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/rwg/ - Rimworld General

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settler edition

http://rimworldgame.com/

RimWorld follows a number of 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, 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
Please leave any suggestions for the OP pastebin as replies to this post.

previous colony >>153729410
>>
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First for the medical system sucks

>hardly any injuries
>none fatal
>one serious, but mostly cosmetic
>almost no blood loss
>dropped dead the minute she hit her pain threshold
Thanks Tynan
>>
>>153952885
you do realize she dropped dead because her torso's hp was completely depleted right
>>
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Wooden walls, never again.

What should I do? I need this harvest, and the complex is connected to all my other buildings, which are also wooden.

Deconstruct the walls?
>>
>>153953338
>4 scratches
>no organ damage
>hardly any blood loss
>died because she ran out of hitpoints
What is the point of having a complex medical system if you're going to make it so arbitrary?
>>
>>153952885
I would rather die than become valdermort
>>
>>153953368

Serve you right anon.
>>
>>153953462
Imagine somone with massive rips in their body and all their organs are hanging out because that's what just happened.
>>
>>153953462
"Torso" is an amalgation of all the unlisted inner organs from your torso.

>>153953503
But there's just so many trees. I love the swampy maps from boreal mountains, but all those annoying trees. Cutting them down is a giant opportunity cost, if I don't turn them into walls.
>>
>153953462
the torso running out of hp is literally the torso being destroyed
>>
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>You cant keep centipedes weapons.
>>
>>153953637
Scratches aren't cuts, anon.

>>153953670
>"Torso" is an amalgation of all the unlisted inner organs from your torso.
Aren't all the vitals listed?
>>
>>153953821
try going into debug mode and open the health panel and click "all defs" or whatever it's called

you'll see the inner organs are destroyed too

also "scratch" is just a name for flavor purposes to describe an arbitrary amount of damage. it can be any size. this one is from a rhino's horn. if you mod in a gun that does 1 damage it'll give you tiny gunshots.
>>
>>153953670

>"Please slavers, burn my whole settlement down with your cheap Molotov when you land via pod indoors."

Just because you can doesn't mean you should.
>>
>>153954051
Why is it a scratch instead of a cut or stab? Like you said, it's a rhino's horn.
I wouldn't be butthurt if the injuries were actually serious.
>>
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>>153954051
>tiny gunshots.
Cute little gunshot wounds, awwww. I bet they wear tiny hats, too.
>>
>>153954206
Give the guy a break, this isn't DF which has had more than a decade of development
>>
>>153953368
Reload. You are completely fucked.
>>
>>153954463
I don't expect DF-level blood vessel simulation, but I don't see the point of using a system like this if you're going to make "torso ran out of HP from scratches" a fatal injury.
I looked at her in debug mode and the only hidden condition is the flu she got over a while back. No mention of her organs.
>>
>you get twice as many strawberries from a single plant as you'd get from a single corn plant
>AND STRAWBERRIES ARE MORE FILLING
What's the fucking point of corn?
>>
>>153955653
Why would you expect any strawberries from a corn plant?
>>
Thanks anon for making this!
>>
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>>153955653
but that's wrong anon,
All food has the same nutrition value (10 units makes a simple meal)
And strawberries provide 8 units of food max per plant while corn provides 22 max
Of course, this is dependent on your grower's skill level and RNG
>>
>>153958292
all crops*
you need 2 eggs for a simple meal or 1 egg and 5 crops for a meal
>>
>>153955653
If it's any indication Corn was nerfed recently
>>
>>153958218
Ostrich Egg is less nutritious than chicken

Buff when?
>>
Landed in desert and the game has screwed me over with steel.

I'm getting really fucking bored of not being able to build anything because no wood.

Do traders ever carry wood and steel?
>>
>>153959007
Get stonecutting
>>
>>153953750
honestly the only weapons that would be worth it are the scyther lances. miniguns, inferno cannons and whatever the last one is are shit
>>
Does anyone know if there is a disable gun mod that works with the newest version?

I want to try that medieval mod. Kinda stupid it doesnt disable guns by default.
>>
>>153959827
you can remove ranged weapons from the core file
>>
>>153959007
>making anything other than beds and chairs out of wood

bad idea tee bee aich famalam
>>
>>153959961
That sounds hard
>>
Can trees grow under a roof?
>>
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>crashed escape pod

oh, thanks
>>
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Wow, look at this wanderer that just joined.
>>
do trees ever respawn on their own ?
>>
>still no ccl
>still no ductworks

still unplayable
>>
Shooting targets and straw dummies for training weapon skills when?
>>
>>153963648
CCL? What's that?

There's a ductworks mod.
>>
>Forget to pause game before dinner
>Come back to paused game after finished research

Wew, that could have gone much worse
>>
>>153964039
the mod that makes ductworks work
>>
>>153958292
>higher skilled growers provide higher corn yields
WHY WASN'T I TOLD
I THOUGHT IT ONLY MADE THEM SOW FASTER
>>
>>153964000
How about now-ish?

https://ludeon.com/forums/index.php?topic=3612.0

Look for Misc. Training.
>>
>>153960142
No it's not, not in early game. Especially if you're tribal. But stonecutting should always be the first research, and then you build walls out of stone ever after.
>>
>>153964039
CCL = Community Core Library. A mod plenty other mods depend on. Kinda like Forge for Minecraft.
>>
If I attack slavers, will the slaves rebel or fight for them?
>>
>>153968287
If someone fights your masters to free you, will you fight your masters or fight for your freedom?

It's a rhetoric question, you do not know you are enslaved.
>>
>>153968287
They'll fight for them. Buy them instead, you'll keep the silver when you kill the slavers.
>>
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>didn't look at the starting colonists
>3 lolis
>one is a beautiful, optimist pop idol
>one is a steadfast jogger test subject
>one is a psychopath child star
Subversive, Tynan. Subversive.
>>
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>knock out madenned muffalo
>rescue
>colonist brings it inside
>the timber wolf I still haven't tamed proceeds to murder muffalo as colonist is trying to heal it
>>
>>153970362
>untamed timber wolf inside your base

WEW LAD
>>
wots funner:

>rolling for good colonists
>going full randy random and not being a scrub and just clicking go without re rolling

or

>prepare carefully
>>
>>153963060
Yes
>>
>can't add operation bills
wew laddie.
Guess the mods weren't working together as nicely as I had thought.
>>
>>153970775
I find rolling better.
Mainly because I'm good at gambling so I know when to quit.
>>
So I can't get colonists to cremate corpses

bill is entered, not forbidden, crafting is enabled.
>>
>>153972253
Did you make sure you allow rotten and corpses aren't forbidden?
>>
>>153972653

I did

Now they're just doing it by themselves but I still can't assign them manually.
>>
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>someone is being chased by those meanies pirates!

>well wathever i need more people i guess what can go wrong
>the lover of the guy running away is also part of the raid
>somehow manage to capture her and recruit her with no scars
well shit based RNG.
>>
>>153973313
My artists are always obsessed with husky training, too.
>>
Do ore veins not spawn in sandstone mountains? Been mining quite a bit, but havent found anything.

Also Randy decidided to send me 4 raids within 2 days, thank god I rushed turrets
>>
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>>153975514
>tfw all of my high level artists are obsessed with chickens throwing up
>>
>>153976123
This piece shows Knibbles the Chicken throwing up on Slate Tiles after eating a rotting Turtle corpse on the yeah or 5637 s nearby colonists put out fires. A large Elephant can be seen in the background on a mountain of roughly carved potatoes.
>>
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>>153976123
My artists are obsessed with vomit in general
>>
>>153975786
Fuck randy, all he does is send me crashed pods filled with leather and food.

Which I don't fucking need because he recently sent a pack of 34 manhunting boomalopes in a thunderstorm.
>>
Is there a way to hide marriage/crafting spots?
>>
>>153978250
no

design your recroom to make marriage spots look aesthetically pleasing
>>
>>153978250
Delete them. They seem to always gather at the same spot anyway.
>>
>>153958754
but the last column is egg/nutrition not nutrition/egg
>>
>>153952560
so, how hard is to create a new mod? as in, add new clothes and perhaps a gun or two? i want to add something into the game.
>>
>Mass Effect's Jacob has a voicepack and it's popular

People care about Jacob
>>
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>mfw I just lost my best colonist
>>
>>153982237
WE
>>
How much food does each colonist consume?
>>
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>>153984707
Post colonists/pets that have hard lives.
>nose, tail, and left paw were cut off when a bear mauled the warg
>right paw was mangled by a raider
He still serves my colonists faithfully, despite what has happened.
>>
>>153985040
Woops, didn't mean to reply to >>153984707
>>
>>153985040
>using wargs
>not bears
There's your problem m8.
>>
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DUDE
>>
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Are you fucking shitting me?

Goddamn Orion Corp raids. I already had trouble with a single one, then this happened the next raid. I don't even have turrets yet.
>>
>>153985861
WEED
>>
>>153986067
>using glitter tech
i know its the only super late game mod but all the weapons can be obtained early and are super op at that point
>>
>>153986124
LMFAO
>>
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>reading the CCL thread
>mfw

I fucking hate forums.
>>
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Finally found a good use for raiders, makes my predatory carnivores happy so they don't eat my pawns.
>>
This game is cozy.

Looking forward to seeing how he fares in combat. He's a cannibal assassin who hates ranged weapons. I also have no idea how to make melee weapons short of clubs.

Will my pet wolf or my colonist set off my own traps?
>>
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>>153992407
>>
>>153992693
Hope you have good animal skills, cause those wolves are a bitch to train
>>
>>153992857
It started as my "one random pet". Speaking of which, how do I train an already tamed pet? Would be cool if he could fight along with my guy.
>>
>>153992693
>no flooring under the door in the middle of the house
>>
>grizzly bear self tame
Nice
>>
>>153993623
Get an opposite sex one and start breeding them.
>>
>>153992407
As long as you set up your traps in a checkerboard pattern you should t have a problem with your little fags setting them off.
>>
>decide to turn my 2000 smokeleaf into joints
>one colonist instantly goes on a mental break and binges on them

He was well out of break range, too. Fucking game. Chemical interest a worst.
>>
Just found out that you can walk into a siege camp while they're asleep and steal their mortars. They'll then assault, when they wake up.
>>
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>Bear get into my base and killed the boar
>It was mauled by other animals
NOIS
>>
>>153997878
>mauled by other animals
>animals
>ox
Well I guess your story checks out.
>>
>>153998203
Ox shoot just once.
>>
>>153998309
>ox be a good boy
>ox shoot just once
>do not hit ox
>>
>>153993623
>tfw when you get a thrumbo self-tame
>>
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>trying to add more late game to my current base
>messing around with mods
>all marble rock walls become automatic grenade launchers
>>
>>153999206
>cheating
>>
>>153999703
What's wrong with cheating?
>>
>>154000069
easymode casual scrub why don't you just play chess with yourself if you enjoy cheating so much
>>
>>153999703
>mods = cheating
i love this meme
>>
>>154000141
Well you don't know how exactly he's cheating. Launching extra raids is cheating as well, but it makes game more hard, not less so.
>>
>>154000264
>free supplies isn't cheating

ok lad
>>
>>154000305
>raids aren't a challenge
>>
>>154000339
>raids are a challenge


you're cheating idiot, you open up the cheat menu and spawn a raid
>>
>>154000305
wait, you are bitching about the fact i have dev menu open ?
how else am i supposed to test in a quick way if any of the new mod stuff will crash my game ?
do you think i'll just play and hope one of the new factions raid me ?
>>
>>154000529
using mods is cheating
>>
>>154000187
Do you not see the god mode currently activated using devmode?
>>
>>154000725
>testing adding new mod
>not using god mode to check if new items work
yea i do see it, i activated it so i can insta build new production and see if it works
are you missing the part where i am testing to see if the new mods will work properly on my current save ?
>>
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>mad boomalope
survival rifle 1 shots it before I could stop it and now all my shit is on fire. RIP
>>
>>154001493
Someone didn't read the fire safety tutorial.
>>
What type of floor should the butcher table be put on?
>>
>>154002273
put it in your fridge so you don't have to move corpses that far
i usually keep paved tile (the two steel, no beauty one) in my fridge
>>
which mod should i use for hardest late game faction ?
glitter tech or rimsenal ?
cant find any other mod that adds late game threats
>>
>>154002453
the only thing hard about orion lategame is the tanks

if you don't have explosives it's game over

i even just incapicitated a tank and tried to have one of my psychos kill it but after shooting it with a machine gun for a full day it was still incap
>>
>>154002495
actually orion is pretty fast because of exoskeleton but still when you get orion pdws with 900rpm 12-round bursts it's kind of ridiculous how many bullets are coming out of even like 5 colonists
>>
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>>154001493
>dry thunderstorm
>fire moves towards the walls
>opens hostile mechtoid area

God damn it.
>>
>>154002495
what about commando guns ? are they not enough to take out the tanks ?
i am fine with orion tanks being super strong, i am looking for a mod that adds that super threat that i have to worry about no matter how much i grow as a colony
i might use both glitter tech and rimsenal for full memes
>>
Does anyone have the formula for crafting quality?

