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Playing through my first game with the Cthulhu series of mods, and I basically disregarded the mist monsters after the Mi-Go swarm proved itself to be a sad joke (I was expecting Cthulhutech-esque high tech assault, I got a volley of tentacle covered dipshits like particularly dumb maddened animals). This was a mistake. I nearly lost someone when they unexpectedly broke in a madness induced daze a bare minute into being outdoors. Thankfully I had another couple of guys come out to tackle and drag them into a nice, comfy indoors cell. I have since taken the corrective measure of walling off and roofing up much more space, because holy gently caress that was too close. Glad I had plenty of food stored up.
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# ¿ Aug 27, 2017 01:47 |
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# ¿ May 10, 2024 09:52 |
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Pharnakes posted:Ok so I think I'm at the point now where I think I'm ready to start adventuring into the world. So I'm cooking survival meals for obvious reasons, but people keep eating them instead of the nice fresh stir fries and fine meals. Is there a way to define what people can eat like you can with drugs and clothes?
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# ¿ Oct 29, 2017 18:49 |
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The General posted:I would like more options for preserving food. I've always found it kinda dumb that the most important thing to do is get a freezer up ASAP to make sure you can have enough food to survive. Refrigeration is relatively new to us, and it's not like before that all anybody ate was pemmican.
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# ¿ Jun 24, 2018 04:27 |
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Ratzap posted:We've brewed up a bunch of wort but I haven't figured out what next. Barrels? Bottles? Nevermind, going dry will be fine, I'm sure...
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# ¿ Jul 3, 2018 05:47 |
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zenguitarman posted:I've chosen pretty safe starts so far, but it seems like rice is broken, once you start growing it it grows so fast and you have a poo poo ton of it, it almost feels like cheating.
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# ¿ Jul 17, 2018 03:22 |
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Pleads posted:Does it make sense to stick primarily with rice if all your veggies are grown with hydroponics? In case of a solar flare, power outage, etc., you can fit in more harvests/get back into production in the event of total crop loss.
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# ¿ Jul 17, 2018 06:54 |
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LORD OF BOOTY posted:What mod lets me anally core people? I'm legit curious. quote:\\\ RIMJOBWORLD'S MAIN FEATURES
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# ¿ Aug 9, 2018 20:22 |
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Donkringel posted:How well does rimworld run with the multiple cores? My games keep slowing down and crashing. Kiranamos posted:So if I'm hearing it correctly, there's a mod to rape prisoners and get rectal cored but not one that adds a balanced, functioning water system? Complications fucked around with this message at 21:54 on Aug 11, 2018 |
# ¿ Aug 11, 2018 21:51 |
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Donkringel posted:Unless I misunderstood v1.0 has does have multitthreading which is why I was asking. I thought they rolled a mod into it?
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# ¿ Aug 12, 2018 05:46 |
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Turtlicious posted:I need a lot where the bears grow their own devil strains, and then get all hopped up on good balls and knock down your sand castle. You have to raid their farms.
