision.
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# ? May 17, 2024 03:34 |
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They sound good for advanced combatants you trust to get in, flank briefly, and get out i.e. jumppacks/psycast skipping. Collision is forgivable when they're marching through open space. Lighting stuff on fire is a good option for anomalies. I had a run with one of the advanced gun manufacturing company mods and gave a trio of fast xenos the crystal-needle smgs they specialize in once I was crafting past mid game. Hit and run is pretty fun after a steady diet of killbox or firing squad in one direction.
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# ? May 17, 2024 03:38 |
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Broken Cog posted:Thread, post some interesting/challenging/thematic/fun/dumb unorthodox meme combinations for a colony. What I’m currently playing: modded dwarves who have improved craft quality, but also have 50% research speed, 50% construction speed, and 25% craft speed. I’ve focused in hard on mechanoid labor while using my pawns for combat, but I’m also learning the benefits of multiculturalism and maybe not converting captives away from their horrific original ideologies.
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# ? May 17, 2024 03:41 |
QuarkJets posted:Does an autobong effect an adjacent room if there's an open vent between them? corpse rot FOR SURE passes between vents btw
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# ? May 17, 2024 03:48 |
Facebook Aunt posted:It is much stupider than that. It affects a 5 tile radius that is not fully affected by walls. If there is a clear path between the bong and the other side of a wall, the smoke will teleport over the wall, but if there isn't it won't. So you put your bong in a nook at the front of your killbox attached to a long hallway. lmao this is so drat dumb
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# ? May 17, 2024 03:50 |
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Facebook Aunt posted:It is much stupider than that. It affects a 5 tile radius that is not fully affected by walls. If there is a clear path between the bong and the other side of a wall, the smoke will teleport over the wall, but if there isn't it won't. So you put your bong in a nook at the front of your killbox attached to a long hallway. It looks dumb as hell but the programming behind it seems pretty clear, it checks if it's the same room (the game mechanic) and that's it. No complicated math every tick, just same room yes/no. That's why putting a door down stops it, because the game then considers it a different room. The end result is more of an exploit with room mechanics than autobong mechanics, but it means the autobong has a low performance overhead and functions properly in your ritual hotbox that may have constructions breaking up line of sight, like a wall.being used a support pillar.
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# ? May 17, 2024 04:34 |
then they went ahead and added in something totally different for how rot stank works to make sure that vents can't filter it
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# ? May 17, 2024 04:36 |
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Kestral posted:Thoughts on Hellcat rifles? Much as I love the concept, having stats identical to an assault rifle but with worse range is kinda rough. The mini-burner doesn't seem to do that much damage, and stuff being on fire is always kind of spicy and chaotic since it removes collision. When you're facing down a zombie invasion you want incinerators, but incinerators are extremely situational. Hellcat rifles give you a middle ground that's almost as good as an assault rifle but let's you dump a gout of flame on some idiot/thing at will. They follow the standard Rimworld rules of items with abilities being slightly worse than items without abilities, e.g. recon armor provides more protection than locust armor but I always build locust armor for that sweet jump ability. I'm not going to outfit my whole team with hellcat rifles but it seems really useful to have 2 or 3 pawns carrying them around
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# ? May 17, 2024 04:56 |
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The actual hardest part of any Rimworld colony is after you've finished setup and entered your map tile and have to figure out where you want to build for the first time.
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# ? May 17, 2024 07:26 |
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and that's why you want Map Preview https://steamcommunity.com/sharedfiles/filedetails/?id=2800857642
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# ? May 17, 2024 08:21 |
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Doomykins posted:They sound good for advanced combatants you trust to get in, flank briefly, and get out i.e. jumppacks/psycast skipping. Collision is forgivable when they're marching through open space. Lighting stuff on fire is a good option for anomalies. Agreed on hit-and-run, I'm back on a killboxless setup for Anomaly just to make everything that much more frantic for the Horror DLC Experience, and it's a good time. I full expect this run to get to the point where a killbox is not optional - I'm not Adam vs Everything, at some point I'll hit my limit - but for now it's nice to have these running battles in the field, and setting up bunker positions etc. As for hellcats on advanced mobile combatants, hmm, you may have a point there. Maybe I just haven't run into an entity where the fire damage really matters - are the flesh-beasts ('spikes, etc) particularly vulnerable to fire? Because they sure don't seem to burn all that readily. Kanos posted:The actual hardest part of any Rimworld colony is after you've finished setup and entered your map tile and have to figure out where you want to build for the first time. God, it's so real. Save me, planning mode!
