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RimWorld General

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New patch and no general? Fuck it I'll make one edition

>New patch notes
https://ludeon.com/blog/

I don't know how to make a general edition
>>
>>163400190
Is it possible to make new settlements next to your old settlements to make a city?
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they fixed the wild animal spawns. previously only the initial spawn was that bountyful, now there are always different animals present. Or does it depend on the biome?

Also: r8 colony
>>
>>163402972
I don't think so. Most likely the colonies are completely separate maps, indifferent to the distance on the world map.
>>
Man I really want to start in a desert with tribals but the lack of wood is killing my motivation to do so. Maybe I'll just start in a jungle instead and watch everyone die of diseases.
>>
>>163403385
lack of wood is actually the best limiting factor in the early game. rush stone carving thing and you're set
>>
>>163403598
Tribals don't have electricity and require a lot of wood to just survive. It's not that I need wood to build shit, it's that I need wood to fuel stoves and torches.
>>
>>163403194
That's some interesting battery placement you have there.
>>
>>163404539
explain?

central so if it exlodes, there are ppl around to extinguish
>>
>>163404813
But if it explodes its surrounded by wood and can do some serious damage anyways, not to mention it could hurt the people around it.
>>
>>163405473
chance to hurt people around it is low

wood burns as fast as grass, enough time to wake up everyone who is able to firefight
>>
senpaitachi send help, how to delegate people
also fucking clothes and weapon making takes way too long
>>
>>163408043
You mean like make people do certain tasks? Go to the work tab, check manual priorities. Tasks with priority 1 will be what the colonists focus on.
>>
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>>163400190
Some one needs to make a slavery mod and a slaver faction. I just watched Goodbye Uncle Tom and I figured this would be the perfect game to play slave owner

https://www.youtube.com/watch?v=5LhbBmC7KMU
>>
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>rimworld get's updated regularly
>updates actually add new stuff to the game
>>
>>163416750
>thread still ded
>>
Aw shit nigga /rwg/
Did they nerf the hell out of medicine? I tried to install a simple peg leg and it't just fail constantly. I had herbal medicine, a level 9 doc, a decent room, eventually moved the patient to a sterile well lit room and it's still fail a bunch of times before eventually working
Took me like 20 herbal medicine, between the operations themselves and the subsequent cleaning up of the slaughterhouse that the hospital was after the failure
>>
I've played for a while now and have a couple of questions.

1. Has anyone figured out if the "Zzzt" event is purely random chance or has something to do with the design of the circuits? Asking because it started happening a bit more frequently after I installed extra generators and it feels like running all that extra juice through basically one line straight to the colony might have caused it, but it could've just been the AI storyteller ramping up catastrophes over time. If it's purely random then is there any way to design around it to avoid having it discharge in sensitive areas? It blew right in my grow room during winter with toxic fallout going on, there was no food on the whole map outside of what I had in storage and I had to eat raider corpses and my three bonded timberwolves to pull through long enough to get it up and running again with the next batch of crops.

2. What's the cleanest way of getting rid of useless or actively destructive settlers? After the latest patch I've had a plague of useless pyromaniacs joining my colonies.

3. Are there any HOT TIPS to get settlers to do shit in the order that you want them to? Is there any way to get them to not be fucking idiots about fueling generators?

4. Why don't windows exist in the Rimworld universe?
>>
>>163422737

I'm pretty positive that the circuit explosion event is random unless you have electrical equipment outside barring turrets, windmills and solar panels. I think geothermal generators don't play nice with rain but then again that's probably been patched out of the game.

I usually play in extreme biomes and send my useless colonists out into the wilderness naked in unarmed by drafting them. As for work orders, the only thing that comes close is giving them a tightly controlled manual work priority list and regimenting their schedules, but even then there will always be lapses in certain work to be done. I find that a lot of the work order lag in my colonies can be attributed almost always directly to the lack of colonists actually hauling shit. It seems that no matter how many fucking colonists and animals I put into hauling I always have stuff all over the goddamn place and my colony turns into a sty. I also can't understate the importance of having a dedicated janitorial staff cause colonists always get pissy when their environment is dirty.
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>>163400190
You cunts are still kicking holy shit.

Haven't played since waffle defence stopped working, anything worth knowing happen?
>>
>>163411374
Slavery should be added to the game officially through the Prisoner mechanics, surprised it isn't already. I want to be able to send my captured raiders off to a prison complex where they waste away mining and mass producing items until they eventually get sold off to other slavers. Also, bomb collars when?
>>
>>163423156
I guess I could try setting up a janitor that also deals with hauling shit to the generators, the fact that it's handled under the "Hauling" job and not its own thing makes it pretty fucking difficult to keep it stocked. Hoppers really ought to be able to be used to supply generators since they're doing nothing besides stocking the nutrient paste dispenser right now.
>>
>>163423209

Big new update added a world/invasion/caravan mechanic where you can finally invade pirate bases and build your own drop pods. Plenty of smaller changes as well surrounding drop pod launchers and some drug reworks.

Personally I think /rwg/ needs some traction on /v/ until it can come back to /vg/ cause its pretty rare for people to be just looking out for this shit. It's kind of like /rtsg/ -- dead until there's a series of threads about it elsewhere.
>>
>>163423156
Yeah, I've found that you basically need a dedicated cleaner/hauler. Otherwise your cook will run onto the field to grab 10 potatoes to make one meal a piece, because he doesn't have the foresight to just haul a full stack of them and make 7 meals in a row or something
The AI needs some improvements in that regard, it's similar to how constructors will move one obstacle out of the way, then fetch the resources for that exact building, then haul the next thing out of the way and so on, instead of just hauling all the chunks out of the way in one go and then hauls the resources there. it's obnoxious, but pretty vital micromanagement
>>
>>163423592

The only way that ensures your generators are always being fed is either have a huge excess of colonists that haul or by confining a certain colonist only to that area so that they don't fuck off and haul things from across the map.

You could cordon off the generators and the wood stockpile and a little path in between both of them and the kitchen/sleeping areas and your colonist will only do work in their allowed area. That's what I used to do with body hauling duty because I was always too lazy to build graves and I just had my psychopathic colonists haul bodies off into a fridge for later consumption since they didn't get insane debuffs for seeing a dead body.
>>
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>>163423697
preety sad /rwg/ wasn't autistic enough to sustain the general during dry periods
>>
>>163423972
How about putting a woodpile in the general vicinity and having one guy on hauling and cleaning, with hauling as priority one, that is restricted to the base and away from all other stockpiles aside from food? I don't have time to start the game up and test it right at this moment but my theory is that with haul on priority 1 and the woodpile being all he can haul, it'd trigger hauling whenever the generators need more juice and priority 2 cleaning duty whenever they don't need refueling.
>>
>>163424327
We could just join /cbg/
>>
>>163423829
Like a check for 'preparation' before the actual work starts. Hauling resources there, moving stuff out of the way or cutting trees, eating or carrying food before marching to that designated steel vein 100 tiles away, stuff like that
>>
>>163424492
They need all the help they could get.
>>
>>163422737
Do wires out in the open zzzt yo ass? I had that retarded event disabled on my current play, fuck zzzt.

>2
set them on fire or crash a roof on them
>4
+1, the dev has some kind of weird fear/fetish on windows. I seen this question pop up here and there and he always ignores it.
>>
>dry thunder
>hits 5times near my home
>fire spreading
>fps dropping
>can't control anything anymore
>>
>>163425009
Batteries and generators in the open will zzzt whenever it rains.
>>
>>163404132
Just like plant trees yo. The fast tree should be done in 8ish days.
>>163404813
Indoor fires get HOT. You will boil colonists alive.

Place batteries in a stone environment under a roof, with climate control.

>>163403194
Wind power is best power. Cheap with a higher max and works at night. There is room to hide one solar behind the turbine and two in front.
>>
>>163424327
It seems like waifus are needed for any general to survive.
>>
>>163428614
>Indoor fires get HOT

>psychic ship crashes
>don't really have the resources to tackle it head-on, so try boiling it
>set up wooden walls around it
>grantite walls around that
>light it up
>gets to 1000+°C
>shipt doesn't care at all
There was an attempt
>>
>>163429139
You have to boil the mechanoids, not the ship.
>>
>>163429793
I figured that they would bail if the ship was being damaged
Oddly enough, no mechanoids at all would spawn afterwards when I shot down the ship. Maybe I cooked them inside?
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Why's only one of these firing off?
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>>163430337
You need to grow more trees in front of them since trees attract more wind.
>>
>>163430012
Could be a bug. Presumably every crashed ship has some number of mechanoids inside. Mechanoids have some SERIOUS heat tolerance (-100C, +250C) so it takes insane heat to cook them out.
>>
>>163430486
It's the trees? I figured they'd reach above the trees given how high wind generators normally have to be.
>>
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>>163430337
>My little newbie can't be this new!
Point wind turbines towards each other to maximize space. Clear cut the trees, clear all the roof tiles (beware of thick roof mountain bullshit!) and salt the earth so nothing grows there again (or fill the space with solar).

Something like this.
>>
>>163400190
>no /rwg/ in the title

7/10 can do better.
>>
>>163430884
not him but
Is it really neccessary to build tight on a 400x400 map? I always space out things to be nice.
>>
>>163435576
If you have to ask, you're not autistic enough to understand.
>>
>>163435576
Spacing out is important to prevent forest fires and protect against artillery damage. Early on it may be more important to fit everything behind your walls.

At the very least you don't want to waste too much wind turbine space because those open areas are huge. Also beware of placing too many side by side because last I checked they are solid invisible walls.
>>
>>163435948
Im more of an aesthetic autist than an efficient one.

>>163436047
Putting tiles around buildings is pretty good at stopping fires. Are there any map stats i should look out for?

Gona start my first a16 play soon, is it fun?
cant wait for the windows mod to be updated for dat extra comf living space
>>
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So my colony got fucking destroyed by a manhunter pack, raid and zzzt all at the same time. After the last settler died I left the game running for a bit and this guy showed up with raiders chasing him, I hid him in the woods and had him pick them off while they were going through the ruins and now he's living here so I'm just gonna roll with it.
>>
>>163437571
That's actually sorta cool, a lone wanderer coming across a dead village and tries to piece together what happened.
>>
>>163436327
nice
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>>163437571
Oh.
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>>163439903
F
>>
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>>163439903
Everyone who shows up here seems to die.
Also, this guy dug his own grave.
>>
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>don't have the patience for DF at the moment
>RW too shallow
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Most successful colony I ever did
>>
Every time I tried to play this game, the map would run out of iron and food sources, is this still the case?
>>
>>163444518
If only DF was more than letters and werid symbols...
I just cant take a bunch of O's seriously.


What are your predictions for this colony?
>>
>>163445705
I suggest you get one of the mods that add deep drilling.

As for the food just start farming nigga
>>
>>163445763
have you tried a tileset to improve the graphics? u casul
>>
>>163445763
Everyone will die a horrible death as per usual.
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>>163445860
Is that a new thing?
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>>163445926
Well obviously but how?
First time keeping animals so i expect some sort of pet releated bloodbath.
I hope i get to send a team to raid tribals but i forgot about the winter and had to slam the brakes on expansion.
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>>163445932
no, old as the game itself for the people who cant stand ASCII
>>
>>163446094
weird, i looked these up when i played but all of them were either very much out of date or "coming soon, -t. 5yo thread"

Still, i play for comf so i cant really compare the two games.
>>
why is this thread so dead
>>
>>163451047
why are there animals in cryptosleep boxes?
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>>163440592
Adding to the graveyard, all settlers who have shown up since then and then died in one way or another.
2 - infection due to rat bites after all the rats in the area went mad.
2 - Gunshot infection.
1 - Infected burn, dry lightning.
1 - Malaria.
1 - Pila through the eye, the latest one. Instant death from a shooting skill 1 raider.

There have been two separate, stable groups of 4. Now I'm down to one guy again.
>>
>>163451326
Keeps food fresh for centuries.
>>
>>163451986
thats...ok
>>
>>163451326
I have not touched the game since forever, but I saw that you could use a drug to make your guys super soldiers, at the price of killing them if they stop taking it
Is it possible to store these super soldiers in cryopods, only to use them when needed like in Demolition Man ?
>>
>>163453102
Sure, why not? That honestly sounds pretty bad ass.

The only issue is that crypto sleep causes crypto sickness that lasts a day or so. So your super soldiers are going to be super sick.
>>
steam deal when?
>>
>>163453102
Probably yes but i would rather use some superboomrats instead.

>>163453509
Nothin you cant fix with more drugs
>>
>>163455081
>checked the wiki
>no anti-cryo sickness drug
Time for me to learn how to mod that game !
>>
>>163454834
not until release
so never
>>
are hidrophonics a waste? should I just farm on the seasons? I'm trying to find some good way to craft things for selling to other places
>>
>>163423253
All of this shit can exist via mods. From what I read dev is more focused on laying proper well balanced basis of a game. The sandbox that modders can freeily modify later on. Something in spirit of Minecraft but actually well coded.

I'm pretty fucking happy with direction that Rimworld is taking. It keeps on adding in without closing doors for more potential for later. Feels good, A16 mods can get funky.
>>
>>163445469
That looks nice. I see some nifty mods. Were you also using the quantum stockpiles? They used to bug out in my modpack and didn't acknowledge some items to have bigger stock sizes than the other ones. After loading the game it just brought certain item from 600max back to something like 150 or 75 which basically destroyed about 450-525 resources of that kind.
>>
>>163464107
I just make a air conditioned room to farm in
>>
Will he add vehicles at some point? I think a high tech colonist walking half way across the planet is a bit silly.

Like dirtbikes, rovers, or even some kind of shuttle.
>>
>>163472197
He added Chemfuelso I think it's pretty likely
>>
>>163472197
New win condition is to get to the space ship that can take you off the planet.

You can still build your own but at some point in your colony you get a message about friendly AI giving a lift if you reach point on the opposite side of the goddamn planet. It's really damn far away. I haven't played with the droppods yet to find out how much fuel it'd take to just fly there.
>>
What's recipe for ultimate killing machine? All bionic + luciferium?
>>
>>163472696
In a power armor with power helmet.
>>
>>163472616
I was thinking more of a 6 seat cargo shuttle that can "hop" to a distant location by consuming fuel.

Or better yet, have pirates land a shuttle that can be captured if they're all killed before they escape back on it. Shuttle could also be used to capture passing ships by boarding them.
>>
What's the best way to make food early on?

Colonists always run out food even after farming
>>
>>163476063
Potatoes. They grow really damn fast also if you are getting low just keep yourself afloat by hunting.
>>
why the fuck is the usual cs rin ru website for this game asking for a login now god damnit
>>
Is it coming from my mods or did they fuck up the hoarder job so no one isn't picking up anything even if it's the only thing my colons are tasked to do ?
>>
>>163480396
Must be the mods
>>
I can't decide what map to do now that all my mods are finally updated.

Arid, Boreal, Tropical, Desert?
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>>163484307

I find that the only truly fun colonies are the ones in the extreme biomes. Colonies with no growing seasons in the ice biomes are probably some of the funnest colonies I've built just for the hurdles you have to get through for food.
>>
>>163464107
the growing seasons are decided by temperature. If you can keep a room heated and access to sunlight or sun lamp than you can grow year round.
>>
>>163484307
Arid shrublands, deserts and extreme deserts look the nicest imo, snow in this game hurts my eyes after a while.

