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Flesh Forge posted:I prefer just that, without the garden mod or RimCuisine. Imo it's kind of either/or. fair enough! think i prefer RimCuisine so I'll keep that (and add Growable Grass so i can, uh, grow grass). EDIT: here's some content for the new page. started a new game yesterday and this is what i was treated to on my first day: rainforests are a nightmare
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# ? Dec 1, 2018 03:21 |
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# ? May 6, 2024 06:09 |
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I love tropical rainforests except for that one, tiny detail. One dry thunderstorm will destroy everything.
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# ? Dec 1, 2018 03:30 |
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I installed the Infused mod and my new colony is out of whack because one of my starting colonists dropped in with some kind of mega-infused clothing with like 10 keywords that bumped the value by around 100k. Raiders are showing up in big packs with fancy guns and I'm still trying to get basic infrastructure set up. Some colonists now have high expectations because of the colony wealth score.
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# ? Dec 1, 2018 04:02 |
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robotsinmyhead posted:I'm super hesitant to mod this game, although I could see some QoL mods in the near future. Modding kinda ruined KSP for me and keeping up the the mod revisions was a nightmare that I don't want to repeat. For what it is worth, Tynan and the modding community have done a lot to make modding Rimworld easier than putting a cartridge in an old Nintendo. Between Tynan's support for XML patching, and the Harmony patch library for C# assemblies, compatibility is almost a non-existent problem. With 1.0 out, you can also expect longer periods between major releases, and (probably) fewer code breaking changes. In short, modding Rimworld is nothing like modding KSP. Go hog wild.
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# ? Dec 1, 2018 04:11 |
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Flesh Forge posted:I prefer just that, without the garden mod or RimCuisine. Imo it's kind of either/or. Wild cultivation is pretty much the expanded vanilla prosthetics to Rimquisine and Vegetable Garden's EPOE/RBSE.
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# ? Dec 1, 2018 04:37 |
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Moonshine Rhyme posted:How long did your game take to start up? The machine I was running it on had 32 gigs of ram, and rimworld was installed to an ssd. I had part of my ram set up as a ramdisc that loaded all of Rimworld and it's mods directly into itself with the process running a few minutes after boot. I'd play something like starsector for a few minutes, and then I'd run rimworld, have it open instantly, and gently caress with my mods, having the open->gently caress around->restart game loop take literally seconds as everything would get written to ram instead of ssd. When finished, id end the software and the ramdisc contents get written back to the ssd(like save data and the like). If you have the ram and can afford the time to research and find some similar software, it can be really rewarding to set up something like that.
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# ? Dec 1, 2018 10:23 |
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Then your major gate is your processor, but I invested way too much money in a 2011 socket cpu back in 2012 that is not getting replaced for a good long time yet.
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# ? Dec 1, 2018 10:26 |
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Here's a thing - who'd be interested if I made a spreadsheet with all the stats for everything laid out, like all the animal leathers and what stats they have, weapons etc, stuff like that? Vanilla initially, but I can add mods later
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# ? Dec 1, 2018 16:10 |
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Phoenix Taichou posted:Here's a thing - who'd be interested if I made a spreadsheet with all the stats for everything laid out, like all the animal leathers and what stats they have, weapons etc, stuff like that? Vanilla initially, but I can add mods later Doesn’t the wiki have that already?
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# ? Dec 1, 2018 16:13 |
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How am I supposed to set up my defense in a plain? 4 identical chokepoints with a big rear end wall? A big rear end wall with only one opening?
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# ? Dec 1, 2018 17:54 |
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jokes posted:How am I supposed to set up my defense in a plain? 4 identical chokepoints with a big rear end wall? A big rear end wall with only one opening? Big wall would have drop pod assaults, or sappers, or mortars making it completely useless.
