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OwlFancier posted:I mean the shame cupboard does normally have a vent on it, it's just normally back into the owner's room huh thats good to know, thank you! and yeah that room used to have a sink but the occupant smashed it off in a fit of rage one time and I forgot to replace it. i have a shower block with a hot tub in it that seems to keep everyone pretty clean but i should fit sinks anyway. i have the vents between rooms to try and split the heat loss from bedroom door openings, cause it gets extremely cold in the tundra.
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# ¿ May 8, 2020 01:51 |
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# ¿ May 22, 2024 10:04 |
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OwlFancier posted:I am curious why you have two large radiators and a space heater though. Even with very inefficient insulation (which you have there with the freestanding buildings) you should probably only need a small radiator. I heat my whole base with like four large ones positioned in the main spaces. i think i hosed up the boiler or something because the rooms were still getting cold
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# ¿ May 8, 2020 03:00 |
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im back on the pawnmorpher bullshit and the colony's resident rear end in a top hat has started so many social fights with the naga that he just developed dementia from repeated toxin buildup
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# ¿ May 9, 2020 22:57 |
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Plek posted:Honestly, my first thought was that you were imitating a gate layout from Kenshi. im glad to see i'm not the only one brain poisoned by kenshi enough to have seen that.
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# ¿ May 10, 2020 01:27 |
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have your wedding at the Claw Canyon hotel and casino suites! featuring luxury pool and hot tub facilities, air conditioning, and a clothing shop that isn't full of stuff taken from the dead bodies of human sacrifices and then put in the washing machine! only mild rates of toxic fallout, and top notch pest control
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# ¿ May 12, 2020 03:03 |
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LonsomeSon posted:Why is there what appears to be an unsealed bloody sausage casing sleeping peacefully in the top middle? the sausage is a cthonian larva. i got it and it's brother when i threw a prisoner into a mysterious screaming sinkhole that opened up. a few days later the prisoner came back and pretty soon i had some bouncing baby larvae. the mechanical nightmare is a mechanoid/insectoid hybrid i made with Genetic Rim. he's friendly, he has twin blaster cannons, and every month or so he poops out some components. he cost a lot of resources to create but he's very helpful. OwlFancier posted:The sausage is a baby cthonian I think. i've been too lazy to set up a dedicated animal area, and I feel like it sets the guests at ease to know we have complimentary totally-normal spare limbs on hand in case they suffer an accident during their stay. here's claw canyon as a whole, it's a hosed up layout cause i didn't plan it out properly, i built it into a mountain and made more rooms as i was going based on the available space: the big building on the left is the start of my atomic power project the southern side with all the turrets wasn't as impregnable as i thought, multiple hordes of tribals attacked and i had to use my guys to take care of sappers, so the turrets got really hosed up: it did provide a fresh batch of new human sacrifices though. i've had them make offerings to nyarlethotep recently, he has a spell that makes your guy who does the sacrifice a psychopath, and if they're already a psychopath they become a cannibal. i got a bunch of mixed successes though, which brought a blight on my crops and rotted away my food stores. luckily enough sacrifices went right for me to be able to use a new food source you can see my horrible monsters being helpful hauling stuff around for me :3
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# ¿ May 12, 2020 05:43 |
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CMYK BLYAT! posted:ALL HAIL DEATH SONG. every time i lie down in bed at night i hear that guitar riff and the yaaaa yaaa yoooo
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# ¿ May 13, 2020 09:09 |
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LonsomeSon posted:Sure Claw Canyon might be a little rough around the edges, but after a few days of...canyon...air, and some bonding time with both flesh and mechanical nightmares born from the most remote and distant corners of madness within the human psyche, I found myself rested, rejuvenated, and ready to dis-instantiate until my next on-screen interaction! this is genuinely freaky because i had a guest leave behind a shitload of fertilised cobra eggs yesterday
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# ¿ May 14, 2020 09:50 |
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i've succumbed to madness and am now working on modding rimworld
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# ¿ May 15, 2020 08:28 |
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good news for pawnmorpher fans, a couple of developments coming down the pipeline. there's an upcoming vanilla expanded insectoids mod that includes a bunch of extensive genetics poo poo that will tie in to pawnmorpher-style insect people, AND i'm currently working with someone on an alpha animals pawnmorpher submod. there are like 70+ animals in alpha animals so not all of them will make it in to the first version, so i wanted to ask if you guys had any particular favourite alpha animals you'd want to turn a colonist into. done already are: aerofleet animus vox aves (various) fission mouse helixien nightling ripper hound slurrypede swarmling actively in progress are: ocular jelly groundrunner decay drake raptor shrimp razorjack i don't know what animals in alpha animals are community faves though so it is hard to pick out which to prioritise that aren't my personal faves here are some previews of morphs i've made: if some poo poo looks blurry or lovely its because i assembled these by hand using the different body parts and the parts i drew, some of which were different sized images. in-game they will look a lot better. a couple have greyscale skin tones because in-game those areas will be tinted by the game, i manually coloured the slug and the swarmling in photoshop to get an idea of how the finished thing will look.
