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/rwg/ RimWorld General

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Thread replies: 774
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Manhunter pack edition.

http://rimworldgame.com/

RimWorld follows three survivors from a crashed space liner as they build a colony on a frontier world at the rim of known space. Inspired by the space western vibe of Firefly, the deep simulation of Dwarf Fortress, and the epic scale of Dune and Warhammer 40,000.

FAQ: http://ludeon.com/blog/faq/
Wiki: http://rimworldwiki.com/
Mods: https://ludeon.com/forums/index.php?board=12.0 (also check steam workshop)
Recommended Modlist: http://pastebin.com/gPWvMJVq (embed) (embed)

Please leave any suggestions for the OP pastebin as replies to this post.
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>>151453701
>>
>>151453701
I can't stop imagining an old greek sculptor thinking that is something really worth making a sculpture about.
>>
Do I need to light bedrooms? They spend most of their time in bedrooms asleep, but the developer mentioned something about each colonist having opinions about their bedroom despite not being inside them.
>>
>>151454972
Impressiveness from bedroom can give permanent mood boost but it has nothing to do with lighting (Unless you are using Hospitality Mod, its a bug that hasn't been fixed)
>>
>>151454972
let's say a colonist spends 8 hours in his bedroom. when he is in there he gets -3 mood debuff. as soon has he exits it it gets removed.

as long has he is in his bedroom he is more likely to go mental.
i even go so far and say that i see most of my mental berserks starting in the bedroom.

it can be a good idea to do if your general mood is low. but it wouldn't matter if is mood is already good enough
>>
How do i measure temperature of a square?
>>
The facial stuff mod is pretty retarded in how it takes some traits into consideration when creating pawns.
>>
>>151453501
You should try breeding alpacas. Their wool is worth a ton and is amazing for clothing
>>
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>tfw going to lose because an alphabeaver swarm went manhunter and managed to break through all of my defences
>>
>>151457309
It's just retarded in general and makes all your pawns look fucking ugly as sin, gimme same, unfeeling eyes every day
>>
>>151462932
atleast dan throws an end of the world party!

i've lost to early shitty manhunters, too
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>>151462932
canada's a tough place yo
>>
>>151462932

Aaaaand everyone died from infection, I'm going keep playing to see who stumbles across this ruin
>>
>spend 2 hours rolling the perfect seed
send help
>>
What skill is needed to smooth floors? I have two nincompoops standing around doing nothing with lots of floors to smooth.
>>
No gorillas in game?
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>>151457132
Mouse over it
>>
>>151466048
not anymore
>>
>>151465340
>not modding certain factors of the worldgen to get the things you want
>>
>>151466732
i want a nice valley, with 3+ geothermals and rich soil, but has to not be on a temperate biome otherwise my screenshots look babby tier

if i mod for it i feel like cheating but if i get it thru rng it feels legit

don't judge
>>
>>151465920
construction

>>151457661
I started with 4 alpacas but they have yet to breed

>>151466935
I don't think you can have rich soil in anything other than temperate forests
>>
>>151466935
You can make the embarks bigger
>>
>>151467360
how do you do that
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>>151466935
ludeonicrous 350x350 size!

how is this one?

there is a spot of 140% rich soil that fits almost exactly one sunlamp.

sometimes you start on the right, sometimes on the left.
geysers are random, though.
>>
>>151467690
ehhhh the right part of the valley is too thin

i'm paranoid sappers can mine through
>>
>>151467508
Advanced option thingy
>>
>>151468536
all i get is the option to make the map size larger
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>>151468608
When you're picking the embark size it should have an options button to the side
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>>151468957
Embark site I mean
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>>151469064
this is all i see
>>
Help. it's not even Winter yet and I've run out of vegetable food stores, how do I stop my Alpacas from starving
>>
>>151469837
You butcher them
Survival of the colony over survival of the Alpacas, there's nothing you can do to save them so make the most of them now
>>
>>151469902

I've got a shitload of meat, starvation for my colonists isn't an issue, can I turn meat into something the alpacas will eat like nutrient paste?
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>>151470036
try simple meals
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>>151470036
Animal husbandry is shit because animals are largely not worth it

butcher them
>>
>>151469837
do you plan of surviving the winter from meat?
>>151470036
what is a shitload of meat?

>your face when i never use meat for my colonists and keep several thousand units of meat for lategame to feed hogs and other animals that only eat raw meat and corpses
>>
>>151470198

>what is a shitload of meat

I've got 1500 units of various meats in the freezer for 4 colonists, and I'll be able to augment that with stuff I can hunt through winter

>>151470162

I will if it comes to it but I want to try and see how useful they are for myself as I didn't try it in my last game
>>
>>151469371
That's it
>>
>>151471068
1500 units of meat for 4 colonists gives you around 18 days. assuming its only 10th of fall you need 1000 units more of raw food to make it to the first harvest
>>
Do Lavish meals even actually matter?
>>
>>151471796
yes, emergency mood bonus.

you don't ever want to feed your colonists something different than simple meals except for emergency mood bonus
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>>151471796
Better status effects from them, you can use insect meat on them and your dudes won't be all disgusted about it.

So set lavish meals to ONLY use insect meat.
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>>151472032
>you can use insect meat on them and your dudes won't be all disgusted about it.
>>
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>first time playing
>pretty peaceful start
>two colonist fall in love
>Happy with their white artic fox pet
>4th raid
>wolf gets shotgunned and killed
>dude goes berserk and kills all the raiders
>manhunting boomrats shortly after
>everyone still hurt from raid
>can't run indoors in time
>all but 1 colonist gets downed
>use her to take potshots at them from indoors
>one explodes right near the door, starting a massive fire that destroys the all wood base
>triggers the other boomrats
>no medical beds
>Colonist has to watch her lover and friends burn to death
>She attempts to rebuild after the chaos is over
>Goes berserk and wanders into the forest just shooting animals
>Collapses from her muscle parasite
>gets torn apart by a fox

This all happened in like 10 minutes after smooth sailing for about 3 hours. I feel so many things. I did not see my colonist going out like that.
>>
>>151472032
>negating the mood bonus while using twice the meals

don't do this
>>
>>151472006
In terms of units of food, Simple actually takes the same amount as Fine. It's up to you if you want to make all fine for a decent bump or hoard meat until you really need it.
>>
>>151472006
I can understand fr extreme conditions but
>He doesn't have intense amounts of food stored to make fine meals without worry
>>
>>151472229
Thats the fun anon
You don't expect it
That's why it's interesting and i can't stop playing
>>
>Bored
>Decide to start without anything
>No food, no resources, no weapons, nothing
I could get addicted to make all my plays like this.
>>
first time playing, I get endless sieges

second time playing, I get endless raids with an insane amount of survivors to imprison and no way to harvest them since I just harvested my medicinal crop
>>
>>151472437
I simply never use meat for my colonists since there are animals you can only feed with raw meat and corpses.
You don't have to get them but rng decides what you get earlier.

Getting meat in the late game can be a pain in the
ass.

I never have a cook 24/7. I set them to do a shitload of simple meals and suspend it so that the cook can do something different.

Im on my phone and i can't delete the last the. Also the mood bonus from fine meals can get horded from raiders.
The
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>>151472805
good idea anon
>>
>>151473387
it's not a pain if you have animals to slaughter

as a bonus you can use the animals for target practice
>>
>>151473387
I usually have a full-time cook, and I set the bills so that cook fine meal is higher priority than cook simple meal, and I set them both to do forever. When meat is available he cooks fine, when not he cooks simple.

I feed my carnivores off corpses, because you end up with piles of them and if you freeze them they last forever.
>>
Are tube televisions worth the price? They seem awfully expensive...
>>
Alright since random randy challenge in Vietnam was too fucking easy what should I do next fellas
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>>151474034
So to feed animals you want to keep more animals?>>151474298
You still need raw food to tame and train them
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>>151474762
>You still need raw food to tame and train them
I butcher the corpses, I just don't cook them.
>>
>>151473796
>I started it in a tribe
>1 colonist
You are nothing compared to me.
>>
>>151475258
slow research is annoying
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>>151475258

That sounds like a circle of hell for sure
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>>151475617
Some anon told me last thread about Techadvancing, it seems it's a mod that makes your scientific level up after meeting some kind of requirements.
Didn't test it yet but i hope it works, i could finally make it as real life and work it from neolithic, medieval and so on.
>>151475845
Not really, got used in last alpha to play without power until winter so i can handle myself.
>>
>>151474662
only good for hospitals

>>151474762
it doesn't take much food to train them and you can use human meat which you aren't going to eat

I find animals to be indespensible, they provide protection, corpse disposal and haul shit while they only need grass to eat
>>
What do you prioritize when building a new colony?
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>>151477016
planting, beds, freezer
>>
>>151477016

I'd probably say:

1. Freezer
2. Rice field
3. Barracks (converted into future hospital)
4. Storage space
5. Research bench
>>
I was in a fire fight and my colonist out of nowhere starting firing on my own people, is that a glitch?
>>
>>151477016
Planting, barracks, freezer, gun turrets, covered stockpile, bedrooms, dining room, production room, lounge room.
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>>151472229
My colonist all died in a terrible fire started by raiders. Shame they didn't smell the smoke and wake up.
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>>151477356
Why rice

What is ideal uniform
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>>151477536
You know drafting them or prioritizing putting out fires wakes them up, right?
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>>151477978
Poor guys.
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>>151477768

Rice grows the quickest so it's a quick first plant. One because you'll get food in a relatively quick turnaround, and two because you'll be able to get multiple harvests before the winter sets in.

The first field will be rice but after I've got the must haves lined up I'll plant more and diversify crops.
>>
how do you set up your workshops? one room for each craft or a joint room?
>>
>>151478859
If you want to minmax you make a big room and then stack it with beauty+ stuff for the mood bonuses since colonists gonna be spending a lot of time in there.

I do separate rooms for groups of roughly the same kind of craft though.
>>
>production things only look good facing up

I hate this
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>>151478067
>diversifying crops

this fucks up my kitchen stockpiles
>>
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My comfy valley, opinions?
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>>151479770
It'll look good when it's fully developed.
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>>151479770
I have no idea how you were able to mine that much in so little time

then again I have been getting endless raid after raid
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>>151479997
Pretty much got a good start, where the fertile ground ends into the mountain dirt is where i started to mine, Comfy little nook you found there
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>>151479770
c o m fy

it seems too small once you get more than 10 pawns tho
>>
>>151477768
The gooks lived on muddy rice and so can we
Shit lasts forever as long as it's covered
>>
Sometimes I despise this fucking game

And my colonists not recognizing new roof zones so my shit keeps short circuiting
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What a lovely patch of silver

>>151480140

ill try to hollow it out as much as i can, on the other side of the map is a huugge mountain range going from top to bottom of map. Possible new base extension, like make a trade bridge over to the mountain and dig out there when im over 10 people
>>
What happens if you go full trump and build a wall around the entire border of the map, around 5 meters thick?
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LIVE OR DIE?!

Man shouldnt have been a nudist, will die so much easier
>>
>>151480391
you can't. there is a white line showing where you can build and it isn't near the edge of the map

i don't recall if you can mine there though
>>
>>151480605
I would kill

jogger is the only nice trait
>>
>>151480605
nudist is great tho cus perma 20 mood
>>
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>>151480605
>Arabic name
>Refugeee
>Explosives expert
>>
>>151481128
i could have him haul and clean at night
>>
>>151481207
that looks like a custom character
>>
Is there some way to force the crashed ship event to happen? It's year five and I've been waiting for two years
>>
>>151481394
3
>>
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fucking enraged a massive herd of carbs, welp time to reload autosave dumb bitch autopathed into the corner and got caught
>>
>>151481525
>save scumming
>>
>>151477768
I always go with corn because the harvest is huge and they won't complain about eating it raw.
It grows slow though, so you might need alternative food sources if the starting meals isn't enough.
>>
>Main goal:
Make nice Farm.
>Barrely survived winter because I rescued a guy who has no legs and 4 huskies joined.
>Had to kill two of them to survive
>Finally Spring

How can I move a person with no legs to die?
Or can I do not give him food?
>>
>>151482276
Why not give him peg legs?
>>
>>151482338
Noone sells them and I cant make them.
It also has horrible traits.
>>
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>traders come
>has jade statue worth 30k and psychic lance telescopes and prosthetics
>buy psychic lance and use it on muffalo
>traders cannibalize the muffalo
>get delicous loot

>>151482091
i swur its the first and last time, didnt expect the cunt to flee into a corner and get raped
>>
>>151453019
I know we had two beginner pastebins
>>
What do I do with these piles and piles of useless clothes
>>
>>151484204
cremate them
>>
>>151482409
If you have EPOE, you can make them at the basic prosthetic bench.
If Vanilla, you don't have to make one, its just a log attached to the stump.
Although Euthanising carries a really small penalty.
>>
>>151482276
Just imprison and sell him to a slaver.
>>
>>151485253
Sellng to slavers are pretty bad when you consider how pathetic they are worth and the huge debuff, it's better to just pluck out their eyes and euthanize them
>>
What are some seeds for a super cold world? I'm looking for such cold where even mechanoids would die.
>>
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Challenge Mode Cassandra Crashland my fortress has only one enterence and no exit, all vistors enter furtance and clothes under 61% go with them. Invigorating. Can anyone guess who the greedy fuck who just joined my colony and still thinks his room aint shit?
>>
>>151486237
i don't think mechanoids can die

axel has a notoriously cold area

but mechanoids have comfortable temps from -75C to 250C i believe and those temps are only reached on cold winters during a cold snap or volcanic winter and only during winter as well
>>
>>151485253
>>151484354

He just died in fire. Pyromaniac "Farmer" finnaly did something good.
>>
>>151486409
>enclosed grow zones doesn't include geothermal
>putting hydroponics on top of soil
>that workbench arrangement
>cooler exhaust flows into a one square indoor room with a vent (???) instead of straight outdoors
>>
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Plagues are serious business.
>>
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>>151486409
did i mention im on permadeath, no mods, i had to remake like 10 times to get this far
>>
>>151486795
>>cooler exhaust flows into a one square indoor room with a vent (???) instead of straight outdoors
Protects your coolers from being destroyed, but you don't need a vent you can just set it not to be roofed.
>>
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>>151486795
on the cooler its for added rain protection, enclosed grow zone needs to stay small for better heater efficiency, any other workbench arrangement is for pussies
>>
>>151486891
yeah you can do this

if you put a vent it's pointless cus don't they have just 100 hp?
>>
>>151486954
>all those workstations
>no workbenches
>>
>>151487060
work... bench? If you mean cabinets I already mined out most the steel and used it all on turrets and other things, gotta wait for traders
>>
>>151486954
geothermal generator emits heat tho so you need less heaters
>>
>>151487492
and who said this game is shallow
>>
>>151487426
Yeah the +% work speed things, toolboxes or whatever
>>
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>tfw
>>
>>151488221
not having open spaces with flowers planted with lights with using the beauty view to manually clean all throw up and blood and not having the android chip that nullifies scar pain
>>
>>151488221
Fuck relationships, seriously. For every marriage and lovin' you get a dozen rebuffs, breakups with -20 for a fucking RL month, and divorces
>>
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>>151488540

I think my colony is exceptionally dysfunctional
>>
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First time playing. Ironman mode.

