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/rwg/ - Rimworld General

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Thread replies: 421
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"That's a lot of trees" Edition

>About
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.

Leave suggestions for the OP as replies to this post.

>Links
Official site: rimworldgame.com/
FAQ: ludeon.com/blog/faq/
Wiki: rimworldwiki.com/
Recommended mods: pastebin.com/gPWvMJVq
Where to get mods: ludeon.com/forums/index.php?board=12.0
>>
Lmao wrong picture, significantly less trees edition
>>
>>156657796
Is this thread just not bumping often enough to be a consistent general?
>>
>>156661556
I don't know man, but it's been gone for a few days, atleast every time i check.
>>
>>156657796
I never post but I like seeing how other peoples forts are going, please don't die guys
>>
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>get a semi self sufficient base set up
>have an idea for a new challenge
>start over
>repeat
>>
>>156665089
That's how I was playing, but I'm going to finish out this colony and send the original settlers (both still alive) off to space to take on a harsher biome and maybe some more mods that add different threats. A new game plus, with whatever skills, bionics and gear I can get them off planet with.
>>
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My prisoner organ harvesting operation is up and running.

mad d0sh
>>
>>156667167
>installed savage prisoners
>keep forgetting to harvest and execute survivors
Do organs need to be refrigerated?
>>
>>156667308
I don't think so, none of mine have wasted away sitting in the non-refrigerated room to the right
>>
How many colonists do you guys try to maintain ideally? please don't die before the morning
>>
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The flu hit about five of these same colonists soon after... Thank god I got my clinic set up just in time for situations like these.

>>156665089
Had the same problem, pretty much just forced myself to keep going on with the same colony instead of dropping it whenever I get a good idea. It feels bad to play your current colony when you want to move on but 10 minutes later and I'm fully engaged with my current one again.

This way I'm not suffering from restartis and getting no enjoyment from any of my colonies because I abort them before FUN happens.

>>156665563
Pretty much planning on doing that with my current OCDONOTSTEAL colonist. Bringing her into a new game with bionics and shit is pretty OP but it opens up opportunities like permanent nuclear fallout starts that are otherwise bullshit.
>>
>>156668217
I've been choosy with who I recruit lately, usually 6-8 pawns.
>>
>>156672029
That's pretty much the sweet spot right there, especially if you are running mods on the side that can give you an edge.

Unless you're recruiting bad colonists, 6-10 can pretty much accomplish an adequate living on their own. The only downside is that losing one or two of them could fuck up your workflow, whereas losing someone like your dedicated clothier in a colony of 20 is pretty insignificant.

>>156668217
>>156662040
>>156661556
I don't even know how the thread died. I blame 4chan being fucky, or getting awkwardly caught out when a bunch of new, virgin threads got created and we were bumped down.

We're not even that inactive.
>>
>>156661556
Well, every time I looked for it it wasn't here. I wanted to post my colony but it wasn't here for so long that I finished it and stopped playing. :(
>>
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Oh hey, thread is alive again, good to see fellow colonists, because i got a question. Is the redist.heat mod finally functional? Last i heard it doesn't work half the time, especially piping with inlets and outlets were fucky, or so i heard. I mostly want the vents that actually go into walls instead of being a wall on their own for aesthetics, but skully hasn't updated the standalone version yet and was considering might as well get the whole package.

>>156665563
That's a neat idea that i will use for my next gameplay.
>>
>>156672629
>Is the redist.heat mod finally functional? Last i heard it doesn't work half the time

It works for me when I put a smart outlet in a room and connect it to pipes to a system with a cooler.

However, it suddenly stops working when I put a single inlet connected to the system, which I don't understand. I thought it was supposed to take air from somewhere, cool it, then pump into rooms. Maybe I'm wrong.
>>
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I really wish ayys were added into this game. I know Tynan said that no "true aliens" would be added into the game, but he mentioned the possibility of "xenohumans" so I'm not ruling it out yet.

Heck, you can argue that xenomorph-like species built for warfare could exist due to the lore indicated gene tampering with native earth species, possibly humans.

While Rimworld isn't going for the whole "High Sci-Fi" theme, it would be really cool if there were more features that brake the mundaness of the game. I mean who imports squirrels to a planet on the edge of the galaxy?

At least give us some xenohuman ayys to lovingly hold hands with
>>
>>156673025
So i assume it's still a bug-ridden mess? Would it be worth it to download just for the wallmounted vents and coolers or does it add too much nonfunctional clutter?

>>156673752
I don't care, even if it's not planned for the base vanilla experience, i really hope someone adds alien species factions to the game. I'm bored of human tribals, human space pirates and human cyborgs being the only sentient lifeforms. Even if they're just recolors of normal humans, some unique looking colonists would be great.
>>
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>>156673939
>>So i assume it's still a bug-ridden mess?
I don't know, since I don't know if it's supposed to work like that or not.

This works for me, so if you want to do something like it, then it'll work for you. Note the disconnected intake on the left, I thought it had to have one to pump air in, but apparently not.
>>
>>156673939
>I'm bored of human tribals, human space pirates and human cyborgs being the only sentient lifeforms.
Basically what I'm getting at. Having a game with intergalactic space travel and no ayys is a huge waste of potential. Fingers crossed for a competent modder that comes into the scene, otherwise I might have to make it myself.
>>
resuscitating bump
>>
If I put a TV near the hospital bed with the area of effect that covers half the hospital bed, where the legs would be, will the colonist still watch it?
>>
community meme when
>>
>>156678162
Think the head needs to be in the area.
>>
So recently I've had a glitch where anesthetic from surgeries, food poisoning and sometimes drugs won't wear off after they vanish from the health tab. I've been editing my savegame to fix it but that's annoying, is there any actual fix? A15c, not running & have never ran any mods besides Prepare Carefully.
>>
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And i wonder where all my booze gone...
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>>156681205
I have that the anesthetic glitch and know how to fix it.
Just make that colonist get anesthetic again and the problem should be fixed.
>>
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>good looking wh40k mod in the making
>new races
>religion
>waiting for ccl to be updated to finish it
UPDATED CCL ALREADY YOU FUCKS I WANT SOME NEW SHIT
bottom of the page and the next page for screens
https://ludeon.com/forums/index.php?topic=25040.30
>>
>want to post in thread
>get some weird ass captcha with MS paint mechanics

IT KEEPS GETTING WORSE.
>>
r8/h8
>>
>>156674502
If we can have boomrats, we should have xenomorphs. Someone must make it happen.
>>
>>156685121
one commando/orion corp raid away from death
nice luciferium production family
>>
Well, it finally happened, I had to euthanize one of my colonists. This 80 year old who was frail and had heart problems kept running over and using smokeweed joints before I could put them in my trading stockpile and forbid access to them. She did it three times and collapsed every time, and after the third time she was laying in bed for 5 straight days.

Fucking degenerates.
>>
>>156673025
Where is the inlet air coming from? Could be that it's warm enough to counteract the cooling.
>>156673939
Works fine for me, but you sound like you have a chip on your shoulder.
>>
>>156695548
>>Where is the inlet air coming from?
Outside, but the entire point of the cooler should be to, you know, cool. It didn't work even for small temperature differences, so I don't know what's up with that.

Are you saying that it should have worked (and that my original understanding of it was correct, so that there should be an intake of air into the system)?

Because I don't really get the point of an intake if it works without one anyway.
>>
>>156695194
I'm going to put my researcher's mom into a cryo casket, she just randomly showed up and proceeded to eat all the drugs in my drug freezer and overdosing on everything and now she's a worthless addict.
>>
>>156696853
The cooler is an intake. Having two sources of air mixes them together. If you had the intake in a room it would be less cool than if you didn't have one at all. I believe that having it outside is causing it to not work as outside temperature isn't affected by coolers and heaters.
>>
>>156696853
Also I use an intake in my geothermal room to heat my base, so they aren't completely pointless.
>>
>>156697186
>The cooler is an intake.
!!!

I had no idea, it doesn't say anything goddamnit.I thought it was just like an A/C which has to have its own intake/outlet.

>>156697412
Yeah, I meant in the context of this cooling loop, not entirely pointless.

