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Prison .... Labor ..... https://steamcommunity.com/sharedfiles/filedetails/?id=972057888 Viva Miriya posted:What I had no idea raiders would settle for a dead animal and call it a day, it was pretty funny
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# ? Nov 5, 2018 09:56 |
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# ? Apr 28, 2024 21:22 |
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LonsomeSon posted:You're correct that the core gameplay loop is survive -> encounter challenge -> survive and repeat, because the guiding vision for development is that rimworld is a survival game which escalates in difficulty until your settlement is wiped out or the surviving pawns escape into space. You're not supposed to be ABLE to maintain an equilibrium for very long, and if you are then that's why someone told you to up the difficulty. Just a case of mistaken expectations, don't mind me.
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# ? Nov 5, 2018 10:36 |
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I completely forgot that raiders aren't mindless killbots and will sometimes settle for stealing poo poo and was only reminded of this fact when I had two deep drills on a plasteel spot outside my walls and I set up on my killbox on the other side of the compound only to watch them pick up and run away with my drills. Fair play, tbh.
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# ? Nov 5, 2018 11:00 |
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You really should be able to ward off raids/satisfy them with carnage or loot more easily than you presently can. Maybe have individual raiders keep their eyes open for poo poo to steal and immediately abscond with. The AI needs some improvement.
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# ? Nov 5, 2018 11:37 |
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Cardiovorax posted:Which is cool if that's what you like. I really hadn't paid any kind of attention to the game at all until I noticed it finally became 1.0 a little while ago, I've played it for all of a few hours at this. I didn't really have any idea what to expect except "it's like Dwarf Fortress, but prettier." Since it's the absurd degree of scale and complexity that makes Dwarf Fortress fun to me at all and Rimworld really doesn't have those, I was figuring there might be something else instead that I had overlooked. A lot of us also play or have played DF quite a lot so if you were expecting some sort of argument about this stuff you're not going to get it, we all agree that RW is much less complex than DF I think Tynan has gone out of his way to AVOID making his game very close to DF and that's a good thing.
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# ? Nov 5, 2018 12:18 |
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Like I said, I think that Rimworld is an excellent compromise between DF and more mainstream games. But I imagine that if you already play and enjoy DF, Rimworld probably won't do much for you.
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# ? Nov 5, 2018 12:22 |
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Flesh Forge posted:if you were expecting some sort of argument about this stuff you're not going to get it Well, for now, I'll just keep piling on the mods and see what comes out on the other end. I've already managed to cobble together a sort of travelling vampire clan of sorts. It's neat. If there's one thing about this game I definitely do wish Dwarf Fortress had, it's the easy moddability.
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# ? Nov 5, 2018 12:43 |
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Well here's what it took to finally breech all defenses, but everyone lived. The river goes through a cave and every available space under the mountain became infested at once.
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# ? Nov 5, 2018 13:46 |
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You know that saying about sex and pizza, well, it turns out there is some really bad pizza e: and this is her partner
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# ? Nov 5, 2018 14:08 |
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Is that RJW or one of those genital mods?
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# ? Nov 5, 2018 14:10 |
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ShadowHawk posted:No, but I wouldn't expect them to move extra fast Radagast the Brown disagrees.
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# ? Nov 5, 2018 14:44 |
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Cup Runneth Over posted:Is that RJW or one of those genital mods? Birds And The Bees, by Fluffy, very tame compared to Rimjob Whirled https://steamcommunity.com/sharedfiles/filedetails/?id=751049133 you haven't really had the full experience of Rimworld until an angry bear rips off your junk
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# ? Nov 5, 2018 15:37 |
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I'm so happy I at least started on a kill box this game it has just been non stop raids. The biggest downside is my single builder is now basically full time on restoring traps and never has enough time to build anything else.
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# ? Nov 5, 2018 15:45 |
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Okay, finally have a little time to play this. What are good mods? I'd like Prepare Carefully if possible, and I'd be glad to have some extended items like craftable bionics and easier base defense.
