|
Past few days I've been lured back into playing with this ant farm. I found an Immersion+ collection, fuckin like 150 mods with an XML modlist load order. There are like 4 mods you gotta manually load because the forgot to un-local those before zipping them up. After world gen and colony start any humans with beards show as a pink square. If you immidiately save and reload it fixes the graphical error. I hooked this straight into my veins! Gimmie them mods. I instinctively tried to build an outhouse and identify water sources. After I layed out my plan I realized Hygine wasnt part of it. 10/10 my life is better without it.
|
# ? Nov 6, 2019 22:42 |
|
|
# ? Jun 10, 2024 05:01 |
|
KirbyKhan posted:I realized Hygine wasnt part of it. 10/10 my life is better without it. truly a goon
|
# ? Nov 6, 2019 22:51 |
|
Thinkin' about starting a whole second colony right now. Super late game, it's good as hell. Rim of Madness? Good as hell. Some Visitors from the Agency went from 100 Allied to -75 Hostile because I installed a statue from a cult that I got as a quest reward and they found it. Big ol' shootout in the colony living room, fantastic. Just went on a Realistic Ruins quest to a super wealthy ruin. It was ... empty, so I started loading poo poo into zones. Then Blue Moon Corp showed up. Then Lost Soldiers showed up. I had a guy take the SRTS ship back to get reinforcements, an animal pulser, and some insanity lances. Got back just in time, Blue Moon's doomsday launcher fired at a muffalo and took out most of them. Ended up losing a single colonist, captured about 10 Lost Soldiers. They got caught at the right time, I'm in the middle of a cultural revolution where I'm recruiting prisoners and emancipating slaves - I'm way too post-scarcity to be maintaining such an outdated caste system.
|
# ? Nov 7, 2019 00:50 |
|
Paramemetic posted:Thinkin' about starting a whole second colony right now. Super late game, it's good as hell. And may Lavish Meals be upon you friend.
|
# ? Nov 7, 2019 00:54 |
|
One time an ex-lover of a colonist attacked and they became close while he was in prison (high resistance). They became even closer when I gave her his organs, but they ultimately parted ways when he ran out of organs.
|
# ? Nov 7, 2019 06:04 |
|
How hard would it be for a noob to fix some bugs in abandoned rimworld mods?
|
# ? Nov 7, 2019 21:56 |
|
Average Bear posted:How hard would it be for a noob to fix some bugs in abandoned rimworld mods? Depends on the kind of mod, your knowledge of C#/XML syntax, and your patience to learn/do the work. Fixing the stupid wetness bug in Nature's Pretty Sweet was 98% me back tracing the method than handles wetness until I found the improper typecast, and then 2% me changing the variable type to match.
|
# ? Nov 7, 2019 22:26 |
Warmachine posted:Depends on the kind of mod, your knowledge of C#/XML syntax, and your patience to learn/do the work. Is that still a bug btw? I remember you messaging the author but it fell on deaf ears for a bit?
|
|
# ? Nov 7, 2019 23:03 |
|
Donkringel posted:Is that still a bug btw? I remember you messaging the author but it fell on deaf ears for a bit? I haven't followed up on it. My relationship with programming and modding is very much based on how much it is annoying me at the time.
|
# ? Nov 7, 2019 23:07 |
|
There's a few Rim of Madness bugs that seemed to just be broken by the version change to 1.0 so I figured they would be somewhat easy to check out.
|
# ? Nov 7, 2019 23:09 |
|
Anyone play Rimworld of Magic? Why did my Druid's spells just all vanish? edit; ok don't know why I had them all to begin with, but eventually I had to unlock the spells again through my Magic tab. Weird. Average Bear fucked around with this message at 04:20 on Nov 10, 2019 |
# ? Nov 10, 2019 03:30 |
|
Save Our Ship 2: launching a space ship now turns it into an orbiting space station that you can slowly expand, and if you finish a quest you can go planet hopping.