Jungles are easy mode in the early days until your people will get sick, and that they will.
>>
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>>163486172

>using sunlamps

Those things take up an utterly abysmal amount of energy. I remember building a colony in an area with no growing seasons and was forced to grow things indoors. It was very difficult to meet energy demands of the growing colony. I learned very quickly that hydroponics was a bad idea for colonies with frequent blackouts.
>>
>>163486757
sunlamps are fine if used efficiently and the space lit is maximized. Plants only grow half the day, so at night turn off the sunlamp to save energy. Hydroponics are shit though so you should try and find an area that you can grow on the ground indoors like soil or gravel. Personally I just spam solar panels and have a good set of batteries to keep me through at least 72 hours or an eclipse.
>>
What are the most fun mods? Only one I got is expanded prosthetics for organ harvesting operations
>>
>>163491350
Expanded Prosthetics is the only one I use honestly.
>>
>>163491350
I'm using that, and my other favorites thus far are Gourmet 2.0 and Vegetables Garden.
>>
>finally learn how to produce most of the stuff I need
>4 hostile groups constantly raiding me giving me all the weapons and armor that I need, without anyone dying or getting any great injury
>winter hits, parka ready for everyone, is all good, lots of food in supply, have a small indoor garden for food, should last me
>feeling great
>toxic fallout!
>don't know what the fuck to do, decide to cover a huge portion of my base in walls and roofs
>dig through the mountain to expand
>INFESTATION!
>MEGASPIDER
>everyone died
>didn't last an full year
this sucks
>>
>>163497496
>this sucks

toxic fallout is only dangerous if your food supplies don't last long enough. You only need to expand roof areas and confine your colonists to roofed areas and it is easy to sit out. Only dig into mountains if you are ready to take on the bugs.
>>
>>163464505
Only saying it should be in the base game because I think forced labor for prisoners etc. fits the theme of the game. They've already got slavers and selling prisoners into slavery so I'd imagine some extension to the prisoner mechanics will make its way in eventually.
>>
>>163499865
Yeah I want to breed the best genes of slaves and sell them for the highest price.
>>
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>Spawn
>Someone has a birthday immediately
>Artery blockage
>>
>>163400190
>not on steam holiday sale
Dropped.
But seriously I've been waiting for it to go on sale to get it. $30 for an EA is way too much.
>>
>>163501246

It's really not too much, though. It has loads of content already and has less bugs than many big budget releases plus you're going to spend at least a couple dozen hours on the game if you are into these kind of games.

Also you can always just pirate it
>>
I just try a new game,
seem like they bump up difficulty or sth, now rough actually feels like rough and I started losing pawns 1 by 1 until there are like 2 left but bleeding bad
well fuck it and start a new game
>>
Anyone think wearing death people clothes debuff is pretty shit, the effect could have worn off after a while
>>
>>163502405
Get the mod that removes the RNG factor whenever a non-colonist is downed. There's a 67% chance that any pawn that is not part of the colony will die instead of being simply downed even if the injuries aren't lethal.

That way, most people you shoot will be downed and you can strip them before they die.
>>
Wow just got lucky with a ship on the world map. Managed to escape after 63 days because I rushed Transport pods and used them to travel as far as possible, than raided tribals along the way for food because the trip even with pods took about 30 days. Was sorta disappointed that the game just ends, so I'm probably just going to play the backup save and just keep building my colony and purging/raiding tribal filth.
>>
So does the new alpha allow you to travel to any spot on the map, or just event spots and faction outposts?
>>
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Still under construction, but this rec room is coming together fiiiiine.

It even has its own bar.
>>
>>163504084
Any spot. You can even settle new bases if you want to. Have to enable it in options though.
>>
For QoL cave base sake, I'd really like to be able to build walls right into stone without issuing two orders. Are there any mods for stuff like that or recommended QoL improvements?
>>
One thing that bothers me is that workplaces now have a penalty when placed outside and/or the temperature is too low or high. I mean, I actually like the idea behind that, but it just makes it more important to plan your colony, which is something I suck at.

It's also quite costly to build a room for every damn workplace. Not to mention that cleanliness of a given room seems to influence things that get made there, cooking next to a butchering station for example seems to induce way more food poisoning. Food lying around in open or dirty places also seems to increase the likelyhood of getting sick from it.
>>
>>163504461
JTReplaceWalls is your friend.
>>
Best way to train medicine? Mu doctor keeps killing all the prisoners he's supposed to steal organs from
>>
>>163504929
drug the prisoner
draft your pawn then shoot him while he's unconsciousness
get your doc to fix him up,
repeat
>>
>>163504929
Lock 10 prisoners in the smallest possible space. They will go berserk constantly and beat the shit out of each other but never get more than bruises, so you can farm doctor skill off them indefinitely.
>>
>>163504929
your doctor should really have burning passion in medicine as it helps level up quickly to the point that a single surgery will more often than not hit the 4k learning cap for the day. set a plot for healroot, as herbal medicine is a nice training medicine for low skill doctors (below 11) while still giving ok treatment quality, and so good medicine doesn't go to waste. Don't try and take vital organs on the first surgery, but take something non-vital like an ear or the jaw.
>>
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He died at his post. Took a mechanoid blast directly to the face.

My first real casualty.

RIP.
>>
>>163506332
did the chair in workshop do anything or it's just aesthetic
>>
>>163507001
They're useful because working on the station will also raise the comfort need for the pawn working on it.
>>
>>163507001
Raises comfort.
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I regret having so many colonists.
>>
>>163445469
can you give the modlist? I've downloaded most of the updated ones from the workshop and I'm waiting for the rest to update.I Just wanna know what the colony status mod is for the most part
>>
I don't even play the game but it looks nice and you look like you need a bump
>>
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Pretty much everywhere, it's gonna be hot.
>>
>>163512768
thanks
>>
>>163508054
>that
>so many

try having about 37 colonists
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>promise myself to accept the punishment of a colonist's death
>always savescum

how do i resist the urge to savescum? i just can't stop, i get too attached to my pawns
>>
>>163516203
i r o n m a n
>>
>>163499865
Yeah I see what you mean. Makes a lot of sense to me. I agree it'd also make a bigger use of Warden work.
>>
>>163516203
What he said
>>163517423
just drop in iron man and roll with it. It was called something else but it's aviable during map creation or something like that. RNG giveth RNG taketh.
>>
>get a fat lady whos only remarkable skill is in animals
>gets her leg ripped off by a fox
>put pegleg
>had to get rescued from a turkey
>had to get rescued from a wild boar
>finally gets killed by an ostrich
>>
does rescuing a space refugee still leave the colony after you save him?
>>
>>163507001
Comfort raises happiness and extreme happiness raises work speed.

Chairs are cheap and one of the easier options for making a happy colony.
>>
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>>163521090
I believe so. You have to capture them like a prisoner in order to make them stay and recruitable.
Is Sea Ice a new biome added? I can't remember seeing it before. How does it compare to regular Ice sheet
>>
>>163525032
>>163521090
Some of them stay, I think ones with existing positive relationships with your colonists always stick around.
>>
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>mfw the amount of time it take for traders to pass by

jesus christ hurry up, i got drugs, art sculptures to sell and surplus of food, to buy
>>
>>163525707
step up and make a caravan you lazy fuck
>>
>steam is down
>page 10
fug. When Steam finally gets back up I'll have no interest to play.
>>
>>163533609
Just start it over the exe
>>
does the miner's level affect the amount of resources you get per ore vein/ chances of rock chunks or just the mining speed?
>>
Since this thread is going to die, lets talk defenses lads. I see people build a small rectangle around the entrance to their base or try and funnel enemies into a 1 wide tunnel, but I completely disagree with that approach. A lot of weapons fire bursts, and a 1 wide hallway will waste those scattered shots compared to a wider hallway where the shots could hit an enemy raider. I also feel its better to build sandbags a bit away from the colony and with wide coverage so you have room to grow and more line of sight to shoot with. Enemies don't always go for the entrance and some might break down walls, so I feel its better to cover all possible directions of attack instead of hoping they attack the entrance and avoid a single sorry shell destroying all your defenses. Star forts also seem like a good idea but I haven't tried building one yet
>>
>>163539428
Just the speed but highest level miners are sanic.
>>
>>163484605
Post it on the forums, the dev loves these little jokes.
>>
>>163501246
Spent over 200 hours on it. 60$ AAA games usally last less than 10 hours for me. Still not seeing the end of rimworld, endless fun.

also, it should be on sale on the site (steam keys included apperantly)
>>
>>163539614
Combat depends a lot on what mods you use.

I usally try to become friends with pirates (or turn them into tribes with save editing), mass-murdering savage scum is fun.
Skipped a15 and my last functional defense was on a 5yo colony
>beach, water slows down the occassional enemies who decide to go around
>3 tile of granite wall surrounding the rest of the base
>[mod]barbed wire 5 tiles from the wall, mines between
>2 granite bunkers around entry points
>6 arty's

Basically, as long as you use lots of mortars you will only have to finish off 20% of the enemy, most of them injured... The wall was just fluff to make the base nicer.
50% difficulty because on normal every attack slows the game to 2fps
>>
How do I git gud? Keep trying to start as 5 filthy tribals but I never seem to get any maps with visible steel to mine.

How do you advance with nothing but wood and rocks
>>
Sex slavery mod where?
>>
>rebalanced range so more time is cooldown and less time is aiming
Did they really just make Careful Shooter even more OP?
>>
>>163485482
H-how do you even get food? Just hunt until you get hydrophonics up and running?
>>
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>You will never be a comfy animal on a comfy beach sleeping comfortably.
>>
>>163557191

>how do you even get food
>asking this in /rwg/ of all places

You know the answer to that question, anon.
>>
>>163558727
I meant in an ice biome.
>>
>15 year old beautiful female nudist
my DICK
>>
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>>163504217

>cave rec room

ho ho ho
>>
>>163559261

I meant to imply that you eat people for food ya silly goose
>>
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>>163559469

WAIT

that was the wrong pic, pic related is what you were supposed to see.
>>
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how the fuck do I stop this from happening?

built a exhaust shaft for freezer outlets right at the start, now every trader that turns up insists on gathering there.

tried putting a vent on the outlet but it doesn't let the heat out quick enough so the shaft cooks and the freezers stop working.

ignore the vent on the right, it was getting too cold indoors at one point.
>>
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>>163559287
>Chris Hansen.jpg
>>
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For some reason it stopped showing my characters at the top of the screen, no idea ow to fix it and I' not running any mods? Anyone know how?
>>
>>163560903
What happens if you try to kill traders environmentally anyway?
>>
>>163563609
don't have a save with them in there, will find out next time they turn up.
>>
>Vegetable Garden mod
>Lets you create placeable soil by making fertilizer
>Also requires smooth floor

Is this cheating, or not?
I mean, you still need sunlamps, and some kinds of materials (food and wood) to make the soil, so is it really all that different from hydroponics?
>>
>>163568715
More options will never make the game harder, only easier. That said, there's no such thing as cheating, only making the game too easy for your own enjoyment.
>>
>>163569518

The game could use an ammo/magazine mechanic. Bonus points for creating a system of fumbling for magazines if the colonists shooting skill is too low.
>>
Is it possible to make melee good? I'm getting bored of using personal shields exclusively for sniper cheese.
>>
>>163570148

>make melee good

Not unless you're willing to lose half of your colonists to gunfire before they get to the enemy. The only time I use melee even remotely effectively is on the defense to either attack grenade guys or hold up any other melee dudes that leak through, otherwise I may as well be sacrificing my colonists to a hail of gunfire.
>>
>>163570410
What if you attack at night/build defenses to funnel enemies into the melee grinder?

The main thing I'd be worried about is RNG crippling melee injuries by weaker enemies since melee doesn't make your defenses any better.
>>
>>163436327
Beautiful rooms my good man. Would happily live there. Hope the AI liked them.
>>
>>163559469
>making your colonists sleep in literal caves
At least put up some stone block walls so they're not looking at rough stone.
>>
>>163505163
I've had social fights crack bones before.
>>
So I opened some cryptosleep caskets, and out of them came 2 non-hostile dudes and 3 megascarabs. the scarabs and dudes were non-hostile to both my dudes and each other, and when I went to arrest the sleepers the megascarabs started attacking me. Does this mean that it's possible to tame the insects? Megaspiders seem like great melee fodder for dropping them right onto enemy bases
>>
>>163571849

>colonists sleeping in caves

Those are prisoners, that's my prison block. Hence the turrets and prisoner beds. I had a raid with an extremely high amount of injured prisoners and I took them all in. Many attempted breakouts or had mental breaks the first few days in so unfortunately I was forced to remove their limbs.

My luck changed and a pirate ship came through a week after that pic and they still managed to catch a fair price, even though many had perished from infection or starvation.
>>
>>163570610

That could work, especially with larger raids because retarded AI are gonna shoot their own guys in the back trying to get your colonists. Only problem is that you're still going to be dealing with a very high rate of injured colonists compared with strategies that focus on shooters. I still think that having a few melee guys to mop up stragglers is the best method, since they don't get in the way of friendlies and still manage to serve a purpose.
>>
>>163561030
It's not pedophilia if it's in space.
>>
>>163422356

Herbal medicine is just barely better than no meds. You want at least the normal meds.
>>
>>163451915

You might want to reduce difficulty level and switch to phoebe.
>>
>>163446071

Tantrum spiral after a few pets die to raiders or manhunter packs.
>>
>>163559575

More specifically, nutrient soylent green paste.
>>
>>163570148

Brawler, jogger, two scyther blades, fully bionic, hopped up on battle drugs. No weapon of course, just a personal shield and maybe armor.
>>
>>163578163
A plasteel longsword will do almost as much damage as double scyther blades without making the character useless.
>>
>>163579594

You get the hit in faster with scyther blades.
>>
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>colonists won't have sex until they're 20
Fucking stupid.
>>
>>163579996

I'm sure that can be modded. Right?
>>
>>163580070
Can it? To my knowledge there are no sex-related mods whatsoever.
>>
Which of the psychoid drug is the safer remedy for someone with a psychoid addiction?
>>
>Downloaded all of the Call of Cthulhu mods (cult, faction, objects, monsters, storyeller)

Here we go boys.
What biome for the theme?
>>
>>163584642
Coastal boreal woods
>>
>>163585454

Holy fuck yes I love you.
I hope the guy adds Deep Ones encounters.
>>
>>163585454
Shit, now I want to play coastal boreal woods, and I ain't even that guy. Love this new world map.
>>
>>163576703
I'd rather be dead than bored.
>>
>rerolling until you get to play a 27 year old with your name crash landing with two 15 year old female nudists
8^)
>>
>>163585801
Deep ones are already in the monster pack, no? At least the steamworkshop page claims that.
>>
>>163569983
>The game could use an ammo/magazine mechanic
Combat realism has this.
>>
Geothermals need a roof above them, yeah?
>>
>>163588705
Don't think so, unless its changed recently.
>>
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>>163508054
>not taking everything with you.
>>
>>163588705
Geothermal Generator catches fire at 1000 degrees, which happens if you completely enclose it.
>>
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>>163501246
>>163501246
>But seriously I've been waiting for it to go on sale to get it. $30 for an EA is way too much.
But its a good EA game. Just look how much has improved since the first versions. It shows comitment and passion.

Plus the vibrant modding community.

>>163516203
Play Ironman.
Losing entire world is crappy but its still better than save scumming.

>>163546409
>60$ AAA games usally last less than 10 hours for me
Stop buying Ubishit/Electronic Arts games.

