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/rwg/ Rimworld General

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We made it to a second thread edition

>New patch notes
https://ludeon.com/blog/
>Mods
https://steamcommunity.com/app/294100/workshop/
http://www.nexusmods.com/rimworld
https://ludeon.com/forums/index.php?board=12.0
>>
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>>163811912
Carrying is baseline. Thrumbos and humans haul the same amount, but since Jensen has enhancements then he gets to haul more since I believe its based on manipulation or another stat.
>>
Nice glad someone made a new one.
>>
>>163812616
oh well, I'll still train any elephant I can get my hands on.

>>163812509
>>163812731
long live /rwg/
>>
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>>163812509
1st for comfy snow cabins (I really wish you could hide power conduits)
>>
>>163813189
Oh, don't let that bad news hold you back. Currently training a warpack of grizzly bears whenever the natives get too uppity. Would love some elephants myself but I haven't had much luck with traders and I don't have the right biome.

Though, come to think of it, I really wish you could craft leather pouches that you can put on work animals and such. It would certainly help haulers that want to bring in a season's harvest of corn but need to make about 15 trips of about 75 units each to complete it.
>>
>>163813332
Mods, mang.
>>
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>>163813568
Wait, really? Didn't know it existed for that.

>>163813332
I'm usually too afraid to make my buildings out of wood past the first year. It's a shame because they're pretty『comfy』.

Been working on avoiding square-shaped buildings recently because muh aesthetics and found this new style in bedroom making. It does not give a room bonus but it looks nice and comfy, not to mention that they interlock well with other circle buildings of the same size (it's basically the same area as a sunlamp).
>>
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>>163814005
Was inspired by the subreddit, by the way. I just really, really liked how his base looked.
>>
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It would be cool if they added squatters in the game. Squatters would be junkies that you have to remove before they take over your map by reproducing and building shacks. You could harvest them though by arresting and enslaving them. please make this into a mod
>>
>>163814165

That base is a clusterfuck if I've ever seen one. I usually do something similar for trading stockpiles or very occasionally indoor farming.
>>
colonist pregnancy added when?
>>
colonist rape added when?

children added when? child soldiers added when?
>>
>>163819564
MOD
>>
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hmmm... where to settle...
>>
>>163819564
Soon.

>>163820483
That patch of green near the center with all those communities looks comfy. All the bonuses of being in a temperate biome while having nearly year-round winters and great trading/raiding locations.
>>
Favourite biomes /rwg/?

Arid shrubland is pretty comfy but it isn't much of a challenge, tundra mountains always bodes well for excitement.

Are you a barracks builder or an autistic village builder? I myself like to build a village for my pawns.
>>
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>>163819564
>>163819986

Since almost all of rimworlds mods are either on the workshop or are on tynan's official forums I doubt that we'll even get a place for mods like that.

>tfw we'll never get a raider playthrough with pleasure and labor slaves and forcefull conscription and indoctrination of said slaves' children
>>
What are good mods right now?
>>
>>163821761
Full autism village maker here. Considering a cold desert start next, though the simplicity in temperate forest biomes make them my favourite.

>>163821873
It's possible we may get slaves in the future. The game already plays with the idea of slavery through the buying and selling of prisoners

The game of thrones mod for CK2 introduced a "visit chambers" button for captured ladies and got no real flak from that (it was pretty fun to fuck around, literally, and deal with all your ass-hurt vassals). Though considering that we'll never see actual animations for anything sexual aside from Sims-tier hearts and shit you might as well just imagine your depravity when you captured that knocked down tribal girl and "convinced" her into cleaning your base for you.

>>163822086
Efficient Light, Prepare Carefully, Quality Builder, and A Dog Said... (animal surgery :3) are some pretty good lite mods.

Expanded Prosthetic and Organ Engineering is pretty god-tier, though it adds quite a lot of strong features into the game. If making robocop is your calling then DL this one.

Madskills is underappreciated, it removes skill decay. Skill decay is ass, it pretty much makes combat skills pointless since periods without raids drops their levels quick.
>>
>cassie rough and haven't had a single raid in 10 days
is there a problem or is this rng luck?

Anyway, how the fuck does comms trading work? I have a skill 12 social colonist use the comms, but I can't offer 300 silver or 600 silver to trade with another faction.
Is a caravan supposed to come near my home tile for me to be able to trade?
I never fucking see caravans on the world map
>>
>>163822574
Also does rimworld have an expanded slavery mod?
>>
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>>163822664
What year are you on? Caravans randomly enter your map, the more friendly factions you have the more caravans you should see. The comms building allows you to offer silver to improve relations (about +15) with every faction but pirates/raiders for 300 silver and with 600 silver you can call in a specific caravan (general goods, exotic, slave traders to offload your unwanted prisoners, etc.). Trust me, the 600 silver is worth it if you have something worth selling.

Rarely, a merchant ship may pass by your planet and give you an opportunity to trade goods. You need an orbital trade beacon on your stockpile to trade with them, however. I suggest the mod "More Trade Ships" in order to see them more. It's kinda OP, but it's not like you're getting free shit and I really like managing an active economy.

https://steamcommunity.com/sharedfiles/filedetails/?id=725465444&searchtext=

So far, the world map is mostly for your own use. If you have nearby settlements with passable terrain you can set up your own caravans and trade goods. Since you made the journey you can mage HUGE profits but it's pretty tricky to manage since your caravan can get attacked and the journey may require tons of food for supplies.
>>
>>163823180
Oh, and I asked what year you were on because raids scale with wealth and I find that raids only start becoming a concern once you start moving past the "we discovered agriculture and shiz" chapter as a colony (unless you get hit with bad RNG or are ill-prepared).

I usually play on the tryhard highest difficulties, so I see more raids, but I imagine 10 days is around the max-average of "bad things not happening" for a colony. Just wait and see.
>>
>>163821442
i settled on the south pole and everyone froze to death within minutes.
>>
Friendly reminder that you can use sleeping spots to trick pawns into "force firing" at ground spots. Useful for making your friendos with incendiary launchers suppress fire onto chokepoints instead of them tracking that melee tribal rushing your line and setting everyone on fire.

>>163823474
That doesn't sound comfy at all!
>>
What is a best way to deal with centipedes armed with inferno cannons?
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>>163823654
no, it was really sad, actually. they were all from the same family. Sel, Bob and Scooter. When Scooter died, our pet warg Manic had a mental breakdown.

:(

I hope this makes it better. On our first night, and things are looking comfy as they've ever been. We're also not on an ice ball.
>>
>>163824952
so comfy!
>>
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>>163824952
>that campfire and cave combo
That's pretty good. Makes me wish your caravans could set up camp and forage for food all Oregon Trail style.
>>
>>163822574

>sims-tier hearts and shit

From what I hear the sims games have a rapidly growing adult modding community. Didn't even know sims games could have comprehensive sex mods until like eight months ago.

In either case I'm more interested in more extreme playthroughs with raider colonies. The standard mood debuffs and RNG dictating what colonists I get make it impossible for me to do something like slavery or anything to do with cannibalism. It would be interesting to build a cannibalistic colony with buffs to eating people and debuffs to eating anything else and cause all sorts of mayhem all over the planet. I think I saw some talk of some cosmic horror cultist mods in the last thread so I'll probably check that out.
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>>163824925
Spread out your pawns and keep them in cover. Your snipers should be able to outrange them so keep them safe, if you're lucky they'll do massive damage to their weak spots.

Centipedes armed with inferno cannons (or anything in general) have terrible accuracy so you have to fight them in large open spaces so their chances of doing damage to you is minimal. This is also why you need to spread your pawns out, not only do you get a flanking advantage but a clustered firing line is asking for a wipe. If you have any rockets now is a good time to use them (grenades are strong too but it means putting that pawn in danger since inferno cannons are somewhat accurate in close range), mechanical pawns can't bleed out but shredding their sensory parts makes them inferior in a fight.

While not necessary, and perhaps overkill, turrets are amazing against mechs because they're not immediately set ablaze when hit by the cannons unlike colonists so they make great distractions while your firing lines pound the pedes. This is why it's always nice to have walls or blind spots near your defenses so that you colonists can hide behind them and "reset" the pedes aggro onto the turrets.

Centipedes can never catch up to you by the way, so a "fall back" area is always great if things get too hot, literally.

tl:dr inferno cannons wreck groups but are actually bad weapons themselves. The cannons do a bit more damage than the base pistol and are very akin to the standard molotovs raiders use.
>>
>>163826708
It should also be noted that ranging the centipedes counters them 100% of the time regardless which weapon they have equipped. The scyther snipers are intended to counter this but, due to their speed, end up engaging your colonists WAY, WAY before the centipedes even arrive. If you're fighting scythers and pedes at the same time then things are going to get MESSY.

>>163826482
I'm hearing nothing but good things about the mod. I'll probably considering adding it into my next playthrough or the playthrough after that one (I want to try a frozen desert colony but I think a dark, swampy map would fit the cult one better).

https://steamcommunity.com/sharedfiles/filedetails/?id=764375772&searchtext=cthulhu
https://ludeon.com/forums/index.php?topic=26078.0
>>
>Have colony with 9 people so far
>Only two can fight
>the rest have the no violence trait
Its basically one ex super soilder my boy shazz and his husky saving the colony

fuck do i do this is suffering my poor husky just had its right eye shot out
>>
>>163827112
get him an eyepatch?
>>
>>163826708

>tfw always used to focus on the pedes instead of the much deadlier scythers

When you first see them tank the shots that they do it's easy to panic and focus on them instead of the real threat. The truth is that centipedes are generally shit and they move so slowly that if they spawn out of one of the crashed ships their forces are frequently split allowing you to deal with the scythers before ever having to engage the centipedes.

Personally, I think the game needs a few more sentient threats like new types of mechanoids, especially for later game colonies.
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we survived long enough for a name!

suggestions?
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>>163827112
>only 2 out of 9 can fight.
That's honestly pretty poopy, friendo, but it sounds like you can have a lot of fun here.

Your colonists can't fight... directly! I would suggest becoming the engineers that your colonists' pacifist-nerd god wants them to be and start pooling your resources into making traps, turrets, and IEDs. Have your colony's defenses as automated as much as you can make it and have your gritty soldiers go around making sure any breaches are secured (and to protect your pawns from being captured and running down fleeing raiders).

As an added bonus, you can disable your colonists from fleeing when near enemies and prioritize them repairing walls and turrets mid-combat if you have little hallways that the engies can run between behind the defenses.

Honestly, I think filling your base with nothing but turrets, walls, and IEDs sounds hilarious.
>>
>>163827409

Any sort of name that denotes suffering at an extreme level. How about Insectoville for all the bugs you'll have to deal with?
>>
>>163827676
b-but we haven't seen any bugs!
>>
Is there any way to get a big mountain to dig in without randomly generating worlds for 2 days?
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>>163827409
I named my faction "Overworld"... and my town "Valleyville" because it was in a valley...

I usually go with something that fits my "ambition" for the colony. If it's a research outpost I might call it "Outpost Thule" for example. Though since I prefer creating little towns I tend to give them Pokemon-esque names like "Lonely Lamplight."

Personally, I would name the site something cute like "Hearth Home" or "Pyre's Den"
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>>163827905
I hope you don't mind reddit but they have some good seeds, and there is no shame in using someone else's seed!

https://www.reddit.com/r/RimWorldSeeds/
https://www.reddit.com/r/RimWorldSeeds/comments/5j2iri/a16_def_mtn_seed_justin_size_30_4568n_1800w/

The last one is the one I'm currently using and it's picture related. There's quite some mountain areas to the north and west you can dig out and the natural valley protects your base if you haven't fully moved into your mountain home.
>>
>>163828119
Thanks!
Looks sweet. That valley looks defendable as fuck. I just hope there are no hidden surprises just behind the first layer of stone.
Shame that there are no geysers inside but whatever, I will go big on solar and wind.
>>
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>>163827368
I would love a creature similar to the geth from the Mass Effect series. They would basically be like raiders with cybernetics and the inability to bleed.

It would also be cool if there was a random event where a "rogue" AI came and joined your colony.
>>
>>163827931
They are cute. I went with "RAID" for the faction name, because bugs, and "The Hive" because of the honeycomb layout and I'll jump at the chance to make an Alpha Centauri reference.
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how defensible am I?
>>
>>163828498
Geysers are random! I believe... The geyser near the center of the map is there in my game but I also have two others inside the valley. So if you want to be a cool dude you can keep spawning new colonists with the map until you get proper placements though between getting good colonists and geyser locations it might be a bit tedious.

I won't spoil much (mostly because I've settled in the valley and only explored a bit of the mountain) but there was an ancient danger somewhere west in the mountain. Though I imagine that's also random, too.

Good luck!
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>>163828523

>new mechanoid siege units
>they're MLRS quadropeds
>all their rounds are incendiary
>mfw

I need this level of eternal suffering in my life
>>
>>163828617

If you plan on defending from the inside of your cave base your outdoor power generating and agricultural assets are going to be in severe risk of a righteous torching by tribals and raiders.
>>
>>163828929
yeah, i realised maybe 45 minutes in that i completely forgot about power. I haven't played this game in quite a few months so I'm more than rusty. This thread made me want to play again.
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>>163828534
I like the name, "The Hive" makes me think of either a popular bar in a sci-fi setting or some villain's bustling lair.

Tunnelworlds and Hiveworlds always fascinated me in Rimworld but we know so little about them. I kinda wish they were inhabited by altered/modified humanoids that look like bug people so that I can fulfill my fantasy of playing a literal ant-colony simulator.

>>163828654
I'm a bit worried about infestations, they can be a pain for mountain colonies. I normally build inner killboxes, usually not that large, just to maintain some level of control over my base just in case an infestation gets out of control. Though usually having open areas is enough to combat the bugs.
>>
>>163829089
I recognize that portrait...
>>
>>163829089
>ant person image
>ss13 flashbacks to bay
Jesus, when will the ss13 mod incorporate bay species.
>>
>>163828617
>>163829089
Meant this (you) for you, that's usually a sign that I need to go to bed.

>>163828791
AAAAAAAAAAAAH

>>163828929
>>163829006
In the first year of my colony I had exposed wind turbines that would sometimes be targeted by raiders. It was a bit costly to repair but it sometimes made raids easier since it would split the raiding party. In terms of food you could double down and use the ((fair and balanced)) tilling feature that vegetable garden has. I would be lying if I said I didn't use it, I really like having a lot of animals so I need lots of space for my haygrass :3.

Practically, I would set up a perimeter wall facing the west side of your base (large enough to protect those two geysers there) so you can set up farms behind it and turbines facing into the sea.
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>>163829248
Myr girls are a cute.
>>
>>163829461
source?
>>
>>163828929
>>163829006
>>163829373
This is pretty much all I'm hoping to need when defending my beachhead from attacks. There is a three-tile thick granite wall just above the geothermal room that serves as my perimeter. It's not as defensive as you think it is, it's mainly to keep out predators and small attacks, but it's served me well into year 2 moving on 3.

I'm hoping to put a fridge and maybe some beds inside my star fort so when I get a raid where the raiders "set up" before attacking I can set my pawns into the fort zone where they can eat meals and such and avoid some crankiness.

Turret spots not yet determined. I actually have not built a single turret in my colony yet.
>>
>>163829491
It's artwork from Fenoxo's Trials in Tainted Space. It's a lewd RPG with simple gameplay elements but it's pretty charming and worth a look for some of us pervs here.

https://wiki.smutosaur.us/TiTS/Anzhela

The artist is Adjatha, according to the wiki.
>>
>>163829089
>>163829373
I'm now terrified of bugs. Never dealt with them before but people keep talking about them.

Also, I'm thinking about how to defend. The only ways at my base are the beach to the east and from the northwest, meaning the higher geyser is going to end up being my main defensive outpost, if that's where i have to defend.
>>
>>163829980
WELP, knew I had deja vu
>>
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>>163830135
Bugs are about as dangerous as large predatory animals. The scare is because they can spawn on you and they can explode in population when not taken care of.

They TRY to spawn in dark areas over areas that are lit, so a common meme is to leave tunnels away from your base in the dark so there is less chances for an infestation in your base. They are not a major threat when dealt with patiently and coolly. Avoid fighting them in small spaces and try to lure them into a firing line in open rooms. Luckily, the buggabears aren't too smart and you can lure them one at a time if you're lucky. Your layout with the large rooms is actually pretty effective against infestations but you should consider non-linear rooms too. You don't want a infestation to cut your base in half because they are blocking a major artery.

Try to keep an eye out for the hives that spawn when the infestation event procs too. It's entirely possible for hives to spawn in a single room AND for a forlorn hive to spawn elsewhere where you least expect it.

If you can funnel attacks towards the choke with the shallow water then you're golden because of the movement penalty and exposure to gunfire. Though I also suggest keeping an eye out for that thin strip of rock to the north of your base and the building due west when sappers show up. Especially the western building, though you can use this predictability and lay some traps around there and some sandbags.
>>
>>163830710
damn, that's some really good advice anon. thanks.

right now i can't find any steel so i'm kind of stuck, and i'm going to see if i can split the two subrooms into bedrooms efficiently. they were originally meant for hydroponics but i can't build anything without steel. so things are kiiiind of beginning to go tits up but we'll pull through i'm sure
>>
>>163831076
Steel management can be annoying, luckily a single vein or two can keep an early colony going for a while unless you're actively making steel furniture/walls. I'm not looking forward to my hydrophonics project myself because of the component cost, luckily I have some good soil tiles that has kept my colony going for a few years now.

Looks like you have some open veins around and outside your valley area if you haven't mined them already.
>>
>>163823368
>but I imagine 10 days is around the max-average of "bad things not happening" for a colony.


sometimes the RNG just doesn't want to do anyting
>>
>>163831687
>sometimes the RNG just doesn't want to do anyting

Yeah, had randy giving me nothing but droppods and caravans for a year and then spammed raids and manhunter packs, the infestation directly after a boomrat pack was enough to seal the deal.
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is rose wang a goner? i can't get to her
>>
>>163834790
background: it told me a space pod had crashlanded and there might be someone who survived. after accidentally killing marty's ex-wife who attacked us i was hoping for a new crew member but i'm pretty sure she's marooned out there forever.
>>
>>163834790
That's a really unlucky pod landing.