I can't seem to find it in google. I've given my crafter bionic eyes and arms, but she still can't reliably make anything but exceptional items.

Gotta get dat legendary power armour.
>>
>>154003386
Even at 20 you aren't going to reliably get Legendary stuff.
>>
How many tiles of buffer should I leave empty between growing zones so as to prevent a single fire from consuming everything? I want my open base to be siege ready.
>>
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what am i in for
>>
>>154003639
>not extrem
I believe you misclicked.
>>
>>154003729
i played the last time in A6 iirc so i want to try out new stuff first before playing extreme
>>
>>154003628
make stone walls between them with stone doors
>>
>>154003386

I think manipulation only affects construction/crafting speed. The skill level of the crafter is what affects crafting quality.

Just reroll until you get a legendary item, or cheat.
>>
>>154004051
That's probably the best idea when you have enough stonecutteres, but just for trivia does fire spread only through directly adjacent tiles or is the danger radius larger?
>>
Colonists breeding when?
>>
>>154004346
babyskin hats when?
>>
>>153953368
I've only been playing and I had that happen yesterday. Finished my 3 day game. I'd survived countless raids, hours of literally keeping everyone inside to survive toxic fallout. Then a party of 6 raiders, 4 of which were armed with molotov cocktails turned up after 2 of my 3 shooters had died. Suffice to say the whole place burned to the fucking ground. My new game is going much better - I've built into a huge fucking mountain with only one entrance and a steel door. Take that fuckers.
>>
>>154004526
steel burns anon
hope that door doesnt start a chain reaction that turns your entire mountain base into a furnace
>>
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>ice sheet
>one massive room with two fully stacked hydroponics/sunlamp setups and geothermal power plant
>growing cotton because one of my colonists have 15 crafting and I want dem monies
>plenty of food
>randy.exe
>one of the sunlamps blow
>fire grows out of control within minutes
>base completely charred
>every single item I had was lost in the fire
>used every component in available building the hydroponics bays
>middle of winter
>-60C outside
>>
>>154004405
Hopefully soon. I'd be killing all the kids desu, useless wastes of food they are.
>>
>>154004767
>-60

With good quality parkas and tuques that's easily survivable. I started having problems at sub -100 temperatures.

You should have put a higher priority on cryosleep caskets. If people don't eat, you don't have a problem.
>>
>>153953368
>What should I do?
1. If you NEED to build with wood, keep buildings apart.
2. Have separated battery sets, so when Zzztt... happens, the damage is smaller.
3. Firefoam.
4. Pyromaniacs are great organ donors and human leather dusters are the best.
>>
>>154004767
sunlamps can explode

anyhow that's your own fault for not insulating each field with flooring
>>
>escape pod
>relationship
ohshit nice
>sparkles
>lover of 1 of my guys
>>
>>154004627
Steel burns? Oh well. The only thing steel is the door, the rest is just hollowed out rock. Oh god, don't tell me rock burns in this game as well?

>If so. Nope. I'm out.
>>
>>154005298
in my experience only people who furtively pay cash to tranny prostitutes every week care so much about this
>>
>>154005312
Rock doesn't burn, and neither does cut stone.
>>
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help
>>
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>>154005279
I had granite floors
>>
I just started playing yesterday and I lost my tutorial crew to a pissed off rhino and the crew after to some sort of bioweapon from a piece of prison ship.
I didn't know what to expect but I like it.

Just have to figure out what causes a crew to be incredibly lazy when there are assigned jobs to be done; don't watch the fucking clouds i need science, thats your job!
>>
>>154005517
really, anon, because fire shouldn't jump across them

you had a wall next to your fields, didn't you
>>
>>154005060
Pyromaniacs are pretty nice. I find firestarting spree a lot easier to manage than other mood breaks; it's short, and easily dealt with
>>
>>154005592
No, because two sunlamps densly packed, the temperature rose to about 600C, which caused spontaneous fires in other parts of the room until it was completely overlit
>>
>>154005530
Assign work times to them from the Restrict tab. Normally they'll just do it according to their mood, which will usually work unless they have the Lazy trait, but for research, which is long-term and cannot be manually prioritized, you need to set a work period for reliability.

Do NOT forget to set a joy period as well.
>>
>>154005474
just close your doors family
>>
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>>154005680
They breached the doors and somehow I managed to not loose anyone, except for limbs tho.
>>
>>154005671
*densely packed with hydroponics
>>
>>154005671
lol
>>
>>154005632
pyromanics will randomly firestart even at high mood.
>>
>>154005671
Jesus anon. What happened to your vents?
>>
>>154005752
Really? I've never had that.
>>
>>154005730
Your killbox is weak and your bloodline is weak. Those wargs should've been rained with fire from all 360 degrees as soon as they entered the death zone.
>>
>>154005060
or just put wood floors everywhere so fire can only spread along walls
>>
>>154006010
>wood floors are inflammable
This triggers me.
>>
>>154006070
Carpet is too. All flooring is.
>>
>>154004346
I want a rape dungeon mod.
>>
>quite a bit of time in this colony
>have fucking shitloads of stone just going to waste (2000 of marble and granite)
>my colony is mainly just wood walls, with some steel rooms here and there

is it worth taking the time to go through and deconstruct all the wood walls to replace them with marble? my place is pretty big so it'll take quite a while
>>
>>154006207
Nah just wait until you get sieged on. It'll be fine.
>>
>>154006207
Steel rooms? You wasted steel on ROOMS?
>>
>>154006307

>not sniping them with you sniper all day long.
>>
>>154006434
>having a sniper rifle in day 5
How's basebuilder going?
>>
>>154006549

>not rushing your snipers

Its like you want to get sieged.
>>
>>154006743
Nah I just steal their ammo while they're asleep like you should be doing, I have more important technologies to rush than a gun.
>>
>>154005678
is it worth giving them a better research table than wood? I had some spare silver around and while there is a definite statistical improvement it doesn't seem to push the number up much faster.
Could have traded that silver for hookers and blow.
>>
>>154007013
wood is fine unless you have a keen aesthetic sense and really like it to be steel grey
>>
>>154006819

wow i feel like an idiot, s-still i needed those armor and helmet.
>>
>>154005902
How do you suggest to upgrade my killbox?

Sincere question.
>>
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>mfw marriage ceremony triggers JUST as a heatwave strikes and the marriage spot was designated outdoors

but of course
>>
i have a shitload of trained grizzlys how can i make them haul stuff?
>>
so i saw this tribal girl had a 97% difficulty to recruit after i saw 0.67% chance to recruit

seriously? there's like some kind of language or cultural barrier in place here that makes it hard to recruit?

Cant make shit go Pocahontas huh? Why did i have to look this up if i couldn't find a tooltip on why the difficulty % was what it was?
>>
>>154009981
As long as they are trained to haul they will just do it automatically like anyone else
>>
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>>154010548
but they dont ; - ;
>>
should i eat the meat of manhunter packs?

something tells me thats a great way to contract mad cow disease or rabies or whatever
>>
>>154011746

its free meat
>>
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>>154011746
You'll be fine
>>
>>154012226
is that an expression of amusement because someone is thinking weird or because you're egging someone on to do something bad and they dont know it
>>
>>154012934

>Laughingsluts.exe

Anon, quit being a newfag.
>>
Is there a way to increase the stats of the colonists?
>>
>>154013030
When embarking? Prepare carefully mod.
>>
>>154012934
it is a cool idea but its not in the game, take your free meat
>>
>>154004526
>start playing a week ago
>see the mountain meme pics
>decide it's my time to give it a go
>pirates tunnel straight through to my kitchen

I lit the fuckers up regardless.
>>
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>>154008471
There you go. You don't have to copy this exact thing, this is just the best I can do but keep in mind the general principles.
>wooden doors are like catnip for raiders
>2 thick walls between turrets offer maximum cover and also shield other turrets and colonists from explosions and fire when a turret dies
>north turrets' maximum ranges is the entry
>west and east turrets can't shoot each other but can shoot middle
>maze before entrance to slow down the stream of intruders
>maze after killbox
>can build crops in killbox to make use of space or lure raiders
>uninstalled turrets require no energy to maintain
>doors behind everything allows colonists to easily kite dumb animals, rescue downed colonists, and repair about to explode turrets
>start with a simple box and upgrade it as you get richer
>>
>>154014271
what are the stools for?
>>
>>154015051
They represent colonists.
>>
>>154015121
Thanks.
>>
>>154014271
>>2 thick walls between turrets offer maximum cover and also shield other turrets and colonists from explosions and fire when a turret dies
Isn't the explosion radius 3 further tiles?
>>
>>154015710
As far as I know explosions don't travel through walls.
>>
Is there a fucking mod to make colonists stack stuff in piles better?
I'm tired of losing precious space because some idiot is too lazy to put something into a stack.
>>
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>>154015710
I just tested it and neither the granite wall nor the other turret got hurt in the explosion.
>>
>>154010651
you probably have them set to outside your stockpile area
>>
>>153955653
>What's the fucking point of corn?
sillage

Also you don't need a 6 in growing.
>>
>>154017493
>you don't need a 6 in growing
>starting the game without a dedicated grower
Do you even drug empire?
>>
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>double advanced bionic
>advanced bionic spine
>double advanced power arm
>exoskeleton suit
>double advanced bionic eye
>power armor and helmet
>artificial heart
>go-juice
>18 melee skill
>moving 265%
>15.99c/s
>35.7 melee DPS
>>
>>154011746
You don't get sponge brain by eating cows that ate people. You get it by being people that eat people or eating cows that eat cows.

And rabies is just an infectious disease.
>>
>>154016859
Why not make 1-tile gaps then?
>>
>>154018156
2 tiles are needed in order to prevent targets from being too clustered together. If you and I stand next to each other and someone is shooting at me they have a good chance of missing and hitting you.
>>
>psychic ship lands on my fucking doorstep
>get the gang together and position them to deal with this shit
>get a distress call literally right as I start aiming my EMP grenades
I may want to record this for posterity. The levels of dickishness are going to be off the chart.
>>
>>154017871
>no beta poly gladius for 80 damage a hit
>no yayo, no wakeups
Apply yourself.
>>
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>>
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How to make colonists wear clothing that's made from same stuff that ISN'T devilstrand?
Devilstrand is utter shit and the only thing I could think of that gives enough leather for full sets of clothes is elephants, but those are fairly rare.
>>
>>154018652
Alpacas and moos can have their wool sheered and it's generally superior to cloth and devilstrand but in exchange you have to deal with taming and protecting them.
>>
>>154018501
>beta poly

that's a mod I gather
>>
>pod lands
>it's someone's wife
>happy reunion
>week later she breaks up with him
>his mood tanks and the divorce lasts a whole season
>she doesn't appear to have any debuff

Stone fucking cold.

