|
Azhais posted:The most tragic modding news is that EdB is done and not updating anything for A14 Some of EdB's most popular mods are features of the base game now.
|
# ? Jul 16, 2016 07:50 |
|
|
# ? Apr 19, 2024 14:34 |
|
IAmTheRad posted:Some of EdB's most popular mods are features of the base game now. Unfortunately neither Prepare Carefully (the character end of it) nor his better mod ordering mods are in there, which are the ones I used the most
|
# ? Jul 16, 2016 07:59 |
|
Numbers, the mod that lets you sort your work panel by skill in a particular area, is updated and all. https://ludeon.com/forums/index.php?topic=16558.0
|
# ? Jul 16, 2016 08:01 |
|
IAmTheRad posted:Mods made checking stats easier. The dev said they're opposed to putting it on the workshop because you can't set stuff to not autoupdate, potentially breaking saves and stuff.
|
# ? Jul 16, 2016 08:12 |
|
Is the workshop actually implemented? I see all the ingame buttons but there doesn't appear to actually be a Rimworld workshop section.
|
# ? Jul 16, 2016 08:18 |
|
packetmantis posted:Is the workshop actually implemented? I see all the ingame buttons but there doesn't appear to actually be a Rimworld workshop section. It is. I had to change some of the sorting options to get the mods to show up for whatever reason. A few of the decent core mods I like are there, like embrasures and vegetable garden and my new favorite mod "Work Tab". Finally I can micromanage my job priorities- haulers can haul materials to blueprints, but they're not permitted to build, that sort of thing. Also makes priorities 1-9 instead of 1-4.
|
# ? Jul 16, 2016 08:59 |
|
So glad you can just disable ship part and mechanoid drop incidents, that scenario editor is the poo pooTony Montana posted:So the infestation thing seems like poo poo. They're loving strong, it's pretty much hosed a colony that in every other way was solid. You can disable the Infestation incident as well! e: oh you can't disable the mechanoid drop, oh well that wasn't the really lovely unfun incident anyway Flesh Forge fucked around with this message at 11:51 on Jul 16, 2016 |
# ? Jul 16, 2016 11:24 |
|
And Rimworld's top of the steam charts. Big surprise there.
|
# ? Jul 16, 2016 13:21 |
|
Just played an hour with the rich guy start. It's pretty fun once a few wanderers come in, though my poor monkey died instantly to a panther. The Katamari soundtrack is a bit too fitting for this game though.
|
# ? Jul 16, 2016 14:00 |
|
I'm having some fun with a tribal start, having really really slow research is kind of interesting, as is not having electricity or anything for a while. As tribals also get tribal backgrounds and thus tribal skillsets, you tend to get a lot of good animal handlers too so it's interesting trying to offset their limitations with that.
|
# ? Jul 16, 2016 14:39 |
|
Ludeon servers getting absolutely shitwrecked over the launch! At least workshop is up for some of the mods.
|
# ? Jul 16, 2016 16:17 |
|
I wonder if people redeeming their Steam keys counts toward the sales rankings? I hope not; I want this game to be doing well, and if it's only "number 1" through retroactive sales' conversions, that's still good for visibility but not so much the devs' bank accounts.
|
# ? Jul 16, 2016 16:39 |
|
I guess roofs aren't automatically put in place anymore? Is that why I can't see room temperature on hover? We could do that before, right?
|
# ? Jul 16, 2016 16:48 |
|
DopeGhoti posted:I wonder if people redeeming their Steam keys counts toward the sales rankings? I hope not; I want this game to be doing well, and if it's only "number 1" through retroactive sales' conversions, that's still good for visibility but not so much the devs' bank accounts. I dunno if that is the case, but even if it is, visibility plus a review rating of "Overwhelmingly positive" will get a lot of new sales just from the curiosity factor. spider wisdom posted:I guess roofs aren't automatically put in place anymore? Is that why I can't see room temperature on hover? We could do that before, right? Eh? You can still see a room's temp, lower right above the speed controls.
|
# ? Jul 16, 2016 16:56 |
|
Regardless the roofs need to be built now. No more magical venting of heat from fire traps around ship parts
|
# ? Jul 16, 2016 17:11 |
|
Yes you should be able to see a tile's temperature whether it's roofed or not. Also, yes roofs have to be constructed/deconstructed now - no materials required but there is a little labor cost now intended to make indoor fires more of a threat.OwlFancier posted:I'm having some fun with a tribal start, having really really slow research is kind of interesting, as is not having electricity or anything for a while. Yeah imo the game is wayyyyyyyyyyy more interesting and challenging to get going with tribals than the other options.