I don't think there's anything you can do since making the area traversable would take too much time
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>still not on sale
>>
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After playing for several versions normally with a hefty amount of savescumming, I tried playing with permadeath. Immediately I was shown I was shit and had to figure out asap how to be efficient, I ended up getting my first win recently in v15c on ironman. But now I can't ever go back, the pain feels too good
>>
>>163836234
You have to be careful with what mods you use too.
>>
>>163836574
I only use Expanded Prosthetics & Organ Engineering and would recommend it to anybody, though I don't know if you lads think it's cheesy

On the long run losing bodyparts and shit is a major problem, and the prosthetics in the base game are too basic. This way you can still have functioning guys if you just invest time and a large amount of resources
>>
>>163835053
They said it won't be on sale anytime soon.
>>
>>163836815
Balance is a mess anyway right now. If you play vanilla you simply cheese everything with turrets anyway, so I don't see where epoe would be cheesier.
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>>163812509
Is this game worth $32.99 Canadian?
Keep in mind that this is the yearly salary of an average Canadian and is equivalent to $3.50 American.

Thanks Trudeau.
>>
>>163837106
Just download it to try it out
I eventually bought it for about 20 european monopoly moneys
>>
>Start as tribe because extra people is nice and for the change of pace from being a spacer.
>Immediately get pirate raids and sieges, don't get hardly any guns because I can only kill the melee guys before the group runs.
>In the meantime, buy some chickens from a trader.

>Several weeks in, Chickens have taken over my base.
>Have to plant a ring of haygrass around myself because they eat the grass too fast.
>Confine chickens to haygrass fields because they keep eating my pemmican.

>Notice every raid afterwards, the pirates focus on the thousands of chickens surrounding my base instead of my tribals, who are now all equipped with great bows.
>15 man raids come and I take no casualties beyond hundreds of dead chickens.
>Have to have four cooks working at all time to keep up with the demand for butchering dead chickens.
>>
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>>163837068
Yeah they work on pretty much everything except caterpillar mechs and humanoids with long-range weaponry/explosives. Another one of my favorites, the trap corridor:

Because of the AI even smart enemies will always try to go around instead of breaking down the doors, while your colonists can just go through. Can destroy entire raids on its own
>>
So you can raid other settlements now
Too bad that building the spaceship is much easier than building a strong enough force to wipe outposts
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>>163837486
Lastly the bunker:

Make a dark room and knock holes in the wall, make sure to add a build roof zone over it. You can have colonists shoot from behind the walls - your guys get a large cover bonus, enemies get a penalty because of the darkness, and you're unaffected by the weather. You can win straight up shootouts with caterpillar mechs with this

Those two combined with turrets have carried me through the game
>>
>>163837486
>>163837857
these two are both great designs, i'm gonna implement them asap.
>>
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>>163837376
>>
>>163837486
This is 2cheesy4me
>>
>>163837376
Tame carnivores that prey on the chicken for extra defenses and less butchering
>>
>>163838443
Will tame carnivores actually eat other tamed animals though? I guess I could get some wargs to try and take care of some of the population.

I tried taming rhinos and elephants, but after two in game years they're still not able to be released on the enemy. And really, all the meat is fine, beyond my inability to store all of it, I can at least load it up on muffalos and sell it to nearby tribes.
>>
>>163838787
Yeah they don't, you'd have to somehow un-tame some chicken, but I don't think thats possible
I really only liked imagining a huge pack of wolves feeding on a giant orbiting ring of chicken
>>
>>163837667
Is there any point to wiping out nearby settlements? It just means some raiders further out are going to attack you since there's no good way to clear the entire map of other settlements.

I was hoping killing nearby pirates would cause their raiding frequency to go down.
>>
>>163838364
You can also have a two tile wide corridor, and place traps alternately so as to leave a path in between. Colonists are smart enough to always avoid the traps, but they are invisible to hostiles. That way you don't need to use doors and don't risk colonists setting off traps when rearming a corridor, but it's less efficient
>>
>>163838889
Does the frequency stay the same even if the pirates attacking you are from halfway across the world? If so that sucks
>>
ffs can someone be so nice and link me the mod that disables the retarded "50% to kill instead of down npc" thing?
>>
>>163839374
I wasn't aware of a mod like that but if you want to down NPCs just lure them into melee and beat them unconscious with fists, highly unlikely they die this way and they can't shoot from up close
>>
>>163838968
Personally I just use traps as a few tiles wide moat in front of my firing position, with a door to allow for injury-free exiting of the base
>>
>>163839374
https://ludeon.com/forums/index.php?topic=27580.0

you fucking lazy ass
>>
>>163839580
I was clubbing this one bitch for the last 30 minutes (25 of that was loading)
Fuck that.

>>163839673
thx m8, i was looking for it just didnt knew the right keywords
>>
>>163839772
Doesn't any melee weapon increase the chances of killing them by a lot? I don't recall anybody dying from getting fisted, not when colonists fight among themselves either
>>
>>163838889
Right now there's none other than for "fun", and that's why I 'd rather play something else for the time being. The "victory conditions" are weak. I wish there were domination type victory conditions and the building a fucking spaceship should be much harder, especially now that there's more shit to do
>>
>>163839963
According to the mod thread there is a 2/3 chance of scripted instakilling a downed pawn that isnt a colonist/prisoner.
Weapon doesnt matter unless its something unnecessarrly oversized.
>>
>>163828617
>Tucked away little cave alcove by the sea
That's pretty damn comfy anon.

>>163827931
Undertale mods when?
>>
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>>163840263
Keep it in your yiffing general
>>
>>163840493
I haven't been to /utg/ for a little over a year, it has gone to hell in a handbasket. It's like a literal slice of tumblr on 4chan, it's fucking terrible.
By "Undertale mod" I mostly meant like having an underground colony or something with monsters and stuff. Just like Dorf Fort.
>>
>>163818098
Shuuuush it's aestethics
>>163814165
Reminds me of a dude in DF thread with circle based rooms.
>>
>>163840765
Going z-levels and digging down actually sounds a bit too much for mods to handle. I mean... maybe? It's kinda possible with creation of new maps and how 2-3 different encounter/settlement maps can be up at the same time but I am no modding wizard.
>>
>>163823180
Thank you. Now I set up trade beacons on my stockpiles, but I still can't click on the two options. I'll check again if my silver is in the stockpile range.
>>
>>163823368
I'm on day 26
>>
>>163837106
>>163837294
It's a fair price for the game, I would say pick it up immediately once it goes on sale but it's well worth the money as it is now. Tons of hours sunk into it already.

>>163840263
I would appreciate any subterranean/cave mods. I know the dev said z-layers wouldn't really be a thing but I would love 1 upper z-layer for towers/upper floors and 1 lower z-layer to represent caves and such.
>>
>>163841038
While z-levels would be awesome I doubt Rimworld could handle it. What I mean is having an underground "biome." Pretty much just a mountain biome that covers 90% of the map with giant mushrooms, giant spiders, hidden ancient altars tucked away in collapsed cave systems and stuff.
>>
best biome for building a base thats not in the mountain?
>>
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>>163840893
Yeah, his base looked very organic.

>>163841273
Yeah, they need to be in your stockpile. I'm not sure if the silver stockpile needs a beacon for calling caravans and relations, I imagine it does, since I've never not used a beacon on that stockpile.

>>163841038
I'll keep my fingers crossed for the dev making z-layers later in the game's lifespan when he sees some potential in it. I think he's trying to focus on making his own thing instead of a Dwarf Fortress clone but I think a "cave layer" update would be really hype.
>>
>>163841908
the same one where you build in a mountain
>>
>>163841573
It would be awesome if the "underground" biome was tied to the impassable mountain tiles. Perhaps make them enterable cavern like maps that you simply can't pass through on the map—like a house with one entrance.

I could see it being added to some massive tribal update, alongside subterranean plants like glowing mushrooms and shiz for new drugs and crafting.
>>
>>163841908
I like Boreal Forests a lot. Usually the entire map is fertile, so it's easy to grow lots of crops, and there's more trees than you could ever use. Not too much water either.

Arid Shrubland has a year round growing season, but is filled with sand, so it's hard to use a lot of the map for agriculture. Either way, I'm starting to dislike mountainous terrain since I get way too many bug infestations on them. Instead, picking a coastline works well since I can have my safer zone of the base in the back and only have to defend three sides.
>>
>>163841908
>>163842030
He's not meme'ing you either. Maps with lots of mountain tiles are excellent for strip mining since they have the most resources.

Though biomes outside mountainous ones would be boreal forests for harsher, longer winters while maintaining trees, wildlife, and growing soil and jungle biomes for tons of soil, trees, and animals. Watch out for diseases in the jungle, that is its "downside."

Temperate flatlands and hills is also pretty good, but it's kinda generic too. Arid areas is another choice, but it's pretty sandy and the soil is usually not that great but if you get a good farming spot it's usually a full year growing season.
>>
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where should i set up my base /rwg/
>>
>>163840263
Thanks. World seed is "Earth". Little island in the northern hemisphere about the size of Madagascar. I'm getting screwed over by RNG but at least the land is pretty.
>>
>>163835053
>>163837020
It's not even out. It was a kickstarted game
https://www.kickstarter.com/projects/tynansylvester/rimworld
It won't be on sale before it's out that's for sure. Otherwise it's stepping on folks who kickstarted it in the first place.
>>
How would colony aligned mechanoids work? I'm not familiar with animal traning, so if you classified them as an animal wouldn't they just wander around without your guidance? classifying them as a colonist seems a bit weird since they're not actually human and can't gain skills. I remember there being a mod that added bots, how did that work out?
>>
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>>163842868
You posted 3 thumbnail pictures man. I can't make heads or tails of where they connect to be honest but from what I see you have there pretty damn cool map. I like 3rd one.
>>163843293
You are probably talking about MAI mod https://ludeon.com/forums/index.php?topic=3612.0
I haven't really used it that much. It was fucking up with my modpack so I set it on the side for the time being. You might wanna look into it I guess.
>>
>>163843293
If I were to do mechanoids, I'd do them as a mid-late thing you can build yourself, requiring steel, components, and an item built from an AI core. There would be several types of mechanoids, all able to handle a specific task and unable to preform others. The item you build from the AI core would get a quality and determine their skill at whatever they do (Which would be locked in after their creation, they wouldn't get any better at it.

A farming mechanoid would just plant and harvest crops all day and night, and it would have body parts that fit its function. A hauling mechanoid would probably be large and carry a pack or something that it can load multiple items in. Cleaning ones might look like those little robot drones that scuttle around and clean your floor.

Combat ones would be similar to the ones we have currently, centipedes and scythers, and you'd build them with a weapon upon creation which could be changed out like a medical operation. All of these mechanoids would require a charging pad or something similar so that they would need to recharge once every few days, similar to a human sleep cycle.

Later on, I would create parts that can be purchased and installed in your mechanoids like cybernetic parts, such as enhanced servos to increase their movement speed or bigger batteries to let them last longer in the field. The end would be a colony would rarely get the parts to build a mechanoid, though each one would be somewhat unique and purpose built and more effective at their given role than a human. Losing one would be difficult if it were kept out of combat, since any injury could be repaired if the parts are found via trade ships, except the AI module.
>>
>Dead man's pants moodlet
WOW

GONE ARE THE DAYS OF BLAPPING NIGS AND WEARING THEIR THREADS
>>
>>163844282
>Not creating a specific uniform for civilians and soldiers.
>Not making each piece of clothing out of the same material to ensure uniformity among the populace.

Get a load of this tribal.
>>
>>163842868
Somewhere in the valley in that center image would be pretty defensive. I would also consider setting up rooms inside those little mountain "islands" there, like the ones in the first section, and maybe connecting them all through bridges if you want to do something unique. The one on the right is also pretty good if you want a tighter colony (so long as that's not an entrance to the map on the left there).

>>163843293
The AIs from the MAI mod pretty much worked like super-colonists but how the mod-author added them into the game I wouldn't be able to say. At least we know there is potential in adding other "sentient" races into the game now through mods.

I imagine someone could code the mechanoids as any other animal and have them never wander into the map randomly except through events like Thrumbos. Heck, you don't even need to code them to be like animals. So long as they mechanoids are friendly to your faction they pretty much will act as guards, though it would be neat if you could position them manually.
>>
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>>163844424
Currently planning on going full devilstrand for that "gimme that spanish inquisition, senpai" look. Though I might consider a panther farm next game for full black.

>>163844282
Now there is even more benefit to lewdly stripping tribals while they are still alive to avoid that penalty.
>>
>>163844424
YOU WANT ME TO SEW?! AIN'T NOBODY GOT TIME FOR THAT SHIT

WHAT'S NEXT? ''This gun was touched by a bad mans it hurts my feelies to hold i will hav mental breakdowne and let them shoot me instead'' HA HA
>>
It's time to go down to the planet /rwg/, post your pawn, there's only room for 3 in the pod
>>
>>163844902
>John "CIA Man" Doe
>trigger happy
>wasn't happy that the other guy brought one more person into the pod
>>
>>163844771
Does 'dead man's clothes' still affect dudes with psycho trait?
>>
>>163844902
>>163845168
The other two would have to be Anon ''big guy'' Ymous and his cute anime wife
>>
Is it feasible to use hallways/rooms of superheated air as a base defense?
>>
>>163845414
I haven't tried it out but probably not
>>
>>163845556
Yes, but creating a means to efficiently do it might take some time. Geothermal generators can naturally raise room temperatures to around 70-90, so that might make a good base for your gas chamber.
>>
>>163845556
Crazy temperature zones are feasible to wipe out insect infestations, but I don't know how it'd work out with raiders/manhunters. You'd have to keep them occupied (series of doors) long enough for the heat to knock them out and when they get in through e.g. a broken door it will immediately lower the temperature, also you'd have to replace broken doors all the time
>>
>>163845556
Mmmmmaybe? I mean heated air causes people catch fire but it demands enclosed rooms and enemies raiding you even if end up inside the trap will probably leave destroyed walls and doors behind.

I used to freeze bugs to death but it's different situation than a raid.
>>
>>163845839
Also on a related note, this may be old news but they changed the AI so that when creatures such as Thrumbos are locked in, they will just break the wall to get out (whereas it used to be easy to just build a cell around them while they are asleep and let them starve to death)
>>
>>163845727
Wouldn't raiders start breaking the generator/set it on fire as soon as they see it? Wait, at those temperatures wouldn't the generator catch fire on its own?
>>
Pathfinding is the biggest challenge, game slows down because either too many pawns or too large map. T saves optimization for last and without a gamechanger z levels are not happening.
>>
>>163845839
>>163845556
>>163845889
>>163845727
I suggest a room that's about 3 tiles thick, granite walls preferably. In the room you will want stone chunks, steel slabs, sand bags, etc.
in order to slow down the raiders since you're trying to bait the raiders into thinking that they can freely pass through the room. Secondly, you are going to want some way to really increase the heating in the room, I suggest throwing some molotovs into the room and keeping pieces of useless wooden furniture around to catch ablaze.

This mod will also work, too, if you want to go full 3rd Reich on some tribals.

https://steamcommunity.com/sharedfiles/filedetails/?id=726121441

Lastly, make sure to set a stockpile of granite blocks near the exit and entrance of this heat chamber and set your construction pawns to start walling in the room. The three-tile thick walls will get damaged but will never fail so long as your room heats up fast enough and deadly enough to at least incapacitate. Your structural weaknesses are the one-tile thick walls that your pawns hastily constructed to wall the raiders inside your room, but your pawns should be able to repair them if they are targeted and the raiders breaking through before the heat consumes them is unlikely.

This works against mechanoids, too. It's kinda gamey, but nothing is stopping you from literally building an over around a crashed ship. Though I've seen them break through three-tile thick walls before.

Here's an old video example.

https://www.youtube.com/watch?v=VibjtMVwbKI
>>
>>163846449
I imagine the generator can handle heat levels hot enough to kill without catching on fire, though you might need to find a balance. You could also just use the steam geyser itself to generate heat, but you won't get power that way.
>>
Okay, yearly avg temp +84C extreme desert here I come.

I don't think I'll last very long.
>>
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>Kind
>[Pawn] is a nice person. He has a tendency to brighten everyone else's day and never insults others.
>>
>>163847454
I should try this sometime. If you don't overextend and you set up a "cooling room" near your farms/work areas you should be able to survive the first season at least.
>>
>>163848309
I lasted for 4 minutes, heatstroke got to me. Setting up a cooling room took too much time. Maybe tribals would fare better since they can just drop down passive coolers, but that's behind a tech for crashlanders.
>>
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Rate my colony
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>>163847498
I hope he's cute, too.
>>
>>163848452
Pretty comfy, anon. Would send caravans and drink your beer.

>>163848393
Damn, did you try embarking during the winter? I believe that's a setting somewhere.
>>
>Work speed penalty for working outdoors in a bad temperature

Now I have to build a stonecutting shack next to the rock dumping stockpile

Also for those that have their tables all the way inside the base so pawns have to walk half a mile per rock, please do like this anon and have the dumping pile, cutting tables, and a priority stockpile just for bricks right next to each other outside. Bricks don't deteriorate. Your rockcutting slaves will thank you
>>
>>163848690
No, I didn't tweak that, and I'm thinking it defaulted to summer since the temperature was 80 when I landed.

I'll try again.
>>
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>>163847498
>kind
>brawler, more likely to start social fights
>>
>>163848393
Reminds me of the first time I tried ice cap. Dead from hypothermia before I even got a simple room with a campfire built.
>>
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>>163848860
He's just a bit emotional, anon.
>>
>>163848970
I imagine that's part of the appeal. The whole "you're on life support 24/7" meme of keeping your temps stable.

