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It's especially egregious when it applies to animals you've tagged to hunt.
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# ¿ Apr 14, 2014 08:27 |
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# ¿ May 4, 2024 16:24 |
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Aw, I kinda liked having them separate. It really gave me more of a sense of starting up a new colony and having work your way up to a fancy outpost, even if you could technically just skip straight to metal poo poo. But this may be because I'm working at a Woodworking museum this summer and currently have a great appreciation for carpentry in general. e: Also, holy poo poo, he's been implementing sieges and they sound awesome. changelog posted:June 3: Generation Internet fucked around with this message at 05:03 on Jun 8, 2014 |
# ¿ Jun 8, 2014 04:56 |
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Oh man, just as I was starting to get an itch for more of this, too. I can't wait to try it after work, the siege additions sounded awesome in the change log.
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# ¿ Jul 5, 2014 15:11 |
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From the changelog: quote:Mentally broken people no longer have normal thoughts.
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# ¿ Jul 6, 2014 03:00 |
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HerpicleOmnicron5 posted:Here we go, the game is now on a definite course for greatness! I am seriously impressed with the amount of new, meaningful content this guy is managing to push out with every alpha, it's so refreshing.
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# ¿ Aug 13, 2014 17:55 |
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Pyrion Flax posted:Forbid that poo poo, homie! just highlight it and click f. It's weird that you have to, I like to unforbid it in the hopes that one day some intrepid hauler will bring it to the stockpile, but everyone will prioritize eating survival meals before anything else.
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# ¿ Aug 20, 2014 18:01 |
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Pornographic Memory posted:That's because survival meal packs have a higher food quality than low-quality meals. Colonists will always eat the best quality food available. Yeah, I just checked and survival meals have a quality of 'fine' and a nutritional value of 100, compared to simple meals which have the quality 'simple' and nutritional value 85. I just wish they'd take distance into account when choosing because those motherfuckers will walk from one side of the map to the other to get those extra 15 nutrition points
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# ¿ Aug 20, 2014 19:33 |
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Danith posted:Is it possible to have a cannibal based society, or does everyone just freak out from the dead bodies? Well there are traits that make people not mind dead bodies and have a higher mental break threshold, so you could slowly and build a colony of insane jaded cannibals through strict colonist selection, yes.
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# ¿ Aug 21, 2014 01:30 |
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You should be able to set up some sort of corpse/tribal-wear economy. 'Visit Tim's tribal surplus store! Pila, bows and rags at craaaazy prices!!! Crashville right next to the mass grave, you can't miss it.'
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# ¿ Aug 24, 2014 20:49 |
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Saxophone posted:So, I like roguelikes, I like colony-building type games, and I like survival type games. I like all of the types of games you've mentioned, and I've gone in on quite a few of them. They haven't all panned out. Rimworld, however, has already exceeded my expectations. A lot of Early Access games I'll try once and like the concept, but not find enough content and tell myself I'll come back when they add more features. Or just as likely, if they add more features. With this game I've found enough entertainment to play a few colonies from start to finish in each of the last few builds and each alpha has come with a whole bunch of awesome new features at a fairly regular rate. Personally I think it's completely worth the money if you think this type of game is your bag. It scratches a few specific itches really well.
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# ¿ Sep 23, 2014 05:30 |
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God I'm so glad I backed this game, it's one of the only 'early access' games I have that I would be perfectly happy with even if development stopped now and he just keeps adding new features. I can't wait to give this version a try.
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# ¿ Oct 1, 2014 21:03 |
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Nullkigan posted:Lockable doors and prosthetics/bionics are part of A7 by default. There's no need for extended surgery (unless you want eyepatches and hookhands) or Misc. with MAI (unless you want the other dozen features in that pack) for that basic functionality. As per the changelog: quote:Cabin fever now considers giant unroofed areas to be ‘outdoors’ even if they can’t touch the map edge (small skylights are still not sufficient). Not sure if that was A7 or the A8 branch, though.
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# ¿ Oct 6, 2014 16:19 |
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Apoplexy posted:And if you're using melee guys at all, those loving idiots just eat all your medicine up because squirrels scratch and bite and warthogs loving gore a nigga. The real problem is when new colonists have it enabled by default. The next thing you know they're in the fetal position halfway across the map because a deer cracked their spine.
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# ¿ Oct 10, 2014 18:45 |
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I would do things to get ranged weapons with bayonets. We already have the lee-enfields, why not go full British Army? Who wouldn't want the option to have a full out bayonet charge?