Also fuck extreme
>SOLAR FLARE
>ECLIPSE (really nigga?)
>HEAT WAVE
>COLONISTS HAVE BEEN STRUCK BY MALARIA
>COLONISTS HAVE NANOMACHINES, SON
>colonist goes insane from being too hot, malaria'd and nanomachined
>he's gonna die
>try to arrest him
>he caves their head in due to being a brawler

I wonder if there's a limit to how fucked over you can get.
>>
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Another special snowflake, and what do you know, he's almost as broken as sparkles.
>>
>>154019392
Mie the ninja is probably my favorite

Mie is a versatile fighter that can do crafting, construction and doctoring if you roll lucky

just get her a grower/miner and a cook and boom perfect starting team
>>
>>154013159
What am I looking at?
>>
>>154020052
Oh fuck, ignore the quote.
>>
>>154020052
A Thrumbo eating a poplar tree.
>>
>>154020052
A nubile young thrumbo.
>>
>>154018974
You also have to deal with the fact it takes forever to grow wool.
>>
>>154020250
>>154020275
Do I shoot it?
>>
>>154020870
Go for it. It's very profitable.

I take no responsibility for any damages or injuries sustained.
>>
>>154020870
Chances are good he's going to fuck someone up pretty good if you don't have decent bullet shooters.
>>
Would placing enough vents in between rooms perfectly equalize heat distribution even across a large surface area?
>>
>>154019736
I generally don't care about miners/growers when I roll my initial 3 colonists. I usually just make sure I have a dedicated constructor and a dedicated crafter, because those two skills are hardest to deal without, then I make sure I have at least 2 decent shooters, 1 doctor, and 1 social guy, among the initial 3. I wonder how other people do their role distribution.
>>
>>154021790
I always play farm style so Grower and Animals are must. Builder is third.
>>
>have one colonist be a dedicated sculptor
>no trader ever wants to buy sculptures

I assume I'm looking for the exotic good traders, are they just super rare? This games been going on 4 days and I've yet to see one. I think I've only seen one total since I started playing a week ago. Have I been memed?
>>
>>154022730
Just call the trader™.
>>
>>154021963
>>154021790
How do you even survive without prioritizing shooters at all in the beginning?
>>
>>154022807
Can you call the exotic traders? I haven't got my coms console up yet. I've been pretty diligent on where my components go and I still have storage space for more sculptures so it hasn't been a priority yet.
>>
Is power armor even worth it?

it seems like by the time I get a set finished I'll have every ship tech researched
>>
>>154022730
>>154023103
You can call any of the traders but only caravans, which rarely if ever have more than 2000 silver, so don't try making some 30,000 grand gold masterwork thing if you don't intend to buy most of the things they sell. Also get your rep with the factions up, since after they start being friendly on the console it costs less to call the caravans.

Also, anecdotal, but I seem to get fewer orbital traders when I've been calling caravans.
>>
>>154022878
I play Chilax.
>>
>>154022878
You need to learn to construct traps and lure raiders to them, early on it's unwise to engage in gunfights, just hide behind wooden walls.
>>
>>154021790
I play rich explorer so I just reroll for Too Smart.
>>
>>154023275
>making power armor before bionics

get your crafter double bionic arms double bionic eyes and a bionic spine, he'll start pushing out one power armor every 3 days
>>
>colonist beats my prized chef to death for slighting him, right after the chef got over both his son and wife being killed
>give him two peg legs and make him a dedicated hauler
>>
>>154025126
Poor sisyphus.
>>
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>get sparkles
>laugh about it
>make her my tamer
>she gets 4 bears
>takes care of 2 hives with the bears without help from the rest of the colony
>hfw
>>
>>154020687
No if you have 20 Alpacas.
>>
I swear this game put in melee specifically to punish retards who think melee could be viable.
>>
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>>154025810
I pity those who don't know the pleasure of taming on the first try.
>>
>>154005474
>>154005680

Just had the same situation happen - completely destroyed my colony.

Never seen manhunters act that way before. They hammered their way through all of my doors and had their way with my colonists.

rad
>>
>>153970560

He keeps my chicken population in check.
>>
Why is the very beginning of a game the best part?
>>
Does blood pumping do ANYTHING at all?
Metabolism?
I know blood filtration affects immunity rate.
>>
>>154026632
Because there's where the challenge is.
>>
What to do about an infestation outside of my base while there's toxic fallout? They already started breeding. Should I take them out asap?
>>
>>154027235
I actually enjoy starting tribal and getting to the part where you're installing overpowered bionic shit.
>>
>>154005632

The issue with Pyromaniacs isn't that they're hard to deal with in normal situations.

The problem is they make bad situations even worse. That event that wrecked your shit, but you probably could have recovered from? Now throw a pyro burning portions/all of your base down on top of that.
>>
>>154027526
go kill them quick

the fallout won't fuck up any under the mountain and they'll breed huge numbers
>>
>>154027526
If you don't want to repeat starship troopers consider dealing with the hive asap.
>>
>>154027626
>>154027748
I was cheesing them with sniper rifles and it was too easy and I got cocky and got closer and the fucker two hit a colonist
>>
>>154027965
>haha guys look at these dumb bugs, i bet i can go punch one
>OHSHIT JOHNNY IS DEAD RUN GUYS
>>
Do tame carnivores know the difference between tamed and wild animals? I don't want them eating my alpacas.
>>
>>154028728
As long they are feed you are ok.
>>
>>154027965
>I got cocky
Most of my colonist's deaths are caused by this. I keep losing peeps to minigun friendly fire and I just don't seem to learn.
>>
So...what the fuck is the point of Luciferium? Doesn't seem like the benefits are that great considering how fucking tough it is to get more and how bad the addiction is.
>>
>>154027553

Fuck yeah.

I celebrate a little whenever I set up my first freezer as a tribal start.
>>
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>guy got stabbed with the orioncorp pacifier
>he didn't go down
>no painstopper
>>
>>154030660
>>154027553
What's the big difference in tribal that makes it so difficult to do these things?
>>
>>154031054
Research penalties.
>>
>>154031054

Research takes a fuck long time is the primary factor.

But on top of that, events are just a lot more deadly without certain techs.

Raids are a lot riskier without turrets to help defend. To say nothing of the fact that your first guns will probably be plucked off the bodies of raiders and be shit quality.

Without a freezer, a crop blight can lead to mass starvation.

Heat waves or cold snaps can fuck you if you haven't researched advanced clothing and are still stuck with tribal wear.

God help you if you accidentally open up one of those cryotomb buildings and a mechanoid pops out.
>>
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>first raid
>alright the first one is always easy to capture
>it's this guy
I really should, but I really shouldn't.
>>
>>154016545
>implying ur fat ass wont stack something in a pile if it was across the room and the boss said put it in the room
>>
>>154032226

Just stick him out in a shack in the fields.
>>
Wait, so people actually make certain colonists dedicated to certain type of work? I put everything on 1 in manual priority and shit gets done no problem.
>>
>>154032414

You must not be doing very much at once then.

Either that or you don't care if your growers harvest one tile or rice, take it to the freezer, go back, harvest another tile of rice, etc.
>>
>>154032414
The skill system rewards specialization.
>>
>>154032414
You're a fucking heathen m8.
>>
>>154032414
TRIGGERED
>>
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>Playing tribal
>Elephant self-tame
>Use him to fight off pirate raiders cause guns
>He protects my colony for years
>Later on, massive raid
>His master gets killed in the raid
>Elephant goes beserk
>Literally kills everyone in the colony before dying of blood loss
>MFW

It was the betrayal that hurt more than anything. I loved you elephant bro.
>>
>>154033321
It was just a beast anon. A computerized one at that.
>>
>>154033697

He may not have been real, but my love for him for protecting my colony was.
>>
>batteries retain charge when uninstalled and reinstalled
Say no to zzzt.
>>
>>154033321
But it didn't love you back anon, but it did love its master.
And when he died, the elephant lost its reason to live.
>>
>>154033896

zzzt has to be my least favorite event.

The fact that I just have to make my electrical systems needlessly complicated to prevent it from fucking me doesn't make for interesting gameplay.
>>
>>154033896
Can you use a power switch as a circuit breaker for this?
>>
>>154034389
The purpose of switches is to break circuits, so yes.
>>
>>154000628
*tips fedora* Right you are comrade! All mod users are blasphemous swine! They should all commit seppeku with only the finest nippon steel! (folded over a thousand times for maximum strength of course)

stop being autistic enough to point out other people are having fun wrong, its why the older kids pick on you
>>
>>154035096
Except he's right.
>>
>>154034560

Does it only work if they're currently powered off?

If not, doesn't that mean you could theoretically prevent much damage at all by having all your batteries separated by a switch that feed into a central power line?
>>
>>154035218
>Muh vanilla experience
Off yourself my man.
>>
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Stop eating my hops you goddamn alpaca it's not in your allowed area!
>>
>>154035607
He thinks they're green cocks.
>>
I really fucking love it when the game decides that a person WILL die.

First a deer nearly killed them while hunting. Then they got zzzpt'd while standing on a wire. Then they got plague.

Then the game said "Fuck you" and made them have a mental break and sent a raid at the same time during a heat wave.

Meanwhile every other colonist is fucking fine and dandy.
>>
The last raid has like 4 snipers with some of them already wearing power helm and I only have one colonist that can shoot left, how fucked am I?
>>
Sniper rifles or assault rifles for cyborg murderkillers?
>>
How's your killbox?
>>
>>154036407
sniper rifles, charge rifles and a couple guys with power arms hopped up on go-juice, yayo and wake-up
>>
>>154036407

Personally prefer assault rifles myself because I like watching people get shredded, but objectively sniper rifles are probably better.
>>
Is there a way to mass produce nutrient paste?
>>
>>154036380
You can kill snipers with traps. The real menace are sniper siege camps.
>>
>boomrat manhunter pack during heat wave
and this is how I go down
>>
Friendly reminder that in 15c you have to save&exit and reload every time a colonist is cured of a disease, or else the malus won't go away. If any of your starting colonists started with cryptosleep sickness you need to reload or else you'll be stuck with 70% consciousness 60% manipulation for the rest of the game. If at any point you get food poisoning you have to reload or else you'll be stuck with 50% consciousness for the rest of the game. Don't find this out the hard way.
>>
>>154038391

Toasty's name seems appropriate.
>>
>>154005730
Fucking hell, that many colonists and that many resources! I thought I was doing pretty at the mo with 8 people and 200+ simple meals. :S
>>
How do I go about covering a medium sized mountain map in Ganja when I can't accumulate more than 10 people?
>>
>>154040447
Construct additional pylons.
>>
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>Pig I sold years ago comes back due to bond
>>
Is it possible to reduce the map size once you've started a game?
>>
How do I protect my guys from firearms again?

Sandbags and have my guys build roofs over them for 0% light?
>>
>>154031723
Remember to delete your growing zones after they're sown to prevent blights.
>>
>>154042652
Bulletproof vests and helmets, proper cover and more dakka than enemy.
>>
question:how do i get bionic shit in vanilla?i just started playing permadeath and besides the fact i hate my life when something goes wrong and my guys die because of me, when all goes well i never meet traders with bionics.only time i did i had no moni or goods
>>
>>154042904
That's cheating, but I'll do it.
>>
>>154042652
Best thing is to have sandbags and a big ass wall around your base that tunnels enemies into one choke point so your guys can shoot at them as they run in
>>
Are IED traps one-time only or rearmable?
>>
>colonists hitting on married people

stop
>>
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Fucking colonists, making shit like this. You wonder why nobody wants to buy it.
>>
>>154043269
Re-armable but they explode and you need to rebuild if that's what you're asking.
>>
>>154044383

I bet that took like 10-20 days to make, too.
>>
Is the Hardcore SK mod updated yet? The vanilla is too easy for me.
>>
>>154044560
What's SK mod?
>>
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I called the pirate merchant earlier.

