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"Harbinger trees" have sprouted in my colony! "Feed them corpses and raw meat to nurture their growth"
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# ¿ Apr 11, 2024 22:24 |
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# ¿ May 22, 2024 00:10 |
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Oh no! Oh... no?
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# ¿ Apr 17, 2024 17:27 |
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His target was his original self We'll never know what would happen, his sanguophage wife ran up and Gallagher'd his head with one swing of her plasteel warhammer
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# ¿ Apr 17, 2024 17:44 |
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OwlFancier posted:I like that the monolith duplicates can actually come in a variety of different types of broken. I think all of the ones I've encountered so far have something wrong with them which I usually wait to diagnose before summarily executing them and throwing them what was originally supposed to be the tomb for honoured colonist dead, and still technically is, but is rapidly becoming a farce because one guy had three graves with his corpse in and he wasn't even dead yet The very first monolith duplicate I got had rapid organ degradation, but luckily my
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# ¿ Apr 17, 2024 18:55 |
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Doomykins posted:Or embrace an all cannibal colony and reap the rewards. (Ideology, starting scenario forced traits, character editor, dev moding, etc) I almost always have a Cannibalism: Acceptable meme, so big raids are really just free meat
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# ¿ Apr 19, 2024 21:35 |
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ok Randy bud wanna tone it down a bit? Toxic fallout (9 days, almost max-duration) into heat wave into unnatural darkness. I don't mind the latter 2 so much but toxic fallout is just so dull. Stick your colonists in a roofed zone and do nothing for hours of play time
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# ¿ Apr 22, 2024 02:35 |
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Doltos posted:Yeah I think from now on I'm just turning toxic fallout off now. I feel like it should only happen if you're letting waste packs rot. There was cool friction happening with like, obelisks that needed to be suppressed while the toxic fallout was going on but like, you just change permissions on one pawn, send them out, then they come back Now blood rain. Hell YEAH that's the poo poo I'm all about. Early on you can just shelter until it ends but when you have a big compound style base you inevitably have to trickle out your colonists to deal with big fuckoff angry beasties with melee damage multipliers. Blood rain is really just a way better version of toxic fallout as far as how you deal
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# ¿ Apr 22, 2024 08:26 |
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BattleMaster posted:I fear no man! Good news: a Diabolus and its pals are just barely chunk enough to keep it occupied for pretty much exactly one onslaught's worth of time! e: Tried to do the above strategy with a War Queen as well and it just gets a bit too distracted by the urchins to finish the job, thankfully some other bozos showed up on my map just in time to lend a hand Kate Lockwell fucked around with this message at 05:39 on Apr 23, 2024 |
# ¿ Apr 23, 2024 04:18 |
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Jelly posted:idk if you're serious but originally i had a wall north of the geothermal plant with a door in it which I decided to remove to see if the extra access would help and put some switches between my batteries to reduce future explosion size You have a wooden door on a room that's harnessing the heat of the inside of the planet to generate electricity, that's probably why it's catching fire. Check the temperature in that room and see if that's the problem. I highly recommend you remove the roofing from exactly one (1) tile in that room so heat can escape. I usually don't add doors to my geothermal rooms, or I leave the very center tile unroofed
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# ¿ Apr 24, 2024 01:48 |
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Are there any mods that make raids more dynamic with regards to faction relationships etc? I'd love to nearly be guaranteed a nearby colony send me help for dealing with raiders or pirates if I cultivated a great relationship with em, and for the number of raids and their size to be more dependent on my relationships with my neighbors than things I'm doing alone in my colony. I almost never play a goody-two-shoes colony that releases prisoners, I pretty much always cannibalize raiders and scrap their tainted clothing and would be interested in playing the good guys for once if it was worth my while
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# ¿ Apr 24, 2024 18:07 |
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Broken Cog posted:Pretty sure you can call for help from nearby allies if you have a comms console. Yeah you can call help but it costs goodwill, and they can show up to help but it's only a random chance. On second thought I think the gameplay style I described isn't really suited for Rimworld. We're here to be bastard men
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# ¿ Apr 24, 2024 18:15 |
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Jack Trades posted:Kibble has 125% nutrient efficiency AND allows you to make use of meats that your colonists won't eat normally. Yeah this is a good way to use the insane amount of twisted meat you end up with in an Anomaly-heavy playthrough. That and chemfuel. I have no animals so I have a "refine chemfuel from organics - do FOREVER - twisted meat/insect meat only" bill open at all times
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# ¿ Apr 25, 2024 17:49 |
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BattleMaster posted:edit: I had a much less fun version of this happen. This is a colonist that woke up from Revenant hypnosis not even 45 seconds prior e: is there a sadder phrase in the English language than "Gunlink (Masterwork) - Tainted" Kate Lockwell fucked around with this message at 16:21 on Apr 30, 2024 |
# ¿ Apr 30, 2024 16:18 |
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Ehh it's fine, I'll just make another masterwork Gunlink. Now, where did my pawn with 21 Crafting go? Oh right, she just got mulched by an obelisk
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# ¿ Apr 30, 2024 17:11 |
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I actually just cheated with Character Editor to resurrect her, since that's just peak bullshit to lose one of my best pawns (21 crafting, 17 shooting, 17 intelligence) like that - or any pawn for that matter. But to keep at least some level of consequence I Lieutenant Dan'd her legs and gave her permanent spine damage.
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# ¿ Apr 30, 2024 17:17 |
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# ¿ May 22, 2024 00:10 |
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marumaru posted:wow the darkness event kinda sucks. It gets worse at tier 3
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# ¿ May 1, 2024 05:39 |