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Demiurge4
Aug 10, 2011



ninjewtsu posted:

So what exactly is good cover? More than just a single line of sandbags to hide behind, I take it?

One sandbag wall is fine.

I quite like the game, I went for a lower kickstarter tier so I only got it recently. It needs more stuff to do but it's very entertaining and there's some great potential in it. Power could use an overhaul though, I'd like to be able to install switches that lets me isolate parts of the grid and maybe have lamps stay off unless there's someone in the room.

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Demiurge4
Aug 10, 2011



OwlFancier posted:

I do like DF, I just find myself wishing it was less buggy and obtuse. And had an interface. And looked nicer.

DF has loads of neat mechanics but the difficulty of accessing them does detract from the fun a bit, which is probably why I clock more time in DF-alikes than DF itself.

If they're changing hydroponics to be like that, it'd be nice if you could transplant dirt, so hydroponics become rapid growth tools, with more risk, while dirt farming is slow but a bit more reliable.

DF's problem is that Toady loves adding tons of new poo poo with little thought to functionality. I get that it's a niche and he has every right to do whatever the gently caress he wants because he's not selling the game, but I wish he'd spend more time on functionality than he does on sweat and spit.

I hope Rimworld becomes bigger and more abstract in the long run. The individuality and uniqueness of each character is great and I'm sure this will only become better and better but I prefer macro over micro. The story AI is programmed to keep your colony within certain population limits and if you exceed it, it will do it's best to murder your guys to get you under the limit again.

Adopting some features from Prison Architect could work. I'd love to be able to set shifts so I can make sure everyone eats a hot meal at this hour and have patrols go around at this hour etc. Using prisoners as work gangs instead of recruiting would be fun as well and the social model needs improving so that personalities clash and cause fights. It's well on its way though!

Demiurge4
Aug 10, 2011



Nice! Finally some good medicine changes and the wound system sounds great, time to play space Dwarf Fortress. Also the personality traits finally work

Demiurge4
Aug 10, 2011



Apoplexy posted:

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!

I second this! I would love a comprehensive modpack that is also internally consistent. Don't get me wrong the last super big pack was great and I love it to death but there's a few odd things in there like the cotton for beds but also lets you build high-tech beds from the get go.

Demiurge4
Aug 10, 2011



drat, I had set up a turret at both canyons leading into my base, put my guys next to it behind sandbags to take out three natives with bows and throwing spears. My best dude got oneshot by a throwing spear, RIP.

What's a good way to avoid that in the future?

Demiurge4
Aug 10, 2011



So food, how many potatoes do you guys grow because I feel like I'm constantly short of ingredients, not to mention cloth.

Demiurge4
Aug 10, 2011



So what are good mods to play with right now? I picked up prepare carefully, extra research tables, extended surgery, synthmeat, thingamajigs, workplaces, a conveyor belt mod and blood pact. Not super keen on the blood pact thing but it looked like an interesting thing to explore.

Last patch there was a mega mod pack thing a goon put together but it had a ton of poo poo I didn't really care for (a mod to make beds require linen, as well as 4 different cheap beds from other mods). I realize a bunch of mods haven't been updated yet but what should I be looking out for?

Edit: Also I can't access the Rimworld forums, says my guest account has been banned and I can't login. All I did was download mods, never posted there :|

Demiurge4
Aug 10, 2011



God drat headshots. I had just bought two M-15's for my defense, two guys with shooting 10 and a turret sat behind a sandbag, figured I was in the clear for my second pirate attack. Nope. Three guys show up, one of them is in power armor and has a big loving gun, one of my guys takes a headshot and is instantly dead and the power armor guy just walks straight past my line taking at least 5 volleys and sits himself behind a corner, dead colony.

The guy in power armor even shrugged off a headshot that blew his jaw off completely.

Demiurge4
Aug 10, 2011



How easy is modding in this game? I'm kind of disappointed about the lack of big mods/modpacks that change more than a handful of things. Like there's all kinds of mods that add cool things but what I want is themed mods I can just get in one download that gives me everything Might try and do it myself as a project on my weekends.

Demiurge4
Aug 10, 2011



Tias posted:

It's not possible to dig downwards, is it?