Now I really need to try this out. The coldest biome I settled in was a boreal forest.
>>
>>163849119
Make sure you have multiple builders man. And Boreal forest is to comfy not to play, cold but not killer winters is nice.
>>
>>163848458
He's an 88 year old thin, nervous charity worker. Dad of one of the colonists, incapable of violence. He joined while running away from raiders.

Maximum nice grandpa

Said raiders when they arrived, started fighting an autotamed elk and shot one of their own guys to death. The remaining two awkwardly waddled up to the base and got shot by colonists without even firing back (???)
>>
>>163848452
3/10
>>
>>163848970
I found ice cap easier, actually. You just put down campfires and you can survive for a bit at least. Here you have to construct a power grid to cool down a room, and you're basically fucked if your builder messes up when constructing the solar plant.
>>
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Pirate merchant arrives with two teenage slaves. She looks too good not to buy, she has a lot of potential. I may get the male, 16 years, to keep her company and maybe to clean and haul around the base.
>>
>>163849707
I've never bought a slave, how does it work? Does everybody get a ''oh no we are bad slavers I am sad now'' moodlet? Can the slave flip you the bird and run away?
>>
What's your coldest seed, boys?

I've got a -121c mountain currently, and I'm looking for worse.
>>
>>163850256
Why?
>>
>>163850389
Why the hell do you think
>>
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>>163849810
Despite assisting slavery by participating in its economy the general consensus is "yay, we bought slaves and saved them from a life of servitude!" Funny, considering I plan on making Turtle a farm laborer.

Though no, there is no moodlet attached to buying slaves but there is one for selling slaves. As far as I know buying a slave just outright makes them a full citizen of your colony. Though it would be nice if the dev expanded on slavery as a whole. It's a pretty good merchant event.

Also, fun fact, you can get an estimation of a pawn's worth as a slave if you inspect them. I believe it's attached to their skills, their limb condition, etc.
>>
Another annoyance with an extreme desert embark is that while temperature drops to manageable levels during the night, plants still won't grow since they're "resting". So your greenhouse will need a lot more cooling than you'd initially think.
>>
>>163850835
Can't you just use sun lamps to keep them growing at night? Those work even on outdoors crops, you just have to watch out for rain (a wall nearby for a single roof tile over them is enough)
>>
>>163850971
No. Plant rest cycles will be strictly tied to the clock. You might as well turn off the sun lamps during night, because they do fuck all.
>>
>>163851068
Is that recent or has that always been the case? I wasted a lot of electricity if it's the latter
>>
>>163850835
There's actually a mod for that.
>>
>>163851154
It's always been like that.

>>163851171
Well there's a mod for everything.
>>
>>163850835
I had no idea that this was a thing.
>>
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>>163851208
>All plants rest from hour 19 through hour 4. More accurately, plants rest for 45% of the day, leaving 55% of the day for growing.
During the plant resting time period, plants will not grow no matter the light level.

Well shit
>>
>>163851436
Well plants do rest in real life too, so it makes sense. How Tynan implemented it is lazy as fuck though, plants just sleep during the night and grow during the day regardless of any factors that might apply.

Same with animals, actually, they all sleep during the same hours. Even if they're nocturnal like cats.
>>
>>163851571
Yeah, it's why it would be nice if there was an easy way to set up sun lamps on a timer, but alas.
>>
>>163851626
What do these plants need rest for man, from all the walking around they do? We could have potatoes in half the time man, half the time
>>
I might be a complete idiot but is there a way to build roofing in god mode?

I wanted to pre-setup a small area for my guys in a spot that has -140 degree weather and I can't seem to find any way other than letting them roof it themselves.
>>
>EAC connection interrupted
you know what fuck this shit game
>>
>>163851847
Well have you ever tried photosynthesising for 12 hours a day? Shit's hard work.
>>
>>163851916
just dig into the mountain. mountains are great for retaining heat so create a small room in a mountain as a makeshift base while you set up your main one outside.
>>
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>>163851962
?
>>
>>163851916
Like the other anon said, mountains are really good for that.

In the debug menu search for Tool: Make Roof. I never used it before, but I imagine it just spawns a constructed roof at that location. Try not to flatten your pawns by spawning a floating roof! :L
>>
>>163851962
What? This game doesn't even have EAC.
>>
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AAAAAAAAAAAAAHHHHH! NOT GOOD!
>>
>>163854067
Build one or two of these >>163837857
around it, position everyone safely behind a wall and start shooting. If you have EMP grenades equip somebody with them
>>
>>163854067
DO what I do, build turrets around it. Piece of shit alien ships.
>>
>>163854740
They're not aliens you dingdong
>>
>start with 4 tribal kittycats
>halfway through stonecutting
>deep one shows up and bites off a hand and a tail from 2 pawns

It's not like I wanted this colony to last or anything.
>>
>>163856461
Not him but the description literally says ''alien ship'', it's just that all that ever comes out are bots
>>
>>163856728
There aren't any aliens in Rimworld, just post-singularity humans.
>>
>>163856853
I don't think anyone is disputing that...
>>
>>163856728
Mechanoids aren't aliens, though. They're robots gone rogue that were built by advanced human societies. Also keep in mind that the word alien can be used to describe something foreign and outlandish as well.
>>
>>163856710
I feel ya, while I believe the dark young are more of a physical threat, deep ones give you -20 mood just from looking at them (which is kinda bullshit imo) so they're a bitch to take out.

I've found the best way to kill deep ones is to give everyone a gun, draft them and group them up to face it,mass fire should do it's thing.
>>
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>>163856853
They're aliens to my planet at least.

>>163854067
AVE MARIA
>>
>>163857197
Yeah that was my point, alien is a general term for from a different planet and isn't referring to little gray people
>>
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>>163857296
DEUS VULT
>>
>>163857456
It was a bit risky, should the scythers have survived the blast they might have seriously injured my colonists since they were not behind cover. Luckily only two centipedes survived and distance between them is usually more effective than cover since they love AoE effect weapons.

I should have went the safer route but I wanted to try the IED meme that I saw someone use earlier.
>>
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It's been hard times.
Let's hope shub likes tribal blood and sends me goats.
>>
>>163857296
I meant to try this myself. Is there a viable strat where to put them while spending the minimal amount needed to get them to explode? Or is it too rng?
>>
>>163857878
Cult mod right? that cult hood is pretty neat.
>>
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Despite this being my comfiest game (started as tribals) I've lost the will to take this save any further because Cassy on Rough just isn't enough challenge now that I'm not brand new to this game.

I wish I could up the difficulty in an already started game :(
>>
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Pretty happy with my base.
r8 on what to improve

left batteries are emergency, available via switch.

bottom right is my actual battery capacity. Never run out of energy since I covered all the geothermals.
>>
>>163858179
Your greenhouse is triggering my OCD
>>
>>163858105
You can. Difficulty scales with wealth, gather a bunch of Plasteel and clench your anus.
>>
>>163857993
RNG has a fair bit to do with it. If I was seriously unluckily none of them could have gone off and I would not have seen the chain reaction I needed to harm the mechs.

For things you can actually account for, proximity and numbers seem to be important. I think I got the right amount of IEDs but I should have made them tighter together. The center right pair did not go off in the explosion which would have killed the caterpie with the minigun.

I stockpiled components from merchants so I was a bit comfortable with blowing them here. Though if resources were limited I would have set up a bunker somewhere, perhaps in a way that I could lure the scythers away from the pedes. I really hate fighting them together.
>>
>>163857293
The mood debuff was okay, but I always start as tribals and a few clubs and pilas aren't enough to gun down cosmic horrors. Doesn't help that they're fast and deal high melee damage.
>>
>>163858346
Is Randy more fun that Cassandra in general or can it be really fucking awful?
>>
>>163856710
Is deep ones part of a mod? I've never found one on any playthrough and I have 142 hours.
>>
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>>163858105
you can though?
>>
>>163858262
you mean the ultra packed arrangement for efficiency? Never got around doing it, i have more than enough food as it is and components are too valuable to rearrange the hydroponics at this point

>>163858531
makes sense, I tend to use my triple rocket launchers to pick off scythers and kite the centipedes with shields. using that many resources is unacceptable imo
>>
>>163858714
I only play on Cassandra. Cassandra is fucking awful after you get 500 plasteel though let me tell you. Raids and psychic ships every hour, sometimes every 30 minutes. And the raids are crazy hard.
>>
>>163858105
Go to your options and find "Choose Storyteller." It should let you change your difficulty, too, but I don't know if it updates immediately or not. Difficulty determines the intensity and frequency of bad events, so the other anon is also right. Acquiring tons of wealth will ensure far larger raids.

>>163858179
I really, really like that sentry nest in the northwest side of your base. Nice and simple, and it looks effective without sacrificing aesthetics.

Your two living areas are also pretty. I'm glad I'm not the only one who uses green carpets to match the beds.
>>
>>163858796
No, the fact that it isn't symmetrical horizontally or vertically. Move those two off centre middle ones to the very top and put them in line with the rest.
>>
>>163858729
They're from the call of cthulu mod.
>>
Could I send a caravan armed with weapons to conquer pirate bases?
>>
>>163858834
I personally find Cassandra consistently harder than Randy 9/10 times but the times Randy decides to whip out his dick and drop it on your shoulder can be pretty damn ugly.
>>
>>163858714
In my experience randy tends to do nothing at all at times, then suddenly you get a poison ship followed by a raid and a solarflare. If you are ready to get instantly fucked in the ass after a two hour borefest, randy is the way to go

>>163858971
thanks anon, appreciate it
>>
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>>163859224
Ooooh yeessss! I believe you can take prisoners, too, but I haven't tried it myself. I'm nothing but a humble farmer, tending to my crops and muffalos.

You should also check out the transport pods that you can research. Mortars, guns, soldiers? Launch anything towards a raider camp and become sci-fi commando team you're meant to be!
>>
>say fuck it
>equip 20 colonists with plasteel longswords
>raid happens
>bait them to come close
>divy out targets to my swordsmen
>raiders get fucking wrecked, and can't retreat because their legs are cut off
Jesus why didn't I do this before?
>>
>>163859224
yes
>>
>>163859869
The one thing that keeps me from doing that is the random chance that makes bullets kill people near instantly
>>
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Fuck yeah it worked, meat's back on the menu, boys!
>>163858071
Yeah, there'a also robes and masks of the gods.
>>
>>163860049
There's a mod for that.
>>
>>163860049
>what is personal shield
>>
>>163858714
The biggest upside to Randy is that you have more chances of getting events that give you more colonists and better chances of capturing prisoners that have a reasonable recruitment percentage since Randy has a softer "high cap" on colonists. Also, Randy is far less predictable than Cassandra. I find that Cassandra gives you a good pounding every now and again and between the poundings she gives you better events to alleviate some of the pain.

I would suggest Randy for a very survival orientated run such as an ice sheet colony. You'll have to adapt to whatever he throws at you since he's apathetic to your pleas and plights instead of putting up with Cass bullying you or throwing you presents if you're doing poorly.
>>
>>163860153
I know but I am a jew when it comes to mods that modify combat balancing.
>>
>>163860137
>demon goat meat
Mmmmm, sacrilicious
>>
>>163860206
that reminds me. Can you craft these things and I just havent found them yet or do I have to obtain them solely through raids and combat supplier which never show up?
>>
>>163859869
Melee is underrated in this game so long as you use your noggin' before charging in and making sure you have enough warriors to pin down gunners.
>>
>>163860476
I don't know if you can, which is strange since if you can craft power armor then surely you have the tech to craft kinetic shields.
>>
>12 days since any traders or raiders came
>normal difficulty
What the fuck is going on
>>
>>163860850
Build something ambitious like a zoo or a star fort in the meantime. You could also try bumping up your difficulty, too. Raid prevalence is quite affected on the difficulty you're playing on. I believe there is a limited amount of "bad" events that can happen in a short period depending on your difficulty settings/story teller. So seeing a manhunter pack usually means that you won't get a raid for a few days.
>>
>>163861424
Thanks, it's weird because I was consistently getting raids before, and my last manhunter pack was like 7 days ago, maybe it's lucky rng?
>>
>>163861540
Most likely "lucky" RNG. Whenever I get into a dry period I just start working on some projects which keep me distracted long enough that I wish I didn't hear the red alert sound when it does show up again.
>>
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>pyromaniac snaps and starts to ignite shit
>rainfall 5 seconds later

poor guy
>>
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>>163861937
I hope afterwards you harvest his organs and feed them to the boars
>>
best map time for building open bases?

large hills?
>>
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>>163858262
fixed
>>
>max temp
>lowest rainfall
>in driest of dry desert
HOW DO I SURVIVE? ONE FUCKING OUTAGE AND EVERYTHING IS COOKING

raids being fried alive while your guys just sit inside is pretty cool tho
>>
>>163863484
Passive coolers, a shitload of them.
>>
>>163863484
you bean because of fire hazard?

build stone floors under anything that deals with power.

at the beginning cut plants in a radius around your base and later on make sure you have at least 3 tiles of non-flammable floor that no fire reaches your base
>>
>>163863964
I think he means heatstroke, love.
>>
>>163863870
no trees, like two of them cactus thingies on the whole map

>>163863964
no, I mean when the batteries just unload and my base heats up to 60 degrees celsius and my hydroponic plants just die, and my food reserves get smaller and smaller because my harvest is all dead


maybe I shouldnt use solar but wind turbines?
>>
Is there a mod that enables religious practices such as sacrificing and such in a way that doesn't go all supernatural like the Cthulhu mod? Executing prisoners always gives non-psychopaths negative thoughts even if the colony is full of barbaric tribals, which doesn't really make sense.

I want to make a colony that worships flat chests, because lolis seem to have a mythological status in Rimworld.
>>
>>163863239
Beautiful
>>
>>163864443
Then grow them
>>
>>163864443
that is a hazard of the biome. To keep rooms from heating up in case of fire, take a colonist and open up a wall tile immediately so the heat can get out.

Build smaller rooms so you have a reserve when one burns down.

What else can I say, desert biomes are one of the hardest.
>>
>>163863484
>outage
there's your problem m8. Have a combination of solar and wind production and a backup fully charged battery housing located off your grid for emergencies with enough power to last three days.
>>
>>163864870
Ever heard of solar flares?
>>
>>163864925
grow something that produces wood for passive coolers
>>
>>163865103
Easier said than done when all you have is gravel.
>>
>>163865167
hydroponics.

you seem to be able to make a lot of excuses but what your colonists need is someone who looks for solutions
>>
>>163864925
solar flares destroy your crops, that is true. You have to keep enough food to offset a lost harvest tho. try to designate 2 for 150 or 4 for 300 pemmican and disallow its use. in case of a drought, use this as emergency rations.

solar flares are pretty much the only event where you are helpless and can't do anything in advance
>>
>>163865167
Post a pic of your map
>>
>>163865240
Can't grow trees on hydroponics

>>163865291
Can't, I ragequit a while ago.
>>
>>163865359
Hahaha, oh wow
>>
>>163865359
Make room
Heat/cool room
Light room
Plant trees on grass
Tada
>>
>>163864764
funny, Im struggling enough to produce edible harvest

>>163864870
thanks for the input but as the other anon said, that still doesnt help me if I have solar flares left, right and centre

>>163864801
fire really isnt that much of a problem desu, I dont use wood to build anyway, and the mini fires when shit blows up, I can handle them easily
>>
>>163865476
You don't have grass on desert
Most gravel you do have is limited to food production
Outages kill crops

?????????
>>
>>163865476
>grass
>desert
retarded or just stupid by choice?
>>
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How do you use animals?

boars are best for rapid breeding and can be used as canonfodder in fights, hauler slaves otherwise.

alpacas produce imo the best amount of wool for high quality textiles and don't seem to consume too much

don't know about wargs yet, while good in meelee fights, they are still bullet sponges until they get within reach and they are a potential danger when their bonded idiot dies

chickens make decent prices with traders but the eggs seem to be underwhelming, at least that's my impression.

dogs are trained and sold at the first opportunity, everything else is pretty much slaughtered on arrival.

thoughts?
>>
>>163865885
yo that's a lot of pigus
>>
>>163866072
I lose 4-6 per raid/ancient ship and slaughter them in case food runs low which is super rare
>>
>>163865885
Only animals I think are worth a damn are chickens, wild boards, alpacas, cows, and muffalo. Only reason I say muffalo is for caravans but this can be solved with mods.
>>
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>>163866480
Chicken caravan mod.
Powered exoskeleton for your chicken so they can carry shit for you when forming a caravan.
>>
>>163865885
I like big cats. They're fast and have a high DPS. Bears are probably overall best though, since they can learn everything and take a beating on top of dishing out a lot of damage. Wolves are okay, but seem very squishy.

If you only look at maximum efficiencies, chickens aren't really worth it - while one egg is worth 5 units of any other foodstuff, they consume more than 5 units between egg cycles. If you're limited on meat though it's a decent way to convert veggies into animal products, allowing you to make fine meals instead of simple ones.
>>
>14 days now
>still no traders
>still no raids
I don't get it, I'm on rough cassie.
>>
>>163869271
You can cheatmode yourself some fun.
>>
Post rare and essential A16 mods everyone should be using
>>
>>163869271
Switch to Randy
>>
>>163871136
Lovely hair style
>>
New player here, what am I looking for in my first 3 settlers?
>>
>>163871136
EPOE
>>
Holy shit I haven't played rimworld in ages, this new planet generation is blowing my mind. Is it viable to start on an island? Can I travel across water or even oceans? I'm thinking of a comfy start on an island with one other settlement
>>
>>163872079
Able to do almost everything, not slow and preferably with a workspeed boost

One person with high medical and one person with good construction skills would be good, but you can make do with anything as long as they're not seriously crippled
>>
>>163872560
I've never started on an island and I don't think you can walk across oceans, however drop pods are build able now and can land your caravan something like 30 tiles from your base.
>>
>all these people with fancy mega bases and billions of colonists
>I can barely scrape together 5 before shit goes tits up
Are people save scumming or is everyone just that lucky?
>>
>>163872769
>>163872560
Vehicles would be nice.