First one to talk doesn't get to stay on my colony anyway.
>>
>>154044480

What I meant to ask is: do you need to invest resources into it again once it has triggered? Or is it just like deadfall traps where you just re-arm them and are ready to go again?
>>
>>154044646
>do you need to invest resources into it again once it has triggered
Yes, what did you think?
It's a good investment anyway if you make some bait cover in front of turrets.
>>
>>154041067
That kicks ass.
>>
>>154044630
Are those 1x2 prison cells?
Fucking brutal.
>>
>>154044630
1 zzzt away from restarting
>>
>>154045369

Pretty sure that's sandstone.
>>
>>154045369
It's all wood senpai, but I got firefoam poppers installed.
>>
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>tip from visitor about crashed ship nearby
>send 3 guys for 4 days away from the colony
i like this stuff
>>
What is the purpose of being able to mark a bed as medical and prisoner? Is there any difference between a prisoner bed and a prisoner+medical one?
>>
>>154045798

Prisoners won't sleep in a prisoner+medic one if they're not injured. Same as colonists won't sleep in medical beds.
>>
>>154045747
What mod? Sounds interesting.
>>
Weapon health also affects aim regardless of weapon quality. A 4% normal rifle is about as accurate as a 100% shoddy rifle.
>>
>>154045956
https://ludeon.com/forums/index.php?topic=3612.0
the incidents one
>>
>>154041067
...That can happen? Holy shit.
>>
>>154044630

How do you prevent the massive mood decrease from selling all those slaves?
>>
>>154043274
arrest them for misbehaviour and attempted adultery
>>
How the fuck do I trade?

I need gold to finish my multi-analyzer. Trading caravans are rare as fuck, and the only time I ever saw an orbital trader was once, when I got a message that they were leaving. Even when traders do come, they never have the shit that I want, and I also don't really have much to sell, just some cloth, maybe a single small sculpture or two, maybe a dozen or so shoddy clothing that I threw away after my tailor couldn't tailor worth a shit.
>>
>>154046437

You start by just selling a lot of shit to build up silver reserves. Clothing is a pretty decent way to build up early wealth if you have a good crafter since good quality clothes sell for a fuck ton and a good crafter can pump shit out quick.
>>
>>154046352
Psychopaths.

On non-psychopaths it also caps out after like 4? 5?
>>
>>154046437
Kill raiders and sell their weapons.
>tribals bring me plasteel clubs and jade knives
Why, thanks!
>>
>>154046838
Melee weapons are truly a sleeper source of rare metals. People always underestimate the jade knife.
>>
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>>154046437
Sell drugs to child prostitutes so they sign a contract that makes them sell their organs and freedom, so you can sell them to pirate merchants.
>>
this game actually looks pretty fun
>>
>>154046838
>>154047125

Shit, I've been melting them down into their raw components.
>>
>>154047704

Nevermind, apparently I had the foresight to only melt down weapons less than normal quality.
>>
>>154047661
It is, but 27 euro is a fucking theft.
>>
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>>154041067
I've setup once a rabbit farm, sold metric fuckton of Rabbits countiing in Rabbit 1 who was the father of the breeding grounds.

Year later he came back as wild animal on the map, I don't know how, I don't know why but he was tasty
>>
Anyone got a graph or table with taming difficulties?
>>
>>154048041
i'm just gonna pirate it and MAYBE buy it on sale later if i feel like it.
>>
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The chickens...the chickens.

It just started out as a couple. And then they were a swarm. They ate everything...
>>
>>154049213
Restrict them to an out of the way field of grass in some corner of your base.
>>
>still no ccl
>still no ductworks

unplayable
>>
>>154049453

Yeah, that's what I'm going to do next round. This was my first time tinkering with herding. I just severely underestimated how fucking fast chickens reproduce and how much they eat.
>>
Does faction base proximity have any relevance to anything?
>>
>tfw increased the max stack of everything
>>
>>154050469

Mod? That would be real fucking nice so storage doesn't take up such retarded amounts of room.
>>
>>154049587

Can't you, say, select a couple of them and take them to a safe area and then just restrict the area of the rest and starve them to death?

Sounds to me like it would solve the problem pretty fast with plenty of meaty benefits.
>>
>>154050603
>5 muffalo manhunter packs
>still 25k meat
>after 2 years
>after selling like 15k to bullk traders
>still half a freezer full of corses
>enough leather to build fucking walls out of the thing

HELP
>>
>>154050645

I'm actually stable, but I wasn't paying attention and slaughtered all my males by accident. So I'm down to like 6 hens.
>>
>>154050756

Throw some Molotov into the freezer.
>>
turrets are fucking garbage

what a surprise
>>
>>154050890
I'm just gonna call bulk trader after bulk trader and sell most of it

that's a bunch of EZ money right there
>>
anyone upload yet?
>>
>>154050756
>tfw eating 2 year old freezer burned meat that I've been eating every day for years.
>Determined to keep eating or else you'll never be rid of the stuff.

Truly a special kind of hell.
>>
>>154049084
http://rimworldwiki.com/wiki/Animals
>>
where do you make molotovs and frag grenades REEEEEEEEEE
>>
>>154001493
Be cool about fiiire safety
>>
why can I target the ground when throwing a molotov but can't do it with the incendiary launcher?

can "suppressive fire" weapons be ground targetted instead of having to aim at a target animal or person?
>>
>>154050603
You can do it yourself.
>>
What actually happens if a faction boss joins you?
>>
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>pirate faction boss drop pods in
>...only to sit at the edge of the map with 3 bodyguards and fuck off immediately when the raid fails
>>
Are passive coolers enough for brewing beer?
Also should I place them in freezers to save up on electricity?
>>
So can all herbivorous/omnivorous animals eat hay, or are there only specific types of creatures that can eat it?
>>
>>154053345

Should be, as long as the room is closed and you have enough of 'em for the size. I believe a passive cooler drops you to high 50s/low 60s which is within beer brewing temps.
>>
What prisoners should I be keeping and which prisoners should I be escorting out of my base?

One of my prisoners has an 8 in medicine with a flame, which is nice because it would be good to have a second reliable doctor. The other has 7 flames in various skills, with her hightest skill a 7 flame in crafting (I don't have anybody higher than 6, though one of those 6's is a double flame) but is a slowpoke and got her toe shot off in the raid, so she's less useful for hauling and cleaning, and I'm in desperate need of people who can do dumb labor.
>>
can i get rid of a drug addiction?
>>
>>154053345
you wait until ccl is updated and install ductworks with an active vent from your freezer except the vent sent to 50 degrees
>>
>>154054465
By not giving them any drugs and letting them be upset for a long time, yes.
>>
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>commando raid
H-hayai!
>>
>no raids in over a season

this can't be good
>>
>>154051743
how?
>>
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do we roll or what :^)
>>
>>154056814
rolling
>>
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>>154057170
now go for one of these
>>
Is there ever a reason to not trade away clothing that is either less than normal quality or has less than 50% health left? Both of them just take up space and give my colonists bad thoughts. Is there ever a situation where I would want to force my colonists to wear shitty clothing on purpose? Doesn't seem worth it to wear a shitty parka just to offset a cold debuff.
>>
>>154057554
recycling mod/sell it/burn it/throw away/force to wear
When the real winter comes it's still better than dying
>>
>>154057554

Can be useful to put on a shitty duster in a heat wave if you don't produce them normally.
>>
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>>154057170
don't forget about that one!
>>
>1 plagued colonist, 2 malaria colonists in 3 days
>only 4 medicine left
I'm going to have to make a choice ;_;
>>
>>154058119

Plagued dude is probably fucked based on my previous experience with it. Malaria folks might be saveable.
>>
how do i build an a secure colony on a plain that also isn't relying on a single killbox pointed in one direction with only one way to enter/exit the compound?

seems kind of weird to funnel all the raiders into one killpit when they could hack through the thin layer of wood/stone wall wrapping around the settlement on the sides..
>>
>>154059674
There's nothing weird about building a giant wall around your stronghold and forcing intruders to go through the main gate. Besides, you walls do get tested, if you have thin wood walls they won't keep up.
>>
>>154042904
Oh fuck.

OH FUCK.

Does this mean I might actually get some fuckign devilstrand for once?
>>
>>154031723
preindustrial civilization is a bitch

>>154042904
>blights coded to affect growing zones instead of detecting a plant's proximity to other plants
but why

>>154060256
how thick/sturdy do the walls have to be for the raiders to ignore them and go into a killpit with a gorillion intersecting lines of fire aimed at the door
>>
>>154060779
>>blights coded to affect growing zones instead of detecting a plant's proximity to other plants

Because that's how a single programmer is thinking about it. Why the hell would he think "I should tie this to individual plants."

It's one of those issues that you probably aren't going to see an issue in until the player base figures out how to exploit it.

Similar to the one room AC with a vent powering your freezer.

For better or worse, players are really good at finding out how to abuse your programming.
>>
>>154060779
Raiders will always have a chance to attack your walls directly even if you manipulate the AI to walk into the killbox.
>>
>>154060970
well its just that im seeing drifting grass seeds and thought that some kind of propagation system was in tynan's mind already

unless those floating grass seeds are just for show

>>154061043
so they have a set amount of time to try and peck at the walls until they quit? fuck i should have started in a granite biome to outlast that then
>>
>>154061359
>so they have a set amount of time to try and peck at the walls until they quit?
Pretty much. The AI targeting system is programmed with some randomness so that it could accidentally find weaknesses in your defense.
>>
>>154052137
it's impossible
>>
>>154054398
why not both
>>
>>154054398
Yes tier:
>industrious/hard working (GOTTA WORK FAST)
>jogger/fast walker (GOTTA GO FAST)
>sanguine/optimist (harder to break)
>green thumb (mood buff from growing)

OK tier:
>bloodlust (doesn't break in combat)
>masochist (almost no more mental breaks if scarred)
>prosthophile (almost no more mental breaks if bionic)

Double edged sword tier:
>ascetic (good at start, can be a pain later on)
>too smart (moody little bitch but dat global learning factor)
>neurotic/very neurotic (good craft speed but moody)
>brawler (fucking monster with melee weapons and shields, but hates ranged weapons)
>trigger happy/careful shooter
>psychopath (no social buffs)
>cannibal (non-cannibals get moody about it)
>night owl (daytime debuff is a cunt in emergency situations)

Shit tier:
>prosthophobe (you're fucked if they lose a limb)
>greedy (too much effort)
>dislikes men/women
>gay
>nudist

NEVER EVER TIER:
>jealous (what a faggot)
>abrasive/annoying voice/creepy breathing (pisses everyone else off constantly)

I mean sure, with enough effort you can make anything work, but having to keep your abrasive/psychopath/jealous politician (that you got from and OFFER SAFETY event) from pissing everyone else off and going on rampages is a waste of effort.

Plus having less colonists makes the events easier.
>>
>>154061597
I think it likes to take into account movement time. So if it's quicker to break open a wooden door rather than walk though 2 miles of sandbagged walls they will do that instead.
>>
> hunt ostrich
> my retard hunter hits an elephant instead
> every elephant on the fucking map goes manhunter
> suddenly my hunter is slow as shit
> gets assfucked by 12 elephants
> elephants proceed to move to my base on the other side of the map and just rape everything

welp there go another 6 days down the drain, thanks game
>>
>>154033321
>>154062972

Lesson to take from this thread. Don't fuck with Elephants. They will fuck your day up proper.
>>
>>154044630
That has to be the most inefficient prison I've ever seen. Shitloads of individual cells means you'll be hauling them food all the time.
>>
>>154061974
Gay trait is literally whatever. Doesn't affect anything.
>>
>>154064073

I mean, they constantly get malus for being rejected unless you happen to have another gay character of the appropriate gender that they're attracted to.
>>
>>154064425
Rebuffs were reworked in the update, I thought?
>>
>You cant move sarcophagus
ARGHHHHH
>>
>Rimworld is meant to be a "story generator"
but how can you generate a story without spending ten years of developer time building a system to simulate drainage and people creating, stealing, and destroying artifacts and how Martha Shitkicker, Jim Shitkicker's great-grandmother, created an artifact quern when she was 43? (The quern depicts Martha Shitkicker creating a Masterwork quern when she was 38)
>>
>>154061974
>Bloodlust - OK
Bad because it causes people to pick more fights.
>Ascetic - double-edged
>>ever giving any colonist more than a 2x2 cell
>Jealous - never ever
Just make their bed out of anything but wood so their room is the comparative best.
>all the annoying traits - never ever
The only terrible one is Staggering Ugly since it's minus fucking 80. The rest are easily overcome by socializing.
>>
>>154065051
It DOES seem pretty sparse without a fluidic system
>>
Skul-gun bionic when?
>>
>>154065649
Gunther, pls go
>>
>>154065317
Seems pretty sparse without any fucking Z-levels is what it seems.
>>
>>154061954

I could. I'm still hemming and hawing over if I should bother with slowpokes who also have a missing toe, no matter what their skills are. I mean I guess in theory I could give her a bionic leg, but I think that's still a ways off.
>>
>>154065649
>fire gun
>neck is snap
rip
>>
>>154065868
A missing toe is like a 5% modifier.
>>
>>154065217
>The only terrible one is Staggering Ugly since it's minus fucking 80. The rest are easily overcome by socializing.

