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/rwg/ Rimworld General

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Lewd is Live edition

Previous Thread: >>168054727

>What is Rimworld?
An early access single player survival simulation game like Dwarf Fortress /dfg/
>How is it different from Dorfort?
Sci-fi setting with good graphics and lewd
>New patch notes
https://ludeon.com/blog/
>Mods
https://steamcommunity.com/app/294100/workshop/
http://www.nexusmods.com/rimworld
https://ludeon.com/forums/index.php?board=12.0

(I'm new, what mods should I get?)
http://pastebin.com/GFj7rxKK

(/rwg/ mods)
http://pastebin.com/wtm5WtHm
>>
As always don't forget to visit our friends over @ https://www.reddit.com/r/RimWorld/
>>
>>168298470
I did and enjoyed it.
>>
Reminder to report and ignore shitposters.
>>
>>168298626
Is this a mod?
Last time I checked bugs refused to leave the hives for anything other than rape.
>>
>>168298315

I've yet to reach the point where it'd be a concern, but is there some balanced mod with which you could get infinite resources? Like a replicator or something that'd take a lot of power? The deep drill is all kinds of shit.
>>
>>168298731
https://www.reddit.com/r/RimWorld/comments/5tu991/i_daresay_my_southern_flank_is_safe_from_raiders/
Doesn't mention anything, but maybe tameable insects mod?
>>
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Oh god, Do I keep this fucker that self tamed. I don't have enough dree's to keep him fed.
>>
>>168299058
Wait so you can't feed him hay or berries?
>>
>>168299150
I can, but they eat a fuck load.
>>
>>168299204
Seems worth it to run it at raiders DESU
>>
>>168299058
Send him and a colonist to fuck up pirate bases maybe that can keep him fed or dead. He can eat trees and shit while you loot.
>>
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>>168299692
>>168299672
To late. Her sacrifice will keep us fed for a while.

Considering it ate ALL my my hydroponics
>>
>>168299753
at least the horn is a pretty baller weapon.
>>
>>168299863

Good enough to not sell it and buy some real weapons?
>>
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>>168300009
It's not horrible, if that's what you're asking. Probably better to sell it, but not 100% sure on that one.
>>
So how many pets can I expect to have before shit gets fucked?

>>168301245
What do you mean by working with? I have several animal mods with a dog said and no capability patches.
>>
Thrumbo is for cud
>>
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What the fuck, she got the infection treated from minor, and was bed-resting. Why.
>>
All of my rich soil patches are stupidly shaped, is there a mod or sth that'd let me quickly plant crops only on it?
>>
>>168303124
How shit is your doctor?
>>
>>168303450

8 skill with medicine
>>
>>168303124

Filthiness, doc skill and meds used all contribute to it.

>>168303571

That's complete shit tier, anon.
>>
>>168303124
Too much pain.
>>
Does farming require people constantly working fields or is it plant and forget?
>>
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Day 0 of crash landed

we have Valentin, a geologist who will dig dorf base for the colony

Markus, special forces with a moderately high social skill

and Wienholz, a young gardener, pretty and sanguine.
>>
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>tfw township is running out of room within our comfy mountain walls. I've got one spare room, and one empty bedroom. These fucker better start shacking up with one another.
>>
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>>168305649
Very little has occurred at the end of day 1, with the notable discovery of compacted titanium, which has stopped progress of the mountain base.
>>
>>168305607
plant and harvest
>>
>>168305830
make a nice barracks to house new arrivals

only by proving their worth do they gain a house of their own
>>
>>168306021
I think I might actually have to pack up and move here soon, and that scares me. I've nearly stripmined this whole map for what its worth.
>>
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>>168305920
day 2 has come and passed, with little to report.
The colony has decided to start making stone blocks for future construction projects, such as beds and floors for their mountain home.
>>
>>168306162
have you even made any deep drills yet
>>
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>>168303124
>wood wall
>>
>>168306384
On the verge of it. Been trying to whore out for silver and a prosthetics trader to fix up some of my guys.
>>
>>168306396
at least his wood floors will tell him where do rebuild with stone when it burns down
>>
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>>168306396
>tfw still have this random wooden wall bit from the start of the game
>bothers my autism but to lazy to change it
>>
New patch when?
>>
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HOLY FUCK, VISITORS!

It's been like, actually seven fucking in game years since I've seen these guys. And yes, I have had guest beds and shit the whole time.
>>
>>168308595

You can have some of mine because they don't stop coming for me.
>>
>tfw you have an army of genetically engineered wolfs
>>
>>168310409
>tfw you are furry
>>
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>tfw you finally make a base you are happy with
>tfw it looks like it'd be actually pretty comfy to live in your colony
This is still only my sixth colony, but I wouldn't mind living in this one, and that's a first.
>>
>>168311095
Looks very comfy
>>
Rape anon, more bug reporting. Nymphs ignore assigned areas when they feel like lovin someone, though they do respect forbidden doors.
Rapists do seem to ignore prisoners in rooms they're forbidden to enter.
They also go through rooms and corridors that aren't in their allowed areas to reach a prisoner in an allowed area, but I believe that's vanilla behavior.
Not the end of the world, but you might want to look at it.
>>
Where the hell do I get molotov cocktails? Which weapon traders have the highest chance of having some? I got vault dwellers, tribals and the outlander union as friendlies.
>>
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>>168311437
And I just finished the Tomb for my cat that had just died. Fucker was paraplegic, repaired, made paraplegic again, repaired, then eaten by the one predator I missed.

Godspeed Malfioso. You were too god for this world ;_;
>>
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>Have to go to work
>Just want to play rimworld
>>
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>>168311750
>tfw your cat is dead
>>
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>>168312065
>tfw I know that feel
I want her back ;_;
>>
>>168306638
Is there a faster way to upgrade to stone without having to deconstruct everything?
>>
that feel when your map has a low energy ancient danger - no insects, mechs, and only 3 hostile caskets (one of which, being unarmed). I was getting so ready to do a full 6 man tacticool breach, multiple entrances, and all
>>
>>168312175
Nope, just deconstruct it and replace it. I usually make a 1x1 critical stockpile of the material I'm going to make a wall out of for faster build times.
>>
>>168312207
I know the feeling.

Spent ages building up fucking fortress with medibeds, energy source and all next to one of those places.

After a tactical entry I found four units of luciferium
>>
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>>168312065
I know that feel.
Twice

Feels like I was better off never having the cats in the first place, so that I could never lose them.
>>
>>168312157
Please don't post nazis in this thread.
Thanks.
>>
>>168313238
*posts picture of you*
>>
>>168313238
>Kriegsmarine
>Nazi
Oh boy, that's a paddlin.
>>
>>168312065

Cats are fucking shit, I slaughtered the one I started with on day 1.
>>
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>>168313329
You monster
>>
>>168312175
Replace walls mod fixes that.
>>
Can someone please direct me to a youtube of a pro at this game.

Every clip I come across is some fuckwad who cant even turn reserve his meat for lavish meals.
>>
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>>168314764
>reserving meat for lavish meals
>>
>>168314908
>
huh?
>>
>>168314970
Why would you reserve meat for lavish meals? If the colony is starving or can't afford them, I'm going to make other meals.
>>
>>168315061
because you should have simple meals on repeat using the 9999999999veggies you have from your crops
>>
>>168314908

Maybe if you live in some shit biome that has barely any animals.
>>
>>168315145
>>168315061
>>168314908
so any good youtubers? or is everyone total ass at this game?
>>
>>168315120
>>168315264
You do realize, that you can set what you want simple meals made out of right? so you can set them to do forever simple meals and never use any meat?

>>168315145
Even then, with a good priority set they'll make lavish meals before they'll make fine/simple meals. I get animals one season a year and I don't really have a problem with fine meals.
>>
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>>168315264
Aavak is probably the best one I've seen. You could try him.
>>
>>168315332
can you fucking read?
>You do realize, that you can set what you want simple meals made out of right?

That is exactly what I said. Jesus fucking christ
>>
Will sappers ever get the idea to tear down two tiles of walls?
>>
>>168315351
thanks
>>
>>168315398
But on the same tat, you'd be foolish not to have a suspended order of simple meals made of meat.

Plus what does turn reserve even mean.
>>
>>168315430
They should probably learn that throwing grenades at the same walls people are beating down is a bad thing, first.
>>
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>>168301245
I don't have the steam version of rimworld but anon. If you drop a link to the lamia, oni, cowgirl and whatever other monstergirl mods I'll happily patch them into a custom version of a dog said and upload it.
>>
>>168315351
>>168315485


I take that back. He is terrible and has autism
>>
>model
into the heat-trap room it goes
>>
>>168315508
you can hung up on one superfluous accidental word and couldn't understand what I meant? Pathetic.

Why would I have a suspended order of meat that I will never recommence? Because the second my colony comes by some meat they will turn it into lavish meals, and in the mean time they will eat vegetables. It is not a hard concept.
>>
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>>
>>168315816
You have a trap room?

what goes on in there?
>>
>>168315819
Have you ever played a biome where you can't just grow everywhere? And plus I have a feeling english is not your first language.

>>168315879
>megabase
>>
>>168301245
If I do get a copy of said mods to make an animal surgery patch would you want oni-girls to be able to have prosthetic wooden horns or should it be steel?
>>
>>168315930
hot futasex
>>
>>168316183
Bionic golden penis horns.
>>
>>168316190
>hot
>futasex

pick one
>>
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>>168316292
its flamy hot bro innit
>>
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>>168316459
Build bridges not walls.
Fuck drumpf.
>>
>>168316459
You're screwed
>>
>>168315930
Shitty colonists that I've taken in, who deserve to die. Occasionally, wounded raiders who I want to have incinerated. Tribals if I can lure them in, and have enough freedom to seal the exit.

It's a meme room really, but it does kill things.
>>
>keep rerolling maps looking for an interesting looking one
fug :/
>>
How are making colonist work on what want?
>>
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>>168319020
>How are making colonist work on what want?
what did they mean by this
>>
>>168319085
fuk you I fucking know english just fuck fine. How do I make colonist do what I do.
>>
>>168319173
>How do I make colonist do what I do.

Operate on their brains until they get brain damage.
>>
>>168319173
>fuk you I fucking know english just fuck fine.
No you don't m8.
Do you mean, "How do I make a colonist work on what I want them to?"
>>
>>168319223
No fuck off you, I ask simple question. stop chaing words. I just need make coloinst do what I do want do.
>>
>>168319312
I do not see how is different than I asked.
>>
I'm going to make some let's plays of this game on hard difficulty, but I want your advice.
Should I show it in the video as I save/reload when something goes wrong, or should I just cut that part out and pretend that it never happened? I'm leaning towards the second so it's easier to follow the continuity of the playthrough.
>>
>>168319320
assuming that's a yes to
>>168319312

You can either force them to work on a task immediately by right clicking on the thing and clicking prioritize, or disable most things they're allowed to do, or fuck about with manual priorities.

>>168319419
You missed a few necessary parts of the sentence.
>>
>>168319320
>>168319173
89iq
>>
>>168319590
I did not miss fucking any word's in sentence. Is already bad fucking enough having to translate to subhuman language to speak to dogshits. You do not undstand what asking.
>>
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don't bully ESL
>>
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>>168319320
>>
>>168320268
Fucking off spainish is only language worse of than english you fuck
>>
>>168320526
>english
ai donti reivi um xiti
>>
>>168320017

you'e right, we should ban them so they stop disrupting threads with their third world gibberish
>>
>>168320646
日本固有の言語
>>168320752
you should not feel bad for having such pig tougle
>>
>>168319916

shut the fuck up, you favela dwelling subhuman ape

how fucking dare you come in here begging for help, then start shit when someone who actually speaks fucking english asks you to explain what you mean

K I L L Y O U R S E L F
>>
>>168320860
I aim speaking good english you pig ape. It is not of fault of mine that small american brain not capable of handling small error.
>>
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>>168321137
This is the answer to your question >>168319590 - powered by google translator.
>>
If a pawn is healthy but old (no heart condition on his medical page), does it prevent a surprise heart attack if I replace his heart with bionic?
>>
So how do I make colonist do what I do want do what I want do?
>>
>>168321615
Yes.
>>
haha benis :-D
>>
>>168323059
Click fast right click and click the left and do what is said
>>
>>168311573
Another thing for whenever you pass by, masochists getting raped do get increased relationship with the pawn that assaulted them, but they still get the relationship hit with other pawns that allowed them to be raped.
Again, not really game breaking, it just doesn't make much sense.
>>
what is the hardest biome
>>
is it possible to make single rooms for slaves? as in, make some doors be opened by them on their single rooms.
>>
Anybody here kind enough to share some mods from the steam workshop into mega?
>>
>>168326089
There's a mod for that.
>>
>>168320526
>Spanish
Are you autistic?
That's Portuguese,and that anon is probably a filthy br,goddamn i hate brazilians
>>
>>168327525
Why am I an idiot?
These are my only posts here:
>>168315343
>>168315563
>>168315879
>>168316320
>>168316459
>>168316642
>>168320268
>>168320646
>>168321521
>>
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Does anyone know what mod this is?

Designates prisoner as 'comfort prisoner' that your colonists can rape
>>
>>168328596
Rimjobworld.
>>
>>168328775
Cool thanks
>>
In Clutter mod, you get a chest that you can use for outfit changes, it stores one outfit, and you can switch it with your current outfit.

My question is - is this enough to actually make things work on an ice sheet or not? Or should I install Outfitter?

Because... I'm thinking I need 3 outfits for people - combat outfit, cold weather outfit, and working outfit (chef's uniform for example), is there a way to make the chef wear the chef's outfit while cooking in Outfitter, and put the other outfit somewhere?