Anyway thanks!
>>
>>156697508
So following this logic, it would be better if I put the cooler inside the barracks, right? I originally thought it should be mounted outside like an A/C unit irl.
>>
>>156697680
Wherever's fine. I place them outside to save space but there are no penalties for having it indoors.
>>
>>156697956
But if it's an intake it will take the air from inside which is already cooled and it will be more efficient. Or am I misunderstanding something again.
>>
>>156698128
I believe that the way temperature mechanics work in this game, coolers and ACs create cold air whole cloth that then then gets diluted into a room.
>>
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>>156683187
>Sermons

Yooooooooo, religion update when, Tyrone? I'm already RP'ing a militaristic religious cult but it's just not the same when the church is only used for weddings.
>>
>>156657796
I just got into this yesterday and played a couple hours. Fuck it's good
>>
>>156702758
It's not even out of alpha yet, too, that's the best part (well, I would say it's modability is). The anticipation for the next major update is always leaving me on the edge of my seat.
>>
>>156685049
>Select all of the store fronts.
>>
A couple of mods I'd like to nominate for the pastebin.

>QualityBuilder
Creates a designation that only allows your best builder to work on an object with quality. Can also set a target quality, the builder will deconstruct and rebuild until that quality is reached.
https://ludeon.com/forums/index.php?topic=25188.0

>Better Pathfinding
What it says on the tin.
https://ludeon.com/forums/index.php?topic=26563.15

>Miniaturization
Allows you to reinstall most structures.
https://ludeon.com/forums/index.php?topic=20619.0
https://ludeon.com/forums/index.php?topic=22763.0
>>
>>156686332
Put a single Predator on the map. He is basically a lucifermed up scyther-blade armed madman who's sole purpose is to stalk and kill. This is an awesome sounding scenario
>>
>it's -20°C outside
>gear colonists up with parkas and manage to heat the barracks up to +15°C
>feeling hot
>slept in the cold
>>
>>156706783
My bedrooms are heated up to 21°C and all my colonists wear parkas too and I've never gotten both those debugs together before. Are your parkas maybe too good? I know "slept on the cold" only factors in local temperature and not the temperature added/negated by clothing or traits, and perhaps your parkas are simply too effective for indoor wear.
>>
>>156707335
Possibly, they're good/superior quality muffalo fur parkas. Kinda dumb that it doesn't factor in comfy temp ranges.
>>
>>156704618
You forgot crafting hysteria.
>>
>it's another animal gets food poisoning from training episode
>>
>>156704618
Seconded, there is no going back after these.

>>156704628
Having this as a random threat event would be pretty cool. But the AI wouldn't really be up to the task. They'd have to use that insane speed and know to break LoS, and also to wait well outside your base instead of charging in like any other raider.
>>
>>156708165
Yeah, that's probably it. Muffalo clothes are so god-tier that they warm up your colonists by a lot indoors. They're really needs to be, like, a coat rack or something added into this game. You're colonists don't ever drop warm clothes indoors or even in the summer as far as I know.
>>
ded
>>
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WAKE THRED UP
>WAKE THRED UP INSIDE
>>
>>156724940
CAN'T WAKE UP
>>
can recovery chances be cheesed

someone is at 94% and dies once she hits 96 every time, can this be changed

do i have to go to the 1.048596 timeline or something
>>
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>>156725583
answer me

pls
>>
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>neurotic, ascetic, and too smart >motherfucker doesn't know what feeling good even is
>wife just left him for a hench spess mehreen

I can't give him a better room and no matter how much fishscale I serve him he's always a hair from losing it. Do drugs stack? Can I float him on hits of crack rock until he's over it?
>>
>>156730832
yes

you can stack coke/crack/weed

go juice is shit for mood, it's only a +5. booze is not great
>>
>>156731456

I was concerned about overdose since he's already a cocaine addict on a daily habit, but I guess he'll be churning out product even faster now.
>>
>>156725583
No, you may be able to give him antibiotics tho.
>>
tfw component bottlenecked
>>
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>>156725583
You're going to need to keep reloading your save and hoping you get lucky, otherwise you're gonna have to debug the problem away—I know you can cure infections on individual parts on the body but things marked as "whole body" such as diseases have to be removed through save editing.
>>
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>install redist.heat
>fridge cooler suddenly always stays on "low" and doesn't keep it below 0°C anymore despite it being set at -10
>>
>>156735573
if you want to install redist heat mid game you have to delete all coolers/heaters before that
>>
>>156736492
Oh, re-built it and it works, thanks anon.
>>
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>Von Aachen is pigging out on food
>Last straw: hungry

>the chef who exists 2 tiles away from the fridge full of 800 meals got hungry
>>
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>see pic
>sudden urge to start medieval colony
https://ludeon.com/forums/index.php?topic=26078.0
>>
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>>156730832
>wife just left him for a hench spess mehreen
>>
>alpaca gives birth
>not a second later is already mating
Holy shit.
>>
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>getting a herd of reindeer and elk just a few hours before running out of meals
>>
>>156748210
Randy giveth, Randy taketh away
>>
A15 or A14 with CCL?

Never played with mods before
>>
>>156748972
a15 without ccl can keep you going for a while, enough for ccl to be updated
>>
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>>156745756

A spess mehreen named Grim, no less. I forget how he died.

It'll be funny if the drug cook and Fey get back together, but she's apparently smokin' hot so there's a lot of competition.
>>
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>>156749501

Holy shit. He took her back. She ran off on him with a space marine and now they're back together.

Saves me a bed, I guess!
>>
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it just showed up
should i try to tame it guys
>>
>>156754508
colonist seeing it gives them -10 mood, i guess i dont want to tame it
>>
>>156755656
sounds like meat's back on the menu
>>
>>156754508
jesus christ that's horrible, I know where I'm sending my colonists next. Fucking cthulu world. wwwwwwwwwwww
>>
>>156755795
there are new recipes cook strange meal ( fine and lavish included )
i am kinda spooked about killing it and eating it but i have to do it to know what happens
>>
>>156755961
Just save, do what you want and reload to try any other options.
>>
>>156756069
i was doing that for the last month, tired of having everything go well for me, not playing perma death but i'll take my losses if and when they happen
>>
>>156756217
someone is going to die a horrible, horrible death

or worse
>>
>>156756481
i mustered my guys to take it down, was really easy actually
the 2 with short bows downed it before it even got to me
soon someone will check how edible exactly is their meat
>>
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>>156756837
oh its not that bad, they just start going insane
>>
My settlement is getting too many people. I would start harvesting their organs but I don't get enough traders to justify the mood debuff and I'm not hurting for cash. I've already shoved a few in sleep caskets, but is there another use for them that I don't realize? There's at least a dozen of these assholes that I really don't need and are just eating my food.
>>
>>156757783
probably exactly that, retire them in cryptosleep with high skills, to emerge when one of the new guys bites the dust. save good colonists as an entire backup colony.
>>
>>156754508
>>156755656

Could always put it in the corpse fridge. Your haulers may still have to look at it but it must be at least decent in combat right?
>>
>>156758225
The game doesn't seem to register colonists in cryptosleep in the calculation for events either. This way you can store your dudes in sleep pods and not worry about racking up gigantic raids. Heck, I remember one guy from a few threads ago that got the "somebody joins colony" event when he put all his colonists to sleep before leaving the map.
>>
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>raging boomrat horde
>>
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Hey, I made a general and it's been up for more than a day

I FEEL LIKE A PROUD MOTHER

also r8
>>
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>>156761323
>11 000 potatoes
>guns just thrown on the floor
would move in with my family
>>
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>>156761732
There
>>
JESUS CHRIST I GOT THE FUCKING PLAGUE EVERYONE HAS PLAGUE

And I'm out of medicine.
>>
>>156762393
you can always shoot them and get it over with
>>
live
>>
>butchering humanlike is only -6
>does not stack

is there any downside to butchering humans if you have a cannibal cook? They yield tons of meat and leather because raids happen pretty often and you can make kibble with that meat as well as feeding the cannibal cook
>>
>>156769010
outside of that -6 no, you just have to be careful if you are going to use that meat for colonist meals to make sure they dont have access to them
>>
>>156769912
actually i dont know if colonist know what meat is used in their meals, never really catered to cannibal needs
>>
What other features would you like to see in vanilla?