|
# ? Nov 10, 2019 11:23 |
|
isndl posted:Save Our Ship 2: launching a space ship now turns it into an orbiting space station that you can slowly expand, and if you finish a quest you can go planet hopping. Amazing. Such a cool concept, I hope it's not bugged out. I'm just blindly installing it.
|
# ? Nov 10, 2019 11:56 |
|
isndl posted:Save Our Ship 2: launching a space ship now turns it into an orbiting space station that you can slowly expand, and if you finish a quest you can go planet hopping. I've posted multiple times in this thread how I'd love a mod like this but doubt it's possible, and I cant tell you how great it feels to be wrong
|
# ? Nov 10, 2019 15:39 |
|
Yeah that's wild. What do people do when they run out of research? I'm rapidly approaching that point. I've got a giant generational colony going with 80 some pawns and it's probably time to start a new game soon. Might SOS it, or just start a new colony with SOS2.
|
# ? Nov 10, 2019 16:08 |
|
Paramemetic posted:Yeah that's wild. In vanilla you're intended to use your researchers to operate the precious metals scanner once you're out of research, as a renewable source of steel, plasteel, uranium, etc. for you to use building the victory ship. Depending on your mod setup you may have other uses for your researchers, or for the metals.
|
# ? Nov 10, 2019 17:46 |
|
Okay cool, never really engaged with the long range mineral scanner. Mostly I use them for horribly broken war crime mortar barrages but I don't want their skills to atrophy so I'll get some scanners up if I run out of research. I also haven't done any of the rimatomics stuff so maybe they can work with that, I have a glitterworld tech fusion reactor and rimefeller, so I don't need it for power but I might as well. Edit: I will probably end up starting a new colony soon anyhow because even Runtime GC can do nothing when you have a hundred colonists. But I've really enjoyed doing a generational colony run and strongly recommend it to anyone who hasn't done it before. Paramemetic fucked around with this message at 17:55 on Nov 10, 2019 |
# ? Nov 10, 2019 17:51 |
|
How old is your colony then?
|
# ? Nov 11, 2019 12:14 |
|
I started a new colony last week that is cannibal based. I'm up to 6 cannibals and a handful of scrubs that do menial tasks, drug addictions, and regular mental breakdowns. The game is much more fun when I'm not min-maxing every single colonist. If someone falls out of line they just get eaten I love this game
|
# ? Nov 12, 2019 23:07 |
|
I started up a colony for the first time in a while, had a good early game. Sent two of my guys on a rescue mission while one stayed behind. Well, a one man raid shanked him pretty good, he was downed and the raider started to set fire to the building. The injured raider then decided to take a nap in the house as it heated up to 1000 degrees. They both burned to a crisp. The dog when berserk because his master died, killed one of the returning colonists. The other one went into a mental state and attacked a caravan that was passing through and they all promptly murdered the poo poo out of him. 10/10 would play again
|
# ? Nov 13, 2019 01:07 |
|
Everyone who does cannibal bases or warcrimes or whatever should get the bad person mod. It makes it so pawns can pick up the cannibal trait after eating human flesh enough times, and makes it so if the colony does hosed up things enough times they just get jaded to it all.
|
# ? Nov 13, 2019 01:10 |
|
That would be nice, you'd think learned helplessness or at least numbness would set in once you've been forced to harvest enough kidneys.
|
# ? Nov 13, 2019 01:13 |
|
Telsa Cola posted:Everyone who does cannibal bases or warcrimes or whatever should get the bad person mod. It makes it so pawns can pick up the cannibal trait after eating human flesh enough times, and makes it so if the colony does hosed up things enough times they just get jaded to it all. https://www.youtube.com/watch?v=d4O1A-mmBWw
|
# ? Nov 13, 2019 12:13 |
|
I am new at Rimworld and thought I was being bad murdering every animal without the word boom in it on my map to survive the winter.
|
# ? Nov 13, 2019 14:15 |
|
You're being bad because you're leaving the boom animals. Just wait until rain.
