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Abongination posted:I'll save em the trouble. Well, it loving worked. Thank you so much for whipping that up for us/me! I'm really loving just how much it adds to the game in sheer quantity, it's like Starsector/Starfarer and its mods in the scale, where any given mod has 15 times the amount of poo poo the original game had.
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# ¿ Aug 7, 2014 22:06 |
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# ¿ May 4, 2024 23:13 |
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Walliard posted:A nice side effect of an indie dev having actual professional experience (even if it was on a stinker like Bioshock Infinite). I didn't even care enough to finish Bioshock Infinite, but you must realize how sillily trollish your using that as an example of a 'stinker' would be, no? Also, I beg of someone to do an Alpha 6 updated modpack!
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# ¿ Aug 14, 2014 03:10 |
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Before setting out to it myself, I figured I'd ask if anyone has put together an Alpha 6 modpack yet, or gotten the startings of one put together yet? I'm going to go through the Ludeon forums and get the updated mods that fit together well and throw a pack up, but a good head-start on it would be nice.
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# ¿ Aug 18, 2014 05:36 |
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There's a mod called Extended Surgery Mod that allows you to schedule surgeries to hack off limbs, I think. Prostheses and bionics for if that's the case, too! (And, if I'm mistaken, then at least when some dick gets his arm taken off by a raider, you can replace it then!) Also, yay, a mod was updated/made for alpha 7 that has shields and advanced turrets and poo poo. http://ludeon.com/forums/index.php?topic=6636.0
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# ¿ Oct 6, 2014 09:53 |
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Locked doors, a means of preventing your colonists from getting outside and being a dead 'tarded-out spacefaring colonist! Conscript 'em, order 'em inside a building/complex, lock the door. Boom, you now have a portion of your populace SAFE! Since you can enable and disable the locks at any time, it makes crises rather easy to deal with, whilst allowing full functionality in times of peace without having to build a specific thing upon each transition to and from either state!
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# ¿ Oct 6, 2014 11:36 |
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Geokinesis posted:Whilst the rest of the mod is fun (custom turrets with the armoury mod!) lockable doors are now a base game thing in alpha 7. Hahaha, wow on both counts! The devs really loving own, don't they? Lprsti99 posted:I've been using the mod for a couple of days now. The name is honestly a bit of a misnomer, the main feature is it lets you build a workbench to craft bionics. It does add a couple of new surgeries to go with some new prosthetics, though, (glass eye to replace a lost one because missing an eye now makes your colonists ugly, hook hand replacement which is pretty much the hand version of a peg leg, and you can repair brain damage with an AI persona core now). Still a sick mod. No poo poo, I concur. The lack of bionics recipes sucked.
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# ¿ Oct 6, 2014 12:31 |
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Phew, god drat is EdB's interface mod so loving great. It has all sorts of poo poo that I didn't even realize, because I started using it so close to when I started REALLY playing the game just recently, that feel like they're part of the vanilla game, like a Colonist tab-button next to Architecture that brings up the info pane on your guys, complete with next/prev arrows. RULES SO HARD. Edit: Oh, and right-click to select building materials option in the interface options? HOLY poo poo SO CONVENIENT. I was legitimately annoyed at how often I had to stop and go 'yes, I want to build a wooden version of this; I just started this game.' Apoplexy fucked around with this message at 16:11 on Oct 6, 2014 |
# ¿ Oct 6, 2014 15:57 |
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Is Too Smart literally like having an extra passion blip on every single skill? Also, passion: Is it REQUIRED in order for a colonist to ever improve on a skill? The way things are worded suggests so, which is why I ask.
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# ¿ Oct 6, 2014 16:55 |
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Oh, hey, that makes sense; I didn't ever see the tooltip for passionless that said 0.3x; I merely saw 1.0x for passion one-blipped skills and thought that meant that there was nothing below that.
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# ¿ Oct 6, 2014 17:21 |
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Oh, I have a newbie question related to modding: Okay, so I occasionally start up the game program itself and am greeted with that error parser that I'm forced to hide. That's not the issue I'm talking about. I know how to fix that, which is by finding the newest mod I installed and getting rid of it or getting rid of random mods until the message goes away and finding out which of the two I'm willing to live without. No, the problem I've been encountering completely at random after installing a mod is that an item from ANY MOD, the best example being Blackberry Bushes from T's Mods, because you can find them in the game world right off the bat. Those bushes will be something that resembles a block of white bars, basically Rimworld's version of a default texture to represent something missing. Why is this caused by certain combinations of mods? I just found, after specifically loading mods in a certain order, that I'm now without that issue, even with the current mod list I'm packing that was causing it previously.