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# ¿ Oct 10, 2014 22:17 |
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Huszsersvn posted:
"Mental break soon" No poo poo, that place is horrifying
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# ¿ Oct 12, 2014 18:04 |
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Huszsersvn posted:What's wrong with my colony? Is it the conscription? The dehumanizing naked marches in freezing temperatures, symbolising rebirth into a more orderly society? The host of callous cyborgs whose very humanity has been literally chipped away from them, piece by piece? Any sentence from this post would be a great thread title. Your colony is deeply disturbing to me on a fundamental level. It's disturbed, somehow souless like eventually all your colonists will turn into the origin story for Mechanoids. And yet it represents the endless possibilites that this DF-like genre can create. I love this game.
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# ¿ Oct 13, 2014 18:49 |
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Oh man, I haven't gotten all the way through, but some of those A9 changes seem pretty drat sweet. quote:Stopped people aging while in cryptosleep. Refactored age and birthday mechanics to separate chonological age from biological age. Soon our colonies can have timeless god-emperors.
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# ¿ Dec 6, 2014 04:32 |
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TheChad posted:Is there a character trait that makes colonists not give a poo poo about slaving/organ harvesting/ dead bodies? There is definitely one for death, killing, and rotting bodies, not sure about slaving but it would make sense.
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# ¿ Jan 7, 2015 22:33 |
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Minarchist posted:I rolled 3 cannibals to RP a cannibal colony, but they weren't psychopaths so they felt bad about the actual killing/butchering, but there wasn't a penalty for eating human meat. They all got murdered by tribals who were upset over my choice of game to actively hunt. Also psychopath is one of the best traits imo, the 'downside' of not getting a social mood boost is pretty minor, but they do get pissed off about talking to abrasive people. You can use the 'prepare carefully' mod which lets you choose the background, career, traits and appearance of your colonists, and pretty much anything else, including what you crash land with. It's really handy if you want to do things like RP with the backgrounds of your colonists, or run a cannibal psychopath colony. Currently I'm running a colony that I started with a bunch of Urbworld people. Since I always like looking at pictures of people's colonies, here's mine right now. Not pictured is the fortress I'm building into the mountain in the north. I'm pretty excited that climates are a thing now, I'm using the base-builder storyteller, which I find a lot more reasonable than the default one. Raids come every few months instead of once a week, but they're still the same size. I'm justifying it internally as nobody wanting to trek all the way out into the boonies when it's -40 outside and snowing, it lets me focus on fighting the elements instead of people. I was a bit panicked when the temperature started dipping below zero and my crops couldn't grow anymore, but I made sure to stockpile about ~50 meals so I could survive while I set up a greenhouse and found Muffalo to hunt.
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# ¿ Jan 8, 2015 02:37 |
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neogeo0823 posted:Yeah, lesson learned. I've got 1 building on this new site with 6 beds, and it's on the other side of the map from where I am working. It looks like there's a small wiki about the game, I haven't used it personally but it looks like it has all the basics covered. http://rimworldwiki.com/ Generally when you start out you'll want to go shelter -> food -> power -> security, in that order. Preparing food so you don't eat it raw requires power, so the solar panel and paste dispenser are solid starting choices. Everything will fall apart pretty quickly if there's nothing to eat.
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# ¿ Jan 8, 2015 04:30 |
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Tommofork posted:Here's a list of released mods for the latest alpha on the rimworld forums, maintained by a living saint. Central heating is the poo poo, I can't imagine the teduim and power draw of having to put heaters in every single room. It's also making me plan out my mountain fort with built in ventilation passages behind rooms.
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# ¿ Jan 8, 2015 06:21 |
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Demiurge4 posted:I tried out that crash landing mod and the start is really cool when you're just going "OH GOD I HOPE THAT DOESN'T LAND ON TOP OF US! Would you mind posting a few screenshots of that start? I'm kind of curious about that mod, but I can't really picture how it works in game.
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# ¿ Jan 9, 2015 23:56 |
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Broken Cog posted:Has there been any sort of date set for the next major content patch? I love the game but I feel I've done pretty much all there is to do here at the moment. A while ago Tynan announced that he was moving to a less frequent release schedule due to the compounding complexity of the game. I think it should be around every few months now. He posts the work he does every single day on his changelog which you can follow. On that note: code:
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# ¿ Jan 10, 2015 00:36 |
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quote:Wrote a new time-of-day calculator that determines a proper sun glow from latitude, time of year, and time of day. Now, equatorial regions have the same long days year-round, while northern areas have shallow days or varying lengths, and can even have no proper night at certain times of year. Missed this in the log, it's the little things like this which really come together to make that great, unique 'Dwarf Fortess' experience. Imagine a colony of psychopathic cannibals during a 6 month night. loving vampires, man.