You can list stuff that exist in mods if you want
>>
>>156771812
end game threats
godzilla tier monsters that are allowed to spawn after x amount of years have passed
>>
>>156772747
same. once you get a self-sufficient colony going with decent killboxes literally nothing is an issue, not even boomrat hunter packs
>>
>>156760904
>message claims they cannot break down doors
>they break down almost all of the doors in the entire colony and everyone is forced to huddle up in the kitchen while slowly starving to death
>>
>>156772747
Yes please.

>>156775702
They don't break down doors unless they saw a colonist run through one. They usually scratch at it a few times before resuming random running around.
>>
>>156771812
Earthquakes, droughts, flood, locusts, meteors and other space shit actually dropping on structures. That's just without any actual gameplay mechanics since it's fucking alpha.
>>
MY ALPACA HAS BECOME ADDICTED TO ALCOHOL FFS
>>
>>156778313
How do you people even let something like that happen?
>>
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Can a greenhouse be more efficient ?
>>
>>156781107
I honestly can't see myself doing such setups solely because I don't do ridiculously efficient systems like that. Going all the way back to playing Pharaoh I could never start doing the stupid closed loop neighborhoods since it looked like ass.
>>
>>156778313
>>156779228

>restricting animals to home
>>
>>156781890
>Have about 4000 kibbles in house
>Dog hungry just about 5 block away from kibble but run about 50 block just to drink alcohol.
>>
>>156781107
You should put a fire popper in there. Nothing worse than a zzttt destroying all those hydroponics.
>>
>>156674113

I'm a bit confused why you have the tubes running like that. Purely aesthetic reason?
>>
>>156682121

>pregnant
>alcoholic

That puppy is going to be all sorts of messed up.
>>
>>156741304

>ugly enviroment
>tired
>rebuffed by <sexy> x4
>insulted

So yeah, the last straw was getting hungry.
>>
>>156787837
I don't know, what's wrong with them?
>>
>>156786972

>having batteries connected to grid
>>
>>156791085

There's literally no reason to have them running in the walls like that?
>>
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>>156791905
>charging your batteries through the intangible ether
>>
>>156792074
Pipes go into walls silly, take a hammer to your bathroom and see for yourself!
>>
>>156792196

>not having fully charged batteries separated by a single unfinished, forbidden powerline

>>156792218

Sure, but why run them all the way next to the door? Just have them at the back wall like a sane person.
>>
>>156792074
Do you live in the Pompidou Center? Where else would piping go?
>>
>>156792406
>Just have them at the back wall like a sane person.
But then I can't see them, they look nice.
>>
>>156792526

Do you have your water faucets next to your doors?
>>
>>156792681

So yeah, purely aesthetic reason. Carry on.
>>
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>>156796152
Best put him out of his misery. It is better this way
>>
Other than what is stated in the pastebin, what are some recommended mods? Anything that is essential?
>>
>>156797282
For A15, I forgot to add.
>>
>>156796848

Or use him as medical training dummy. 4 Heaters in a 2x3 room with a sleeping spot, give him some heatburns, heal them up, rinse repeat until he's almost dead from starvation. Then harvest organs and feed the corpse to your dog or whatever.
>>
Don't die nigguh
>>
>>156802146

We are out of medicine.
>>
>>156802301
Don't give up so easily!
>>
https://ludeon.com/forums/index.php?topic=26661.0

Can these be used as remote switches? Set the timer to 24h on/off as required without needing to flick?
>>
>>156803990
That's exactly what these are supposed to do, anon. You can set the times when they are ON and when they are OFF, so you can make lamps that automagically turn off at night.
>>
>>156804860

You don't get it.

Can you remotely adjust the timers on demand, say when a raid is coming and your turrets are behind one of these, you just adjust the schedule to be 24h on and the turrets flick on automatically without needing to wake anyone up?
>>
>>156805328
Oh, that's clever. Don't know if colonists have to interact with the switch to reassign the new schedule, but if the author didn't think of that you can probably do that, yes.
>>
>>156805486

Another use would be to have batteries separated from grid with one of these. That way you can quickly switch on emergency power as needed without needing to flick/construct a conduit.
>>
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>Futa Welsh

I'd have recruited "her," too. Good traits and interests.
>>
>>156798038
If you do this don't forget to take away his legs. This stops him from going berserk.
>>
>>156809307

That reduces the corpse meat amount, though.
>>
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>the 8th straight exotic trader with no bionic eyes
>>
>>156813527

How many eyes are you missing?
>>
>>156815232
At least 3 so my response team can use some sniper rifles effectively and out range these cunt mechanoids that keep fucking my shit up.
>>
>>156816241

So they still have their natural eyes? You aren't actually missing any?

>mechanoids
>a problem

Learn to turrets.
>>
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>eclipse
>2 minutes after ending
>solar flare
>>
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I want to play The Thing in Rimworld and build an extreme arctic base. Are there any mods that add anything even close to the Organism? Infectious diseases? Mutant alien invaders?
>>
>>156820141
There's a Cthulhu monster pack here >>156743863
There might be something in it that fits your needs, could just comment out the monsters you don't want.
>>
>>156821271

The Shoggoths could work. Thanks!
>>
what do i do vs sniper rifles

i dont want to firefight them with smaller ranged weapons because that seems terrible

i try to melee them and they turn instantly to 360 noscope my melee character and it always blows off an arm or leg in the first shot. theres no safe way to approach them.
>>
>>156823954
Shields always block shots until they are depleted. Give your melee guys a shield to survive the first shot and bionic legs and/or drugs to have them sanic into melee range before they can fire a second time. Distracting them with someone else in cover also helps.
Note that Sniperrifles become less accurate in close quarters, so if you can get your guys with PDWs and Shotguns into that range you might also have the advantage.
>>
>>156823954

Thrumbos, anon. Have a few of them. In a pinch, a few dozen bears will do, but be prepared to replace some. In any case you will have some bear meat for your fine/lavish meals and plenty of bearskin for whatever.
>>
how do i delet the plague by debugging thingie

>that's cheating

4 plague infections, a thing that instakills my healroot plans and a siege at the same time is cheating, fuck that. I just need to remove one.
>>
>>156823954

I help deal with them by building entrances to my base that require going through little bendy-twisty corridors. I jump them with melee weapons when they exit, and the rifles are hampered by the lack of LOS.

In the case of sieges, use personal shields or siege them back with incendiary shells.
>>
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>>156826801
someone help pls

i just really want this girl to ive and don't know how to do the debug thing
>>
>>156826801
Open the .rws savefile with notepad++ or something similar (will take a while, it's a big XML file), search the name of the pawn and then find the <healthTracker> list for it, you should see an entry for the disease and a number for the immunity, set the immunity to something like "0.99". Repeat this for each affected pawn if you want/need, then save the file. Backup optional. If you load the save they should have 99-100% immunity within the next 10 seconds, thus the disease should slowly disappear with time.
>>
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>>156820141
>The Thing

Are you me? Such a comfy scenario.

I wanted a changeling, or a tentacle dog dammit, if they can make infections for zombies, then can do transformations dammit. CCL pls.
>>
>>156715368
Nothing much you can do about indoors, but you can use the "assign" tab and tweak it so colonists will wear clothes based on the season. Downside is, you have to select the season when it changes, so it's not automated (like it should be)
>>
My drug schedules seem to have completely broken. I set up a schedule to do twice daily yayo and it was working for a while, but suddenly nobody is taking it unless I manually demand them to and they won't put it in their inventory. Nothing restricted, no zone restriction conflicts either.
>>
>>156829414
I offset it by crafting a hat and underwear that gives heat insulation (so they are more comfortable in hot regions). This stacking seems slightly OP since they are comfy in temperatures between -30 and +35°C, but with the retarded temperature mood debuffs this seems fair again.
>>
>>156796152

>eridani

Its a pony fag, shoot him.
>>
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>>156830840
How did you know that, anon?
>>
a16 yet?
>>
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>>156829506
Are you sure you have it set to schedule and not joy? I made the mistake of having both of them checked. Only one should be. They might have stopped because you had it set to joy (or both), but the colonists built a joy tolerance of chemicals and they started playing horseshoes or something instead.
>>
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>>
>new colony
>surrounded by animals
>set all animals around me to be hunted
>colonists keep hitting my walls
>>
This is my first post in this general, so I'll show you my base.
What do you think.
>>
>>156843902
What mod is that on the colonists bar?
>>
>>156844338
Muzzy-Utils
>>
>>156843902
really neat
the turrets in the hallways in the mountain part look nice but if a major infestation spawns in front of them i dont see them doing much
show kill box
disable helper, bottom right button
turn on categorised mode, bottom right of screen but first line first button
>>
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First serious playthrough on randy rough. Awesome game, spent about 50 hours so far just learning as many exploits as possible and my favorite animals to keep etc. Labradors are best for hauling and any Bears for security and hunting.