Last two AAA titles i bouight : XCOM 2 and Witcher 3 - worth every penny.
>>
>>163579996
>>163580070
>>163580158
>someone out there is getting it up to limbless sprites bumping against each other in "sex" mode

Oh ffs , bethesda games at least have some titties and ass ...
>>
>>163589461
I was going to ventilate the room, but I wanted to know first off if it needed a roof since I saw someone mention a geothermal short circuiting when it rained.
I'm still going to use it to ghetto heat part of my base so I guess it doesn't really matter.
>>
>Research tree get cut off due to shitty new research screen
Goddamn you Tynan! Now I have to use less than 100 mods!
>>
>>163589461
You can just put a vent on the wall.
>>
>>163590001
There's people who get off from text alone so limbless blobs is a step up from that.
>>
>>163591553
Yes, but people tend to do that after they find out a geothermal generator locked in a small room turns into a deadly fire trap. Generator catches fire, player tries to extinguish fire, opens door and kills everyone with blast of super-heated air.

Personally I love playing on frozen maps so the generator is the central part of my heating system.
>>
>>163591964
No its not. Text at least gives you some need for imagination..
>>
>>163590001

There are dudes who get off to nothing more than text. That's why people make and read erotic novels and have shit like corruption of champions and it's analogous erotic text adventure games. The game is there to set up the scene, that's what makes it so attractive some people, it's more realistic than your typical porno. It's also why there are so many people who actually play porn games instead of just straight up fapping to the CG set. In text based games you make the picture in your head.
>>
>>163592017
>need for imagination
Just like simplified shapes.
>>
>>163592017
>>163592920
It's the other way around: text describes it in detail, two limbless blobs bumping into each-other gives you so much need for imagination that the limbless blobs may as well not even be there. You're beating it to your imagination either way, the presence of the blobs just makes it autistic.
>>
>>163593402

I've read enough chinese cartoon porno comics to know where pecker goes anon, all I need is a good story to set it all up.

Nobody is interested in the inane basic love shit in the game right now, it's all about the extremes. I mean if I can't force my prisoners to fuck a badly mutilated leg then I'm just not having fun or getting off.
>>
>>163593402
It's not that the limbless blobs are required, it's just that Rimworld features them and sex mods could utilize what's already there to make interesting stories for people who are into imagination rather than visual stimulation.

A lot of what happens in Rimworld is already up to your mind to flesh out. A colonist losing a head or limb is not represented graphically, yet it's still fun to check the health tab to see what exactly happened to the pawn that died.
>>
Seeing as how we can now have multiple colonies, would it not be somewhat easy to have multi-z now?
>>
>>163593592
too soon man, too soon .
>>
WHats that mod called that allowed you to play walls over existing ones, where the pawns demolish the old one and directly build the new one?
>>
>>163595604
JTReplaceWall
There's a separate workshop entry for the A16 version.
>>
>>163579996
Are you sure? Mine are fucking non-stop unless the other one is over 60yo.
>>
>still no working bigger stack size mod
i fucking hate how i have to create entire hangars just to store shit
>>
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How do I make my base better??
>>
>>163589723
>Stop buying
mostly pirate them or get them for free
XCOM was 50 so i bought it, still cant get myself to finish my procedural room-by-room building generation mod. One day it will happen...
>>
>>163596506
Holy shit, that is some Dwarf Fortress level mess right there ...
Da fugg happened there ?
>>
>>163596506
What a mess. Caveman-tier oogabooga design.
I know that there is something nice about building "naturally" but that place is wrong on so many levels.
>>
>>163596647
I tamed a lot of animals. it was good at first until I started producing drugs. I didn't know addiction could get bad. My guys stared berserking and killing traders and everybody wtf! also they didn't build roofs so my batteries kept exploding. I ended up with too many pirate raids
>>
>>163596892
So you basically got a failed drug cartel ..
I like it.

Just gave me an idea for a new game ;P Thx man.
>>
Anyone tried the new raiding feature? Can you kidnap people?
>>
>>163596975
It kind of ended like rapture
>>
>>163597474
Losing is fun.
>>
For some really weird reason i cant handle losing pawns.

Never gave the slightest shit in DF, but its making me turn on devmode in rimworld.

Maybe its because my 5 armored guys with SMG's cant kill a fucking tribalnigger with a bow sitting behind a rock, eventually getting headshot by an arrow
>>
>>163601480
DF is waaay more massive in term of amount of pawns to control.

My largest colony in Rim was like 7-8 people, in DF thats the start and you can get 20-30 people per wave.
Its hard to be attached to them.
Plus also graphics makes them more unique and easier to attach to.
>>
>>163601628
>more unique and easier to attach to.
Nah. It's just the fact that there's only a few of them and the dead fucker was likely to be the only one skilled in something and you need to grind that skill on the other unit anew.
In df loss of anyone is often not noticeable at all, especially considering that most frequent deaths are among conscripted cheesemakers.
>>
arid shrubland or desert for my next colony planning on building a base out in the open rather then inside a mountain for once
>>
>>163602076
>arid shrubland or desert
>open base

With what ? There are no trees there.

>>163602048
Thats also the reason but its a direct consequence of having 10 % of number of pawns from DF.
>>
>>163602048
>>163601628
also the death spiral that develops after
for some reason all pawns in rimworld are hyper sensitive borderline shizos and as soon as someone dies, they literally immediately start a downfall into insanity.

all it needs then is them missing food because the games timeflow is broken and so they skip food, and bam they go berserk
>>
>>163602202
That too.

People joke how dwarfs in DF are fragile and throw tantrums but its a fucking small potatoes compared to Rimworld.
>>
>>163602807
>dwarfs in DF are fragile
For for whatever reason Tarndams decided to end that a while ago. Now it is as bland in that respect as theme hospital and other old tycoons are.
>>
>>163603449
Which is good because it was fucking infurating that you lose an entire fort because someone didn't had a pretty enough room.
>>
ded thred
>>
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>>163596506
First of all it looks like you built into a mountain, and thats never good as infestations can spawn in your colony then. Second why are your prisoner beds built so spread out? The -5 penalty for sharing a room isn't that bad. It also looks like your using way too much space compared to your colonist population and there's a lot of room being wasted.
If were posting colonies than heres mine. Using the Imperial Guard mod and almost have enough refined ceramite for an imperium weapons fabricator so I can start pumping out quality Lasguns for use and export. I manged to pick up an awful Servo Arm from a caravan, so Mathis has been working at sanic speed
>>
>>163504564
I just separate my dining room, kitchen, and my store room, butcher in the store room, and cook and store food and meals in the kitchen. I keep it sub-zero too, since the efficiency drop isn't too big and it's not worth micromanaging ingredient locations.

If you keep the kitchen clean you don't get as much food poisoning.
>>
Has anyone actually tried travelling? My pawns just went crazy because they wouldn't go to bed but just kept packing the caravan.
>>
>>163504564
I'm not even sure if it's new, a lot of things just have notifications now
Like I knew science benches profited from clean rooms before
>>
>>163608841
I used traveling pods and it seemed fine, however I only packed some food since it was a raid on a pirate base. I believe Tynan knows of how packing interrupts everything and there's a fix being worked on.
>>
>>163608987
I got a lot more food poisoning going on with good cooks but with butcher table and stove in the same room.
>>
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Are they going to build those walls and stove or...?
>>
>>163491350
Lovecraft collection
>>
If I want to be a dorf and live in caves do I want to cut through a giant open area and then build walls to cordon off spaces or do I want to use cave walls as much as possible to section rooms?
>>
>>163505080
Do drugs prevent them from dying? I thought it just boosted pain tolerance
>>
>>163521262
Any other tips like this to increase worker efficiency? What's the optimal schedule for worker? Should I give them smokeless and booze to keep them happy?
>>
First mods using world travel/adding new glitter tech based neutral and hostile colonies when?
>>
>>163613467
your priorities probably aren't in the right order

just make them do it manually
>>
Raiding bot bases is shit
>>
>>163618745
I'd rather call it basic. It works but it's boring as fuck. That's why I hope for mods. Custom maps to raid, maybe remembering locations so you can back out and hope for second approach later on.

not to mention that combat in Rimworld is mostly zerging anyway.
>>
what mods should i use?
>>
I CAN'T SEE MY PEOPLE AT TOP SCREEN REEEEEEEEEE
>>
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What should I do in the immediate to improve my base? Just finished moving everything inside in time for winter.
>>
>>163620363
you could learn how to use table stockpiles so that you don't have your guys going back and forth from the storeroom all the time

make a proper kitchen and a separate dining room because well-set out dining rooms give a small bonus
>>
>>163620363

Two biggest problems I see are the fact that your batteries are fully enclosed and that you have a very long walking time from cold storage to cooking. This may not seem like a big deal but when you get 8+ colonists and have a dedicated cook the travel time to bring ingredients to and from the stove will start to take a noticeable portion of time from the schedule and the number of your meals will start to steadily decline.

Consider investing in auto doors and moving your cooking area closer to cold storage. Alternatively make a meal fridge and raw ingredients storage next to your meal area. Also double stacked regular doors increase travel time by a lot and don't really do much to keep the cold in the fridge.

oh and enjoy the bugs
>>
>>163621275
b.. bugs?
>>
>>163608183
Imperial guard mod? Is it good? I'd love to RP as some guardsmen posted on a godforsaken rimworld
>>
>>163620363
It's always best to have a hospital which can fit every damn settler. Believe me, you'll need it.
>>
>>163621628
Infestation events will trigger eventually when you mine out any rock that has 'overhead mountain' as the roof tile. You need to take that into account when building mountain bases or else you'll have a good chance of losing your colony pretty much instantly.
>>
>>163624234
How can I see if its an overhead mountain? My whole base is overhead mountain but I can only now see that in areas I've already mined out, it doesnt tell me that if I mouse over unmined areas.
>>
>>163625098
The only way to tell for sure is after you've mined it out. As a rule of thumb tho anything that goes deeper than a few tiles into a mountain has overhead mountain as a roof.
>>
>>163625370
So how fucked am I?
>>
>survive a volcanic winter+toxic fallout with constant raids
>nothing happens for the entire spring season
>raid happens
>they send two scythers
>somehow kill them with the help of my turrets
I've survived a whole year! Whats the best way to self sustain meat for lavish meals? Since it's really bothersome to keep finding animals to hunt.
>>
>>163626440
Chickens ain't half bad. Not sure on the stats for quickest breeding though.
>>
So I spent hours on a game last night for the first time in a couple of years. I had fun, but I found that I plateau'd quickly (using Randy on "some challenge"). Nothing new was happening. Raids were very rare and nothing had been challenging at that point. My only source of conflict was running out of food every few days and having to assign new animals to hunt.

The only stuff I really had to aim for was research and it was taking ages.

How do I avoid running out of ways to progress like this/how do I progress in a situation like this?
>>
Is there a way to destroy rock chunks?
>>
>>163590001
It's not a matter of getting off, it's a matter of my cute married lesbian sisters not getting their free morale boosts.
>>
>>163619653
Whichever sounds fun to you. A16 barely came into play so a lot of mods from A15 still haven't been updated.

I used to play hardcore SK modpack which is combination of a lot of stuff. It make games really damn long, complicated and tedious at some point. After few days I realized it's getting more tedious and less fun. It ended up being a lot of micro managment and creating elements to create elements of elements of construction that needs more fucking elements made from shitload of resources.

From shit I'd take for granted get
Combat realism - for improved combat
Rimsenal and/or Glittertech - for injection of game content
Mine it all, recycle, defensive positions, allow tool - for amenities and small fixes
Maybe Prison extension and Hospitality - adds a bit of improvements to guest taking and second to holding cells and managing prisoners.
Eventuall, Mad Skills - for removing skills degradation.
>>
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Bought this recently, loving the game so far.

I'm playing on Cassandra some difficult right above Base-building, as the difficulty of raids increase do you need an increase in colonists to fight off the raids? Is there even a limit?

Also rate my first ever base :3
>>
wahts goin on?

https://gist.github.com/HugsLibRecordKeeper/c294fa333c5f5c7fc5d4be9bad8ca9a7
>>
>>163629938
unlit bedrooms/10
>>
What's the most efficient farm-kitchen-barracks-mess hall-crafting room layout?

I always end up just slapping everything around the kitchen which is next to the farm plot, but I'm curious if there's an actual, optimal setup.
>>
>>163630195
Are they really worth the cost of lamps?

I don't understand the input/output levels of electricity
>>
>>163630053
>Mods config data is from build 1282 while we are at build 1284. Resetting.
Some mod or mods seems to mismatch the game version perhaps?
>>
>>163625531
An infestation will pretty much kill all your colonists if it happens with your setup.
>>
>>163629938
That battery placement is lethal. If your shit short-circuits than your prisoners will die, and you risk your solar panels getting blasted and catching fire. I would also recommend making enough stone blocks to refloor your bedrooms to stone tiles, as it helps with beauty and mood is very important as it increases work speed or cause tantrums if at the breaking point.
>>
>>163631880
>That battery placement is lethal. If your shit short-circuits than your prisoners will die, and you risk your solar panels getting blasted and catching fire.
Wait, why? I thought since I have granite walls I'll be fine from fires, no?
>>
>>163621675
I enjoy it, although all the Imperium equipment is late late game and reliant on new metals which might not spawn on your embark. I made a custom scenario of 6 dudes with lasguns and flak armor, but it turns out that shit rapes with lasguns getting like 5 shots per burst and the armor gives bonus to accuracy and like 80% resistance to everything. servo arms are really nice because the workspeed increase is almost necessary to complete the ridiculously long work required for ceramite and adamantium.
>>
>>163632061
Granite is better than wood but it doesn't make it invulnerable to fire. Fire was buffed ( I think) in A16 and I've even seen steel and marble walls catch fire.
>>
>>163632061
Any enclosed area with fire in it will slowly get warmer and warmer. At some point everything in that room starts catching fire and colonists gets burned even far away from actual flame just form the temperature.

It'll happen like that until fire manages to breach outside so temperatures can equalize. Then your colonists will be able to come close enough to start putting down the flames.
>>
>>163627291
Cassandra Classic on rough.

Or, do it again with ironman.

Or do it with mods.

Or all three.
>>
>>163632934
>>163632561
So what are the guidelines to a proper battery safety shed?
>>
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>everything going great in second game ever, started as tribals this time
>suddenly heat wave
>two minutes later dry thunderstorm
>whole map in flames
>entire base made of wood
SEND HELP
>>
>>163634284

Ensure that there is a waking space on both sides of your batteries to help fight fires, keep them away from anything important and setup multiple battery banks with switches that you disconnect from the main network once they get full. This way even if you lose all your power to a circuit event you will still have some power for turrets or what have you during an emergency.

Firefoam poppers and vents to minimize fire risks are also highly recommended. I think so long as you make your walkways a single tile long you can keep large battery banks in mountains without fear of infestations since I believe bug mounds are 2x2. Make a lot of little battery banks instead of one big one.
>>
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>When your cat is more efficient at dealing with pirates than your chief and warriors.
>>
>>163636514

I really like your open concept base with un-enclosed walkways. Pray to your game master AI to send rain. Alternatively send your colonists over to the fire RIGHT NOW before that shit gets on your base or you're fucked.
>>
>>163634284
Build a steel shed away from your main colony and build a door and set it to held open in order to ventilate the room in case of fire. Only batteries that are connected to the power grid will short-circuit so in case of emergency you should charge a few batteries thaen reinstall them at a separate location that's not connected to the grid. The charged batteries can be reconnected to the grid if your shit short-circuits and you desperately need power. Alternativley if you have zzts just create a custom scenario and disable them
>>
So what's the verdict on bases? Overhead mountains prevent drop pods from crashing through but are prone to infestation. What's best defense base design?
>>
>>163636835
Unfortunately I had to close off the hallways due to the heatwave. Fire cooked my medical buildings and almost killed two people before rain came, but otherwise got out unscathed
>>
>>163636891
I try to fit my bases in between mountains. Alternatively I build a three block thick wall of some stone around my base and de-home it. Most of the time attackers will funnel to wherever you have your opening. Drop pods and mortars are still gonna suck cocks though. It's either that or fucking bugs though so pick your poison.
>>
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>>163637456
Historically, Star Forts were top-tier fortifications due to covering all sides while still allowing your forces to present lots of rifles to the enemy
>>
>>163637456
I find that rain comes almost always on Cassandra classic within twelve hours of a major fire somewhere on the map. Not sure if this is just luck or if it's coded into the particular AI's behavior to do that.
>>
>>163639501
it's coded so fire doesn't lag the game
>>
>>163636861
>>163636612
Thanks guys
>>
>raid a base
>YOU HAVE TO LEAVE IN 24 HOURS REEEEEEE
>grab some loot and leave
>resettle the same tile
>the base and the loot I left behind vanish into thin air

What the fuck?
>>
Best way to capture people alive via raiding? I hear psychic lances or fire is the way to go
>>
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Update for anyone interested. Just finished researching most of what I need to get a good solar farm going, about to bring these poor savages into the industrial age.