Wanted to save a blacksmith fleeing pirates.
All of my people are women, except the dumb grunt. He dies. Most of my women get kidnapped. Another die bleeding on the sandbags.
>>
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>>151489201
The only one who survives is the damn no-violence hippie.

The days later, her old mom join the colony.

Got only the daughter and dear old mommy now. WTF
>>
>>151489201
>>151489313
>hasn't learned to clear letters with right click
>>
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I'm the guy from yesterday.

how the fuck do I connect these fucking batteries? I had them conected once but it just isn't fucking working anymore.

Also, if someone can post a pic of theirr electric configuration that would be nice.
>>
Does size of the world matter? I know map size is just more playable map but world size I haven't felt it does anything yet unless I'm blind as fuck.
>>
>>151489313
Can you post your power conduits please?
>>
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This looks ok so far. But I regret I put my base here...
>>
>2nd growing season I've got blight in a row

REEEE MY HEALROOT
>>
>>151489832
You turned the power switch off.
>>
>>151490076
It's on.
>>
>>151490106
Click on toggle rreconnect when selecting them, maybe that works
>>
>>151490106
No, it's still off. You need a pawn to go over there and flick it, it will have a yellow circle inside it if its on.
>>
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>>151490236
>>151490213
it's on.
>>
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>>151489313
Snappy snapped. The death and kidnapping of all her friends and the arrival of her hated mother finally made her go cuckoo. She decided to attack her mother... and the dog who was trying to protect her
>>
>>151490459
There is power running through it and being stored, 5Wd. Select the battery and see if you get the same reading
>>
>>151490731
Thus end the Colony of Mountain-at-Home.
The daughter died first. The old mother next. Lost her foot first. Couldn't do much after.
>>
Double walls for insulation is a meme, isn't it?
>>
>>151491557
No
Read up on the heat page
>>
>>151466048
Yeah, just random your colonists. You'll see them eventually.
>>
>>151490850
It's daytime now and it's still not charging.

Also, how do i force-feed a sick person medicine?
>>
>>151492620
Step 1:
Ensure they're in a bed

Troubleshooting:
If they're not in a bed and not a prisoner or on a mental break, right click their owned bed or a hospital bed and set rest until healed.

If they're on a mental break, arrest them. You can release them afterwards without having to recruit them back.

Step 2:
When they're in a bed, select your doctor and right click on the sick colonist and prioritise healing colonist.
>>
>>151472805
>tfw already addicted to starting with nothing
>implying I didn't learn to play the game with one tribal
>tfw always played as deprived in dark souls
etc. etc.
>>
>>151493046
You also don't have to release them immediately. If they have any quarrels with some other colonist you can set that other colonist to warden and have them make a friendly chat. Can get +100 in a couple of days. Doesn't last though, but often a good start.
>>
>>151493652
>>151493046
....I don't have a doctor
>>
>>151494542
Nah, I'm just an idiot. I was using manual priorities and doctor was disabled.
>>
>Insect invasions spawning in ancient ruins

This is bullshit
>>
>>151496889
it's an infinite food generator

don't see what you're complaining about
>>
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How the fuck do I turn on the cooler? I had a person flick it on, but then it only shows negative power. I have eight batteries, two solar panels and two wind turbines.

HELP


BTW the light connected to the same batteries work fine.
>>
Sometimes I right click a enemy and my seeker refuses to go out of the house and attack, they instead remain in the house. Is there a way to fix this?
>>
>>151498484
You need a wire runing to the cooler.
>>
>>151498484
You need the fucking power conducts
>>
>>151498484
it's backwards you dummy
>>
>>151498927
Why would the red square cool?
>>
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>>151498872
>>151498875
I already had one running through the wall, and now I connected one from the back. Nothing's happening.
>>
>>151499170
You fucking retard, you switched it off.
>>
>>151499170
See where it says "power use high"? It's on now, using power. It will likely take 2 coolers to get a room like that to 0 C
>>
>>151498470

Because it's a central part of my base
>>
Sometimes I right click a enemy and my seeker refuses to go out of the house and attack, they instead remain in the house. Is there a way to fix this?
>>
>>151499170
Click on designate toggle power, have guys with flicking switch turned on
>>
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>Recruitment difficulty - 99%
>>
>>151499037
it works like a TEG using the peltier effect, so the red side has to go to the coolest room
>>
>>151499731
I actually recruited a person like that

was sad since I was using her to grind social skills
>>
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>>151499827
Straight from the wiki
>>
>>151474686
Randy on a harder difficulty.
>>
Is there such thing as perfect impregnable fortress?
>>
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I'm that fag who can't connect his cooler.

If someone can help me, here's my save file:

https://my.mixtape.moe/riqwsu.zip

C:\Users\username\AppData\LocalLow\Ludeon Studios\RimWorld\Saves
>>
>>151502408
>>151499692
>>
So are you not supposed to hook 2 power connections to the same grid or something?

I made a second solar panel and attached it to the main grid and ever since then I've occasionally had explosions in my electrical grid.
>>
>>151463229
its reedeming quality is to display hair with hats and helmets
>>
>hmm I'm really hungry
>maybe I should get something to eat
>Nah, let's wander around in a daze until I starve

And that was the beginning of the downward spiral that, after 3 berserk breakdowns, had me shoot the fucker.

RIP Bish. You truly were a bitch.
>>
>>151502463
Doesn't work.
>>
>>151502548
What happens when you flip it on
>>
>>151502538
all colonists are neurotic weaklings
no true survivors baka desu senpai
>>
>>151502607
>>151502548
Downloaded the save, forced a conolist to0 flick it, it works instantly
>>
>>151502607
It basically stays the same. Nothing changes.
>>
>>151502790
What did you do to "Designate Toggle Power"
>>
>5 minute in Randy and he gave me the manhunter boars
>>
>>151502924
Click on it so it turns green, then click on a civilian, rightclick on cooler and designate toggle power
The thing is that the room is too big for a single cooler, especially since you constantly lose heat due to no airlocked doors and no double-walls for insulation
Get a second cooler and/or improve your stuff
>>
>>151502548
Allright , tried your save. First of, switch it on.
Then you'll see that it cools to around 22/23°C sorry for being european
Things to consider:
1.Don't have your freezer connected to 4 other rooms.Every time someone goes in and out it will exchange heat with the outside.
2.build an airlock in front of the door
3. double walls
4. for that size you probably need a second cooler
>>
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>>151503061
>>151502924
Also here
>>
>>151503235
>>151503192
>>151503061
okay, going to try it now.
>>
>>151503192
How do I build an airlock?
>>
>>151498470
Who in their right fuck would eat insects?
>>
>>151504029
>>151503235
The planned constructions
>>
I had mechanoids drop right on top of my base once and it looked like they tore through a thin rock roof. The problem is I don't really remember if there actually was a roof there. So can they do that? I take it nothing can break overhead mountain, but can they break through constructed roof on landing too?
>>
>>151504037
Insects are the future
Easy to breed and deliver tons of nutrients
They'll be completely commonplace in a few centuries
>>
>>151504029
what >>151503235 has planned there.
Just another door infront so all your cold air doesn't flow out instantly whenever you open the door.
>>
Help, I've just been wrecked by a combination of a pirate raid and a solar flare simultaneously, leaving me only 2 colonists, I have another 2 in cryo-sleep but no medkits to fix them up.

The problem is a Psychic Ship just landed and the tip said it had an AI Persona on board, I can see its influence spreading but it took me 6 guys and more turrets than I have now to destroy the last Psychic ship I fought so what I want to know is how much time do I have before it's influence spreads to my base and starts me on a failure spiral, it's 45 tiles from my nearest farm and 65 from the base itself
>>
>>151504471

>falling for the we'll all be eating insects in the future meme
>>
>>151504037
it's all bout that jelly

https://www.youtube.com/watch?v=Ov4HjDHWUe4
>>
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>>151504480
>>151504371
I got everything configured, thanks!

Low on resources, and I'm rebuilding the entire room and making it bigger. Both coolers work though.
>>
>>151504789
i think you have at least 3 days, not sure tho
you can easily destroy the ship by building a wall around it and starting a fire that'll cook it.
see this: https://www.youtube.com/watch?v=mzA-6OrLPas
>>
>>151504938
>he hasn't invested yet
Enjoy missing out fgt
>>
>>151504471
but who feeds the insects????
>>
>>151505893
Smaller insects
>>
>>151505951
WHO FEEDS THE SMALLER INSECTS??????
wake up sheeple, only fruit and vegetables are the future because they eat the sun
>>
>>151504037

Insect meat is perfect for kibble.

At this point for my colony, infestations are just a really exciting hayfield harvest.
>>
>>151506045
>WHO FEEDS THE SMALLER INSECTS??????
Bacteria
>>
Tynan seriously needs to fix fucking debuff system
like why the fuck there isn't a positive mood modifier for rescuing a guy from crashed pod and letting him go, yet if you do anything else with him your colonists will go berserk?
>>
>>151506175
so how exactly would you set up a mega bacteria -> small insect -> bigger insect feeding/breeding complex? sounds like nonsense, you lose out on a ton of energy in the process, might as well go full retard and >cultivate bacteria for human consumption.
>>
>>151506273
If you take a look at the thoughts page it's hilarious how bad the ratio of good vs bad thoughts is
>>
Question - Do animals care about temperature?
Can I keep my barn cold and hay and meat freezed?
>>
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Who /canibal/ here?
>>
>>151505797

Unluckily for me it's landed in a marsh so I can't build walls
>>
>>151506903
the question is not do animals care about temperature
it's do you care about animals
>>
>>151504037
Who in the right eat would fuck their insects right?
>>
>>151507895
Who in the right would eat the fucking right insects?
>>
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>>151507883
I dont wanted that feels!
>>
>>151477016
1. A roofed room with battery, three stools, short table, three beds [eventually converted into rec/dining room]
2. A solar panel
3. Freezer/kitchen
4. Crops
>>
>>151509042
Press the i to find their minimum temperature. I think only bugs cant go below 0C
>>
>>151510092
>stools
>not dining chairs
get the fuck out
>>
Bets way to get tons of components?
>>
>>151510180
most animals an go below zero

only ones I had to keep warm were turtles
>>
>>151510332
It takes more work to make.
I eventually move the stools to the production rooms, or deconstruct them.
>>
>>151510385
Hospitality mod, visitors always pack a few of them. Mine compact machinary early game and make them late game once you have component assembly
>>
>>151510542
without mods
>>
>>151510635
Kill yourself
>>
>>151510635
good man
>>
Why are my people constantly disturbing eachother in their sleep to eat food?

Should I take the tables and chairs out of their rooms?
>>
>>151505797

I managed to cheese it by sitting two snipers on the edge of their vision and sniping the ship and them until they followed me back to my bases defences and got shredded, close one though
>>
>>151512103
Yes, keep a central dining room
>>
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This is some trench assault shit right here.
>>
Can a new infestation happen if I still haven't dealt with the previous one?
>>
>>151512925
In this configuration friendly fire can occur. Take better care of your colonists, comrade.
>>
>>151513257
there should be a cooldown inbetween
>>
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>>151512925
>>
>>151486409
>that giant fucking turret wall on the west flank
God damn I'm mirin
>>
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>>151513637
I dont think the tribals are ready for this
>>
>>151512925
>one gun turret explodes
>chain reaction makes all other turrets explode
>colonists in explosion radius
>all your colonists die

have fun
>>
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>>151513839
>>151513936
That's never actually happened yet, but now that you've mentioned it I think I will replan this area.
>>
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>>151514103
They couldn't take the horrific losses of assaulting a defended position and broke. I killed 2 more using my snipers while they were running.
>>
>>151488540
To me the most annoying part is that even when a female colonist gets into an official relationship or married, all the dudes still hit on her and get massive debuffs for it.

Aren't wedding rings a thing in rimworld?
>>
>>151514103
>>151514315
>raiders get so close that they use your defense against you
>so much friendly fire potential
>stone chunks not infront of sandbags
>walls block your fire
>grenades, rockets and launchers can easily hit multiple targets
>no redundancy power lines for gun turrets. one grenade and half of them don't work

have fun getting a centipede with a launcher that hits half your colonists at once.

>your face when all of them run in exploding gun turret while aimlessly wandering due to burn
>>
I can't fucking wait to flip that switch.

Still need two geothermal plants afterwards, but when they're done I'll never have to leave my fortress.
>>
>>151516365
>Still need two geothermal plants afterwards

now wonder since how unefficent you use your sunlamps
>>
Is there a mod to allow polygamy?
>>
>>151516742
*inefficiently

And I honestly don't care.
>>
>>151516974
>And I honestly don't care.

you care more to correct some guys language on an international board where most people don't speak english as their native language than playing more efficient?

i see
>>
>>151517728
Yeah. Grammar is important. Min maxing comfy bases isn't.
>>
>>151518071
>your base
>comfy
no

i'm not even speaking about min maxing. you could build the hydroponics in pairs and almost double the number you have.
you are creating unnecessarily long hauling ways by not building a door in the middle of the hydroponics to the fridge.

don't get offended when someone tells you how bad you play

>i have nothing to argue for my opinion so i have to correct your language to feel better
you
>>
>>151518071
>comfy bases

Not bullshitting you here, your base looks like a bleak Soviet factory. I'd hardly call that comfy.
>>
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>>151514315
>>151516008
I just cant win with my defensive planning :(
>>
>>151520203
Step one is building it where you can actually get an advantage from being the one sitting in the defensive position while your enemies have to come to you
>>
>>151518071
>comfy
Looks like a factory lmao.