Imagine tribals attacking from canoes or pirates attacking from a sailing ship. Traders docking their sailing ship at docks if the player built one for high volume trading. A landing strip or landing pad would allow space traders to land a shuttle or something. Space pirates landing a dropship pretty much anywhere on the map that's not mountain.

Raiders attacking with post apocalyptic dune buggies/technicals with crews of 2, one to drive and an other to man the machinegun.
>>
>A wild Thrumbo appeared!

>Never heard of this animal before, fuck it looks cool though. "Lots of hunters would pay a lot for its coat, eh? You got it"
>Set up dudes behind auto turrets, Thrumbo rushes dude, tears his leg off
>notlikethis.w/e
>reload, same strat, start kiteing the Thrumbo around
>realise I can just tame it instead
>reload again, attempt to tame, can't force tame for some reason?
>realise if i can just take him down and bring him inside i can hopefully rescue him and bond with him
>fight thrumbo
>kill thrumbo
>reload
>fight thrumbo
>down thrumbo
>thrumbo gets back up
>kills everyone
>fight thrumbo
>something else goes wrong
>this shit goes on for literally half an hour
>finally get everything right
>down thrumbo
>no guys down
>take thrumbo inside
>a wild timber wolf appears
>my big beefy ex-raider guy gets apparently stunlocked by a timberwolf and gored straight to death
>my keyboard hit the ceiling

i'm too tired for this shit. The Hive is coming along nicely, though.
>>
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>>163864443
Wind turbines give a lot of power at the cost of being tied to RNG. They usually don't stay "dead" for too long however.

>>163865885
Chickens lay eggs with are meat substitutes. Pretty useful if you got nothing to hunt.

>>163873938
I would be lying if I said I didn't savescum to save my favourite colonist or two because some RNG giveth and taketh but the day-to-day functions of my colony does not need sacescumming. I used to have a similar situation where I would hit a maximum of about 7 colonists before my base eventually collapsed until I started learning improvements on my playstyle.

I would say that the most important thing to watch out for is "progressing" towards projects too early since you might not need them yet or the resource consumption may be screwing over your other more necessary projects. Another important issue, although similar as the first but said in another way to emphasize it, is progressing past important projects.

When a colony collapses it is usually because of more than one issue, but it usually inevitably stems to a "major" issue that served as a catalyst for it all.
>>
>>163874192
>rerolling for an hour to get the perfect beautiful kind nudist 16 year old fuckpuppet to colonize a new planet with

suffering
>>
>tfw your colonists can't reproduce and you can't make a horde of child labourers to haul and clean while the grownups do the fighting

suffering, game breaking lack of immersion, uninstalled, unsubscribed.
>>
>>163877787
>you can't capture young tribals and chain them naked to your room for breeding
absolutely criminal lack of immersive gameplay
>>
>>163877894
>pawns don't have a random chance to develop the Cannibal trait after consuming human meat for a prolonged period and thus negate the debuff (some other traits should prevent this from happening though)

Anti-realistic unimmersive shit
>>
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>>163876835
cont.

The first issue I want to focus on is running out of food. This is somewhat a humorous one since its as simple as you would expect it—just grow more crops. Now then, you still have to assess the situation.

Does your biome have poor soil or poor year-round growing weather? You might want to consider getting hydroponics ASAP. I'm not a huge fan of hydroponics because of the resource cost but if that's you're only hope (rip) then you're going to need to b-line it in your tech.

Does you biome have lots of soil but a harsh growing winter that may extend from late fall to early spring? You're going to need to cultivate larger farms to create a stockpile. Go for the overkill. I would say 500 meals (even better if you already have them stockpiled so you don't have to cook all winter) is pretty alright for a colony of 10 to last a winter. I would suggest growing corn since it gives you the greatest yields, but you should also grow rice and potatoes since they grow quickly and you want to avoid early game starvation.

This many meals means you need to consider having your food stockpile near your kitchen and your kitchen near your meal stockpile and your meal stockpile near your dining room. You can do this with only one stockpile but I prefer animal corpses>butchered foods and raw plants>meals. Cooking is often a full-time profession in Rimworld, so try to make the chef's life a bit easier and maybe the chef will kiss YOU.

3 chefs, 3 farmers is a good number for a large (15 man) colony. You might need some part-time farm hands to harvest the crops when the time comes and you should set your farmers with secondary jobs when everything is planted. Also, get haulers. Lots of haulers. Nothing is worse than reaping what you sowed but being unable to put most of it away before it spoils.

tbc.
>>
>>163878126
>my bonded hunter can't be lovers with his husky
when will the persecution of furries end
>>
>>163878172

food cont.

It should be noted that strawberries make an amazing crop if you have fertile soil/hydroponics. They grow amazingly fast and can be eaten without getting a "ate raw food" mood penalty.

Speaking of mood penalties...
>>
>>163878291
You can fuck space cats though.
>>
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R8 my colony.

Pirates raided us killed two, other has an infection and we've got no medicine and now I'm abandoning it and going to try to kamikase the fuckers that screwed us over. Had no defenses cause the settlement was nested inside a pond and mountain.

Wish me luck.
>>
>>163878681
nvm one of them broke his peg leg and had to be put down cause he's too fucking slow and the other two are on mental breaks.
>>
>>163878681
Tell us about your cult, anon.

No seriously, please do. I'd like to know what exactly you can do with a cult and how it affects gameplay because the modders who makes these mods enjoys being a vague fuck
>>
>>163879295
You can do all sorts of spells to summon shit and get other effects. There's social shit for cults with them causing fights between the cult and non-cult guys. It's neat.
>>
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>>163879242
The absolute moron set fire to our cold storage room while being inside it.
Looks like we're not going out in a blaze of glory, not the kind I was looking for.

>>163879295
What >>163879783 said; highly reccommended mod, you can also build a church and have sermons for good thoughts, but if the preacher isn't very charismatic you might also get bad thoughts.

The spells are also dependant on which god you focus on, you raise your standing with a god to unlock more spells by holding sermons dedicated to it and giving food offerings.

There's also a research tree, you don't have all the features unlocked from the beggining. You have to wait for a pawn to get possessed and write a grimoire, you then decypher said grimoire and study it to unlock everything else.

You can sacrifice prisoners in the same altar you hold sermons at(but you need to upgrade it to level 3 by researching), this is how you cast spells, So far I've only tried shub-niggurath, she gives you nice bonuses to farming and researching, as well sending a group of goats for you to slaughter, one of them even joins your colony and gives you milk.

To convert people to your cult you have to set the investigate successful cults research and have the desired pawn researching it, the research is repeatable, but the pawn will lose sanity while researching, low sanity gives you a few buffs and debuffs.

I think that's about all I know, feel free to ask anything more spescific.
>>
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>>163878497
cont.

Mood penalties are a bitch, and there is no faster way to end a colony than a cranky colony. A raid can slaughter everyone in a day, but a colony doomed to social collapse is dead before they even know it.

The first year is always the toughest since you can’t start the game with camping gear. The most important things you need to cover immediately are FOOD (including its stockpile), SHELTER, and CLOTHING. There is no order of importance here in regards to handling your colonist’s moods, they are ALL important and you should consider colonists that have skills/passions in cooking, growing, and construction. The ability to haul and clean is also very important.

First things first: CLOTHING. Clothing should be something you can check off your list immediately. I would suggest never starting a game with a naked colonist unless they are a nudist. It is basically a permanent -8 malus to their mood. That is usually the difference between not having a mental break and having one. I would consider setting up a clothier’s workshop sometime early but not before you finish working on FOOD and SHELTER. The reason for this is that a.) You want to make toques and parkas for the winter and b.) Your first colonist to join your community is usually a naked guy that wanders into the map. I find that on average that colonist is always the crankiest and it is usually because he is naked (he is often the first to die too, but that is for other reasons). If your biome has shitty weather then I suggest making parkas ASAP for the cold or cowboy hats and dusters for the heat (yes, a heavy duster makes your colonist less hot).
>>
>>163881876
cont.

Second: FOOD. The first thing I do in almost every start is to set my colonists to starting growing food for the season and for my construction worker to start making the walk-in freezer. There is really not much else to say about this, hunger is a terrible mood malus and you should take priority in never running out of food. I shouldn’t have to say that fine and lavish meals are a must if you have the resources and time for it, just remember that they need meat to make and they use up a lot of food. What I DO want to talk about is DINING TABLES. Tables are some good shit, anons. The penalty for eating without a table is not as massive as it used to be but it is a mood malus that does not need to exist. As a bonus, when your construction workers start getting really good at their jobs you can assign them to rebuild your old shitty plywood tables and chairs and turn them into grand artistic masterpieces that max out your colonist’s comfort rating (+10 mood) for a limited time. You can set up a picnic table outside if you want to create a dining area early, but I suggest making a decent dining room later on that’s big enough to hold lots of pawns and decorations. A mid-tier dining room is basically a free +10 mood bonus for any pawn that eats in it ("ate in a impressive dining room!").
>>
>>163882090
cont.

Thirdly: SHELTER. I would argue that shelter is tied to food in terms of importance, perhaps even more so when going outside freezes your colonists. The theory on bedrooms is simple. The sooner your colonists stop living in a barracks the better off you will be. Not only do barracks give a “shared room” penalty they also tend to give a “disturbed sleep” penalty when a colonist goes to bed later or wakes up earlier than most. Now then, if you want to go full min/max giving your colonists 15x15 bedrooms filled with sculptures and masterwork flower pots will make them VERY happy, but that’s pretty uggo looking. Just try to aim at around 20ish EMPTY tiles in your bedroom (too much furniture, even beds, can make a room cramped). Since we’re talking about furniture, I need to remind everyone that “awful” furniture should be deconstructed if you can help it; they negatively affect the beauty in the room. I find that giving a bedroom a well-crafted bed (also gives +10 to comfort when they wake up!) and a flower pot or two is enough to keep people happy.

Remember to set up coolers and heaters the moment you have the resources available for it. Colonists hate sleeping in bad temps and since colonists are very apt to break in the morning since they are also hungry it is a good idea prioritize these buildings right after your first power-generating structures.
>>
>>163880741
Played around with it a bit in dev mode, seems that some spells aren't working yet. Has loads of potential and even new endgame goals, will use it when I start an evil colony or something along those lines.

Thanks for the detailed reply, though.
>>
>>163882214
https://www.youtube.com/watch?v=1csr0dxalpI

Defending your colony is perhaps the penultimate goal in Rimworld. You can set up the perfect colony but it can all means nothing if you can’t defend it. This one is pretty hard to discuss, considering that adaptability is king in regards to base defenses. Not everyone is going to start in a valley, have a coast beside them, have natural chokes, etc. While it may sound like a copout my best advice is to participate in the ((reddit)) or right here in /rwg/. We are more than willing to serve as your armchair tacticians if you stumble into a situation and you need help.
That being said, he’s a small list of things that you should know.

1. The Assault Rifle and Charge rifle are kings of the battlefield. Snipers are also god-tier, but they should remain as fire support and assassins due to their low fire rate. Snipers can break a raid by pounding the raiders with a few good hit but you need a good firing line in case that doesn’t happen.

2. The incendiary launcher is an amazing weapon, especially against tribals. Set down sleeping spots on chokes and target them with your launcher to create a blazing flame.

3. Your colonists can safely shoot over the shoulder of an ally but any tile further than that risks friendly fire.

4. Never fight scythers and centipedes together if you can help it. Scythers can one shot if left unattended but splitting your firing lines away from the pedes makes taking down those tanks even harder.

5. An ideal “killbox” is one where it’s large enough that your ranged units can get free hits in on your attackers (melee especially) but not so large that the attackers have time to spread out when they enter the room. Centipedes actually do poorly at a distance.

6. IEDS are overpowered but take components to build. A good set of landmines WILL stop a raid, but consider the resource cost.
>>
>>163880741
Wow, this mod looks amazing. It definitely is getting bumped up to the top of my playlist.
>>
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>>163877894
>MATING PRESS
>Implying they're not already hungry for your midworld dick and need to be chained down.
(though maybe that's why they want it)
>>
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>>163877894
>>163884817
>you will never explore uncharted planets and meet their exotic natives
S-Stop it, anons. It's bad enough that my colonists are intermingling with the recruited natives.
>>
>>163878291
Genetically modified humans are a thing lorewise. I wouldn't be surprised if we see semi-humans in the near future.

It would definitely be a nice upside for the lack of true ayys.
>>
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rate my base /rwg/
>>
So glad /rwg/ has gained traction again, love you guys
n-no homo
>>
>>163887161
Post it as a jpg so I can see it please.
>>
>>163887691
*non erotic hugs*

>>163887161
Geez, that base looks really secure. You did a good job carving out that rock and making it your own.

Would sell beer to/10.

Is that also an exit out of the base near your med-bay? Is that secure?
>>
My hunter got his foot bitten off by a god damn wolf. Do I replace his entire leg with a pegleg or is a regular leg with no foot superior to a pegleg
>>
>>163887691
You're welcome. I found this game on Steam by accident and immediately searched up the general. Saw it was practically dead and have spent the past few days talking to myself in here.
>>
What are some good Hospital designs? If it's one thing I haven't figured out it's that.

Should I build a bunch of med beds in a barracks style room or separate them all into single beds per room?
>>
>obsessively building the perfect little family of four
>each member has his or her little quirk
>sending them down to the planet to watch it all fall apart horribly
>bonus points if their tragic flaw played a part in their demise
>>
>>163889871
Med beds barrack room style, using the silver you start with on sterile tile is also a great investment as it greatly reduces the chance of infection.
>>
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>>163889431
I'm pretty sure a leg without a foot is better than a peg leg but I might be wrong. The expanded prosthetics mod adds wooden feet (and perhaps more advanced versions) to help stumpy colonists.

https://ludeon.com/forums/index.php?topic=10571.0

>>163889540
It's a living.

>>163889871
Here's my current triage center. It's currently pretty chaotic because of a raid and its incompleteness (and a damn solar flare). I'm hoping to spruce up the single bedrooms with some flower pots and TVs facing the beds so the colonists don't get too board (especially if they're bed-ridden until a surgery due to injury). The current "prison" area is only temporary too. I'm hoping to build a new prison elsewhere and use that room as an emergency area if the hospital overflows again.
>>
>>163889976
I'm glad I'm not the only one that obsesses over creating some theme or something with my starting colonists.

I might do something stupid sometime like creating a scenario where a bunch of cyro-frozen Nazis wake up from cryosleep and start building a Fourth Reich on a new planet.
>>
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>>163888389
Thanks m8
Yeah there's an exit there with a titanium door with an explosive slightly away from it.
>>163887859
Apologies m'lord
>>
>>163890830
Do it with the Cult mod, and use the Wehrmacht mod. Or Great War.
>>
of all things a warg attack is what almost ruins the colony
>sparkles tries to rescue her pet fox
>gets ravaged by wargs at the gate
>breaks free and starts running back towards the firing line through the crossfire
>auto turret bullet hits her in the heart and she dies instantly
>wargs continue to shred people apart until theyre all killed
>>
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>>163891806
:(
>>
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>>163891806
forgot pic
>>
>beautiful colonist gets her nose and ear shot off by a savage with a longbow

this world is cruel to do something like that to something so lovely
>>
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L-Lewd!
>>
So if I put a growing zone like this and just set sowing off, my guys will automatically harvest fully matured trees as they happen, yes? Or do I have to do something more to get maximum lumber.
>>
>>163893194
Forgot screenshot, too lazy to fix it, just imagine I have a big 25x25 growing zone over a big patch of grass, trees and bushes and sowing is set to "off"
>>
>>163893194
>>163893298
I've never tried something like this, but if it works let us known.

>>163892954
Install the prosthetic mod. They have one for noses. You must fix this, for her sake.
>>
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>>163884817

>you will never revenge raid a raider base and steal all their females forcing them into being nothing more than breeding sows
>you will never then implant their children with IEDs and send them back to the raiders
>you will never send captured prisoners back with explosives or diseases to annihilate their home colony
>this will never be a siege tactic

I just want to trick my enemy into believing they're getting their people back and abusing their foolishness.
>>
>players can't find rich soil with their eyes
>ludeon makes rich soil 'easier' to spot
>also makes rich soil only appear near water, effectively removing 99% of it

What should I be growing in regular soil for maximum efficiency? I have a fucked up looking rice line growing along the pond already

>>163893678
It does work, they started seeking out fully grown trees shortly after I asked
>>
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>tfw iguana gets into yayo stash and fucking dies
RIP Iguana 1
>>
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>doc and rest of colony bury sparkles in a granite tomb with a nice sculpture that was made earlier
>doc cant handle the loss of his love
>begins to lose it, convinced it was everyones collective fault that sparkles died
>doc snaps, guns down trigger while he's gardening, imprisons the other 2 in their rooms with a granite wall
>locks himself into the freezer and turns it up to -270c and waits for his sweet release
>stranger joins the colony
>the colony is in ruins, blood, shells and debris litter both inside and outside the base
>breaks into the freezer and finds doc
>doc is still awake and puts a round of buckshot into her without hesitation
>doc wanders outside the freeze and attacks melissa, sparkles pet fox
>melissa shreds doc alive
>doc bleeds out on the floor
what wild ride, does anyone else like to make up stories for their colonies if things dont go well?
>>
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Post your taverns/dining rooms.

>>163894215
Video game cruelty potential is almost a necessity when playing games like Rimworld, Dwarf Fortress, etc.

>>163894717
I actually kinda like the look of rice fields following along the ridge of a pond or river.

In lieu of fertile soil I would suggest just farming larger swathes of land. It does mean more farmers, but the alternative is spending resources for hydroponics.
>>
>>163895241
My imagination works far better when things are hitting the fan.