|
# ? Jul 16, 2016 17:12 |
|
I can see a temp readout on hover but it seems to be global — doesn't account for indoors vs. outdoors. There's a number in parentheses just before the temp, but it's usually way off from what it should be. Dunno. I'll poke around a little more. e: I'm dumb, gotta build a roof first. spider wisdom fucked around with this message at 20:01 on Jul 16, 2016 |
# ? Jul 16, 2016 17:59 |
|
I havent played sense A8. whats a good mod list? I suddenly find myself unable to play without being able to customize my helpless little bean people
|
# ? Jul 16, 2016 19:58 |
|
winterwerefox posted:I havent played sense A8. whats a good mod list? I suddenly find myself unable to play without being able to customize my helpless little bean people Unfortunately the customizing mod isn't being updated. I imagine someone will pick it up. I personally enjoy hospitality and vegetable garden (and tilled soil I suppose as you'll end up with a million crops) as a couple of basics. All of those are on the workshop. As an aside, anyone been having problems with prisoners? Mine don't eat. Food is dropped off, but it's ignored, eventually they pass out and a warden feeds them and drags them to bed, but this isn't ideal (and due to mood they keep trying to escape as a result).
|
# ? Jul 16, 2016 21:14 |
|
You can force specific traits for your embark team, as well as all the equipment and supplies which is like 80% what I wanted from Prepare Carefully anyway. Makes it a lot less tedious to reroll the random ones when you don't have to worry about making sure everyone has Cannibal and Gay
|
# ? Jul 16, 2016 22:15 |
|
Well I just bought this, is there a getting started guide somewhere? I'm starting with a classic, no-mods kind of thing to get a feel for the game and I just got confronted with the screen where I randomize my characters and I have no idea what I want or don't want. Besides, according to the previous poster, gay cannibals.
|
# ? Jul 16, 2016 22:42 |
|
Just started playing this again after some months hiatus. There are two Grizzly Bears hanging around my house, should I be worried? They don't seem hostile so far.
|
# ? Jul 16, 2016 22:46 |
|
Gilok posted:Well I just bought this, is there a getting started guide somewhere? I'm starting with a classic, no-mods kind of thing to get a feel for the game and I just got confronted with the screen where I randomize my characters and I have no idea what I want or don't want. Besides, according to the previous poster, gay cannibals. Generally you want a good spread of almost everything between the 3 starter pawns. The little flame marks show how fast they learn, so even if one starts lowish they can learn quicker if they have a lot of two point skills. You also have to look out for their traits which enable or disable some of what they can do, such as not fighting, not doing dumb labor like hauling (which is very important). So watch out for having too many negative traits. When I'm starting a colony I usually aim for one with at least one with social / medicine / whatever. Another with growing / animals / and able to all the dumb labor. And the last with mining / construction / crafting. And between the 3 you probably want 1 or 2 with some combat ability. Those give me easy archetypes to differentiate between my starter colonists. The doctor, the farmer, the miner, etc. Or any combination of those basic skills depending on what you get. If you want to concentrate on building a colony only I think that's a good place to start. But if you want to play the game for real it's more fun to just take what you get and make it work, although I generally try to get one really good grower or miner depending on the biome I plan to start on. Biome choices can make a huge difference on what to prioritize. Like you only desperately need a good miner if you're starting in large hills or mountainous areas. On the other hand it's easy to sit there for 10 mins trying to get great rolls, but part of the fun is having useless, crazy, violent dudes. I'd recommend when starting out not to worry too much about the perfect composition if you want a challenge.
|
# ? Jul 16, 2016 22:53 |
|
Broken Cog posted:Just started playing this again after some months hiatus. They will attack when they get hungry.
|
# ? Jul 16, 2016 23:34 |
|
Broken Cog posted:Just started playing this again after some months hiatus. Like the guy above said, you can keep an eye on their hunger levels. But what is more likely to happen is you'll get distracted and they'll eat one of your pets. If you attack them, they'll be very likely to both attack. Good luck.
|
# ? Jul 17, 2016 00:39 |
|
I used "boatmurdered" as a seed in worldgen and ended up settling in a jungle biome. Not very far into the game an event drove the local elephants insane and they promptly grinded my colonists down to a fine paste.