And that hydroponics setup triggers the fuck out of me.
>>
>>151518795
>>151519292
Comfy is subjective. Grammar isn't. :^)
>>
Is there no upper limit on how large enemy raids gonna be?
>>
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>>151518071
>>151520713
>Comfy
>>
>>151520203
but you can improve. learning is half the fun
>>
>tard with shattered jaw goes on a food binge
>it's over before he can chew the second fine meal
>>
Is there anything I could do to save my tribe from dying? Heat wave hit before i could research electricity and everyone started dropping.
Cowboy hats helped tiny bit but in the end they went down.
>>
Am I the only one making unwanted wanderers dig their own graves before they're disposed of? There should be a dialog or something, I don't need these unwashed tramps.
>>
>>151522324
>free canonfodder for the next raid

>hey wanderer, take this shirt with a bullseye on it.
>oh what you need it for?
>just take this pistol and fight those ooga buugas
>>
>>151522093

Only other thing is to rush complex clothing and get dusters
>>
>>151522324
This. What kind of colony just lets anybody wander in?
>>
>>151523921
a colony where you don't savescum and people actually die because you play on a real difficulty
>>
>>151524304
Oohoo shots fired

How will Anonymous respond to this transgression
>>
>this little hole in the wall spawn point

This is going to be my nicest colony so far.

What's a good name for it?
>>
>>151524447

Misty Mountain

https://www.youtube.com/watch?v=BEm0AjTbsac
>>
>>151524447
>no immediate geysers
>cannot see any rich soil
would abandon to riders/10
>>
>>151524447
cheese factory
>>
>>151524447
something mega comfy, that's a nice spot
>>
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Fuck.
>>
>>151524304
Even if you don't save scum and play on "real difficulty", there could still be dialog.
>>
>>151524447
Mandom
https://www.youtube.com/watch?v=N9JN4aqMduo
>>
>>151525012
What happened here?
>>
>>151522324
>Trying to develop a colony of psychopaths
>All these fags who not only won't eat human meat but also are incapable of violence to try join

please leave
>>
>>151525591
use scenario editor
>>
How's the performance on a mid-2015 MBP?
>>
>>151525012
IS it really worth it to insulate your fridge like that ?
Personally i'd rather consume more power so my pawn don't have to open 2 slate doors.
>>
>>151526096
the airlock is really worth it but you should use wood doors if you can't use autodoors for some reason

also you should make stockpile with vegetables next to the stove do decrease walk ways. shit won't rot for over a season anyways.
just make the stockpile next to the stove a higher priority and let mostly your animals haul so that stuff you want cook in a season is in the fridge
>>
>>151525810
I realized that too late, yeah. My base is too cozy for me to want to restart, though.
>>
>Attacked by pirates
>My Turkeys killed 6 guys

Holy shit I am proud
>>
what custom traits would you like to see, guys?

i'm thinking about making a mod with new traits. if we get like 5-10 good traits together i will post a download link
>>
>>151529604
tinkerer

they like to do work with their hands all day and if they do it gives them mood bonus or something
>>
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>Wanderer joins
>It's one with a convent child/sheriff backstory

"Please come right this way for your complimentary organ harvesting."
>>
>>151529604
High energy, needs 3 hours less sleep then normal & has increased move speed.
>>
>>151530656
not even realistic
>>
>>151529604

Gormand: Boosted happiness for fine and luxurious meals.
Vengeful: Gains happiness for outsider deaths
Naturalist: Gains happiness when working outside
Repressive: Minor break threshold down, Major break threshold up
Burnout: 60-80% Work speed, X2 Tiredness, - Immunity Gain
Nerve Stapled: 0 Happiness Gain/Loss
Perfectionist: +5% construction Fail, -15% Global Work Speed, +5-8 Crafting, Tailoring, Construction

How hard would it be to get some more melee-focused traits? Dodgy, Shield Bearer or similar.
>>
>>151530656
But double hunger growth rate
>>
>>151529604
Pet-lover : gets happiness by working with animals
Natural immunity: Can't be poisoned or sick
Animal Trainer: Easier to tame/bond with animals
>>
>>151530954

Cross Wired: Psychic Drone effects reversed.
Paranoid: Happiness up wearing armor and/or carrying a weapon, happiness down without
Beta: Will not enter relationships, will not insult or slight.
Braggart: Happiness bonus from scarring
>>
>>151529798
gonna give a +3 or +5 mood while working and maybe a mood debuff when not working for x amount of time with increasing stages

>>151530656
there are already 2 traits that increase movespeed but the less sleep is fine

>>151530954
I like half of them

>>151531586
Maybe


i will atleast upload the basics so that you could in theory make your own traits.

also it will take me some time to find the references for each trait.
for example:
>Repressive: Minor break threshold down, Major break threshold up
is easy because there is a file that references those things and other traits that use them

>Perfectionist: +5% construction Fail, -15% Global Work Speed, +5-8 Crafting, Tailoring, Construction

will take some time to find +5% construction fail but -15% work speed nad increasing stats is easy

give me half an hour and i see how far i get
>>
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>>151532330
forgot pic as prove that i'm working on it
>>
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>>151532527
nice
>>
>>151532527
>she
>he
>his
Wut
>>
>>151532715
>not memorizing gender pronouns for all 174 genders
>>
>>151532715
you need to write HECAP in the description so that he or she will be placed. i was must making it quick to see if it shows up ingame
>>
>>151525570

Manhunting boar pack of 12 boars.

They were doing some fucking legit tactical shit too, they split into teams of 4 and attacked down the alley way, behind my barn, and in front on the left.
>>
This game doesn't have enough Jews in it
>>
>>151533816
what do you mean by this?
>>
so it's 5 x 5 + 1 AC to keep it around frozen temperature for food consistently. What's the size template for 2 ACs?
>>
>>151533864


I want to make a mech golem and beat my enemies with a large pointed menorah
>>
Any reccomended mods that aren't:

Glittertech, Medieval Times, Hospitality, or EPaOE?
>>
How do you catch plague? Can I do something to avoid it or is it completely random?
>>
>>151535386

Its random.
Seems to come around fairly often on Boreal from my experience.

Shits annoying but I've never had anyone die yet.
>>
I have a volatile colonist who has been rejected by the girlfriend and keeps trying to romance a second girl. He has being a pain in the ass, always with poor mood. He's industrious, though.

Should I give him a joywire or send him to wrestle a bear naked?
>>
>>151532527
still on it

>Repressive: Minor break threshold down, Major break threshold up
not as easy as i thought. there is only a value that decides if he goes mental or not

gonna try
>Natural Immunity
Can't be poisened or sick
Immunity gain factor +15 or 20%

>Cross Wired: Psychic Drone effects reversed.

tinkerer is close to finishing. i jus need to data mine a bit and look where it checks if someone is working or not.
>>
>>151535818
It does get pretty dramatic with it blowing to extreme before immunity.
>>
>>151536398
Nevermind... the situation solved by itself.
>>
>>151537365
Enjoy that breakup
>>
Anyone else using the multiplayer mod? Every time I look at the chat its full of retards, but I really like the idea of trading.
>>
>>151536634
>>151529604

><workerClass>ThoughtWorker_IsNightForNightOwl</workerClass>

so after over a hour i just can't find where they are defined. this is the condition that checks for a nightowl if it's night.

i am unable to do you traits. i have failed you
>>
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>>151529604
Could you outright rename the gender dislike traits to Misandrist and Misogynist?
>>
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>>151538706
What did he mean by this?
>>
>>151538954
yes

>RimWorld/Mods/Core/Defs/TraitDefs/Traits_Singular.xml
>line 250 and 262
>change what is in <label> </label>

should not break your game or any compatibility
>>
>tfw you realize all the mental breaks actually fit the level of drama you see in Firefly
>>
>>151534046
twice as many tiles theoretically,
so 50, 5x10, or 7x7 if you want to keep it square. You lose a tile though.
>>
>>151529604

Whiteknight

x2 debuff when romantic advances are rejected
>>
>your face when my save file folder is 3.55 gb big
>most of them are abandoned permadeath saves

deleting them all now
>>
What are you most favorite modsetups to make the game last a bit longer and eventually make the endgame not too boring?
>>
>>151542330

Glittertech to make endgame slow as fuck.
Medieval Times to make tribes/pre-industrial more fun.

Not sure what else.
>>
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Bit more improvement
>>
Do batteries explode when they are at maximum capacity?

I've had 3 bases now get burnt down because my batteries exploded :^(
>>
>>151543920
i keep my batteries in the freezer out of the rain/snow/heat

but events can still blow them up
>>
>>151544302
Huh, putting them in the freezer helps?

Maybe I should try that, also is keeping them indoors a good idea or not?
>>
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First three colonists:

Toad
Nicky - Toad's lesbian daughter who is only 9 bio years younger than him due to Cryptosleep
Hector

Hector keeps hitting on Nicky only to fail because she's a lesbo. Gets rejected so many times they become rivals. Finally stops hitting on her as we get more and more colonists, and I think Hector gets the hint.

He makes a large marble sculpture with this title (pic related).

Absolute fucking cringe. Get your shit together, Hector.
>>
>>151544669
>outdoors

they explode in precipitation, rain or snow
>>
How much food is enough for 6 people to last the winter?
>>
>>151544943
let's say your last harvest was on 11th of fall and the earliest harvest you can make is on 9th of spring you need 3300 units raw food
>>
>>151544943

6 people x 2 meals a day x 30 days (mid fall to mid spring) = 360 meals

Each meal contains 10 units of raw food, so 3600 resources.

Depending on the map though you'll get hunting opportunities and cargo pod drops so you won't need quite that much.
>>
>>151544779
Ayyy, that's probably why then, thanks.
>>
What tech do I need to build cruise missile turrets in the glittertech mod?
>>
>>151544779
I wish I exploded in precipitation, rain or snow.
>>
>>151537876
Then he'll wrestle a muffalo. Fucking stupid faggot, people in the colony have been calling him "Crybaby" for a reason. No wonders he could only get laid with Whiner.
>>
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>>151543224
Not bad, though I worry you digging out towards that eastern outcropping is just inviting mayhem from sapper raiders. Hope you plan to reinforce it with a ring of plasteel walls.
>>
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After ~10 restarts I feel like I've gotten progressively better at the game but still feel like im horribly unoptimized and inevitably end up getting destroyed by something

Could someone give me some tips? This is my current base, which im probably going to abandon
>>
>>151552563
>tables and chairs in the bedrooms

It's like you WANT your people to be disturbed in their sleep.
>>
>>151534046

Well shit scooter i'd have to reckon it's about 10x10 for two ac's.
>>
>>151552563
make one communal dining area

and if you ever unlock rec stuff i'd recommend merging the dining area and the rec room because they always seem to chill out in the dining room when they do nothing
>>
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>>151539741
>tfw he's not jaded enough to dislike firefly
>>
God dammit. I'm having the worst luck in a great map. So many things going wrong more than usual. Two people outright died in trap accidents within a few days of eachother, then I get a very long toxic fallout event. The AI really wants to kill me this game. Toxic fallout just killed my self tamed cougar
>>
>>151552970

How would I know? This game has a few arbitrary things like the way interrupted sleep works. It could easily have something like decreased efficiency for things
>>
>>151552563

You need more distance between the entrance and your important rooms. A long hallway allows your guys to fall back and turtle up in the narrow confines. It also places your base deeper within the mountain, slowing down sapper attempts and making it less likely that a bunch of grenades will break into a poorly defended bedroom or fridge.

Rooms don't need to be bigger than 5x5. Make liberal use of the planning tools to draw out the layout before mining.

Don't put cemeteries too close to your stuff, they get pretty big and you don't want to clog the area.

Don't enter the ancient danger place until you've got a good fireteam.

Is that a windmill indoors? God Dammit, bobby.

Don't grow so much medical herb. Focus on food.
>>
>>151552563

What a person thinks of the room's space size is determined by how many empty spaces surround the bed apparently. So you have to put it in the middle, which I think makes no sense
>>
>>151553986
>>151553820
>>151553035
>>151552926
Thanks guys. Hopefully I'll make it to a year this time

I read the description for the wind mill and thought I was being super clever hiding an energy source indoors. Then I saw "Blocked by roof and felt less clever.

It seems they only get a mood effect for spaciousness after a a bit of time has passed. Does that mean if I made tiny bedrooms and had them mostly work in large areas I'd avoid the debuff?
>>
>>151552563

This goes against what a lot of people in this general do, but I think unless you're interested in the concept or are in an extreme biome and need the insulation, mining your base into the mountains is a waste of labor. You'll do better finding a defensible position above ground and building successive walls and a well-defended point of entry. It's a lot quicker to throw up a 5x5 building than it is to mine one out, especially when you start adding corridors and building expansions to the mix.