I just realized the game gave me a brother sister pair named Green and Purple. Thanks for the dose, Doc.
>>
>>163626440
Lavish meals aren't worth the food cost.
>>
>>163628153
Cut them.

>>163629938
Cover the floors and entrances with wood panelling so you don't have to keep cleaning dirt.
>>
>99% to recruit
>eventually makes a prison break after months of being prisoner
Why?
>>
>>163631880
Only marble and wood tiles give beauty bonuses.
>>
>>163644062
99% to NOT recruit. For actual recruiting chances check your social interactions every day.
>>
>>163444518
Both games are too shallow in different ways. Rimworld isn't wide enough, that is to say there isn't enough variety of content. DF isn't deep enough, in that there's little actual progression and no end goals.

Speaking of which, are any of the content mods actually good or do they all just add broken shit to the game?
>>
Does the game still do thays annoying thing where if you have too many colonists enemies always die I stead of become incapacitated?
>>
Why is it my skill 14 ranged colonist cant hit the broad side of a barn with his LMG?
>>
>>163644261
Fuck, thanx mate.

Also what the hell is chronological age?
>>
>>163647218
Exactly what it says. If they jumped in cryosleep at 18 years old and were in it for 3000 years they'd chronologically be 3018 but biologically still 18.
>>
>eggs don't hatch tame
>babies hatched fresh from eggs aren't any easier to tame
>>
>>163648168
Chicken nuggets.
>>
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>>163636514
Only YOU can prevent the forest fires - thaaat was one unlucky randy on rough.

I set up a game to test some mods and found annoying error appearing between some mods. I guess there is problem between rimsenal and combat realism that doesn't allow colonists for firing rimsenal weapons. Same Rimsenal equipment picked by colonists behaves like a blank item. You can't drop it, you can't wear it nor use it. It just sits in colonists inventory a takes place. Although there are two different kind of backpacks. Probably from two separate mods. I haven't managed to check if that was what was causing the issue.
>>
So now that you can rescue to recruit, how good is it? Is it ever easier to rescue than to tame?
>>
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Another update. Game going smoothly. Everyone has just gotten married to each other except old Huntsman, who's two decades everyones senior and forever alone.

I've brought these filthy savage tribals into a beautiful age of electricity.
>>
>>163649868
I can never bring myself to play tribal, the added research time is a bitch
>>
Ok boys I got money to burn, sell me this game. I played the fuck out of Terarria.
>>
>>163653792
Its nothing like Terraria. Its Dorf Forts in space.
>>
>>163653876
Well I kind of get its not like Terarria, I meant it as I played games with resource management, autism building etc..
>>
>>163653792
It's a bit rough at first learning the controls but it's a blast to play. A lot of autistic detail can be put into base building and watching the character interactions and things such as drugs ruining lives happen is priceless.
>>
>>163589250

Your medbay doesn't have surgery lamp in it.
>>
>>163596493

Build ship ai cores but forbid them after materials are hauled. For small materials, chess tables or something?
>>
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Last update for the night. Geothermal up and running, finished making my perimeter firesafe with a concrete buffer as well as firefoam poppers.

Merry Christmas assholes.
>>
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>>163655242
Just joking one final change, made the reactor room lit in an ominous red for dramatic effect.
>>
>>163608183

Why do you have a dead centipede in your freezer? Mech corpses don't spoil.
>>
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So I just read the changelog.

Holy fucking shit, what a christmas gift.
>>
Is there a way to prioritize cleaning of areas?
Like I want my dining and hospital to be constantly clean
>>
>>163643910

Fuck you, they are if you have shit tons of meat. Even if not, if you can make them it's sometimes worth to whip up a few if one of your pawns is having a bad time.
>>
>>163656720
use paths so people stop tracking dirt into the rooms
>>
>>163644126

Um. What? Gold floors.
>>
Playing for first time in ages, someone tell me what difficulty to play on and world name.
>>
>>163655543
That's pretty a e s t h e t i c anon.
>>
>>163655543
Why would it NOT be red?
>>
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Decided to try out the Imperial Guard and Cthulu mods and I'm really enjoying it. Decided to embark on a mountainous Ice sheet and it feels like the Mountains of Madness since it's so cold that the only other thing out there besides me is eldritch monsters. I had to rush geothermal power as for fall and night there's no sun to farm solar power off of. Farming feels sorta cheap though since I'm using that tilled soil mod that lets me create my own soil to farm on without hydroponics
>>
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>>163516203
Take solace in the fact that when make a new colony you may meet your pawns again in the world you have reset. Perhaps protect them better. Would you really want your qt3.14 waifu pawn on the frontline against a tribe of big-dick raiders?

Though not necessarily related to your question, I do want to touch on "savescumming."

A good way to ween yourself off save-scumming is just starting a new colony without any real ambitions or taking too much time to find a location. Try setting a simple goal like "survive to year 5" or simply rushing towards a spaceship victory. A lot of people get ahead of themselves like trying to re-create a Brotherhood of Steel base then get BTFO'd because they are mid-construction when, otherwise, preparations like a small bunker could have taken out the raid that destroyed you twice its size with half the needed colonists to thwart them.

A big problem people have with savescumming, at least in Rimworld, is that they see the enjoyment in making their sand castle but can't fathom seeing it destroyed when someone kicks it down. However, since they reset the world back to before the sand castle was destroyed they are far less likely to find out that they could have constructed a massive redoubt with menacing spikes to keep those beach bullies away.

TL;DR the habit of savescumming leads players into making bad decisions because they have a "fallback" option
>>
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>keep rolling colonists with shit stats
>decide to make them all addicted to cocaine and watch how it plays out
>>
Is there a mod/devtool that'll let me extract just the contents of my map and start a new scenario on it? Just installed a tonne of QoL mods and I had an alright permadeath save going.
>>
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is this because I put the planet temperature up and the rain down?
>>
>>163643910
>>163656763

Get chickens for your meat substitute. They multiply like crazy and each egg has tons of nutrition. Hunting is more viable and setting up an inestation farm can bring you a steady stream of meat, but if your PC can handle it you can get HUNDREDS of hens laying eggs (not to mention the free meat from the roosters not selected for studding).
>>
>>163658981
Hot and dry? That's pretty much how warm deserts work. I imagine setting your planet to be cold and dry would also give you a tundra/ice desert meme, too.
>>
>>163658981
No anon, it's because the local factions have been sucking the planet dry from it's resources and polluted it to shit, making all non-domesticated fauna and wildlife that couldn't adapt to the changes to wither and die.
>>
>>163658339
Looks comfy, but I recommend putting floor tiles under your doors. It's getting snow everywhere (at least by the look of it).
>>
>>163643741
>Green and Purple
That's pretty cute, desu.
>>
>>163651637

Custom tribal start, 1 pawn only, -100 C winter start with 1 camelhair parka and over 9000 wood. Randyextreme of course. Good luck.
>>
>spooky wall
>because reasons, I know there could be fun in there
>set up turrets and safe firing positions before breaching
>manage to down 3 scythers and a slug thing without losing a person or getting injuries
>open cryosleep things
>people come out, put them in hospital
>one guy wakes up and seems to be walking away from my base
Whats going on, should I arrest him?
>>
>>163660198
People you "rescue" have a chance to either join your colony or walk away and leave on their own journey (rescued colonists from other factions give you a relation bonus if this happens).

Since he's moving away it's probably the latter. Go and arrest him if you want to recruit him on your terms.

By the way, opening those caskets can sometimes spawn aggressive NPCs. They're not armed ever, I believe, but they can swarm a single guy if you're not careful.
>>
maybe I shouldnt have started as a tribe
these fuckers dont know anything about power production
>>
>>163660409
>arrest him
>he dies
>reload a diff save before opening the caskets
I hope I get more fun opening them again
>>
>>163660540

>savescumming
>>
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>>163643741
Guess who just visited my base.
>>
>elephants can't be used as pack animals
You fucking wot
>>
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>>163660932
Double the dose
>>
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Post happy colonists
>>
>>163661664

My happiest was a nudist green thumb pawn who got at least two dozes of loving every night and a bonded pet. Literally couldn't break even by starving and forcing to work for a week without sleep, hauling rotting raider corpses to the pile and then eating one of them when I wasn't looking what he was doing.
>>
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>>163660681
>tfw I save scummed but no more fun in the space baskets
>everyone dies from infection because i forgot to micromanage my doctor
>except the soldier who instantly joined me
>>
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Cold today.

Cold yesterday.

Probably gonna be cold tomorrow.
>>
>>163661664
Bloodlust after any fight is like +50 happiness.
>>
If you starve your pawn(s) on purpose and only give them a meal after they have trivial malnutrition, does it make the food last longer?
>>
>>163663097
What do you do for food on sea ice? hydroponics and hope for no solar flare or blight?
>>
>>163663470

That, and any meat you butcher.
>>
>>163663470
I guess so. This is my first attempt. Got plenty of nice juicy raider corpses staying fresh out in the snow now ready to butcher.
>>
>>163663628

Might want to think about nutrient paste instead of cooking them. Food poisoning is no joke.
>>
Is there some kind of bug with loading caravans? My crew leaves before they finish loading everything.
>>
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>when two of your four ice sheet colonists are drug addicts who become insensate with withdrawal, so you murder and eat them
Ice sheet ironman spawns are the best.
>>
>>163663724
Time is money, friend.
>>
>>163663709
I thought that might be a good idea but it appears I can't put corpses in the nutrient dispenser.
>>
>>163663794
I'm trying to do sea ice as we speak. Don't really know what to do now that I'm out of wood and steel.
>>
>>163663910
I went mountainois ice sheet, not sea ice.

Sea ice would be absolutely impossible, unless you started with enough resources to rush comms and had the more trade ships mod.
>>
>>163663829
Gotta butcher them first then change the settings on the hopper to allow human meat
>>
>>163663990
Not enough wood for a butcher's table anymore.

Luckily I just got some cargo pods of fine meals.
>>
>>163663910
Butcher enough people till you have enough food to go somewhere else
>>
>>163663910
Hope for trade ships, or if you don't care for the standard scenarios, perhaps create a scenario where you start with extra research like deep drilling and hydroponics.
>>
>>163664045

You can deconstruct wood items to get some of it back.
>>
>>163663950

There needs to be a way to cut up the ice into blocks to use for at least wall tiles, if nothing else.
>>
>>163658712
>Would you really want your qt3.14 waifu pawn on the frontline against a tribe of big-dick raiders?
Could you please take your shit cuck fetish somewhere else ?

>>163658339
IG plus Cthulhu ? Do want..
>>
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>xmas
>rimworld is still not on sale

god damn im getting tired of pirating this shit every update
>>
>>163663097
Comfy as fuck... Tragic but comfy.
>>
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WOAH-OH

WE'RE HALFWAY THERE

WOAH-OH

WE'RE LIVING ON A PRAYER
>>
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Hypothermia ain't no joke, but it's their own fucking fault. Why the fuck does Tygshit think that if people don't sleep on a comfy double mattress for two days they fly into a frothing insensate rage and willingly let themselves freeze to death rather than go get comfy in the nice sauna I built around a steam vent?

Time to roll back to an earlier save.
>>
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>>163664929
Woops, I forgot it's ironman.

God damn it.

Also, I move that we add city builders to this general because they have no general of their own and this thread will die before the week is out without more posters, and I imagine there's plenty of crossover.
>>
>>163660409
>They're not armed ever, I believe, but they can swarm a single guy if you're not careful.

That's bullshit, they can easily be armed. I got loads of guns from half a dozen of guys when arresting them and only one resisted.
>>
>>163665025

No. Fuck off.
>>
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Hahahaha

Fuck this colony, you can have it.
>>
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Waddaya think laddies?
>>
>>163665060
Enjoy your dead thread. After it's been dead for a few days I'm just going to make a new /rwg/cbg/ general anyway.
>>
>>163665130

>only -50C

Pleb.
>>
>>163665025
Yeah, it has to happen
>>
>>163665025
Source of the pic ?
Looks interesting.
>>
>>163665185

K, now fuck off already.
>>
>>163665305
Fanart for Sunless Sea.
>>
Why do you fuckers always give your colonists such huge fucking rooms? I usually give them a 2x3 room with a bed, a plant, and a lamp, and they seem to be perfectly happy with that. When I see your colonist's rooms, they all feel so empty and gay.
>>
>>163665706

I don't even do that. They get a 1x2 with a normal or better bed, or 2x2 if they're in a relationship.
>>
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Killed a Thrumbo. Now I just need a trader to come take its horn.
>>
>>163665706
Yeah I'm not seeing the returns of huge rooms either. Doing the same shit you do, works fine.
>>
>>163665808

Wait what?

>deteriorating due to being unroofed

Is this for real? Holy shit.
>>
>>163665870
Yeah crap breaks down out in the nature, just like real life.
>>
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>>163665870
Wait.. you didn't know shit that wasn't roofed deteriorated over time?

As if this shit couldn't get any worse for our poor heroine Kasumi, trapped on a fucking glacier fending off raiders in -110C, apparently nuclear fallout is now an issue.
>>
>>163665941

No, I mean I haven't checked the latest version yet. Used to be that corpses in a sub-zero map would keep forever if untouched.
>>
>>163665870
Build equipment rack or roofed stockpile and place it there..
>>
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Hear my story, anons:
>wake up
>sirens blazing
>ship shakes violently and constantly
>get out and see two other people woke up
>some guy and a woman
>ken and fiona respectively
>we figure the ship is crashing or something so we dash for the pods
>we choose a pretty nice spot to land on
>ship is massive and on an orbit so we took our time nitpicking
>we land and cryo nausea kicks in
>set up some crops and shelter after we stop throwing up
>some days pass
>we get raided twice by half-naked psychos
>some drunk-ass bald guy named chen comes up and joins us
>whynot.jpeg
>proves himself useful first couple days
>runs out of alcohol
>now hes a whiny bitch that does nothing but fight with people pace around and eat our food
>ken had to shoot him once cause he pulled a knife on fiona
>snaps out of it and is useful every once in a while so we figure its worth it
>one day a pidgeon drops us a phone
>ringring.wav
>its the ai from the ship we escaped
>>
>>163665983
Items have health. Food items have health and freshness. Fresh food can deteriorate away to nothing even if it's still fresh.
>>
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>>163666269
Nothing is more comfy than an original survivors only run. It's slow, but satisfying.
>>
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>>163666269
Part 2
>its the ai from the ship we escaped
>says it landed a rescue ship for us
>but it miscalculated and it landed on the opposite fucking hemisphere of the planet
>says we should get there before some oonga boongas find it and form a religion around it
>why the fuck not
>bring chen along since we can haul more supplies with him
>we pack and leave
>day one we get assaulted by fucking raiders
>right after that ken informs us that he might have contracted the fucking plague
>looks the part
>we set up on a small ruin nearby and treat him before we move on
>literally the most competent group member so we gotta take care of him
>chen did nothing during the entire incident
>chen is slow as fuck and doesnt talk to anyone we have to kind of herd him around or he wanders off
>we shouldve left him behind
>day two ken dies of the fucking plague
>chen snaps
>pulls knife out and starts chasing me and fiona through the mountains
>run into a couple muffaloes
>they got the rabies
>turn around and run into chen
>still raging he shanks fiona
>beat the crap out of him and help fiona get up
>run as fast as we can away from muffaloes
>they catch up and maul us to death
>mfw we died didnt even make it a tenth of the way
>fuck chen
>>
>>163666443
>not butchering and eating Chen

What is wrong with you?
>>
>>163666291

Freshness didn't use to deteriorate or spoil on corpses if the temp as at least -1C even if unroofed.
>>
>>163666938
Didn't cross my mind.
I mentioned I needed him to carry shit.
No excuse for when we were still settled down tho.
>>
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>>163666443

>story with 0 (zero) organ theft and/or cannibalism

As another venerable anon pointed out, you could have simply eaten your other colonists. Fun fact: eating another human in the game will increase the respective stats of the colonist that has eaten him.
>>
How do I stop my little hole in the mountain from losing heat every time my dude opens the door?
>>
>>163665049
The more you know.
>>
How are you supposed to auto feed animals with less resource spent?
Do I just grow haygrass and make a hay stockpile under a roof inside the animal area?
>>
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>>163664651
Hey, man, I'm just saying that you gotta properly protect your pretty pawns from Chad Thundercock instead of savescumming.