It's why I don't try too hard in making sure my defenses are "perfect." I quite like getting a bit gritty and letting my colonists fight in trenches and stuff.
>>
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Pray for me boys
>>
>>163894215
>you will never be able to bring your artillery along with your caravans to besiege raider forts and shell them to hell and back

Most fun I ever had was when I had depleted manpower due to a mechanoid hive being found and an insect infestation so my hospital was chocablock and then we got sieged by some raiders so the few able bodied men I had left were on the mortars doing counter-battery fire, ferrying the wounded and the ammo to the hospital inside the mountain. Fun as fuck.

Probably going to start another game tonight on boreal forest mountain biome loaded up with Cthulu mod in order to make a mountain cult, not sure if I should do tribal or crashland start, willing to take suggestions.

I want to like the Combat Realism mod but I'm not sure if I could be fucked dealing with all that individual ammo shit, even if it is super immersive, I just don't trust my colonists to not be incompetent. Plus, has anyone found that the Rumours & Deception and Romance Extended mods cause weird bugs like your colonists disappearing through the map and whatever? I'm not sure where the conflict is, quite peculiar.
>>
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>>163895813
Good 'ol tribals
>>
>>163895835
You should try out the new transport pods. I believe it lets your drop down enough resources to construct mortars.

https://youtu.be/2hYecyqAE90?t=14m10s

Have fun!
>>
>>163893678
>Install the prosthetic mod. They have one for noses. You must fix this, for her sake.
I euthanized her in her sleep, and by that I mean I had my soldier hold a pillow over her face as she struggled. Other than he beauty she offered the collective nothing.
>>
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>>163895943
Get well soon tribals.
>>
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YOU PIECE OF SHIT GRIZZLY.
>>
>>163895835
I'm trying CR for the first time now, sent a super space marine down with a charge rifle, power armor and 500 energy cells, no contact yet.

>>163896521
You will learn to fence out predators or suffer the consequences, every time.
>>
>>163896521
Farewell doggo friend.
>>163895835
A mountain cult of tribals with some random traditions would be pretty cool. Can you get mods on the torrented version?
>>
>>163896521
Erg, that's the worst. It's why I periodically send out hunting parties (manually controlled ofc) to take care of any predators on the map. They get really hungry during the winter and even go so far as to attack colonists.
>>
>>163871136
Work Tab. Numbers.
>>
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'bout to bust a cap on a nigga for our lord and savior dagon.
>>
>>163896676
>Can you get mods on the torrented version?

That's how I been doin it nigga, just get them off of the Ludeon forums.
>>
>>163893194
Why don't you just turn it into a tree farm instead of screwing around like that
>>
>>163897305
Dagon gives you gold jade and silver in great quantities if you sacrifice a tribal to him, dagonu ackbar.
>>
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This guy is having the time of his fucking life. 83 years old, bad back, frail, old gunshot, and thanks to combat realism at 65% encumbrance penalty due to the doomsday rocket launcher and incendiary launcher he's trying to sell us. He took over a day to get to our camp and is starving.


He and his perfectly healthy sidekick are the first two visitors to our camp, relations with this faction are uneasy and I don't think this guy is going to make it off our map alive.
>>
>>163894717

>didn't even know rich soil existed because I've always played in extreme biomes

I should do a jungle colony one of these days but diseases piss me off to no end. Nothing worse than having a useless pissy colonist 24/7.
>>
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These faggots think my cabins are fortifications.

RIP my best bed.
>>
post aesthetic hydroponic setupos
>>
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>>163898873
It's a work in progress.
>>
>>163897305
Do any of the gods take mechanoids? because my colony is in an Ice Sheet so nothing but Mechanoids raid.
>>
>>163900049
Not sure, but that sounds like something either nyarlatothep or cthulhu might handle.
You can also set up signs of dagon that will attract deep ones to the area around it, just set up a few outside your colony and pray your colonists don't go anywhere near them, since the catch is that they're hostile to you as well.
>>
>>163899605
It's pretty hilarious how effective this set up is with sunlamps.
>>
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JUST
>>
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>>163898873
afaik, this is maximum efficiency.
>>
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>>163901563
>>163898873
or this one, which keeps up the swastika motif.
>>
>>163901328
Hey least it ain't plague.
>>
>>163895128
I didn't know animals could do drug, neat.
>>
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hive update.

the honeycomb motif has been basically abandoned due to requirements of differently shaped rooms.
we've taken on a few new members and are now eating lavish meals on the reg. temperature is a bit of a concern but we're in a moderate climate so at the most things just get a little bit hot or cold.

right now i'm savescumming to tame this fucking thrumbo.
>>
>>163903916
You can also force feed animals drugs too. The same applies to your colonists and prisoners.

I imagine it has some utility (I like to administer alcohol to my patients just to keep their moods high).
>>
Best mods?
The cult mod here looks good but I want specific shit

More furniture
More crops
More cookin
More endgame
More aesthetic items

Anything like that fellows?
>>
>>163904264
Is that a completed hydroponics room I see? Niiiiiice, that's going to go a long way in terms of keeping your stockpiles up. I usually build my hydroponics late in the game but I really should try rushing them sometime.

I like your living room, too.
>>
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I just experienced the most bullshit colonist death ever

>play tribals
>get attacked by pirates, one has a sniper rifle
>because I prepared the area he runs in the open like a retard
>attack him with 2 melee guys, one has shield
>they start hitting him, he shoots once (and dies second later)
>insta kills the guy with the shield

so basically he managed to hit with a sniper rifle point blank, while being clubbed by 2 people, the shot penetrated fully charged ES and did enough damage to kill my nigger
>>
>>163904392
>More furniture
https://ludeon.com/forums/index.php?topic=17610.0
>More crops
https://ludeon.com/forums/index.php?topic=12934.0
>More cookin
Also vegetable garden. It introduces a variety of things from coffee to cheeseburgers. It also lets you cook certain items in bulk. Helps for larger colonies.
>More endgame
https://ludeon.com/forums/index.php?topic=5509.0
Glittertech can be both OP for and against you. It introduces stronger factions, new "sci-fi" tech, advanced weaponry, end-game structures, and the sort.
>More aesthetic items
https://ludeon.com/forums/index.php?PHPSESSID=c3d01b42dc81a2d5136187a6e36fcde2&topic=26379.0
I hope you like Ikea. This is the only one I haven't actually played with but it looks nice.
>>
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there needs to be a rimworld get thing like pic related
>>
>>163904392
Search Vegetable Garden on the workshop, several good mods will come up.

More Joy Objects.

More Furniture. More Floors.

There's a bunch of mods that add end-game factions. GlitterTech does, so does Rimsenal's Federation mod, and Ferals too.

Deep Core Miner lets you actually maintain resources lategame.
>>
Are there any mods I should be looking at? Any
good, basically essential or QoL mods
>>
>>163904872
Yes please
>>
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>tfw rerolling wanderer for an hour
Existence was a mistake
>>
What is the fastest way to develop crafting skill? Need to get one of my doctor colonists to skill 3 to craft medicine asap.
>>
>>163904856
have you tried Combat Realism? if so is it balanced and not buggy as shit
>>
>>163904872
I'll see if I can set one up tomorrow, feel free to post suggestions. I'll probably include something like "Lost Amazonian Tribe, the Cannibal Cult (use the debug menu to add the trait on any new colonists), etc."
>>
>>163904416
thanks anon. it's bloody expensive but i've got all the potatoes i could ever want. and we had to get the pool table installed 'cause mr big beefy nofun wasn't getting anything out of horseshoes.
>>
>>163904264
>those dark rooms

Enjoy bugs, do yourself a favour and at least set up turrets at the ends of the corridors, just keep them deactivated when there's no infestations around. You'll thank me later.

Also build more batteries, and get a longer table. Unless it has been changed, the pawns can't eat adjacent to one another on a table, ie: you can't have a pawn sitting on each corner and eating, they can only eat on opposite sides (for the purpose of the "ate at table" buff). However, this may have changed since A15 or whenever i first noticed it.

About to start my new game on a boreal mountains, or a temperate mountains (that goes below freezing in winter) to get my cultlyf going, will flip a coin to decide if I do a tribals run or I do a crashlanded-on-strange-planet-and-went-nuts-due-to-PTSD larp. I'm in 2 minds about whether or not to run the 19th century items mod from the Cthulu pack, since I'm not sure if it'll hurt my immersion or not.

Will be using Combat Realism since I hate myself as well as some other mods including vegetable garden mod etc.
>>
What do you guys think about my old colony that got whipped in the update.
>>
>>163905738
Looks amazing. I quite like what you've did with your prison and hospital and is that steel walls and floors? My nigga, that's some good taste. Expensive taste, of course, but I really like how steel looks.

My only concern is that your base is so large that raiders might reach your fortifications before your militia does. It's a problem I have in my current base, so I'm forced to make some extra perimeter walls to slow them down.

>>163905701
>>163904264
In regards to the bugs comment, I would recommend tearing down walls during an emergency to open up new chokepoints in the larger rooms instead of moving your pawns through the hallways during an infestation. Bugs aren't too bad in open rooms, but I would hate to fight them in those narrow hallways.
>>
>make a single tribal start with nothing
>3rd day gets fibrous mechanites
>she is in major pain constantly
>think "I'll use joints to keep her mood up so she stops going berserk"
>develops tolerance
>scared she might get addicted soon
What do I do?
>>
>>163906257
Get her some yayo to balance it out?
>>
>>163906445
Research is too far, how is beer at keeping mood up for people like her?
Also how long does it take to make beer
>>
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>>163902020
I like this design.
>>
>>163906716
Beer can be a bit tricky since it relies on temperature control to make sure that the hops don't spoil in the barrels. If you can get it working it's a good idea, however.

Worst case scenario you might be able to abuse an old bug where you order a surgery on your pawn but cancel the surgery once it starts. This leaves the pawn under anesthetic for a period of time where they can't leave the bed (and therefore go berserk).

Best case scenario is finding another way to offset her pain penalty. Does she have any potential romances? You can try making them work together or take breaks around the same time to encourage a romance. Getting laid is a great way to stay happy in the game and if she really likes her partner she'll have a steady +10 "I really like my partner" or something bonus.
>>
>>163906859
immersive, yes. efficient, could be better.
>>
>>163907409
16 per lamp. You can add 2 more but it results in characters having to walk around more and reduces productivity more than it increases production. Putting hydroponics on every possible square reduces productivity even more by causing the workers to move much more slowly. The 16 per lamp design is the most efficient you can get.

As an aside he posted 12 per lamp designs.
>>
>tfw you finally acquire some painstopper but there's no way to get your adam jensen colonist sick with sensory and fibrous nanites
>>
>>163907835
they don't spend all day in hydroponics. if they were required to be there for the plants to grow, then yeah, you'd be right. but they don't. i have 24 to your 16, and that would be a notable increase in production.
>>
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>>163907331
>running low on smoke leaf
>winter is comng
>cold snap
>limited clothing availabe
>mechanites suddenly gone without me noticing
>>
>>163906859
what weapons mods you using there senpai?
>>
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>>163908525
>>
>>163908525
>4days later the rest of my colony gets fibrous mechanites
end it all
>>
>>163909417
On the bright side, you colony is full of essentially super-humans now. If you can withstand the pain it could be a good boon.
>>
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>level 14 researcher killed in social fight

fucking bullshit
>>
>>163912175
Nerd got bullied too hard
>>
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>>163913457
>Nerd got bullied too hard

yes, actually. He was an abrasive nerd who could only research

he picked a fight with a brawler
>>
>>163913882
F
>>
>>163913882
Sounds like he didn't study Darwin.
>>
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>guy gets married
>his gf is one shotted with a sniper rifle
>gets engaged with another girl some time later
>she rejectes his proporsal
>"colonist anon is no longer in a relationship"
>>
>>163821761
I like Arid Shrubland and Boreal Forest myself. Both allow for an interesting and pretty location.

>>163871136
I personally enjoy Weapon Tech.
>>
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>my warden gets a brain injury
>leave him in bed for 30 days
>he doesn't recover at all
>tell the nurse to bring him some weed
>he instantly dies from it
>>
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>A warg is attacking [pawn]!
>Colonist tries to help
>Shoots off the guy's arm with a sniper rifle
>>
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>nurse someone who fell from an escape pod back to health with my bed medkits
>they don't join me
>>
how do i stop everything from going up in flames? can i make stone walls?
>>
>>163915080
They do have the means within them to pay you back
>>
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>>163914859
how many marijuawanas did you inject into him?

>>163914941
I would kill for a suicide vest just to take down these fuck ass predators down with my pawns.
>>
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>>163914941
>Buy a new arm for the poor guy from a pirate ship with most of my silver, 13 medicine healer operates
>[pawn] has been cut to death
>>
>>163915128
Yes you can, stonecutters bench under production
if you're tribals you gotta research it first
>>
>>163911865
>its another mechanite
>it hits my original tribal person
>not a single year has gone by and she managed to take 2 mechanites
>she will probably die soon to old age too
i cant handle this
>>
>>163915143
literally a single blunt. he was a weakling who wouldn't survive the winter.
>>
>>163915080
tow times I saved them, two times they joined me. It was knew to me that they can even join you, when I played last time they just fucked off to their spacer guild
>>
All my colonists are addicted to DUDE WEED LMAO
>>
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>>163915080
>crash land on a remote planet in the literal rim of the galaxy
>99% of the planet literally has no electricity or clean water
>get saved by a colony that puts you in a private recovery room with a TV and are fed full-course meals three times a day
>have a qt3.14 nurse attending to your wounds for the entire week and keeping you company so you don't get too bored
>epic cool bro leader of the colony comes in and asks you if you want to stay in the colony
>says they already have a spare house for you.
>"aha, n-no t-thanks, I'm fine!"

So, guys, did I screw up?
>>
>>163915639
Maybe your guest was on a quest to die alone from dysentery in the wilderness
>>
>>163915297
Definitely one of the more underrated features added to the game. Before that update you had to capture these nerds and stockholm syndrome them into your colony.
>>
>Entire colony dies
>You can just keep playing and watch them become skeletons and their base fall into ruin
>Eventually wanderers can come in and try to settle

they immediately get overwhelmed by raiders because of base wealth
>>
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>playing on Randy Random
>have epic research outpost-esque colony
>manhunter pack arrives
>about 30 wargs show up because of my stock piled wealth
>decide to wait the space-doggos out
>large party of sappers come by moments later
>I didn't even realize specialized raids could come that large
>*cold sweat*
>if they blow a hole in one of my walls that could be game over, I probably can't take the wargs and raiders at the same time
>the raiders approach my eastern-side walls but I notice the wargs starting to path towards them
>wargs promptly tear into the raiders
>raiders try their best but most of them are armed with explosives so they're pretty much blowing up their own men
>one retard pops his doomsday rocket launcher on his comrades
>never seen one of them used before, apparently the explosion takes up about 2/3rd's of the screen
>"The Murderfuck Raiders are fleeing!"
>mfw
>>
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>>163916287
Pretty good
>>
>>163916287
Sometimes I keep a psychic ship around just for the sake of popping it open just as I get a random raid. Two niggers with one bullet.
>>
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Been playing for a day or so. Will probably buy it.
>>
>>163917426
Ayo nice base
>>
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Damn, I had no idea that medicine was THAT good. I thought medicine was mostly just reserved for pawns that are in a critical bleeding out state and that herbal medicine would fill in anything else but I was dead wrong.

Even with a decent doctor, herbal medicine barely saves a patient suffering from most diseases. You pretty much have to be on point with telling your doctor to immediately treat patients if you're going the herbal route. So fyi, keep some med-kits around for emergencies like a plague or something equivalent.

I'm not bad-mouthing herbal medicine, though. That stuff is still really useful for saving patients in semi-critical bleed out states (3-5 hours till death).
>>
>>163917426
Slate may not be the strongest stone but it is the prettiest one imo.

>flooring beneath turbines so nothing grows in their way
You catch on quick.
>>
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>>163917852
I personally use solar panels, however, instead of flooring. Works about the same since nothing will grow under the panels and you get to double down on the clean energy.

(but when's the fatcat capitalist coal and oil plants update, T. Sylvester?)
>>
>>163917787

Yeah, herbs now is for wounds only, and non-lethal diseases
>>
>>163878549
Are Orassans anything more than just extra bit of visual flavor and tail as extra body part?
>>
>>163812509
Herbal medicine got nerfed into the ground. It's not even worth planting anymore unless you have all the medical tech and cyborg god skilled doctor.
>>
>>163897305
What mods would you guys recommend with that Call of Cthulhu you have there?
>>
>>163918231
In a16 or earlier?
>>
>>163918407
A16. A15 fucked up surgery making all but the best surgeons murderers with licenses. A16 nerfed all medicine into the ground. Herbal medicine is trash. Medicine is the new Herbal Medicine and Glitterworld medicine is what you use to do any surgery at all unless you have a godlike surgeon. Also buy all of the plague drug you can. Without that your colonists will die painful deaths with anything but the best doctors (tribals are fucked) if they get the plague.
>>
Is it just me or are horseshoes pins messed up since the last update? I noticed pawns are always facing downwards when throwing, even if the pins are the other way
>>
>>163918676
>try to install peg leg
>takes like a few weeks and dozens of herbals due to the constant butchering
For fuck's sake, it's just a wooden leg strapped to the stump
>>
>>163918676
At least there's still hospital beds and monitors to increase treatment quality, but it would be nice if there were more, like intensive care/recovery pods/surgery tool cabinets/spacer health scanners to improve your medicare
>>
>>163918907
>drink alcohol
>get cirrhosis
What is the fucking point Tynan?
>>
>>163918140
They are OP as hell, which is why I nerfed them into the ground and bring them more in line with normal Outlanders. They're faster, have extra melee attacks (claws and teeth instead of fists) and an event where they obliterate you with an orbital bombardment if you anger them, which I also disabled.

But no, all in all they don't really offer anything new in terms of gameplay. They're fluffy, though.
>>
>>163919131
There is literally no point to drugs anymore.
>Like getting wanderers with cataracts and badbacks? Think drugs as is were mostly neutral in benefit? Well fuck you, I'm making them each have a chance to give you debilitating permanent conditions and also a random chance to kill you! I'm also nerfing medicine and making surgery the equivalent of russian roulette with 5 bullets! Hahaha, just wait till I add spontaneous combustion next Alpha!
Fuck you Tynan! Fuck you!
>>
>>163919131
My exact complaint in previous thread.