A lot of time was used to mine out those massive spaces that could have been used for research, production, creation of joy/art, stockpiling food, etc.
>>
>>151554606
Side question, what determines where they choose to attack? There was a door I purposely left open near the bottom of my colony. Raiders came from the North and attacked the North and side wall instead of walking through the open door on the bottom
>>
This may be a dumb question but do trees actually re grow?
>>
rate how i start most of my games. things vary on climate and colonist skills:

>use 1 or 2 colonists to build 3 bedrooms + 4 pillars to make roofed but outdoor stockpile (things dont deteriorate if outside but under a roof)
>start herbal medicine grow zone for about 30-50 herbal medicine
>usually first day ends
>build table with 4 stools. if good builder and plenty of wood dining chars
>start hay growing zone for about 2.5k hay
>haul some stuff together and chop some wood
>depending on wood build 2 more bedrooms incase wanderer joins and get a prisoner
>start growing zone for about 3.5k raw food
>harvest food and start taming either 4 animals of a race that can haul or give wool
>usually now around day 4-5
>build something that gives joy
>build room for future walk in freezer
>if good researcher start rushing gun turrets
>growing should be complete at day 6 evening
>spend 1-2 days chopping wood, building defense and clearing enemy cover in defense area
>first crops should finish soon, build solar generator, batterie with power switch and cooler
>build barn close to entrance, walking freezer also close to entrance
>teach animals obedience
>build kitchen, 2 more bedroom, 3 more batteries so you have 2 sets of 2 batteries with a switch and 2 more solar generator
>build indoor farming plot and grow hay
>close building and build kitchen
>harvest time

incase enemies get into melee range call animals in to help fight
>>
>>151555495

Honestly, I'm not sure. For my base, I just created a fortified main entrance in the southwest, and another fortified main entrance in the northeast. I've only ever had sappers attempt to attack me from anywhere other than those two entry points.

I think you'll find that after the first two months you'll realize that most attack come from a primary direction and you can focus your efforts on that defensive point.
>>
>>151552414
you are so right, reinforcing the parameter
>>
Starting a tribe (custom scenario with only 1 person and a bit more starting supplies)

What map do?
No temperate forest, ice sheet or arid shrubland.
>>
>>151556794
i'd say borreal forest.

borreal forest usually has a lot wood but that's fine. incase you get unlucky with cold snaps you can actually try to heat up your base.

generally i like to deal with cold snap and freezing temperatures instead of heatstroke and heatwave
>>
How do I tweak worldgen parameters? I want to make arid shrubland appear spread over the map more instead of being mostly in the tropics.
>>
>>151557345

Alrighty.

Hills or Mountainous?
Probably doing 300x300.
>>
>>151557546
Try out the mountains and see how that goes. Might even find a comfy corner
>>
>>151557546

don't go 300x300 with 1 colonist. if you get early alphabeavers, flashstorm or thunderstorm everything will burn down.
i play alot on 350x350 and even with 7 colonists i struggle to put out a wildfire.

hills or mountains doesn't really matter in my opinion. i've seen hills maps with more rock than mountain maps
>>
How do I protect solar generators and power conduits from catching on fire when it rains?
>>
Whats the overall gameplan starting as a tribe?
Want to try it out to shake things up
>>
>>151560220
put a roof over them :^)
>>
>>151560419
almost all the time i needed 2 people to constatly hunt and 2 to make pemmican out of it to get through winter.

you want to tame animals and feed on their products since hay can be stored for over 3 seasons i think.
depending on the events that occour in your playthrough you might have nothing to hunt in the second years so you somewhat rely on your animals

if you can grow corn, do it. it can be eaten raw and survives somewhat over 2 seasons before rotting
>>
>>151560917
But then how does the solar generator get sunlight?
>>
>>151560419
You need to rush complex clothing on Desert maps or you will die on heat waves or get lucky someone bought a cowboy hat/duster.

>>151561240
I'm pretty sure Solars and Turbines don't short circuit in the rain.
>>
>>151561446
Is it the batteries and power conduits then?
>>
Does carpeting override the beauty of a floor, or add to it? Like, if I have a smoothed floor and I carpet over the entire thing, is it better off?

Is it worthwhile to research in the first place?
>>
>>151561637
Batteries will short circuit, conduits won't.

>>151561987
Over-write. Probably not if you are in mountains.
>>
>>151545228
>>151545295
Thanks but never mind now, just got two massive raids that decimated my colony, only one enemy survivor and he's awful. Too bed executions make people sad.
>>
A total conversion where you play as insects. What would you like to see or a focus on?
>>
>people start raiding me 3 days into my colony
>fight back
>2 people survive the 4 man raid
>put them into hastily built cells
>get the doctor to chop their legs off for peglegs
>chop their right arms off and blind them in 1 eye
>let them slowly starve
>colony builds up to 20 people
>they are all armed to the brim
>turrets in the prison block every 5 tiles
>havent been raided for 10 days
>I have 10 prisoners in my PoW camp
>everything is peaceful at night
>suddenly a raid
>2 tribes have banded together to save the prisoners slowly starving
>10 people each tribe
>cant wake my people up fast enough
>5 people holding the front line with 4 turrets
>they get over ran
>cant hold off the 20 man army
>retreat to the heavily guarded prison
>hold a door way while they storm in
>take 7 people down
>they kill 8 more of mine
>suddenly a group of 4 comes in the flank and kills 2 turrets
>cant defend both sides
>everyone dies with 2 people on their side left

Wew, this game is fucking intense.
>>
>>151563260
Mating.
>>
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oh my lol, Siege came in and i instantly drafted my best shooter to grab the doomsday rocket launcher i saved for many seasons.

All that precious steel
>>
>>151513784
My life is complete
>>
>>151563774
Would it be in a spawning pool?
>>
>>151563861
No they can bang anywhere, anytime any place in front of anyone.

>Cronenberg has gone berserk
>reason:cucked

>>151563782
I wish i had something like that. Pair of incendiary mortars setting up way out on the map edge. Only gun is a glock 17 I got from space nekos. 2 armed with skull clubs. 5 others with great bows. Raiders have some type of jacked sniper rifle, hunting rifle, AK, and some pistols.
>>
>>151556794
anyone still at the single tribe game?

not him but i tried it on randy extreme. got bored after third escape pod and couldn't recruit because of 99%
>>
>>151564338
i got the rocket launcher from a trader that was carrying it and a psychic lance so i bought the lance and used it on the muffalo that dropped it >>151482554
>>
>>151565696
On the plus side two of the raiders got in a fight. On the negative side a flash storm just started on the eastern edge of my colony. At least the grass is patchy enough in fall that everything might not burn.
>>
>>151566993
And then I slew the filthy pirates with great vengeance and furious anger and scored the tribe a superior Specialist Rifle in mint condition, and a pair of new incendiary mortars with some shells.
>>
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>>151568282
im stuck with this dumbass who keeps trying, now hes gone mad. What do
>>
>>151569395
>carpets extend outside the rooms

why
>>
>>151569892
oh that does nothing beneficial? Pretty new fixing it up
>>
> setup custom tribal scenario
> sowing is disabled
> Your three tribesmen start with cannibal and psychopath

How viable will this be?
>>
>>151570237
Pretty sure it's going to end up with everyone eating each other.
>>
>>151569395
Do you really need this colonist? Is he somehow important for your colony? Has he good traits?

If you answered all three "no", make him wrestle the largest animal you can find on the map. Bonus points if he wins - then send him against another.
>>
>>151569395
I try and give them a personal day. If that doesn't work and they don't have any useful skills then they get to be the tip of the spear against the next raid or the guy who open the chamber full of sleepers.
>>
>>151563782
I always save up for a doomsday rocket launcher so i can clear raids like that. Two snipers and the rocket launcher dude, the snipers cover the rocket launcher guy as he escapes, as well as picking off people on fire. Remember to leapfrog the snipers back, with one always covering the other.
>>
So I made a couple of small marble statues with the intention of selling them offworld via a trader. However, I can't figure out how to get them to buy any of them - none of them show up in the list of goods I can sell. How do I trade?
>>
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>Start map
>No geyser
>Reroll
>1 geyser at the edge of the map
>For the last 12 rerolls

I don't want to cheat, but seriously, fuck you, RNG.
>>
>>151573924
Only Exotic Traders will buy statues, if you actually want to earn loadsa dosh, make armchairs.
>>
>>151569395

Do you schedule joy hours for your colonists? "Tons o' joy" is an effective and relatively free buff if you let everyone have off time together.
>>
can someone tell me or show me a good setup for a fridge? and kind of explain it to me?

and does this game get funner when you git gud?
>>
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>>151578291
A13 was pretty comfy and my colonists had long lives. A14 is like some kind of berserk rape zombie apocalypse.
>>
>>151576367

They ~were~ exotic traders. Still couldn't trade my statues.
>>
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>>151578291
that's my setup. quickly build it in developer mode so nothing is blocking the view.

top is freezer. in the middle is the kitchen with a higher priority stockpile to decrease walking ways. potatoes won't rot for a season so its fine as long as the stockpile is only as big as you actually use up in a season.

meals get stored seperately incase you have berries or corn. those can be eaten raw and need to be further away so that colonists won't eat them raw.

the fueled stove is only for the beginning and backup since you want to change to electric stoves.
if you hunt alot you should move the butcher table to the top

you can use a airlock in the fridge for higher efficency but with this setup it's not as bad with other setups
>>
>>151579410
thanks im gonna try this. and what is the vent for?
>>
>>151579691
or is that where you store the finished meals?
>>
>>151579691
to keep simple meals frozen, too. but that's only necessarily if you make more than you actually need.

simple meals won't rot for 3 days. you can keep a flying stock of 10 simple meals in the beginning without them rotting away.
later it's different. maybe your cook is sick for some days and you have no one else who you want too cook
>>
>>151579834
yes, exactly. faster walk ways so that the simple meals don't end in the top left of the freezer. imagine your cook going always there after he finishes a meal
>>
>>151579938
>>151580186
ok thanks anons
>>
Am I the only one who doesn't like mountainous maps?

For some reason I really don't like mining out a base. It almost kinda feels scummy.

I think thats why I also like deserts so much. All that open space to build a fortress and shit.

Dunno why it bothers me so much considering you still get threats by doing it, specifically infestations.
>>
>>151581460
one time i've build my base along a mountain so that 2 of my sides where covered.

there was a steel vein that i scrapped out. something like 5x7. i used the room as indoor farming so that i don't have to shape the mountain.

i got an infestation from scrapping that steel out.

i didn't really expect that it even was possible from that. one of my earlier bases. i've already had infestations and decided to not build in a mountain because of them.

only lost a finger and an arm if i remember right
>>
>>151579410

That's terrible. Way too many doors. Starting at the top, have it be Kitchen, Food Storage, Dining hall. Two doors into the food storage, one from kitchen, one from dining hall. Saves a shitload of electricity on cooling, doors leak heat terribly.
>>
>>151579410
Alternatively, I'd suggest putting storage shelves/a small zone in the dining area too, as a place to store non-perishable joy treats like alcohol. Provided you have the veggie garden mod, of course.
>>
>>151582136
what are you even talking about? that setup allright fine by any means.

if you don't have soil outside of the doors you can set up hydroponics at each door to decrease traveltime.

food is something that get's hauled most in the game. don't let your people move through kitchen or dinning area all the time
>>
What do you generally gear your colonist with? I severely ignore tailoring outside of parkas and hats for winter.

Also, what affects the tailoring quality? Crafting skill or art skill?
>>
>>151579410
terrible set up, no reason to have kitchen separated from tables and there are no chairs next to cooking stations

also 2 small tables are better than a larger one for beauty
>>
>>151582987
parkas reduce work speed.

i play mostly on cold maps and prefer using jackets whenever possible. even on ice sheet
>>
>>151583246
>no reason to have kitchen separated from tables
>there are no chairs next to cooking stations
>also 2 small tables are better than a larger one for beauty

>>151579410
>quickly build it in developer mode

those are the things you complain about? wow phew. oh, look. there isn't even a roof on top of it! and he uses sterile tiles! what a waste!

get triggered somewhere else
>>
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>Owned the game since steam release
>Haven't noticed until today that there are small hills AND large hills maps
>>
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>Snow falls
>Somone builds a snowman
>>
>>151582136

Penny wise and pound foolish

The amount of man hours you're going to lose with extra walking time is much more of an issue in the long run than the electricity it saves.

All those saved seconds will afford you the time later to build another geo or more wind turbines.
>>
wish i could make suck a ass in a the game
>>
>>151584939

The door for the kitchen faces the fields, it's a shorter path on my setups.
>>
>Madeline, game dev is on a fire-staring spree

>Is inside the house when this happens
>>
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>>151583246
>no reason to have kitchen separated from tables
>make room with stove and table
>game says that room is a kitchen
>miss out on mood bonus
>BUT there is literally no reason to have kitchen sperated from tables

talk shit somewhere else
>>
so i got an animal raid when there were traders outside

i rescued them but couldn't doctor them but i let them use my hospital


but i noticed they aren't able to eat anything at all, and I can't find any button that lets me feed them

help
>>
>>151586809
>cannot feed people
Did you remember to unpause the game?
>>
>>151585836

/rwg/ is full of commieblock min-maxers who's ultimate dream was to design steel factories in the Urals for the glory of the CCCP

You'll have to excuse them. They believe aesthetics are decadent bourgeoisie bullshit.
>>
>>151587307
they were there for like 3 days they nearly died

i un-medical bedded and they left only to get killed by raiding pirates
>>
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>>151587359
>>
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Jesus, wargs are fast.

They popped in to the map at the closest spot to my base. I couldn't get more than 2 people to the defenses before they were in, and I hadn't finished rebuilding my defenses from a previous attack.

Gena's bedroom is the blue room at the bottom of the screen. That's as far as she got before she was taken down. They were in like lightning, though they split off to take down the traders so that bailed me out.

Lots of warg meat though.

Anyway, time to break out the beer and insect jelly. This is gonna be touch and go.
>>
>>151587883
get well soon. post updates if you survive
>>
>>151587883
>turrets one square next to each other

we chain explosion nao
>>
>>151588098

I've literally never had it happen. The only time I really have turrets blow is when I'm dealing with inferno cannon centipedes, and even then with blasts everywhere you just gotta roll.

I got lazy and didn't rush to get my trap lines set up in front of the bags to hem them in. Now I'm paying the prize.
>>
>>151587876
>Start with 10 people.
>Survival rifle x50
You're doing it of wrong. THE RIFLE EACH 5 PEOPLE, NIET AN INVERSE! When someone falls dead an other takes his rifle and continues of shoot.
>>
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>Start a new single-character tribe
>First person to join is a 97 year old cannibal with dementia.

WORRIED
>>
>>151588358
>>151588098
>>151587883
Swap the sandbag between turrets with a wall and they won't explode.
>>
>>151588047

Thanks, chief.

Miraculously, not a single colonist died. The only two fatalities were traders.

Treatment was slow with only three healthy colonists, one of whom has a bum leg. So three of my injured colonists have infections now. We'll see how it goes.