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# ¿ Aug 18, 2018 22:16 |
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Gyshall posted:what branch should I be playing on for the best experience? do you want to play like you're colonizing mars with the one actual total conversion mod I found? A16 do you just want to play vanilla? 1.0/B19/whatever the latest version out is called
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# ¿ Aug 24, 2018 19:08 |
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moot the hopple posted:I have a sloppy breastwork of wooden walls and sandbags placed in front of the paths where past attacks have approached, but other than that I'm clueless. I'm also not very happy with my freezer's layout and having issues with keeping it consistently at freezing temperatures. xxx d d xxx After you have a few months of rice stored and it's coming into spring, consider swapping to corn. It's about the same grow-time-to-nutrition efficiency, but involves less pawn labor. After you have more components and steel available, consider greenhousing your crops to ensure higher reliability vis a vis winter, toxic fallout, etc. Your defenses are reasonably solid for where you are, alternating sandbags and walls is pretty good cover if you can force the enemy to take it head on. Consider building out some walls just inside your weapons' range to ensure that the enemy doesn't end up flanking your cover. Consider following the Civ2 advisor's word and BUILD CITY WALLS anyway - E.G. just a giant wall around your entire planned colony area minus your special visitor entrances/killboxes. If/when you get domestic animals it'll keep them from being predated assuming you use animal zones like you should. Speaking of walls, it looks like you're on your way to replacing wood walls with stone ones - good. Fire is a swift teacher on the benefits of fireproof walls. One slightly unintuitive tip; when you have to fight a fire indoors, make sure to deconstruct external walls before sending your pawns in else they'll fry. Here are a bunch of raiders demonstrating the principle for your amusement. Other than that, when in doubt don't hesitate to set up chokepoints and killboxes prior to engaging fun things that don't attack immediately. If infantry is the queen of the battlefield, artillery is the king, and we all know what the king does to the queen. Have fun.
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# ¿ Aug 31, 2018 03:50 |
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Facebook Aunt posted:Butchering also produces weirdly valuable human leather, and if you make the mistake of letting them make clothes out of it most colonists will also get a mood penalty for wearing human leather. But you can avoid that by not allowing it for crafting and just selling it instead. Nobody wants the clothes a corpse died in but all factions are happy to buy the skins.
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# ¿ Sep 5, 2018 18:18 |
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Danaru posted:None of Rainbeau's mods are updated to B19 and I'm gettin' scared Also more reliable, since you don't need an internet connection for those to work.
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# ¿ Sep 10, 2018 20:15 |
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Sten Freak posted:Anyone know the mod name that removes taint? I don't mind clothing but it seems a waste to dump marine armor.
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# ¿ Sep 22, 2018 03:29 |
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Synthbuttrange posted:A rimworld lp where the succeeding player just adds all the mods that they require. By the end the game is a horrifying mess of catgirls.
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# ¿ Sep 25, 2018 03:18 |
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Some
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# ¿ Sep 30, 2018 03:58 |
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Vasudus posted:I think I need to start on at least 300x300. I just did a 275x275 or whatever the higher medium one is and I had the entire place stripped to the wires by year 2.5 or so. Otherwise, the logistics shouldn't be that big an issue.
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# ¿ Oct 31, 2018 22:12 |
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SSJ_naruto_2003 posted:I also have no idea what sizes my stockpiles need to be or what the best setup for crafting is. I've made it decently far in this map but we're basically eating rice + insect meat pemmican as fast as I can make it. One of my guys is researching electricity but he's been doing that for loving ages.
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# ¿ Nov 3, 2018 07:07 |
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Cup Runneth Over posted:Fluffy's Research Tree is such an obvious, flawless improvement to the vanilla game that I often forget it's a mod at all. I've all but completely forgotten what the vanilla Research tab looks like, I just remember it sucks by comparison.
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# ¿ Nov 19, 2018 18:56 |
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Donkringel posted:I have a weird rear end motherfucking problem. 1. Move all of your evidence of your mistake (butter) to a stockpile on a big pad of concrete or outside your stone wall 2. Forbid the mistake 3. De-home zone the area 4. Molotov
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# ¿ Nov 28, 2018 04:06 |
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Donkringel posted:But I want to make pot brownies and sell them for advanced components so I can churn out overpowered android people.
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# ¿ Nov 28, 2018 05:18 |
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Remember that multiplayer mod getting built? A different one just had its first public release. It's not feature complete and apparently has some lag problems, but, well, first public release of a mod doing very fundamental things to a game. It's to be expected. Have fun.
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# ¿ Dec 18, 2018 03:54 |
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"While the men of learning play with their quill pens, sire, our cities' defenses stay as thin as parchment. BUILD CITY WALLS!"
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# ¿ Dec 20, 2018 00:02 |
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So how has Many Goons One Colony gone? Have enough penises been drawn on the map?