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# ? Dec 1, 2018 19:13 |
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Build wall around base Build wall around wall
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# ? Dec 1, 2018 19:14 |
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Make a TD labyrinth with spring traps if you have enough wood as the only opening out of your base and you should be fine early game. Alternatively, just wall your wall walling the wall that walls your base.
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# ? Dec 1, 2018 21:08 |
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Build the Wall, and Make the Raiders Pay for it.
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# ? Dec 1, 2018 21:15 |
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I just build a fortress wall and put doors in it
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# ? Dec 1, 2018 22:21 |
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If you don't wall up your crops, rear end in a top hat animals will come and eat all of them. This includes trees, with thrumbos.
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# ? Dec 2, 2018 01:17 |
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Gloomy Furniture has some nice fences and miscellaneous items like buckets and barrels if you like decor.
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# ? Dec 2, 2018 04:36 |
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Heartcatch posted:Gloomy Furniture has some nice fences and miscellaneous items like buckets and barrels if you like decor. i love gloomy furniture, the only two problems is it's all wooden/synthylene, no stone/metal, and it's not tied to any research so you have full access to it as tribals. still, if you have self control or don't care, they're loving fantastic.
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# ? Dec 2, 2018 05:23 |
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TIL, Boomalope milk is chemfuel.
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# ? Dec 2, 2018 14:52 |
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One of my colonists got her brain scrambled by a stray machine gun round in a raid, leaving her with permanently lowered consciousness. She also stopped being able to do normal recreational activities like chess, poker, etc. The only way to boost her recreation/mood seems to be drugs, but I have to watch out because like one smokeleaf reefer renders her completely unconscious. Now she walks around buzzed on a daily regime of psychite tea but it doesn't stop her from being the best miner in the colony.
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# ? Dec 2, 2018 20:05 |
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You can set up a special drug policy for specific colonists. It's useful if you want to start using luciferium for your best producers or your cybersoldiers.
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# ? Dec 2, 2018 20:13 |
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moot the hopple posted:One of my colonists got her brain scrambled by a stray machine gun round in a raid, leaving her with permanently lowered consciousness. She also stopped being able to do normal recreational activities like chess, poker, etc. The only way to boost her recreation/mood seems to be drugs, but I have to watch out because like one smokeleaf reefer renders her completely unconscious. If I ate a bullet i'd wanna be baked 24/7 too.
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# ? Dec 2, 2018 20:32 |
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moot the hopple posted:One of my colonists got her brain scrambled by a stray machine gun round in a raid, leaving her with permanently lowered consciousness. She also stopped being able to do normal recreational activities like chess, poker, etc. The only way to boost her recreation/mood seems to be drugs, but I have to watch out because like one smokeleaf reefer renders her completely unconscious. Do colonists need a certain level of consciousness to do recreation activities? It makes sense but I've never seen it before in any of my games. I've got a droid who puts off recreation until he's at -20 even if he's scheduled for it, but I think it's because I have him far out mining out the power plant.
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# ? Dec 2, 2018 22:19 |
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I did some testing like setting her schedule to only recreation for all 24 hours and putting in chessboard in her room but she doesn't seem to want to use it. I just installed the expanded surgery mod and happen to have a spare AI core so it looks like I have a good candidate for some brain surgery at least.
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# ? Dec 3, 2018 02:02 |
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This week in Rimworld: I founded a cult to Bastet the Goddess of Cats. Every so often a black cat wanders into the area, I tame it, and then sacrifice a human captive to our whimsical Goddess to transmute the cat into a Guardian, a fully-trained super-panther. I've now begun replacing my Guardian's limbs and jaws with animal bionics to make them even buffer. One of them apparently got hungry while out for a wander and solo'd a Megasloth
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# ? Dec 3, 2018 02:21 |
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Do the Shub invoke that buffs animals it's bananas
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# ? Dec 3, 2018 03:05 |
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I "beat" (shipped out) all my colonists on my first real colony after like 25hrs. Great game and kinda excited about remaking things for round 2. The difficulty of the game skyrocketed after starting the ship's reactor - I don't know how you handle that poo poo on the harder difficulties. A siege party landed in a really difficult spot for me to get to in time and was able to bullseye 1/2 of my mortars and my chemfuel supply in 3 shots. Just then, 2 of my best shooters got into a fistfight, went to sickbay, then almost got aced by another deadeye mortar. All with like 10hrs left on the startup clock.