No one broke. I was getting worried when I had Terrible Mood x7 but I made people drink beer and jammed my 132 beauty sculpture into the middle of the hospital and everyone calmed down.
>>
>>151588628
>The only two fatalities were traders.
Free loot, human meat and human leather!
>>
>>151588604

Hey, that's a good idea. Thanks, man.
>>
would it be fun to play the following:

only psychopaths allowed colony
build into a mountain
build a sarcophagus for every person killed
the main goal is to build the most extensive catacombs known to the rimworld

and the sarcophagi will be everywhere - kitchen, bedrooms, you name it
>>
>>151588779
don't forget forced trait: psychopath 66% for EVERYONE

just pointing that out or your colony will never grow.

i would add a personal rule that after the first year a room has to have atleast 2 filled sarcophagus or you are not allowed to use it.
maybe not that specific rule but somehow spice it up, you know?
>>
>>151588779
Mod it so that filled sarcophagi produce a small amount of power, and it's the only source you're allowed to use.
>>
>>151588976

Not him, but speaking of Forced Trait, is anyone experiencing an issue where no matter what you set it to, it always forces the trait 100%?

I wanted to do a fun cannibal run with a 10 percent chance of characters having the trait, but literally every single one has it.

Ruined the fun.
>>
If I put walls around my crops would I need a water source inside the building in addition to the sunlamps? Been pretty much playing like the Irish and surging off potatoes, one of my colonist is a botanist so I get a crazy fast planting speed with her.
>>
>>151589716
water doesn't matter at all
>>
>>151588540
I never get crazy people, don't no why. My current problem is this women colonist who is hilariously the most useful but also turns down everyone's advances or breaks up with people 6 hours after starting a relationship. She is literaly driving people insane.
>>
>>151589410
kinda the opposite. i did 75% cannibal and 33% psychopath and already had to reroll alot before the start because i got psychopath all the time but cannibal only every 10th roll.
had to reroll more because those with cannibal were incapable of dumb labor. can't start cannibal game if your cannibals are to dumb to haul the corpses in the freezer
>>
>>151589773
Neat. Wasn't sure how the plants would do without rain.
>>
I fucking love this game man, started off with 1 lab 3 people, random event spawned 3 other labs and they had like 6 puppies. First trader comes and at the same fucking time a horde of man hunting muffalo spawn and attack them, one of the traders has a grenade belt so he wipes out all the traders. Shit is comedy man, really enjoying it so far
>>
>>151553035
I think it's better to make separate rooms for rec and dining, since they can get mood buffs for both
>>
>>151589835
I got a colonist with the trait empath, found it pretty funny when he dragged a dead guy into the freezer. Some empath you are.
>>
>>151589939
>tfw your best shooter/Hunter is the one to bond with the dog and you get to go on cliche hunting trips.
>>
>>151590061
>tfw your best hunter/best shooter is a brawler and has a huge penalty for using guns, fucking rough hunts man, she already lost one leg
>>
>>151590297
Yea melee attacking is generally a shitty idea in this game.
>>
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hello /rwg/

I'm really interested in this game, as Dwarf Fotress looks overwhelming, but Prison Architect is underwhelming. is there a steep learning curve? how far from leaving early access do you think it is? will def. support the devs if I get into it
>>
>>151590713
you generally learn from dieing and failing
>>
>>151590713
Smooth learning curve, the beginning is rather easy, but the midgame will destroy you over and over
Already pretty finished, no idea what he's gonna add still
Just pirate it and buy if you like it
>>
>>151590713

I think if this left early access tomorrow it'd be 100% worth the price as is.
>>
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>>151590861
>>151591092
>>151591096

alright, I'll read the wiki but I'll be lurking. and dieing, probably. really quick - how do I designate something as indoors? or is that automatic
>>
>>151591521
Automatic
>>
>>151591521
build a roof over it

it usually does that automatically but you can check by architect>zone>build roof zone
>>
>>151590390
Tell that to my RIP and TEAR bionic monster, you can solo entire Manhunter and Tribal waves with them if you can funnel them to a single tile since they can't move past the first guy getting melee'd
>>
>>151591521
The game's AI is smart enough to help you with shit like that, play it like prison architect to begin with, but when you're set up (building wise) the micromanagement of colonists jobs take priority

Make sure you use wood in the beginning and not wasting your steel on doors and shit
>>
>>151590713
learning curve is very relaxed
>>
Artists are really damn useless even late game in a colony, you can easily get beautiful furniture by making them out of silver/gold from lvl 20 constructors. Trying to sell them to Exotic traders is far less reliable than Sofa Industry. I think a good buff would be:
1) Allow them to engrave art on anything to boost their beauty
2) Make some small crafts that give mood boosts when used and can be sold to regular traders
3) Let them schedule and prepare for plays/musicals. Once completed, it will automatically generate a party. Visitors will also pay to watch so you can earn some money.
>>
goddamit, why wont my alpacas breed?
>>
I just added some abttery and power mods (the ones which allow for smaller solar panels and building batteries, generators and shit from resources other than steel) and I feel guilty as fuck.
>>
>>151592525
they generate beauty for cheap

in terms of early game beauty nothing beats wood statues
>>
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r8 my base
>>
>>151594408
>wood
>tons of empty rooms, but prisoner room is in fuckoff nowhere
>bedrooms are all over the place
>tiny dining room, no buff
>random flooring
>random everything
I don't even know man/10
>>
>>151594964

I recently lost half my colonists, and the empty rooms are my medical room (waiting on research) and a Rec room

I'm using so much wood because I've got a fuckton of it
>>
>>151594408
squares/10
>>
>>151591834
Thing with melee is that you can never avoid getting hurt. Sniper rifles and great bows, which you can get pretty early in game allow you to easily outrange anyone and remain relatively safe.
>>
>>151594408
LMAO are those assholes on the ground?
>>
>>151595745
These squares are on the better side, at least it's not a grid. Reminds me of Mondrian.
>>
>>151594408
>those fucking ugly attempts to plug in the rock walls
>chunks and mechanoids in same pile
>all those stone chunks yet entire base is wood
>those grey walls are probably steel too
>falling for the "bed in center of room" meme
>burying raiders
>>
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>>151596236

That was me jury rigging a plug after sapper raiders came through, and I gave up on burying, this is my second game and my first rough attempt and I didn't realise how many more guys Cass throws at you compared to the difficulty before
>>
How do people get enough materials to make dusters and hats for everyone? I want my colony to have dusters and hats!
>>
>>151598608

Hunt every animal you can find/
>>
>>151598608
Cotton grows very quickly in large amounts, and larger animals can give you enough leather to make a duster just from one of them.
>>
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>MFW GOD MODE
>>
What difficulty are you guys playing at? I am kind of new playing at rough with cassandra so I won't feel like a casual, but I can't make it beyond 1-2 hours
>>
>>151601136
Rough Cassandra is generally a good place to start off, it'll kick your ass, and getting your ass kicked is how you learn.
>>
>>151601338
That's what I figured out, learning how to get a good start is better than play a long easy game of sims
>>
>>151601136
you could try phoebe challenge so you get easymode but w/ no mood and harvest bonus like in the Real Gameâ„¢
>>
>Get the game a couple hours ago
>Put up defenses, food production ect.
>Woman chased by pirates comes to my town
>Fend off the pirates, think everything is gonna be ok
WRONG
>All hell absolutely breaks loose, every single citizen who comes into contact with this woman goes berserk
>city is wiped of the map, only cursed woman remains
>Is killed by an artic wolf in the desert in the middle of summer

So this is typical of this game right?
>>
>>151604373
It's not really a video game, it's mostly a greentext generator.
>>
>>151604373
Did she come with 'Beautiful' ? I find it hard to believe that your mood crashes and burn from all those rebuffs. If you noticed that, then make her work the midnight shift as a hauler or something to minimize social contact.
>>
>>151604546
Well it was a colony of only men(gotta love random citizen starts) and as soon as she joined my city some psychic shit started affecting only the men in my city. So it was probably that, but it was pretty funny how they happened almost simultaneously.
>>
It's fucking infuriating how your colonists have no sense of self-preservation whatsoever.

I'm on an ice sheet, -50 degrees, and the colonists have nice toasty warm bedrooms, but they insist on walking out onto the ice sheet with no jackets to lie in the fucking snow and cloudwatch.

I'm not annoyed at hypothermia, but I'm annoyed that the guy who has already lost like 7 fingers to frostbite walks right back out into the snow to get more frostbite and then sucks up all my medicine when he gets infected. It's fucking dumb.

This game is so incomplete it's not funny.
>>
>>151604765
> not forcing them to wear jackets
> using medicine on infections

I mean the game IS bare bones and unfinished, but the crap you're dealing with isn't as bad
>>
>>151604765
you can draft your colonists and force them to move inside

you can also forbid your doors

you can also make custom areas and forbid whole swathes of the map
>>
>>151604910
Got no jackets, I embarked on an ice sheet and it's early days. Haven't set up indoor growing yet.

For the same reason they will insta-die from infections, almost. I have no sanitary hospital beds, and my doctor is so shit he cuts throats when amputating toes.

>>151604921
Some colonists have jackets and some don't though, so short of setting a custom area for every non-jacketed colonist consisting of their room, the dining room, and a path betwixt the two, there's not much I can do.

Much simpler to just have if(nojacket, cold avoid).
>>
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what do you think of my base?
i still need to set up proper defences, hospital and hydrophonics, but i'm saving the components for the assembly bench (still waiting for fucking trade ships)
>>
>>151605386
Separate your dining room and recreational room and combine all the workshops into 1, all the work benches can benefit from the same tool cabinet. Take your animal beds outside because they shit all over the place.

Make an Air-lock for your fridge, you'll need a bigger hospital and plant incendiary IEDs in all your bedrooms to prevent bug infestations. Actually, you are pretty much screwed if bugs pop up so you need to arm everybody with close range weapon and start digging out an emergency winter vent to freeze the bugs.
>>
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Tribal weapons aren't bad per se, right?

Say i find a superior pila or an excellent great bow, would weapons like that be a preferable alternative to regular old firearms?
>>
>>151466385
What happened?
>>
>>151605386
>1 tile wide hallways

/uncomfy/
>>
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This is 2.5 minutes in Godmode.

Why are you wasting your lives?
>>
>>151605806
Cincinnati Zoo
>>
>>151605802
Higher quality means better accuracy, tribal weapons are pretty low on range or dps so they are still much weaker than firearms. Only decent one is the Warbow which can out range most firearms.
>>
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>>151605957
#DicksOutforHarambe
>>
>>151486029
>'Pluck out their eyes'

Why?
>>
>>151605701
i just got raided and one of my colonists died. thank god she was just used for hauling.
>>151605386
tool cabinet can support only up to 2 workbenches also i already had bug infestation in my prisoner room, i threw a few molotov cocktails and cooked them inside
>>
Is there anyway to select multiple tiles to mine at once? Or am I gonna need to click -> L over and over again?
>>
>>151606692

architect -> orders -> mine
>>
>>151606731

Oh god, thank you so much.
>>
>>151524447
Im asking too late, but anyways, seed and coordinates ?
>>
>99% recruitment difficulty
worth trying? mediocre stats but i could use him for hauling n shit
also i could use his lungs
>>
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>Incapable of dumb labour
>>
>>151481525
> reloading when fighting shit you can outrun

I can get not wanting to play kite simulator but shit nig
>>
>>151606356
Eyes sell for almost as much as the prisoner themselves. You technically can grab the heart and stomach but those will kill them.

>>151606360
No, it's the other way round. 1 Bench can only be supported by 2 tool cabinets, it's the reason why they you see multiple white lands when building the cabinet.

>>151608416
Only full-time sculpting or researchers get an exemption and even then only if they have at least 10+ and I'm desperate. Hunters can circumvent this though
>>
>>151607419

It's nigh on impossible, I had one of those that I wanted because his stats were amazing but a year of 0.25% chances later I just harvested his organs
>>
>>151608706
>>151607419
99% recruitment difficulty means that no matter how well you treat them, there's only 1% chance to recruit them.

There is an exploit where you can sell them to an orbital pirate trader then rebuy them if you have the silver for it.
>>
If I allow a night owl to do anything at all times in his planner, will he automatically sleep during the day?
>>
>>151608706
>>151609015
alright i harvested his lungs to (hopefully) give them to my dude with asthma
also holy shit the debuffs on harvesting organs are insane
>>
>>151609018
No, he'll sleep whenever he feels tired. The timing to avoid the debuff is from 1000 - 1800.
>>
>>151609662
If that's insane for you, then you will most likely botch the attachment surgery. Wait until you have hospitals + Vital Monitors first before you attempt.
>>
>>151609793
i have a small sterile room with excellent hospital bed and a vital monitor. what are the chances to fuck up?
>>
>>151608568
>Eyes sell for almost as much as the prisoner themselves. You technically can grab the heart and stomach but those will kill them.

For max profit harvest the eyes, ears, nose, jaw, 1 kidney, 1 lung, stomach then heart
>>
>>151611648
>play rim world very early alpha
>don't come back for ages
>see a thread for it
"Sure why not"
>people are now cannablizing their prisoners for organs and eating insects

Maybe it's time to pick this game back up
>>
>>151611648
and have your colonists go berserk next day thanks to debuffs
>>
>>151612032
Or get Less Crippling Moods
>>
>>151611939
I also butcher their corpses and make couches from the skin, the meat goes to training animals or to feeding other prisoners that have not been harvested
>>
>>151612643
thats fuckin grim
>>
>>151611939
This game has some fucked up situations. The other day I imprisoned 4 tribals and the only one who didn't die was 15 years old and even then he had his arm shot off. Over the course of the winter he ate all 3 of his friends before I harvested his jaw, nose and eyes and set him free
>>
>>151612643
Jesus, it's like someone took the idea behind the album Bone Machine and made it into a fortress
>>
>>151612032

>Not rolling an all-psychopath crew
>>
>>151612482
>installing mods that make the game easier

might as well play on basebuilder
>>
>>151613229
Do you need to do research to harvest those? I have EPOE installed but can only take basic organs.
>>
>>151613091
>>151613091
and you haven't even seen how I store them, they're basically restrained there and never move.