I'm the original asker and I launched with a staggeringly ugly nudist who can't violent but who also happens to be my best medic. I'm almost to winter and thus far, he hasn't started any fights.
>>
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>You cant set animal beds
>>
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>mfw installing advanced bionic legs on colonists
>>
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Has anybody else had a problem with mods where they became incapable of setting Operations on their colonists?
>>
>>154066408
Nevermind, shuffling with my mod order a bit fixed things.
>>
>>154065940

Just have to use a super small caliber and make up for it by having explosive rounds or some shit.

Skul-gun is an assassin's weapon, not a military one.
>>
>>154065958

And Slowpoke is another 12% on top of that.
>>
>husky eats fresh berries as so as they are harvested
>gets food poisoning

The fuck.
>>
>>154066669

You can't get rid of slowpoke.
>>
>keep grinding oout furniture so everyone has an exceptional (or better) room
>check art of my furniture
>repeated depictions of my doctors performing surgery
>on one prisoner
>non-voluntarily

Heh. I think that guy has had a "surgery" multiple times a day for a few months now.
>>
My best artist (14) is working on a grand marble scuplture. This thing is going to take forever to make. Is it worth the time invested, or should I just cancel it and do small or large sculptures instead?
>>
>>154061974
Cannibal isn't a double edged sword, it's a straight buff
You can ignore it and treat them like normal, then when you run out of food less of your guys are fucked
>>
What the fuck? I have a tame warg and I've made kibble like two seasons ago and she's eaten none of it.
>>
>>154066701
Someone peed on them.
>>
>>154068238
>kibble
>warg
>>
>>154069504

So when the information window says they can only eat meat or corpses, that means no kibble, in spite of having meat in it. Damn.
>>
today i discovered that solar panels do not block wind turbines

holy fuck can you ever be space-efficient in getting power
>>
>>154067862
I think someone told me ITT to make smaller ones because merchants won't usually be able to afford the larger ones if they turn out well.
>>
My first ganja plantation was a disaster. Every colonist I acquired wouldn't do hauling, and the only ones who would were my researcher and construction man. On top of that I tried making too much green early on, so I didn't have enough rice coming in to feed my people. They died of disappointment in me as a leader.

Tomorrow I will cover the globe in marijuana.
>>
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Hospitality mod a shit. They just dump all their old clothes and run away.
>>
>>154075412
wow rude
>>
>>154075052
My first drug plant accumulated massive stacks of grass and did nothing because traders never came and trade ships stopped existing.
>>
>>154072402
lie
>>
What affects how good a colonist is at using a mortar?
>>
boy I sure wish my fucking colonists would stop killing enemy raiders

almost been a year and still sitting at 4 even though one of my fuckers has like 16 social
>>
Isnt this the best shit ever? As soon as I started I just grew smokeleaf and made a shit ton of pemmican. Now my colony are all stoners lmao
>>
>fight off small raid
>get back to doing shit
>guy planting crops is getting shot
>realize there are more guys i missed
>colonist dies
>his dog goes mad
>enemies flee
>best sniper shoots dog
>hits friend in the head
>dies
wow
>>
>>154078846
DUDE
>>
>>154078893
>dog KOs my last colonist
uh oh
>>
I think it would be cool if you could continue playing the game as the raiders if they wipe out your colonists.
>>
>>154079029
>cheating

no enjoy your loss kiddo
>>
>>154078969
>dog calms down and rescues 2 downed colonists
yay
>>
>>154078360
Beat them with sticks.
>>
>>154059674
You don't.
>>
>>154078893
>fighting off raid
>one of the raiders dies
>colonist turns to 90 degrees to aim at another and blows a hole in the side of his daughters head
>>
>>154067908
Non-cannibal colonists don't seem to like the mystery meat sanwiches.
>>
>>154079553
yeah but if you play as if you had no cannibals you dont lose anything.

then if you run out of food you aren't in as bad as a spot as if you had no cannibals
>>
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>230 psychoid leaves in a cargo pod
>>
explain to me why you even have non-cannibal colonists
>>
>have 99% accuracy
>still miss 99% of the time
>>
>>154080458
>rider has 2 ranged skill
>Shooter 88%
Fuck this cheating game.
>>
>>154080104
because i dont use cheats
>>
>>154080651
they have a base chance to miss PER unit of distance
it's usually something like 96% (to hit, per square) at low levels
>>
>>154081546
There are modifiers based on the:
-skill
-range
-obstacles
-weather
-cover
-target size
-target stance
When the raider has a fucking two point skill in ranged he will still get better to hit modifier from skill than my 18 point skilled colonists. The game blatantly cheats when it comes to raiders. I've seen gun armed brawlers with 0 in ranged get 96% skill modifier. This game blatantly cheats with raiders.
>>
How long am I going to be stuck in the neolithic age? Holy shit the cost multiplier for research projects is brutal.
>>
>>154081725
>This game blatantly cheats with raiders
Aye. I've shot out both eyes of a raider and he still didn't die.
>>
>>154080104
Because I comfy farm here.
>>
>>154038476
thanks that helped me alot actually because everyone had food poisening
>>
>really like this game
>$30
What the fuck? Is this a ruse?
>>
>>154086012
kids these days have a weird notion of value for money

a movie ticket is like ten bucks, and i doubt you'll stop playing after six hours

you get the game forever, you can play it longer, you can change and add bits

i know entertainment can't necessarily be rated in an hourly fashion (people play Candy Crush for years and I don't think it worth more than a tenner) but it's not like there's a minimum threshold of Fun Per Hour necessarily for you to add a few more dollars to the pile

Dwarf Fortress has more in-depth systems than so-called AAA games but I doubt anyone would be willing to pay $50 for it

when it comes right down to it games are a luxury and i think it's a bit silly to whine about prices like there's a moral imperative to it, millenials just whine about it because they lack so much control over their own lives
>>
>>154086405
i've never complained about it being 30 dollarydoos because i've never spent 30 dollarydoos on it

:^)
>>
>>154086405
>13 bucks for candy crush
Wagecucks everyone
>>
>animal self tamed
>forgot to assign allowed area
>they are eating from the freezer

I hope they make it so they don't get unrestricted access as default.
>>
>>154086828
is it bad to let your dog eat from the freezer
>>
>>154086876
yes, they can live on kibble and not meals

kibble doesn't rot so keep it in their barn or whatever
>>
>>154086958
or spoil*, i get them mixed up
>>
>>154064425
They can land a relationship with a non-gay character as well. I've done a couple of harem runs where I only have one male and a dozen non-gay females, and they do flirt with each other.

Not very likely, but it CAN happen.
>>
>>154065940
Hello nogunz
>>
>>154086405
imho a game is worth for me : 1 monetary unit (euro) per hour i spend playing it

after buying rimworld last week i already have 112 hours
>>
>>154087143
can they actually into polygamy?
>>
>>154086958
Meals are more efficient nutrition though, I did the math. You only want kibble for small animals that would waste a lot of nutrition on meals.
>>
>>154087407
No, it's just a game of pretend.
>>
>>154087446
and what if you give your colonists more than simple meals
>>
>>154087614
Fine meals is better nutrition still. You should always use fine if you have the meat and veggies. I give my big animals fine meals as well. I make them a separate 1-tile freezer where I make a stockpile of meals. Works like a charm.

Lavish isn't worth it efficiency-wise.
>>
>>154087336
used to think same until i bought bioshock infinite on release day. got 19 hours of playtime and couldn't be bothered to play it again.

because of bioshock i realized to nexer expect more than 20 hours of gametime from any game.

also i've got games like factorio, banished, rimworld, kerbal space programm, space engineers and so on that i can spend less than 15 bucks to get hundreds hours of gametime that are fun
>>
>>154088486
bioshock infinite was shit anon
>>
>>154088486
you have to look at the genres imo to see how much you can expect

sandboxish games yield the most potential while story games usually have the least ( less replayability ) at least if we ignore games like DA and ME where one playthrough can be way over 60 hours
>>
how much luciferum is one dose? i jewed hard and got myself around 700 but it is in retarded big stacks and now im unsure how much one dose is
>>
>>154089050
and your point is?
>>
>>154089250
One dose is one luciferum. You take one unit every five days or so.

Congratulations, you can now sustain one colonist's addiction for a total of 3500 days, give or take.
>>
when will we get the ability to name our own pets
>>
>>154089825
wew lad

why is it in so huge stacks then? this is usually a sign that one use is more than one ; - ;
>>
>get pigskin
>cant make footballs

Fucking Canadians.
>>
>>154090019
Don't ask me. All drugs stack retardedly high.
>>
>>154090026
Maybe they use seal skin instead?
>>
>lightning hits crops at night
>the only two people out of bed are incapable of firefighting

BUT OF FUCKING COURSE

hey you two fucking in the sheets get out bed now
>>
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>Eclipse+thunderstorm+heatwave+zzt all at once

Okay.
>>
>>154087446
You make 50 kibble out of 20 veggies and 20 meat. Each bit of kibble is 0.05 nutrition, same for veggies and meat. 0.05*(20+20) = 2, while 0.05*50 = 2.5. That's 0.5 bonus nutrition compared to raw food.

Fine meals are made of 5 veggies and 5 meat. Each fine meal has 0.9 nutrition. 0.05*(5+5) = 0.5, which gives us a (0.9-0.5) = 0.4 bonus in nutrition.

It's always better to make kibble AND it takes less work to make it.
>>
>>154090735
ayo maths is racist n shieet
>>
>>154090735
Are you rusing, making a joke, or genuinely retarded?
>>
>>154082176
If you have more than one guy who can research then build more than one bench to speed up the process
>>
>>154086405
>kids these days
a so called adult can't comprehend the concept of market value. color me surprised, kek.
>>
>Get hit by a siege
>luckily they set up near some ruins so i sneak my squad up behind the ruins and deconstruct pieces of the wall to fire through
>Get my grenadier girl to hook around to the side, get the drop on their best sniper and nade her in the face
>free components, steel, and shells because they never built the mortars

so satisfying
>>
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tfw you find a random granite wall inside your base
; - ;
>>
>>154094579
as long as you didn't get ancient danger you're good.
>>
>>154094579
How's that a problem? Just deconstruct it if it's in the wrong spot.

That's not an ancient danger structure since it's open-ended.
>>
>>154093935
I believe you can just take their mortars.
>>
how do you guys train your soldaten's shooting skills

i mean i get all they have to do is be ordered to fire at a wall or something, but do you guys just corral everyone up and tell them to fire at an object 2 hours a day or something?
>>
>>153976720
I've seen posts like this from tumblr
>>
>>153992693
That's so comfy!
>>
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>this raider bitch is shot up everywhere a hair's breadth from death and my doc is treating her
>bandages the foot and arm before the 3 holes in her torso and gunshots through *both* kidneys

the hell did she get her medical license
>>
>>154094851
Horseshoe pin slowly raises shooting.
>>
>>154094851
Incapacitate a robutt, the big one preferably, give a numbskull an ordinary hand gun, be amazed as you can max daily experience within two hours.
>>
>>154094804
>>154094792
yeah i noticed that a bit later too but the first second i got that classic "fuck you just fuck you " feeling
>>
>>154095212
there's a daily limit to exp gain?
>>
>>154095279
Of course, anything over 4k exp is wasted as a 0.2 modifier is applied to any exp gain over that limit.
>>
>>154095335
is that not a problem in training one master of a certain skill or is that a hint that you ought to have several people utilizing a certain skill and all sharing the same type of workload
>>
>>154095481
It's there to nerf the ability to quickly train your pawns in necessary skills. Coupled with the skill decay it's a pain in the arse to keep your pawns godlike, especially after that cunt removed the lvl 20 decay lock.
>>
>>154095481
Well people still get joy from doing stuff they're passionate about. Plus, with level decay your guys will just have 9s across the board if you don't specialize.
>>
>tfw you use bionics to cancel out a disease given due to old age like bad back
science!
>>
>>154095769
>science
euthanise the old cuck and get some fresh meat
>>
>>154095769
does that mean if you install a synthetic heart an old man will never die from a heart attack?
>>
Is it possible for your colonists to die of old age?
>>
>>154095836
No, but they can die from age related disease.
>>
>>154095628
speaking of skill decay, does that Mad Skillz mod to remove decay totally look good or is it better to use the version that has decay but never demotes a skill level after its been achieved?
>>
I'm thinking of taming and breeding boomalope and rataboom to go suicide bombing raiders.