Z-levels aren't a thing, no I'm not sure if its planned though, when DF did it it kinda came out of the left field for me with a whole lotta "whoa!"

Demiurge4
Aug 10, 2011



That tech tree minami mod is pretty crazy, in both good and bad ways. Good because it adds more progression, bad because you have a ton of intermediary crafting steps. To make a lamp you have to craft light bulbs

One thing I'd really like right now is to be able to equip my guys with both a tool and a weapon. That would be nice.

Demiurge4
Aug 10, 2011



The Tech Minami mod has really grown on me, sure it's spergy as all hell and having to craft a hammer, tongs and other bits before you craft a toolkit is annoying, but when the first tier battery uses potatoes in its construction I just can't hate it

Apparently it's still missing a bunch of stuff though, since its a compilation and a few major mods haven't been updated yet. Hopefully that will happen soon so I can immerse myself in it. A few things I especially like is how a bunch of things can only be bought from traders and trade is your gateway to a lot of specialized tech. For example I wasn't able to build the cooking table because nobody had come around to sell me an electric grill yet, so I was living off soup and grilled potatoes which take a little extra effort and micro to make.

Demiurge4
Aug 10, 2011



boatiemathmo posted:

I'm having trouble with the organ harvesting concept. 2 questions.

1) Can you harvest organs from corpses? I assume not, and haven't found a way to, but perhaps I'm missing something (beyond the butcher's table for leather)

2) What order do you harvest organs from prisoners/terminal patients? I find I can often get a kidney out in one piece, but whatever I take next ends up killing the poor patient - and then the remaining queue is dropped. How do you get maximal profit out of a "willing" donor?

One kidney and one lung, then the heart or liver.

Demiurge4
Aug 10, 2011



I'd like some well done damage physics to come into play over the next few patches. Wound types to reflect piercing, slashing or piercing damage. Bullets or other projectiles stay stuck in the wound and require surgery to remove, some types may even leave permanent damage if removed improperly. I'd especially like stuff like broken bones or knockout blows from blunt damage, if you take a slingshot to the dome there should be a very good chance of knocking you out or at least giving you a concussion.

Crank it up a notch with high tech weapons blasting off limbs (plasma bolts) and lasers doing burning damage in addition to piercing and various bullet calibers to really make things interesting. Armor piercing bullets that do less damage overall and shredding rounds that bounce off armor. Then add a bunch of weapon mods that lets you upgrade guns and apply these bullet types and other modifiers and we're going places.

Demiurge4
Aug 10, 2011



I'd like if animals dropped pelts instead of the cloth resource. Just one pelt (of varying quality) that can be turned into clothing. In fact it would be nice if items in the game deteriorated over time, so we could create tools like hammers and saws that have a limited lifetime. Guns could be maintained to keep then serviceable but I would use the quality mechanic on furs to determine what you can make with it. Boar fur might make one coat or a pair of gloves for 15% durability.

Demiurge4
Aug 10, 2011



I tried out that crash landing mod and the start is really cool when you're just going "OH GOD I HOPE THAT DOESN'T LAND ON TOP OF US!

Then it gets less interesting when a section of ship crashed and gave you three suits of power armor on day one.

Demiurge4
Aug 10, 2011



The cooler can work double as a heater if you put the warm side into your commons room. It's 8 C outside and my cooler keeps the freezer at -8 C while the commons room without a heater stays around 25 C.

Demiurge4
Aug 10, 2011



Do any good mod packs get posted on the Ludeon forums? There are so many mods out now that I don't want to go trawling through the forums every time I come back for a new update. The vegetable garden mod looks neat but the combat realism one looks dumb (snipers with map wide range). Any modpacks that are sorted by flavor or themes would be cool.

Demiurge4
Aug 10, 2011



Inacio posted:

I'll be honest: the main reason for me not to update is that making the post with all the mod names, versions and forum threads is a lot of work. Much more than actually putting it together!

Rimworld really needs a mod launcher like Minecraft has. A Technic launcher where you can load up individual mods or whole packs would be grand.