NEVER have any drugs on social use, only schedule their use for once per two days if mood goes under 20%. I use 20% for beer, 15% for weed and 10% for coke.
>>
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>Rescue space refugee
>[Refugee] has gone berserk! Final straw: Hungry
>Runs up to sleeping qt nurse squad to punch them in the face as thanks for the care
>Flops over and dies in the punchout
>>
>>163919793
I want to kiss those ears.
>>
This game has been performing terribly for me with mods since A16. I'm getting memory overloads every half hour or so and some really janky lag (my guys are ping ponging back and forth at 40-50 fps). Checking forums, it seems I'm not the only one and the dev is working on resolving the memory issues.
>>
>>163919946
Dang I thought that was just my toaster acting up
>>
Hello /rwg/, I have a short video to show you.

http://plays.tv/video/55a68e75dfafb2f3a4/the-legendary-stand-off-of-mcbeard?from=user

It's a stand off my colonists had a long while ago, back in maybe A13? I don't remember.

There was a ship part that had crashed and the team was assembled to the shore where it had landed. Everyone was squared up and ready to go, but the mechanoids were proving more difficult to manage even with emp grenades. Colonists were getting wounded and downed, but one man stood to fight that day. Using a dead friend as a shield.

McBeard.
>>
>It's an everybody gets malaria on the 4th day episode
>>
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>>163919260
Orbital bombardment? Jesuuuus christ. I'm all in for fluff but I'm taking that OP bit out as well. Fuck that.

Also from 15 seconds ago.
>>
>>163920234
Your video is so blurry it hurts my eyes to watch, man
>>
So how well designed are the NPC settlements ? Also, do they immediatly attack you once the map is generated, do they do shits while you're here or do they just idle if you do nothing ?
>>
>>163921990
They are very, VERY basic from what I saw thus far. Few rooms. Shitload of sleeping spots. Some loot in the middle usually not worth the bother.

Sometimes few of dummies charged at me. When those got shot all other got activated and went after my butt. Other times they let me get my shit together and took some hits and even deaths before they decided to react.
>>
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>Raiders arrive with deadly guns and armor
>Wait for them to walk around a corner, have 5 guys beat them to death
>Take their shit

Works every time
>>
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What is a best way to deal with those fellas here
>>
is there any way of knowing which animals i can butcher? my freezer is starting to fill up with warg and boomalope corpses. I'd rather not hunt them if I know they're not gonna provide me with meat.
>>
>>163922775
Lure them out. Have bunch of guys waiting in cover with guns.
>>
>>163820483
That's a cool looking planet.
>>
Anyone tried making their own mods yet? I want to make a Necromorph mod.
>>
>>163871523
The guy hasn't put it on the ludeon forums, steam sucks

I'm trying Spoons Hair mod instead
>>
>tfw no random event that gives a character superpowers where they can call down lightning bolts or superhuman strength
>>
>>163924429
so make it
>>
Are there any caravan muffalo or any kind of animal you can take to increase carry weight when trading? Don't want to have to take 5+ people just to bring back more than 100kg worth of stuff
>>
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hive checking in.

i've gone through so many starvation scares, because after finally catching that goddamn thrumbo, i realised he EATS fucking half of my >85% growth potato plants. AND the meals. I can't stop him. and I swear to god, he's trying to kill the prisoner, Fio. Three times in a day, he snuck into her cell and ate her food before she could. He's super tough so I want to keep him around but I'm pretty sure Thrumbo 1 will be the death of me.

on a related note, is there any way to rename him? I want to call him cockhead.
>>
>>163924154
Why does steam suck?
>>
>>163925326
Fix your animal zones, you silly clod. Thrumbos eat a lot, but you should be easily outproducing his consumption. Just make sure he isn't eating raw plants.

For pure efficiency, fine meals work best. And stop growing potatoes on your hydroponics, they're the least efficient plant in good soil. Rice is the most efficient plant time-wise while corn is almost as efficient and demands less labour while admittedly being more vulnerable to outages and blights. Ditch taters, choose rice or corn.
>>
>>163925410
Probably because it's a hassle to get the mods if you pirated it.
>>
>>163925565
Well maybe he should consider buying the game then.
>>
>>163925554
literally just remembered about zones after posting, i'm fixing it now. gonna put a huge potato field out the front of the base that he can just go snack happy on. Also, thanks for the rice/corn tips. I'll go for half of each.
>>
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tfw have to build a hotbox every run because the game keeps sending useless shitties my way.
>>
>>163925692
Hydroponics also waste a lot of energy and steel. Maybe consider putting greenhouses outside where you can grow crops in normal soil.

>>163925796
When that happens I usually just use devmode to destroy the pawn.
>>
>>163925796
I usually do a trial by combat. If they can fist fight a wolf/bear/whatever, then they deserve to be in my colony. Unless they have a psychite addiction, hate getting rid of that.
>>
>>163925952
She was incapable of violent so that's out.
>>
>>163925106
Mufallos and camels. They both will be packed with items you want to take with you once involved in caravan.
>>
>>163925952
Addictions takes fucking AGES to get rid of. My Social+15 chick that I used for trading and warden duty got addicted to some shit after binging on it. I threw her into the prison with other fuckers and meant to get her back in the team once she's done with addiction. Unfortunately she got killed during second goddamn prison break.

If anyone got addicted fresh of the bat. Just murder fucker. Sell him to the slavers or something. Don't waste your time.

>>163925679
Other anon here. Shit is expensive though. Especially for unfinished product.
>>
I'm playing on the 3rd difficulty level, on the laid back chick.

It's been fucking YEARS since anything has happened. No traders have come by, I don't have enough silver to call any. I can't fix anything because I don't have any components. I just need something to happen! Anything!
>>
>>163927105
Some addictions aren't that rough, weed addiction is just a -20 mood modifier. While harsh, it's still manageable. Fuck alcohol and coke's -35 though, jeez.

Also you could just wall the pawn in somewhere with a decent stock of food and let them sit it out until they're clean again. Put in a workbench and it's not even completely wasted time.
>>
>>163927320
1) Mine more to find compacted machinery deposits
2) Set out a caravan and buy some components
3) Devmode yourself some raids
>>
>>163927320
You realize you can change the storyteller at any time, right?
>>
>>163927424
1) I've had to start mining out mountains in huge swaths
2) i haven't used the caravan feature before. everyone has a price, they're not gonna buy my mooks are they?
3) b-but senpai desu that's cheating

>>163928172
i did not know this. you may have fixed my shit
>>
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>Randy
>Colony getting along fine
>Suddenly 5 man assault rifle armored fuck you raid, one guy's qt blacksmith wife shot, she loses arm and has brain damage
>She can still move and happily goes back to crafting stuff, is just a little slow
>Now the entire colony's objective is to gather resources and research bionics+brain surgery (11,000 units, EPOE mod) to fix her, and pray she doesn't die on the operating table
>>
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>>163861937
>pyromaniac
I always ensure they get executed the first chance I get.
>>
>>163928539
>1) I've had to start mining out mountains in huge swaths
That's the way it goes. Eventually you hit a point where you're self-sustaining and safe no matter what happens. You just hit that point faster with phoebe than others.
>2) i haven't used the caravan feature before. everyone has a price, they're not gonna buy my mooks are they?
They buy everything, but drugs are probably the easiest. A stack of crack should get you pretty far.
>3) b-but senpai desu that's cheating
Yeah, but so what if you're bored.
>>
>>163928683
i recognize that loli, that was a good doujin
>>
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>>163928729
I've gotten to the point where I devmode everything because of boredom. I devmode in a base, then toss raid after raid after raid at it until it fails. Then repeat.
>>
>>163927340
That might not be such a bad idea but I have to account the cabin fever and that I won't be able to have friendly conversations for extra mood boost.

With some thinking it's probably managable.
>>
Sometimes i want to castrate all my colonists
One day they are in in relationship
Next day they break up and sad for whole year.
Debuff should be dependent on how long relationships were
>>
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>>163929226
>homosexual colonists basically have a permanent negative mood modifier because no one else is gay and they keep hitting on everyone.
It drives me fucking livid.
>>
>>163929074
They'll be miserable, and go on a nigh permanent berserk spree, but who cares? They won't be able to hurt anyone.
>>
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Also trucks when ? It's such a bore to manually haul all steal left after sieges
>>163929343
pic related
>>
>>163929343
I like how tumblrinas threw a tantrum about this and the dev was like ''I don't care''

I've had a number of gay colonists have happy relationships with non-gays, it just took a while
>>
>>163929919
I honestly just end up killing them off in some way, unless they're super vital to the colony. I just hate it when someone snaps because no one wants to play gay with them.
>>
>>163924154
I'll see if I can get a dropbox going or whatever.
>>
>>163929628
Animals with pouches and saddles to help hauling are more likely, considering they already exist now.
>>
why are all my vital pawns fucking pyromaniacs
>>
>>163897305
Is this a mod or maybe several mods? If so I'd love to know what they are, please!
>>
I want to cuddle with thrumbo
>>
>>163933184
Trucks would be lovely. I want a goddamn machine to haul my shit since animals eat half of what they carry and are slow as fuck.

I just want to get some fuel going and throw a fast effective caravan rather than shower caravans with food to get past 5 goddamn hexes.
>>
>>163933782
DEATH BY FIRE IS THE PUREST DEATH
>>
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>trucks
No.

Trains.
>>
>>163935247
>It's raiders steal rails episode
>>
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Ha ha, it's the instant blight + heatwave + raid event chain within two days of crash landing.

I fucking hate this game, and I mean that sincerely. The dev has made absolutely zero effort to balance it. Losing is fun when it's fun, not when the game just fucks you over and over with no semblance of even trying to be interesting or unique and just spams scripted shitty events that you can do nothing about in situations where you can't deal with it, and then your colonists go off on a fucking tantrum.

This game is so shit, and it only needs such minor fixes to be good.
>>
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I would feel less angry about the amount of effort it takes to make a base clean if I had cute maid outfits for my cleaners. Tynan please.

>>163937615
You're on to some things. You really should have rushed making those water coolers things tribals rely on early on for the heatwave though. They were explicitly added for early heatwave bullshit.

I feel sorry about the raid though. Those can be rough for tribals. Such a shame, too, that beachside village could have looked heavenly in a year or so.
>>
How do you influence Cult-mindedness? Just playing my first colony with the mod and my space marine went full heretic within seconds of landing, his slaves are fighting amongst one another now, how can I unify them without violent purging
>>
>>163883709
>>163882214
>>163882090
>>163881876
>>163878172
>>163876835
thanks anon, very kind of you
>>
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>>163938334
Figured I might as well make a brief guide sometime. I'll probably screen cap and repost in the future in case someone wants a brief run down on a working strat or two
>>
>>163937615
Sounds like Randy to me.
>>
>>163938661
can you eloborate on the bed20x20 rooms tho? like literally 20x20 bedroom for every colonist?
>>
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Time for some science!

This seems to be about the smallest room size I can manage while still getting a small mood boost (permanent +3). The furniture in it is pretty well-crafted, by the way, so that matters a lot I imagine. The masterwork bed in the room gives 62 beauty. For comparison, a (good) bed gives 19 right now.

It would also seem that flower pots are a lot more effective in making a room "pretty" than I imagined. They are a consistent free +24 to beauty and don't need a good constructor to make them.
>>
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>>163938970
Nope. Cassandra.

I did disable all the fucking meme "A SQUIRREL HAS GONE MAD TIME TO SLOW DOWN THE GAME FOR FIVE MINUTES" events though with custom settings.
>>
>>163939269
>bed20x20 rooms
ok that went wrong

20x20 bedrooms*
>>
>>163925326

Am I a retard for always allowing walking spaces in my hydroponics rooms? I didn't know you could stack them like that.
>>
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>>163939269
Glad you elaborated! I just started looking at my bedrooms now.

It is not 20x20 bedrooms but bedrooms with 20 empty tiles within that you should be aiming towards.

The room in the image I just posted is a 5x4 bedroom (living area, not the walls). This makes the room about 20 tiles in size, however since I have furniture in the room it is brought down to 14 tiles. Since the room space is not above 20ish it is considered a "rather tight" room. However, despite this the room is giving my colonist a permanent +3 mood modifier because other factors are contributing into making my room a "good" room. Namely, the cleanliness, beauty, and wealth of what is inside it. So in theory you can have rooms somewhat small that are filled with decorations and still get a bonus.

Here is an example of a pretty decent room. It is a 5x6 room with about 22 empty tiles within it. This makes it an "average-sized room." Along with it being considered "beautiful", "clean", and "somewhat rich" it is considered a "very impressive" bedroom compared to the previous one which was considered a "slightly impressive" bedroom. The modifier for this better bedroom should be about a +7 mood bonus. If I kept stacking more sculptures in the room, I might hit higher mood bonuses which can go up to a permanent (so long as room is maintained) +15 mood modifier. This doesn't just apply to bedrooms too, most rooms in the game follow the same principle.

So the basic idea is that the larger your rooms the better multiplier you get for room impressiveness and the more decorations you can put inside them.
>>
>>163941109
*The room in the PREVIOUS image I just posted is a 5x4 bedroom
>>
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Things are looking up for New Cairns. All the original colonists are dead though, which makes me feel dirty.
>>
What difficulty setting and AI Storyteller do you use /rwg/?
>>
>>163941441
Please tell me what forest mod you're using and if it's for A16
>>
>>163941445
Challenging
Hildegard Epic for all them raids for sacrafices to the dark gods.
>>
>>163941445
Pheobe on ruff (my jee and one on rite side of it keys on my keyboard just died lmao) for comfy and cassandra on ruff for misery. Randy on ruff sometimes just because.

>>163941549
>mod
>implyin just one
I've many mods. Wat in particular were you lookin for?
>>
>>163941709
>challenging
meant rough
>>
>>163874192
>savescum
>>
>>163941445
Cass second highest
She's brutal though, sometimes I go rough for a more chill round
>>
>>163941740
... the forest one
>>
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>>163941109
Here's what the game considers to be an "extremely impressive" dining room. This gives anyone who eats inside this dining room a +6 (according to the wiki it is +5 but that might be because the room is nearly the next tier) for a quarter of the day, so about 6 hours. The maximum mood boost for a dining room is just +8 but pair that with a good bedroom modifier and you have a good buffer from mental breaks. Aside from rough events, the only person that is a bit upset is my colony's maid that has to clean up blood every other day and wants to run around naked but I won't let her because she'll freeze 3/4 seasons. This ain't no Japanese anime girl, get back to cleaning.

>>163941441
I'm glad that you're persevering. I probably would have re-rolled after getting a series of bad events like that. I really should try a "pure" permadeath run sometime and see how far I can make it with a VIP character or something.

>>163941445
I usually flip between Randy and Cassandra. I might try Phoebe sometime on an ice sheet or some meme since I'm a bit scared of those biomes. I try to exclusively play on the extreme difficulty because I'm afraid of not getting raids and spending a year in "Pax Rimworldia." I might try other difficulties if I'm convinced that I don't have to worry about any of that, however.
>>
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>>163942369
>>
>>163942465
>I'm glad that you're persevering. I probably would have re-rolled after getting a series of bad events like that.
I'm trying to break my habit of savescumming and restarting.

I'll play this colony to the death, or die trying.
>>
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[tears of impotent rage]
>>
>>163934124

I am using other mods, but this picture only shows the call of cthulhu cults mod.

>>163918338

The rest of the other call of cthulhu mods are pretty good, I'm not convinced by the factions mod tho.

Apart from that, I've got the colony manager mod and the blueprints mod.

I also reccommend the modular tables mod (includes modular chairs that look like pews), but it hasn't been updated to a16 so I'm not using it right now. If you're playing on a15 then definitely get it.
>>
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>>163942618
Yeah, I did something similar to break my habits about a month ago as well. It got to the point that I didn't even mind losing. Well, that's a lie, but starting over on another map and trying something different was always very fun so I learned that I can deal with wipes better if I just went straight into making a new colony. Previously I would have just savescummed away from a total wipe. Sure it fixes the wipe but I stayed salty about the memory of the previous wipe and stayed "irked" that I had to go back on progress and "fix" a shitty near-loss scenario.

It seems to also be branching out to other games. I've noticed that in my playthrough of Black Mesa I no longer load my quicksave whenever I take too much health by doing something stupid, for example. At the peak of my savescumming I would have just kept reloading the fight until I got something that was "optimal." It was pretty bad.

>>163942807
Just make sure he doesn't get any weapons. You might have to take him down the hard way but he can't do too MUCH with just his fists.
>>
>>163943951
Check it's not restricted to a certain area and its master isn't drafted.
>>
>>163943951
Starving pawns start getting the malnutrition "sickness" which damages their stats but takes some time to kill. I would suggest making sure your doggo can reach your meat through his zones or setting up an animal sleeping spot near your food, animals can have trouble finding food if their assigned zone is large.

You could also set your doggo up for some form of training and prioritizing that training. Trainers feed animals before training/taming, if I remember correctly.
>>
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>>163917426
Tried to fight a pack of mad Boomalopes and now everyone is dead, should have just sent everyone inside.

Probably going to try a cold biome next time, or tribals, or both.
>>
Hi, I don't understand how the tailoring works in this game, I have a tailor who is 15/20 but he only makes apparel which is poor. How do I increase it?
>>
>>163944534
Damn. Those manhunter packs can really be hit or miss. Either it's tons of meat and furs or a wipe (since both of you are fighting to the last one standing).

It's a shame you couldn't get a chain reaction from the boomalopes after killing one or two or 'em.

http://i.imgur.com/YRXhC5x.gifv
>>
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>>163944740
I don't have much experience with tailoring either. In previous updates wearing clothing from dead people didn't upset people but since that was added I had to hop on the clothing game, too.