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# ? Dec 3, 2018 13:05 |
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Heartcatch posted:I love tropical rainforests except for that one, tiny detail. One dry thunderstorm will destroy everything. Pave your perimeter with 1-wide concrete strips circling all non-walled thoroughfares, bob's your uncle, fanny's your aunt, you have a functioning firebreak
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# ? Dec 3, 2018 17:23 |
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Tias posted:Pave your perimeter with 1-wide concrete strips circling all non-walled thoroughfares, bob's your uncle, fanny's your aunt, you have a functioning firebreak Fires can jump up to three spaces, though?
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# ? Dec 3, 2018 17:27 |
Keeshhound posted:Fires can jump up to three spaces, though? But it's less likely and your colonists can easily put out the stuff that makes it over.
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# ? Dec 3, 2018 18:10 |
So Pro-tip; if you haven't been deleting old versions of saves you should do that. I just deleted all my old saves and freed up 20 gigs.
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# ? Dec 4, 2018 02:14 |
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i'm unclear on why you wouldn't just use a stone wall as a perimeter firebreak. you need a stone wall anyway. unless you're talking about something internal, in which case yeah sure, not sure what perimeter you're referring to though
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# ? Dec 4, 2018 03:01 |
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Coolguye posted:i'm unclear on why you wouldn't just use a stone wall as a perimeter firebreak. you need a stone wall anyway. If you're internal, I don't know what kinds of fires you're fighting that are large enough to need a jumbo firebreak. If you're external, why are you making flammable walls?
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# ? Dec 4, 2018 03:26 |
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Fairly sure fire can spread over walls.
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# ? Dec 4, 2018 04:02 |
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Put a 2 square roof overhang on your base walls to kill plants from growing and you shouldn't really have to worry about fires running into your base. I even throw random single wood wall blocks up with 2 square roofs in each direction for power lines running out to remote geothermal power plants and that seems to solve that problem for those lines needing constant repair from wildfire as well as cutting down on how much of the map those fires take down. Minimal resources (using the wood from trees you cut down for the lines to make the random wall blocks), minimal labor since roofs go up fast.
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# ? Dec 4, 2018 04:05 |
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tbh you should be putting down concrete floors between everything so your guys will move around at 100% speed. Also as a fire thing leave a space between all buildings/objects and fires will have a really hard time taking off. If you're doing a low pop start that stuff is extra important
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# ? Dec 4, 2018 05:22 |
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Flesh Forge posted:Fairly sure fire can spread over walls. Since when? I've never had a wildfire jump a non-flammable wall. Herstory Begins Now posted:tbh you should be putting down concrete floors between everything so your guys will move around at 100% speed. Also as a fire thing leave a space between all buildings/objects and fires will have a really hard time taking off. If you're doing a low pop start that stuff is extra important I didn't put this in my original comment, but yes this should be a thing after you've walled off your base. The only things that shouldn't be loving paved like a Wal-mart parking lot are your growing areas.
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# ? Dec 4, 2018 05:28 |
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Now I'm tempted to try an all-wood run that lasts half an hour.
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# ? Dec 4, 2018 06:49 |
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Where's the mod that lets you make wooden bionics
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# ? Dec 4, 2018 06:53 |
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# ? May 6, 2024 06:09 |
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Warmachine posted:Since when? I've never had a wildfire jump a non-flammable wall. tbh I practically never have this scenario because I mostly play in biomes that are pretty barren but I have a current colony going in a nice cold bog with lots of vegetation so let me get back to you on that
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# ? Dec 4, 2018 08:01 |