If I used the lockers from Clutter, I'd just have to right-click the locker situated near the kitchen for a complete outfit change, but I don't see a way to do it automatically so I imagine it would become annoying after a while.
>>
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>>168332305
Also, please help me design a nice kitchen layout. All the goddamn tables I need to put in it are different widths and lengths and design styles.
>>
>>168332569
>install replacement graphics that look worse than the originals

I'll never understand this.
>>
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>>168321521
>velocidad
every time
>>
>>168332952
What replacement graphics? The stove is a grill from the grill mod if that's what you mean. It's all from actual mods that add functionality, not just texture packs or whatever.
>>
>>168333323

Ah gotcha, thought that was some replacement for the vanilla cooking station.
>>
how much content has been added over the past year? played it when it released and really enjoyed. is it essentially the same game except with new items? how fleshed out are mods?
>>
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>picked tribe
>built house
>planted crops
>mined out a base
>made a kitchen with tables
>started research
>waiting
>A single naked guy with club attacks
>Killed before he could even get close to base
>waiting
>waiting
>waiting
3 hours in and im tired of the game.
Nothing is happening and research has been taking days and it's not even above 10% yet.

Should I have not gone tribal or are the other modes exactly the same?
>>
>>168335506

Tribal doubles research times, you done goof'd if it's your first time playing.
>>
>>168335506
enter debug mode and start raids manually, you can pick the difficulty
>>
>>168335506
Tribal has a lot less going on, less tech means less to build, less to design, less to manage. I experience the same burn out on tribal games, but mods help to flesh it out a bit. The medieval mod at least adds some lower tech things to aim for, and modifying the scenario to start with more people might make it more interesting.

Instead of 5 I wanted to try 10 or more, a large tribe of people to take care of, and always accepting tribal wanderers. Just gotta expect people to die, a lot.
>>
>>168335806

But that's lame, anon. I ain't doing the storytellers' job for them.
>>
>>168335602
>Tribal doubles research times
Well that explains it.

They should make it more clear for new players.
I'm really burnt out on the game right now.
I guess i'l remake and try the first option later.
>>
>>168336039
fair enough
>>
Hi anon!

Please post a picture of your base! I'm sure it will be very cute.
>>
>>168336039
It's a sandbox game, anon. Make it fun for yourself.
>>
>>168337273
Tried to make a comfy little town. Not completely done yet, I'll still probably need a few more buildings as I research more HCSK stuff.
>>
>>168338130

Are those the burnt out ruins of your old base in the corner?
>>
>>168338350
Nope those are ruins generated in the HCSK mod
>>
>>168338350
>>168338449
Yeah, it's a building that was randomly generated at start. It used to be in better shape. It was hit by meteorites, I planted IEDs in it since raiders liked going through it, sometimes I hid people in the ruins to ambush the raiders and so on.
>>
>>168327525

Better get used to it amigão :)
>>
>Tribals attack my fledgeling base
>Down a bunch of people, then decide to cut their losses and run
>Kidnap the two beautiful girls that were downed and run off with them to the wilds

This game shouldn't give me such a boner

any way to get them back?
>>
>>168339609
you could buy them back
>>
>>168339609
Yes, attack their base
>>
>>168332569
>>168332305
Also there are no double beds in Clutter, and they look so nice :(

Will the couples still have a mood bonus if they're sleeping side by side?
>>
>>168335506
Do Cassandra (some challenge if you're shit) with the 3 crashlanded people. Toggle permadeath (one save mode).

Play on Boreal Forest or Desert if the Temperate biome is too easy for you.
>>
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FUTAMOD WHEN

With:
-male & female reproductive organs (womb & balls}, both applicable on the same pawn
-male & female sexual organs (dick & pussy}, both applicable on the same pawn
-necrophilia & nymphomaniac traits, necrophiliacs getting mood boost from harvested organs from zombies / dead pawns
-pawn thoughts from dick sizes in relationship, masochists getting mood boost from it
-craftable reproductive organs, from balls of steel, wooden and iron dildos to bionic vacuum pussies and golden pleasuresticks
-pawns with ascetic and prostophobe trait prefer and enjoy the low-grade solutions while greedy, prostophile and others the high-grade ones
-sculptable nudes, dildos and wooden horses
-new disease called "futa fever" needing regular treatment in every few days - if futa fever is not treated a new minor break called "stalking" will happen - after multiple minor breaks a major break will make the colonist leave to look for futas elsewhere - futa fever may disappear on its own or after being in a relationship with a futa
-futa dick juice with medicinal properties and as a luxury food ingredient (think of incest jelly but hotter) - may cause "futa fever" if taken regularly - may cause minor non-harmful addiction raising consciousness a little when taking in moderation and decreasing it when overdosed (range is from +10% to -10%)
-unarmed melee attack called "futacockslap" which incapacitates the opponent with a very high chance
-growable dickshroom / cockshroom plant which can be refined into aphrodisiac (effects yet to be determined)
-OPTIONAL: dick graphics for pawns when nude

WE ARE LOOKING FOR CODERS AND ARTISTS FOR THE PROJECT
THE CREATIVE STAFF IS FULL BUT IS ALWAYS OPEN TO DISCUSS NEW IDEAS
>>
>>168342831
Is this considered spam?
>>
>>168342949
No.
It has been posted only once.
>>
>>168342949
No.
>>
>>168311573
>Nymphs ignore assigned areas when they feel like lovin someone
Oops, I totally forgot about allowed areas. That will be fixed in 1.0.
>They also go through rooms and corridors that aren't in their allowed areas to reach a prisoner in an allowed area, but I believe that's vanilla behavior.
It is. Pawns are allowed to walk outside of their allowed areas if they can't find a path that's completely within the area.

>>168325282
I could have sworn I checked for that but I guess I deleted the check while refactoring or something. Fixed now.

Thanks for the bug reports.
>>
Is a good quality medical bed good enough?
>>
why don't my animals eat? do I have to make their area small enough that they are always around the food?
>>
>>168344382
You should either make nymphs less shit or make the chance of one join the colony lower, i got 3 worthless sluts and they infected everyone with warts.
>>
>>168344661
If they're a pet with an owner, set their owner's handling priority higher so they feed them.

If they're cattle, make a food zone for them.
>>
>>168344945
They're supposed to be worthless sluts. I was hoping players would keep them around for the positive mood they give even though I know how annoying it is to have colonists who don't work. I could turn down their spawn rate, though. How quickly did those 3 join?
>>
>>168344414
The game is very fair, immunity gain is not dependent on quality.
Shoddy medical beds are the best. It keeps the pawn in bed longer and doesn't increase colony value.
>>
>>168346848
What affects immunity gain? Hospital beds?
>>
>>168346573
One 2 days later after the first one joined and the third 4-5 days later. A week practically
>>
>>168344382
>Pawns are allowed to walk
Thought so. I never used allowed areas in such a way so I wasn't sure whether it was a problem with your mod or not, but immediately after that a pawn decided to also walk through a forbidden area for unrelated doctoring.

Also more bug reporting, because why not. Hovering over a bionic penis/vagina in the health tab doesn't show a tooltip and the debug log starts shitting itself. Works fine with natural genitals.

Seconding >>168344945, nymphs have barely any use aside from sexing everything in sight. Not a huge problem, but if they're infected with STDs they can fuck up a colony pretty fast.
On that topic, I've had people get warts and syphilis in sterile environments.
>>
>>168347027
I am using rimsenal storyteller btw
>>
How much you can customize when making custom storyteller?
From what I've seen, hard storytellers give "big" events, but that includes raids, mechanoids, plague, etc.

Is it possible for example to make a "rivers of blood" storyteller that gives you raids of dozens of tribals and badly equipped pirates, and fewer diseases, mechanoids and so on? Or are they all just lumped together under "big threats"?
>>
what's the difference between Less Arbitrary Surgery and Better Rimdoctors? Should I use both?
>>
>>168347027
That's quite fast. I'll turn down the rate for v1.0.

>>168347034
>Hovering over a bionic penis/vagina in the health tab doesn't show a tooltip and the debug log starts shitting itself.
This was reported already and I'm pretty sure I already have this bug fixed for v1.0. I'm not entirely sure because I was never able to reproduce it but I did find and fix a tooltip-related crash while adding compatibility for Prepare Carefully.

As for the STDs, hopefully they'll be manageable once warts and syphilis are actually curable and nymphs can be restricted to quarantine areas. Infection is still possible in sterile rooms because the mod uses the same logic the base game does to hand out infections, which varies the infection chance from 60% to 150% depending on room cleanliness.
>>
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What crops should I grow for my 3rd greenhouse? I have a fuckload of animals now so I'm thinking 50% rice and 50% hay.

>>168348613
Less Arbitrary Surgery is just a vanilla modifier. Makes surgery less deadly and that's about it.
>>
>>168348765
>This was reported already
Yeah, saw the report on the nexus. Unlike that guy I'm not getting any errors on sex, though. Bio/nat, nat/bio and bio/bio all seemed to work perfectly aside from the tooltip not showing and error shitting.
Also I doubt it's related to PC, started a new game with it disabled for a quick test and it did the same thing as my current playthrough.

>STDs
Ah, they're actually incurable right now? Honestly, after seeing how long it took to develop an immunity I just ended up save editing and be done with it a couple of times.

As for nypmhs joining, it might actually be a problem with the storyteller anon is using. I also had three but in the span of a year running Cass. The third also arrived after the first two died, so it doesn't seem like they join too often. Then again, RNG.
>>
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REEEEEEEEEEEEEEEE
>>
>>168351595
Frogs in Rimworld when?
>>
>>168351595
You can just set those inner doors to hold open so your colonists don't take 10 years to get through your house.
>>
>>168351824
Damn that helps I was throwing in auto doors to help.
>>
Why would you make a dwarf fortress clone if you can't even program Z levels?
>>
>>168352952
Auto doors are mostly for your freezer or outerwall doors.
>>
>>168351595
>literal double doors and not in the good way
>no critical food stockpiles next to stoves
>research table in the same room as sculptor's/stonecutters
>chair in front of comms console
>1 tile hallways
>horseshoe pin outside
>>
>>168354080
> 1 tile hallways
Literally nothing wrong with that.
>>
>>168354902

Pawns slow down when they pass each other or other objects. So if you want any artwork, light or plants in there, get fukt your productivity
>>
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>20 fucking breakdown events in one season
>>
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STOP
THIS
MEME
>>
>>168354080
I can explain the chair, man. A long time ago time used to pass while you were trading.
>>
>>168355909

>I'm more of an idea guy
>I'm really good at social and artistic and nothing else :^)
>>
>>168356170

I think it looks comfy anon. Why should your dudes have to stand in front of a console all the time? That's bad workplace ergonomics.
>>
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>>168355909
You know what would suck more?

If he couldn't do anything social, violent or artistic.
>>
>>168356829
Is that the Tynan self-insert colonist or is this actually a thing that can happen?
>>
What the fuck are strawberries from?

I thought they were from VG, but apparently I can make a pie from every fucking berry except strawberries which I specifically planted in my advanced hydroponics basins.
>>
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ehh, at least shes can clean and haul
>>
>>168357641
>can't cook
>maid
>>
>>168357546
Nevermind apparently they produce generic berries when harvested, goddamn what a silly system.
>>
>>168357763
Just like one of my Japanese animes!

>>168357641
>can shoot and haul

Good enough desu
>>
>>168357641
>nudist
>sailor
Well, I guess at least on sea the constant fish smell was masked.
>>
>>168358209
In the old days fishermen's wives used to stick rotten fish up their cunts to improve the odor, that's how they invented lutefisk.
>>
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>>168328596
>>168328775
Where I can find this mod?
The nexusmods page says the file was removed by nexusmods staff:
http://www.nexusmods.com/rimworld/mods/177/?

Fuck you nexusmods
>>
>>168361050
>fallout rape/prostitution/nude mods are okay, but pixel graphics sex is not
>>
>>168355909
At least you can give him nades or guns and have him help in a fight.

Incapable of: dumb labor, violent
>>
>>168361564
I dont think Nexus actually hosts the sex mods for fallout, just nude skins.
>>
>>168361050
Figures.
Temporary link until rape anon decides what to do.
https://www.dropbox.com/s/lt8myv4z2cth98z/RJW.zip?dl=0

>>168363782
They're not. That's why LL exists.
>>
>>168350598
>Also I doubt it's related to PC
Even if it's not directly related to PC, it's probably the same underlying issue that was just getting triggered by PC for me. I mean, how many tooltip-related crashes can there be? *knocks on wood*

>it might actually be a problem with the storyteller anon is using
Yeah, maybe. Unfortunately I haven't been able to play a full game with RJW myself yet so I'm still just guessing with these balance issues. For v1.0, I'll bump down the base spawn rate somewhat and increase the min days between joins (from 2 to 6). That should help without going too far in the other direction.

>>168361050
>>168361564
>>168363782
>>168364210
Also, fug. I thought my mod was allowed because Nexus' terms of service only bans "graphic scenes" of rape, etc. I messaged the Nexus staff protesting that there are no graphic scenes in Rimworld but I'm not holding my breath that the mod will be put back up. Plan B is Dropbox or some similar site. I'll decide tomorrow where to reupload and I'll put up a newer version will all the bug fixes and balance changes I've made over the last few days.
>>
>>168366512

A mega archive is pretty good. OP of the next thread should make sure to post it in the OP text, and then you can just upload new versions in it without having to change the link to the archive.

You can probably also host it on Lovers Lab if you want.
>>
>>168366512
Put it up on Lover's Lab.
>>
>round up all my people and go hunting
>step out of the base
>social fight: insulted
>they beat each other up, undraft and walk home
>tfw I lost 2 people before I even got into combat
>>
>>168368834
>hey fuck you ward
>what are you gonna do about it mitch, you big pussy?
>>
Good game? Sell me on it, /v/
>>
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>>168368834
>my dislikes men, abrasive, very neurotic haul slave picks a fight with my scyther armed, super augmented, and high on everything super soldier
>she got away with a missing leg and arm
>>
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>>168369231
It's fun.
Thrumbos are cute.
Watching your settlers grow from poverty-stricken weaklings to space-age warriors or world-class traders is fun.
Watching everything go to shit is fun.