|
# ? Jul 17, 2016 01:07 |
|
As much as I like this game I think it could definitely use a more simplified way of generating your starting colonists. It's such a chore hitting random until you find the right stats for 3 different characters. It would be nice if there was a way to just customize them like say I want this guy to be good at such and such. Perhaps a way to just distribute points as you see fit. The UI as a whole needs some attention and I hope it's something they intend on addressing in the near future.
|
# ? Jul 17, 2016 01:49 |
|
Honky Dong Country posted:I used "boatmurdered" as a seed in worldgen and ended up settling in a jungle biome. Not very far into the game an event drove the local elephants insane and they promptly grinded my colonists down to a fine paste. Appropriate
|
# ? Jul 17, 2016 02:15 |
|
SuicideSnowman posted:As much as I like this game I think it could definitely use a more simplified way of generating your starting colonists. It's such a chore hitting random until you find the right stats for 3 different characters. It would be nice if there was a way to just customize them like say I want this guy to be good at such and such. Perhaps a way to just distribute points as you see fit. The UI as a whole needs some attention and I hope it's something they intend on addressing in the near future. That was the prepare carefully mod that worked as of alpha 13 but is no longer in development. The author aside did not release the source code,
|
# ? Jul 17, 2016 02:29 |
|
A pair of beautiful gay men live in my colony. They hooked up and spent all night loving in the communal dorms. After breakfast, the next day, one had his arm bitten off by a wolf.
|
# ? Jul 17, 2016 02:54 |
|
To be honest if you're just getting started I highly encourage you to try the tribal preset, because it has a much more focused set of early goals (make some rooms and beds, collect some food, make some spears/bows etc). You can certainly jump right in and start with the higher tech poo poo like solar panels and running electric cable and all that but it's a lot more laid back to just not have to worry about that until later. It's also a lot easier to learn to micromanage all your various jobs that have to get done with 5 people rather than 3.
|
# ? Jul 17, 2016 02:57 |
|
winterwerefox posted:A pair of beautiful gay men live in my colony. They hooked up and spent all night loving in the communal dorms. After breakfast, the next day, one had his arm bitten off by a wolf. rimworld.txt good story
|
# ? Jul 17, 2016 02:57 |
|
vandalism posted:That was the prepare carefully mod that worked as of alpha 13 but is no longer in development. The author aside did not release the source code, quote:I've been doing some second-guessing on my decision to not update Prepare Carefully for Alpha 14. I have not made a final decision on what to do, but I'm in the process of making things easier for other people to pick up and continue with the mod (or to create a derivative work).
|
# ? Jul 17, 2016 03:25 |
|
I went and looked at the mod forums, he released the source code and a version of whatever he had ready for alpha 14 (I am using this to cheat) https://github.com/edbmods/EdBPrepareCarefully
|
# ? Jul 17, 2016 03:38 |
|
I'm super bummed because I was extremely excited for A14 but they sent me a steam key that had already been redeemed. I'm waiting for a response from their help guy but I don't want to bother starting up the non-steam version.
|
# ? Jul 17, 2016 03:45 |
|
I had a wanderer join my colony completely buck-rear end naked. I'm on an ice sheet and it's -11 degrees Fahrenheit outside. She froze to death before she even made it to the village. I'm just curious as to how the hell she even got here.
|
# ? Jul 17, 2016 06:55 |
|
She was fully dressed right before she hit your map but went nuts and ripped off all her clothes like your own colonists probably do, mine do it all the time
|
# ? Jul 17, 2016 07:22 |
|
I'm sad Community Core Library isn't on Steam Workshop yet. Also, the mod menu in the game desperately needs click and drag reordering instead of needing to click little arrows a million times.
|
# ? Jul 17, 2016 08:18 |
|
Roadie posted:I'm sad Community Core Library isn't on Steam Workshop yet. They aren't putting it on the Steam Workshop yet because a update to the CCL can break saves. Also they "Say" it won't work on the Steam workshop because of the way it's coded.
|
# ? Jul 17, 2016 08:30 |
|
|
# ? Apr 19, 2024 14:34 |
|
Ok I tamed the Grizzly Bears, but now some of my medicine is missing. Do Grizzly Bears eat medicine? Edit: nvm, it just hadn't been hauled after I moved my stockpile. Edit2: Help, I'm being overrun by chickens Broken Cog fucked around with this message at 11:53 on Jul 17, 2016 |
# ? Jul 17, 2016 11:36 |