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# ¿ May 16, 2020 09:41 |
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Piell posted:Need feralisks/junglelisks so that colonies living in Feralisk Infested Jungle can feel at home. a whole roster of feralisks is underway cause they're actually comparatively simple StealthArcher posted:Gallatross right now i'm trying to figure out how to implement that. the gallatross' main attribute is being loving huge but its not possible to resize the pawns without everything loving up horribly Enola Gay-For-Pay posted:Buildermit crabs cause I need to see how that works yeah idk how that would work out. i think we would probably do the pebblemit
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# ¿ May 17, 2020 03:44 |
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all my lisks are turning out very cute: edit: time to ruin everyones lives juggalo baby coffin fucked around with this message at 13:41 on May 17, 2020 |
# ¿ May 17, 2020 07:17 |
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my alpha animals/pawnmorpher crossover mod is going pretty well. I have art for about 1/5th of the alpha animals (15 out of ~65) and i've got 5 of those working properly in the game. the helixienmorph makes corpses decay, the swarmlingmorph gives the swarmling implantation disease to enemies who get hit by the ovipositors, the feralisk makes synthread etc. i'm running up against some more complicated morphs now with a shitload more parts which are gonna need some really annoying xml work to get right. speaking of which, here's the raptor shrimp morph:
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# ¿ May 23, 2020 08:40 |
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Harvey Baldman posted:I want to do a fallout-themed run of the game, and I've found a bunch of mods that add things that'd help that, like vault furniture and securitrons and such. Is there anything I can grab that'd basically edit my start to have a rudimentary vault already on the map? Crash landing and building a vault or whatever seems backwards. there's a fallout megamod in development right now that im doing some art for, and separately a guy is making a kind of 'toxic wasteland' biome Mzbundifund posted:That mod really forces you to micro around it. There's like 20 different mutation triggers from mutagenic meteors, mutagenic drop pods, five or six different kinds of mutagenic weapons which are used by raiders, mutating diseases that hit you at random, mutating weather conditions, etc. One of the worst is the several kinds of mutagenic foods that start enabled by default in your food restrictions, and which also count as drugs and need to be manually disabled in both the food AND drug policies before your colonists will leave them alone. Since these count as drugs raiders will sometimes be addicted to them and like all addicted pawns will spawn with 4-5 units of the stuff in their inventories. Once you shoot the raiders they will drop the stuff and since your colonists can easily whisk them away into your stockpiles without you noticing. If any of your pawns have the ascetic (prefer to eat raw food) or chemical interest (ignore drug restrictions) traits they will probably eat these and mutate themselves. I'm not sure if the mutagenic ingredients act like insect meat and keep their effects if your colonists use the things as ingredients to cook with, but if so you'll probably have to throw out entire stacks of cooked meals if they cooked something mutagenic into them. the foods are the biggest issue. cowmorph milk and chookmorph eggs. the mutating diseases are pretty rare, and everything else tells you pretty clearly when something 'mutagenic' is going on. i've not had too much trouble with pawnmorpher-enabled runs that aren't themed around pawnmorpher, i don't think raiders get the mutagenic weapons any more, and there's no morph raider faction at the moment. juggalo baby coffin fucked around with this message at 10:09 on May 27, 2020 |
# ¿ May 27, 2020 10:00 |
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i wish there were a few more bits of tribal tech so you could play tribals long term. the lack of food preservation is the big problem.
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# ¿ May 28, 2020 12:23 |
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organs are tracked as things but the age related conditions are just rolled for on the pawn's birthday
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# ¿ Jun 3, 2020 23:25 |
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i use a mod called 'no gendered apparel' that removes the dumb mood penalties. its 10000 years in the future, gently caress off with that poo poo.