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# ¿ Oct 6, 2014 19:35 |
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OwlFancier posted:The bionics system really makes me want some of the crap from warhammer 40k in the game, i want to replace people's arms with mechadendrites to give them +300% manipulation and cause everyone who looks at them to take -10 mood because of the terrifying metal tentacles coming out of them. Can't loving agree more. This game is like Dwarf Fortress's base (underlying fundamentals, that is) done right. No simulating of each dwarf's full cardiovascular system in real-time. Just enough complexity and such to be understandable and playable without going too loose. Although I LOVE the game, Craft The World would be an example of too simplistic. DF would be the OTHER way. And if you want an example of one of these games (that isn't Dwarf Fortress, the ultimate example) that is good but has an interface that blows, making the gameplay impossible to stomach getting to, Timber & Stone. I hope to hell that the game brings in enough people (we're close to the Steam release, which will take the current size of the community and octuple it) that enough of them start modding and filling out all the lore-friendly content, to which there'll be a buncha bizarre poo poo that fits for fun, if not flavor. Already we have a BLOOD FOR THE BLOOD GOD! mod out to show the latter example. Sacrifice to the Warp in order to get steam vents nearby! Apoplexy fucked around with this message at 23:54 on Oct 6, 2014 |
# ¿ Oct 6, 2014 23:52 |
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Pornographic Memory posted:Not gonna lie, it always feels a little gross when you're randomly generating colonists (or rather rerolling them dozens of times to get good ones) and the vatgrown slavegirl/urbworld sex slave combo comes up. Well, some of them are pre-set, or select from a small list of names that are suited. There's a nerd background that mentions being bullied for having a French name as a kid. That doesn't exactly apply to Ernesto Sanchez.
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# ¿ Oct 6, 2014 23:55 |
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Awful Sandwich posted:This game is dangerous. I just played for like five hours straight. It scratches that Dwarf Fortress itch without the Everest learning curve. My day started at 11:00 p.m. last night. I've spent almost all of the last 24 hours playing Rimworld and modding it and posting about it. I really, really love this game.
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# ¿ Oct 7, 2014 04:48 |
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It's coming to Steam, and soon. Not 'they announced a date' soon, but 'it's going to just randomly pop up on the store, buyable in its current state, one day and nobody'll know beforehand' soon. I recommend you wait until Steam happens and buy it there, especially if they have the obligatory sale price that they almost always have for a new indie title.
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# ¿ Oct 7, 2014 05:04 |
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Drink Cheerwine posted:It's ridiculously good. You will not regret this! You can't cut funding to your indie games budget! You'll regret this!
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# ¿ Oct 7, 2014 05:05 |
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It's easy. Get in there and give us some mods!
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# ¿ Oct 7, 2014 07:47 |
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Tony Montana posted:Yesterday I followed that link in the menu to Tynan's blog. This one. Dude, do it! We could use more mods made by competent, smart individuals! Find something you think would be good to add to the game, even if it's superfluous, like additional types of items within the context of what exists (like more lights, beds, turrets, walls, to name a few that're already done but could serve as an example of easy first mods to do) and get it done! Hell, Goons could help out with brainstorming, too. It doesn't have to be all a lonesome effort.
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# ¿ Oct 7, 2014 21:08 |
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One of my colonists in a game of Rimworld I played yesterday was named Douglas "Black" Black, last name shown as his tag, who was a Winger (the rugby position). Guess who showed up as one of the buyable slaves in my current game? I freed him because he ruled last game. Poor guy, I dunno what happened to him between that game and this one, but I'm just glad he's in a better place with us, on a successful colony. I even captured my first sieger!
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# ¿ Oct 8, 2014 00:22 |
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They are.
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# ¿ Oct 8, 2014 01:03 |
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Also, I think the hoppers have to be pointed with the open-looking side toward it. I'm not certain on that one, though.
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# ¿ Oct 8, 2014 05:39 |
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Oh, man. I ACCIDENTALLY made the perfect house for my 5 colonists! It has 6 smallish rooms with beds, a back room that acts as storage for everything important, with another door leading out to the mountain that's being mined for metal. It has a prison cell to boot. What rules, though, is that I made it like a Big L and accidentally built two squares too far on the empty rectangle part of the L, so I knocked out 3 tiles and moved it back and ended up making the 4x5 area that it was a part of a patio that's used for cooking. Well, a little lightbulb went off in my head because it's raining in there and it short-circuited. The goddamn roof overhang from when part of it was indoors will protect a cooking stove! LOOOOOOOOVE this game so much, god drat.
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# ¿ Oct 8, 2014 06:50 |
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Dangit. My poor colony was just wiped out by a single mechanoid. I shouldn't take only a single greatbow with me on deploy and then spend a lot of time dicking around and not having gunz. This fucker came and annihilated my 5 dudes (EdB loving rules) before even a single trader showed up!