I think next game I will be closing my eyes and choosing a random biome and maybe challenging difficulty..
>>
>>156838281
So schedule is stuck to better or what? I had trouble with this also and ended up manually doing it. I wanted to make a profile for each colonist based on their mental break (minor) but it failed.
>>
>>156826801
Would releasing killer bears work against a siege?

Also personal shields and bionics for pets WHEN?
>>
>>156850251
personal shields like the ones that are already in the game ? i believe there is a mod that lets you craft them too
there is the high caliber mod that adds a swat like shield
a dog said mod for bionics for pets
>>
Anyone have roof bomb alpha 15 mod ?
The type of roof bomb that destroy overhead of moutain.
>>
What are some must have mods?
>>
>>156853475
mods are cheating
>>
>>156849806
Try Crashlanded mod.
The starting is Very fun.
>>
>>156852323
everyone has it
its called dev tools
>>
>>156826093
is there any way to actually craft shields or can you only find them or trade
>>
>>156855061
Is it possible to replace deep water somehow? If so, please tell me how, I have a little patch of water that's ruining my entire base.
>>
>>156858949
dev tools, the button that brings the list with all the buttons
on the right most side there is set terrain
>>
>>156855061
Don't really want to use Dev tools.
I just want to legally remove it though mods with the cost of bomb material not just by magically remove it.
>>
>>156860284
currently there is no a15 mod that has that bomb
the remote explosives mod guy said he might make it but thats in the future
try to find how much that bomb costed in a14, delete these resources and delete the roof
>>
>>156859237
Thank you, this is great!
>>
>>156860858
Sound like what i do in other game about 3 years ago.
Thank to remind me.
>>
>kill a dozen caribou since I'm out of meat
>week later 2 dozen vargs come knocking
>they down a passing town group
>and the 2 rescue groups
>finally they go mostly to sleep and I slaughter them
>out of a dozen townspeople only one rescued

That guy must have some serious trauma after this.
>>
>>156871252
Correction: The guy won't have any trauma, he died in hospital while I was writing that post.
>>
>visitors show up
>a pack of 14 manhunter wildboars also shows up
>try to save the visitors
>get raped as well

holy shit...
>>
>>156874749
>trying to be a decent human being in the rim
>>
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is grass meant to grow naturally on soil?

all the soil around my base is bare and grass only seems to grow on the edge of the map

is it because i keep a bunch of animals? i thought keeping some would be good but they seem to eat a lot of food, more than they produce
>>
>>156876757
It grows too slowly to keep up with fires and grazing. Every map I've had tends toward bare dirt.
>>
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OK, ship's finally built. What should i do better next time?
>>
>>156769987
Colonists are privy to the ingredients of their meals. If you make a meal of any tier out of human flesh they will get the "ate human flesh" debuff.
>>
>>156837507
He loves animals, and makes shitty art, it's like pottery.
>>
is glittertech bloated? it seems bloated
>>
>>156880893
I don't even know what it does because the dev pulled a "you'll just have to play it to find out xd"
>>
>>156877049
Damn nigga make a cremator, you're wasting a fuckload of space on those graves.
>>
>>156887714

>wasting time and space on graves or cremator

Just fucking pile the corpses and molotov them until they're no more. Yeesh.
>>
>When you have to continuously beat the tar out of an frail old woman because she won't stop starting fires

she's pretty much locked in this cycle of sperging out, lighting fires, getting put down and getting up to do it again. I don't know how much fight she's got left in her
>>
>>156889228

Give her a peg leg, then remove it. That'll stop all her shit because she can't get up.
>>
>Played the same map for around 12 hours.
>Now am quite advanced, nearly got all my colonists decked in power armor.
>Just realized that since the beginning of the game I haven't gotten a single trading caravan

what the fuck?
>>
>>156891067

Is it -100C map? You don't get caravans if they can't survive.
>>
>>156891192
Oh maybe that's why. I had a long ass volcanic winter and I started in a blue spot on the map.
I did have many visitors, though.
>>
>>156891842
Yeah, on my current game i noticed too that traders are rare as fuck

>game tells you to buy more medicine
>never sends you any traders to actually do so
>>
>power armor degrades over time if worn even if the colonist doesn't take damage
>no way to repair power armor

why
>>
>>156892913
"early access" aka "fuck i don't feel like coding that i'll do it next year"
>>
>>156892913

>wearing power armor outside combat

Of course it does, it's not meant to be everyday gear.
>>
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>raid happens
>capture two raiders
>one gets a leg infection
>they've got no chance of survival
>pirate trader shows up
>sell them for 500 silver
>they die literally an instant later
>the pirates don't even care
>>
>>156892609
You can ask them to send caravans you know.
>>
>>156894284
a hole's a hole
>>
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what the fuck are you doing?
>>
>>156892913
I think it's not the "live in your suit" type of power armor from a lot of media, but just heavy duty assisted armor used by assault troops for certain operations. You put it away and go to the ready room when you need it.
>>
>>156850042
>>156838281

Nope, it's set for scheduled use only and they've just completely stopped using drugs daily. No matter what I do, I have to order them to take their doses manually. Seems like a bug, I saw some complaints on leddit about it.
>>
Should I play without mods first, or are there mods that just straight up make the game better?
>>
>>156900315

There are quite a few quality-of-life mods that don't change the game mechanics (too much).
>>
>>156901486
Which ones would you reccomend?

I've only played a bit, but I apparently started with two people who refuse to any meaningful labour, so I'll probably restart soon anyway.
>>
>>156901690
Not him, but here are the mods I've gathered, other than what's in the pastebin.

GHXX's Tech Advancing - allows you to increase your tech level past what you started with

PetFollow - gives you more control over how your pets will behave

Better Pathfinding

Hospitality - adds a point to having visitors

Miniaturisation - more stuff, like crafting stations, are able to be reinstalled elsewhere without having to tear down and rebuild it from scratch

QualityBuilder - makes sure the nig with the highest crafting skill finished furniture for the best result
>>
>>156902426
thanks senpai
>>
>>156901690
Feed the Colonist - make four meals at a time rather than just one. This doesn't ruin the balance too much as you still need the appropriate number of ingredients and it prevents the weird effect of having a colonist exclusively dedicated to cooking 24/7

StonecuttingTweak - just lets you pick what kind of blocks you want rather than just the colonist making whatever they feel like

More Trade Ships - if you feel like there isn't enough traders as is

Realistic Night and Weather + Helpful Lights and Miscellany - night is dark like night should be. Doesn't alter the balance much at all, besides making it so you will need the lights to see what is happening and not just your colonist. Second mod is optional, but helps you to spam more lighting so you can see what's going on. Very fun mod for something that doesn't affect difficulty all that much and allows you to make a citylike colony with all the lights on at night

Colony Manager + Blueprints + Animal Tab - good UI mods for easier min-maxing without altering core gameplay. CM can be complicated to learn at first, but even for basic uses it is nice to have

Prepare Carefully - can customize your start more. It's optional to use per new colony and you can use it to make the game easier, harder, or just plain different

Otherwise I would focus on grabbing aesthetically themed mods like More Floors, RIMkea, FashionRIMsta, Rimhair, and so on. You can't go wrong here, just pick what appeals to you the most.
>>
>>156904231

StonecuttingTweak is pointless, you can restrict the type to be cut with the order.
>>
>>156902426
>PetFollow - gives you more control over how your pets will behave

Also, I second this mod. This seems like a petty detail, but animals are suicidal in this game and unless you grab the animal surgery mod (A Dog Said) there is very little you can do to treat animals.