It seems like maybe you're unlucky and/or the chances for failures in tailoring are somewhat high. With my 11/20 tailor she made a (normal) devilstrand pants just fine.

Maybe image related has something to do with it? I just set it to "normal" being the minimum now but I have no idea what it does.
>>
>>163945451
I think it may be, thanks!
>>
>>163944740
are you sure its the 15/20 tailor thats making the clothes and not someone else? Health is also important, so if your tailor has low consciousness/manipulation/sight than the quality will be reduced. Theres also decent RNG factor in crafting, so just keep making clothes
>>
>>163945451
The menu is under "details" in the bills menu by the way.
>>
>>163812509
where the FAK ARE MY (YOU)S
>>
>>163945451
Are there mods that allow the scavenging of materials from clothes?
Or is it even in vanilla and I'm just blind?
>>
>>163945451
It could also be that your tailor scraps anything below normal and tries again though that is almost just as good.
>>
I just saw my self tamed grizzly bear drinking beer by his own will.
I didn't know animals could do it
>>
>>163945665
The dev mentioned a while ago that he wanted an option to recycle discarded clothes but I'm not sure if that was ever added since I only just started touching tailoring.

I do know that mods were released that did let you recycle clothes. I've seen them before but can't name them atm.
>>
>>163945701
Watch out, anon, if you want some hilarity you can force-feed your pets cocaine through the "set operation" menu thingy.
>>
i don't mean to tech support but the hands-off approach in this game gets kind of confusing at times.

does anyone know why i've got four wargs in my freezer that i can't butcher? we're starving and nobody wants to open them up.
>>
>>163946139
Do you have cooks? Do you have cooking as a priority on those cooks? Do you have a butcher table? Can you click one one of your cooks, rightlick on the table, and select force butchering?
>>
>>163946139
Are the bodies forbidden
Is a door forbidden
Is there a bill at the butchering table
Did they spoil before being stored
Is at least one colonist assigned to cooking
>>
>>163945665
There's a mod literally called: "recycle". It allows you to get back 50% of materials used for clothes as well as recycling some weapons.

https://ludeon.com/forums/index.php?topic=18799.0
>>
>>163946596
Thanks for the spoon mate
>>
>>163946321
>Is there a bill at the butchering table
probably this, desu. I forget about setting a bill myself whenever I move my butchering table, too.
>>
>>163946321
No
No
yes, but i'm an idiot. for whatever reason, they weren't being chopped up before. so i assumed they couldn't chopped up and removed them from the bill. derp. thanks anon.
>>
So is this just ripped off babby Dwarf Fortress with a ripped off Prison Architect art style?
>>
>>163947883
Yes.
>>
>>163947883
Yes.
>>
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>>163928665
>After much toil, right as I finished the research two raids in a row, the second one literal seconds after the first one ends with a large group of sappers using grenades
>One sneaks around and gets in, blows blacksmith-tan up with a grenade
>She dies of bloodloss before the others can get her to a medical bed
>>
>>163947883
Yes, but unlike dwarf fortress, the developer actually gives a shit about the game.
>>
>>163942465
>putting a TV in the dining room
Way to ruin your mood boosts. You only get one buff from dining room and rec room, so have those be separate.
>>
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>>163949284
I find it worth it just for the sake of the aesthetics meme. For whatever reason my colonists prefer going to the TV viewing room in my main rec area. Maybe since it's actually labelled "rec room" there is some priority there? Strange.
>>
>>163948851
it's a terrible day for rain.

>>163949146
I was about to get a bit defensive since I love Dwarf Fortress also but damn... Tynan really, really cares about updating his game. I mean this update resurrected a dead general.
>>
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>more turrets mod
>sappers disabled
>mortars up the ass
>and a small tight valley
I feel like a Brit conquering Africa.
Ultimate comfy.
>>
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>>163950390
>>
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Time to build drugs.
>>
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>>163812509
>>163904872
I'm working on one of these for Rimworld, is there anything you want to see in it? I'm having a hard time deciding whether I want to make it about roleplay scenarios or more specific nodes like "you can only equip explosives!" or "use nothing but chickens for sustenance past the first year!"

Perhaps a combination between the two, where more simple scenarios are common rolls and more complicated ones are a bit rarer? I could also do a basic one like the 4x general ones where you only roll for your starting faction, biome, and a victory condition like image related.

Any suggestions are fine. Feel free to suggest scenarios and gimmicks, too, even if they're memey ones like a baneposting one or whatever.
>>
>>163954641
I want to see you not making one of those retarded roulette charts for rimworld, thanks.
>>
>>163954641
Soviet Russian start.

All events disabled except raid.

Set to maximum difficulty cassandra.

Spawn with 10 colonists, 50 survival rifles, and 1000 units of Vodka.
>>
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>dry thunderstorm
>direct hit on my cold storage room
>700 meals either burned to dust or spoiled before we could rebuild
>a few people got burns
>one of semis burns got infected
>put her to bed immediatly
>get best doctor to treat her
>our last 3 medicine packs
>micromanage so that semi gets treatment the second she needs it
>shes married so we cant lose her
>flashback time
>a raid party hit us
>semis brother was with the raiders
>we break them with ease and manage to capture him and a friend of his
>he joins some days later hoping to spend time with his sister
>the very next day semi dies at 99% immunity

Cassandra giveth, Cassandra taketh.

RIP Semi
>>
>>163954859
Shiiiieeeeet I've had people die at 95-99% immunity so many times, having good quality beds really helps (boost to immunity gain factor)
>>
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>>163954859
Raiders get what they deserve. No exceptions.

I capture them just to execute them rather than let them bleed out.
>>
>>163955082
I do hope you extract all of the organs you only can before executing them.
>>
>>163954859
>Pain None
This pawn's troubles are now over. Try not to be too jealous.
>>
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>>163955245
>wanting to corrupt your body with the flesh of sinners
>>
>>163955316
You said these are for transplanting? You sell them.
>>
>>163955408
If he cared about money, he'd be selling the raiders as well. I think it's more of a philosophical thing.
>>
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>>
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>sappers
>mental break: fire starting spree
Still managed to survive without injury. I think we're about to hit critical mass with this colony.
>>
what are some must have mods?
I only have the combat realism so far
>>
>>163956127
Vegetable garden is comfy and (relatively) well-balanced as far as an infinite resources mod can be.
>>
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>>163956060
>>
>>163956307
>>
>>163954840
Ah, man. It seems like harmless fun and all for those that want to jump into a colony without wanting to think of something fun to do.

>>163954851
Don't forget the Ushanka mod for a truly patriotic war.

>>163956101
We believe in you, anon! If we all hold our hands out together we can do this!

>>163956127
Prepare Carefully to be honest. If you can avoid making overpowered colonists (you can if you want to) you can set up a pretty comfy start for yourself. Tired of rolling to get a pawn with good growing stats but when you get one he has "pyromaniac" or scars? Just remove those!

https://ludeon.com/forums/index.php?topic=6261.0
>>
>>163956127
I'd say bunch of small fixes
>Caravan spot
>EdBPrepare carefully
>MineItAll
Maybe
>Recycle
and
>RimworldstackXXL

if you want some other mods that injects new items or constructions remember that these are often not fine in terms of balance to work with Combat realism.
>>
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>>163956484
Here.
Goes.
Nothing.
>>
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>>163956745
Pain: none.
>>
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>>163956745
Let's hope you burn those caterpillars before they burn you!
>>
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>>163957040
PAIN: EXTREME
>>
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>>163956923
Curse this sudden but unexpected failure!

(Is that only one pede? Thank god.)
>>
>>163957221
It only takes one.
>>
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>>163957094
I think that this is the appropriate response in the circumstances.
>>
>>163957094
What the heck, man

You could have just built a series of walls with holes to shoot through and a big roof (cover+darkness), and kept retreating to the next wall when the gatling gun destroyed one
>>
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>>163957094
At least you won!
>>
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>>163957490
A lifetime of savescumming has left me with bad habits.
>>
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>tfw you have a feminist in your colony
>>
>>163957094
>>163957570
And on the bright side that psychic drone isn't affecting anyone anymore.
>>
>>163957601
sell her organs it's the only way
>>
>>163957721
desu just made her my hauling/cleaning bitch. might do that later when i don't need poeple
>>
>>163957601
>Equestria
OUT
>>
>>163957601
>Equestria
>>
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>>163957810
This is the only appropriate response to a pawn like her.

>>163957586
I like how your colony is basically turning into some cursed settlement where new settlers arrive and see the abandonment and say "this won't happen to us!"
>>
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They live in ruins, amid a ruined ideology, in the ruins of the old empire.
>>
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Welp, tat's all folks.

>>163958170
It's also cursin my keyboard. I've lost my kueue key, my jee key, and my h key. I have to copy-paste them from other posts. And my tab key.
>>
>>163925326
Ooooh, I just noticed your cool circle room arrangement there with your stockpiles and hydroponics.

A E S T H E T I C
>>
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Time to die gloriously.
>>
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>>163958389
No! We failed! Everyone's combined meme magic wasn't enough!
>>
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The last stand of Sissy. he ate a face full of buckshot after this and ended up kidnapped while the sappers burned down my huts and stole my shit.
>>
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>>163812509
Apparently we beat Stardew Valley and Super Hot for Indie Game of the Year.

Wew lads.

http://www.indiedb.com/groups/2016-indie-of-the-year-awards/features/players-choice-indie-of-the-year-2016
>>
What are the best melee weapons for my shielded, power armor, brutes?
>>
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>>
>>163959417
Plasteel weapons in a vanilla game are god-tier if I remember. They're light so you can swing them faster and they do a lot of damage.

Go with either variant of the swords or the spear.
>>
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>accidentially mark bear for hunting
>guy fumbles his first shot, hits the left leg
>just makes the fucking thing mad
>A grizzly is attacking in revenge!
>goddamit.jpg
>run colonist back to base
>get two colonists to stand by the wall, in a firing line as the guy runs past
>bastard almost makes it, but eventually is taken down by some lungshots
>Redfields goes up to it, apparently with the intention of killing it
>Shoots off front left paw
>jesus fucking christ man, how did you manage that?
>Shoots off front right paw

This guy is getting off on this, isn't he?
>>
>>163959517
Be ready to feed them, anon, and you'll have all the meat substitutes you'll need.
>>
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>>163959992
Not sure if it's worth the frame drops desu.

https://www.youtube.com/watch?v=R8PSSBFk8I0

sorry for the shitty stock music, i accidentally recorded my buddy while we were on discord
>>
>>163960175
>das a lot of chickidies

>local colony starts crop holocaust, nowhere is safe
>>
>>163960175
>>163838323
>>
What is best gun to give a level 15 careful shooter? M16 or Sniper Rifle?
>>
>>163959264
>we
We didn't do shit son. We just played the game. You can congratulate Tynan though.
>>
>>163960175
damn i was feeling that music
>>
>>163963456
Sniper Rifle if you don't already have a decent Marksmen team. Though if you only have a small militia in total then go M16.
>>
>Less than a week into the colony
>Randy decides to give 2 of my tribespeople the plague
>Both die within a day because no beds and herbal medicine

As if I stood a fucking chance, thanks a lot you complete wanker.
>>
>>163964004
We played the game gud.
>>
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jesus christ
>>
>>163969324
You better pray it rains soon.
>>
>>163969324
Clear a 5 tile swath of plants around your base with the Cut Plants designation.
>>
>>163972753
This.

Or try to carefully guide the fire away from your base but that takes a lot more manual labour.
>>
>page 10
well it was a good 2 thread run lads.
>>
How are tribals supposed to produce food in winter? Just make fuckloads of pemmican before?
>>
>>163977943
That's exactly it. Pemmican takes over a year to spoil, longer in sub 41F. Not a bad idea to have a stockpile even after you've got electricity.
>>
>>163969324
Reminds me of creeper world.
>>
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>>163977680
See everyone next update.

>>163977943
I've never done a tribal run before but I would just maintain a large stockpile that lasts the winter like the good old days.
>>
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I really wish there was an event that was similar to the events that happened in Jon Carpenter's The Thing. While it would be total bullshit it would be kinda neat to debug the event in the middle of a fully-fledged base and watch havoc spread.

It could basically follow the same premise as the movie. During the self-taming event there could be a small chance that the animal is a "Thing." Pawns infected by the thing may start doing strange things disguised as mental breaks like destroying the comms unit or causing electrical fires in the base to distract the player while it goes and infects a sleeping creature. Perhaps it wouldn't be as deadly as the movie for balance reasons, maybe make the "disease" treatable once discovered or something.

I just really want my planets to feel alien instead of it always feeling like a camping trip in Canada. :(

>>163977680
>not using the catalog
>>
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>cargo drop
>nothing but ear bandages
T-Thanks, Cass?
>>
>>163981252
sounds like something that could be added to the cthulu mod more than a thing the dev would ever into the vanilla game, desu
>>
>>163981701
I keep getting fucking FEET. After a colonist lost their foot, then when I tried to replace it with a wooden foot, the surgeon cut the whole fucking leg off. reeeEEEEEEE
>>
>>163982249
There really needs to be more items related to medicine in this game. The only way to get a 100% lit room is to use a sunlamp. I know you can switch the lamp on and off but it's an autistic way to increase your surgery success chance.

We already have a vitals monitor, why not add one of those light thingies that hang over surgery beds like a mobile.

At least surgeries roughly fail only around the surgical area now (so long as you have a good doctor).
>>
>>163982917
Personally, I like the mod that allows you to milk boomrats for the sekrit sauce needed to make medicine from herbs and cloth.
>>
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>>163982917
Speaking of medicine, over one year later and my hospital still looks like a stock level from a horror game.

I guess relying on the automated cleaning orders is not enough, though at least you can designate a smallish area to be cleaned all at once now.
>>
>>163983054
Medicine is too useful not to buy from traders when you get the opportunity. Since diseases scale to population size a plague can literally wipe out 1/3 of your colony if you're stuck with only herbal.

(also milking humans when, Tynan? It would make at least some prisoners useful.)
>>
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>>163983360
when I was just setting up my current colony, a """raider""" waltzed by and stole 50 medicine right from under my nose. I'm still assblasted about that.
>>
>tynan adds choking on food next alpha
This game is for masochists.
>>
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Gimme dat global warming in North America please

>>163984472
I sure hope this isn't going to be a thing. I really don't want to assign handlers to my important colonists.

My war dogs do that already for my hunters.
>>
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>>163984472
>everything is fine
>fuck you, no it isn't
>people are starving
>some motherfucker managed to set the freezer on fire
>a-at least we have this pemmican
>bite into it
>immediately get food poisoning
>but wait
>there's more
>colonist starts choking
>that's the last fucking straw as they fly into an autistic rage, choking to death
>they punch some motherfucker in the face
>CRITICAL HIT
>FIST WAS SUPER EFFECTIVE
>THEIR HEAD FUCKING EXPLODES
>colonist keels over, suffocating
>another colonist throws them into the hospital closet
>you panic, setting a random colonist to doctor them
>add bill
>unfuck breathing and clear food blockage
>"""doctor""" pulls the last glitter world meds out from storage
>they anesthetize a suffocating patient
>time to operate
>an hour passes
>the colonist is dead
>both arms amputated
>eyes crushed
>pelvis crushed
>they failed in a ridiculous way)))))))))
>>
>>163985092
I don't mind the ridiculous failure meme but it happens more often than I want it too so it loses its humour quickly.
>>
>FLASH STORM followed by DRY THUNDERSTORM

Rip every piece of flora outside my base.
>>
If I put my panther in an enclosed area by itself and put my prisoners in there too, would the panther get so hungry that it would eat the prisoners?
>>
Can we try to get a collection of pawns going? I know you guys have some good pawns. Pawns with good/amusing/thematic traits/skills, pawns who have interesting stories, really fucked up pawns, just post 'em

>>163986359
No idea, but do it for science
>>
>>163986359
I don't know if "domesticated" animals can turn on humans. You would have to try a way to trap wild animals that you can use to throw prisoners to. However, wild animals can dig when they feel trapped now (usually when hungry) so doing this might be difficult.
>>
>>163942473
Reckon you could upload the files somewhere for us shitposter piratefags who think 40$ is a bit of a rort?
>>
>>163989078
What's the least awful file sharing website?
>>
>>163990014
mega or mediafire I'd say


you're a champ
>>
Anyone done a tribal start? I'm thinking it might be cool for roleplay reasons. Lost tribe with barbaric traditions etc. Is there a mod that makes raiders only have melee weapons so I can reenact Braveheart every time there's a raid?
>>
So what's a good way to prioritize work for farming? I've noticed it takes a grower for sowing seeds, a plant cutter for harvesting, and a hauler to actually move back the produce once it's cut, but is there a disadvantage to having all farmers set to grow/cut/haul? It seems like my fields are either completely full of harvested plants that aren't getting shipped back fast enough, or plants rot because no one can harvest them all in time. Or worse, the fields are harvested but remain empty all the time afterwards.

>>163814005
I'm disappointed with room size being weighted so heavily, it means it's almost better to have a massive, pretty barracks than it is to have a few smaller rooms for people.
>>
>>163990440
http://www.mediafire.com/file/63hey16ekd6wj79/forests.rar
I have no idea if that works.
>>
>>163990534
Doing one now, I used "prepare carefully" to give me a few more tribally stats and bring the age down a bit on some of my colonists since I rolled a bunch of geriatrics

(like i nerfed research and buffed crafting, melee, mining, growing, construction and animals)

Doing it on a boreal mountain biome and larping as a cannibal cult so I also am using the Cthulu mods (one of the monsters self tamed and when its tamed none of your colonists get the debuff but all of your prisoners do, its a kek, I've got a 1,000 year old monster as a guard dog). To bring about the cannibal thing I just used the devmode commands to give my colonists who I started with, as well as the random cultists that joined, the cannibal trait.

I strip all of my prisoners so I can steal their clothes and armour for the winter months and am spamming rice, oats and wheat to make bread and simple meals since I don't have a freezer so I can't do a great amount of hunting. Though when winter rolls around I'll do more of it and keep the meat in an outdoor unroofed freezer until I can research electricity and get a cooler going.