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# ¿ Jun 7, 2020 23:23 |
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my tribe of committed cannibals still gets upset when they butcher humans, which feels like a bug
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# ¿ Jul 23, 2021 21:09 |
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i have no idea what 'blind psysense' does but it apparently does not stop your blinded colonists from becoming poo poo at everything they do last time i played i had a mod that added a trash can that just passively reduced trash around it, and i can't find it anywhere on my subscriptions list so idk what is going on there
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# ¿ Jul 25, 2021 18:45 |
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Moon Slayer posted:I think it's one of the vanilla expandeds, maybe furniture? I wouldn't play without it, tbh. ty, ive had it active since it updated but i guess maybe they moved where in the tree it is since i last played, or I could just be forgetting where it is
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# ¿ Jul 25, 2021 19:54 |
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Flesh Forge posted:yeah this is fairly manageable except for wound tend time, having the time to stop bleeding increased 500% was just too much for me. this is a pretty good alternative: hell yeah, thanks! this is what i thought blind psysense meant, psychic vision for blind psychics. but i guess it just means better psychic sensitivity for blind people like Coolguye says. in other questions, how do you actually do raids and take slaves? i havent played too much with the world map. i want to make a powerful race of subterranean cannibal slavers, but so far my blind guys have just been bumping into each other then failing to stab or shoot deranged hares before at least 3 of them are downed.
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# ¿ Jul 25, 2021 23:24 |
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man i am really bad at planning a scalable cave base, it always turns into a world of awful poo poo. I have a base of blind cannibal tunnelers who are actually doing pretty well, but the base is a huge mess. it's very difficult to predict where you can grow the nutrifungus because it needs overhead mountain, but random points in the cave have 'thin rock roof' instead, and you can't tell until you dig it out. is there an insect you can ranch? i have alpha animals installed, which adds a lot of non-insectoid bug type guys, but i don't think there's a way to pick which animals you start with. also, does anyone have any top tips for keeping meat as a tribal group? it's difficult to get it all made into pemmican fast enough, and idk if it's just perception but the pemmican seems to get eaten up a lot faster than regular food. really i just want to play as the evil cave guys from bone tomahawk or the descent. it's a shame there's no body paint beyond tattoos, so i cant have all my guys paint themselves deathly white.
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# ¿ Jul 27, 2021 04:46 |
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Flesh Forge posted:when you realize you can just tear it all out and rebuild it anyway you like, you become truly free i did a bunch of assets for the alpha animals integration with the pawnmorpher mod and it was a nightmare to line them up right cause it used a weird coordinate system in the files. but i dont think there was a tattoo system back then in the base game so maybe it is easier now
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# ¿ Jul 27, 2021 17:46 |
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is there a way to edit your ideology after the game starts? i hosed up something important but didnt notice till just now
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# ¿ Jul 27, 2021 21:19 |
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TheDK posted:Enable dev mode, go into the ideol menu and start clicking on stuff Zore posted:You can enable dev mode and edit it through that ty friends, i have fixed the lack of sublime blindness in my blind cave people colony
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# ¿ Jul 27, 2021 22:59 |
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is there a mod to remove the gendered attributes from the VFE settlers outfits? i wanted to have a gang of raiders who dress like princesses, but despite being pleased to wear their outfits they are also sad to wear their outfits. also for some reason the hair styles are still gendered even though i ticked for both genders to use the same hairstyles
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# ¿ Jul 30, 2021 20:16 |
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BattleMaster posted:When I make a colonist use the styling table, even though I never regendered any of the hair styles, ALL of the acceptable hairstyles for my ideoligion show up as options. So like I can give big floofy twintails to men even though I never set it to anything other than for women. So for that part at least, build a styling table and send everyone to it. its weird because i set all the hairstyles to unisex in the ideoligion creator, but then when i went to the styling table the male pawns only had the bald option, and a VFE medieval option i hadn't selected. idk if its just hosed up because the hairstyles were from a mod. idk why poo poo is gendered in the game to begin with, its more effort for negligible gain and it doesnt make sense for a far future setting
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# ¿ Jul 30, 2021 20:40 |
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i found the funniest bug ever, i couldnt figure out why my blind psychic nature cultists were upset about the lack of trees. turns out if they're blind they can't see trees, so they can never fulfill their 'seeing trees' desire even if they're in a forest