>>156904472
But what if you want to have a minimum of several type of blocks? This mod is tiny, but helps reduce the micromanagement of having to change the work order details every time you want to start working on another block type
>>
>>156904472
It's not as clunky with StonecuttingTweak.
>>
>>156904472
Do until you have x is gimped in vanilla as it registers all the different bricks.
>>
I'm using a colony made up partially of my real life group of friends, and when I get home from work I'm going to have them build the ship and leave, then recreate them using prepare carefully as they are right now and drop them into a new scenario. Anyone else do this? Feels sort of cool to have the same group, honestly surprised that the whole group made it to ship building phase without dying
>>
>>156896781
Yeah because I have SO much time to equip everyone before a battle.
>>
>>156877049
Don't build the ship and increase difficulty to maximum.
>>
>>156910740

Stop playing easymode?

Randyextreme or gtfo.
>>
I have a guy with two scyther blades, two boinic legs, power armor and a personal shield, I just tested him out on a small group of raiders and he killed all 6 and only had bruises. His melee isn't even that good yet (10).

Once you reach 20 in a skill it should no longer degrade, is there a mod or hack to achieve this?
>>
>>156911757

You did have him hopped up on luci and go-juice, right?
>>
>>156905017
You can literally restrict what chunks they use though...
>>
>>156912261
Nope haven't experimented with drugs yet, but I will give a try.
>>
>>156912378
that doesn't restrict what blocks it checks. If you have it set to make slate bricks until you have 300 and you already have 290 granite bricks it's only going to make 10 slate bricks.
>>
>>156912495

Having a squad of scytherblade assassins fully juiced up and backed up by bears and thrumbos, you can pretty much instantly take out anything that gets through your chokepoint.
>>
>>156912772
I don't know if it's worthwhile risking a gameover to tame a thrumbo.
>>
>>156912857

Down it, then make your best doc heal it up. Rinse and repeat.
>>
>>156913032

Tip: Thrumbos can be walled in and heatburned with heaters until down.
>>
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>Buys the game
>Entirely based on the reviews and opinions of /vg/ and Steam Reviews
>Thinks I can definitely get into this
>mfw my first colony fails so simply because the only living person can't fight fires.
>>
>>156913032
I don't know if it's worhtwhile risking a gameover to down a thrumbro.
>>
>>156913159
I don't know if it's worthwhile to risk making the game boring by cheating.
>>
>>156913032
>>156913159

One of the most exotic and beautiful creatures in all of the known universe and this is what you sickfucks do to them.

I would mention shame or guilt, but I already know you rimworlders have that in short supply.

>>156913185
Welcome to the Rimworlds. it only gets worse.

>>156913206
It's not worth an infestation of hives, but that didn't stop you from strip mining that mountain now did it?
>>
>>156913326

Meanwhile there are literally cheaters ITT who mod the game to have dozens of turrets, walls with holes you can shoot through and fucking hauling&cleaning robots so they don't have to use colonists to do these menial jobs.
>>
>>156913405

But I like my local friendly bugs who give me their sweet sweet delicious nutritious soylent green bug poop..
>>
>>156913549
Yeah I don't get it. All your housenigs can have cleaning as 1, while all the hauling can be handled by dogs and zone restriction.
>>
>>156913405
>One of the most exotic and beautiful creatures in all of the known universe and this is what you sickfucks do to them.
>I would mention shame or guilt, but I already know you rimworlders have that in short supply.

I run a moral colony, and we seek to cleanse the rims.

Would it be possible to setup AI colonies trying to establish bases on your map? That would be so much fun especially on huge maps.
>>
>>156913549
>who mod the game to have dozens of turrets, walls with holes you can shoot through

To be fair, there are those of us who want to avoid building gimmicky killboxes to survive on harder difficulties late game and mods do help with that to an extent.

Of course not everyone who grabs those kind of mods are doing so with that goal in mind, but I don't know how else I'm going to survive a maxed out mechanoid raid without a stronger endgame or a cheap gimmick.

>>156913743
>Yeah I don't get it. All your housenigs can have cleaning as 1, while all the hauling can be handled by dogs and zone restriction.

Meh, cleaning and hauling aren't what makes the game difficult besides in the early game when you wouldn't be able to build those robots anyway. That mod is fine as far as cheating is concerned and it fits with the setting. I just don't use it cause I don't like the models for the bots. Too glitterworld for my tastes.
>>
>>156914098
>Meh, cleaning and hauling aren't what makes the game difficult

Says a guy who uses cheats.

Micromanaging that shit IS hard and cleaning especially effects infection rate, food poison, and mood. Removing that from the game makes it significantly easier since colonists never get distracted by some amniotic fluid on a pathway.
>>
>>156913594
Speaking of soylent green, putting human meat in nutrient dispenser should not give a debuff if it doesn't already.
>>
>>156914398

Human meat nutrient paste meals do give a cooked cannibalism debuff. Good thing is, traders don't give a fuck and buy them.
>>
>>156914258
>uses cheats

Modifying your gameplay experience is cheating? Shit, let me uninstall my harder-than-vanilla storytellers, my new enemy factions that exclusively use powered armor and energy weapons, and the mod that adds cosmic horror monsters while I'm at it.

When was that last time you lost a game because no one hauled that marble chunk in time? When was the last time you lost because there was some dirt in the battery room?

I don't use the mod myself so I can't speak in specifics, but I'm pretty sure it requires research and resources to have those bots. It's not like you start off with 'em unless you use prepare carefully, but that's up to the player and not the mod itself.

You can already customize your start in vanilla gameplay to start with insane resources. Is adding a modification with hauling bots really that bad in comparison?
>>
Do all animals have the same chance to haul?
>>
>>156915234
The consensus is that boars and large dogs, likes huskies and labs, are the best haulers. I don't know if this is just hindsight bias or if it is a real observation of actual game mechanics, but it seems to be true for my games as well.
>>
>>156915560
Well that makes sense since my arctic wolves aren't that good at hauling but are able to fend for themselves in the wild. (no feeding necessary)

Maybe bears would be better since their carry weight is higher and also can kill dangerous predators that enclose on the base.
>>
>>156914705
>You can already customize your start in vanilla gameplay

Customizing anything is cheating. Everything has to be randomized.
>>
>>156913326
>>156913549
>>156914258
>>156917458
>tfw the game has been infected esport kiddies
I'm sure some of this is satire but sincerely fuck off.
>>
>>156915560
>>156916794
Dogs don't generate filth, so they're good for indoor hauling. But they will nuzzle the heck out of your colony and bond with them. Boars are good for convenience and hardiness, but generate filth. Boars and bears alike eat both hay and meat, but bears will actively hunt animals for your colony.
>>
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How does one go about feeding a large colony of people? without hydroponics I should add because hydroponics rice is amazingly good. What happened was I set my hunter, who was useless beyond killing animals to also warden and talk to prisoners. Through random chance I acquired about 6 prisoners in a real short amount of time while having 5 colonists and I ran into a food shortage real fast.

I dont even know how it happened. was like a raid after a raid, then i accidentally opened the ancient evil room for the first time and do they always spawn with bugs? Well this one did, cleared that relatively unscathed then immediately got hit with malaria, thankfully I had malariblock, though not sure if that works after infection? but right after that, people werent even healed and got the poison ship. had 3 centipedes in it and 1 small nigga, cleared that shit and due to everyone being fucked up, especially my doctor, ive decided to give up on this colony. The food shortage really makes it too hard and since my cook is double peg legs from early on and no autodoors, cooking takes to long as it is, even if I did have meat.
>>
>>156920285
Either grab the Feed the Colony mod that lets you cook four meals at a time or dedicate someone (more when you are really large) to 24/7 cooking. Also, build extra stoves so colonist, that aren't your main chefs, that are done with their primary duties can come in and help for a bit. Just make sure they have cooking level three at least to help with simple meals.

You should also aim to have a large stockpile of emergency food. Pemmican is decent in the beginning, but I would really aim for simple meals as soon as you can afford it. I wouldn't focus on reaching a target number, just focus on getting as much redundancy as you can afford to make and keep.

And finally: don't forget to pray daily to RNGesus
>>
>>156911757
Mad skills stops skills from deteriorating below their current level. I use it but I'm not sure how I feel about it yet. I have a lot of high level colonists but some of them have been living in colony for over 7 years.