It's just fun.

Plus, you can kill people by giving them a fuckton of drugs, which is fun.
>>
>>168369476
So peg leg + journey to nowhere time is it?

>>168369231
Pirate for yourself and find out.

Seriously, unless you have virtually infinite disposable income, not pirating before buying is a sin against both humanity and capitalism.
>>
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>build an elaborate tiered defense of walls, waist high embrasures and advanced turrets.
>another pirate raid
>oh boy time to make room in the freezer
>they go around to the edge of my mountain and proceed to blast the walls then dig through 10 tiles of rock
They're learning.
Time for a bloodbath in the corridors with shotguns. It's too bad most of their force has sniper rifles and charge drivers.
>>
>>168369650
But piracy is theft
>>
>>168369231

You build a cozy base and then you get raided by pirates, you kill some and down others. You take the downed people to your prison, patch up their wounds and give them food.

Then you harvest them for organs and sell them eyeless, one-lunged, one-armed and one-legged to slavers for extra cash.

or just have a nice chat with them and recruit them to your faction. I GUESS
>>
>>168369692
you should put the doors directly behind the memebrasures, where the pawns are standing

then when pawns take one step back they're covered by the closing door
>>
>>168369231
It's like Dwarf Fortress if Toady cared about UI and combat instead of adv mode.
>>
>>168369650
Nah. She's rival with everyone so She's going to keep living in her disjointed scum house with a pegleg and keep drawing fire during raids.
>>
>>168369826
Yeah, I've seen the 1x1 auto-door gun ports. But I've gotten used to making castle wall style redoubts, this one I just embedded into the wall trying to make something that I thought looked better. If I was really trying to min-max my defense without kill-boxing I'd use nested redoubts. By far the most effective way I've been able to counter inferno mechanoids and launcher equipped raiders without cheesing.
>>
>>168370360
I actually made my first killbox. It feels dirty
>>
>>168369695
I'm not stealing anything.
>>
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>>168370474
That's exactly how I feel about killboxes to be honest.

I'd much rather actually duke it out with my opponents with turrets, guns and swords rather than just hide away like a coward.
>>
>>168370474
I've been lurking a while since I first started playing rimworld and it was always the way people defended their bases in pictures I saw posted. I never liked the idea and never tried it, I think the gun fights are more fun and like it when they shoot back. So I mix and match medieval stuff with high tech to make castle walls and redoubts.
>>
Can I use insect meat to cook kibble?
>>
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ffs
>>
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Holy fuck Pila's are strong as fuck. One just OHKO'd my supersoldier in power armour.
>>
>>168372116
>tribal raid on my gun toting combat armored colonists
>butchering most of them but one pila wielding nutter runs up to one of my original colonists
>levels a pila right at his face
>brain destroyed
>>
>>168372116
You mean strong for neolithic or strong in general?
>>
>>168372450
Just strong in general. I didn't realize how much damage they did.
>>
>tfw your caravan makes so much money it can't carry it back home.
>>
>>168370040
so, uhm, wich one is the download button?
>>
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And so a legend ends.
>>
>>168372116
If I see a pila I locked it up with a shield claw colonist. You can't throw if I am murdering your face.
>>
>>168370474
but, how do you defend end game with GIANT waves of tribals that are way too spread out?
>>
>>168373721
>naive
what mod?
>>
>>168373839
Yeah he was sprinting into fuck his shit up. The guy with the Pila just made the MLG pro headshot.
>>
>>168373961
HCSK. Thought it's a vanilla thing.
+2 social, +10 mood but seeing death gives them a larger mood loss.
>>
>Tall, razor wire security fence around my courtyard so my peons can get fresh air and remove cabin fever debuff
>Manned turret line/mortars
>Automatic Turret line
>Chain link fence
>Minefield

I don't like kill boxes but I sure like well secured gates.
>>
Damn, all my og colonist are about to die to malaria. Sorry guys I though it was only a tropical disease.
>>
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>tfw still no idea what to do with this stupid goddamn kitchen
>>
>>168381802
add another bbq
>>
>>168381802
Maybe some carpet for where your cooks work? gotta make it feel comfy, bruh
>>
>>168384496
>>168384290
I need to add 1 canning station, 1 normal stove, and I think some shelves maybe for something. Oh and 1 mill and 1 kitchen tools. So that's:

1x2
1x3
1x1
1x1

+ shelves

MSpaint me a layout that looks good with that, I tried putting everything along the walls but it looks like shit because it's all different width/depth/whatever dimension.

>>168384496
Also yeah, I'll add tiles/carpet/whatever when I figure out where everything will even stand.

Oh yeah and also maybe a 1x1 or 1x2 fridge or two. And a 1x1 cook's outfit locker.
>>
>>168384708
See? there you go. honestly, just look at pictures of like industrial/restaurant kitchens to get ideas.
>>
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They tend to have an island in the middle or some convoluted snake-like passages between machinery. Do you think a 1 tile island would be ok in the middle? Because I fucked up by making the room odd height instead of even (I could make 2 rows of fridges/shelves in the middle otherwise).
>>
>>168385152
It could work, i think.

why nto try it?
>>
>>168381802
whoever drew those sprites should be cooked in their own drawn oven
>>
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>tfw tried to put an industrial roller just to see how it looks and my game turned into this
>>
>>168386346
I had to put the oven 1 tile from the wall because the right side clips with everything including walls...
>>
>>168386371
>when you take the redpill
>>
>>168386371
but Keanu said there is no Matrix 4
>>
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>when one of your colonists gets the plague but the industrial colony you traded with a week ago had Penoxycline
>>
Do invisible motion sensors/switches exist? I'd like something that closes a door (if that's even possible with switches?) and turns on red lights and shit when enemies enter an area. I found some motion sensors but they're visible and very ugly.
>>
>>168366512
MEGA > dropbox but whatever.
>>
>>168381802
Hardcore SK?
Also, whats that tiny animal opening the door.
>>
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>>168388903
No, this.

I think those are from the cat people mod.
>>
Incendiary or Explosive IEDs??
>>
I've researched Mending, but I don't have an option to mend clothes on the tailor bench or loom or anywhere, where is it, or is something not working properly?
>>
>>168389232
steel deadfall trap
>>
>>168392392
xD!
>>
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I feel so unclean.
>>
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>>168351595

...you can have chairs at crafting stations?
>>
Hey Rimjobworld guy, can you add bestiality? It could add less joy than raping humans, and if it's a small critter they could die from it.


>>168392594

Do raiders always prefer an open entry, or do you sometimes get raids on the other side breaking your walls? I don't have a killbox yet.
>>
>>168393305
They prefer it since they can just "walk" into the base and not beat down any doors.
>>
>>168393362

Yeah so it always takes preference even when they'd need to circle around? Good to know.
>>
>>168393538
Yep. I've maybe had two smart raiders total attack the back door.
>>
>>168393362
What do they even consider the "base"? What if I have a spaceship outside of the base, will they attack that first?
>>
>>168393567

Shouldn't be an issue with granite doors then, those are hard as a motherfucker.
>>
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>load game
>error loading assets
>>
>>168393648
I think so, they usually just target things, IE power generation that would be outside the walls normally. So thus because they're behind the killzone, and the killzone you can just in theory walk through, the pathing leads that to being the most effective path.
>>
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>Futa has joined the colony
>>
>>168395438
>fat
NOT LIKE IN MY EASTERN DRAWINGS
>>
>>168391439
>I've researched Mending, but I don't have an option to mend clothes on the tailor bench or loom or anywhere, where is it, or is something not working properly?
Any ideas? Still can't find it, I've been building other stuff though.
>>
How does one go about removing someone's legs, or otherwise giving them zero movability? I don't see any options to remove feet/legs when I go into operations.
>>
>>168396830

Can't without mods. Or well, I guess you could install/uninstall peg legs until the surgeon fucked it up, and hope it's the leg that gets messed up instead of the patient being decapitated.
>>
>>168396886
Can't you just install peg leg and then remove it?
>>
>>168396886
I've got EPOE installed, not sure if that adds anything I'm just not seeing.

So, if I install a peg leg and then uninstall it the pawn gets their legs back install of being legless?
>>
>>168397041
>>168397048

Erh, yeah, that would work too lol. I'm too fucking tired to post.
>>
> 3 dogs have joined

neat.
>>
>>168397469

Remember, puppy meat is the most tender.
>>
>>168395438
enjoy the phat kok
>>
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>>168395438
he has dementia rip
>>
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(mild worry)
>>
>>168398915
how is the hygiene mod is it worth it? does it make things more complicated?
>>
>>168398947
Its nice. I enjoy it. It really doesn't add much though.
>>
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>>168398915
Fuck
>>
>>168399119
>grouping your dudes
>against inferno cannons
Do those fortification things block inferno?
I half expect them to, because they're broken as fuck even without that.
>>
>>168399470
I don't think they do. All I was hoping that would happen is them aggroing the turrets(that they did) and quickly micro the inferno cannons down.
>>
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>>168399851
Murdered them. Once the Inferno cannons it was pretty easy pickings.
>>
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Ok so how's this for a kitchen layout?
>>
>>168400347

i dig it
>>
>>168400347
Like Gordon Ramsay himself would tell the fuckin' donkey of a pawn with 7 cooking skill that the polenta is RAW.

Which is to say sweet layout.
>>
>>168400347

But where do you keep the raw food so your chef isn't constantly running back and forth?
>>
>>168400347
what floor is that lol
>>
Any news this week?
>>
>>168401170
https://www.reddit.com/r/RimWorld/comments/5u1nmr/rare_thrumbo/
>>
>>168401417
carcinoma is good for training doctors
>>
Is the tech tree supposed to look this retarded with EPOE? Lines going backwards and such irk me.
>>
>>168402196

Yep, just deal with it because how often will you be staring at that screen anyway.
>>
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Am I using too many mods?
>>
>>168403452
you are still a mere child
>>
>using any mods
Am I the only one?
>>
>>168404126
I only use prepare cerfully
>>
>>168404126
>>168404126
>Am I the only one?
Retard that has no idea how to install mods therefore you pretend to be super ultra hardcore edgy faggot playing only muh vanilla ?

Yeah, you are.
>>
>>168404652
I ain't gonna curate 50 niggers' mod to decide if they are balanced
>>
>>168404126
Nah, I also play vanilla because vast, vast majority of mods is fucking retarded.
From ruskie bullshit that breaks and adds nothing of value to muh realism autism bullet counting spergfests.

I'm too lazy to sift through all this crap to search for gems.
>>
>>168404745
Please don't use the 'n' word here or anywhere else for that matter.
Thanks.
>>
>>168404909
I'll have you know that I am not white and thus tone policing me is technically racism.
>>
>>168403951
It works perfectly and without errors, the mod load order is correct.
>>
>>168405019
Statistically you are white.

>>168405087
Yes-yes of course, very edgy.
Enjoy your ban.
>>
>>168405326
>Statistically you are white.
This is what americans tell themselves to explain away their public toilet ancestry
>>
>>168405326
>Statistically you are white.
That's not how it works.

>Enjoy your ban.
What is this, your first day? Second?
>>
>>168405683
More like it's YOUR first day here and you didn't even bother reading the site rules.

>>168405713
No.
Go be a nazi somewhere else, preferably 10 feet under the ground.
>>
>>168406157
Use a better machine translator next time. Your grammatical mistakes are obvious.
>>
>>168406826
>this idiot STILL haven't read the rules
Weak beat, I won't fall for that.
>>
>>168406978
Global rule #6, board rule #1.
Happy? Now go be a faggot somewhere else.
>>
>>168403951
>and I would suggest you move the important mods to the top.
Top mods load first and they are overwritten by mods on the bottom. Shouldn't important mods go to the bottom?
>>
Thank you based mods.
>>
>>168402196
There's a mod that brings back the older research screen, it's a bit harder to understand when it comes to what research depends on what, but it's cleaner if you have a lot of mods. Also after playing like 3 colonies you start to remember the order of the research you need to do.
>>
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>New arrival
>No good stats
>Pyromaniac
>Volatile
>Abrasive
Is there a way to execute this guy?
Will the entire group take a moral hit?
>>
To the guy having problems with bionic Onis, do you only use that mod or do you also use the Lamia mod? I'm currently making a patch for both of them and perhaps cowgirls as well, but you'd need these mods to make them work, otherwise i'll make separate patch mods for each monstergirl mod.
>>
Hey guys, anyone here uses SeedsPlease? The mod that requires seeds to plant stuff.

I'm trying to balance it so that it's not impossible to actually have a thriving colony, anyone wanna help?
>>
>>168408981
Yes, they will also get a -10 rep debuff towards the one who did it
>>
>>168409051
Seeds mod is stupid.
Storing all those stupid seeds take up a bunch of place not to mention all the stupid micro associated with it.
Better work on something useful.
>>
>>168408981
Recruit a colonist, use him to try and capture your idiot, go to the prison menu and set for execution.


The group is likely to get a debuff from that (executed prisoner), yes, check for his social relationships with others.

What you could do to avoid the debuff is go to World view, start a caravan only with that one asshole and send him on a one way trip to the other side of the planet, he will die on his way there and no one will care about it unless they have social ties (lover, husband)
>>
>>168409193
Well, I don't like that my growers just take the seeds out of their asses and get to plant a huge field just because. Make a room and stockpile for seeds near your growing zones and that's it.

What useful thing you think would be better to work in? A lot of badly designed guns that instakill anyhting that gets in the way?
>>
>>168409198
>send him on a one way trip to the other side of the planet
HA! I like this the best.
>>
>>168408981
Send him in caravan without food to attack raider base ?
>>
>>168409331
A seedbox to store every seed.
Better pawn graphics.
Hexes.
Futamod.
>>
>>168409443
>Seedbox to store every seed
Equipment rack but for seeds?
>Better pawn graphics
Not an artist, and I like the feel of the game
>Hexes
Please elaborate
>Futamod
Not interested
>>
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>>168409443
ask the asshole who made these for a futamod and the better graphics
>>
>>168409051
Play on an all-season growing climate. Otherwise it's going to be a fucking pain in the ass.