|
# ? Nov 13, 2019 15:49 |
|
nerox posted:I am new at Rimworld and thought I was being bad murdering every animal without the word boom in it on my map to survive the winter. Theres mods to automate that task so you can focus on the more, um, important tasks. The "meat" of the game if you will
|
# ? Nov 13, 2019 16:07 |
|
I am going to dive into mods after this game, I feel like I have gotten a grip on the basics at this point. Anyone got a good mod list that adds a lot of QOL stuff, but doesn't change the core mechanics too much?
|
# ? Nov 13, 2019 17:23 |
|
Immersion+ on the steam collections
|
# ? Nov 13, 2019 17:27 |
|
boom animals are a good test, actually. you should definitely murder a couple after you have your compound set up. if the fire outside your compound walls ends up being a problem for you at all, then you should take steps to make sure that doesn't continue to be true.
|
# ? Nov 13, 2019 19:06 |
|
Concrete firebreak grids are where it's at. You never know when a boomalope jogs on a mine or a yobbish catecrasher starts throwing molotovs all over
|
# ? Nov 14, 2019 13:31 |
|
Yeah I play on Hills or rockier maps, so by year 2 I typically have been able to build a few patches of 10-15 Concrete tiles between outcroppings to segment the non-perimeter areas of the map into at least three major chunks, so one ship crash or lightning strike can’t wipe out all the growing wood/wildlife food at once. Basically there are very few ways that planning ahead won’t pay off in the long run in this game, the trick is balancing the work needed to take precautions against the other precautions you won’t be able to take if you are more thorough with the task at hand.
|
# ? Nov 14, 2019 19:56 |
|
If you're looking to build the cheapest possible firebreak as quickly as possible, a few pillars supporting a 3-wide roof will do the trick. Plants won't grow under the roof without a sunlamp, and fire can't spread onto bare dirt. Since roofs are free you don't need to transport construction materials except for the pillars, and a single rock chunk can produce enough stone for 4 pillars, which can support something a 25-30 tile wide firebreak. Be aware that raiders might use your pillars for cover, so be careful how you place them. (or put a landmine on the raider side)
|
# ? Nov 14, 2019 20:25 |
|
You could also consider damaging the pillar until it's near destroyed, then when raiders pile under the roof you shoot the pillar and drop the roof on their heads.
|
# ? Nov 14, 2019 20:31 |
|
Collapsing roof traps are extremely dwarf fortress, highly recommended.
|
# ? Nov 14, 2019 20:35 |
|
HelloSailorSign posted:You could also consider damaging the pillar until it's near destroyed, then when raiders pile under the roof you shoot the pillar and drop the roof on their heads. Mine and damaged pillar!
|
# ? Nov 14, 2019 21:20 |
|
ied triggered roof traps are still really good unless they changed them in the last 6 months
|
# ? Nov 15, 2019 01:20 |
|
I cant play for a while but I noticed within days, compatibility mods for.Rimatomica and Hygiene are already out for SOS2, the only two mods I wasnt sure would work with it god bless the Rimworld community I am curious about how I'll get water to the ship, but shuttle runs arent out of the question
|
# ? Nov 15, 2019 01:29 |
|
I've got an early game raid with 2 really good pawns. what are my best odds of KO-ing them without killing them? annoyingly they both have good melee stats and melee weapons so they'll probably do a number on my colonists. Telsa Cola posted:Everyone who does cannibal bases or warcrimes or whatever should get the bad person mod. It makes it so pawns can pick up the cannibal trait after eating human flesh enough times, and makes it so if the colony does hosed up things enough times they just get jaded to it all.
|
# ? Nov 19, 2019 13:46 |
|
double nine posted:I've got an early game raid with 2 really good pawns. what are my best odds of KO-ing them without killing them? Psychic lances, but you likely don't have any so you're probably going to lose them to the random death RNG in vanilla anyways.
|
# ? Nov 19, 2019 13:57 |
|
|
# ? Jun 10, 2024 05:01 |
|
having surveyed an old cistercian medicine herb and agricultural cloister ground today, I'm all hosed up with the desire to micromanage agriculture and irrigation. Any good mods for this?
|
# ? Nov 19, 2019 14:07 |