It's just banter, mate. I'm not trying to push the 2nd shittiest fetish here.
>>
>>163667924
>using the term Chad Thundercock unironically

Fuck off back to /r9k you pathetic faggot.
>>
>>163667992
I don't see how it's ever possible to use Chad Thundercock unironically outside /r9k/
>>
>>163667785

Yeah I just stick haygrass in my animals pens and they eat it. Better than them running over to my fridge and eating meals made for colonists and shitting all over the place. Speaking of shitting all over the place proper organic shitting mechanic and sanitation when?
>>
>>163667785
Remember to make a freezer for your excess hay too in case your animals don't eat them fast enough.
>>
>>163669006

What the fuck? Hay keeps for over a year, if the tempeature drops to freezing in the winter.
>>
>>163669048

Not that guy but I have had several occasions where I have harvested so much haygrass that even with nearly a hundred turkeys and lamas I simply couldn't get them to eat fast enough.
>>
>>163669534

So spend time doing other things instead of planting too much hay then. Plant trees and make furniture out of the wood.
>>
>>163669659
It's always nice to have a stockpile. Afterall, I need hay for kibble and I DO run out of kibble.
>>
What are the most productive animals in your guys experience? For me, its alpacas and chickens. They both give you something you can't get easily (eggs and wool). Cows are just completely useless because milk can't be used to make fine meals and they eat a ton. I'm undecided on dogs. On one hand they can haul a good amount and are decent combatants. On the other hand, animals in general suck at hauling and dogs eat a heck of a lot of food (much more than whatever value they add as laborers). If you just want a pet to get a bonus to mood, cats are much better than dogs because they eat way, way less.
>>
>>163657073
forgot that mate thanks
>>
>>163645434
did you check his physical condition

one eye means something like 50% shooting penalty
>>
Okay, what's a good use of uranium? Randy seemed to think I needed 2 cargo pods worth of of the stuff, now I have 448 Uranium sitting around. Thinking of making some walls or a statue. Or even a bed, everyone loves beds made out of Uranium.
>>
>>163645434
>>163670164
That and iirc LMG has huuuge penalties to accuracy akin to minigun.
>>
>>163670012

Cows aren't useless, they can soak up a few hits, and when they finally tip over you can make all the burgers.
>>
>>163649868
psst

wall off your solar panels so angry tribals don't break them
>>
>>163670186
>no option to make a depleted uranium rounds

Shit game.
>>
>>163670186

Spaceship parts need it.

>captcha: zuiderweq fuel
>>
>>163664662
is saving up thirty bucks really so difficult
>>
>>163667656
Airlocks?
>>
>>163670397

It is when there are things like this:

gatebox.ai
>>
>>163670212
Muffalo are just about better combatants than cows in every way. Hell, if you want a god like zerg animals, breed wild boars. Those things are just as good as dogs at fighting and breed much faster. They're basically zerglings if you have enough of them.
>>
>kill pirates
>colonists don't care or are even happy about it

>sell pirates
>biggest morale penalty in the game
>>
>>163670592
Well there is a difference between : kill or be killed and selling someone to slavery.
They should nerf that penalty somewhat but its reasonable that it is there.
>>
>>163670397
i refuse to pay full when its still early access
>>
Cirrhosis, cirrhosis fucking everywhere.

I get that drugs needed to have bigger negative consequences, but three people getting cirrhosis in a year just from social use of beer is fucking ridiculous.
>>
Feeding my animals strange kibble and training them with strange meats was a terrible mistake.
>>
>>163670765

Please elaborate.
>>
>>163670739
You need to limit the consumption to once every few days. Beer shouldn't have that kind of consequences but daily use of alcohol tends to have side effects.
>>
>>163670546
If ai wasn't the Japanese word for love, would we get shit like this all the time?
>>
>>163670592
There's tons of mods that remove or lessen that penalty. I think there should be a small penalty but the dev really needs to rebalance thoughts in general. Basically, relationships are broken in that 90% of the time they result in someone being dazed/berserking for over a season.

What we really need is a bounty hunter ship that we can sell prisoners too for less money but no moral penalty.
>>
>>163670212
Cows also have a higher chance to birth multiple calves. So there's potential in creating a moo-splosion really quickly if you can feed them all.
>>
>>163670843
Nonsense, I know plenty of people who abuse alcohol and don't have health issues.

You get the negative issues way farther down the line.
>>
>>163670807
insanity is one hell of a drug
>>
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>>163400190

What do you guys think about a massive diplomacy/faction update?

Now here me out, I'm talking about annexing other colonies (peacefully or not), setting taxes on "satellite" colonies that are AI controlled, slave raiding, etc. and the works.

Despite establishing a "colony" the end game objective seems focused on leaving the planet, but I think making the planet "yours" should be an alternative that needs some expanding on, too.

You would always have your "main" settlement where you attend to the needs and defense of your leadership but you would have the ability to recruit pawns from your "satellite" settlements or put in "governors" to oversee its day-to-day living. These colonies would effectively run themselves, getting random events like blights or manhunter packs that dampen the "effectiveness" of the colony or even killing a pawn that you appoint to overlook the area. Heck, you can even get physical and have to send soldiers to relieve a besieged colony, suppress a rebellion, or purge an infestation in the usual "live" map.

While I don't want Rimworld to become some wannabe 4x strategy game, I think there should be some more flavor and persistence on the planet if the dev wants to make planet exploration a thing.

I'm thinking factions along the lines of the NCR and Legion from the Fallout series. Especially the Legion. I would see no greater joy than BTFO'ing pirate scum and selling them in my gigantic slave-market capital city or unifying the tribes against off-worlder expansion.
>>
>>163671092
Seasons are also not months. It's for gameplay and balance, which often require simplifications.
>>
>>163671810
Way farther down the like = decades.
>>
>>163560903
Wall it in, but leave some of the exhaust shaft unroofed.
>>
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>boomrat ambush on the way home from raid
>have to plonk a new colony down right there to do field triage
>haynes and snipe succumb to their burns
>everyone passing out from pain and getting infections
>soon only one pawn is able to stand; Fjellsmel
>while developing infections himself, he heals everyone else, saving their lives
>nobody else conscious enough to heal him
>with his last effort he feeds everyone so they can last until friends arrive
>he dies from extreme infections before reinforcements arrive
>carry him home and inter him in a silver sarcophagus in the center of the plaza

The globe artworks represent his central role in the beginning of our faction's exploration and conquering of the four corners of the globe

Til Valhall, Fjellsmel
>>
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>>163672134
>post-impressionistic
>>
>>163671847
Are you really too autistic to realise that games are not real life? A colony of Rimworld won't last decades on average, so drugs need to have consequences that affect the actual gameplay.
>>
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>>163663097
Where's your +1 random animal? You ate it didn't you?

I had a warg. He devoured remains of anyone who came too close.
>>
is efficient lights cheating
>>
what skill effects cutting of trees?
>>
>>163572193
ive had a colonist beating a healthy colonist to death once. social fights are no joke.

(had to savegamefaggotry because i was salty)
>>
>>163676693
Plant cut.

if you have Colonist without plant cut but with farming and you lack wood. There's a work around. They'll still cut wood if it's for the growing plants so try putting a farm land over some trees and allow him sowing.
>>
>>163678091
This is literally the reason I avoid melee pawns. Social fights are deadly when one of the guys in a master martial artist.
>>
>>163671571
I disagree. Rimworld is definitely about building a colony with a handful of people, so building as empire seems dumb and not in the scope of the game. I like the space western vibe this game has.
>>
>>163678828
Growing, Construction, and Shooting are probably the most important skills. You want as many people as possible to be good at them. Medicine, Crafting, and Cooking are slightly less important because you can get away with just a few specialists. Social, Mining, and Research are a distant third. Artist, Animals, and Melee are luxuries you experiment with when the game is getting boring.
>>
>>163675992
Mods are mods. If you personally don't think its cheating than why would it be? It might not be the creators "vision" but I see nothing wrong with saving a few hundreds watts of power a day.
>>
>>163679245
Why wouldn't you allow starting from 'I'm alone and lost' up to the 'space western' and ending on high-tech space empire?

I like the power fantasy
>>
>>163679007
Get a max melee pawn, pump him full of drugs, give it a power armor and full set of bionics and power claws. Construct a tomb for him and put him in cryosleep inside of it.
You now have a doom guy waiting for the day to go out and solo rape the world.
>>
>>163665706
Impressive room bonuses are easier with large rooms. It's technically not really worth it but I do it anyways.
>>
>>163680419
>what is cryo sleep sickness
>>
>>163665025
OP here, go ahead if you want. It would probably stop the general from dying completely and I honestly only made this one because no one else made a general for at least a few days.
>>
>>163665025
>>163681039
I too support merging /cbg and /rimworld generals.
>>
>>163680830
Drugs can combat cryosleep sickness. I know wake up boosts conciseness.
>>
Anyone here experiment with Luciferium? Is it even possible to get a steady stash of it?
>>
>>163679554
That's feature creep, anon.

I expect some more depth to the game and possibly methods of saving map configurations for long-term play, but going up that level is a bit much.
>>
>>163681697
Used to be. More difficult with A16 but I don't know how much.
>>
>>163502405
It is. Think of how many movies where the hero is in a perilous situation (like being stuck on a rimworld) and they kill a guy and put on his shoes. Their smile is cheek to cheek now that they have good clothes. My fucking tribespeople are freezing their nuts and tits off, bull fucking shit they won't put on that parka with a few holes in it.
>>
>>163562127
Go to monitor settings and increase resolution. Your shit will be blurry but it will work. For some reason Tynan doesn't think anyone uses a monitor below 1280x768 so we're kinda fucked. I'm assuming you monitor is below that and you've already had cutoff issues. If this isn't the case well then I tried rest in peace comrade.
>>
>>163562127
late reply, but click the 4 square icon in the bottom right corner between the house and dude to a check mark. The dude icon is also useful for determining beauty and room quality
>>
>>163619712
There should be some buttons in the bottom right corner try click those
>>
>>163681982
You might be right.

Where would you put a a line population wise?
>>
>>163685416
20-ish max.
>>
>>163672968
Drugs are nearly useless when even the most harmless ones can permanently fuck up your colonists, especially considering how much effort it takes to get them to begin with.
>>
>>163688673
Fair enough but in this case I'd still not exclude option of going high-tech supermancy.
>>
>start new game
>1 blonde female
>2 black males
>blonde is trying almost immediately to fuck one of them
mmmhhhhhhhhh
>>
>>163666373
I disagree. Tribals is way more comfy. Building it all up from scratch.
>>
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>raid and colonize a drug base
>it has a ton of fertilized emu/ostrich/cassowary eggs
>toss them into warm storage with everything else
>3 days later they hatch
>two dozen infant giant birds hatch, instantly drink all the beer, and start vomitting all over the room

>same colony
>loading up caravan
>nervous neurotic bitch goes berserk and punches one of my elephants while all the animals are stacked onto a single tile
>they all attack at once and instagib her

Animal stacks are really something.
>>
What are the details on the "stun" effect that most predatory creatures seem to have on their melee attacks? Does it completely disable the target?

If the debuff is remotely useful it might actually be worth training a bunch of timber foxes/wolves for attacking.
>>
>still no firing from the hip so even power armoured minigun wielding colonists can be killed by a horde of rats/squirrels/chickens
>no z-levels

Ehhh, maybe in Alpha 17 .. ;/
>>
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thinking about getting into modding. Seems fairly easy and I already know c# and unity.

Any wishlist of small QoL mods to start things off and get a feel for the modding api?
>>
>>163692267
I just want the goddamned Work Tab mod to work again.
>>
>>163692458
make fishes, yes in lakes and sea
>>
>>163692458
Remove or at least extend the 24 hour auto-kick from raid maps?
>>
>>163693106
You mean a fishing mod?

That seems doable. Fishing rod crafted with some wood, colonitst throws it where some fish are and gets food.

>>163693141
If that variable is accessible, sure. Haven't looked into the existing stuff and didnt use caravans yet
>>
>>163693141
Also make it so pack animals don't automatically dump everything on the ground the moment you settle, have them keep holding them like when you get ambushed/raid a base. Stopping in a biome to forage some food or even resettling in general is complete shit when all your shit starts dumped on the wilderness floor and you have to scramble to get a roof over it.
>>
>>163693263
If you do manage to do it I'd say nice things about you on the internet.
>>
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>>163693606
if anything i'd need a halfway capable artist to replace my shitty mspaint programmerart but that is a bridge to cross when it's time
>>
>>163688954
You obviously haven't discovered the magic of yayo. Stupid easy to make, 35 mood buff, and you will rarely run out. Plus moving and anti tiredness effect
>>
z levels fucking when
>>
>>163692458
Make a mod that allows you to create cement by throwing chunks in a mixer, maybe make it so you need a body of water nearby for it to work.

Wasting metal on concrete is bulshit.
>>
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Just done killing tribals, time to smoke their weed and eat their corpses.
>>
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Question

What is up with the food consumption rate for caravans being ungodly high? I spawned in 150 survival packaged foods just to test it out and for 8 people it only lasts a week

Is this meant to be intended? Is there a mod to change this? Because that seems absurd
>>
>>163697735
I fucking cannot wait to set up watchtowers.
>>
>>163698150
I'm avoiding the caravan mechanic currently because it honestly seems pretty broken.
>>
>>163698150
Yea it felt pretty bad to me as well. Actually I believe it doesn't really affect them if food is cooked or not and it doesn't decay. Just pack them full of fresh meat right before departing.
>>
Best setup for early base defense?
>>
>>163422356
Since you can craft normal medicine now I think they nerfed herbal
>>
>>163699069
It's good to set up in a mountain terrain in a place with one enterance to raiders then make a killbox at said enterance. Wihich is magically sandbags and wall of turrets with walls in between so they don't blow each other up. Also dumping rock chunks in killbox will slow enemies down.
All this being said I don't bother to do this every play through, a solid wall around your base will also do the trick.
>>
>>163699069
Draw dumping stockpile lines and fill them with stone chunks.
Cheap and quick.
>>
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>>163698094
My last colony back in A15 was surrounded only by tribes. I must say I enjoyed their raids fail because of, you know, my technology.
>>
>>163701503
Overpowering natives is always satisfying.
>>
>>163436327
Shit nigger that looks comfy.
>tfw no way to customize your colonists' rooms with decoration
>>
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>Lost my leg to a rhino
>Installed peg leg
>Later installed prosthetic leg
>Now I have a sick ass robot leg
Things turned out alright right
>>
>>163672134
a sarcophagus fit for a king
>>
So in this patch they made it possible to turn Muffalo into pack Mules right? Anyone know how to do that?
>>
>>163703461
I think that's done automatically when you include them on a caravan.
>>
>>163703461
Go to the map click on your colony and form caravan. Once you choose which animals and colonists are meant to be in the caravan. They'll start packing all items you wanted them to pack onto muffalos.