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# ¿ Dec 21, 2018 03:20 |
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SetPhazers2Funk posted:Was there a multiplayer mod that went up recently? I thought someone had posted about it here but can't find the reference.
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# ¿ Jan 1, 2019 19:36 |
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Rimfridge turns a 4x4 space into a 2x2 or smaller space for smaller colonies, but it's not like I wasn't making small freezers like that right by my dining room anyway. Autodoor and cooler for a small space works out to have the same effect anyway.
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# ¿ Jan 6, 2019 22:27 |
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Warmachine posted:I know y'all are sick of my image posting A: Crop your images to sane sizes B: Use timg and anybody who complains is thus a tit. Keep posting they're good.
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# ¿ Jan 12, 2019 02:15 |
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Paramemetic posted:So the toxic fallout has kicked off. It's my first time with it so I'm gonna see how it goes but for future reference is there a way to disable events specifically once a playthrough has begun?
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# ¿ Jan 14, 2019 04:13 |
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jokes posted:Yeah Randy is the best for making you feel safe and secure and also shattering that safety/security and also making you feel safe and secure again and again and again. https://www.youtube.com/watch?v=gXFVTjaBzOk
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# ¿ Jan 14, 2019 20:04 |
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Asking him about his clothing choices before "offering him a chance" to think about his health? Are you running one of those colonies? Is the Hague going to have to get involved again?
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# ¿ Jan 16, 2019 04:19 |
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jerman999 posted:How do you vent the heat from burning out the bugs? I had an infestation trap room in one colony but it was a pain to hold open doors to get the heat down.
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# ¿ Jan 16, 2019 22:20 |
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Nalesh posted:Kinda tempted to add the zombie mod but not sure, any of you use it?
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# ¿ Jan 18, 2019 01:06 |
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A Moose posted:Couple questions that I'm pretty sure have been answered:
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# ¿ Jan 21, 2019 01:02 |
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Garfu posted:
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# ¿ Jan 21, 2019 05:31 |
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Warmachine posted:I'm having a heck of a time figuring out how to answer my question of "how do I stop raids from ruining my haygrass fields?" It's not that the raiders are setting my poo poo on fire, but that my cannons are blowing giant craters in the fields as they geek the incoming pirates. Pushing my defense line out in front of the fields would be a bit of a challenge since the terrain is less than optimal that far forward. And I'm not giving up my cannons. They're too useful when 100+ person raids show up to delete a good chunk of them before they even get into firing range. Leave your actual defense line where it is; the point of the entrance is to just funnel enemies into an area that'll keep your crops insulated from artillery fire. So, no roofs over the entrace.
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# ¿ Jan 22, 2019 04:34 |
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If your colony is at the point where you can sustain enough animals to make meat a staple but its costing you in processing, then that's the time to look for a mod to let you plant meat or something. I made myself an egg plant before things like Synthmeat and A Mod About Meat became available and that's as easy as a bit of copy and paste, but mods might float your boat more. They're OP if you don't have self restraint and use them before you're at the point of ranching, but whatever it's a single player game anyway. If you just want to rip my laziness off place this somewhere in a plant def. It is OP as gently caress, since it's meant to substitute for an arbitrarily large chicken farm so act accordingly. code:
Complications fucked around with this message at 05:11 on Jan 24, 2019 |
# ¿ Jan 24, 2019 05:09 |
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Sillybones posted:Don't you guys read all the descriptions
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# ¿ Feb 25, 2019 03:22 |
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Incoming Chinchilla posted:The most interesting part is definitely - can you start in a desperate situation and stabilise?
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# ¿ Apr 7, 2019 18:45 |
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# ¿ May 10, 2024 09:52 |
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bird food bathtub posted:Are there no mods that remove "the vision" and just let you keep playing without the obscene ramp-up if you don't leave on Tynan's schedule?
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# ¿ Apr 7, 2019 20:54 |