Demiurge4
Aug 10, 2011



Elth posted:

I like the sound of those upcoming features. I also like the idea of a beer binge ending in drunken rants and fistfights.

I hope they start hiding stats from the player until they've been part of your colony for a while, medical checkups required for exact diagnosis etc. Maybe have prisoners straight up lie to you and you need a good conversationalist to get the truth out. Sure that captured raider says he's a great doctor, but when he's plugging wounds with putty and curing cancer with cannabis, maybe it's time to take him off the job. Basically make the only clear indicator of skills their profession and hide their mental stats.

Demiurge4
Aug 10, 2011



Picked up the the Hardcore SK modpack. I like it because it has some decent difficulty settings and real progression where you don't start with research for metal stools but can also construct cryobeds from the get go because you installed that one mod. That said the progression is extremely grognardy and you'll have to craft basic building materials from the start.

Demiurge4
Aug 10, 2011



I've lost a few colonies to malaria in the SK hardcore mod pack (gently caress that disease) but I learned that amputating the infected body part fixes it A lot of people are down toes or fingers right now but I'll probably lose one of my best people since the mosquito got her in the torso while she was collecting boar. I like the little details like story event popups that accompany raids, they seem to incorporate your peoples traits because one of them mentioned cannibalism (all my guys are cannibals). I've finally established myself in a mountain pass I've walled off and roofed, with an unroofed section for growing potatoes and cotton but we'll see if I survive the winter with just a few parkas and no real heat sources.

Demiurge4
Aug 10, 2011



Flesh Forge posted:

Psychopath sounds like it's going to remain the best single trait in the game

I'm never ashamed when I cheat cannibal onto every colonist.

Demiurge4
Aug 10, 2011



Flesh Forge posted:

I actually would like it if there was an "acquired taste" mechanic, so that if a colonist partakes of the Long Pig enough times and has a breakdown as a result, then they should pick up Cannibal and stop flipping out. If I knew very much about programming I'd try to mod this in.

Yeah I would like that too, more character development is always good and it'll go well with the new relationship stuff. If a more comprehensive character system makes it into the game eventually it would also make the backgrounds more important. For example primitives would have a hard time with technology but highly educated scientists from advanced civilizations would be better suited to these tasks, as opposed to farming or hunting. I hope they look at the skill system next and overhauls it from being purely numbers based.

Demiurge4
Aug 10, 2011



Ultimate Shrek Fan posted:

Well the modding community is pretty toxic so he might have just gotten sick of dealing with all of the assholes.

How bad is it? I just pick up the ocassional mod pack but I don't bother trawling through them individually so I haven't been exposed.

Is it anything like oldschool minecraft mod drama? I remember when launchers started appearing.

Demiurge4
Aug 10, 2011



Will insects spawn on constructed floors?

Demiurge4
Aug 10, 2011



I marked a big group of maybe 30 deer for hunting and ignored them for a while. Turns out you can piss the deer off so suddenly one of my hunters gets stomped by 15 deer and they beeline for my base, destroy two turrets and kill another 3 colonists.

This game

Demiurge4
Aug 10, 2011



Slime posted:

It's kind of hilarious how the relationship values are set up. A few chats and you like them better than your wife. But oh, they have a scar? Woah GROSS, what a jerk. For things like disfigurement, they should probably affect new people meeting them but once a colonist is friendly with someone else the malus for the other colonist being disfigured should probably lessen until it's at zero.

Some modder will do a balance pass on it, the fact that relationships exist at all now is super great though.

I have been growing a lot of crops and I am now officially the beer baron of Rimworld.

Demiurge4
Aug 10, 2011



I feel like a wrecked stomach should limit a person to nutrient paste only. On that subject the nutrient dispenser is a completely useless building right now, given how easy it is to make meals.

Food could do with an overhaul now they've done relationships. Make a balanced diet important so if you live entirely off meat you'll get scurvy.

Edit: Water could be a fun thing to add into a hardcore mode. You need clean drinking water to survive but you can get by with unfiltered brackwater from shallow pools. Bad water can be turned into booze and will satisfy if you can't filter, but you'll turn you colony into 19th century London

Demiurge4 fucked around with this message at 09:55 on Apr 12, 2016

Demiurge4
Aug 10, 2011



Have you set their work day? If they have no free time assigned I don't think they'll eat or do joy.