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# ? Nov 5, 2018 15:57 |
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I played a lot of DF and rimworld WITH MODS is my favorite PC game of all time so Emphasizing WITH MODS. I'm around 240 at the moment, but even with a few you'd be deepening the experience. Throw in a A Rimworld of Magic and Astra Imperium and you have a whole different game. The modding is where the game shines. So maybe eventually you'll enjoy the experience... Edit: ^^this was in response to the cardiovax discussion, those 2 mods may not be good starter mods! AROM is amazing though and the latest class that just came out is extremely well designed and it's just amazing what modders are doing with this game. And I can't wait to come back to it again in a year to see even more. Garfu fucked around with this message at 15:59 on Nov 5, 2018 |
# ? Nov 5, 2018 15:57 |
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Did anyone ever make a mod for 1.0 that let's you assign what cell you want prisoners in? I swear there was one for B18
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# ? Nov 5, 2018 16:04 |
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There was a nice Prison Improvements mod that did a lot of things including that but it hasn't been supported for some time. Tynan breaks all mods pertaining to that stuff every major rev, this release was no exception. Re: mods, here's my mods! these are their steam workshop names code:
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# ? Nov 5, 2018 16:26 |
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Had a poison ship land inside my (enormous) compound. Used an orbital bombardment on it, killing nothing but severally damaged the 8+ Scyther/Lancers and only lightly damaged the 4 centipedes. My inner killbox was enough to kill the scythers/Lancers 1 by 1 as they came around the corner, the centipede fight was... Not so clean. No outright deaths but folks are queued up for bionic limbs and replacement organs. My ship is mostly built,need to complete one more engine then build all the cryocaskets. I have enough uranium for all of it but not steel/plasteel. Busy taking apart those mechanoids and pilfering the slag from the poison ship. How does the mechanics of the take off work? Is there a countdown where I have everyone run for the cryocaskets as raiders attack or what?
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# ? Nov 5, 2018 18:03 |
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Once you have the ship built, you click on the AI core and tell it to start up the engine. Then you have to hold out for fifteen days while it powers up, with the expectation of a raid every other day or so, sometimes with multiple simultaneously if you get unlucky. You don't need to shove anyone into the cryocaskets until the ship's fully powered up so you can have everyone on hand to defend the colony, and you can launch it any time after the fifteen days are up.
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# ? Nov 5, 2018 20:04 |
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that maze is doing work. Raids loving handle themselves.
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# ? Nov 5, 2018 20:20 |
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Do you guys favour big megastructure bases or multiple smaller buildings? And which storyteller? I've just been on Classic for now.
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# ? Nov 5, 2018 21:09 |
Randy random is the only storyteller. Also go rough difficulty or higher unless you're specifically doing something interesting. Like if you don't want to wall in your base I'd do an easier difficulty, or if you want to role play as a raider clan, etc.
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# ? Nov 5, 2018 21:21 |
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I prefer having more than 20 colonists in a mostly-under mountain base on Randy medium with a tribal planet. I tend to make several large rooms (dining hall, bathroom [hygiene mod], kitchen, freezer, guest quarters), and a few huge rooms (party room, crafting room, non-perishable storage, animal barn with attached boomalope pens)
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# ? Nov 5, 2018 21:22 |
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It's funny because the reason it gives for the constant raids is that people want to get off the planet so they're mobbing you for your ship, but if you built it out in the open and left it undefended, I can almost guarantee you they'd just trash it while attacking you.
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# ? Nov 5, 2018 21:29 |
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Heh.
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# ? Nov 5, 2018 21:51 |
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Is there any way to make food items lootable if they're in a prisoners area? I had the grand idea to install those egg-laying implants from Genetic Rim in my prisoners. Now they lay two chicken eggs a day! Huzzah! Except...I can't loot them normally because they're in a prisoner marked area. So far my solution has been to just untag it and shuffle the prisoners around but it's a pain in the rear end and making me regret this whole line of thought. I could always recruit them and restrict them to some sort of mutants only compound, but that defeats the purpose.
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# ? Nov 5, 2018 23:06 |
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HelloSailorSign posted:I prefer having more than 20 colonists in a mostly-under mountain base on Randy medium with a tribal planet. Thank you for this. My friend was complaining that the only thing he needed to fulfill his realism need was a pooping mod. We searched the Steam Workshop for poop mods, but couldn't find one. Thanks to your thread, he now has a pooping mod (hygene is a silly name, they should rename it to pooping mod.)
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# ? Nov 5, 2018 23:13 |
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Something has gone and broke in my game, where i cant right click to force a job. I can draft and force some, but otherwise things are broke. Anyone had this, an how to fix it?