Is this a good idea?
>>
>>154095890
So it's technically possible for someone to live forever if you treat their illnesses?
>>
>>154095939
Colonist X and Boomalope 1 have formed a bond.
>>
>>154095925
I personally use the one preventing skill level drop, I just don't care enough any more to min/max skill training routines to keep my pawns from becoming skilless retards within two seasons.
>>
>>154095939
Sure.
>>
Fuck. It turns out armour and shit has a debuff on crafting speed.

I've been keeping everyone in full armour all the time.
>>
>>154096021

Ok, right. At least, he won't have to eat it.
>>
Which mod was it that added commando squads, glitterworld?

Their equipment is such bullshit, they're impossible to beat until extremely late game. A single raider will fuck your shit up.
>>
>>154096017
Of course, however once they reach around 70 years of age the mtb for age related disease is 1, which means they will get a new one every four seasons.
>>
>>154096021
have them both reach paradise together
>tfw no suicide vests
>>
item deterioration is stopped just by roof or there is need of floor and walls too?
>>
>>154096086
Glittertech, also they don't rout so enjoy having to kill every one of them every raid
>>
>>154096067
they also move slower

i just found that shit out a few minutes ago

>>154096113
>bad back
synthetic spine
>cardiovascular disease
synthetic heart
>cateracts
bionic eyes
>frail
bionic limbs?
>dementia
hmm..
>>
>>154095815
He's my best researcher, my escape back into space because for some reason i can't hitch a ride with the many ships passing overhead, depends on him.
>>
>>154096193
Actually I've just checked and the mtb reaches 1 at 48, at 70 it's 2.5. Also any brain related injury is a death sentence in my books.
>>
>>154096046
>two seasons
If a colonist has at least a small flame in a skill and you dedicate them to it they will only climb. If you don't give every colonist a clear role you're going to have a hard time with or without skill decay. You should be building a routine for every colonist instead of manually mico managing everything they do, and that requires limiting the amount of skills they use. Once you get that routine going you can safely press 3 and watch the time fly until you get an event.
>>
I like the priorities, but we really need to be able to star priority one single thing so colonists always prefer to do that. Like if you need to haul human leather from a pod, you just star hauling and they will drop everything and do it.

Having to deal with 4 priorities is a pain.
>>
>>154096320
I disagree, especially when it comes to non-crafting professions. You actually have to actively train certain skills in order for them to retain the godlike level, namely medicine, both combat skills and mining.
>>
>>154096297
we need a cyberbrain mod

we Ghost in the Shell nao
>>
>>154096593
That actually would be pretty cool, especially with the ability to craft custom made cyborg bodies.
>>
>>154096161
Time to uninstall some mods.
>>
I captured and recruited an enemy factions leader, is there anything I can do with him?
>>
>>154000141
Lol
>>
>>154097009
yes
harvest his organs

i think that if you release him the faction will be your friend
>>
So now that we have two water themed structures, when does water become it's own mechanic?
>>
I just got a raid while I was being raided, that's a first
>>
>>153953368
From Tynan's mouth:

"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.

Alternatively, build with a different material. Wood is plentiful and cheap because it has real downsides."
>>
>>154097197
Kek, Tynan is such a tard.
>>
>>154096564
Medicine is perhaps the only unbalanced skill in that regard, but I've never had any trouble with shooting or mining. Hunting with a pistol lets you easily gain 1 level a day until you reach 15 shooting, and mining is such a grind heavy task that if the colonist has any passion for it they'll easily reach a high level.
>>
>>154096297
One of my guys got shot in the head and suffered a brain injury that made them a savant with no downsides.
Made a complete recovery and became a crack shot by communing with the spirit of the bullet lodged in their cranium.
>>
>>154097527
Haha.

IS savants a thing or a mod?
>>
>>154097717
i'm running vanilla. Got a message they were now a savant so i checked it out. Was more surprised about the lack of downsides than anything it was literally just a boost to their accuracy.
>>
>>154096086
They don't always start hostile to you. I think it's random on worldgen.

Of course, then you get friendly commando squads dying to manhunters and you get ridiculous gear that makes the game trivial right away.

They're a good idea for the game, but they'd need to be part of vanilla so they could be rigged to not visit your backwater planet at all until late game.

I think they'd be a fun "space police" faction to tie into the drug system.
>>
>>154097802
Time to shoot some colonists.
>>
So in the end ice sheet runs were boring as hell. Can't call in caravans because temperature's too low, raids rarely happen and if they do it's mechanites, and everything else is just an annoyance after the first really hard bits.

Boreal forest really is the comfiest.
>>
Is building the spaceship considered the endgame or does it unlock something else like moving to a new planet?
I'm torn between rushing the tech for the sake of saving at least one batch of colonists or not even bothering.
>>
>>154098453
Oh boy, I bet when you see the end title you will be happy as fuck.
>>
>>154098379
Heatwaves aren't too dangerous in boreal forests tbqh. I find arid or desert to capture the WILD WEST EPIC SCALE OF DUNE feel the best, the food struggle is brutal.
>>
>>154098734

I tried that one too, it was challenging at first, but you can farm taters year round on gravel which makes it easy in the long run.

Heat waves are only a problem before you get dusters and cowboy hats.
>>
>>154098734
We need a scheduling system for food. Rationing, and what have you. Distributing fine meals only to the unhappy, etc.
>>
>>154098821
We need a crime and punishment system too.
Theft, assault et cetera. all set according to player. There also need to be personal lockers and generally personal items.
>>
is there any way to prioritize one workbench over another of the same profession for a specific colonist? Like if I want my crafter to sew clothes when there's a bill up and make components when there isn't.
>>
Say some useless drifter joins the colony, how exactly do I make him fuck off, or should I just draft one of the others to blow his brains out?
>>
>>154098965
I like this. Current social dynamic is very lacking.

Punch a colonist or go on an arson spree, you should be locked up for a while. I mean you could do it manually, but there's no satisfaction in that.

Capital punishment for the worst crimes for minimal mood debuff.
>>
>>154099120

Go ahead buddy, show that bear who 's the boss.
>>
>>154099120

Hospitality mod lets you tell them to sod off, which is nice.

I believe the least harmful way to kill them is to euthanise them via the health screen, but you could also make him melee attack a bear.
>>
>>154099213
i want my pawns to not get pissed off when a prisoner dies after he tried to kill everyone
>>
>>154099342

You and me both, anon. Luckily you don't get a mood debuff anymore if they die during a prison break. Gods that was retarded a couple of patches past.
>>
>>154099073
1: Smithing, tailoring, and crafting are different jobs and you can set one to a higher priority over another.
2: You can temporarily suspend a bill if you want your crafter to prioritize something else.
3: Allowed areas are extremely useful, don't hesitate to create an allowed area only for the sake of restricting one or two squares. If you don't allow area in front of a crafting table the colonist will ignore it. Don't allow a hauler to enter the kitchen and they'll focus on hauling mined steel rather than carry 5 corn to the stove, etc.
>>
Is it possible to have 100% missing, as in, bionic bodyparts?
>>
>>154099450
The short answer to this anon's musings is:

No, there is not.
>>
>>154099450
>>154099073
You can also set a minimum skill on a bill by bill basis, and also set a materials radius (which can also work well with stockpiles).

>>154099456
Get the extended prosthetics mod.
>>
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Muh superior predator
>>
Does an infestation require overhead mountain to cover the entire room to spawn? Or is a room with just one tile of mountain and everything else constructed also susceptible to it?
>>
>>154099674
Yes there is, I just gave him three.
>>
>>154100191
Nope.

You can't prioritise drug making over rock cutting without doing it manually.
>>
>>154099880
What is this garbage speak

turtles used to be so hardcore I would avoid hunting them
>>
>>154100176
they can spawn if there is only 1 tile of overhead mountain
>>
>>154100280
The question was how can he get his crafter to prioritize tailoring or making components, which is easy to do. Even if he wanted to prioritize making alcohol over simple meal, he could do that as well, without forcing a task with right click.
>>
Why can arrows bring down a tree?

Why can a squirrel bring down a colonist?

The game needs a damage reduction mechanic. Reduces incoming damage by X, to a minimum of zero. Walls/trees, mechanoids, turtles, bulletproof vests, power armor, etc can all have different values.
>>
>>154100485
Yeah but anon obviously had a brainfart when thinking of his example, because there are different priorities for tailoring, smithing and general crafting.
>>
>>154100486
You never fought with a squirell.
>>
>>154099450
>>154099073
Yeah I fucked up on my example. I just mean 2 things that fall under the same slot.

>>154100485
Do those fall under the same category? Both of the methods you mentioned would exclude the colonist from doing one or the other until you intervened.
>>
>>154100420
Neat.
>>
>>154026512
Manhunter animals will try to breach doors they've seen people go through.

git gud
>>
>>154100634
You don't have to exclude one until you intervene, you can manipulate the colonist's pathing via allowed areas to give him an extra long path towards crafting tables that you want him to do last.
>>
>>154101210
I noticed they see anyone who isn't behind a walled off area the moment they enter the map, but will give up after a while and wander outside the base.

That pursuit time seems to be the thing that makes them attack doors (any door that is close, not just the ones used). I repair the doors from behind and they eventually wander off, pop out to shoot and then go back in.

But with giant packs there's always a manhunter right next to the door, so the cooldown on all shots will take too long and they will catch you.

They also don't go to sleep. When I wait it out their rest goes super low, they leave the map but don't go to sleep even if it hits zero. Other than a killbox they are too much of a pain to kill in large numbers... unless they are boomers then you only need to kill a couple.
>>
>>154101687
>They also don't go to sleep

That's wrong, or your game is bugged. When their rest meter falls to zero, they will crash. After they wake up they usually start wandering off. That's when you should make your colonists kill them off if you couldn't risk it before, because then they'll be only interested in leaving the map and will not retaliate.
>>
>>154102286
How odd, mine just leave the map when they hit zero sleep. Even if it hits empty they walk away.
>>
>>154102360
It might be also tied to difficulty, maybe higher difficulty manhunters last so long that they are forced to crash. What difficulty are you on?
>>
>>154102421
Rough Cassandra.
>>
>>154101687
My fav is to lure them into my oven and cook them right when they walk through the door.
>>
>>154102726

Thanks, Adolf.
>>
Will nudists give other colonists mood debuffs for having to see their naked disgusting bodies?
>>
>>154103093
>debuff
>>
>>154103093
Nope. Enjoy the +20 mood.
>>
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>buy flatscreen tv
>only 1 person can watch it at a time
>>
>>154103779
>buy flatscreen tv
>no cable subscription
>no DVD player
>no DVDs

It must be a real blast watching that static for hours on end.
>>
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>>154103502
Nice. I'll build this guy's bedroom right next to the crafting table and set him to work 20 hours a day.
>>
>>154104041
>incapable of social
Kill them now before they piss off your entire colony and die in a fight anyway.
>>
What contributes to compatibility and attraction? I'm trying to make siblings fuck but for some reason they aren't attracted to each other.
>>
>>154104012
I always assumed there was some nice pirate broadcasts of death sports and such.
>>
>>154104297
IIRC they're static values. But they should just be roll modifiers so if you force them to be around eachother long enough they will fuck eventually (or die of old age/kill each other first).