It's still annoying with the trader RNG for getting the correct seeds.
>>
>>168409051
Mod it so that plants dying because of cold snap or incorrect season drop seeds upon death.
So at least you don't lose everything with one bad luck.
>>
>>168410065
>>168409882
Isn't that the point of coldsnaps? That plants die?
You should've not planted anything if you knew there was not enough time for harvesting, there's no point in the mod helping you out for something you could've forseen. Also, after the first harvest you should've made bills to extract seeds and secure that you have enough seeds to start over if needed. Randy does a milion things to fuck you over, if anything I think that blight would be a lot worse than coldsnaps

As for the trader RNG, theres an Override folder in the mod that adds the seed to the traders, part of the balance is making sure that traders come with a number of seeds with them and have a number of them, not just 5 seeds.
Seeing how there's a lot of plants, specially with the VG mod, the number has be scaled up so that it's not impossible to get useful seeds from traders.
>>
>>168409715
>Equipment rack but for seeds?
A single box for every seed.
>Not an artist, and I like the feel of the game
Get your eyes checked.
>Please elaborate
Hexes instead of squares like in the world map so diagonal building is possible.
>Not interested
U gay son?
>>
>>168411335
Cold snap and blight often aren't really different. Plants will die.
Sure you can plan ahead, but in the 8th year it's easy to forget to disable sowing in the fall. Plus all plants have different growth times, it requires constant annoying micro.

It's fine without seeds, but these 3 things are too punishing with seeds.
>>
>>168411464
>>Equipment rack but for seeds?
>A single box for every seed.
Small equipment rack for seed, gotcha
>>Not an artist, and I like the feel of the game
>Get your eyes checked.
After playing DF for so long I think the game looks great
>>Please elaborate
>Hexes instead of squares like in the world map so diagonal building is possible.
Don't think that's achievable via mods, sadly, but it's actually a good idea
>>Not interested
>U gay son?
did you just assume my faggotry?
>>
>>168411464
>Hexes instead of squares like in the world map so diagonal building is possible.
But then it would be a mess horizontally. Not worth it imo.
>>
>>168411483
>Cold snap and blight often aren't really different.
Not really. If a cold snap kills your crops it's your own fault for not walling them off and heating them.
>>
>>168412638
>you should have sun laps in year 0
>>
>>168412638
Baby playing on some OP as fuck scenario - detected.
>>
>>168412940
You don't start with a ship so you can leave when the first raider shows up?
>>
>>168411483
Yes, I get that managing the plants is hard. I love the mod and fucking blight and coldsnap have fucked me over, that's why I'm trying to balance it, thats the point.

Right now, it doesn't make the game harder, it literally makes it impossible to live off of plants because of the cost/time/risk situation.

I want to fix how many raw plants are needed to get seeds, I want to fix the cost of seeds so that it's not a huge money sink every time something bad happens, traders have more seeds and bigger numbers, drugs like smokeleaf and psychoid need to be added to the extraction bill.
The point of buying a seed, any kind, is to be able to turn it into profit, when? I don't know yet, but that's the point.

>>168412638
This is too much, I agree with anon, baby playing OP scenario detected. Unless playing on a map with less than 20 day grow time there's no way it's worth it to wall off and heat plants, specially early on.
>>
>>168411785
It wouldn't be. Not every are of the hex needs to be filled, only the central rectangle. This way existing mods would be compatible.
Squares are a retarded concept in this day and age anyway. Tynan tried too hard to copy dorfort and forgot to add his own ideas.
>>
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>>168413676
>Squares are a retarded concept
>>
>>168412940
>>168413581
>OP scenario
Literally what? Solar panels an sun lamps aren't exactly high tech. In fact, unless you're tribal you can build them from the very beginning.
>>
>>168414164
get rekt civ player
>>
>>168414281
Walls, steel, components and energy cost.
Unless you are putting all of those resources into getting walled off, heated plants, you don't have enough to run other operations, if you do, you are likely playing a scenario that's easier than you think
>>
>hcsk spits out errors every time it tries to send a raid so nothing for a year
>no weapons other then 2 bows and a knife
>get rekt when a raid does finally come
>>
>>168414493
>Walls
You can make them out of wood. If you have a growing season at all, there's wood everywhere. If not, you need walled farms anyway.
>steel, components
You start with some. You can also mine them. Or buy them. In plain maps you can see everything, in mountainous ones you have tons of exposed veins unless you're unlucky.
>energy cost
Hence the solar panels. One panel can power power a solar lamp for the entire day. Just turn them off at night.
I'm not saying you do this on day one, but it's doable in a week or two. If you get cold snaps in the first two weeks it's just bad luck. After that it's your own fault.
>>
>Escape pod
>Oh man, I'll help you, random stranger! Lemmie just send a guy out to get you and-
>The guy just gets up, completely naked, dripping blood and covered in gunshot wounds
>What
>Starts hobbling towards my hospital through the snow, shivering and leaking blood all over the road
>>
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>>168416507
Fuck, forgot image.
>>
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>>168416650
Welp, he almost made it. Probably should have just let us carry you there, oh well.

And now the foxes are eating you. Good job. Whatever is left of you will be burried in the tomb of fallen heroes.
>>
>>168370474
I feel bad doing it too. It's just that against tribals, there isn't a viable alternative. Not willing to gamble on an ~8 mortar salvo. Sure, if it hits, there goes half the raid, but if it doesn't, that's a lot of fucked.

It's expensive to buy rocket launchers too, and that's really the other alternative for tribals, bar killbox.

Maybe a meme size swarm of turtles or something would work.
>>
>>168417110
Yeah. Thats what ends up killing my bases later on, just tribes swarming the gunlines.
>>
>>168416801
What mod adds those cupboards?
>>
>>168419062
Cupboards?
>>
>>168419267
On the side of the beds.
>>
>>168416801
Oh, the bedside tables. That's the More Furniture mod, I think.
>>
>using pets for corpse disposal
y/n? Anyone with experience doing this? Thinking if I lock them fully out of my food stockpiles, maybe make a refrigerated corpse room, they should focus their hunger on corpses.
>>
>>168420871
Check their diet first.
>>
>>168389232
IED's are pretty underwhelming.

Expect them to either net a single kill on whoever is walking out in front, or to get walked around by everyone.

If you set it up in a 1 tile thin passageway (forcing raiders to trip it), expect a trader to trip it sooner or later.

Maybe incendiary could work if you fill a room with stools, and place it right by a granite door at the exit or something. You still run the issue of IED's usually being tripped by the one or two guys running out in front of the pack though.
>>
>>168393145

Hell yeah, I just figured that out recently. Workers get comfort when they're working.
>>
>>168421595
Put them near mountain walls in corners. The AI always takes the shortest path so they will hug the wall near corners. Observe where raiders usually come from.

I never put IEDs in my base in hallways, too dangerous.
>>
>>168417543
Yeah, same. With the way combat works too, making a super-soldier line with plasteel longswords isn't viable either, they just die a death of a thousand cuts.

I'm thinking bar killbox or explosives, a swarm of shit tier animals is the only other real way of dealing with them - whether they run distraction for your gun-line, or kill them through the zerg.

I actually had some luck throwing chicken swarms at tribals. They get preoccupied so my colonists can shoot without getting pila'd.
>>
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>>168422426
HCSK has barbed wire traps and it works great against tribals and far worse that the mod has (ogres with a million health, etc). You can probably get the mod individually.

This defense on the pic doesn't use a killbox and can stop a melee rush. What the wire does is that it doesn't hamper bullets like sandbags but greatly slows down the enemy as they are trying to get through it, and also doubles as a trap and does some damage as they pass through. You still need some good firepower to actually kill them since it only slows not stops, making it fairly balanced.
>>
>Load up Rimworld
>Everything is on fire
Redist heat fix when
>>
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>tfw twelve colonists
>only three of them can shoot for shit
>game keeps tossing colonists at me who can't hit the broadside of a barn
>getting 40+ man tribal raids
CASSANDRA PLEASE. I'LL TAKE A FUCKING SHERIFF AT THIS POINT.
>>
>>168401065
I don't know, I'm making too many things to have a single production line anyway, maybe I should turn the whole thing around so that the shelves are by the stoves, not by the oven.

>>168400880
>>168401006
Thanks!

>>168401143
That's metal plates and turquoise check carpet, they're from Floored and maybe some carpet mod.

Now that I think of it maybe that color is better for a hospital.
>>
>>168423218
What mod inside HCSK are those embrasures from? I don't have those goddamnit, is it from some WW2 thing?
>>
I know nothing about modding but would it be possible to make a mod for different schedule options! For example code in meal time so the pawns will grab the closest food and eat? Or something like being restricted to areas during specific times?
>>
>>168400347
Where are the seats?
It's not sterile is it?
Where is the heating for this room?
Your butcher table should be in a seperate room to prevent food poisoning.

6.5/10 is the best I can give
>>
>>168426829
>Your butcher table should be in a seperate room to prevent food poisoning.
Wait are you LARPing here or is this an actual mechanic, I could just stick it in the freezer, I had no idea.
>>
>>168427026

Maybe with a shit cook, I haven't had a single food poisoning and I have mine in the same room. Floor isn't sterile either and I rarely have it cleaned. Blood is cool.
>>
>>168427026
It spews blood everywhere which reduces cleanliness which can lead to food poisoning. If you have good cleaners it's not an issue.
>>
so a psychic ship caused a bunch of animals to go insane. If I wait for the animals to stop going crazy will they leave the area, or stick around and just go back to doing their thing?
>>
>>168427026
>I could just stick it in the freezer
then you get the bad temperature penality
>>
>>168427623
If they get exhausted they will sleep and not be manhunter anymore
>>
>>168427769
gotcha, thanks
>>
>depths of tundra winter
>didn't prepare enough food; farms died
>already killed the pets, and wiped the map clean of animals
>colony starving
>manhunter muffalo herd
thank u randy
>>
>>168427769
Does this work with the psychic animal aggro item?
I wanted to use it for easy hunting to make all the animals on the map come to me, but it also drives my farm animals crazy. If I lock them up they will return to normal?
>>
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>>168427959
Randy is my favourite storyteller to play with, in all honesty.

He just makes everything more interesting, and can be a real lifesaver sometimes when your colonists need supplies and such.

Plus, I'm a sucker for alliteration.
>>
Anyone know if construction skill is important for deconstructing things? IE how much you get back?
>>
>>168430442
As far as I can tell it's random, pros and rookies alike taking my stuff apart seems to spit out the same things. Sometimes I get 2 components back on a deep drill, others times full refund.
>>
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Raspberry bushes won't seem to grow here. Infact they have all disappeared. It is roofed but I have sunlamps, the trees grow fine but grass and anything else that might feed animals doesn't. Not sure what to do. Thought it would be neat to have a little animal area, I guess maybe I'll just keep it as an eternal summer indoor forest and just have a barn for animals.
>>
>>168432059
It looks too cold to me. 5 degrees at 14:00? Probably goes to negative during the nights. Of course nothing will grow.
>>
Can I enslave women and rape them?
This is important
>>
>>168432334
Dunno why I didn't look at the temp. It was fine in summer so I was just like hurf durf.
>>
>>168427026
meals don't have a memory. where it's made doesn't matter, where it's eaten does. since your dining tables are in an adjacent room it doesn't actually matter

but if your kitchen contains a dining area then you should either move the butchering station or the dining table
>>
>>168432491
Sort of and yes.
>>
>>168432491
Yes, but you need a mod, see:
>>168364210

Without a mod you can still enslave them and cut off their limbs and harvest their organs, but for rape you need anon's great mod.
>>
>>168432491
Not in vanilla. I feel you. I made a 17y/o female raider into a permanently comatose vegetable. Would've been nice to get some mood buff out of her, instead of just organs.
>>
>>168432624
>>168432584
thank you, my power fantasy is not complete without good ol' rape
>>
>Research machine
>Make jagged rifle
>Make AP ammo for it
>Give it to best shooter
>Mech raids are a joke
>>
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Nyeugh

I dunno if I should take this person or turn them into soylent green. I was pretty keen on her until slothful and manipulative.
>>
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Looking to send a scouting party for a new base location, does anyone know if you have a colony in a tile that is completely surrounded by impassable tiles if it wont receive caravans or land based raids?
>>
Is there any way, even modded, that lets you speed up the time it takes a caravan to return?

You have drop pods but they are one way.
>>
>>168434662
Also, can you somehow spawn enemy bases? I only have one or two nearby and I want to raid more.
>>
>>168434512
Terrain is only relevant to the player. As long as a faction has a base on the world map it will send caravans and raids no matter what.
>>
>>168432059
In Rimworld, plants don't just spawn out of the ground, but there is a seed mechanic. You can see it whenever fire burns down a pasture and nothing regrows there.
If your enclosed area has no bushes, no bushes will grow there until you open it up to an area with bushes. You don't even have grass there, so herbivores have nothing to eat.
>>
>>168435645
There was grass but I didn't realize the mechanic worked that way. They sort of stripped it clean. Damn, do you know how close the bushes would have to be?
>>
>>168434662
yes, theres a fast caravan option in the dev menu,
theres also instant travel when dev mode is turned on
>>
>>168425080
what are you expecting them to fix?
>>
>>168436820
The entirety of the mod.
>>
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>cassandra extreme hasn't sent anything my way in two seasons
This is when I get scared.
>>
>>168437153
good luck
>>
>>168436048
I tried to make !!SCIENCE!!, but the results were inconclusive.
It seems probabilistic. The closer they are, the faster will it spread.
But we're looking at distances <10 tiles here. Plus there has to be an open path during most of the seeding time - if you only open doors once in a while, seeds can only spread during that time when it's open.