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# ? Nov 6, 2018 02:49 |
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winterwerefox posted:Something has gone and broke in my game, where i cant right click to force a job. I can draft and force some, but otherwise things are broke. Anyone had this, an how to fix it? I've had that happen when I've added a mod to a save. Not sure if there is a way to recover outside of disabling that mod.
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# ? Nov 6, 2018 03:30 |
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winterwerefox posted:Something has gone and broke in my game, where i cant right click to force a job. I can draft and force some, but otherwise things are broke. Anyone had this, an how to fix it? What's the job? I figured out that sometimes I can't force treatment on someone because their treatment permissions somehow got set to none (and then nearly lost him to bleeding). Another pawn won't do firefighting, probably because of work permissions as well though I didn't check closely because I was busy with the fire. It does seem like an area where more information visibility is in order, tasks should always exist in the context menu, simply greyed out with reasoning if they can't be accomplished. That this happens with some tasks but not others is poor consistency.
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# ? Nov 6, 2018 03:34 |
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I was testing "Force construction" for my builders, Rescue on a fox that was injured for my doctors, and Haul on anyone. The menu wasnt coming up at all to show 'Action reserved by" or any of the like. i decided to just restart a new map, i think adding mods mid save hosed things.
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# ? Nov 6, 2018 03:44 |
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Think I just lost my most successful run. A caravan that has half my pawns is bugged out and is just stuck. Tried restarting the game but despite moving at 12 tiles a day they ain't going anywhere.
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# ? Nov 6, 2018 04:27 |
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Tias posted:Okay, finally have a little time to play this. Bionics are now craftable in vanilla at the fabrication bench.
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# ? Nov 6, 2018 04:34 |
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Demon_Corsair posted:Think I just lost my most successful run. A caravan that has half my pawns is bugged out and is just stuck. Tried restarting the game but despite moving at 12 tiles a day they ain't going anywhere. Try some poo poo like making them rest or settle/reform
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# ? Nov 6, 2018 06:04 |
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Demon_Corsair posted:Think I just lost my most successful run. A caravan that has half my pawns is bugged out and is just stuck. Tried restarting the game but despite moving at 12 tiles a day they ain't going anywhere. Mental breaks? Too much weight?
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# ? Nov 6, 2018 06:07 |
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Facebook Aunt posted:Bionics are now craftable in vanilla at the fabrication bench. Oh word. How is 1.0 set for base defense? I found some razor wire thing, but I'd like more sorts of emplacements.
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# ? Nov 6, 2018 09:02 |
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I really hate the maze defense type and will generally design my base layouts with sandbags and fields of fire instead. But the storytellers will always eventually send something unbeatable at you so it kinda sucks. Recently I've been trying out the lovecraft storyteller from the cults mods but nothing ever seems to happen, even on the second to last difficulty.
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# ? Nov 6, 2018 09:05 |
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If you want walls you can shoot through, there's a bunch of implementations e.g. Rainbeau's Concrete: https://steamcommunity.com/sharedfiles/filedetails/?id=1539310322 or Brunayla's Embrasures https://steamcommunity.com/sharedfiles/filedetails/?id=736582456 or Jaxxa's Embrasures https://steamcommunity.com/sharedfiles/filedetails/?id=722085442
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# ? Nov 6, 2018 09:06 |
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Vasudus posted:Is there any way to make food items lootable if they're in a prisoners area? This is the first thing in the thread to really ever give me concern. Wild. deathbagel posted:Thank you for this. My friend was complaining that the only thing he needed to fulfill his realism need was a pooping mod. We searched the Steam Workshop for poop mods, but couldn't find one. Thanks to your thread, he now has a pooping mod (hygene is a silly name, they should rename it to pooping mod.) Dubs' Bad Hygiene is one of my favorite mods, it makes the game feel far more real and adds a lot of good stuff beyond just "pawns poo poo now" - heating and cooling, water management and crop irrigation, even litter boxes.
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# ? Nov 6, 2018 13:06 |
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# ? Apr 28, 2024 21:22 |
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huh i just noticed that visitors just barge into your freezer and eat your food whenever they feel like it? My food is very low due to a volcanic winter, how can i send them away?
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# ? Nov 6, 2018 13:53 |