You can edit them in dev mode if you want it that badly.
>>
Is there a wall thickness where raiders will just completely give the fuck up?
>>
>>154104231
How bad is it really? Can't I just stick him in a cuck shed devoid of social interaction?
>>
>>154104454
I know, but I don't want to force it. They should be all over themselves naturally.
>>
>>154104627
The last incapable of social pawn I had was getting in social fights with 3 different pawns by the end of the first week.

I'd try to isolate the problem if you're stuck with them.
>>
>>154104551
No. Not sappers, at least. They'll chip through 5+ tiles of mountain.
>>
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What could possibly go wrong.
>>
What's do you look for in your initial 5 in a medieval start? Assuming you've disabled non-medieval tech.

Also, how do I secure a supply of milk if I'm trying to have a bread based wheat farm using the farming mod?
>>
>>153972253
I think cremation might count as hauling.
>>
>>154105124
make soy milk
>>
Are there any challenging events in the vanilla game? By 5501 nothing is even remotely dangerous.

Most "bad" events involving hostiles are just like goblinite in DF - tons of free materials.

>psychic drones
having decent living conditions is enough (no cramped areas, interesting or better dining/rec rooms, 100% comfy furniture)

>blight
you should always have enough meals stockpiled to ignore fluctuations in production

>diseases
well-stocked and staffed hospital is enough

>battery breakdowns
>conduits exploding
>eclipses
keep multiple fully charged spares ready
keep only 3-4 batteries on the grid at a time
dont rely on shitty solar power

>solar flare
just wait it out and dont rely on turrets for defense

>nuclear winter
>heat wave
>cold snap
proper airconditioning

>toxic fallout
micromanage outdoor activies to keep toxic buildup at initial level
or forbid outdoors altogether if youre too lazy

>flashstorm
>alphabeavers
they're just doing me a service by removing enemy cover

>manhunter animal
whatever

>manhunter packs
forbid your outermost doors or just kill them for food if it's not a particularly dangerous animal

>raids
man defensive positions and let them wade through your minefields (turret killboxes are boring & for scrubs)

>sappers
they path towards my main entrances anyways because those are the only areas less than 10 tiles thick rock

>drop pod raids
no difference from normal raids because i live under a mountain :^)

>sieges
go wreck them with sniper rifles for free stuff or ignore them

>mechanoid raids
snipe scythers from defensive positions, kite centipedes outside colony area if there's a lot of them (fuck that hp bloat)

>psychic ships
>poison ships
standard mechanoid tactics but on the field. outrange them, use proper positioning, emp is fine too

>infestations
snipe them out if they appear in a long corridor, burn them if in small enclosed spaces
>>
>>154105650
Solar flares are the most lethal event bar none.

At least if you're embarked in an extreme environment. Sure it might not kill your colonists if you have good woolen parkas, but it will kill your livestock.
>>
>>154103137
The only people who are nudists are those you don't want to see naked.
>>
>>154105650
>you should always have enough meals stockpiled to ignore fluctuations in production
Year 0 blight is by far the most deadly event. The first corn harvest is crucial for surviving winter and the first healroot harvest is crucial for surviving mass diseases.
>>
>cold snap mid spring
>toxic fallout all summer

it's okay I didn't need food anyway
>>
>>154107557
Daily reminder to delete sown growing zones to prevent blights.
>>
Should I slaughter the pack of terriers I 've just received? They seem like extra work
>>
>>154107915
That's the worst kind of metagaming faggotry.

Just delete the blight event if you're going to cheat. Spare yourself the hassle.
>>
>>154107915
It's a crutch that's going to be patched out eventually, but god damn sometimes you have so much banked on a good harvest that a blight is just an instant restart, and you lose a good couple of hours.
>>
>>154108186
Cheating is justified if the game is jank,
>>
>>154107574
Aww, you're so cute.

Here, let me give you a tip: keep the most crucial farms on sun lamps. No, not hydroponics, because flares will kill your crops. Wall in an area of soil as rich as possible, put a roof on it and ensure it stays good temperature by heating/cooling.

Congratulations, now nothing except blights can hurt your crops. Keep wood close by in case solar flares kill heating and you need to warm the room up.
>>
>>154108383
I edited my silver count to silly amounts, i don't give a shit.
Aside from a few silver walls i haven't even used it much.
>>
>>154108486
oh yeah I've done that

it's annoying because half my income comes from drugs I used to grow indoors

also
>into cold snap in fall

whew
>>
>>154108383
>there is an exploit, so exploiting the game is justified
>i found a way to rob a bank, so robbing the bank is justified
>>
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wew
>>
>>154109118
time to expand the freezer
>>
>>154103779
It says in the reasearch screen or info screen for the TV that even the furthest backwater planets get some kind of glitterworld TV reception.
>>
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>>154109450
If you love something, set it free.
>>
>>154109047
That's a bad metaphor. Robbing a bank gets you rich.

Cheating at Rimworld deprives you of the game.
>>
>>154109978
Swarm of attack Gobbles do iiiiit. They can't kill them all.
>>
>>154109978
H U N T
U
N
T

Use restrictions to give each colonist his own turkey corpse stockpile. Whoever bags the most is the new King, gets the fanciest bedroom, and is scheduled for nothing but sleep and joy.

If everyone dies to turkey revenge, such is fate.
>>
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Sheriffs are so useless, but why are they so tempting?
>>
>>154102846
Kein Problem.
>>
>>154108821
>editing silver of all things

It's insanely easy to make money now that you can make stuff like yayo and flake for basically free.
>>
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> toxic fallout, solar flare and heat wave all at the same time
>>
>>154110094
>cheating at all
>ever

lol
>>
>>154111283
We have OP tribal coolers now
>>
>>154111640
And now a psychic ship just crashed, it's over.
>>
>>154111789
Don't worry I'm sure your iron willed sanguine colonists can take it.
>>
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>>154111283
Sounds you wanted more, so have >>154111789 as well.
>>
Would walling in, covering in wooden flooring, then igniting it be a viable anti mechanoid ship strategy?
>>
>>154112510
Wooden floor is inflammable.
>>
>>154110932
frontline meatshield
>>
>>154112510
No. Crashed ship parts have 0% flammability.

Why not at least read the infocards instead of asking retarded questions?
>>
>>154112601
Does body type affect the chance of being hit or is it just for flavor?
>>
What's up with Cassandra classic? Just started my second year and there hasn't been a raid in over a season.
>>
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>>154111847
>>154111990
> mfw
>>
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should we make a /vg/ character?
>>
>>154113582
>Ugly
>Depressive
>Abrasive
>>
>>154113167
Rip dweeb.
>>
>>154112956
The game bases events on the wealth of your colony I think. Maybe if you haven't done anything to significantly add to that, the raids are less likely to come.

I don't know anything though.
>>
>>154113736

My colony is pretty barebones so I guess that makes sense
>>
Carpets are just their own sort of flooring, right? The original floor is under them, but carpets replace its beauty score, they don't just add to it?
>>
>>154113167
>that draftee positioning
>those turrets
>only 3 mechanoids
>colonists breaking and dying to that
>in 5502 fall
nigga what are you even doing
>>
>>154113582
Was Anon us?
>>
>>154113887
Dweeb died of heat wave.
>>
>>154113167
Tell Engie I'm sorry I let her down.
>>
>>154114512
>not even 40C outside
>dying to heat
wew lad thats even worse

But seriously, though how did you get only 3 mechanoids from psychic ship? I've never seen less than 10 mechanoids emerge from one of those. Playing on easymode?
>>
>need 2 more plasteel to finish my ship

been fast forwarding for like 3 seasons now
>>
Where's the harder difficulty mod?

Harsher weather, more/deadlier exotic flora/fauna, less effective clothing, nerfed electricity production, etc...

Surviving on a fucked up alien planet should be the difficult part, not fending off pirates who decide to raid you ceaselessly for some reason.
>>
>>154115576
Improving the core gameplay would help in that regard. It's kind of shitty compared to Dwarf Fortress. You don't even need water for anything, lel.
>>
>>154115027
No idea.
>>
>>154115889
>horse things can go a while without water in tooltip

Is water coming or was it cut?
>>
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F.
>>
>>154105050
>What could possibly go wrong

I was at a vegetable market set up on a farm once and there was a flock of domestic turkeys roaming free on the property. I drew aggro and the full flock went manhunter on me so I had to hunker down at a pile of miniature pumpkins using them as projectiles to keep the beasts at bay while I screamed for help that would never come because the place was fuckmassive and my parents were getting assistance from staff on the ass end of the property.

So something like that?
>>
>>154112510
Just get 4 emp grenadiers and start shooting as soon as the grenades are halfway to the ship.

gg no re.

That or pray for a raid and post up your sniper when it happens.
>>
I'm getting so fucking sick of this game.

I've played it for about 100 hours and I can say I haven't won once.

I hate spending days on a colony only to have the game completely fuck me over with random shit out of my control and throwing precious time down the drain.

The furthest I've reached is Component Assembly Research and shorty after an elephant manhunter pack murdered me and now every game I restart after that feels slower and shittier.

WELP time to find something else to waste time with. That's gonna be a challenge, though.
>>
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>>154116898
Happening live.
>>
I've recently embarked in a Tropical Rainforest biome for the first time and the first thing I've noticed is ever since I started I swear I've had 80+% food poisoning chance from simple meals.

What the fuck is going on?
>>
>>154118239
Diseases my man. You wanted trees, now pay the wood price.
>>
>>154118149
This was disgustingly easy.
>>
>>154118062

I'm about to win the first colony I've started
>>
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>>154118759
post screens
>>
How do you get steel, gold, plasteel or any kind of mineral resource on flat maps?

And please don't say deep resource drilling that shit's like super end-game.
>>
>>154119092
Traders
>>
>>154118062
git gud scrub

It's pretty much impossible to lose unless you're playing on permadeath.

>>154119092
Raids. Especially mechanoids. They are a great source of plasteel, components and steel.

And trading for gold/silver/jade/etc.
>>
>>154119430

people play not on permadeath?
>>
Randy is so much easier than cassandra fαm
>>
>>154119430

> unless you're playing on permadeath

I always start on permadeath. The game itself teels you this is "the way to play it".

I assumed everyone on this thread was just fucking amazing at the game but I see there's one or two savescummers pretending they know the game as well.

>>154119402

Trade what, though? If I can' even craft shit for research because no steel then I'm stuck on the stone age forever. And not every trader carries the ridiculous amounts of steel you need for everything.
>>
>>154119605
until the second where he is not
>>
>>154119485
>>154120695
Generally speaking, permadeath with save on exit only is for sad faggots who think voluntarily losing progress to crashes and bugs makes them hardcore.

I grew tired of the concept almost 2 decades ago.
>>
>>154120784

> t. filthy savescummer

I bet you played Baldur's Gate and X-com with your save load cheating and thought you were playing it right.
>>
>>154120784
you can set it to autosave every day so you don't lose much progress
>>
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>>154120910
>Caring how others play their singleplayer games
You sad faggot. I bet you'll scream about mods being cheating too.
>>
>>154120784

The game is meant to be played on permadeath. What's the challenge otherwise? It's too easy even with permadeath.
>>
>>154103779
You can use it to entertain People in beds - works best on medical areas.
>>
>>154121185
It's only too easy if you're a faggot sitting in a mountain.
>>
I need events to be more frequent, both good and bad. Raids. Traders. Eclipse.

Will increasing the difficulty also increase the frequency? I swear I'm getting one event per month and it's getting fucking boring.
>>
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>>154121516
If you're playing Randy it's unpredictable.
>all quiet and fine
>toxic fallout
>volcanic winter
>solar flare
>eclipse
>heat wave
>>
>>154121185

> It's too easy even with permadeath.

> start new colony on permadeath
> try out new biome
> I didn't pay much attention to my starting colonists and didn't realize only one of them is remotely useful
> one is incapable of doing anything but social, art and research with 0/0 in combat, can't even haul or clean
> the other can only mine
> Raid!
> it's one guy with a wooden club and his stats are amazing incapable of (nothing)
> fuck fuck fuck I need this guy alive
> unequip my survival rifle and pistol
> beat the guy up with fists with my three colonists
> still dies

It had been a while since I actually punched my desk out of anger. Last time was vanilla WoW.
>>
>>154121516
Switch to randy anytime if you're bored.
>>
>>154121516

>getting one event per month

same here. My first year was crazy though
>>
>>154121078
You're saying the in-game description about it (one save, save only on exit) lies? So it's possible to savescum with permadeath. Then what the fuck is the point? It's just an extra layer of inaccessibility.