I'm hoping with the newest update that I'll be able to breed them and that there's a slavery mod that enables to mine at least.

This is what I'm hoping to achieve in the end
https://www.youtube.com/watch?v=yZsKCGE9FKU
>>
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>>151613746
>>151613746
oh I forgot my pic and this video is better

https://youtu.be/L6QXs4oMayc?t=2m43s
>>
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Is combat realism worth it ?

The need for ammos seems like a horrible hassle to me.
>>
>>151615053
it's broken for the most part

the need for ammo means that enemies can run out of ammo as well, most people just shiv them to death to loot the ammo in case mechs come or to sell it
>>
>>151614181

do coffin hotel style rooms give a bigger penalty than regular small rooms?
>>
>>151607419
I usually keep these assholes around as prisoners and treat them nicely to train social skill with friendly chats, if they get uppity I remove their leg or both legs. After a few seasons I might send em home with peg legs.
>>
So when i try to do surgery to harvest a prisoners eyes it says cannot operate (need materials), anyone know how to fix it? I have medicine on hand already.
>>
>>151616071
Did you set prisoner to being able to get medicine?
>>
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What am I even supposed to do with these? They just showed up out of fucking nowhere
>>
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>>151616125
Yep
>>
>>151615314
no, and since they stay in bed all the time they get a comfortable bonus
>>
>>151616071
>>151616125
>>151616678
NEVERMIND, I set the medicine 1 tier higher and then I was able to operate.
>>
How do you butcher human corpses? It's a option setting right? I have a perfectly good corpse in my freezer.
>>
>>151616634
terrier coats are extremely fashionable
>>
>>151617148
On the butcher creature bill, go to details and make sure humanlike is checked.
>>
>>151616634
Game them, create a terrier defense force.
>>
>>151617158
Okay, Cruella.
>>
>>151617269
Neat thanks. You still get a debuff from canibalism if you turn them into meals right?
>>
Where them fun/comfy seeds at?
>>
>>151615053
Ammo is only a problem before you develop machining. When you shoot someone with a thermobaric RPG-7 round and get to see that they're crispy on the outside but full of pulped organs on the inside it's all worth it. Being able to assign loadouts is great too and should really be in the base game. I like to equip a main weapon like a rifle, with a sidearm, and backup plasteel knife. Haven't tried A14 CR yet though. Maybe next playthrough.

>>151616634
Train the beasts then use them to run down fleeing enemies.
>>
>>151617434
Yeah even butchering humans gives a stacking debuff.
>>
>We're gonna raid this base! Carry off prisoners for slavery or rape or eating!
>Shit, we're under fire! Two guys with guns!
>Better shoot their pet cat!
>>
>>151530954
>Nerve Stapled

I bet you played Yang on SMAC
>>
>>151620717

>implying they're not taking the long approach and killing off the animals to make the colonists said before wiping you out
>>
>>151530954
> situation stuff

game needs more than 3 trait slots and a way to get new traits as stuff happens


colonists are way to static and the only thing that changes them is bionic parts
>>
>>151621117

sad*
>>
>first raid
>one pirate with a knife
>second raid
>two tribals with short bows
>third raid
>four pirates with pistol, PDW, shotgun, grenades

welp
>>
>>
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>>
>>151623298
I'd hit it

With my dick
>>
>>151624045

You wont be feeling for him when he tries it another 5 times on each girl and stacks the debuffs high enough to go Elliot Roger
>>
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>30+ Cannibal raid
>now only 3 of my colonists don't have malaria

Thanks Randy
>>
>>151453701
We need a drawfag to draw this shit, it will be just like DF drawings.
>>
>>151626809

>carpet in the medical ward
>not sterile tile
>>
>>151627165
>not going maximum comfy

What are you? Gay?
>>
where the FUCK do i get plasteel from? or do i have to melt down weapons?
>>
>>151627404
You used to be able to mine it, I can't remember if that's still the case but it's definitely at least rarer now.

Trade for it.

Mechanoids.
>>
>>151627512
plasteel has always been rare
>>
>>151453701
>>151626937
I second that. Any drawfag in here ?
>>
>>151556037
kinda still interested if someone knows something i should change
>>
>>151626809

>prisoner cells are larger than bedrooms

You're sending some weird mixed messages to your colonists
>>
>>151627512
you can still mine it
>>
>>151629713
>>151556037

Personally, I'd hold off on healroot and bump up building a research table to rush turrets.

I think in that first few months getting turrets up asap will make for a smoother ride than having a stash of healroot. Turrets are fixable or replaceable. It's quite annoying having your main builders/miner have an arm or leg shot off when you only have 3-4 colonists.

That's just me though.
>>
>>151573924
Are they within the range of your trade beacon? Is your trade beacon power
>>
>>151573924

Are they installed or uninstalled? They need to be uninstalled to sell (they should look like they're in a box).
>>
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Any reason why I should butcher raider corpses?
>>
>>151633390
you can make them into hats and sofas
>>
>>151630607
I wish I fucking had some healroot right now

I got 5 prisoners and a siege just netted me 3 more, can't harvest these fucks yet because healroot is halfway done

All they do is eat away my dwindling food supply
>>
>>151633390
if you can handle the debuff it's a nice way to clean up. corpses give a mood debuff if a colonists sees them.

you don't have to dig graves.

you can use the human meat to make kibble or train animals that only eat raw meat and corpses. worgs for example.
>>
>>151629802
It's simple, if they have better prison cells they're easier to recruit.

Besides none of my colonists has furniture below superior in their house.

>captcha is 420

Blaze it I guess?
>>
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>Injured 2 manhunter rhinos
Can manhunter event animals be tamed?
If so, do I trap, save, and try to tame?
>>
I got a Shepherd at my colony.
>>
>>151638252
>old man
>dislikes women
>night owl
>only good at gardening

poetry
>>
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someone
HELP ME
>>
>>151639813
what the hell is this autism compound
>>
>>151639813
>that cooler

TRIGGERED
>>
>>151639813

1. Pray for rain
2. Your cooler needs to be mounted in the wall with the hot exhaust (red) pointed to outside space. Press Q/E to rotate.
>>
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>>151639813
>that cooler
>steel doors and walls
>everything super far apart
>that cooler
>random pet box outside
>that cooler
>that cooler
>THAT FUCKING COOLER
>>
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>>151639813
>that cooler
>>
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>>151639813
>>
Sorry if this is a dumb question, but when I mine out a mountain base how big can I go making it a square before the roof will collapse?
>>
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>>151639813
That fucking trap outside a high traffic room is suicide.
>>
i filled up my defence corridor with stone chunks but my guys just slow down for a bit and then speed up again anyone know what's the deal with it?
i want raiders to walk slow through it
>>
>turn mechanoid room in the side of a mountain into dead nigger storage
>throw every dead raider in there
>raiders with sappers show up and try to dig thru corpse disposal room all the way into my base that's on the other side of the mountain
>fill room with traps and IEDs
>sapper raiders now fill up the corpse room on their own
>have cheeky psycho loot all their shit
Wish we had some sort of doors that can be remotely locked or opened for hostiles so that the last few that enter the room wouldn't escape.
Or even better. Remotely detonated IEDs to blow them all up at once.
>>
>>151643129
>Remotely detonated IEDs to blow them all up at once.

There's a mod for this already.

https://ludeon.com/forums/index.php?topic=17285.0
>>
>>151643883
>sleeping gas canisters
Time to capture a few bears and wolves and make my own gladiator arena I suppose.
>>
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>>151453019
I downloaded a bunch of the recommended mods in the OP and I got this when I load them.

Is this normal?
>>
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What should I add?
>>
>>151646168
put the whole thing behind walls so toxic fallout or manhunter packs don't end you
>>
>>151646649
not him but how do you set up your walls? Wood with sandbags around the outside of the doors?
>>
>>151646168
Defenses? Your solar panels are awfully exposed and hard to cover them all at once.
>>
>>151646168
>dont put research bench in workshop. the game can define a lab room that gives you better research multipliers. press the research bench, i top right and look below on research speed factor
>same goes for dinning room. you mixed it with prison
>open base, no visible defensiv position
>no access to batteries
>no backup batteries
>you store meals in the same area where you store raw meat. if you have corn or berries your colonists might prefer the raw food over the meals. simple meal is 10 raw food while if colonists eat raw food it's 16 or 18 raw food. haven't happen that in a long time so don't know
>>
>>151645483
Got the community library?
>>
>huge raid
>no cassaulties on my side
>incapacitated like 3-4 savages
>decide to kill them of
>5 minutes late
>Your colonist developed condition "Hearth Attack"

God fucking damnit.
>>
I've got my base sitting in a corner tucked up against a mountain but there's about 6 open tiles on the edge of the map where raider could spawn inside the base itself, will walling them over stop them from spawning?
>>
>>151647686
Within five minutes of my tribe spawning one of my colonists had a heart attack.He wasn't even that old. Doc managed to save him thankfully, and from another attack later.
>>
>>151648135
I'm not mad he developed that shit.

I'm mad that I didn't atleast harvest few organs when I had the fucking chance to prevent shit like above.
>>
>permadeath
>13th day
>alphabeavers
>hunt them
>alphabeaver's revenge
>all colonists get downed

if you act like this never happened to you you never played permadeath
>>
Is there a UI mod yet? I really want a visual of my colonists health with a paper doll missing body parts so I can get a better feel for my characters
>>
>>151648714
Never? I don't even hunt animals anymore. Pack revenge is no laughing matter.
>>
>>151648714

I remember the first time I learned that lesson. Now I only deal with alphabeavers fully drafted and en masse.
>>
>>151646168
Cute hospital.
>>
>>151648107
They'll just spawn with sappers and break through.

>>151648714
Needed food bad once and the only animals on the map were bucks. Pack revenge downed the two hunters and the other two colonists had to hide in the kitchen for days while they lay there in shock. Then some traders came by and freed us from the doe menace. Everyone lived and the colony went on to wipe vs toxic ship part a year later.
>>
>>151645483
Yes
>>
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>>151648714
My tribals are stealthy as fuck because I've never had the alphabeavers aggro me before. Fucking deer on the other hand.
>>
>>151649154
13th day on randy random, crashlander scenario. only had survival rifle and pistol. it was a big pack of alphabeavers

>>151649024
i don't want them to eat every single tree on the map. playing borreal forrest because the forest is somewhat appealing to look at

>>151649310
i rely 100% on vegetables when feeding my colonists. i only hunt in the beginning when my crops are unprotected and critters are eating them
>>
>>151649310

Yeah I just realised there's a no build zone right on the map edge, that's a ballache
>>
>>151649851
>13th day on randy random, crashlander scenario. only had survival rifle and pistol. it was a big pack of alphabeavers

Ick.. that's balls, man. I dunno, I'd be half tempted to let them have the map and commit to replanting trees when they're gone.

It's funny how roaming grizzly bears and wolves are shrugged off but a pack of beavers put players on edge.
>>
Can we try listing some of the genres and the skill levels required to do them at a "Basic" level. Add 2d or 3d if you want to be specific.

3d novice:
FPS (A model for a gun and bullet and knowing how to manipulate a camera using mouse movement and shoot by clicking)
Third person platforming (Getting familiar with player collisions, and animation blending)

3d: Intermediate
Mech with customization (Or games that primarily rely on the player moving/interacting with interchangeable parts)
RPG (Requires knowledge of having multiple actors interact with each others variables and how to make status ailments)

You got any others or suggestions?
>>
>>151647089
Yes I do have it.
>>
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Didn't know animals could resort to cannibalism too. Time for a cull because once they run out of bears they're going to be straying into my territory.
>>
>>151650479
Woops wrong thread.
>>
>>151649851
Do you not like to make lavish/fine meals? That mood buff is useful as shit for pawns and prisoners.
>>
>>151650635
What's wrong with your colonists' heads?
>>
>>151650230
sometimes i make a custom scenario that disables alphabeavers and flashstorms.

i'm only playing borreal forest for the looks. even only take seeds with 1st of summer to 11th of summer growing period to keep somewhat of a challenge.
both are even worse on bigger maps. i like 350x350. if you get a forrest fire starting from flashstorm i'm not even able to put it out with 7+ colonists.

>>151650720
i only keep a stock of 10-30 fine/lavish meals. it's easy to get that stock from raiders only
>>
>>151650479
>>151650641
>3D Rimworld style colony management game with deep mech customization and RPG elements
Somebody fund it!

>>151650819
Feral Hoods are all the rage among every faction due to what I think is a bug between Rimsenal and some other mod. I think they look cool and they're fractionally better than the tribal ooga booga masks we spawned with.
>>
Is there anything I can do to make two colonists stop hating each other?
>>
>>151653939
Kill one or both.
>>
>>151653939
Other options include making them have joy time together and hoping, assuming they don't have conflicting traits. Maybe they have deep conversations inna mineshaft, you never know.
>>
>fat,rude former slave turned sheriff insults the Japanese housewife in my colony
>fight ensues
>she beats the everliving shit out of him
>then proceeds to doctor him back to good health
>mfw

This fucking game.
>>
>>151657815
>Lone Survivor scenario
>Ex-Pop Idol joins
>only good for making bad sculpturs
>goes sad wanderer after finishing a -8 beauty statue
>starting colonist is hauling steel and crosses her way
>Relationship: Ex Pop Idol and starting colonist are now lovers
>Ex Pop Idol didn't goes sad wanderer for some more hours
>it ends
>everyone goes to sleep
>the new lovers fuck the everliving shit out of each other

my exact thoughts were: stay classy man, stay classy
>>
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>flatchested twintails lesbian with the nickname "Gundozer" has a burning passion for learning to shoot and the Trigger-happy trait
>give her a fucking minigun because it seems like she would have a minigun
>can hit jack for shit unless it's a group or at point blank range
>absolute menace to the rest of the team even at Level 14 in shooting
>when it IS a group or at point blank range, everything dies
>for encampment type raids she can pin down half the enemies just by running up to the sandbags
Literally just like my Japanese animus.

Also, JUST GIVE ME SOME FUCKING PLASTEEL SO I CAN LEAVE THIS FUCKING PLANET GOD FUCKING DAMN IT STORYTELLER.