In earlier versions, seed spreading was similar to fire spreading. It even had visible seeds in similar way sparks are visible.
Nowadays it is still pretty similar, but has larger ranges.

Only mature plants seem to spread seeds.

Only native plants seem to spread seeds. For example, if poplars grow in your area, they will spread, but if you only have pines, poplars will not spread.
>>
>Someone is wanting to join the colony
>They are from the Pirate faction
Is spy yes?
>>
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>then there's this guy
>>
>>168423218
Is it possible to download individual parts of HCSK and install, like the barbed wire? I already made my own overhaul using a mess of mods and don't want to start over. Can I use just a single mod from HCSK and leave the rest if I download it all?
>>
>>168439209
Don't even try to take HCSK apart, but on the forum page of HCSK it lists all the mods it uses with links. Some are outdated, but the rest work standalone.
>>
>>168435138
I dunno if you can spawn faction bases on the map but there is a base generator in devmode that lets you spawn a base complete with loot and dudes right on your map.
>>
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Dorf Fort vet here.
My first dwarf fort game I died to starvation, then to dehydration (winter freezing the water), then to a necromancer army.
My first game of Rimworld and i'm dying to boredom.

I picked Cassandra Classic, Rough difficulty,Temperate forest,
And the game is way to easy.

I went an entire year so far and the only thing to die was the puppers that arrived with us. I have not been attacked by more then groups of 4 and usually they all do not even have guns. It's been two seasons since the last raid/trade and I just have everything on auto pilot while we slowly research.

I'm thinking about just making a new game.
Any suggestions for a greater challenge?
Is this one of those "always play on max difficulty" games?
>>
>>168439457
Thank you!
>>
>>168439742
> Cassandra
>Temperate forest
There's your problem,always chose randy,also temperate forest is the easiest biome
>>
>>168440023
What about Rainforest?
>>
>>168439742
>Is this one of those "always play on max difficulty" games?
No.
It's more of a "RNG will fuck your shit up or leave you alone" games.

It's actually much harder than DF even on low difficulties once you understand both games well, because there are much less exploits in Rimworld.

You can try with the hardest difficulty and a bad spot (cold ones where you can't grow things are much harder), but expect to lose when you get a giant raid of melee guys with shields.
>>
>>168439742
You can change difficulty mid-game.
You can also turn on Dev mode and spawn a raid as large as you want.

But yeah, temperate forest is fairly easy for survival.
Btw there are tons of mods that make everything harder. There is a seed mod that makes farming require sowing seeds, and if the winter takes your crops because you forgot to turn off sowing you lose them all.
>>
>>168440023
>also temperate forest is the easiest biome
What biome would you recommend?
I'm tempted to go Ice.
>>
>>168440062
Prepare for ebola and malaria.
>>
>>168440172
Also difficulty ramps up heavily and more consistently than in DF.

You may only see attacks of 3-4 tribesmen in the first years, but even Cassandra on rough will start standing a dozen well armed pirates or mechanoids your way after a while.
>>
>>168440098
>because there are much less exploits in Rimworld.
I never used any exploits in DF, besides the "Buy 1 of each food instead of buying barrels"
I felt it was on par with cheating.

> but expect to lose when you get a giant raid of melee guys with shields.
This is exactly what I'm expecting and sad that i'm not getting it.

Will I still get raids/traders if i'm in the middle of nowhere at the very top of the world? In DF you only got attacked by close neighbors.
>>
>>168440172
Temperate forest, specially near the equator, is the easiest. If you're playing temperate forest, at least go way north or south, you will at least have winter.

Get randy random, the other 2 aren't that bad, but not as good as randy.

If you feel like your raids aren't big enough or powerful, use permadeath and make your riches grow as fast as possible. Raids are based on the value of your colony, if your colonists are sleeping on the dirt, survive with just the basics and so, you will get a lot of poor raids.

Get an artist, start putting down some nice sculptures around the room, trade a lot with factions, make your base 2x or 3x the size, start crafting, sooner or later the raids will come and they won't be as easy.
>>
>>168440172
I personally use boreal forest,its comfy and not so hard or too easy,but if you want real challenge choose tundra,ice sheet is the most difficult and you just started so you probably won't survive
>>
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>>168437174
Prepare yourself.
A horde of manhunting thrumbos is on the way. Maybe.
>>
>>168440556
>I never used any exploits in DF, besides the "Buy 1 of each food instead of buying barrels"
>I felt it was on par with cheating.
Unless you also didn't use traps, drawbridges to seal your base off, winding corridors where goblins are being pelted by marksdorfs, it's not really exploit-free.
Rimworld has killboxes which are exploits, but they take more effort to set up than DF exploits and also are less effective.

>Will I still get raids/traders if i'm in the middle of nowhere at the very top of the world?
I still got raiders in a 100 degree celcius (for burgers: water boils at 100 celcius) desert. Though that was with Randy, not Cassandra.
Traders will not arrive if temperatures are too far from comfortable.
>>
>>168440556
Not that guy but for example in Rimworld you can't make your base immune to everything with a drawbridge.
>>
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>>168440810
It's been a year. Two raids. Fucking nothing.
I'm super scared
>>
Alright fags, trying to balance SeedsPlease!, here's the spreadsheet, help with out with the numbers

https://docs.google.com/spreadsheets/d/1RuovyWGvwReNuMJfTQKmchUWIdwCG5b-qkx3v_jAqrM/edit?usp=sharing
>>
>>168440556
>>168441018
>Traders will not arrive if temperatures are too far for comfortable.
Note that it also applies to raid, albeit differently. Caravans won't come if the temp is above or below certain thresholds.
Raids will still happen at a temp caravans don't show up if the game can make up an outfit that lets them survive the cold/heat.
If it can't, enjoy your mechanoids.
>>
>>168441856
>Raids will still happen at a temp caravans don't show up if the game can make up an outfit that lets them survive the cold/heat.
I don't know about Cassandra, but with Randy I certainly had raids in scorching heat where you need wool/camelhair dusters just to avoid dying from heatstroke. And most raiders were dressed in grossly inadequate clothing, sometimes even parkas.
They had just enough time to break my stuff, but not enough time to run away with stolen shit before stroke downed them.
>>
>>168441018
>winding corridors where goblins are being pelted by marksdorfs, it's not really exploit-free.
>Rimworld has killboxes which are exploits, but they take more effort to set up than DF exploits and also are less effective.
Those are all not exploits.
>>
>>168442091
Was that recently? It did happen with earlier versions, but it should have been fixed.
Also raid loadout should be the same regardless of storyteller.
>>
>>168441824
Anon I told you numbers are not the problem, mechanics are. Bad RNG is too punishing before you can get greenhouses.
Either implement a way to get seed back from frozen plants, or implement a way to collect or produce seeds (useful ones, not just berries) without having to rely on trader RNG.
>>
>>168441018
>drawbridges to seal your base off
That's all I did, and I would not really call it an exploit. You still had to sally out and fight if you ever wanted to see trade or light again. It just gives you time to get everyone ready to fight.

>Traders will not arrive if temperatures are too far from comfortable.
Well that sucks. I wanted to play tundra but I don't want to miss out on trade.

Also is there a way to play as a tribe without the penalty to research?

I'd just like to start the game only tribal tech but also with the survivor supplies/stats.
>>
>>168442370
They are an edge case which the AI can't handle properly and goes full retard instead of using the behavior it is supposed to use (climbing or bashing walls).
Exploit doesn't imply it utilizes a bug, just that it is an obviously very dirty trick. Water perpetum mobile is an exploit even though it' not a bug either.

>>168442425
Newest version.
Seems that either storyteller gives up after the temperature exceeds allowed range or that they only account for low temperatures and not high ones.
>>
>>168441824
>>168442614
What about a specialized seed trader?
Like a seed trade caravan.
>>
>>168442614
you don't have to rely on rng all the time, traders are set to bring 5 to 8 types of seed (bulk traders), taking in consideration how many fucking seeds there are, it needs to be bumped to like 20, that way the rng factor is less and if the prices of the seed are down, blight and coldsnaps won't be a huge money sink.

There's a mod that changes blight into pests, some stupid bugs you can kill unarmed but that left alone will gradually eat all your plants, it's a good replacement.
>>
>>168442830
this is also something that could be made, have a new caravan type that will sell only raw products and seed, at balanced prices, force them to always bring around at least 75% of all the available seeds in the game. Great idea
>>
>>168442830
Most caravans already carry seeds, but you might not get one for a year.
>>
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Alright, decided to start a new game in a tundra because I like to punish myself.

Mase a defector with decent medicine skills, an engineer and a empath who is good at socialising and medicine.

Just started construction of an early base which I'll expand into the mountains maybe.

Also spawned next to some ancient ruins, which I may explore in the future.

Hopefully I won't get wiped out by manhunting deer again.
>>
>>168442676
>That's all I did, and I would not really call it an exploit.
In DF, you can easily survive indefinitely - and thrive - without trading or light.
Trade is just a bonus, not a necessity.

>I wanted to play tundra but I don't want to miss out on trade.
You still get summer traders in tundra. Also orbital traders, which ignore temperature.

>Also is there a way to play as a tribe without the penalty to research?
I think the scenario editor allows that.
Still, research penalty doesn't matter much because at the point you're doing hardcore research you have a dedicated research bitch who is
>tfw to smart to do any useful labor
>>
>>168443015
then you have to make it so that every caravan carries seeds that will get you through a year, and then it's up to the player to look after the amount of seeds he has every time a harvest is made and sets the extraction bills he needs to replant if anything happens
>>
>>168442676
You can still trade with passing ships once you build a comm console.
Caravans can also arrive even if it's -20 °C, not sure about the exact temperature but I believe up to -30-35 is still fine.
Generally you can still call them during summer and parts of spring/fall. If it's a mild tundra, calling them in winter isn't impossible either.

>>168442820
That might be it. Never tried an extremely hot run honestly.
>>
>>168443097
>Hopefully I won't get wiped out by manhunting deer again.
The tactic is the same as in DF:
Wall off everything useful: base, resources, pastures (to avoid predators)
>>
>>168443302
>>168442676
or you could point him in the direction of a mod that allows him to do that, search for GHXX Tech Advance on the steam workshop or the ludeon forums
>>
>>168443097
my recommendation, set the working hours from the start. It's needed that your pawns have joy, but going out to cloudwatch or play in the middle of an important job is terrible and time consuming, go to the restriction or asign tab and put them to sleep 8 hours (at the start while you have shitty beds) 1 hour of joy after they wake up, all work and 2 hours of joy before sleep.

Also, make sure you get a second doctor and force him to be up at night, will be useful later on.
>>
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nice game faggots

wow its so much fun to have your hard work obliterated by rng
>>
Where is thrumbo girl mod?
>>
>>168444131
get rekt faggot
>>
>>168444131
>falling for the Randy meme
>>
>>168444131
Don't worry, it builds character and makes the story more interesting.
>>
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Stop growing smokeleaf.
>>
>>168444131
git gud
>>
>>168445446
>growing drugs at all
>buying drugs ever

If you come to my colony you better drop that shit or you'll get put in the prison until you drop it.
>>
>>168444131
>games are hard work
>>
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>>>>>>>>losing is FUN
>>
>start game for the first time
>starve and die
I knew I should have done the tutorial first...
>>
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>Everything is going well
>this happens
>>
>>168447076
Is it when you're saving? I get that and just restart the game when it happens. It should start working properly again.
>>
>>168447423
yeah just restarted and it's fixed. made me worry there for a second.
I'm about done installing mods unless there are more mods that add animals. they're always welcome
>>
>>168438851

What is that mod that adds that status bar in the top right?
>>
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>have to leave my initial starting area because psychic ship fucking my guys up and I've just got a bunch of tribals with a handful of guns so I don't want to take on mechanoids
>decide that it would be a great fucking idea to raid a raider's outpost
>get there, start building a siege camp to prepare for a fight with the raiders who outnumber and outgun me
>Toxic Fallout
>okay well that's fine I'll build a big building to hide my people and my animals in, maybe if I'm lucky some of the raider cunts will be affected
>oh wait shit here they come
>hastily man some defensive positions to fight them off
>it's a nasty fight, lose of my 8 colonists and pretty much everybody is hurt in some way
>eventually the raiders retreat and the outpost is mine
>get a notice that I have 24 hours to pack everything up
>figure I can get everybody's bleeding stopped and the valuables and food from the outpost loaded up within that time
>SUDDENLY A PACK OF 20 MANHUNTING CAPYBARAS APPEARS
>OH FUCK EVERYBODY'S GETTING SWAMPED
>when everybody's down and out I get saved by the bell, caravan automatically reforms letting me lick my wounds and carry on
>lost all my guns
>most of my medicine
>all of my food
>figure that's okay, I'm gonna have a rough road ahead of me but as long as I can get everyone's bleeding stopped I can manage to pull through and resettle somewhere
>somebody gets an infection
>then somebody else
>well I've got a little medicine left no big deal
>then another infection
>and another
>and another
>end up with everybody having 1-2 infections and most unable to still walk from the pain

T-THANKS RANDY
>>
>>168448875
Moody.
>>
>>168449139
that's what you deserve, that's karma, randy wanted to be amused, he sent warriors from the sky into his arena and instead of standing ground and taking it up the ass like a man, you pussy out and attack other people who probably fought and beat the shit randy put them through?
Disgusting anon, really disgusting.
>>
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>>168445446
smoke leaf every day
>>
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Toxic Fallout event is comfy
>>
>new custom start
>event: cold snap every 60 days
>start in winter season
>???
>comfy winters and frozen raiders every year
>>
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Finally got my barracks built, made sure to make it as homely as possible so that people gain a decent mood buff from it. Also got a medieval lord who can do a decent job at hunting and talking to people.