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# ¿ Jul 31, 2021 18:36 |
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is there a way to move an anima tree, cheating or otherwise? the tree on my current map is in the bottom corner right near the map exit, and its a cold biome so making that long trip is extremely not good for my tribals
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# ¿ Aug 1, 2021 17:06 |
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idk how to actually do well in this game. it seems to take me forever to research stuff and tech up, and it takes a long time to get guys with all the skills i need. I keep starting runs with various ideology gimmick but its hard to actually get past the early game to the point where i can start making cool stuff
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# ¿ Aug 2, 2021 02:52 |
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rimatomics is very cool. i normally run with dubs hygiene, rimatomics, and rimefeller (as in oil, not analingus), but in my current run i'm trying out the vanilla expanded power stuff. its definitely a lot more simplified than any of the dubs mods, but i like the helixien gas stuff being kind of an alternate, non-electrical powersource for a lot of stuff. i downloaded the call of cthulhu elder things race mod, and re-enabled the call of cthulhu cults mod. the elder things are very neat but they don't layer right with their furniture so they just appear under the beds and stuff. the cults mod was always clearly what ideology was taken from, and the two mesh together kind of weirdly. also, where the hell am i meant to get plasteel? ive not found any deposits of it at all juggalo baby coffin fucked around with this message at 12:41 on Aug 3, 2021 |
# ¿ Aug 3, 2021 11:05 |
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i had a huge gang of beggars show up wanting all my silver, just in time for the quest to fight 27 manhunting cobras to come due: they very helpfully soaked up all the cobra bites i had to send one of my guys out with molotovs to clear up the toxin-rotted corpses though because it was making everyone unhappy
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# ¿ Aug 3, 2021 19:31 |
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BULBASAUR posted:honestly love how CE is a running gag in the modding scene its amazing how every game with an active modding scene has one mod that is just insanely hard to integrate but that everyone demands integration with brutal doom for doom, SFO for total war warhammer, CE for this, even OOO back in the day for oblivion
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# ¿ Aug 3, 2021 21:50 |
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i was hoping i could have a tribal colony out in the snow by building a fully enclosed wooden compound with a steam vent inside to heat up the main area, but it doesnt seem to be working
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# ¿ Aug 4, 2021 03:22 |
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eonwe posted:it'll definitely raise the temp if its enclosed properly, but I don't know how cold we're talking here just the boreal forest biome, not like super arctic. i could get it to heat up one medium-ish room super hot, but that heat was not keen to transfer to other rooms or even one big room i find it kind of frustrating that its like, not really feasible to make a caveman community that can last for very long. pemmican seems terrible and the raids ratchet up real fast.
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# ¿ Aug 4, 2021 05:24 |
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i wish i could do the anima tree psy option without having the tech malus from tribals. i dont like the royalty system and i want my blind colonists to get psy levels for the truesight mod.
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# ¿ Aug 4, 2021 05:45 |
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cugel posted:You can recruit tribals. can they link non-tribals with the tree?
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# ¿ Aug 4, 2021 06:48 |
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is there any way to stop trade caravans bringing their loving muffalos indoors and making GBS threads up the place?
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# ¿ Aug 4, 2021 23:06 |
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im messing with Vanilla Factions Enhanced: Mechanoids and man i have no idea how you are meant to fight back against the mechanoids. they land ships all over, way before you have the resources to fight them, and then upgrade themselves and drop into your base and kill all your mans
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# ¿ Aug 5, 2021 11:44 |
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# ¿ May 22, 2024 10:04 |
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Mr Luxury Yacht posted:Pawnmorpher is neat but what I'd really like to see is that system/UI for something more exciting than animal mutations, like the ones from Evolved Organs Redux or something. for a while i was working on the pawnmorpher alpha animals integration, because alpha animals has a lot more weird stuff taht would make exciting mutant pawns i did a lot of art for it but i burned out because every single mutation needed offsets for where it would appear on the pawns body, and the only way to do that was trial and error launching the game 300 times in a row i know a fair amount of assets i made are in the pawnmorpher + vanilla expanded insectoids crossover mod i would like to get back into rimworld modding and do more art for stuff, but i cannot stand the thought of doing a hundred million more offsets
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# ¿ Aug 11, 2021 10:27 |