At this point I'm just building up my defenses and reuniting the extended family of all the bandits I've kidnapped.
>>
>Extreme infection just hit
>80% immunity
At what percentage do I give up on them?
>>
>>151662297
I survived extreme infection at 90% immunity on onset. Not sure how low you can go.
>>
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>when the food just serves itself
>>
>>151662297

I think at 80% you're gonna be close but should make it.

I've seen 82% immunity at extreme pull through more than once.
>>
>>151638071
Yes they can. 3 manhunter Rhinos attack my colony. I killed two and down the other. Had my doctor heal it back to health and out of nowhere it was tamed into my colony and bonded with the doctor. Which is weird because the doctor had 6 in animal. Couldn't even have her as it's master.
Had no idea how it happened. Sorry man.
>>
>>151666671
Healing wounded wild animals has a small chance of forming a bond
>>
Funny how I've had zero raids since I put up that message.
>>
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We were a peaceful people. How could they do this?
>>
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>toxic fallout
>rescue a downed megatherium at 95% toxicity, all other wildlife is dead
>lock it into one of my chicken pens after removing the chickens from it
>spend a whole year trying to tame it
>a raid
>6 grenade throwers blow open one of my walls
>Several of my people are heavily wounded in the fighting
>the attack is repelled and emergency repairs are started
>4 days later
>suddenly lose 50% of my food
>zoom to freezer, there's a hole in the wall, leaking all the cold out
>there are more holes in walls
>follow the holes back to the chicken pen
>the megatherium seized the moment and broke down 6 doors and 4 walls in order to escape through the hole left by the raiders
>resulted in 50% of my food rotting and 2 prisoners walking off the map because it also broke down the cell doors for no reason

I've been sabotaged from the inside. Never again will I trust the giant sloths.
>>
Character generation is really confusing. What skills do I actually need to prioritize, and which skills can I let slide? And what is considered a "good" roll in a skill?
>>
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>>151669569
pic related. The path I believe the saboteur followed in his escape.

I bet the fucking raiders were in on it, too.

>>151669697
Vital skills imo;
Doctor, construction, grow, craft/art

Least important imo;
Warden, handle, cook (grows fast anyway).

Anything above a 8 i'd consider good and worthy of keeping, but generally you'll get decent to good prisoners from raids if you survive.
You also need to look out of negative traits, like physically sensetive and the like, mood killers are the true killers in this game.
>>
>>151669697
>What skills do I actually need to prioritize
1. Medicine - A good doctor is necessary for any chance of surgery succeeding, and can lessen the chance of scars from smaller wounds
2. Construction - Anyone can build things like walls and floors, but only good builders can make them quick and can build decent furniture, which can boost comfort and therefore moods
3. Growing - For whatever reason people can fail at harvesting, so this is recommended
4. Cooking - Even if you're only making simple meals, a better cook will have a significantly lower chance of food poisoning (then again with a good enough farmer you can just plant strawberries and not need one for much of the game)
5. Social - Not strictly necessary, but it can reduce the prices of things from traders and can boost your chance at recruiting people and thus growing your colony quicker
6. Shooting - Defense is always gud

Crafting and Researching I'd say fall in the middle (unless you intend to make your own weapons, like with a tribe, so I'd put crafting higher up)

>which skills can I let slide
Art - Far from bad (sculptures can boost mood and sell for decent prices), but not really needed early on
Mining - Again, not bad, but anyone can do it without fail (though of course better miners mine faster)
Animals - Husbandry is shit right now, at least in my opinion, but even if you think otherwise it's best to hold off on that until you're established
Melee - Melee combat is straight garbage, and is beaten out by shooting in essentially every way
>>
>>151672261
>1. Medicine - A good doctor is necessary for any chance of surgery succeeding, and can lessen the chance of scars from smaller wounds

And better results = faster healing = less chance of infection.

>3. Growing - For whatever reason people can fail at harvesting, so this is recommended

And healroot!

>Melee - Melee combat is straight garbage, and is beaten out by shooting in essentially every way

Melee can become really good in the late game, and if your defenses are penetrated and club-tribals come rushing in, a good melee character with the plasteel knife holding the doorway can be the difference between survival and defeat.
>>
>>151672665
In hindsight, I shouldn't have shit on melee so much. It's also useful for ranged colonists if, as you said, the tribals break your doors down and close in on your gunners; they can stand their ground and buttstroke/pistol whip their attackers if they have a reasonable melee skill.
>>
>map is slowly becoming littered with 8x various tier 1 prosthetics I'm too lazy to haul
>>
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>>151662297
I usually consider it safe at 84-86, but I watch em like a hawk then too.

>>151669697
Medicine, construction, and growing, preferably with flames ofc. I tend to also try to get two shooters.

Bad traits are nervous, pessimist, lazy, depressive. Staggeringly ugly is -80. Abrasive and annoying voice also bad. Bloodlust increases chance of social fights. Slow poke slows movement.

Psychopath is great for harvesting organs and overall sanity, some people like cannibal. Very neurotic is bonus to work speed but also break threshold.

Don't recruit sheriff's or assassins. If they can't do dumb labor they better be real useful to offset it.
>>
>>151674627
Only exception to the assassin rule would be the pre-made backstory one who's always named "Axle Hurtle." His particular adulthood doesn't render him incapable of much compared to the other garbo pre-made backstory assassins I've seen. If I have to see that stupid "Mie" asssasin one more time, for instance...

Speaking of which, any of you also find any of the pre-made backstory colonists that come around to be god-tier (or utter shit-tier?)
>>
>>151672261
>>151669697

what you only need is a constructor preferable 8+ and a grower 6+.

your best doctor is still shit if your patient rests in a bad bed. as stupid as the game it makes, you heal faster and gain immunity faster in a good bed.
so even if your doctor is shit, a good bed means that your colonists heal before they get infected.
several times i started with 3 people that only have 2 in medic skills and had little problem with injuries as long as you let them rest in your best bed.
incase i remember right the immunity gain difference between an awful bed and a superior bed is 20%.

the better your grower the faster he plants seeds. my experience is, that a 6+ grower is fast enough to plant enough for 6 colonists in a 1st summer to 11st summer growing period while also feeding 4 animals.

i even go so far and say that a good animal skill is better in the start as a medic. just make fucking use of it and teach 4 animals hauling.
even if you don't want animal products, get som fucking hauling slaves. they won't go berserk like colonists
>>
>>151676101
>as stupid as the game it makes, you heal faster and gain immunity faster in a good bed.

What? That's not true at all. Immunity gain speed is the same for all beds except medical beds. Bed quality only affects comfort.
>>
>>151676101
>i even go so far and say that a good animal skill is better in the start as a medic
But that's wrong. Animals can't tend to people, can't perform surgery, and can't clean, and development of a bond just fucks everything up (Wahh I'm not the master of this animal I bonded with (but if I was it would get shot to death huddling by me during raids and then I'd be even more upset)). They're not useful at anything if they're not hauling, rescuing, or fighting, either, and if you need things hauled so bad, just set everyone/most colonists to 1 Hauling for a day or two. If food is a concern, strawberries and agave don't need to be fed.
>>
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Uh Gug Gugs Hungry is going well.

Just had a raid+trader at the same time. They killed one of the carrying muffalo in the crossfire and a nice gold lance spear dropped, its shoddy but gold.

The main trader also got hurt so now I can rescue for some rep.

Shit is going swell.
>>
>raiders smash doors for no reason
>after every raid I have to go repair doors on things out in the field because raiders are assholes
>>
Alright lads, newbie here and I think I got a grasp of the basics, but here is a couple of questions:

>how do you guys get so many people in your camps? I saw some of you with 20+ citizens
>I played mostly with the second storyteller on the basebuilder difficulty, now that I know how the game works, which starting storyteller/option should I pick?
>>
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How do I defend this?
>>
>>151677032
>someone speaking who has never truly used animals

you want to use everyone for 2 whole days to get your stuff hauled when it only takes you one grower to plant and harvest a field to feed those animals. both together is at most a whole day for one single colonists.

>animal makes bond
>mood bonus all the time
>Raid
>just un-master those with bonds and put them in animal area
>if they sleep outside you are just bad

animals are piss easy to keep and you can easily make a colonist with few animals where no colonist has ever to haul.
>>
>>151677724

>how do you guys get so many people in your camps? I saw some of you with 20+ citizens

Time. You'll get runaways, crashed spacers and plenty of opportunities to recruit prisoners from the hordes of Ooga Boogas that pour into your turret fire. The trick is to keep them alive.

>>I played mostly with the second storyteller on the basebuilder difficulty, now that I know how the game works, which starting storyteller/option should I pick?

Cassandra Rough is the general pick. You'll have enough time to survive, but what she throws at you will periodically be enough to fuck you up hilariously if you've made a mistake or things just snowball.
>>
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>>151677724
>I played mostly with the second storyteller on the basebuilder difficulty
>I think I got a grasp of the basics

Son, you haven't even played the game yet. Pic related.

>>151677854

To quote Tynan, the developer:
>In the medieval era the Japanese built with all wood and paper. Their towns were very susceptible to fire. Entire towns would burn down regularly - like every 10-20 years.
>They didn't have serious firefighting equipment so their adaptation was to build towns in blocks separated by gigantic wide streets. These streets were hilariously wide - like 50m+ wide sometimes. So if a fire happened, it would burn down one big block, but hopefully not the whole city.
>Some problems you can't really solve re-actively, on the spot. It has to be solved in preparation, with a smart colony design. That's part of the game.

In other words: by not building your base in such an indefensible location.
>>
>>151463724
I'd fuck that beaver.
>>
>>151678504
I'd change to the other side of the street if I'd see you
>>
Who wins?
>>
>>151680280
warg
>>
>>151680280
Wargs definitely.
>>
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>>151680280
I do.
>>
>>151678504
Me too fampai
>>
Why the fuck can't you craft plasteel out of steel and devilstrand?
>>
>>151680532
How long do you have to play to get that many people? I started with 3 after 3 hours I have 4.
>>
do you guys put your oven in your dining room? or put it in the room with all the other tables?
>>
>>151680945

Those aren't his people. Their names are in blue which means they're traders.
>>
>>151677854
>>151678151
Those are marsh lands which are perfect for slogging down enemy. Just prepare a shit ton of machine gunfire and drop rocks into it to make it a hell hole to go through.
>>
>>151680945
Those are a trade caravan. That's why they have blue names.

>>151680951
Stove and butchering table get their own room right next to the freezer.

Works out well because they're my first two crafting tables anyways, and I can punt my workshop next to wherever my stockpile ends up.
>>
>>151681187
>>151681174
Oh shit right wasn't paying attention.
>>
>>151668548
that's the most defensible position I've seen
>>
>>151668548
I really need to start building into mountains.
>>
>>151677854
Frankly, I'd flood the middle with traps and if they attack from the north, spread out among the trees and if they attack from the east, huddle up in the blind corner created by the rock wall.

North becomes a standard sniper battle, but you start out with cover and they don't.
East, assuming they hug the wall close enough as they come into your camp, you'll be hitting the enemy from short to mid range with your full suite of gunmen. If you get lucky, you'll be looking at an instant kill/disable on your first volley and since enemies tend to only worry about themselves, if they're sufficiently spaced out, you can rinse and repeat a few times. If they hang wide as they round the wall, you can just push forward to the trees and you're in the same boat as a northern assault.

It's kind of surprising how well real world tactics work in this game. I've used flying wedge shield walls, inverted wedges envelopments, double envelopments, melee hammer and gunner anvils, penetration of the center (I still have no god damn idea how this worked, but it did, like insanely well. I think it only really has a chance to work on sieges though.), indirect approach, feigned retreat (blind corners and shotguns mix well), fortified defensive battles, and I even had to do a half assed oblique order maneuver when I got my shit rushed in by like 9 god damn raiders while most of my pawns were chopping wood on the ass end of the map. The oblique order actually worked great because my front line pawns supported by my best sniper and my mini gunner lighting up any grenadier that thought they could make it through my sandbag fortifications held the line while my forces pushed on the flank fast enough to force a retreat. And once the retreat triggered they had to run along my pushed up flank while I unloaded into them. I downed all 9 god damn raiders.
>>
>>151647087
Not him but this is good advice thanks. Had no idea about the research room.
>>
>>151681475
based mountains
>>
>>151668548
how do you get in and out?
>>
>>151470162
animals would be 10x worth it if their AI was better when attacking with you. They get in the way.
>>
>>151682096

That is the comfiest shit ever.
>>
>>151682342
they can walk over sandbags.
>>
>>151669569
The almost EXACT thing happened to me. I saved one of them to try and tame it but it keep on breaking shit and causing trouble.
Those fucking things are more trouble then they are worth.
>>
>>151682472
ok thanks anon, havent really got that far in yet
>>
post ideas for good starting scenarios
>>
>>151683156
Just type in Cock Whistle for Scenario Seed., with the Space.
>>
>>151683156
~20 colonists with as many meals as there are colonists, ~5 weapons, and scant resources.
>>
>>151683156
i've just decided to start with 5 colonists but zero starting items.
>>
>Toxic fallout
>Terrain gets barren
>Grass never grows again
Yeah, nah, fuck it. Modding by hand.
>>
Is it supposed to make sense that even if I start a new colony filled with cannibals, they still get negative mood boosts from butchering humans? They like eating raw humans and cooked humans, but they are terribly disgusted by having to prepare humans for cooking? It just doesn't make an awful lot of sense to me.
>>
>>151674627
Spetsnaz or whoever needs to get their propaganda together. That sugar glass window isn't how cars work.
>>
>shotgun
>point blank
>megaspider Hive
>somehow still miss and one-shot your pet husky

10/10
>>
>start new game
>decide random colonists but change atleast the appereal of those ugly ass niggers
>use prepare carefully
>now someone with dumb labor can haul and is doing it all the time

incase someone else has this problem, here is how to solve it:
open save file and look for that stupid ass fucker. if 3 lines below is his backstory, you have to scroll down like 50 more lines and his work priority will pop up.
>>
Is there a mod to automatically tell animals to fuck off when there's a raid?
>>
>>151685174
What do you mean? Your own animals? Assign them to an area out of the firefight. Or don't assign them to a master.
>>
is there a way to deconstruct roofs?
>>
>>151682096
Map name and coordinates?
>>
>>151688378
Zones--->expand no roof zone
>>
>>151688378
With the architecture tab, under "zones" you can create "No roof zones". This well ever get rid of roof instantly, or your colonist when get rid of them.
>>
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what the hell
>>
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>>151683156
Just made this. Going to try it out with Randy Rancid Asshole.
>>
>>151688853
serves you right for opening an ancient danger so early. not like it gives you a warning or so
>>
>>151689393
didnt realize thats what it was
>>
>>151688647
>>151688783
thanks guys, do you know if there's a way to force kibble production? i have a shit load of puppies but I want them out of the area with the good food and only eating a 1x1 stockpile of kibble, but the colonists aren't making any kibble.. I have it above the butchering
>>
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>blow legs off raider with grenade
>capture the idiot
>send top doctor to install peg legs on both legs
>doc has failed catastrophically during surgery
>Pope has died due to complications during surgery

the doc sliced this man about the chest and jaw attempting to attach peg legs.
i love this game
>>
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Jesus christ what do I do with this useless piece of shit.
>>
>>151689542
remove killing animals at table and cooking to 100% surefire it.