>>156920285
I need one dedicated cook for every 8 colonists, and that guy is expected to spend the majority of his waking hours in the fridge, butchering and cooking. Like >>156921107 says get Feed the Colonists. They spend more time at the bench working.
>>
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Chickens are starting to lag my game, i'm farming them because the wiki said they're a good source of income but i'm still waiting for a fucking trader after 2 seasons

Am i wasting my time? these fuckers eat like 2 stacks of hay a day and i cant keep up, sometimes i send them to graze and a bunch die to wildlife but i literally cant give a fuck anymore if some of them die just to get that "animal starvation" check off my list
>>
>>156921659
You can request traders to come by with the comms console. You need be in the green with the faction and have some silver on hand to make the request.

I can't tell you if it is worth it though. I usually sell beer without worrying about min-maxing as I assume alcohol sells as well as in real life. I usually don't have to worry about silver once I get a proper cycle of fermentation and harvesting going.
>>
>>156921659

request a trader and sell them niggers. youve clearly reached the point beyond stability on being able to keep them. Need 300 silver to request a trader and they take a few days to reach you.

Also set the animal area where they can eat the grass, should alleviate the food problem for a bit.
>>
Just changed storytellers from Randy to Lovecraft, but my save already has 12 factions in it. Will the game just not be able to send me cosmic horrors?
>>
>>156913185
thats why i pirated first
>>
>>156925248
if you want to add the horrors factions mid game use this https://ludeon.com/forums/index.php?topic=25159.0
>>
>>156927421
I am using it, but I heard about a limit of 12 factions per save. Hope it works.
>>
>>156927532
turn on dev mode, 4th button from the left
click execute raid with and see if the horrors are there and spawn the raids to see if it works without any problems
>>
>>156928035
Just checked it, all the cosmic factions are there. Thanks!
>>
Another question, is there a mod or some separate tailoring bench I'm missing that lets me craft padded jackets, gloves, socks and boots? Everyone's always pissed that they're in tattered apparel, when they've got great dusters, pants, shirts and hats.
>>
>>156820141

It would be weird and very difficult to make a proper Thing mod. It would end up working out similarly to vampires in Dwarf Fortress I guess.

You'd have to make the Thing act like a communicable disease which didn't show up on the health tab unless you performed a medical bill on them (a blood test bill would need to be added, but I'd imagine performing any transplant or organ harvesting would also trigger the self-defense instincts of it.

The Thing would need to only go hostile if detected, meaning that you'd technically be controlling an enemy until other colonists discovered that the colonist was a Thing. Also meaning that all of them could be Things without the player knowing: you could end up having your last colonist be a Thing, bring in newcomers, and the cycle continues until either you finally kill the final Thing or the Things kill all the normal colonists after going all mutated and hostile.

Would be really amazing: imagine if opening cryptosleep caskets or rescuing crashed escape pods had a small chance of the people in them being Things. Or even self-domesticating animals. But lord knows I wouldn't want to try modding that intense degree of shit.
>>
>>156928574
tattered apparel means their clothing is severely damaged
i think only the medieval mod has gloves and boots as clothing despite the game having fingers and toes that can be blown off
>>
>>156928574

The "tattered" mood mechanic should really only calculate for overall tatteredness rather than just one tattered item making people sad. Unless it's their pants, I guess. Dicks n vag hanging out is pretty awkward.
>>
>>156921659
>Eat only 2 stack of hay a day.
>It's problem.
Also install tilled soil mod for better grow.
>>
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The fall caravans are leaving. Two traders from Author's Tree lag behind, chatting gaily about how adorable their new bear cubs are. Suddenly, the pirates attack.
>>
>>156929105

Sadness over armored vests is what bugs me the most.
>>
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>>156931185
The pirates brought four rocket launchers. They hacked apart the traders with longswords, then fired all four triple rocket launchers into the bears, killing four cubs and two veterans. With the rockets out of the way, we can engage the raiders.
>>
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>>156931527
A squad hurries to the outer colony to get in their power armor, while first responders head to the peninsula immediately to start laying down fire on the raiders. The second caravan is headed directly for the pirates, oblivious to the fate of the two traders and their pets. The pirates gleefully bully an elephant calf and two surviving cubs, believing they've achieved some great victory.
>>
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The colony is in position, in a double line with snipers blowing limbs off of panicking raiders. This little river running through the map has done more for our continued health than any armor or weapons systems we constructed.
>>
>>156754508
What mod is this from?
>>
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The raiders don't want any. They're going to stay behind that hill and bully more traders, McGee getting his head blown off as he peeked around the corner was the last straw. Hopefully we can save a few traders from whatever's about to happen to them.
>>
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>>156932649
One of the traders gets away, Ricky follows his example and tries to hightail it out of there. Alexei, Haku, and Gilbert strike back after a labrador dies killing Blitz. The muffalo, pigs and dogs are caught in the middle of the action, bullets fly across the river but the pirates can't cross without my snipers taking them down.
>>
>>156932552
https://ludeon.com/forums/index.php?topic=26078.0
>>
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>>156932972
Alexei and Haku both lose arms, still firing away with their pistols as they're attacked. Ricky turns instead of running and chucks molotovs into the forest, putting all the loot at risk. The pirates have had enough of this shit and decide to leave, stealing what they can. But the fighting goes on as they cover their retreat. Ricky is still hurling bombs and Haku fires his pistol with one badly wounded arm as the fire and pirates box them in.
>>
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>>156933413
Haku takes one last shot before leaping over a roaring blaze and escaping the jungle. Ricky is surrounded, but the pirates lose their cool and flee in panic, leaving him badly injured and trying to punch an equally injured red fox to death before it kills and eats him. The colony rushes out to collect loot and prisoners before they all burn to death. We're going to have a lot of explaining to do to the neighbors.
>>
>>156933747
i hope you saved the baby bears anon, they are after all your babies
>>
>>156934520
We went after them all. The cubs died on the way back, they took direct rocket hits and were never going to make it. The elephant calf is alive and I don't know what he's going to do once he's better. We secured four prisoners.
>>
>colonist incapable of violence
>insults brawler
>gets beaten up
yup, sure is retard village over here
>>
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Marry/fuck/kill Rimworld edition:


chat+recruit, peg+release or harvest+slavery?
>>
>>156937447
>bisexual
Post modlist?
>>
>>156937447
>passions in melee medicine crafting
take her
>>
>>156937553
I think it's from Psychology, too lazy to post a full modlist.

>>156937707
I think I'm gonna give her a minigun instead, but I agree, she's staying with us.
>>
>>156934971

Hippies love to talk shit.
>>
>>156938224

She's going to be shooting perpendicular with trigger happy. I guess point-blank it could work.
>>
>>156937447
Recruit.
Trigger happy alway fun with Gatling gun.
>>
Question: if a raider is your colonist's family member, and you bury the raider in a sarcophagus, does the colonist get the mood buff?
>>
What's the plant's growth time for? It doesn't seem to have anything to do with how fast it reaches 100%.
>>
>>156943103
if all its needs are at 100% all the time it grows it should take that long to be done
but temperature, light and soil are all part of that calculation and affect how fast it grows ( shitty soil, unreliable light source and unreliable temperature will slow it down )
>>
>>156943568
Yes but my devilstrand is in regular fertile soil, sun lamp and heated 24/7 and it still grows according to its lifespan and not growth time.
>>
What determines performing a successful surgery? Like does having more space in the room make a difference? Quality of the bed? Quality of the hospital bed? Besides rng obviously, just want to know all the factors that play into it. I know having the patient fully healed helps out a fucking ton, instead of going directly into surgery from a failed one, letting them heal up all the way is great.
>>
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>>156754508

>shub nigguh wrath
>>
>>156943714
devilstrand doesnt make full use of how fertile soil is, its just a fuck you plant really
http://rimworldwiki.com/wiki/Plants

>>156943862
room ( lit up and as clean as possible )
hospital bed, quality or what its made of doesnt matter for medical operations
quality of medicine you are using ( glitterworld is best )
level of doctor
health of doctor ( manipulation, eyesight, consciousness )
vitals monitor
a fully bionic lvl 10+ doctor operating in a sterile hospital with his patient on a hospital bed with a vitals monitor while using normal medicine ( not herbal ) shouldnt really fail
maybe while trying to remove carcinoma but thats hard coded as higher difficulty
>>
>>156657796
Live
>>
>no ccl
why even live
>>
>Thrumbos wandering inside my freezer even tho I set a zone for him NOT to
>>
Does anyone use RT's weapon pack? Or any other weapon/armor mods? What do you guys recommend, I want something that's balanced pretty well with the core stuff.
>>
>>156957461
Yeah. I use it.
>>
>>156957461
check out high caliber too, it has less guns than RTs weapon pack but has the swat shield
>>
>>156954278

Do you have another allowed part of the animal zone on the other side of the freezer, or a wall tile? They can go in there if they're moving between the separated areas. They usually won't stop when moving though.
>>
What happens when you eat lovecraft monsters? Just made 14 lavish meals out of my first Dark Young, my bears already took a few bites of raw meat and didn't grow three mouths or anything. Can I make a cult that eats cthulu meat, or are they all just gonna die?
>>
>some model shit wants refuge from tribals
>whynot.jpg
>40 tribals after her
>haven't yet upgraded that side's turret numbers since worked on south
>they manage to destroy 2 turrets but the other explodes and takes out 10 causing a rout
>have to build another cremator closer or I'll never be done
>>
>>156963878

Insanity (sanity loss). It's not a good thing but won't kill them instantly.
>>
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Oh fucking fuck, the evil laugh and the announcement that something is coming scared me but I ignored it since nothing spawned.