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# ? May 17, 2024 10:47 |
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build in the centre of the map, op
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# ? May 17, 2024 11:03 |
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I always start inside the biggest building ruin, so I can have the largest building in the shortest amount of time.
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# ? May 17, 2024 11:06 |
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Flesh Forge posted:and that's why you want Map Preview The issue is never picking a map, it's always picking where to build on the map. Building the base out once I've placed the first building is always easy because I've done it a million times, but the choice paralysis for where that first building goes is always murderous even after like 200 colonies.
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# ? May 17, 2024 11:32 |
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Kestral posted:As for hellcats on advanced mobile combatants, hmm, you may have a point there. Maybe I just haven't run into an entity where the fire damage really matters - are the flesh-beasts ('spikes, etc) particularly vulnerable to fire? Because they sure don't seem to burn all that readily. None of them have any fire armor to speak of, which is especially important in the case of the metalhorrors who are otherwise very durable. Fire also disables revenant invisibility. The real reason it's useful is that these are all melee threats which rush your lines and group up in big clumps, making it easy to splash damage many of them at once. The same applies to blind and vertigo pulse. In fact, vertigo pulsing devourers will make them barf up your colonists. worm girl fucked around with this message at 20:45 on May 17, 2024 |
# ? May 17, 2024 20:11 |
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I'm wondering if there are any good mods or starting scenario setups for popping into the game a little further than usual. We've all enjoyed the life or death struggle of piecing together a base and sowing rice to outrun the reaper but I decided to try a new game with a set of dev mode built basic structures and it turned out immensely satisfying. Kept things kind of deliberately lovely and unoptimal and didn't make structures for everything, left myself room to start improving and making a good midgame base. I wanted to make an established sect of powerful elites serving a bloodfeeder before joining up with the empire and subjugating my neighbors. I usually end up spending hours getting to this point with a really nice base that can survive multiple attacks. This turns out to be such a thorough bit of Rimworlding I usually move on once I'm stable! I want to procgen a more established faction and get to mid game antics, basically. Like being a baby SCP foundation with some starter cells and a little gunner squad. I know there are starter scenarios that'll give you the squad, at least? Especially from new races/storyteller mods. A game gen toggle that gave you a lovely pre-made base would be useful. There's a blueprints mod, maybe I can automate the dev mode building. Hah, you could also probably dev mode caravan teleport to a faction and have a starting fight to clear them out, though you need a mod for NPC bases to not be criminally janky.
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# ? May 17, 2024 23:03 |
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So.. with the nudism "Fully nude" precept, you can't even choose a preferred headgear to wear, but in-game your pawns can wear hats without any mood penalty whatsoever. Seems like an oversight. Shame, I wanted my nude raider colony to have, like, preferred authority caps or cowboy hats, but I guess I can always just designate them myself.
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# ? May 17, 2024 23:26 |
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worm girl posted:In fact, vertigo pulsing devourers will make them barf up your colonists. That's so cool, can't believe I never thought of that!
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# ? May 18, 2024 00:05 |
Can't you make a clothes choice preference with your desired straps and mad max pervowear that just so perfectly matches? Prob a pain in the rear end of you got 83 pawns but once you set it up it's only 83 assign clicks
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# ? May 18, 2024 00:07 |
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# ? Jun 6, 2024 15:31 |
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SniperWoreConverse posted:Can't you make a clothes choice preference with your desired straps and mad max pervowear that just so perfectly matches? Prob a pain in the rear end of you got 83 pawns but once you set it up it's only 83 assign clicks Yeah you can make your own outfits and designate them, which is what I ended up doing, but then it's not really part of the ideology. Also, I know Nudism is a challenge meme and all that, but I wish it at least gave some small mood buffs when nude instead of only mood debuffs when clothed.
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# ? May 18, 2024 00:25 |