It needs meat+veggies.

Make a 4x1 line and max it will kibble.

Make sure its closer than your food stockpile, animals only take priority in how close food is, not if its kibble or not.
>>
>>151689364
google of vs have
otherwise sounds neat
>>
>>151689791
take organs.
>>
>>151689982

Do colonists get grossed out by human organs in a communal freezer for food?
>>
Anyone got a fix for the "100% Forced Trait" bug?

No matter what I set the percentage to, if I put a Forced Trait into the scenario it appears all the time on everyone.
>>
>>151690701
I think only a debuff after harvesting if someone saw it or did it.
>>
>>151689791
Statue slave
Make your colony rich
>>
>>151689791

1.Janitor
2. Temporary organ storage
>>
Does this game have Z-levels like Dwarf Fortress, or is it all on one plane?
>>
Are electric lights worth the power? Torches seem to last forever and don't sap precious electricity.
>>
>>151693728
I wish
>>
>Prisoner has developed an infection in his torso
>release
>>
And THIS is how one deals with infestation.
>>
>>151694462
Whats with the heaters??
>>
>>151683851
>randy random: extreme
>on 12th day one colonist dies to an arctic wolve
>lol, 2 people with short bows firing on the wolve should be enough
>they weren't
>day 17
>15+ tribe raid against my 4 colonists each with a short bow

maybe next time i start with an assault rifle atleast

>why didn't you just rush gun turrets?
not enough exposed compacted machinery
>>
>>151694720
burn the things to death. If they drop items i bet its a farm or something
>>
>>151694720
Did you know? If you set up them to 80°C, the bugs have heatstrokes. And the nests got nobody to tend them, they die too.
>>
>Have Brawler trait and 16 melee skill with a melee weapon
>send him to chase a runner with a PDW that has 5 melee
>the runner beats my colonist to death

how?
>>
>>151695276
They produce jelly... colonists love it. But they're a bitch to farm, you need to keep at least some alive, kill some nests (else the thing goes out of control) and repair the walls constantly (they dig).

Also glowpods. I deconstructed one to see what's made of, but just jelly. The other two are now in my base until they stop working.
>>
>start solo
>Jerbear, the spy, is living a comfortable life
>has a sick ass pet panther
>4 days in naked, beautiful girl shows up
>he builds her a room
>instead she decides to sleep with him
>no raids so far
>lots of visits from friendlies
>no bad events
>over a month in

Why does the story of this fledgling colony read like my self insert fan fiction

I meant for this to be hard
>>
>>151696412
>>he builds her a room
Jerbear dropped the spaghetti with this.
>>
>>151696412
do colonist have kids in this game? will that ever be a thing?
>>
>>151696412
>girl wants to fuck
>actually BUILD her a room
>in your own fanfic
gey
>>
>>151696745
>will that ever be a thing?
Probably no.
Tynan already mentioned it's complicated due moral and gameplay reasons.
>>
>>151696578
He's a lonely old spy with a pet panther, I was trying to produce an amusing "dogged nice guy and uninterested slut" situation. But apparently she's into older guys.
>>
>>151696967
>child "dies"
>instead of them actually dying Galactic Childcare drop pod in and take them away
solved
>>
>>151696967
ya i didnt think so, but it would make the game hard as fuck if you got debuffs for all the baby shit
>>
>>151697158
not to mention them being useless for ages, a year is a pretty long time.
>>
>>151697128
Only if I can shoot the child care people before they escape and harvest their organs
>>
>>151696578
>>151696852
His nickname is fucking "Jerbear," I did not expect him to be Casanova reborn here
>>
>>151697306
>not to mention them being useless for ages, a year is a pretty long time.
Those are the gameplay reasons - even with child labour, they'll be non-useless only after 6 years.
>>
Do graves still cause joy in A14? What about graves of enemy raiders and stuff?
>>
>>151702042
>Do graves still cause joy in A14?
yes
>What about graves of enemy raiders and stuff?
>Giving shitheads that much dignity
>>
>>151702526

>not making enemy raiders cross over a fucking massive graveyard demonstrating the might of your colony
>not leaving a few open graves for them to pass as morbid foreshadowing to their end
>>
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>>151702868
neat
>>
>>151702868
>not making couches out of their skin and leaving them outside for raiders to get comfy in
>>
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>>151702868
>Be shithead raider
>Got KO'd early in the raid
>Some weird Amazon Drone hauls your body and drags it into a freezer.
>Wakes up to see a Yorkshire Terrier nibbling at you. Aww how cute
>And there's another, and another. Jesus there must be hundreds of puppies in here.
>Notice that one of them is eating your Buddy's face, it's a corpse dump and the puppies are multiplying among the dead!
>You decide to get the hell out of there but you tripped over something while stumbling around.
>A long hiss erupts from every direction and you feel every inch of your body being bitten by twin fangs.
>As the Cobra poison takes your conscious, the last thing you see is light from an incoming space ship taking away an entire zoo's worth of Puppies and baby cobras followed by the solid THUNK of droppods filled to the brim with silver landing.

I fucking love how fast these cute little corpse eaters multiply and how the ton of silver they are worth.
>>
How cheat fibrous mechanites out?
>>
>>151704738
Building on this, what the fuck ARE fibrous mechanites? They make pawns feel healthy but put them in pain? And don't go away? Is there any trigger to them?
>>
>>151706149
RNG! Itsnt it fun!

You don't want them. Pray you never get it.
>>
I wanted to play this game so bad my dick hurt....then I realized there were no vertical levels so my vision of a multi-level castle is dead. Wat do?
>>
>>151707107
>tree are viewed from the side
>game is top down only

fukken dropped
>>
>>151704442
does it bother anyone that orbital beacons make little sense

how do you even get your goods up there?

if you can instantly teleport stuff why do you still need to build a ship?
>>
Should I do it, /rwg/? Two of the colonists are being left over.
>>
>>151707350
Ehh, I come to this game from playing Dwarf Fortress so that isn't a problem.
>>
>>151707547

everyone or no one faggot
>>
>>151707547
If you moved your engines onto the reactor you could have fit all the cryo pods
>>
>get through 2.5 years without a single social fight
>two colonists are getting married!
>yearlong engagement
>wedding day at last!
>original crash colonist/best worker dickhead picks a social fight with hard worker/fast walker builder who was my first colonist to join
>first ever social fight
>on this of all days
>dickhead beast my hard worker to death
>dickhead waltzes into wedding in progress covered in fellow colonist's blood

This game.


I want to arrest the dickhead and turn him into organs, but he's my best all-arounder
>>
>>151707547
>>151707762
also you could have the beams sticking out of the reactor. then you could put an extra pod at the end of every beam
>>
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>my daily reroll characters for 2 hours before starting a new game in which i reroll maps for 4 hours
>i could use prepare carefully but i'm addicted to rng to stoop that low
>get this

i think it's time for a beastmistress run
>>
>>151708837
fuk
>>
I have two prisoners with 99 recruitment, should I bother trying to recruit them or just harvest organs? I have a pretty successful potato farm going with around 1500 potatoes instorage so food has been a non issue, recruit chance has been 1% though.
>>
>>151709159
recruit them when all of your colonists die
>>
>>151709159
if they are really really fucking good try it.

99% are only from tribe if i remember right. you could release them and try to make tribe faction not hostile
>>
>>151709159
if they're not getting stressed out and your prison barracks is nice give them a nutrient paste dispenser so they feed themselves and your warden isn't wasting time hauling over meals
>>
>>151709363
Yea both from tribe and Bith have good stats. I'm trying my best to recruit them one of my colonist is a empath with 14 social but still getting 1%, I'll probably try improving there rooms and see if it helps
>>
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>>151709505

>mfw I have never thought about doing that

how could I have been so retarded?
>>
>>151709642
didn't know for ages that you can make butcher table, stonecutter and so on out of something different than steel
>i thought you get the steel in the beginning to build butcher table, fueled stofe and research table and it made perfectly sense to me
>>
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wtf
also why doesnt he have too smart/autism trait
>>
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>randy random: extreme
>3rd of fall, first years. 18th day in total
>infestation
>started with 5 colonists, no materials
>have to fight with 5 short bows
>only lose an arm

i feel happy

>don't even have a real mountain base. only one side of my base faces it and i wanted to increase my materials stockpile
>>
>>151710296
>randy sends me 72 herbal medicine since i have no medicine at all
>thanks randy
>wild boar manhunter pack
>manhunter pack almost everytime attacks a door for a short time
>since there are so many wild boars, they break through
>die since i have only 5 short bows against 15+ boars
>start new game since permadeath
>>
So, do I sell this shitter to the unga bungas or do I keep recruiting? 55% difficulty btw.
>>
>>151711860
>incapable: dumb labor
>>
>>151711860
Do you need a researcher? Cos without dumb labor that's what she'll end up doing.
>>
>>151711860

>>151712019
>>151712535
ignore them.

if you'd actually play on a difficulty where people die and don't savescum you'd know that she is decent.

>incapable: dumb labor
you don't actually wan't everyone to do dumb labor

>traits
she has no fucking negativ trait.
>pretty
she is more likely to get into a relationship but will also rebuff alot. imagine her getting married. +25 mood for 10 days for everyone that attended the party
>trigger-happy
she might not have fire in shooting but she is good in melee. give here some fast shooting gun and use her against people that get to close. if you take the extra route keep a weapon rack with a melee weapon for her in range
with animals 8 you could actually give her battle pets if that is something you like to do
>my face when you don't keep animals close to the entrance and don't call them, when enemys get to close

>skills
3 double fire and 4 single fire
>medicine
double fire and 7. always good to have a backup doc. she is decent in it
>artistic
let her do some sculpturs. she might not have a trait that boosts workspeed but 9 with single fire is a good enough starting base
>crafting
you can let her make stone bricks or smelt slug and weapons. she will improve in crafting
>research
so if you still need to research, use her. you don't want anyways that researcher do something different than researching


only shitters who don't play permadeath or easy mode say that she is shit. depending on how far you are into the game and what your other colonists look like she is good enough.
in the early game i would consider her a 100% recruit
>>
>>151713360
except raids only get harder if you have more colonists so if you can help it don't recruit anyone who isn't top tier

also trigger happy is normally good but is horrible on someone with 2 shooting and no fire

enjoy getting lots of friendly fire which you can't just savecum over

also

>back up doc
admittedly she has potential at this. but this isn't a full time job

>art
adds to colony wealth and only makes things harder, also takes up mats. yeah you can use plentiful wood but that means you are playing in a babby biome. otherwise blocks are good for making more walls/mazes/traps (instead of precious steel)

>crafting
stone blocks give pitiful xp, and you don't want to train her on actual materials since you'll get poor quality trash

>no fire cooking/construction/growing/mining
THESE ARE THE FOUR MAIN THINGS YOU SHOULD BE DOING ALL THE TIME

>research
if you have another 10 ish research person i've found it isn't helpful to research faster, unless it's early game (and it won't be once you recruit her). you'll outpace your resources anyway.

also
>double fire melee but no brawler
TRASH
>>
How is this game so fucking addicting? I bought the game a few days ago and have been on a nightly binge - 25 hours put into it so far. Send help!
>>
>>151713360
also smelting steel slag gives no xp
>>
>>151713853
raids aren't based on colonist count they're based on wealth
>>
File: 1465697807948.jpg (32KB, 640x480px) Image search: [Google]
1465697807948.jpg
32KB, 640x480px
>>151708837
>69 (669)
what did she mean by this
>>
>>151714141
colonists adds to wealth
>>
>>151713853
>don't recruit anyone who isn't top tier
i've played so many games that i can straight out call bullshit on this.

>also trigger happy is normally good but is horrible on someone with 2 shooting and no fire
still good enough to use in short range. that's why >

>double fire melee but no brawler. TRASH
social fights, mental berserk, prisoner escaping, non lethal method for taking prisoners, backup plan for trigger-happy colonists

>enjoy getting lots of friendly fire which you can't just savecum over
if you are so dumb to allow it, it serves you fucking right

>adds to colony wealth and only makes things harder, also takes up mats. yeah you can use plentiful wood but that means you are playing in a babby biome. otherwise blocks are good for making more walls/mazes/traps (instead of precious steel)
you don't want dinner room, rec room and hospital mood bonus?

>stone blocks give pitiful xp, and you don't want to train her on actual materials since you'll get poor quality trash
do you want your main crafter to craft stoneblocks or clothing and weapon?
>>
>>151662089
How autistic do I have to be to setup my sandbags and walls like that?
>>
Anyone have a mod for grouping colonists to a hotkey?
I want my vanilla experience with just this, nothing else.
>>
>>151712019
>implying incapable of dumb labor
She can still work the cotton fields ya dungus.
>>
>>151715029
Think it was Misc Core but I think it adds some other junk.
>>
>>151715130
Fug. And shit requires new colony.
Still don't get how the devs didn't put colonist grouping by now.
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