Also set up a small kitchen area next door, with a room attached that I may convert into a general work area, with a tailoring bench to start with.

I'll get to making a research area and a small hospital area later on.
>>
>muscle parasites
>there is no immunity stat

U-uh
>>
>>168452668
It goes away as its treated.
>>
>that one time when you want to burn a forest to have a clear line of sight for your rocket launchers attacking the mechanoid camp it keeps bloody raining and putting out the fires
>>
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I like that chair
>>
>>168453648
It's an actual game mechanic. Fires cause rains.
>>
>>168453776
We really need more artwork of these crazy descriptions. Stuff like this is always entertaining to read and imagine about.
>>
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Do people get upset about sleeping in the same room or sharing a double bed when no relation?
>>
>>168455193
yea
>>
>>168455642
What if they're married and sleep in the same room but don't share a bed, do they still get a fuck bonus if the beds are side by side?
>>
>>168455193
Double penalty, one for sharing a room and one for sharing a bed. Though the latter goes down the higher their opinion of each other.
>>
>>168456046
Just make a double bed.

Problem solved.
>>
>>168456046
no idea, i don't think it will work though
do this >>168456229
>>
>>168456229
>>168456319
There aren't nice Clutter double beds though :(
>>
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>Toxic Fallout
>Immediately afterwards a siege
What a bunch of dummies
>>
>>168447076
>out of memory
>>
>>168456480
Unless you are living under a mountain, they have enough time to fuck your shit up royally.
>>
>>168457731
Lol no they don't
>>
>>168456480
>>168457731
If you have some molotov you can buy some time. Apparently if they have fire coming for them they prioritize beating out fire over manning mortars.
>>
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>Want to play in extreme desert
>hottest temp in summer is 75
>growth all year round
>mfw
>>
>>168458428
Yeah, growth all year round at 20% efficiency.
>>
>>168458428
>>168458476
>75F
>That's 24C to you communists.
>>
>>168458563
That's 297.15 K for all you pretend scientists.
>>
>>168458672
How much is it in lightyears?
>>
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>>168458476
I checked, its actually 80% growth efficiency.

Generated the world twice now.
All defaults.
All the extreme deserts and really cool and comfortable places to live.

GOD. FUCKING. DAM. IT.
>>
>>168458764
Forget that.
What is it in nanoseconds?
>>
>>168458908
Well, 45-50 degrees is the limit that clothes will negate. After that you can't go out for too long without getting heatstrokes.
If it's 75 degrees during the day, it probably stays above 45 even during the night. So it's not that comfy.
>>
>>168459217
>If it's 75 degrees during the day, it probably stays above 45 even during the night. So it's not that comfy.
The fuck?
How is that not comfy?
It's 75 right now inside my house and it's a bit chilly.
How do you get heat stroke in 75 degree weather?
>>
>>168459839
Haha, good one :-)
>>
How do I get my doctor to fuck up surgery less. he has 97% chance accord to the health. But has fucked up 7 of the last 10 surgeries wasting bionic and organs. Medicine 16.
>>
>>168459992
I think you are thinking C. I'm talking F.
Where I live 85-90F temps are normal.
Our winters go down to 60F and that's pretty cold.

I find it really hard to believe an "extreme desert" does not get into the 100F's during summer.
>>
>>168460247
Are you sure the game is displaying F?
>>
>>168460247
Or he knows that desert is based on rainfall not temperature and is being smug.
>>
>>168460343
Yes.
>>
>>168460445
well then you can find temperatures in Amerilard that are extreme
>>
>>168455193
only the girl does :^)
>>
>>168460607
*assigns you to a double bed with Ugly, peg-legged 80 year old lady*
>>
>>168460510
75F is not extreme. At all.
It's cozy as fuck. Borderline chilly.
85F is normal. 95F is extreme. 100F is extreme. 110F is extreme. And we do have days like that but its rare.
>>
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What type of terrain do you like?
Mountain? Flat? Hilly?
>>
>>168460827
What I am saying anon is that within the game Rimworld exists temperatures that are extreme, whatever measurements you use. I can find deserts that get to 70c, feel free to translate that into burgers per pound inch.
>>
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>>168460806
Thank you, that's perfect.
>>
>>168444172
Please help.
>>
>>168461381
thanks

this is a blue board tho
>>
>>168461023
Mountain Boreal Forest is the MOST comfy.

Although I'm doing a frozen desert right now and its amazingly comfy.
>>
How do I not go crazy while trying to outfit people?
I could assign outfits but then I'd need to craft 15 of the same items. And they wouldn't use the random good stuff I take off dying raiders.

I could outfit people one by one by forcing items, but then they will wear the item until it reaches 0 durability. If I wanted to mend the items before they break I'd have to constantly monitor the gear of 15 people.

What's the easiest way?
>>
>>168461023
Temperate / boreal forest with mountains / large hills. Gotta have those comfy winters and be able to dig into a mortarproof base.
>>
=== Sex Mod is LIVE (Again) ===

Here's a link to the Mega folder where I'll be storing the mod for the time being:

https://mega.nz/#F!Yp9CEISA!JLB1ETISTB6GjJS38U5pIg

v1.0 is there. It has no new features compared to v0.9 but does have some major bug fixes* and balance changes. You should be able to load saves from 0.9 with the new version, but, as usual I haven't actually tested it so idk for sure. You will get an error about a missing MapComponent but that doesn't matter because the new component will be injected automatically.

I'm still considering putting the mod back up on the Nexus by splitting the comfort prisoners off into a separate stand-alone mod (which would stay on Mega) and then just uploading what's left. I'll have to look into it some more though, since I'm not yet sure it's worth the trouble.

* Major bugs fixed:
- Prepare Carefully menu no longer breaks with RJW active
- Warts and syphilis now curable
- No more errors/crashes due to tooltips on bionic privates
>>
>>168462371
I'm wondering the same thing, see >>168332305

I just barely finished crafting them all fur coats and hats (ice sheet), and the first ones I crafted are already at 80%...
>>
>>168461023
>>168462217
>>168462385
How do people who play on flat even get steel?
Do people even play on flat?
>>
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>>168462982
You can buy steel, deconstruct ship parts if they spawn near you, find random outcroppings of steel, and a couple of other methods. I haven't tried them all, but they're still there for you to use.
>>
>>168462982
If you don't have steel then you must find some resource to use and trade for steel. I guess you could sell food and drugs from your crops, or even carve wooden statues in exchange for steel.
>>
>>168462982
you can deep drill for steel, which you'll need to research as well as a ground penetrating scanner
>>
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>a year and three seasons passes on Extreme Cassandra with nothing major
>few small raids, two poison ships, and a small infestation
>she's been raining me with droppods full of valuables, colonists, supplies
>today marks the day when the pirates 60+ man raid via drop pods wrecked my shit
I really think the AI's plan this stuff out at some point.
>>
>Colony is stagnating, Rough Cass has given no real challenge
>Max tier research for Misc robots and MAI
>Have about two dozen of the little robots, and 8 MAI drones
>Give JOY job to all colonists.
>Disarm all humans and double the turrets.
>Make the robots do all the work.
>Robots refit the entire base, removing doors for colonists easy access.
>Install prison bars in all entrances
>Double blast door all exits
>Arrest all humans

Prison Station Theta is doing better than ever before since the robots took over. Sure, there were some humans that resisted but now they live carefree lives under the Machine Mother.
>>
>>168462552
Nice.
Did some very quick testing and it works with PC, also no more log spamming with bionics.
Also works with 0.9, one pawn was even fapping during save/load and it worked fine.
Threw the error you mentioned on load plus another minor one, but that one had no indication it was related to RJW. Probably some other thing I can't be assed to figure out.
I take it nymphs also respect zones now? Again, it was some very quick testing but she did seem to stay confined where she should be.
I'll keep the dropbox link up until tomorrow in case someone has problems with 1.0.
>>
>>168465380
>prison bars
what mod? what do they do?

Also I can only agree that robots are the best, I managed to finally collect four and now I have two on a day shift and two on a night shift, with overlapping hours during the morning. My colony has never been cleaner and everything is in the right place.
>>
Anyone here with some modding experience? I need help setting up a new caravan and a new trader.

Do I need to make a new .xml for each trader? Like, one .xml for the orbital trader and one .xml for the caravan? I'm guessing I don't have to, but I havent been getting any of my traders.

Appart from the XML file and the trader things, do I have to do anything else? Does it need extra files to make it work or should a <DefPackage-TraderKindDef> do it?

Have I made any errors? Here's the XML: http://pastebin.com/cUybyyEQ
>>
>>168465380
So, you basically stopped playing RimWorld and you're now playing a bigger version of Prison Designer with robots? Cool
>>168465674
Better Prisons or something is the name, allows prisoners to walk between rooms. You could straight up make rooms for each prisoner and allow them to walk out of the room into the designated prison zone
>>
>>168465996
Thanks!
>>
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Fuck """the system"""
>>
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>want barbed wire
>either have to rip it out of combat realism or update an a9 mod to be compatible
life is suffering
>>
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>>168467868
And here's the change log
>>
>>168467886
https://ludeon.com/forums/index.php?topic=7179.0

there is barbed wire in this modpack, you don't need to use the other parts of it to work if you don't want them
>>
>>168467886
https://steamcommunity.com/sharedfiles/filedetails/?id=811181658
>>
>>168462552


Any plans on adding joy comparability to Hospitality? I want to start a brothel.
>>
>>168468504
>minimal cover
so it'll rarely blocks bullets?
>>
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>>168468489
>literally mspaint textures
imma have to see how this looks ingame
>>
any good ways to train up crafting?

making a ton of dusters and cowboy hats at the moment, but it feels like it's taking forever to get anywhere, even with double flame passion.

I'm too min/max'y to start making assault rifles unless I'm sure I'm likely to at least get ~normal quality.
>>
>my chicken is dying outside in the cold asleep
>literally no way in my power to have a colonist move the chicken indoors to a sleeping spot in a heated room

this is frustrating as fuck
>>
>>168468504
the one time i suffer as a pirate its over barbed wire. of all the things.
>>
>>168470818

Start a euthanise procedure, cancel it when the colonist brings the chicken inside.
>>
>>168469010
Brothels are a cool idea but I can't say I have any plans to add them since it would be a lot of work and my to-do list already basically full. Hopefully some day.
>>
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Well, I built up my colony a small bit, made a hospital/research area, a freezer, and a kitchen.

Just need to gather wood and shit so that I can actually make more shit, like a tailoring bench/loom.
>>
>>168471626

Well, hospitality allows you to place guest beds in prison areas.

I just need the guests to fuck my prisoners for sweet joy buffs so they leave me loot.
>>
>>168470818
put an animal bed thing under the sleeping animal (the one that doesnt need any work done).
delete the bed and it should wake up, at least it was so a while ago.
>>
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What is causing this slowdown in mobility? She has no traits that is causing it. The brain injury only says it adds some pain.
>>
>>168473619
It's the brain injury, wounds to body parts add pain but debilitate body parts without listing.
>>
>>168473725

Time to get a robobrain
>>
>>168473818
>fixing everything with mods
>not vanilla luci
My neckbeard is shaking with anger
>>
>>168470610
Assign weaker people to jobs where quality doesn't matter. Put them on smelter duty while your good crafters make the weapons.

You can set bills to only accept a specific person.
>>
>>168472007
In that case it's easier, when you mentioned brothels I was thinking of having colonists work as prostitutes in a designated brothel room or something like that. I am already planning to add comfort prisoner rape as a proper joy source. Once that's done it shouldn't be too difficult to make guests participate, in fact they might even do so automatically depending on how Hospitality is coded.
>>
Is it possible to remove limbs? I don't see a surgery option for it.
>>
>>168474885
Not directly, first replace them with prosthetics and then remove the prosthetic for the same result.
>>
>>168474639
Using the pregnancy and kids mod with the brothel and prison rape sounds something fitting of this website, I request this be done with haste.
Godspeed anon!
>>
>>168470818
why not?
>>
Any way to reduce the lag with hospitality?
>>
>>168475270
Thanks, that's what I figured it was.
>>
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>>168474639
well?
>>
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I think the game is over boys.

Intense Cassandra got the better of me
>>
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>tfw my kitchen is looking worse and worse

Recommend me another room to decorate, I can't do this anymore.
>>
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>>168477580
Recreation room.

Making those look nice is fun.
let's just hope it doesn't end up as mis-matched as the kitchen.
>>
>>168477804
>let's just hope it doesn't end up as mis-matched as the kitchen.
Maybe I should put blue lights or some shit so everything gets the same hue.

I don't get why modders can't follow the game art style, or even the fucking game perspective at least.

I'm half-tempted to just go for the default fucking items and forget about baking cakes and whatnot.
>>
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>>168477995
I think it's because of the fact the art style is reminiscent of Prison Architect, so maybe they think it would be easy to base their designs after that game.

The problem is that Rimworld is more rustic, and most devices in the game look somewhat rudimentary, and considering that most items in PA are more modern-era, they tend to clash with the more rustic designs of the RW items.

Stuff like the Medieval and Camping mods do fit the style of RW best though.
>>
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>>168478374
Yeah well Medieval has crafting stations from a full bird's eye view so you can't put them directly by vanilla crafting stations because they lack the depth.