It can be done only with muffalos and camels afaik. You can of course take other animals but they won't carry your shit. Alternatively you can take prisoners who can carry like 35 kilos of shit but that just means more mouths to feed.

Also if you are not just trading with nearby colony and end up on another map as invader or settler. Once you arrive all of the prisoners will just drop items on the ground and start instantly fleeing.
>>
>>163613974
>>163491350
Plus one on this. Some of the spells could be considered OP such as the dagon one where you call down a ship and get 45 components but that's only op because component are so expensive and hard to make, everything else I've seen so far is balanced enough.
>>
>>163502673
What's it called? I've been browsing the workshop everyday and haven't seen anything like that.
>>
>>163706156
Astra Militarum mod.
Bring the light of the Emperor to this world, kill all dissidents.
>>
at what temperatures does infestation accur?
>>
>>163698150
I guess it's as inteneded. it also means that the AI cheats like a mothefucker also seeing how they'd need tens of thousands of whatever food they're carying
>>
>>163706440
It's not on the workshop, some people prefer to upload their mods on filehosters and post the links in the official forum because [reasons]

https://ludeon.com/forums/index.php?topic=27580.0
>>
Best way to make a hands off heatbox? incindiary trap with plenty of wood to burn?
>>
so i formed a caravan and clicked on the map and my colonist are not moving at all, whats wrong?
>>
>>163658712
sauce on gif please.
>>
>>163703262
>save scumming
>>
>>163708041
No temperature requirements. It happens by chance whenever you have a base under a mountain rock.
>>
>>163715546
Because losing the expensive item after a minor failure is so much fun, right?
>>
>>163715761
Playing the game is fun. Losing is fun.

This isn't the genre for you m8.
>>
>>163715828
Oh yes it is. I save scum in dwarf fortress too.

Shame they make it so difficult though.
>>
>>163715871
Absolutely disgusting.
>>
>>163715915
Why?
>>
>>163715980
Because you're not playing the game.
>>
Quick question, if raiders kidnap your people can you find there base and take them back? Also strange that there's no debuff for colonists kidnappings.
>>
>>163716125
By what retarded definition?
>>
>>163716137
They're still in the game, but when and where they will show up is for the game to decide. A friend shot a mutilated raider injected with luciferum back to a pirate base after a raid and when he raided a pirate base that same dude showed up again with his two peg legs and luci addiction.
>>
>>163716163
I bet you play with Phoebe at the Peaceful setting you fucking casual.
>>
>>163716339
No actually, I'm on the second hardest cassandra.
>>
>>163716397
Why bother playing like that if you're just going to savescum through the difficulty? Save yourself the time and just play Phoebe Peaceful.
>>
>>163716452
Because overcoming challenge is fun. Phoebe isn't challenging.
>>
>>163716504
Throwing the dice again every time they don't roll in your favor negates higher difficulties and challenge, though.
>>
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I think I made a pretty cozy recreational area.
>>
>Very strong expert fucks up a bionic eye surgery
>Minor failure
>Patient has a gash in his fucking leg from a eye surgery and the bionic eye disappeared

Fuck you
>>
>>163710173
Use a steam vent
>>
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>>163717509
A nice park for weddings.
>>
>>163717631
That sucks mate. I would recommend giving priority to your main doctor for bionic eyes and hands. surgery success is affected by not only skill but from manipulation and sight as well, so I train a secondary doctor to have enough skill to install the bionic eye/hand on your main doctor in a well-lit room in a medical bed with glitterworld medicine.
>>
I want to start a colony as a psychopathic / cannibal lone adventurer who can't build anything and see how long I survive. I imagine I could "hire" the first settler to come by to build me a hut and then eat him, then live entirely off of what I can kill.
>>
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>>163718121
here come commies
>>
Anyone try out the cultist mod and does it conflict with glittertech or any other mod?
>>
>>163718276
>Manipulation

you'd have to be in mid-seizure while suffering cerebral palsy to accidentally cut a leg while performing eye surgery
>>
>>163718884
Haven't tried out the cultist mod however I have used the Lovecraft monster mod with a bunch of other popular mods like the Imperial Guard, Extended Prosthetics, and more floors and it works just fine. As a rule of thumb, if the mod adds something new and doesn't replace existing content, it should work just fine with other mods.
>>
>>163719074
Not in Rimsworld you don't.
>>
Is it an exploit that you can just walk up and deconstruct an alien ship without attacking it?
>>
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>>163718607
chef decided to deploy burger in the ensuing firefight
>>
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>>163719489
Now a bunch of goatfuckers too...
>>
>play a 41 year old rich explorer
>a 15 year old beautiful delicious brown wanderer joins me

this game gives me such a boner sometimes
>>
>>163719390
Holy shit you can do that!?>>163719489
>>
>>163720381
From what I've seen you can claim basically anything in the game without actually taking it first, and it does seem to be pretty exploity. IE disable mortars from a siege by claiming them before you've even dealt with the siege.
>>
>>163720536
Huh that's neat. Don't know why I never thought to try that
>>
>>163715546
Ha ha jokes on you I had a level 13 doctor join me
I didn't even know you could fail
>>
Why are my married incestuous sisters not actually having any sex? Is it because neither one has the Gay trait?
>>
>>163720894
Although now thinking about it I wished I savescummed cause dealing with my cooks mopey ass attitude when her son died really got annoying
>>
>>163721049
sex only happens when the pawns are 20 years old or older iirc
>>
What planet settings should I play on? I've got it on cassandra classic on rough and permadeath.
>>
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>>163717118
Why are you angry that someone isn't playing the game like you do?
>>
Merry Christmas /rwg/

What mods do you use?
>>
>>163722065
maximum cold and Maximum rain.
>>
>>163722185
I'm not angry and I'm prone to savescumming myself sometimes.
>>
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>>163722267
Merry Christmas Anon
Here are mine
>>
What is even the point of melee accuracy bonuses? Getting to 90%+ melee accuracy is trivially easy from skills alone, what purpose do traits like Brawler serve beyond that?
>>
>>163724160
I fail to see what's the point of melee at all. They can't hunt for shit and in combat, you're just putting them in unnecessary danger. Unless you have really good armor or something, I don't understand why you'd want anything but massive firepower.
>>
>start a new run
>for funsies, lone colonist with nothing at the start
>first day, manage the stuff that needs to be done
>get a small food growing area, make a bow to hunt soon, get a bed in a cave ready, with berries for the next 2 days
>next day SENSORY MECHANITES
>minstrel comes and asks for help from pirates
>figure I'll butcher him later and just recruit the person following him
>all is going well in 3rd day, minstrel just keeps cutting, while MC cooks and takes care of prisoner
>MC goes goes berserk
>Minstrel goes on a wandering daze
>Prisoner is getting hungry
>Crashlanded pod hits and I can't save her (she wont do dumb labor)
what the fuck is going on
>>
>>163724291
This. Brawlers are just wastes of space. Even if you were a rank 15 melee, you're guaranteed a wound basically every time you engage fucking anything. Jut makes you a liability for... what, exactly?
>>
A FUCKING THRUMBO JUST KILLED EVERYONE REEEEEEE
>>
>>163724743
Welcome to the 'One does not simply kill a Thrumbo' club
>>
>>163720241
>you will never fall in love with a curious, nubile tribal girl, teaching each other about technology and muffalo by day and fucking voraciously by night

end me now senpai, end me now
>>
>>163724291
>>163724420
I want to do a raised by wolves run, with only melee/simple technology and pets, going for the caravan victory. I'm just curious if there's any documentation on how the accuracy mechanics work and if it's valuable when you can get 90% melee accuracy with like 10 melee skill anyway.

For example, does pumping a really high accuracy make lethal shots more likely? Or is it a D&D style check for hit and then roll damage type of system?
>>
>>163724420
>not wanting an all out battle for survival every time there is a raid
it'll be like a vikings episode every fight
only the strongest survive
>>
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>>163722185
It's not even about being angry when we bitch about savescumming. If anything we are trying to expand on people's experience. If 『savescumming』is their calling and they enjoy it then more power to them, but when I finally took someone's advice to just buckle down and take it up the pooper I found it quite enjoyable.

It went from me savescumming after every bad encounter to the point that my colonies just mega-expanded into prosperity since anything that was "too much" to handle was reset away. After trying permadeath for the first time I lost many bases but in due time I started learning strategies that I would never have needed to incorporate previously. I mean, why even body building star-fortifications if you only need to re-roll when your rifle line fails against tribals?

That being said, I'm pretty lenient too. Rimworld has some BULLSHIT events and even I scum when I get a flashstorm on my wooden base at the start of the game, for example, because if you can't control the fire you're pretty much better off restarting anyway unless you want to pull a "no-resources, no-nothing" run.
>>
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Related to the Lovecraft mod:

There's this one nigger that can't read so he doesn't know what the good book's about.

So is there a way to save his soul that doesn't involve reading or is he gonna be our first sacrifice?
>>
Were temperature mechanics changed in A16? I noticed that heat/cold related traits seem to be gone, and now different types of animal leather/wool gives different bonuses to insulation (unless that was in before and I didn't notice it). Comfortable temperature also seems to act differently, in that no longer will you freeze for being just slightly below the comfortable temp, but instead the pawn needs to be a good 15-20 degrees below the comfortable range in order to start getting hypothermia.
>>
>>163728581
Its not an episode of Vikings if you're equipped with a rusty shiv and they're laying down suppressive fire from LMGs and getting in your face with pump action shotguns
>>
>>163729267
I only started playing in A16 but I can tell you from a few games experience that you won't get hypothermia if you're within your gear score comfort values, however, your colonists will be moody if they have to sleep in a room that's colder than 21 degrees
>>
Help wtf im getting overrun by fucking animal joining my colony i just had fucking 13 cats join
>>
>>163729976
>Help free food is happening.
>>
>>163729351
rather die with a shiv in my hand and go to valhalla than die a coward
>>
>>163729976
lol just butcher them
>>
>>163730137
>>163730150
My freezer in full and i dont want to kill them desu and they have murdered all the smalls animal on the map too
>>
>>163730657
to survive you must become a chinaman
>>
>>163730657
Lock the cats in a room filled with corpses. It's a twofold strategy, you get rid of the corpses and you feed your cats.

Then just sell them when the next caravan hits that takes them.

(If you don't want to directly murder the kitties, you could just leave them outside your base and let only the strongest back in.)
>>
>>163730657
>not wanting free leather for cowboy hats
lmao I bet you don't even embark on sea ice with perma volcanic winter and eclipse.
>>
>>163731216
>>163731460
>>163731545
ANOTHER FUCKING 8 CATS JOINED WHAT THE FUCK
I just started to murder them :(
How do animal zones work they seem not to give a fuck and just go where ever they like
>>
Does room space really matter much for colonists?
>>
>>163732138
You have to assign the animals to the zone much like you would a colonist. You also should create an animal zone, too. I would suggest having two at all times, one where they can roam freely and one where they won't get shot at during a raid.
>>
>>163733631
Room space can really increase the impressiveness of the room so long as you keep it clean. Giving everyone large bedrooms can keep their moods high, but it costs a lot of space. I would suggest large dining rooms and rec rooms, however. Not only does size give free "points" to the room but it lets you put more well-crafted furniture and items in it. A "pretty good" dining room is pretty much a free +10 to everyone's mood.
>>
>>163734243
Thanks!

I gave my folks large rooms, about 9x7, and it was just terrible, not worth it at all. In the end they were still uppity, but then again I wasted a ton of time building a granite fridge and some other rooms instead of fortifying, prettying things up, etc.

>>163728654
Grade A post.

To those who do save quite often, just try it without saving. Every achievement is that much more worth it once you get your ass handed to you several times, especially if you're new.

I get anxious when I haven't saved for a long time though on permadeath, so occasionally I save and quit and load right back in.
>>
>>163734629
By the way, avoid "awful" furniture. A lot of people don't notice, in particular because you have you inspect the furniture, but it actually hurts your room's beauty instead of improving it.
>>
>all is going well
>warg attack
>all capable men attack with clubs and guns while the woman hide
>mostly just scratches and bites
>wilkinson is infected badly
>no medicine to treat him with
>start getting desperate as he has 11 hours to live
>trade caravan comes through
>make a last ditch effort to save wilkinson
>get all able bodied men outside with their guns to launch an attack
>women are noguns so useless sitting inside
>caravan had more people than I though, all men and their trusty dog companion die in a rain of fire and bullets
welp
>>
>>163734780
Yeah, I noticed that last play.

I think I'm fine with furnishings from now on, now I realized I need to learn proper military formations and roles. I got my ass handed to me by 2 ranged and 2 melee. I gave priority to shooting down the ranged dudes with my 3 ranged, while leaving 1 melee and another ranged against their 2 melee and they beat my shit in.

I'm thinking that having a majority ranged behind barracades, with a minority melee to defend the ranged from enemy melee is the best defense.

This game surprisingly still has things I need to learn 20 hours in. Is it me or is the AI pretty alright?
>>
>playing permadeath
>build a comfy base inside mountain
>Decide to hunt muffalos for food since i'm low
?Muffalos get enraged
>slaughter everyone in my base
Right, this is why I didn't play permadeath.
>>
>>163735729
You're missing the good part
>start a new playthrough
>be low on food again
>notice a group of muffaloos
>get anxiety at the consideration of trying to successfully slaughter them all
>feel slightly more alive for the first time than you usually are
>>
>>163735905
Do deadfall traps work on animals? Might set some up in front of my base next time to use on them. I'm just mad I just through a few hours down the shitter thanks to bad rng/me being retarded.
>>
>>163736045
idk mate I never even thought of that

>I'm just mad I just through a few hours down the shitter thanks to bad rng/me being retarded.
it's worth it though imo
>>
>>163736045
But now you've learned the potential danger of sending lone hunters after strong animals in packs. If you weren't playing permadeath you'd have just released at the onset of muffalo revenge and learned nothing.
>>
Lets make sure the general doesn't die a week in, right?
>>
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>>163735548
Melee is pretty OP if you get someone competent enough, but you're going to need a few others too since getting swarmed will take down even a godlike pawn. Personally I like using my melee pawns (when not against a melee wave) to split up the enemy. If the bulk chase after the melee pawns then I kite and if the minority chases after the pawns then I gang up. They are also really good at holding a chokepoint otherwise your ranged pawns are otherwise forced into melee. Shields are a must, though, otherwise you'll get injured pawns really quick in a firefight.

Don't underestimate turrets by the way. They may not look effective but they make great distractions. While costly, I like putting turrets in tight hallways leading to my base where enemies are forced to pass by. The resulting clusterfuck can leave many dead if your turrets get lucky hits and/or explode near them. The resulting point is just to by time and soften the attackers up. IEDs work just as well too, and cheaper, or you could just do the typical "10 turrets facing the entrance to base" strategy.

