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Even slapping a wooden wall up is so worth it. Does not have to cover the map, does not have to be massive. Just something. You can build another lay out of stone later.
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# ¿ Jul 13, 2021 20:17 |
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# ¿ May 22, 2024 07:49 |
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Steam releases is usually at 16:00 GMT. So 17:00 for me in Norway. So I expect that and will be pleasantly surprised.
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# ¿ Jul 19, 2021 18:55 |
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My first colony is doing fine. Went with transhumanism, cannibalism and blindsight. Let me just say that medical work is really rough when your doctor is blind. 18% tend speed with 11 medical skill is harsh. 49% surgery chance. My one dude with eyes have two mood debuffs though... One for being in the dark, and one for not being blind. Like, come ooon! Absolutely love the dlc after one hour, cannot wait for more tomorrow.
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# ¿ Jul 20, 2021 21:27 |
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Expect several mechanoid attacks as well, and sappers. Imagine half of this basically, as he activated both the engine and the stellarch quest: https://www.youtube.com/watch?v=gNOfG_RX_m0
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# ¿ Jul 21, 2021 08:31 |
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Just to add on the "next expansion" talk, considering they are hiring a multiplayer developer, the next expansion is obviously going to be "Multiplayer" The next will be vehicles with the Wheels expansion, no tanks allowed.
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# ¿ Jul 25, 2021 10:55 |
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Brendan Rodgers posted:I last played before there was even a world map, how do I do a safe and small raid to get my pawns to chill out (-18 modifier atm due to ideology)? I only have like 6 pawns and if I send my fighty ones out for weeks I'll lose control of the slaves. I'm not sure how to even do it. Do you have camps spawning around you? With just a couple of people? Those are your targets. Bring your slaves, they can try to punch, kick and bite your opponents. Or soak bullets. Just send out 2 colonists and 2 slaves vs 2-3 enemies.
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# ¿ Jul 25, 2021 12:01 |
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bitterandtwisted posted:I only just found out about the auto-slaughter option, but I fear it's too late. The Rimworld will soon be overrun with chickens Reminder that you are missing out on attack chickens with the latest update https://www.youtube.com/watch?v=wcVt0iWqxFM
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# ¿ Aug 21, 2021 13:31 |
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Mood vegetables only work on your own pawns, not enemies. And enemies do not attack downed pawns, they kidnap them. Edit: Can't excessive drug use cause brain damage? Edit2: ingame*
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# ¿ Aug 21, 2021 18:40 |
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Frances Nurples posted:Can someone explain to me what the "etherbonded" effect is? That colonist is also turning into a chicken, is this related? Can't help with what it does, but it's from the Pawnmorpher mod to help you searching
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# ¿ Aug 21, 2021 20:12 |
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cugel posted:Until you need a throne room they do the ceremony wherever they please. I think they will head to a party spot if you plop one down.
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# ¿ Sep 4, 2021 21:14 |
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EPOE might require that you do the first research in their tab before you can really do any surgery.
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# ¿ Sep 17, 2021 18:24 |
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Insanity lances or berserk is amazing for "hunting" thrumbos. Let them fight and go kill whoever survives.
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# ¿ Sep 22, 2021 14:39 |
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I use priority 2 as their main task, 3 as their secondary task and 4 as their "do when free time" task. 1 is if I want something done right now. Firefighting is always at 1 for example. This way, if I need a lot of hauling or cleaning done, I can just flip all their priorities to 1 and they will get on it.
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# ¿ Sep 10, 2023 05:32 |
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Kafouille posted:Modders are people and most of them do it because they enjoy the creative process. Nobody enjoys doing customer support, especially if your mod becomes popular and you end up with the same moronic question over and over and over and over again. Yes, but does it work with CE?
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# ¿ Sep 19, 2023 07:01 |
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Activate Dev mode in options and just delete whatever is ruining your colony if you want to keep playing with the cool toys. It is a single player game, do what you want!
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# ¿ Oct 29, 2023 18:25 |
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The Velvet Witch posted:One time I accepted one singular male pawn into my all woman camp and they caught plague and became a misogynist lol Did they have the incel background?
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# ¿ Nov 21, 2023 11:39 |
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If you enable development options in the settings, there is a thing you click that forces any raid to flee. Just use that for any fights you do not want to fight. It's one of the buttons at the top, but I can't remember which one. It's not in a sub-menu, so easy enough to find.
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# ¿ Nov 24, 2023 21:44 |
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If it's the same tree people mod that I tried, there is a +2700% modifier to growth, so the kids grow up in like 3 days. They go through growth moments more often the luciferium.
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# ¿ Dec 8, 2023 18:28 |
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Wood and beer both used to count as weapons, but not sure if they still do. Either way, keep them out of your weapons locker and maybe wood storage? Also lobotomize them. Or remove some bodyparts depending on what you use them for. They can haul with just one wooden peg leg.
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# ¿ Dec 8, 2023 23:34 |
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You are aware of deep drilling on no resources gives you rocks, right?
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# ¿ Dec 15, 2023 21:18 |
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I think sandstone is faster to build with. Limestone and slate is somewhere in the middle.
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# ¿ Dec 15, 2023 21:41 |
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Don't need skills, passions or traits if you have double mining arms and all you do is stand at a drill. Give them a chair if you want to be nice, but who cares, they were grown to have drill arms and drill.
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# ¿ Dec 16, 2023 22:41 |
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Having T-rexes and the "Hunt for me" mod is pretty fun. Just have giant dinosaurs roam the map murdering everything on it and bringing it neatly into your fridge.