So fuck Medieval too. Fuck everything.
>>
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My attempt at a vanity project is meeting mild success, it's taken all of the power this geothermal vent can generate but I've got a 90 degree difference between the outside tundra and the airlocked greenhouse. Now to light it up, I wont be able to do sunlamps, the power requirements would be astronomical, somewhere around 64,000W. The only alternative is to painstakingly place skylights across the entire area. It's too bad this simulated 'outdoors' will never qualify for that and my pawns will have to go outside into the tundra to get rid of the cabin fever.
>>
how do I launch supplies to my caravan? do they have to be at an enemy base?
>>
>>168478887
do I have to send a colonist with it the load?
>>
>>168478857

Looks great anon, how did you get so many AI persona cores?
>>
>earthquake randomly crippling everyone and breaking shit
no thanks.
and youd think being outside and not under a roof would be safe
>>
>>168479780
The basic MAI's don't require persona cores, they dont have passions and have worse skills but work just fine as expendable drones. I gave the ones with persona cores their own names, got 2 so far.
>>168478857
Not going to be able to do sunlights, I'd have to checkerboard pattern the entire thing as an astronomical steel cost, having 50% light on the tiles without sunlights and it would look fuck ugly. So I gotta find a way to generate roughly 75,000w worth of electricity for this part of the base alone. Chemfuel generators would require about 2,520 units of fuel per week to run it so it has to be one of the sustainable sources. 5 geo vents but only 2 in range to defend, one already tapped. I've got modded ship reactors but they only produce 5,000W. I can only make 3 with my current resources.

So I'm going to need a literal field of solar panels and wind turbines with a battery array to cause a zzzzt on the level of a nuke if I don't compensate with a massive amount of circuit breakers.
>>
>start colony with pretty decent initial colonist
>first raider is captured alive, they've green thumb and solid crafting, growing, shooting, and medicine
>~10 days in, initial colonist turns 50
>back back
>within the next day, two consecutive "wanderer joins" events with absolute shit tier colonists

Goddamn it.

I knew it was all too good to be true. I couldn't just have two perfect colonists.
>>
>>168480669

Let me give you an advice anon, if the wanderers are shit just off them because they will make the game harder, especially if they can't haul or shoot. They ain't worth keeping alive.
>>
>>168480752
Yeah, I'm thinking I might kill one off.

They can't shoot, or haul. All they've got going for them is art and animal handling, the latter of which my two perfect colonists both have under wraps anyway.

At least the other shitty wanderer can hunt passably, and works for mining / hauling long distance ores.

For anyone who knows - do raids come purely off colony wealth, or is it also factoring in colony size?
>>
Why are all my previous post being deleted?
>>
>>168481481
Colony size is very important too. Doubling on colonists will most likely have a bigger effect than doubling wealth.
>>
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>>168480669
>tfw 16 colonists
>most of them started out useless
>have based colony made of totally useless
>over the years started to build up
>those useless people slowly turn into excellent, harded colonists
Feels good.
>>
>>168444172
Here it is, along with a bunch of other mildly non-human grills: http://steamcommunity.com/sharedfiles/filedetails/?id=860692531
>>
>>168488176

Could an anon make more monster-girl mod compatible with epoe or a dog said mod?
>>
>>168462552

New game required, I assume?
>>
>>168465996
>Better Prisons or something is the name, allows prisoners to walk between rooms.
I'm having trouble finding this. Any chance someone could confirm the exact name of the mod, or even better provide a link?
>>
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FFS
>>
>>168492187
rekt
>>
So this guy has been downed in bed for sometime now with sensory mechanites. I've never had this before. He's getting treated, I don't get it.
>>
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>>168492350
>>
>>168492417
Pain causes loss of consciousness which stacks with loss of consciousness from starvation.
>>
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Give it to me straight guys, how hard is getting a single monster girl working with a dog said?

I was planing on doing this for the thrumbogirl, but I don't know if its going to work? Can I even add it directly to the a dog said mod or do I have to create an entirely different mod for it to work?
>>
>>168493101
>straight guys
Wrong place, this is 4chan
>>
futamod when
>>
>>168492161
Sorry, jut checked the thread again, it was prison extension
http://steamcommunity.com/sharedfiles/filedetails/?id=822487597
>>
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Guess its possible doing it this way. Wish I had renamed the thrumbogirl to a different name because male/female thrumbogirl sounds a bit retarded.

I also wished I could have done this with the oni girl but holy shit is that mod a complete and utter mess. It will take someone that knows what to do to fix it. I would even recommend to just re-skin the thrumbogirl to oni.

If anyone wants to try it, all you have to do is copy the Recipe_Surgery from RecipeDef in A Dog Said folder to a new one and removes all the other animals and set the monster you need. Sorry if I am missing a few steps but it shouldn't be that hard. Don't fuck up the original A Dog said files though.
>>
>>168493101
I dont think its the crafting station you should worry about, go to the thingsdef and see if the items crafted for animals have a filter that specifies which animals can get them, figure out how to get the monster girls on the boat.

If it's not about the items, then check on the health bills, for that I'm pretty sure there must be a filter, all operations for animals are probably in an xml file, as I said before, check for the filter that only accepts animals and expand.
>>
>>168495869
>>168496001
ok anon, you beat me to it, good job
>>
>>168488176
Can I get a non steam download?
>>
>>168489468
Nope, works perfectly with games already in progress.
>>
>>168498458
Not as far as I can find. You are going to have to sell your soul to Valve if you want to start a Thumbrogirl ranch or whatever.
>>
>>168498458

I hate to give you newfags sources but I am willing to over look it because I am in a good mood today.

http://lttlword.ru/rimworld-mod-more-monstergirls
>>
>>168498970
kys arrogant shitter
>>
>>168499414

>abrasive

Into the >>>/trash/ you go.
>>
Only now just figured out what HCSK is.

Is it worth trying out?
>>
NTRmod when
>>
>>168499976
Its alright, gets really tedious and requires a ton of save scumming because russians dont know what balance is.
>>
>>168498970
Much appreciated senpai
>>
>>168500362
thiv
>>
Is there a way to keep my dogs out of my chicken eggs, and to make them eat the kibble i made instead?
>>
>>168501036
keep the eggs and the kibble in different stockpiles, add animal zones and don't allow dogs to walk over the stockpile where the eggs are.
>>
>>168366512
Maybe you could look at the syphilis, after the inmunity, the sickness won't go lower than 0,1% keeping the character sick
>>
Is Rimworld fun?
>>
This game is so comfy with HCSK.
I started my current game on the 5th, 11 days ago. Played 8-10 hours every day. I went slow deliberately, researching only with 1 guy that also doubled as a crafter so I can fully enjoy my technology slowly improving.
I'm just starting to reach high tech, got my first bionic leg made today and I still have all future tech ahead of me.
>>
>>168507445

I hope you get your shit kicked it by mechanoids drop pods.
>>
>>168444131
Not memeing though, this kind of thing is what makes RimWorld fun for me over a game like DF where I feel like once you know the optimal strategies you can just sit relatively securely forever and nothing will really threaten you. RimWorld still throws you legitimate problems to solve even when you're managing everything perfectly. Keeps it interesting
>>
>>168507603
That's okay, I'll just savescum or devmode. There's no way I'm letting a colony this old just die.
>>
>>168507047
It can be, yes.
>>
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this is going really well so far.

just finished the slave quarters.
Just need to populate it with (((colonists)))
>>
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It IS fine to give a shit shot a minigun, right?

Also what is the default max population, I'm fucking out of room with how many people I have now.
>>
>>168509000

Anon you gotta cremate that kid.
>>
>a ship nuclear reactor can't output more power than a fucking solar panel
>>
>>168509465
But why. Every colonist has a use. I still have the Pyro I started with.

And plus I I've taken to /trying/ to make shitty colonists useful over metagaming.
>>
>>168509625
These are high tech solar panels though.
>>
Is there a way to get rid of useless pawns without killing them?
>>
>>168513113
solo caravan.
>>
>>168513113
Arrest and sell to slavers
>>
>>168513113
>wait for raid
>prioritize hauling that really heavy chunk of stone really far across the battlefield
>"accident"
>>
>>168513976
I once gave a pawn a knife and told him to hunt a bear. He didn't get killed outright so I had to forbid him so he doesn't get rescued and wait for bleed out.
>>
>>168513113
You could pump them full of bionic parts and power claws and all kinds of drugs and keep them in cryptosleep. Send them into the fray whenever something hostile shows up. High chance of death due to cryptosleep sickness. Also funny because they die while puking.
>>
>>168514157
Taming works in similar ways, and it's funnier because the pawn is usually already in melee range when the animal goes berserk. No chance of escape.
>>
>>168513113
>]624 / 120 / 101 / 3
Throw them in prison, then sell them or harvest organs
>>
>>168513323
Will he not starve?
>>
>>168516874
He'll starve, but you won't get the negative moodlet.
>>
>>168513113
I give them a survival rifle and just enough food to make it to the next hostile village.

Trial by combat. If they prove their worth, they may remain.
>>
>page 10
>>
>start giving your 2 doctors preventive penoxycyline
>people actually survive diseases when you have people to treat them
Mind blown.
>>
>spend about an hour using the planning tool for the first phase of my mountain colony
>everything is set, dig 10 tiles in
>massive area revealed
fug. that's going to be a lot of marble walls to fix.
>>
>>168520764
>give victims peno boosters
>manually task all treatment/feeding to ensure timeliness
even rank 1 doctors can save people this way and it uses way less peno
>>
>capture beautiful 20 years old tribal
>zero health problems
>set as sex slave
>check health a few days later
>Genitals: Destroyed

Jesus christ calm down people.
>>
>9 years into the game
>find out that different raw materials have different rest effectiveness
>my most important people were resting on superior/masterwork fancy beds with 60% rest effectiveness
>the same bed made from different material would have 110%+
>>
Reminder for whoever makes next thread, including sex mod's mega archive in OP text

https://mega.nz/#F!Yp9CEISA!JLB1ETISTB6GjJS38U5pIg
>>
>>168526043
Well what's the best material for a bed?
>>
>>168527874
From what I've seen muffalo or buffalo leather and wool. This is in HCSK.
>>
CLUTTER MOD DOUBLE BEDS WHEN
>>
Is there any reason rimjobworld is saying its outdated?
>>
>>168530246
Yeah it's 2017 and it has less than 35 genders.
>>
>tfw finally installed Outfitter
>tfw everyone promptly started wearing goat heads and other occult shit
...
>>
How long is sensory mechanites suppose to last? I think a mod is fucking my game or it's glitched because two people have gotten sensory mechanites and both who have it are bed ridden and they've had it for awhile. Never had that happen, despite constant treatment.
>>
Is the powerclaw a meme, or worth it?

Got a guy who got his hand shot off, and a trader is offering a claw. I've got a scyther blade in storage though. Rather keep the guy shooting, than melee.
>>
>>168532420
Power claw will not ruin your manipulation, scythe will.
Scythe has 33% more DPS, though.
>>
>>168532420
Power claw, then. Scyther blade has higher damage and DPS but it kills manipulation. Power claw reduces it a bit not nearly as much.
Bionic arm would be best, though.
>>
>>168506546
This is fixed in v1.0 >>168462552

>>168530246
What game version are you using?
>>
>>168462552
ALRIGHT LAD ALRIGHT

I am starting a new save because I think something fucked shit up in my game and sensory mechanites wouldn't cure. I am going to give this shit a chance.

Consensual sex when though.
>>
https://steamcommunity.com/sharedfiles/filedetails/?id=832151070
can someone upload this?
the github only has a A15 version

>>168533714
sensory mechanites takes a long time to go away but it eventually does.
use devmode to check
>>
>>168533714
Good, I hope you like it.
>Consensual sex when though.
It's on the to-do list but I don't know when I'll get around to it.
>>
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>>168535231
>>Consensual sex when though.
>It's on the to-do list
Oh we all know that feel all too well
>>
BDSM mod when
>>
>>168533373
Latest version that I know of.
>>
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is this bad
>>
>>168535903
Do you know of version 0.16.1393?
>>
>>168536832
Yep. I think I fixed it though. I think it was some mod incompatibilities.
>>
Can somebody upload this mod please?
https://steamcommunity.com/sharedfiles/filedetails/?id=751887749&searchtext=
>>
>>168534168
I think the problem is that he has a +20 pain thing from a fucking scar... so he's at 80 something pain so he won't get out of bed. It's kinda fucked me though, he was the grow dude. How do you enable devmode?
>>
https://ludeon.com/forums/index.php?topic=28747.0

Anyone has played with that mod?

Having kids rising up in the colony sounds good, also little soldiers are even better.
>>
>>168538662
its in the menu,
give them painkillers, beer or anything else that reduces pain.
>>
>>168538662
>tfw you want to keep permanent mechanites on your painstopper pawn but they keep getting treated anyway
>>
b
u
m
p
>>
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>mfw trying ice sheet without hydroponics at the start
>>
>>168536832
Is rimjobworld not at the latest version? Because I'm using the steam version and it's saying it's out of date. Or well, says for version: unknown.
>>
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>>
>>168546701

rare!
>>
>>168546701
Hug the thrumbo.
>>
Does painstopper make much of a difference combat wise, or should I just be using it on scarred colonists?
>>
>>168533373
Looking at the about file: 0.16.1393
I'm downloading the new version tho x)
>>
>>168546857
>combat wise
Yes. A painstopped pawn won't go down unless it loses a leg or dies.
>>
>tfw your MD, researcher, crafter and cook all in one colonist gets crushed by rubble while mining
on the bright side that is the last time i'll ever make that mistake again
>>
>>168548746
They'll still take manipulation hits from wounds though, I'm taking it?