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# ¿ Jan 10, 2015 01:37 |
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TheChad posted:Yeah I'd like to have the option to start with five colonists, especially since it takes a while for your first pirate attack if you don't want to arrest friendlies. You can do this with the prepare carefully mod which has been linked in the thread already. e: Here
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# ¿ Jan 10, 2015 08:06 |
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I speed-clicked through every button to try a colony on tundra directly adjacent to an ice-sheet in January, just to see if it was enabled and what winter looked like, and found myself actually trying to see if it was possible to survive -40 in nothing but t-shirts. Everyone died on day three when I forgot to re-build the camp-fire in their hut.
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# ¿ Jan 10, 2015 08:35 |
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Bridges and other constructions over deep water would be nice too. Now that I'm thinking about it, being able to build boats and go fishing would be really nice on maps bordering the ocean. Which of course opens up the possibility of sea-based raids
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# ¿ Jan 11, 2015 20:42 |
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Communist Zombie posted:Speaking of cover is the wiki accurate when it said that tall cacti are the only plant that gives cover bonuses? To add to this; I make a point of clearing the forests for about as far as my guns will shoot in front of my defenses, otherwise it feels like raiders get better cover in the trees than I do behind sandbags.
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# ¿ Jan 18, 2015 02:41 |
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neogeo0823 posted:Yeah, I really like the vents. I'm looking for mods that work like that; They add a functionality or an extra mechanic, or fill in where there isn't something yet in the game. I don't need a BFG9000 to kill everything, or a superfood that grows in a day and fellates my colonists as they eat it, or what have you. I'd really like a mod, for example, that lets me research and build the various guns in the vanilla game. Or one that allows me to manually cancel a job I don't want a certain colonist to do. Things like that. I'm about 90% sure I've seen a gun crafting mod on the forums somewhere.
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# ¿ Jan 18, 2015 23:03 |
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Hieronymous Alloy posted:Any ETA on when this will hit Steam? I don't think there's a set date, but I pulled this from the FAQ: quote:Will I get a Steam key? Tynan seems like a pretty savvy developer from what I've seen, so I assume he just wants to make sure the game is air-tight when it goes on steam to avoid the early access trap.
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# ¿ Feb 17, 2015 03:26 |
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Filthy Monkey posted:So a team full of 80 year old nudist psychopath cannibals. Got it. This game has been wildly successful at capturing the spirit of Dwarf Fortress.
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# ¿ Feb 21, 2015 18:22 |
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I'm pretty sure you just drag the trade items you want towards your side and it will automatically transfer that much silver.
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# ¿ Feb 21, 2015 21:35 |
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Geokinesis posted:Also there is that creepy cloned prostitute (or similar). Childhood: Kidnapped Profession: Sex-slave (Not exactly in those words, but that's the jist. It's really off-putting.)
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# ¿ Mar 1, 2015 18:37 |
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The good news is that whenever you feel your defenses are up to code you can switch story-tellers and difficulty modifiers from the main menu, in case you weren't aware.
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# ¿ Mar 2, 2015 01:44 |
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"Operation has failed in a minor way" Oh, well that can't be so ba- You were trying to install a drat peg-leg
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# ¿ Mar 2, 2015 22:03 |
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Yeah, they're vents and I just kinda slapped them down wherever before I even realized that tempurature equalizes through walls now. It seems to work well enough in the winter, though.
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# ¿ Mar 3, 2015 00:13 |
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That got added in the last patch, I think, they let you turn off whole sections of your electric network at once.
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# ¿ Mar 6, 2015 20:46 |
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ToxicFrog posted:How do I build stone walls? I researched Stonecutting, built a table, cut some stone blocks...but I can't find stone walls anywhere in the build menus. Wiki says that they're under Structures, but the aren't there. They use the stuff system, so just click the same wall options that you've been using until this point. You should see the options of steel walls, wood walls, silver walls, and granite walls or whatever type of stone you have.
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# ¿ Mar 10, 2015 04:02 |
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Flesh Forge posted:The big villain of the game isn't the demon stuff at the bottom of the map, it's how your FPS tanks down to single digits and makes you quit. The big villain is my lovely laptop?
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# ¿ Apr 28, 2015 14:40 |
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# ¿ May 4, 2024 16:24 |
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Drink Cheerwine posted:not yet The framework is certainly there though, it feels pretty organic how relationships form based on ~1 in-game season and I'm personally looking forward to running frontier towns for generations if the game can support that kind of time-scale. Not sure I'm a fan of ditching real months, since that made seasons instantly relateable and understandable, but it's a small cosmetic change and everything else I've seen is really good. The wood fired options are perfect for my standard boreal forest start.
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# ¿ Apr 6, 2016 23:14 |