>>163735548
>Gender roles in your colony.
I've never played with tribals before, but I'm tempted to do an Amazonian run sometime. I just wish tribals got more consistent events that gave them more pawns so I can zerg rush more. By the looks of it, most tribes really turn into average colonies with just a research penalty in the first year or two anyway.

>I'm just mad I just through a few hours down the shitter thanks to bad rng/me being retarded.
Understandable, but at least now you know that you have to be careful around herd animals (personally, enraged herds are fucking retarded and is an unnecessary "nerf" for the free meat you get). Muffalos are pretty tanky, so it's understandable that you got slaughtered when ill-prepared unlike a deer herd (which wiped me once, too).

I suggest taming them next time, they're an all purpose farm animal that you can take with your caravan now.
>>
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>>163737801
We really only need a bit of OC and some memes we can do as a community to keep things active (that and a bit of autism). It'll happen eventually once we establish ourselves as another general with 3-5 nerds keeping it active for the lurkers.

Really, aside from gameplay advice my only contribution for OC is just writefagging, usually on the lewd boards, so I doubt I'll be any use there.
>>
>>163446094
>He plays DF for the graphics.
Wowwww, Let's play spot the casual.
>>
>>163738431
I think most people nowadays start with a tileset, including myself. However once you start realizing that imagining your world over letting a dopey tileset do it for you is better most people start transitioning.
>>
>>163738507
LNP was the worst thing that happened to the game
>>
>>163402972
>>163403323
Actually, coming to think of it, it could work. If you settle next to your colony then reinforcing and supplying each other would be pretty simple. Since each "colony" is a separate entity it could be a memey way to farm dozens of fresh pawns and resources from the new maps.

It'll be hard on your rig, and your mental strain, however.
>>
lel there's a game called rimworld
>>
>>163738619
memes, son
>>
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>>163737430
>>163737928
Oh no! You lost a (you)!
>>
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>All is going well, just sent a caravan with 4 colonists to sell shit, they're currently on their way back
>Only people left back home are my doctor / cook who can't fight and my researcher who's good at pretty much everything
>LOLPLAGUE on doctor
>Doctor immobile on bed for days getting good meds from decent researcher doctor
>Dies at 96% immunity

Fuck plague, such bullshit
>>
>>163738758
>>163737928
>>163736045

I didn't even (you) the right guy. I'm tired. G'night /rwg/.
>>
Do you need one of each gender for optimal breeding or can you use one male for a bunch of females?
>>
>>163739186
Yes, cattle harem is very efficient, just kill all the old males for their meat and leave one young male to fuck all the females.
Hell, make it a two male harem to prevent any oopsies.
>>
>>163699356
>Since you can craft normal medicine now I think they nerfed herbal

You could always craft normal meds if you had done the research.
>>
>>163737928
>gender roles
nah, it just so happened that the women weren't capable of violence
>>
>>163724420
Assign a few animals to the melee pawn and have him flank the enemy. Animals soak up bullets and can swarm everything and your guy can't shoot the animals in the back because he is melee himself.
>>
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Vehicles added when?
>>
>>163740874
I'd be happy with horses desu
>>
>>163740874
They'll just be relevant as a tool to speed up caravans anyway.
>>
>>163740969
I just want to mount heavy machine gun on pickup truck and raid people
>>
>>163740874
unnecessary desu

the only thing they'll bring is speed and tankiness, big deal.

I'd rather the dev focus on more important things
>>
What mods are the most intensive memory wise /rwg/? I'm getting out of memory crashes constantly with mods now that A16 is out.
>>
>>163741080
Vehicles are pretty important thing , especially with adding world traveling and caravan mechanics.
It's kinda weird, how can raiders travel such long distances without proper supplies.
Vehicles should be balanced though. Make them expensive to build and consume a lot of fuel
>>
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>tfw its winter, you don't have spare components for heaters in your indoor garden so you just surround it with campfires
>raid happens, they bring grenades
>they break the wall of my garden killing all of my plants
>bring my main man Joe to kill the sapper who went in the garden
>couldnt see him throw a grenade on Joe
>Joe dies
>the guy who is always upbeat, brings the food to the table and the second best doctor and killed two people in the raid before my mistake
>the MC of my run
;_;7
>look around if anyone of them survived to be recruited
>gay, cannibal that won't do dumb labuor
>left that faggot in the snow
>>
>>163741080

>not wanting vehicles

Not only does it add more options for things like expanding for mining colonies/ caravans but vehicles also add a new layer of combat. I mean if you really think about it there are only a hand full of threats/ factions that aren't environmental. We have mechanoids, raiders, tribals, manhunters/wild animals and bugs. Giving certain raiders vehicles would liven things up a bit and would finally give me a reason to stockpile rocket launchers and IEDs.

I think rimworld needs more enemy-type events. The current roster just isn't enough. Specifically I want to see more unique events kind of like in dwarf fortress.
>>
>>163741949

you can throw buzzwords around you as much as you like. go on and think that you are so right about your vehicles.

you keep saying how good vehicles are but you haven't said anything that underlines this, convinces anyone or actually given a reason why you think they are good.

the current design decisions seems to be either go by foot with muffalos and pack food or use droppods that use chemfuel.

i'm not handfeeding you everything. either try to convince us with actual fleshed out concepts or fuck off.

you want vehicles. you are alone. we don't want them.
>>
>>163742168

>throw buzzwords around

I don't think you know what "buzzword" actually means, and considering several people have already voiced a want for vehicles in this very thread I don't think I'm alone in my want for vehicles. Besides I already voiced my primary reasoning for vehicles: an increase in variety of combat scenarios. Unless of course you're suggesting raiders strap armor and miniguns onto fucking muffalo instead.
>>
>taking it easy with a low-wealth, 2 colonist base
>one colonist gets the flu
>then they get mechanites
>then they get sleeping sickness while still sick from the mechanites
>then the other colonist gets muscle parasites

FUCK JUNGLES
>>
>>163742509

>fibrous mechanites

That shit is ridiculous, the fact that it leaves colonists bed-ridden and pissy for months and is practically un-treatable is really annoying. That shit sucks up all of your medicine.
>>
>>163742168
Vehicles add more options, opportunities and risks. We already have an enemy that resembles a tank, the mechanoid centipede. If these were manned, the threat would increase by a lot. This would add a new layer to combat, kill the big enemy first, then the small ones that spawn in when it dies.

Using vehicles to make caravans faster also comes with a risk/reward, because vehicles enable faster travelling, but also could break down, which means you planned for the journey to be x days long, but instead you have to walk y weeks, which means your supplies likely won't last.

And as another anon said, it would make anti-armor weapons like IEDs or rocket launchers more valuable. Currently the only threat where you might need them are mechanoids, but even those can be killed by turrets.
>>
>>163742663
Well, there is a reason why there is no proper civilization on this shithole planet
>>
>>163742418

apparantly you are retarded. let me spoonfeed you a bit.

>an increase in variety of combat scenarios
this says absolutely nothing. let's say tynan would actually agree on implementing them.

his first question would be:
>Ok, so what exactly do those vehicles?
>>
>>163742663
You don't need to treat them with medicine if they have mechanites because the disease isn't lethal und treating them with meds only makes it go away faster. You should forbid bed rest also if they don't have anything else.

If anything, you should use the boost to the stats you get when contracting the disease and combat the pain it causes with drugs.
>>
>>163742809
Vehicles are

-faster
-manned
-capable of featuring mounted weapons
-hard to take down
-punishing bad base design even more than normal raids
-a reasonable threat that isn't that hard to deal with once you prepare for it
-a good way to steal stuff and colonists fast and efficient if left out in the open
>>
>>163742742
>Vehicles add more options, opportunities and risks

you claim that but don't explain that. you try to act smart but in reality you say nothing.

>faster travelling
droppods?

>Currently the only threat where you might need them
did you actually ever use them? apparently not because they are fucking amazing against people

so basically your whole post either said nothing at all or was just plain wrong
>>
>>163742976
Also there will be certainly more interaction with enemy bases in future. Currently it's too barebones.
And vehicles are very well suited for hit and run attacks
>>
>>163741620
Caravan speed really doesn't need any buffs, it's already an extremely quick win condition compared to building the ship. What it needs is quality of life improvements, because it's an even more tedious type of play than building the actual ship (assuming you actually resettle a decent amount of times.
>>
>>163742976

>punishing bad base design even more than normal raids
>a reasonable threat that isn't that hard to deal with once you prepare for it
>a good way to steal stuff and colonists fast and efficient if left out in the open

3 more claims that are not explained or reasoned

>manned
>capable of featuring mounted weapons
>hard to take down

3 new questions tynan would ask what exactly it does

>faster
tynan would ask why you need to be faster when the maps are so small


you try to act so damn smart but all you say is practically nothing
>>
>>163717118
I don't think that ridiculous RNG fuckups is good difficulty though. When I have a doctor with 15 skill do an operation in a superior quality medical bed with proper medicine, I expect it to succeed.

It also has to do with the fact that you can't really make educated choices since the game doesn't tell you the chance of success.

I don't savescum if I lost because of a tactical fuck-up, but I do load if mechanoids drop inside the perimiter in pods and I get an infestation right after, because losing your colony to RNG isn't fun.
>>
>>163742809

How utterly fucking stupid do you have to be to not understand how armed vehicles will lead to an increase in combat scenarios? Look; >>163742976
some kind anon even broke it down into goddamn bullet points for you.

Also I think combat vehicles would add some interesting incentives to build traps or using your brain to neutralize the asset instead of destroying it if you want to steal it instead of using its corpse for scrap, much the same way you wouldn't want to always shell a raiders mortar base in fear of destroying their munitions when you can just steal them.
>>
>>163742998
>droppods

Explain how these do anything in combat situations. I wasn't talking about travelling, but even if, droppods are a one way ticket, vehicles aren't. Droppods also ignore terrain since they fly, vehicles do not.

>apparently not because they are fucking amazing against people

They are against grouped enemies, but they aren't needed. I wasn't talking about nice to have, I was talking about you actually needing them. As in, if you don't have them, you're screwed.

For someone who's fast to call other people wrong or stupid your reading comprehension is severely lacking, my friend.
>>
>>163743194
They are punishing bad base design more because they're faster than pawns and have more combined firepower, meaning they can exploit gaps in your defenses way more efficiently because you have less time to react to the threat.

They are a reasonable threat because you can adjust your design to account for vehicles, by placing barricades that are passable for pawns but aren't for vehicles and using anti-armor weapons.

They are good for quick theft runs because they're armored and fast. Pretty self explanatory if you have a functioning brain. Stockpiles on the outside and pawns doing something far away from the base are easy pickings for an armored truck or something, drive by, get out, grab what you can, get in and drive away. The speed and firepower are key, a vehicle can do certain things better than a person and vice versa.

I don't think tynan would ask these questions because he already made a big part of the game and wouldn't have been able to if he would ask question that have the intent of playing stupid.
>>
>>163703461
Oh, yes, it would make sense for that to be a feature in the next update; following animals carry your damn shit.

Finally, haulers and animals are efficient.
>>
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>>163742976

/motorized infantry/ operations when?

Not enough games capture the subtle infantry support capabilities that armed transport assets have, I must have it. I need techieops or battlebuses, I NEED BTRs and BMPs too for mech infantry. Rimworld is the perfect scale for this unique interaction to be both pronounced and powerful on the field of battle instead of just being another RTS transport #233.
>>
>>163743345
Complex surgeries require a fully fleshed out hospital, glitterworld medicine and a good doctor. Herbal medicine is for treating wounds and non-lethal diseases and normal medicine is for amputations and everything else.
>>
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this tang motherfucker is a god damn legend
>luckily find a cryosleep chamber
>get shit inside as fast as we can
>i make sure to get a few fires going before i lock them in
>the 2 women drop from hypothermia as soon as they hit 50% consciousness
>worried that tang won't be able to save them as his percentage is rapidly approaching 50%
>has frostbite and severe hypothermia but still manages to stay awake and treat the others
i wonder how long this will last
>>
>>163719074
Maybe he tripped, anon.
>>
>>163744095
Right, maybe you're illiterate, so let me reiterate:

I have a proper hospital, a good doctor, and proper medicine.
>>
>>163744095

Honestly I don't think the medical RNG is that bad. I don't think I've ever had a severe surgery fuckup on either colonists or prisoners and I have never even had glitterworld medicine in any of my colonies before.

The only time I can recall is once when my doctors was really fucked and was prone to mental breaks and started what I can only guess was literally eating a prisoner on the medical table midway through the operation because the victim was covered in fresh bitewounds by the end of the whole ordeal. It was only after I had realized that the doctor had really fucked up all the patient's kidneys and liver in an attempt to remove the left lung that I needed.
>>
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>>163744110
tang almost got murked by a fucking polar bear while collecting resources
>>
>>163734780
The 'inspect room beauty' thing at the bottom right is your friend in that regard
>>
>tribal run
>winter is happening
>don't have enough food saved up, storage ran dry
>nuclear fallout, so no animals on the map and didn't collect the bodies
>give in and allow the butchering of a dead raider
>they eat it raw
>huge debuffs
>fallout ends the next day and animals repopulate the place
Oh well
At least I survived
>>
>>163744753
You're going to die miserably, you know that anon?
>>
>>163745253
im hanging on by a thread here, pls
>>
>>163745392
Probably a stupid question, but couldn't you seal a couple people away in the cryosleep caskets and just let time pass? Just pop out any time resources that you need are dropped in.

Though I guess raids would probably fuck you over hard.
>>
>>163744153
'proper' is not really describing what exactly you use, though. Before A16 a medical bed and normal medicine was enough for pretty much everything, now you need a medical bed, vitals monitor and glitterworld medicine. You were vague, I wasn't, don't try to act like you're the smart one here.
>>
>>163745496
well right now one person isn't capable to survive on their own, they all rely on each other
especially mcfarland, shes been bedridden since day 1 and when i opened the caskets she and tang got shot in their sleep
its been a wild ride so far
>>
How playable is the latest version of combat realism? Any gamebreaking bug?
>>
>>163742509
Stack up on penoxycyline. That's what I do but with 5+ people in your colony it's getting tough on the wallet. Also it's way cheaper to produce it from neutroamine than buying the drug.

Fuck me I'm mad you can't produce neutroamine though.
>>
>>163742509
Fibrous mechanites is a flat out buff though, especially if you have ways to mitigate pain.
>>
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Anyone knows which mod fucks up with my pirate ship trader? I can't seem to call one ever. Curious bit is I can contact any other trader ships though.

>>163745392
Pump someone up with luciferium. There's 20 stack right there. I bet it can last for a long time to one person. 2 years sounds like enough of time to settle in and get new delivery.
>>
>>163748656
is luciferium a death sentence when it runs out? should I give it to the shittiest survivor?
>>
>>163748656
Well you have CR and a couple of mods that are incompatible with it.
>>
>>163749180
Yea I realize that part. I just really like the improvements in combat with CR.

I don't think the CR itself messes with trade ships mechanics. Unless actual trading wares are changing that already.
>>
>>163749608
Well CR modifies weapons to use ammo and shit, so that would also affect the tables of traders. But then again I don't know why only pirate traders would be affected. Maybe poke around the .xml files if you see anything fishy.
>>
Is there any event that is more retarded than Blight?