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# ¿ Dec 20, 2023 08:47 |
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Kestral posted:I was given a gourmand who was super good at Intellectual and Plants, my two biggest needs. Sent him out on a wood-chopping expedition with a colony kid who's training Plants, and he got so hungry he burst out of his human skin and revealed himself as some kind of loving xeno doppelganger monstrosity that immediately tried to eat an eight year old girl. She got out of the cabin by the skin of her teeth, locked it inside, and held it off until an extremely angry psychic knight lady caravaned out at maximum speed, basically rode a horse to death, and cut the monster in half. I think that is a alpha animals Mimic. You can spot them by checking how much nutrition your colonists need, as they need quadruple of something. They change when they get hungry. You can turn it off in the settings.
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# ¿ Dec 26, 2023 07:27 |
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Xenix posted:You misunderstand. It was at a cozy temp for everyone last time I played. For some reason I can't figure out, the base is significantly colder than my freezer and I'm having to build heaters to keep everyone from losing fingers and toes while they sleep. Something in one of my mods is chilling the whole place and I can't figure out what! Do you use Alpha Genes? I think it has a gene that chills down the room the pawn is in to -20*C or something. Someone with the randomizer gene might get it, or it has been added to some pawns. Might also have been another mod, I can't remember at this point.
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# ¿ Dec 30, 2023 23:48 |
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Buy it and put in a bionic spine. Funny how the same bionic spine fits both a rat and a brachiosaur, but I guess that is the future.
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# ¿ Jan 10, 2024 22:11 |
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Do colonists get a mood debuff for using psychic shock lances on children? Cause that could solve that.
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# ¿ Jan 14, 2024 16:47 |
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Haifisch posted:Rock types: Those are correct, but none of them matters. An excellent marble statue won't have that much higher stats compared to limestone, it will still be in the hundreds. And for wall strength, none of them burn and whatever is going to break down your walls will do it fast no matter the material (breachers). For your killbox, any stone combined with plasteel behind where you shoot the enemies will give you more hp than any stone. I try to avoid slate because it makes everything so dark.
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# ¿ Feb 6, 2024 23:46 |
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Doltos posted:Alpha Animals has Fungal Husks which are just colony enders with how much damage they do and the rot they inflict. They're not even the most wtf things introduced with that mod compared to Arcturan Sky Eels. Doesn't matter how much armor your colonists have if they're all having heart attacks. Pretty sure the solution to fungal husks is fire. Now a gallatross is something you do not mess around with.
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# ¿ Feb 14, 2024 11:40 |
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Inexplicable Humblebrag posted:they have like 80hp per limb and i don't think they feel pain lol Flamebow from raiders or traders. Impids? I think that's it. Molotovs are not that uncommon from raids either.
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# ¿ Feb 14, 2024 12:07 |
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Custom scenario and change the construction success chance. If you do it in a new game, you can then open the save games with a text editor like notepad++ and copy over the relevant part to your normal save.
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# ¿ Feb 16, 2024 17:04 |
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VideoWitch posted:For some reason every so often I'll get traders who just don't leave and just have mental breakdowns and starve to death and I have no idea why. I installed a mod that lets me tell traders to leave but that doesn't even work! Turn on god mode and click the x next to whatever condition in their health screen. You can also use dev mode to reset their mental state. Or just straight up delete them.
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# ¿ Feb 23, 2024 12:03 |
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Kanos posted:The biggest buff to defense is pawn multithreading letting you deploy the 10,000 angry chicken defensive setup. https://youtu.be/wcVt0iWqxFM?si=xIOSHPgWVq94SQqk Not quite 10.000, but still a few.
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# ¿ Mar 14, 2024 19:35 |
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isndl posted:You know what else needs steel? Coolers and power! Fibercorn is terrible. It's 2 wood per plant. If you need to rely on it, you are already hosed.
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# ¿ Mar 27, 2024 16:28 |
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Redundant posted:With my plan being to do a prehistoric run I want to ranch some big dinosaurs and get a little bit crazy with it. I suppose there's no immediate rush for that though and I can start small until I build up to sun lamps for as much food as I need year round. I can also feed raiders to my carnivore dinosaurs so I'm sure it will all work out. If it doesn't it can make for a fun collapse of getting eaten by my own pets. Use the Big & Small gene mode and make your people immune to cold and heat, then you can dress them however you want!
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# ¿ Apr 7, 2024 21:04 |
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Eight-Six posted:My duplicate and the original person both developed "duplicate sickness" which the game said would be debilitating but not fatal. "Debilitating" means 10% consciousness for both pawns so long as both were alive. Farewell Pawn #2. Isn't that low enough to kill with a smokeleaf? Let them go out while high as a kite.
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# ¿ Apr 17, 2024 22:28 |
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(Something) Deep Storage. It's great.
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# ¿ Apr 20, 2024 18:01 |
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Jawnycat posted:Makes me hope cherrypicker gets updated soon, so I can just selectively turn it off and clean the bloat out of some of my preferred mods like usual When starting a game, you can edit the scenario and remove a bunch of events. I always remove the short circuit/zzzt event and solar flare. If you want to add it to an existing game, create a new game with the stuff you don't want, then edit the save games and move it over. If you need further instructions, just post and someone will help you.
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# ¿ Apr 22, 2024 13:58 |
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Inadequately posted:Started tinkering with a new colony and tried my hand at making a custom xenotype for my colonists, but didn't get very far beyond 'what if absolutely gigantic snakeman' before I got bored and went back to my old colony. Nuclear stomach.
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# ¿ May 3, 2024 19:17 |
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# ¿ May 22, 2024 07:49 |
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The anomaly start specifically have a thing to put it close to your colonists on the start. You can edit scenarios and enable it. Don't think there is the same for the psychic tree.
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# ¿ May 4, 2024 18:10 |