>>154121185
Just like I said.
>It's pretty much impossible to lose unless you're playing on permadeath.
>>
>>154121112
>having fun using training wheels

It's funny or sad but it ain't cool and you need to know that.
>>
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>A rare Thrumbo has appeared!
>A Thrumbo has self-tamed!

I didn't even know this was possible.
>>
>>154121892
the point is not to savescum in the first place
>>
>>154122219
Protip: You don't need hardcore mode for that, sad faggot.

Just play the game as you want and enjoy being able to save snapshots of your colonies' yearly history or anything else you might want.
>>
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>>
>>154120695
I savescum when playing ironman would just make the game tedious.

Nethack is a good example. I can't be arsed to walk one tile at a time, hitting s 10 times, Eing Elbereth, dropping one gold and moving forward. That's just not my idea of fun.

Similarly, if I lose my best character in rimworld because mechanites drop podded right on top of him I'm going to reload.
>>
>>154122039
Yeah, happened to me a couple of times.

They're pretty badass when you manage to train them with obedience. Dat appetite doe.
>>
>>154122549

>>154122327
>>154122408

learn to deal with losing, starting over is the most fun part anyway
>>
>>154120784
Big kudos to Tynan because I never once witnessed Rimworld crash, not even on my potato-ass old HP laptop.
Considering other games, though, I have to agree with you.
>>
>>154122930
Even if the game crashes it still uses an autosave system on permadeath, that anon is retarded.
>>
>>154122656
You should learn self-control if you need permadeath to stop savescumming.
>>
>>154122656

> learn to deal with losing, starting over is the most fun part anyway

Not that guy, but I'm fucking sick of losing. Even more when you lose because of lol so randumb xD shit like one of your colonists one shotting another one with friendly fire when the enemy raider is full of holes and still kicking or missing a shot while hunting, hitting another entirely different animal and the whole map goes manhunter.
>>
>>154105650
>very neurotic 20 crafting colonist
>>
>>154122656

Not to defend brainless savescumming but in games with RNG as a base mechanic, permadeath is bullshit.

>survive my first witner in UnReal World
>proud as fuck of myself
>one dude shoots one arrow and the fucking thing ends up in my fucking eye
>die lying on my back in the rain

I'm a grown man and I felt like crying.
When the fucking game throws me a season-long toxic fallout and a solar flare in the middle of jungle summer spoiling my last food and makes every huntable animal disappear from the map for a whole season, I'll just go ahead and load up that autosave from 2 hours before.
This ain't dwarf fortress.
>>
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>>154123393
I know that feel.
>>
>>154122930
Rimworld's engine is p. good considering it's based on Unity, but it's not particularly stable or otherwise well-designed.

I've seen it crash multiple times. Memory leaks as well.
Keep dev logging on while playing and you'll see tons of null reference errors.
Saves from old versions don't even work after updating.
Performance is many orders of magnitude worse than in dwarf fortress because the game logic is bottlenecked by graphics rendering CPU overhead in the same thread, not to mention all the baggage of Unity itself.
>>
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Joke is I only have 3 hospital beds and one is occupied by some fag who go an infection after my last mechanoid visit. Gonna be an interesting year.
>>
>>154124182
>Performance is many orders of magnitude worse than in dwarf fortress because the game logic is bottlenecked by graphics rendering CPU overhead in the same thread, not to mention all the baggage of Unity itself.
y-yeah i know right
>>
>>154124245

NANOMACHINES, SON
>>
>>154124245
>>154124396

>of course, guys, let's postpone upgrading that hospital and let's drink beer and smoke weed instead.
>>
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>>154125839
Whoops, forgot file
>>
>>154126019
>>154124245
muscle parasites aren't lethal afaik

they're just super annoying but will go away with enough treatments
>>
how do I stop an amputated limb from bleeding on an animal
>>
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>>154124245
>>154126019

WHAT THE SHIT FUCK STOP
>>
>>154126494
animal sleeping spot and doctor treating it
>>
>>154126596
Welcome to the jungle.
>>
Goddamnit, hospitality mod, y u do this

I am drowning in these fucking parasitic guests and their entitlement to all of my fine meals

I need those to live

Like seriously revolving door on these bastards- one troop leaves, another troop replaces them.

Eat your own damn food

I can see your inventory, I know you brought it with you
>>
>>154123132

>friendly fire

shouldn't ever happen if you position your colonists correctly
>>
>shoot a bunch of raider ooga-boogas
>they all carry nutritient paste meals
>put meals in my freezer, they might come in handy later
>colonist wakes up
>eats green goo
>gets sad
>goes to work
>gets slighted in the drug lab
>gets sadder
>realizes her shirt has a tiny hole
>starts setting fire to all my weed

This shit needs to end
>>
>>154126776
Worst part of hospitality is they'll just flat out leave all the junk you try to pawn off on them as a reward for treating them well.
>>
>>154123132
git gud seriously it's all your fault
>>
>>154124308
Indeed. It's the main reason rimworld's core design is subpar compared to DF. The 2D maps, relatively small numbers of characters and simplification of many CPU-intensive game mechanics such as temperature were necessary to keep the performance adequate.

Splitting the game logic between multiple cores is hard for games like this, but it would've been relatively simple to have one thread only run the game logic and another to render graphics, poll input, handle sounds, disk I/O, etc. That alone would bring it closer to DF and allow the dev to concentrate on optimizing the game logic thread rather than superfluous shit like graphics.

It's well optimised (compare to average Unity games), but not multithreading it was a poor decision on the dev's part. I wish most indie game devs weren't incompetent - or stuck in the 90s - as programmers.
>>
>>154126605

treat what, though

there's no limb anymore

one of my hunters shot it off and it's not a tame animal anyways
>>
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>>
>>154127886
doctors treat shot off limbs of animals the same way they treat other colonists, just bandage it up to stop the bleeding
if you want to give prosthetics to your animals you need this mod because its not possible in vanilla
https://ludeon.com/forums/index.php?topic=24578.0
the most basic animal prosthetic leg takes 30 wood 25 steel from a machining table, all animal prosthetics are made there
>>
>>154128705

how do you even defend this base

inb4
> base-builder
>>
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>>154128720
>bionic attack bears
>>
>>154128705
Randy storyteller on rough, actually. This is my 4th year. All raids against me have been where raiders come to my doors, so I just flip the turrets on and have my colonist shoot from behind them. No sapper raids yet. Seiges are easy because it's a mountain base.
>>
>>154128876
>>154128705
forget the defence

look at these batteries
>>
>>154129161
meant for
>>154128876
>>
>>154129232

> look at these batteries

what's the fix to that? build more separate clusters of 2-3 batteries do they all don't discharge their 15 tile explosion at the same time?
>>
>>154128705
Worst colony ever? Worst I've seen.

>huge battery stack
>shitton of solar panels
>no wind turbines
>awful base layout
>shit defenses
>almost out of components
>barely any meals
>no medicine
>only 5 colonists after 3 years
>colonists not wearing any good gear
>using graves, ever

How have you survived this far?

>>154129232
Probably playing on basebuilder. It disables events like zzzt.
>>
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>>154129161
>randy rough
>4th year

by year 4 all your colonists should be bionically enhanced and power armoured

Right now I have fuckall defenses but it doesn't matter since every single one of my colonists is s fucking monster, shit, my best brawler can take on insect infestation single handedly
>>
>>154130086
don't forget

>a complete set of dining chairs and long table ALL MADE OUT OF STEEL
>>
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>>154130235
>THIS many colonists
Don't raids and events scale with how many colonists you have?
>>
>>154130086

what's wrong with graves, cocksucker
>>
>>154130645
they scale with the wealth of your colony, you can have 5 colonists and infinity wealth and the game will probably crash when a raid spawns
>>
>>154130645
WHO CARES WHEN YOU HAVE SNIPER RIFLES

seriously I'm considering dropping the charge rifles and just go full snipers, especially since snipers are GOAT against mechanoids. Also, doesn't feel like it
>>
>>154130523
Is that steel or one of the stone types? I don't know their colors that well.

And while we're at it
>no functional dining room (game will count that as a workshop, it wont produce good thoughts)
>no functional rec room (ditto)
>bedrooms too big
>very energy-inefficient hydroponics
>>
>>154130816

what determines your colony wealth?
>>
>>154130942
items and buildings
you have a stockpile filled with plasteel and 1 colonist ?
enjoy getting assfucked by 30 elephants
>>
>>154130942
...your wealth does? The combined value of your items and buildings.
>>
>>154130942
buildings and shit in stockpiles
>>
>>154130942
THE INVISIBLE SPIES ENTERED YOUR MOUNTAIN BASE AND TOLD THEM
>>
>>154130816
>infinity wealth and the game will probably crash when a raid spawns
Raids cap out at about 9k points AFAIK.

To give you a sense of scale, a 9k point raid could be around 33 mechanoids, over 80 tribals, or few dozen pirates.
>>
>>154131778
on what difficulty is that
>>
>>154131778
>33 mechanoids, over 80 tribals, or few dozen pirates.
pshh
>>
>>154131885
I don't think difficulty affects the maximum raid sizes you can get, easier difficulties just downscale the raid points per wealth (5% at basebuilder, 100% at challenging/extreme) so you get smaller raids and hit the cap much later if ever
>>
>>154132384
>100% at challenging/extreme
Correction to that - it's actually 130%@extreme in the current version.
>>
>>154132384
>>154132590
And a funny thing about difficulties in the current version: they also change your items' value.

If you change your difficulty to higher/lower mid-play, your next raid might not be much different because your wealth has gone down/up proportionally.
>>
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and so it begins; the exploding rodents have arrived, the turrets were getting ever so bored.
>>
Will I ever get an AI persona core?
>>
is flat terrain hard mode or what

> no chokepoints or natural walls to defend from
> no minerals to mine
> unpredictable enemy spawn/attack route
>>
>>154133095
Ask later.
>>
New thread when?
>>
>>154127473
over a damn decade ago multicores were supposed to be a big fucking deal, new frontier shit where all the next games would have it

but even today the typical game never uses more than two or even one core

i dont get it

its only made alt-tabbing out of a game and shitposting on a browser easier
>>
>>154133124

>no minerals to mine

i'm 2 plasteel short of my ship being done, flat is hell
>>
>>154133124
No, but bases in mountainous areas with good climate are the super ezmode.

>natural beautiful floors, only silver/gold floor is better
>mountain further stabilizes indoor temperature
>more stone than you ever need
>defense design is very easy
>immune to sieges
>drop pod raids cant show up inside your base
>infestations are predictable and easy to destroy early on
>sappers will just go for your main entry if designed properly

They really need to fix smoothed stone floor values, I want to use other floors without nerfing my room impressiveness.
>>
>>154134047
>infestations are predictable and easy to destroy early on
they are?
>>
>>154134047
use normal floors and put on some rugs family
https://ludeon.com/forums/index.php?topic=2569.0
>>
I keep reading building inside a mountain completely nullifies sieges but I'm never been that far into the game to get one.

What exactly is a siege? What makes it different from a raid?
>>
>>154135945
When the enemy either drops right into the middle of your base or drops on the corner of the map and mortars you.

IMO neither are partially difficult on their own. The ones that drop in the center of your base seem to be easier than usual, and the mortar guys are easy as fuck to pick off while they're building their camp.
>>
>>154133095
You can trade for them, or you can get one from a psychic ship
>>
>>154135945
They set up mortars on the map edge and shell you.

>>154136194
Only the mortar part is a siege. If they both happened simultaneously it'd be a siege backed by a combat drop. Does anyone know if I could make an event like that just fucking around in the defs?
>>
>>154134218
If you plan your fort properly, you'll have an easy time with bugs. You pull them individually and shoot them to bits before they get close.
>>
>>154135945
the raiders dont attack but camp at edge of map and pummel you with mortars but when you have a mountain over you you dont need to care
>>
>>154137601
>>154137601
Thread posts: 768
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