Later that night my turrets started firing at something invisible right outside my base, WHAT THE FUCK DO WE DO
>>
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Is there any way to manufacture chocolate? whenever a colonists get rowdy and I have to imprison/release them, it seems to help the transition

>I gave that bitch some chocolate
>bitches love chocolate
>>
>>156964395
With Vegetable Garden you make it out of cocoa and sugar.
>>
>>156964257

Are they hitting it? The AI logic is pretty shit, it'll just aggro the turrets and keep trading shots until one of them is dead.
>>
>>156964875
I really wish someone would provide a graphics pack for that mod to make it blend into the game's artstyle better. It's like the creator picked the nextbest clipart from the first page of google image search and was content with it.
>>
>>156961426
Ahh, I had a single wall allowed, I guess that was it.
>>
>>156965821

Yeah, they try to go to that spot even if there's something blocking there, so they just run around it and eventually give up.
>>
Is it useful to grow devilstrand? either for clothes or money
>>
How long will 85 luciferium last for 2 colonists?
>>
>>156967667

Seeing how you have to research it and it takes valuable field space from drug production, not really.
>>
is building inside mountains dangerous as a new player? i could build inside a valley and it'd be pretty much the same thing, i just prefer scythers over bugs
>>
>>156968058
Well, you can make a better defense system against raids, otherwise I haven't noticed much difference.
>>
>>156967667
Only if you have huge tracts of land. It's not labour intensive since you only get one harvest a year.
>>
>>156967667
It makes the most injury protective clothing. As the other anon said it takes up a lot of space and time so consider it a luxury item.
>>
>>156969409

Really? Not synthread?
>>
>>156970001
nope, though thrumbo hair is actually the best so devilstrand is in second place.
>>
>>156970257

Yeah ok. I wouldn't count thrumbohair for anything though, because who the fuck wants to slaughter their thrumbo(s)?
>>
>tfw you always have a mary sue colonist
does anyone else do this?
>>
>>156974590
I've done that for my last couple of rich explorer playthroughs.
>>
Should I buy some timber wolves?

I already have one, but I was thinking I could mix some wolves into the killer bears army i'm making. How long do they take to reproduce?
>>
Do I need to put chairs in front of the production tables?

Makes sense, but I don't think there's a mood debuff for it.
>>
>>156980178

Check the wiki.
>>
>>156981301
They get a 10 mood boost from standing on furniture with comfort >0.9, which is nice since mood states change the work speed.
>>
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manhunter wargs
7 of 'em

what do
>>
>>156983684

Where's your killbox? Too late now, though. You just gotta hide indoors until they leave.
>>
>>156983684
kill em or wait
use restrict zones and dodge em to get your dudes fed
>>
>>156984369
>>156984365
killbox is being worked on

I straight up drafted all, released animals and went buck wild on them with like 4 bears a wolf and guns

It ended in like 30 seconds with no major damage except for one turret. Easier than I expected desu, but i wish i hadn't attacked until the caravan arrived seconds after. Would've been fun to see and would've made my job easier.
>>
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The absolute madman.
>>
WAKE THREAD UP
>>
>install new mods
>fluffy's manager's buttons stopped working
>play around with mod order
>suddenly hospitality's button doesnt appear
>fluffy's manager still doesnt work

Fuck this shit.
>>
>>156990078
>he doesn't quit and open his game after installing new mods
>>
>>156990332
That's the worst part... I do--
>>
>>156957461
If you dig more science fiction type weapons, check out Rimsenal and the modder's faction stuff that come with more weapons. The weapons are generally balanced around the vanilla weapons. The armor is also balanced around the vanilla stuff. The turrets are in my opinion a straight upgrade, but they come with increased costs and most need to be manned.
>>
This is a bug post, nothing interesting here unless you want to help solve a problem resulting from mods.
Anyone else have a problem with mods changing the required resources to build things?

Currently, one of my mods, is making everything cost the same as the first thing I click to construct.

So if I try to build a wall, it costs 5 wood. Then, if I choose to build a generator, it costs 5 wood as well.

I've tried to troubleshoot it by deactivating mods and reloading the game.

Here's my mods in load-order.
Core Izzyessential
Izzy furniture
Izzy Hydro
Izzy Lights
Misc Core
Misc Robots
Expanded prosthetics
Hospitality
Prepare Carefully
Alpha Animals
Mad Skills tiered
Vanilla Turrets
Tilled Soil
True mods, Nuclear Generator
Izzy Essentials Solar
Izzy Essentials switch
>>
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pretty satisfying when pic related
>>
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r8?
h8?
>>
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>>157005762
pls respond
>>
>>157004454
I've made progress with this issue. It's caused vy something that has to deal with Misc Robots or misc core.
>>
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Who [NUCLEAR] here?
>>
>>157007956
>cheating
for what purpose?
>>
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>>157008280
Building > surviving.
>>
>>157005923
>>157005762

I really like your defenses. Too many people rely on a single chokepoint to their all the work but having multiple guarded entrances and locations to fall back on is fucking god-tier.

+1 for hallway turrets, too.
>>
>>157010926
*to do
>>
>>157004454
>>157006735
Misc. Core
Are you playing on 15c?
>>
>tfw strip mining a massive area to desperately find some plasteel
I also really need someone with growing talent, haven't been able to plant healroot for 6 seasons now.
>>
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Is having all of these going to cause me problems? I've just added the lovecraft ones, but the rest i've been running with relatively no issues.
>>
>>156756998
Did the sanity loss come from eating the strange meals? Is it like a disease or more like heatstroke and it goes away after a while?
>>
>>157019546
it goes away by itself, its from eating strange meals
>>
>>157021380
I didn't know you get buffs from eating them. I usually just buried 'em cause I assumed the meals would only give you more mood debuffs.

I guess it's suppose to be like drugs as in they provide strong short term buffs, but with long term consequences if you go too far? Would be interesting if your colonist could permanently lose their minds and become addicted to strange meals.
>>
>>157007956
you have 2 years from putting in the first fuel rod to make a suit and mask + storage cask to be able to remove depleted rods
tbe cask can store unlimited amount of depleted rods so you dont need more than 1 really

>>157014790
you'll be fine
>>
This game is my first time going crazy with mods. Usually I don't grab more than a half-a-dozen, but I'm already at twenty mods and there are still more I want to add on the list.