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# ¿ Oct 8, 2014 09:16 |
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Tynan tweeted a picture of someone who's got a mod in the works that allows you to harvest organs from living victims. Non-tables-breaking image link here: http://i.imgur.com/Loav0kf.png
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# ¿ Oct 8, 2014 11:52 |
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Yep, at least if you don't have a dedicated miner or two. Also, spawning on flatlands or small hills areas can REALLY deny you a supply. That's why there's been mods to expand the theoretical amount to infinite in multiple ways: Plants you grow that yield the metals themselves, OmniGel from Mass Effect you grow and then harvest and convert into metal/stone/etc., mining drill or quarry emplacements you can use to gather some from the ground in an endless amount, and those are just the ones I remember off the top of my head. It's only theoretical that you can even tap out the metals of a large hills map even, since you're going to have some Mechanoids absolutely destroy your colony long before it matters. :P
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# ¿ Oct 8, 2014 15:44 |
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Huszsersvn posted:My greatest annoyance is having to do nothing to help wounded visitors and travelers because rescuing them constitutes an act of capture, and therefore a declaration of war. Sounds like SOMEONE should've gone after that psychotic squirrel before they went and hacked a visitor to shreds with their cutest widdle cwaaws.
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# ¿ Oct 9, 2014 13:59 |
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Hahaha, the latest update for Apothecarius mod happens to allow you to replace the minds of your colonists with slave-drone tech and have a gigantic brain core controlling them all and pooling their knowledgebase together in the process, so everyone can be max-skilled cooks or whatever.
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# ¿ Oct 9, 2014 23:13 |
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Leif. posted:Pro-tip: turn off the Hunt behavior for anyone equipped with an inferno cannon. 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.
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# ¿ Oct 10, 2014 15:59 |
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A2B is the conveyor belt mod, Mining & Co. is the second. https://ludeon.com/forums/index.php?topic=5930.0 and https://ludeon.com/forums/index.php?topic=5593.0 have fun.
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# ¿ Oct 10, 2014 23:36 |
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I feel sorry for captured people on my colonies. If they're a simple, single idiot who did no damage, I'll try to recruit them forever. If they dropped from the sky, they're on my priority list for treating right. When a raider drops and his group is responsible for killing someone on my colony.... gently caress him. If he won't recruit, execute. If he does, he suddenly has a bunch of organ surgeries scheduled!
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# ¿ Oct 15, 2014 01:05 |
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So JuliaEllie has made another kick-rear end mod to go along with Apothecarius and RumWorld and the Rainbow Roads and poo poo: EUGENICS! https://ludeon.com/forums/index.php?topic=7466.0 You can now make a copy of a colonist's DNA, splice it with another colonist's to create a superdude with 20 in every stat, and create a dozen copies of that superdude using the corpses of the fallen tribals who attacked you!
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# ¿ Nov 18, 2014 19:02 |
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Sadly, the cannibalism part of that won't work well if you require the corpses to produce the clones. Perhaps it's time to start kidnapping traveling groups of fools.
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# ¿ Nov 19, 2014 01:31 |
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Yes, you have to open them first. You can open them un-drafted, just select someone and right-click on the pod, like you would when wanting to prioritize building or mining or cutting something.
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# ¿ Dec 12, 2014 15:32 |
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IT'S loving OUT!!! EdB's Interface has been updated for this alpha! EdB's Interface: https://ludeon.com/forums/index.php?topic=5258.0 and then, because it's equally awesome and important and all, EdB's Prepare Carefully mod: https://ludeon.com/forums/index.php?topic=6261.0 I know I couldn't fully play RimWorld without the interface mod, so here's hoping someone else was equally held back by the lack of it and will enjoy this post!
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# ¿ Dec 15, 2014 09:52 |
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Leif. posted:Has anyone confirmed yet that there are actually any positive benefits to opening a sleep pod? Yep, you can get unconscious people who can be captured. Dead bodies that pop out already dead can be stripped for clothing and have weaponry, usually.
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# ¿ Dec 16, 2014 05:04 |
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So here's a question, as someone who has Prepare Carefully installed: What livestock?! SO MANY OPTIONS!
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# ¿ May 1, 2016 03:11 |
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See, awesome advice there. Thanks!
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# ¿ May 1, 2016 03:16 |
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Shinzo's Animu Hair mod got updated to A13. So that's the best mod now.
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# ¿ May 4, 2016 15:53 |
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No, at least not yet, because there lacks a Z-axis. There's EMBRASURES, which are walls you can shoot through, and sandbags, which can be fired over and all.
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# ¿ May 4, 2016 18:24 |
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Cool new mod time: Trade Request: Caravans. Get traders to come to you! https://ludeon.com/forums/index.php?topic=19992.0
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# ¿ May 9, 2016 19:50 |
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# ¿ May 4, 2024 23:13 |
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Blacktoll posted:My god, this game actually on a ship with a hull. Space decompresses as usual, putting on space suits to patch your ship, etc. Could you possibly repost this in English
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# ¿ May 15, 2016 17:26 |