I wish it would at least affect a single species, but no, it kills everything from corn to cotton. Stupid.
>>
>>163724417
>what the fuck is going on

huh i don't know, the game, maybe ?
>>
nothing like a good zzzzt
followed by maddened cobras two hours later
followed by an eclipse another two hours later

Wish the dev would stop balancing the game for those who have over 1000 hours in it, its literally unplayable for news.
>>
>>163754829
immediatelly followed by a physic drone
it just never ends, fuck this shit game
>>
>>163754937
It's just bad luck dude, RNG is RNG
>>
>>163755590
>always have 1tile of concrete between battery building and anything/everything else
>only time i forget it
>its right next to my freezer AND warehouse
At least im not building wood walls anymore and got my guys out of the building before they passed out from the heat. Maybe this time i will make it past year1.

I got a bulk goods trader right after that hell, a few tribals... wanted to make them hostile anyway so i consider it a peace gift from the rng gods.
>>
What's the best way to dispose of enemy remains? I don't want to have to build 40,000 graves.
>>
>>163754829
That's why there is three narrators and five level of difficulties you shitter.
>>
>>163757169
just Auschwitz them already
>>
>>163757169
you can incinerate them, you have to do the research for it.
>>
>>163757169
Dig out a cave and dump your bodies in there. When it gets cold you can throw a molotov in there and burn up the bodies for extra heat.
>>
What is the best trait and why is it careful shooter?

I can easily stop the first 5 raids with just one careful shooter with his survival rifle.
>>
Is the quality of AI bases determined by the biome they're in and the amount of resources they have around them?

I imagine a base on an ice sheet would have very little, right?
>>
>>163751642
I get blights even when my colony is hunter-gatherer. I laugh at famine's face
>>
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What do you think about my base? I want to improve it but not sure what to do now
>>
Am I retarded or is there no way to do a temperature/height view on the globe map?
>>
>>163763359
Feature got cut during the switch to 3D.

Probably will come back eventually.
>>
>>163763568

Well fuck me, that's all I used to pick out maps, now it's going to take ages clicking around.
>>
>Work Tab finally updated

HAIL FLUFFY
>>
I didn't know there was a rimworld general, I've been playing it all day

>page 10
bump
>>
>>163763359
When you click the terrain tab it still shows up
>>
>>163766694
Yea it's kind of slow though, picks up in the late evening when everyone is playing it.
>>
Does the jungle disease ride ever end or is my only hope to escape before someone dies?
>>
What are some good mods that add weapons, that AREN'T ridiculously powerful? RT's weapon pack has great graphics, but some of the weapons added are just fucking insane.
>>
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>8 of my colonists got sensory mechanites

am i fucked?
>>
>>163770826
I never start in Jungle because the ride never ends. Fuck the plague.
>>
>>163771015
Nope. Just hope they don't get other diseases.
>>
>>163771015
Give everyone painstoppers and enjoy your superhuman colonists.
>>
>>163742509
>elite sniper gets sensory mechanites
>its high noon every time raiders appear

rad
>>
>>163762270
Colud use something like a patrol station at further points.
>>
>>163771015
Pray they all get fibrous mechanites as well.

Start farming a shitload of painstoppers and then give them all luciferium.

u are now spessmuhreen
>>
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whos the best colonist in your colony?
>Vera ortiz
>industrious
>fast walking
>burning passion crafting
>>
Pemmican is the greatist shit ever. Who needs mood boosts when you never have to worry about refrigeration?
>>
what your favourite terrain to land in? I want to challenge myself but I don't want to drop dead before I can put up a wall.
>>
>electrical failure causes fire out of nowhere
>only two people can firefight for some reason
>others just walk in on the fire like retards
>half of the base is gone and everyone dies

Nice game rim fags.
>>
>>163778813
Refrigeration is not that hard, though. I mean, pemmican is some good shit when you're travelling or tribals, but I love me some mood boosts.

>>163779446
Temperate biomes with a strong winter are my favourite. They have no special challenge but they don't come with year-round growing either. Snow is comfy and you're not even bombarded by it year-round.

So I suggest a temperate biome on the highest difficulties if you're looking for a challenge. Though if you've already done that but aren't looking to settle on an ice sheet then I recommend looking for someplace with winter taking up half the year. Stocking up on food for a semi-large colony becomes a constant struggle.
>>
>>163779446
Boreal forest is hands down the comfiest.
>>
>First colony, crash landed spacers
>get a geologist (turbo miner), a bureaucrat (who loved building?) and a psychopath doctor with bloodlust and 15 research
>The doctor is also Staggeringly Ugly, causing mass butthurt even though she can start with sticks and dirt and invent power armor
>time passes, survive attacks, take in new people slowly
>on the one year anniversary of the crash, the colony has grown to 6 and we are well stocked in food, in building materials and comfortable buildings, and with a modest reserve of silver
>All is not well however, for the steel reserves of the area are played out, the components dwindle, the medicine is spent and no one has the skill to plant healgrass or whatever it is, and the trade caravans few and far between
>Got told mid-Fall season by the AI to 'hey walk across BFE and get in this ship'
>now wondering if with the 1st day of spring it is time to begin a long trek across the mountains of fucky-doodle-doo to salvation
>can't find any way to build backpacks, pouches, or other travel gear
The last bandit attack permanently shattered the left arm of my young medic, and one of these times the fights the ugly doctor gets into will kill her (the last time she started shit, the guard atkins ripped her right thumb off and then carried her to the medbay and patched it himself), I think the time to leave is now, while the getting is good, but I don't know how to provision a caravan, I don't have the components for drop pods, and I have no one that can tame a muffalo as a pack critter. Is it feasible to simply walk across a continent, or are these guys fucked?
>>
>>163779559

>electrical failure causes fire out of nowhere
Electrical explosions are proportionate to the size of your electricity stored on that line. Splitting up your grid, if you can help it, is safer and more efficient in the event of failure on one grid.

>only two people can firefight for some reason
That's just shitty RNG, but if you actually had a large population with just 20% being able to firefight then you should have made preparations. Try firefoam poppers since pawns are too autistic to use extinguishers.

>others just walk in on the fire like retards
The game has pause and play RTS features. Figure it out, man.

>half of the base is gone and everyone dies
Now you will know why you fear the flames.

Don't get me wrong, "ZZZZT!" is shitty, but now that you popped your RNG rape cherry you can better prepare against it now. In terms of "inner" base defenses I would rank fire defenses before defenses against people drop-podding in.
>>
>>163780605
>Due to a quirk of how the faulty conduit is selected, the more charged batteries that you have disconnected from any conduits, the less likely a short-circuit is to occur and the longer you will have between such events.

Sounds broken as fuck if the wiki is correct
>>
>Trying to find the coldest possible map to start in
>Can't view the world map based on temps in this version

I found one around -90F average prior to this and I've seen some just from clicking around at -140+ in this patch, anyone happen to have a seed or location of one that's far beyond that?
>>
>>163780820
>F
Use proper units, you dumb clapper.
>>
What equipment/weapons are reccomeded to become a traveling group of raiders? I got combat realism indtalled.
>>
>>163780752
Sounds like its trying to work as intended but can't comprehend that it mitigates itself.

I imagine the event is trying to target one of the forlorn batteries but can't pass the event because there are no wires to "ZZZT!".

I suggest a breaker/fuse mod if ZZZT has you down. It's a bit overpowered and I would suggest mitigating it via vanilla strats but it really isn't a fun event.
>>
>>163780820
Are you setting your planet to be the coldest in the creation menu? Also, trying settling on high elevation areas in cold regions, like a mountain or something. They usually drop the temperature enough on their own to make full-year winters in a desert biome.

>>163782005
Never played that mod but snipers and assault rifles are king in vanilla. Just get your snipers to whittle them down and if they chase after you lead them into a murderfuck trap.
>>
When I make a caravan, can large animals carry stuff? I've only got one dude and a dog to go along but I was thinking of taming one of the larger animals to bring tons of stuff along
>>
>>163782510

Yeah, coldest and trying to check highest elevation. It's a lot harder without the other two map views, finding that one mountain peak that hits 6000 is random now instead of just toggling views.
>>
>>163782574
Only Muffalos and Camels carry stuff.
>>
>>163782510
You can't settle on mountains anymore.
>>
>>163782704
Ah, damn. That's shitty, I really liked searching for mountains in order to get a biome that's frozen all year round.
>>
>>163782853
There's a nifty little mod that lets you use other animals too, like bears and thrumbos.
>>
>>163782887
Aren't there like two tiers to mountains now? The impassable ones and the "mountainous" ones where you have a bunch of rock formations everywhere?

I need to check this ingame now.
>>
>>163513313
then I wont need a jacket
>>
>>163780605
I have played the game before, but fires aren't as dangerous back them.

What about batteries, should I spread them around the base too? Should I build rooms far from each other?
>>
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>>163783683
If you're using building material that is flammable like wood or steel (for some reason...) then I suggest doing the glorious nippon approach and spacing your buildings apart. Three spaces apart on average for some nice sidewalk aesthetics.

I would keep your batteries someplace where air can vent. When your batteries explode it can be shitty since it can take components to repair them but if they're isolated from flammable areas then fires spreading from the room is unlikely and if air can vent then you don't have to worry about the battery room turning your base into an oven.

Also, try farting a firefoam popper in the battery roam. Unless the popper catastrophically explodes before it pops it should remove all fires from the room. Multiple battery rooms are usually a god idea, very good aesthetically and practically. I currently have one room at the moment, so I'm not preaching what I say, but it's a small room with six batteries since my base is reliant only on geothermal and wind power. Though I'm hoping to expand into having a room for my defenses (turrets, outdoor lights to fuck over invaders, autodoors, etc.), my workshops, and my living areas and hydroponics.
>>
Does anyone know if the vanilla storytellers will use the call of ctulhu content?
I've been trying lovecraft out but he throws shit at me too constantly.
Don't get me wrong tho, it's fun as hell, but there's never a comfy moment, and if there is, it ends without mercy; sticks and stones you'll shoot away, but dark young will give your colonists bad thoughts.
Oh, winter's over? How about nuclear winter?
And that's just from my most successful run with lovecraft.
I just want to sit back and sacrifice some tribals to shub-niggurath, is that too much to ask for?
>>
>>163785265
How is that mod anyway? I was thinking of playing with it after my current colony.

I imagine some features would work outside the modded storyteller. The storyteller just determines variables for your "story." I would ask the mod author himself, however, in case any events don't or do show up under other storytellers.
>>
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>randomize
>perfect stats I've been looking for
>is black
>randomize
I know I'm not the only one.
>>
>>163656824
How do you set paths?
>>
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>that feel when your colonist survives a disease at 99% severity
>>
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>>163785995
How to begin.
There's several mods, that work both together and separately.
There's the storyteller, I've already told you about that guy.
Then there's the factions mod, it adds a couple factions that don't really make much sense to me, so I don't use it, but they do add their own content, being a couple weapons and some apparel.
But you need the cosmic horrors pack if you actually want shit to go down, both summoning things and being attacked by things.
Then there's the industrial age objects, a really neat object pack that adds a bunch of era appropiate ammenities, candelabras look great but they need wax.
But by far the best part is the cults mod.
It adds events (not sure if vanilla storytellers use them, currently trying that out) and eventually allows you to set up a chapel, conduct sermons dedicated to a specific god of your liking, make cult apparel, and sacrifice prisoners to cast spells that are god bound, haven't tried all of them, but shub-niggurath gives you good buffs and can send goats your way for you to do with as you please. Can definitely reccomend it.
>>
>>163546132
Sheriff still needs to get reworked. You can potential have one who cannot do anything.
>>
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Is this a good base defense for starters? I'm using the lake so raiders have to single file into my base, going to put turrets at the end one I have them researched. any suggestions?
>>
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>>163788654
My bad, here is a jpg.
>>
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>>163787365
>>163785995
Playing with cassandra and the grimoire generator spawned, you can definitely form cults on vanilla storytellers.
>>
Is it worth having a colonist with chemical interest regardless how good the stats are?

I feel like they'll get addicted later on
>>
>>163786093
kek
>>
>>163786093

I always re-random my fat people, they are just too obscene.
>>
>>163791720
I do the same, also reroll old people. anything over 60 goes into the trash.
>>
>>163786093
>>163791720
>>163791827

>tfw the first colonist who invites themselves to the colony fits one of those criteria
>>
>>163791959
Hey the penalty for euthanizing isn't that bad in this game luckily.
>>
>>163762270

>dem battery banks

You're on the right track but make the one to the left more like the one to the right and you know better than to make battery bank buildings out of wood. Always ensure that all the tiles your batteries are built on are accessible, because those batteries on the left are just asking for a fire. Also all of your battery banks are pretty far from your main structures and all those trees between said structures are just asking for a dry storm or incendiary mortars.
>>
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>>163786093
>down a tribal and check his stats
>optimist, industrious, green thumb
>high gardening and cooking stats
>has the fatass model
Into the trash it goes. I'll just take the qt.14 tsundere with the abrasive trait that can't stop flirting with my warden.
>>
>>163762270
Base looks pretty comfy, amigo. Looks like a research outpost. Would totally be the merc guard that flirts with the cute scientists and play vidya in my room all day.
>>
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>friendly caravan arrives
>trade items, caravan decides to idle a bit longer in base
>some idiot runs into my checkerboard-style-placed mines
>dies
>caravan instantly hostile
>gets obliterated

At least I got my beer back which is nice.
>>
I opened a cryo chamber and a 700 year old centipede and a scyther came out, how the fuck do I get rid of them without being annihilated
>>
>>163793928
pick the scyther off with snipers. the centipedes can be kited around or best case tanked with a personal shield
>>
>>163792465
https://ludeon.com/forums/index.php?topic=27580.0

There's also a version that removes only fatties and keeps the thin and hulk body types.
>>
>>163792465
Hahaha, I'm actually so glad that this game gives such rng, makes getting the perfect colonist even more satisfying.
>>
>>163794025
well, they all died
all got their limbs and heads shot off while one got eaten alive by a fox while he was downed
>>
5v4 bedroom vs 4v3 bedroom

Is the 5v4 worth it? Can the 4v3 fit the necessary beauty stuff for bedrooms?
>>
Any mods that make melee not suck shit? Does Combat Realism make it better or worse?

Also are there any mods to make pets less of an unfun cheesefest?
>>
>>163800991
No and no.
>>
>>163665025
Wait until we can no longer bump our own thread before merging.
>>
>>163794164
>That one where raiders don't die by magic RNG is pretty interesting.
>>
After doing some debug testing I've found that:
>siblings will basically never have sex, even if they're lovers or married, there's a countdown clock during sleep between characters that deduces how often they'll have sex and sharing a parent instantly sets it to 600+ hours (in other words, once in like 70 ingame days)
>gay lovers will have the same issue unless they actually have the "gay" trait. Non-gay gay lovers will have sex once in 1000 hours of sleep, if one partner is gay it lowers to ~125, and both gay lowers it to once/twice a night like a regular couple
>someone gay in a hetero relationship will have sex every 60 hours of sleep, noteably less time than a hetero in a gay relationship

Basically the entire system is anti-fun as hell, but that depends on if you want your characters taking an hour of each/other day for a +12 mood boost in the first place.
>>
Are there any mods that add things like Caveworld to the random map generation? I just want to play comfy troglodyte simulator.
>>
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>>163808151
>married to your sibling
>everyone believes you're fucking them every night
>you guys just like sleeping together in the literal sense

Cozy, but what's the point in making an RNG story-based game without a bit of buggery and incest. I imagine that block was intended so that "incompatible" pawns don't just start fucking out of nowhere but once the affection is reciprocated it really should work like jesus-approved hetero relationships.
>>
What kind of Cult should I make, /rwg/?
>>
Woah, I noticed that my super adam jensen colonist is now carrying 161 steel at a time, does that mean elephants and thrumbos can now carry their full potential as haulers?
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