Demiurge4
Aug 10, 2011



Azhais posted:

Unless he's fixed it since yesterday, the colonist bar has a crippling memory leak that will cause crashes every hour or so after you get more than about four colonists

So that's why I just crashed.

Demiurge4
Aug 10, 2011



Splode posted:

Yeah I was enjoying this patch but even playing with Randy random, I'm getting sick of the game deciding that it's time for my colony to die. I got besieged, managed to beat it with my ridiculously good sniper, then immediately poison ship, and when I beat that at great cost (gently caress mechanoids) I got hit with another siege, at which point I went to bed.

For someone who wrote a book on game design he really seems to be struggling to make his game fun.

A lot of the game is probably too easy and I think relationships are intended to fix a lot of that by making infighting more common. Endlessly scaling raids aren't fun but neither is total security and that's why we have cave bugs now. I think the game needs to balance raids around objectives that the raiders want. Maybe they want to kidnap one particular person or steal or destroy some kind of tech you have and once they have it they'll bugger off and leave you alone. It could also gate a lot more behind scavenged tech or trading so you can't just spam solar panels and geothermals without some specialist items in order to make the game a little more difficult, the slower pace would be balanced out by more relationship events, actually interesting diseases and other busywork.

Once I get to the point where I have an awesome self-sufficient base with all the cool stuff I just lose interest. The spaceship is a fun little mega project but it ain't Dwarf Fortress levels of fun. Game needs more struggle.

Demiurge4
Aug 10, 2011



How the hell do you add z-levels to this game without massively and cripplingly exploding the scope?

Demiurge4
Aug 10, 2011



Maybe a system where your original colonists are exceptional in some way and form the basis of your technology efforts. While everyone else is a Rimworld savage where only the 1% can contribute anything beyond labor and some crafting, basically make the original 3 glitter world refugees.

I'm just really into the idea of gating technology and a deeper skill system where the crafting skill doesn't encompass everything from wooden bows to nanotechnology.

Demiurge4
Aug 10, 2011



Conot posted:

I'm still wondering how to get good prices from traders/locals. Even when I'm in good standing with them and my negotiator is a 13~ Socialist, I'm still getting the "very cheap" prices on anything I sell, with only a few things being "cheap" on the buying side.

Cowboy hats give a positive trade modifier.

Demiurge4
Aug 10, 2011



Gibbo posted:

Does anyone have screenshots of those old twitter posts? Someone asked me about Rimworld and I told him it was kinda poo poo and made by someone that doesn't deserve his money and he didn't believe me when I mentioned the tweets.

Well you're objectively wrong about one thing.

Demiurge4
Aug 10, 2011



I dunno why people would expect years of support anyway. The game was very solid a year ago and way more than I expected to get when I backed it on Kickstarter, a steam release and a goodbye is a good ending for the project and he seems like the type inclined to open the modding options even more post release so people can make whatever they want with it. Workshop integration supports that.

Demiurge4 fucked around with this message at 02:10 on May 28, 2016

Demiurge4
Aug 10, 2011



So the Hardcore SK mod pack got updated for 14 and hoo boy, it's a doozy. There's a huge pain in the rear end production chain just to make basic stuff like all furniture requiring components and best made from wooden planks (cut from logs at a sawmill). Components are either made with a bunch of materials once you get electricity or scavenged from ship debris around the map when you start out. I like this kind of spergy poo poo so I'm making do but this new version has limited ammunition and that particular change is giving me a lot of trouble since ammo is scarce and bows suck.

A few things are quite interesting though. There's a few lowtech options for if you start as a tribe like the coldstone battery which uses a new mineral you can mine out to lower the temperature of a room. Wall torches give light indoors but require kindling made from wooden logs and so on. I just hope it doesn't have loving malaria.

Demiurge4
Aug 10, 2011



Yeah that is just a quick way to relocate furniture, it doesn't change it's statistics.

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Demiurge4
Aug 10, 2011



https://twitter.com/SolomonJake/sta...0304803841?s=09

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