In your experience, is Rimworld stable with two-dozen mods? Even more than that? Assume the mods are compatible or mostly compatible.
>>
>>157021597
Sanity loss increases with every meal. And there are mood debuffs from eating them as well. "Tense", "Paranoid", and I never got past that one. Each one decreases mood in increments of 5, I believe, and at some point, becomes life threatening. One can lose their life due to sanity loss. Eating them once every once every (other) day is beneficial, but if you lose track or don't watch closely, it can be bad news. If you have strange meals in your fridge or wherever, and suddenly a colonist goes on a food binge.. my friend, you are fucked. So yeah, treat strange meats as hard drugs and you'll be fine. I usually give my surgeon a meal before she performs. The bionic hands I gave her stack well with the buffs. Eating raw (corpses) gives you the same buffs, by the way.
>>
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>grizzlies hunt the monsters
>>
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>lv 19 miner gets frail

well there goes all my hopes and dreams
>>
>>157022646
Careful, I've seen my bears going a little insane after eating raw monster flesh. They don't eat too much of it, but a hungry bear can have several "meals" in one sitting. Not sure how a bear reacts when he hits extreme insanity.
>>
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>building a new defense network
>Colonist needs treatment
>these fucking dickheads need to stop fighting each oth-

>three villagers went walking into a wildfire to recover three deer skeletons
>>
>Innocent guy takes a bullet for a veteran while running through combat
>it gives him brain damage then he's a retarded baby until I install an AI chip
>His wife does the surgery
The fucking

E M E R G E N T
G A M E P L A Y
>>
is this game good
>>
>>157024387
It's ok, 7/10. Basically a simpler dwarf fortress with guns.
>>
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>doing medieval run
>all going great for a couple of years
>monsters raid
>3 ancient star spawns
>seems easy.jpg
>man up ballistas
>star spawn walking forward like nothing is hitting them
>go through memebrasures
>destroy ballistas
>one shot every colonist that they face

>>157024149
it was a wild grizzly
>>
Never used melee before, how fucked am I if I do an all melee tribal start?
>>
>at walmart buying some tendies
>see employee using a dolly rather than carrying boxes by hand
>inform manager that the employee is cheating
>he seems flabbergasted
>decide to stop for ice cream to reward myself
>mfw the dirty rotten cheater in front of me orders chocolate instead of vanilla
>>
Post god-tier seeds
>>
>>157024982
melee is not terrible you just have to hide behind corners to force the enemy to come to you
you also will be receiving losses of some sort in pretty much every fight unless you equip your guys with weapons that 1 shot
use lots of traps
>>
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>>157024982
Melee is arguably god-tier so long as you don't get shot while charging in and don't pick a fight with someone who can out-fight you—like a thrumbo.
>>
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>the charged batteries I had disconnected from the grid zzztttt'd
>>
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and here we are again, this time with that fancy lovecraft story teller
>>
What gives, while the game is loading a save it will give me the not responding message, then after a few seconds it will load normally?
>>
>some poor guy gets his spine shattered and he's just permanently residing in the hospital bed
mercy killing when
>>
>>157032357
You know you can literally euthanize people, right?
>>
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Alright so what the fuck. I had a dude with asthma and simply installed new lungs that i had laying around, now the nigger is just forever bed ridden or what? Need to get him off the fucking bed. some poison ship landed on the other side of the map and is just chilling there, what if I simply leave it alone? been about 5 days now and i havent touched it because im waiting for that guy to recover and he simply has not. Just to be clear, both surgeries were completely successful. My doc has 20 in medicine and i used good medicine as well for the op.
>>
>>157005923

How do sappers simply not just slap your shit into oblivion? I had a nigger dig like 20 tiles deep to get to my base, not to mention if I leave one of my walls only 1 deep theyll attack it. Does multiple walls fuck with the AI so they dont do that or what?
>>
>>157036545
It's a bug I dont understand, just get someone to stab him or shoot him and it'll be fixed
>>
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8 years in, and we're ready to build a ship. The Vault is starting to become its own colony, and deeper within the mountain the bugs have taken to the mine shaft we dug long ago.
>>
>>157036545
if you are using epoe there is a bug with it that causes colonists to be stuck in bed forever
you have to edit your save file to fix it
<healthState>Down</healthState>
this line gets stuck in your safe file and can be removed manually
just open your save file and ctrl-f for it, when you find it look up to see if its the right pawn that you are fixing and delete it
the poison ship will leak toxic that kills plants, best to kill it
>>
>>157036953
>That room full of bodies
Anon, are you okay?
>>
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>>157036953
And it all began with a couple, their dog, and a hippie who wandered into camp after seeing their drop pods land.

>>157036545
That's a noted bug, I think due to some mod.

>>157036780
I usually go out and fight them, a couple of snipers can do work on a raid that isn't directly assaulting them. After a few casualties they stop digging and either transition to assault or flee in panic.

>>157037081
it's an emergency food store for the bears. Some of the bugs and raiders decayed due to a heat wave.
>>
>>157037073

Thanks that fixed it. Only mod i use is plan carefully so i dont spam randomize until i get 3 nonshit colonists.

Is the sniper rifle better than the charge rifle btw? I was thinking of maybe sniping the poison ship and try to lead whatever comes out to my turrets
>>
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>start new colony
>forgot to disable crash landing mod from testing it earlier
>14th of spring
>crashing weapons cache
>all sorts of high end guns
>1 legendary
>1 masterwork
>3 turrets
well fuck this, time to start a new colony
>>
>>157038191
it's not like weapon deck crashes are a common occurence. Why not just use the weapons, or turn them into wealth?
>>
>>157038364
mostly due to the fact that they are not vanilla weapons and are from mods
i thought about it and played with them and these guns are just too strong for now
excelent and higher quality weapons have the highest possible accuracy for that gun so that helps a lot too
even the wealth bump from having them doesnt help
>>
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fun
>>
>>157024280
>skeletons
Bones having a use and being a valid crafting material when? I wanna make spears and beds out of calcium. SKULLS FOR THE SKULL THRONE!
>>
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Should I give him a bionic arm or wait until someone actually loses a limb? He's my main builder
>>
SOMEONE GIVE ME A MOD TO REMOVE THE DOOR SOUNDS AAAAAAAAAAAAA

>>157045994
>main builder
>not wanting him to build so fast he's breaking the sound barrier with every hammer swing
>>
>>157046328
Just wondering if it's better to be conservative with the arm or take the full advantage right now.
>>
>>157046328
RimWorld\Mods\Core\Defs\SoundDefs\World_Oneshots_Doors.xml
here you can change the volume to 0
>>
>>157046413
That depends. Do you have EPOE or something installed to acquire bionic parts easier? Then most definitely, otherwise you could hold onto it if you think you have a better use for that arm but other than builders, crafters and artists i haven't found a better use for bionic arms yet.
>>
>crash on a desolate unknown planet
>by the way this survivors father and brother live here
>>
>>157046952
I just assume the colonist was on the ship in orbit of the planet to visit his family in the first place. Return to his tribal roots and reconnect with where he came from. He just chose the worst possible way to get to the surface.
>>
Is there a way to prolong a colonists life and ensure they don't die of old age? Just had a colonist's mother drop-pod in and other than her age (81) and bad back (which i could treat given a bit more time) she's pretty good at shooting, growing and constructing amongst others.
>>
>>157052290
They don't. Not naturally.
>>
>>157046952
I thought the ship's been shitting out pods for a long while in orbit.
>>
After i didn't notice that my tamer fed strange meat to my dog to train him, i realized what happens if animals go insane. They get buff and go berzerk, rip doggo.
>>
File: elf4.png (57KB, 354x306px) Image search: [Google]
elf4.png
57KB, 354x306px
>Ivanna successfully tamed Timberwolf and named him Sausage
>>
>wondering why colonists won't haul this last rotten corpse out of the fridge
>she's just black
>>
So is Community Core not updated for A15c? How do I even know what mod does or does not use it?
>>
File: When_you_notice_it.jpg (627KB, 1871x1060px) Image search: [Google]
When_you_notice_it.jpg
627KB, 1871x1060px
>>
>shit that i just built and haven't used once yet just breaks down
>forbid it for the time being because the few precious components that i have are needed for something more important right now
>ten minutes later another thing breaks down
Does Tynan think we're growing components on trees? Because i'm just about on the edge of making a component tree mod for this shit.


>>157069594
Any mod that has a release for a15 works without it, a lot of modders removed the dependency because they were tired of waiting for something that might not happen for a long time.
>>
>>157071839
There's a maintenance mod to prevent breakdowns.
>>
>>157069594
whoever the dumb fuck was that made the pastebin lied, you don't need CCL for most mods. if you do it's blatantly stated in the main post.

retards are running this thread so it's not surprising that you need to bring it back from early deaths every fucking time.

also fuck glittertech.
>>
>>157072458
I remember Fluffy Breakdowns, but was that updated for a15 yet?
>>
optimized poultry management
>>
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>>157079673
derp
Thread posts: 421
Thread images: 89


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