Just tossing up whether it's worth going on the town whiner or the top marksman.
>>
>>168538695
I'm also curious about this mod as well.
>>
I finished rebalancing the seedplease mod for those who care, here's the link:
https://ludeon.com/forums/index.php?topic=30610.0
>>
Can people drink on poker/chess/whatever tables? I'd like to put some fridges with booze in the rec room but I have no idea if they'll actually drink it there.
>>
>>168548892
>manipulation hits from wounds
Yes. The painstopper does just that, they'll still get the usual penalties.
Giving one to the best soldiers is generally a double edged sword since while they'll keep fighting for longer, they'll also probably die or be a mangled mess by the time it's over.
>>
>start a new colony, making my first mountain base
>autism out a little too hard with constructing the thing instead of worrying about survival
>nothing is going on and yet ive got constant major and extreme chances of mental breakdowns
>accidentally fed a raw human corpse to a guy in the infirmary
>>
>>168533373
Same guy here, syphilis is still there despite being this version, also:
Some micro penisses fell in the pods and they can't be attached to prisoners
>>
>>168549857
put a normal table in the rec room tardo
>>
>>168552401
But I already have some poker table from a mod :(

Alright I'll put one normal table too!
>>
What are some skills you really can't do without when starting?
>>
>>168552645
Medicine, Growing, Construction
>>
>>168552829
I'd add Crafting to that.
>>
>>168552645
Growing for food, drugs, and quack tribal remedies
Medicine for unfucking the inevitable wounds from raiders/mad animals/bar fights/whatever
Construction for creating functional buildings instead of notifications of failed construction
>>
>>168552829
>>168553035

A high social can be real useful too for your first prisoners, won't it? Getting extra colonists can be really important, especially when playing with Randy.
>>
>>168552645
Crafting to get sensible materials for early fortifications instead of wood, steel and silver.
It's also mandatory in extreme temperature worlds.
Can be swapped for mining in mountains.
>>
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Awww yeah, a qt maid joins my colony
>>
>>168552917
So many pawns have burning passions for it, so you can usually pick one up pretty early on.

>>168553216
Eh, its not THAT bad at the start.
>>
So am I retarded or did I miss the rimjobworld dude clarifying what's going on with the version thing?
>>
>>168551897
>syphilis is still there
That's odd, I just checked and it's definitely curable in v1.0. I assume you're loading a save from v0.9? Even then, updating the mod should make syphilis curable because the syphilis def shouldn't be stored in the save game. IDK what's wrong, but if all else fails you could just edit the syphilis infection out of your save file.
>Some micro penisses fell in the pods and they can't be attached to prisoners
This is also odd, I don't see why micropenises that fall from drop pods should be different from any other micropenises. Are you sure the problem isn't something like the micropenises aren't in stockpiles or you're missing medicine for the operation?

>>168555820
I have no idea what this version thing is about. If it's happening to you, could you check:
1. That you're running game version 0.16.1393 (should say in the upper left on the main menu)
2. That the mod expects version 0.16.1393 (should be targetVersion in Mods\RJW\About\About.xml)
>>
>>168554989
>So many pawns have burning passions for it
They tend to have
>Will not do: dumb labor, violent
>pyromaniac, chemical fascination, volatile
>>
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>>168556384
Uh.. so inside your zip is a folder called rimjobworld. And inside of that folder is another zip, and inside that zip is RJW. That's why
>>
Well shit, lost a jaw. How hard is a denture to install?
>>
>>168556661
I might be the odd one out, but I don't have problems with 'bad' pawns. It's so much more fun to take a shit pawn and make them useful.
>>
>>168557152
The same as most surgeries.
There aren't many exceptions.
>>
So are the pod launchers only useful if there is an enemy base within the launch distance?
>>
>>168558065
You can use them to bunny hop though stretches of bad map when you're relocating.
>>
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>yfw

http://www.nexusmods.com/rimworld/mods/180/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Frimworld%2Fajax%2Fmoddescription%2F%3Fid%3D180%26preview%3D&pUp=1
>>
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>tech tree minami never got updated
>>
>>168559179
Tynan explain this shit right the fuck now
>>
>>168556847
Oh now I see what's happening. I took the mod folder (RJW), zipped it up, and uploaded it to a Mega folder called "Rimjobworld." If you select "download as zip", Mega then creates a new zip containing the Rimjobworld folder and gives that to you as the download.
>>
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Which is better /rwg/? Battle Rifle or Assault Rifle?

Also have a pic of my super casual first colony; going on year three now
>>
There isn't a way to prioritise bandaging, is there?

I feel like every time a pet gets shot up, my doctor goes to work bandaging the 15 pistol shots to the leg, instead of the sniper rounds in the neck.
>>
is there any recommended collection of mods on the workshop to sub to?
>>
>>168561670

>>168389053
>>
>>168562186
>>168389053
but is there a collection I can get all at once? Or do I have to go through and get them all one at a time?
>>
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Any way I can get rid of this scar? Its causing a lot of pain, which makes it harder to recruit this goy.
>>
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it still needs a lot of work, and i fucked up some things
but i quite like this kind of setup so far.
i really need to build some walls once im done expanding though

>>168563087
amputate
>>
>>168563520

Can't amputate thumbs/hands. Do I need a mod for it?
>>
>>168563597
there might be a mod for amputating whatever whenever.
right now you can only amputate parts when it has a infection or some other disease
>>
Do you want to save medicine for the serious stuff, and go with herbal quack for minor stuff? Is there a way to specify, or do I just put everyone on herbal shit and change it to medicine/glitterworld when it's serious?
>>
Do Colonists always prefer untattered apparel? I keep getting that lame ass notice even though I'm chugging out clothes left and right.
>>
>>168564797
The latter.
You only really need medicine for dangerous stuff or if you want to heal fast.
In most cases just homeopathic, holistic healing using nothing is good enough.
>>
>>168563520
what mods are those 2 things from in the room where terminator is going
>>
>>168564797
change manually when serious for now
>>
>>168564940
set outfit policies in assign tab, don't allow them to use anything below 50%.
>>
>>168564940
i think they prefer clothing quality first,

>>168565029
from hcsk, lowtech forge and smithy
>>
is the industrialization mod any good? also any other good mods i should install?
>>
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somehow managed to get them to flee after assaulting a tribal town with only four people and a legless person all thanks to the miracle power of luciferum. legless is getting a peg to celebrate
>>
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Okay, this start is kicking my ass sideways

>Crash landing hard
>Dense vegetation
>Combat realism
>Cthulhu cult
>Psychology
>Rainforest start

By the time I land and patch up the wounded, infection sets in and I lose at least one colonist, and everyone's starving and pissy. Then another fucker goes crazy on the cult tree, and that's him gone because -20 and major sanity loss is too much to handle. Trees are too thick to gather any supplies, not that anyone's healthy enough to do so, so most of the time I'm left with no components, medicine or fuck all for supplies, except for a bunch of superior statues that fire doesn't touch and shoot my value up sky high, which is real fuckin' neato when the second raid is a twelve-man murdersquad and the only guns that might have dropped close enough to save have exactly one clip of ammunition each.

Hurts so good.
>>
>get a worthless colonist
>their only okay stat is handling, no haul, no cleaning, etc
>nothing for him to do, except research and tame
>let him do his thing
>he starts taming elephants left and right
>making serious headway on training up the bears I purchased from a trader
As much as I hate the guy, the idea of an elephant swarm to beat down tribals with gets me so fucking hard
>>
>>168565961
>toxic fallout
>nuclear winter
>everything starves
>>
>>168565938
just found out the pegleg cant doctor. oh well, they will be making the 3 season trip back solo
>>
Is Rimworld one of those games that is only fun with mods?

For some reason I see every screenshot with modded shit
>>
>>168566162
Nah, most mods are pure shit.
>>
>>168566102
If it comes to it, I'm sure the elephants will make a fine meal. Some decent silver out of the horns too.
>>
>>168566162
It's one of those where whatever you like doing, there's a mod to turn it to 11.
>>
>>168538695
I could probably slap this mod onto my current save right? I'll probably try it out if that's the case
>>
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visitors and caravans keep digging through walls and mountains to get to my base. what fucking mod is doing this shit?

I used Path Avoid to make them leave my walls alone and set a preference to use doors instead and they just hang out at the edge of the map going in circles until they starve, go berserk, and kill each other..

I'm starting to suspect combat realism. but i haven't tested it yet.
>>
>>168566261
>>168566354
Huh alright, just gonna be honest though thirty bucks for an indie game in early access with potato tier graphics is not all that enticing
>>
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Good start
>>
>>168566695
Check out piratebay for special offers.
>>
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>>168381802
GOULD?
>>
>>168560560
If by battle rifle you mean a select-fire, rifled long arm that fires a full power cartridge (like 7.62mm) and by assault rifle one that fires an intermediate cartridge (like 5.56mm); then definitely the battle rifle, because -in rimworld- recoil isn't a factor, and 5.56 is just as likely to kill a pawn as 7.62, only 7.62 does so quicker and more reliably.
However, I think autoturrets are limited to 5.56 so if you'd rather produce one single type of ammo, then either don't use autoturrets or use assault rifles.
>>
>>168566664
Never seen that happen in HCSK and that has combat realism too.

Diggers are in vanilla, though. Not caravans of course but raids.
>>
what is the best way to transport wealth/items? make sculptures or just bring a lot of silver. I want to settle somewhere else
>>
jesus christ
>start with engineer/craftsman whos a pretty good shot, doc/research/social/, and an engineer/farmer/miner
>make autistic mountain base layout in a jungle on rough phoebe chillax
>mine that shit hard, everything going pretty good. not keeping up on food too well but making really good progress on base
>but then doc gets crushed and instantly killed by rocks
>she's also the wife of a crashlander who recently showed up
>teen girl shows up but she's really good with animals and ok at mining
>she falls in love with the engineer, they become engaged eventually

>pirates arrive, capture+recruit tw
>shortly after my farmer colonist accidentally tags a panther in crossfire and gets his shit handled
>two of my extremely useful starting colonists are now dead, and the teenager got her hand infected
>have engineer attempt to amputate with a medical skill of 3
>it's a resounding success, she eventually heals up
>but then catches plague
>don't even have enough resources to heal her, just let her die in her sleep laying beside the engineer

>meanwhile, husband of doc is breaking down constantly, food is scarce, and im basically just waiting for a researcher
>slavers arrive, but i have no coin, but they outnumber me greatly and my combat skills suck
>uncovered 5 cryocaskets and an animal pulser earlier
>unleash the jungle on the slavers, and while all this is going down MORE raiders arrive
>it's a four way clash, trying my best to capture people to bolster my numbers
cont'd
>>
File: toad has had enough.jpg (20KB, 406x422px) Image search: [Google]
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>need warm clothes

What, a jacket and a shitty cloth toque isn't good enough for -25C?

What a bunch of babies.
>>
>>168567703
>end up filling the 5 cryocaskets back up (2 with my colonists), killing all enemies, and killing the pack animals as well, while also taking a tribal doctor into my base
>get a bunch of beer and pemican, and oodles of weaponry
>remaining colonists are either in cryosleep or constantly breaking down from the insane conditions and their lovers being dead
>all i have going on is a 0.5% recruitment chance on the tribal doctor, and 5 people in cryos that need healing
>even had to kill my dog during the animal pulse
>a random event gives the tribal doc and the doc's husband malaria

>take one last look at my blood stained marble halls and give up

phoebe
fucking
chillax
what the actual fuck
>>
>>168568128
>phoebe
>fucking
>chillax

Lies.
>>
Should I force my colonists to stay in bed while they are healing, or allow them to be up and about and work once they're no longer incapable of walking?
>>
Rimworld is just a meme game anyway
>>
>>168568783
Depends on tasks and morale.
If they are just haulers and cleaners, only keep them in bed if you are having a tantrum spiral or they're too wrecked to be visibly working.

If it's something like crafting or surgery, just have them heal up.
>>
What I think is gay is like half the useful stuff you can't even make you have to wait for RNG and like... The tech tree feels shallow yanno? Mods help but are usually shitty in one way or another.
>>
>>168569105
Nah, it's not gay. If it was gay, it would be fun.
>>
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>playing games for fun
wrong game for you friends
>>
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>when the wandering colonist that joins you is actually useful
>>
>>168568783
Keep those fuckers in bed if they have an illness/disease.

If they just have normal wounds, it's fine to let them run around once they've been bandaged up.
>>
File: rim51.jpg (187KB, 1368x792px) Image search: [Google]
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New combat training room, please help me improve this. What else do I need in it? Heater is being built beside the door, but it looks a bit empty and shitty.

Also does anyone have some really good light mod that gives you multicolored lights that you can put above other stuff?
>>
>pay 600 silver for a weapons trader
>they've only got one fucking pump action and a single charge rifle
And to think that I was hoping to outfit most of my colonists.
>>
How do I keep heat in my colony on colder maps?
>>
>>168570908
Did you not research machining? Easy enough to make shotguns.
>>
>>168571304
Thicker walls on the outside of base.
Wrap your base in a layer of walls and fully cover the internal base in roofs. Don't mix buildings and fields so that you have big areas of inside separated nicely from everything outside.

You want to link all housing buildings with vents. Preferably by wrapping them around a central corridor.
If you can't do that, you designed the base wrong. Don't be afraid to tear down the buildings and rebuild if you have some extra time. Housing elements can be moved easily.
>>
>>168571403
Not yet, still pretty early on, & I neglected research. I've just been using stuff looted from raiders so far.
>>
>>168571638
I have a double hallway in an L shape through my entire base for when bug scum show up.

Can I make my 2nd layer of outer walls wood?
>>
>>168572094
If you've got someone with 8+ in crafting it's usually worth to research it sooner than later. Otherwise it can wait.
>>
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>>168572063
>>
>glitter world bitch being chased by pirates
>It turns out she won't do dumb labour, firefighting, or any other useful shit
>She doesn't even have good stats
>Ugly and abrasive

I ended up just telling her to stand right where the pirate were going to spawn. She managed to get the pirates to kill and down one of their own with friendly fire before she got downed and kidnapped.

I took the downed pirate prisoner and I haven't looked back since
>>
>>168570904
>rocket launcher in the training room
>>
>>168572321
Why not harvest her eyeballs?
>>
>>168572346
It's alright I have sandbags!
>>
>>168572173
I don't know if wood transmits heat better or worse than stone. It will probably work, but expect fire.
>>
>>168572649
Fire won't get anywhere important because of the layer of stone behind it. It's hopefully all good.
>>
>>168570904
are the dummies indestructable?

are they impassable?

can you cheese it by making walls out of them?
>>
New futamod thread when?
>>
>>168573562
I haven't tried, but come on.
Thread posts: 766
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