I'm not mining into the main mountain yet just into a hill off to the side though I will mine into it later, trying to build up my colony and get armed to the teeth before hand.

I'm also using the combat realism mod so I'm shitting out arrows all the time and hoarding the guns and ammo of raiders who I tend to ambush with arrows and then bumrush with spearmen, mad craic.
>>
>Raider dismantles the wall immediately adjacent to a double bed with two colonists sleeping in it
>Attempts to throw a molotov on them
>Rush the colonists to safety
>End up capturing him and interring him in one of the smaller rooms
>Get an idea
>Put a cooler in the wall
>Turn his cell into a freezer
>Watch as he gradually loses all his digits to frostbite and dies of hypothermia
>>
>>163991089
b o s s
o
s
s

/rwg/ megaupload mod archive when?

>>163991342
>he didn't sacrifice him to the dark Gods

am i laffin
>>
>>163991584
I didn't have the Cults mod installed at the time. I will redouble my efforts for Nyarlathotep.
>>
>>163991161
I forgot to give my tribals any points in ranged so they're going to have to bum rush muffalos with swords if they want food.
>>
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>>163991342
>install heater and cooler inside prison cell
>proceed to freeze my prisoner during the night and burn him during the day
>if he mental breaks I just double down on the temps so he collapses

>>163991795
>>163991584
Are there any creepy sex thing deities in that mod? I'm considering making a hedonistic cult that sacrifices virgins to the sex god.
>>
>>163991161
>>163991584
Is it the call of cthulhu mod?
>>
>>163991161
You can just force traits with the scenario editor, you don't really need the dev mode for that.
>>
>>163993000
yeah but I forgot to do that, and the scenario editor doesn't allow me to force it on the colonists who join my cult via the join cult event

>>163992936
Si

>>163992502
>sex deities
I don't think so, but who knows, now that Cthulubro has laid the groundwork, someone else will probably do it.
>>
Do I have to start a new colony for the Lovecraft Cult mod to work correctly? I used devtool to spawn in a grimore since no one created one after like 10 days. The "study successful cult" research also seems bugged in that it's not repeatable when it should be. It also says I have no preacher, so I can't perform any actions at the altar. Also fuck Stat Vampires.
>>
>>163993416
Yes.
>>
>>163993416
Just start another new colony, it was about time anyway anon
>>
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You ever had a surgery that seemed so fucking simple, literally any pawn could do it? All Ender had to do was put an ear bandage over Fett's mangled ear.

An ear bandage. On an ear.

What does he do?

He tears her fucking head off.

Bad enough her husband was in the bed next to her, having just gotten an eye patch for his eyes getting ripped out of his head by MiGos.

Luckily he won't be able to see it. She'd be a sight for sore eyes. Which he doesn't fucking have anymore.
>>
>>163998509
The only explanation is that your doctor used acid for a disinfectant.

Putting on "wearables" should literally not even need a surgery. I understand coding limitations but there has to be a way for modders to at least adapt the fail rate on these items.
>>
>>163993185
>no sex deities
Ah, what a shame. I'm not even really looking for anything too lewd, just a kinda memey thing where sacrificing females gives you better crops or whatever.

Regardless, still going to check out the mod. Making a cult sanctuary in a dark swamp has been my fantasy colony since A13.
>>
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>>163998509
Yeah, surgery failures like that are fucking retarded.
>>
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>>164000074
That's exactly Shub-Niggurath. I hope you like goats.

Also it doesn't have to be a female, any prisoner will do.
>>
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>>164000261
A goat god? A deity made for me!

I still have to finish my space ship in my current colony, but I can't wait to get started on my next.
>>
>>164000138
>>163999881
If anything, chronic surgery failures that cause death should only be for stuff that goes on in the torso / head or if it involves amputation / prosthetics for a whole limb, like a whole leg because of the femeral artery.

I'd rather see post-surgery infections become more common place than have installing an eye patch result in your pawn having his spine crushed.
>>
>>164000445

Here's an earlier post describing the mod.

>>163880741
>>
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>>164000606
Wow, you're spot on about post-surgery infections. I think that a surgery should also be able to "succeed" but should carry risks including wounds and infections. A weaker immune system after a post-anesthetic should be plenty enough of a downside to the already costly production/buying of prosthetics. Surgeries should drain resources more so than draining lives. As it stands, even with a decent doctor, surgeries are pretty much just black and white RNG. Either your patient gets BTFO'd or he gets a new bionic eyeball. It's pretty much the only thing in the game where I have savescummed 100% of the time.

>>164000608
Thanks, rim-anon!
>>
>>164001321
Particularly for organ transplants, since in real medicine (i'm a lawfag but I at least know this) there's always a chance that the body will reject the new organ and cause massive infections etc. I'd also be okay with bionics and prosthetics having a cool-down times to simulate the pawn getting used to the prosthetic / bionic (though this is more of a case for prosthetics I guess) with what you would basically call physio therapy, I guess.
>>
I just installed the cult mod, what do I do now? How does it start or whatever?
>>
>>164000606
Well, yes and no. If you read some of the accounts of old surgeries some pretty fucking weird shit did happen from time to time even with well-trained surgeons.

"Amputated the leg in 21⁄2 minutes, but in his enthusiasm the patient's testicles as well."

"Amputated the leg in under 21⁄2 minutes (the patient died afterwards in the ward from hospital gangrene; they usually did in those pre-Listerian days). He amputated in addition the fingers of his young assistant (who died afterwards in the ward from hospital gangrene). He also slashed through the coat tails of a distinguished surgical spectator, who was so terrified that the knife had pierced his vitals he dropped dead from fright."

In a modern ward with a skill 10 doctor then sure, it should be rare to nonexistent, but if you're trying to cut off a foot in a medieval hovel and the only thing you've cut prior to that is wood then I'm okay with fucked up shit happening.
>>
>>164001930
Breh

Read the mod

Or just build a Typewriter, wait for the tree/obelisk to spawn, and you'll get a tome.

Make the building it lets you make, and start researching the occult. Test shit out.
>>
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Rate my cheatmode.
>>
>>164001321
I think the current system is mostly fine, it was a bit silly that you could have a half-blind and drunk surgeon succeed in a dark room with a simple bed in it.

Now you need to have modern-day equipment to succeed in modern day surgeries, yeah it's retarded that peg legs, eye patches and the like are able to outright kill someone, but oh well, I think it's mostly fine.
>>
>>164002009
Well naturally low-skill doctors should have memes happen, and probably tribal doctors as well. I think the game already has in place that the lower quality your skill and the medicine and the greater complexity the surgery, the higher your chances of fucking up.

The 2nd quote you have there is a good example of what should happen when a surgery fucks up, since disease and sanitation should be your greatest problems in Rimworld imho. It'd be nice if water was a resource too so you had to source / produce clean water, though that might be a pain in the cock.

>>164002132
manhunter packs are okay they just have to not be certain animals. the idea of a pack of wolves coming for you in a harsh winter or a volcanic winter isn't far fetched.
>>
>>164002009
None of us are complaining that our amateur level 4 doctor is failing to transplant a liver. We're complaining that our level 10-15 doctors are failing way more than they fucking should this alpha.

With a level 10 doctor, modern medicine, and a clean hospital environment, the chances of fucking up a surgery should be slim to none. As it is, it's basically the flip of coin whether or not you decapitate your patient.

For things like eye patches and peg legs, even a moron should have no chance of failure whatsoever. Fat chance of the dev every changing that though.
>>164002153
>Now you need to have modern-day equipment to succeed in modern day surgeries
Yeah to even have a chance of succeeding. However real modern surgeries usually have more than a chance to succeed these days. That's where the dev fucked up.
>>
>>164002153
Yeah, you're kinda right. I'm just a bit butthurt because I hate having to savescum but I hate losing a colonist and bionic part because of RNG. I mean, if I'm giving a colonist a augmentation it means I really like that colonist so it feels like a slap in the face.

>>164002132
I have a love-hate relationship with alphabeavers. In the early game when I need wood and lack the weaponry to hunt alphabeavers are a nuisance. On the other hand they're basically a timid manhunter pack so MEAT'S BACK ON THE MENU.

Turning off animal insanity is pretty comfy, though. It seems like a useless event that just wastes your time and I don't feel like I'm making my game any easier by removing it.
>>
>>164002728
Maybe it would make more sense that instead of the doctor completely fucking up the surgery, an accident occur and the patient bled out or something along those longs. And also make it happen rarely.
>>
>>163939638
Might be because you disabled the easy to handle bad events, so Cassandra can only throw high level shit at you.
>>
>>164002728
>Yeah to even have a chance of succeeding. However real modern surgeries usually have more than a chance to succeed these days. That's where the dev fucked up

With glitterworld medicine you can pretty much reach an above 100% success chance. Normal medicine is more like a first aid kit, and even skilled surgeons wouldn't be able to do much with these IRL.
>>
>>164004061
>I hate losing a colonist and bionic part because of RNG

You can spawn in a new bionic part with dev mode, I agree it's the most retarded thing ever that you lose the part when the surgery fails. Dev mode is a band aid, but it's better than savescumming if you don't overdo it, imo.
>>
>>164004727
Yeah well you don't need nanotech to not fail basic surgery. Either give us medical supplies and then nerf medkits or don't change anything.

What this dev loves to do is implement heavy handed changes without any thought to what the consequences might be. I mean that's why we have infestations, mortars, and sappers. Because people were building into mountains and he didn't like that. Did he make building outside of mountains a viable alternative? Nope, it's just that building in mountains is slightly worse while making building in the open even worse.

Don't even get me started on drugs and diseases. It's like he's hitting himself in the head with a hammer every time he changes those.
>>
>>164002132
Manhunters are fine imo
i disable crop blight as well
>>
>>164005523
I like how the dev updates the game.
I dislike how most of his updates are barebones garbage that need fleshing out but get ignored so he can add more barebones garbage.
>>
>>164005615
this.
>mood system unanimously agreed to be absolutely inexcusable shit that is only barely functional
>LOL BETTER ADD POINTLESS CARAVANS THAT TAKE SO LONG TO GET ANYWHERE AND CAN CARRY SO LITTLE THAT THEY'RE FUNCTIONALLY POINTLESS, WITH NO WAY TO MAKE THEM USEFUL
>>
>>164005840
>child soldier, military adulthood
>oh i'm not feeling good i saw a dead body today
>>
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>a fucking pila is a more effective weapon than two shotguns and an assault rifle
>>
>>163990534
Unfortunately as much fun as a tribal start is to roleplay after the first year it just becomes an average settlement with a research penalty that doesn't even really matter to quality of life once you get the basics done.
>>
>>164005951
More about luck really these days. Get plague while tribal? You're fucked.
>>
>>164006007
Its just a little bit underwhelming to play a tribal. You get your wood huts set up and then its all "well lads, now that we've learned how to mix equal parts meat and fucking fat to create a nice storable pile of shit called pemmican, lets get right started on developing workable electricity.
>>
Okey doke, it's time to try modding.

My focus for now is going to be making guns not shit without going full combat realism ammunition autism, but if there's anything you guys want to see that's simple and straightforward let me know.
>>
>>164006757
Ammunition does make sense. It makes melee and low tech ranged weapons more viable.
>>
>>164005943
This is why I always reroll for a straight hour ensuring at least one colonist is a psychopathic ironwilled super soldier.
>>
>>164006969
I know it makes sense, I just hate dealing with it. And CR makes a shitton of other mods incompatible too because of its inventory system.
>>
>>164002728
Eye patches sure, but peg legs? I wouldn't trust a moron to remove whatever stump I have left and then somehow graft a wood log to my hip.

Even if the colonist just lost his foot a peg leg will remove the femur.
>>
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>>163991342
>capture a raider
>go full mengele on him, removing one of each paired organ, replacing all perfectly functional body parts with wooden pegs
>release him afterwards as a warning to his friends
Feels good man
>>
>>164007305
Well obviously in real life they wouldn't give you a peg leg to replace a foot. But the way surgery works in rimworld assumes that the severed article has healed and you're just strapping a primitive prosthesis on. There should be no chance of failure for that.
>>
Hey fuckers, Cultguy has a discord for feedback and bug reports and shit.

https://discord.gg/jEStm
>>
>>164007060
P R E P A R E C A R E F U L L Y.

Best mod. Best mod. It's very abusable but it saves you from busting a mouse from 120 re-rolls a minute.

>>164005945
Tribals with pila are just ass to fight. It stems from the same meme where bows are comparable in a firefight alongside guns in video games nowadays. I mean, I suppose getting hit by a pila is pretty deadly but they don't have the same stopping power as a bullet causing a massive exit wound.

>>164005951
>>164006007
>>164006201
I've been bitching on the forums, subreddit, and general for some time now about tribals. There really needs to be exclusive techs, events, and bonuses to playing as a tribal. When tribals raid you they use swarm tactics, so tribes should get more events where people randomly join your colony, for example.

As it stands, tribals aren't as unique as I want them to be. However, at the pace this game is being updated at I imagine a large tribe update in the near future. That or more late game stuff, which is just as good.
>>
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>>163981252
That sounds fucking great.
>>
>>164008139
Fuck the tribals, i want more lategame content.
Maybe some item/property ownership, stealing, laws.
>>
Do colonists give a shit if my rooms are a hideous mishmash of slate and limestone?
>>
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>>164007449

>you're herr general of your colony
>you capture a spunky raider that thinks your colonists are pussies that won't do anything to her
>she was literally acting flippant to your doctor as he was spending time to bandage even her bruises
>probably sees her stay in your prison cell as a vacation since you colony does nothing but feed her and ask her to change loyalties
>one day a siege hits your settlement and the resulting bombardments burns a house down with its inhabitants
>your militia drives off the raiders but your colonists want revenge
>you decide to make an example out of your bitchy guest
>you send for her to be brought to the clinic
>she obviously resisted as she's dragged into the operating room unconscious
>whatever, it makes the next step easier
>order your head doctor to replace all her limbs with peg legs
>she pretty much looks like patrick from spongebob now, but you need to seal the humiliation
>once she's awake you strip her naked and kick her out of the hospital, telling her to start walking back to where she came from
>she really has no chance of rendezvousing with the raiders you whipped earlier but she probably imagines that letting her comrades see their once tough mercenary-gunner get turned into a walking masturbation-aid is almost as bad as death
>light snowfall lands as she leaves the map

Rimworld sure has a way of letting you forge some... strange... stories.

I personally like keeping my prisoners wasted 100% of the time so they never have a chance to go berserk before the slave caravans arrive.
>>
>>164010270
They don't, and if we're talking about smoothed stone then the beauty gained from that flooring may be enough to tempt your eyes from getting sore too. For whatever reason smoothed stone floors are the best flooring, even more than carpets and fine wooden tiling (which sadly provides nothing).
>>
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sacrificing prisoners for their hands
>>
>>164010842
All of the hands? Oh my.
>>
Anyone else feels like starting over after installing any mod? I havent had a colony go for over 2 years ever.
>>
How come traders never show up for me?
>>
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>table is like 10 feet from the food stockpile
>CAN'T WE GET A TABLE AROUND HERE?
>>
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>>163954160
>started the dope game as auxiliary industry because my dude Edmond got hooked on booze and I had to ease the process
>realize pumping colonists full of yayo and flake makes them work harder and fight better during sieges
>my pyromaniac no longer starts fires ever since I allowed everyone to smoke weed
>high grade drugs fetch a great price
>smokeleaf is easy to grow and if you sell in bulk, brings in good profits
>in a year base's sole focus is drug manufacture
>drug trade nets me loads of silver
>my drugged-up colonists beat back any raid
>only source of stress is watching out for their tolerance, but I have a bunch of different drugs to rotate so micromanagement solves that too
>tfw I've become space Escobar
>>
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>>163954160
>wood walls
>in jungle
>>
How quickly do plants die in Hydroponic Basins without power? Will a solar flare fuck me hard?
>>
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>>164012041
>anything
>in jungle
>>
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>Arm my guys with incendiary launchers
>In the jungle
>>
>>164010842
Whom do the Happy Hands club?
>>
>start with a warg
>neat
>person comes to our camp asking for help
>accept
>one of the guys got past my bunker
>warg intercepts
>rips his legs off, letting my jap researcher finish the job with a club to the head
>while tending the wounded, notice my warg doing something
metal af
>>
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>>164010552

>have a huge raid with a lot of wounded
>pick up a large amount of prisoners
>prison block was made to house only 10 individual cells so you're forced to place the remaining 10 raiders in a small cut out behind turrets
>no pirate merchants around to sell off fast
>meanwhile doctors are too taxed to deal with prisoners and colonists at the same time
>prisoners begin to die from infection or blood loss
>the entire prison block slowly starts to starve to death
>colonists are all really fucked up so food can't come soon enough
>mental breaks all over the place, forced to hack limbs off of two problem prisoners to prevent riot
>the dead begin to decay so you stop letting colonists into the block to prevent bad thoughts and mental breaks in a colony in an already bad state
>prison block becomes a mass grave in a matter of days
>lose your entire slave/organ mule population
>tfw

The only thing that could have possibly been even more fucked is if I caved in the entrances and shut off the power to force the prisoners to eat themselves and form their own cave dweller society hunting each other for the next few weeks. It would be spooky to walk into your barn one morning to find a new animal missing every day until colonists start disappearing.
>>
>>164012610
what
>>
>>164012953
that would be pretty spooky
But why do you risk taking 20 captives?
Also, what affects their value?
>>
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>>164012791

>there are people who still haven't discovered the wonders of the pupper corpse disposal unit

I should start locking people in these.
>>
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>>164013242
>a huge pack of wargs/wolves that are trained to eat human flesh
>sealed off only by wood walls

what could possibly go wrong?
>>
>>164013093

>but why do you risk taking 20 captives?

Greed, anon. I wanted money, organs and potential recruits, even though my colony had 13 colonists I figured that I would be lucky to even manage to get one out of almost 20 because of the way recruitment is in rimworld.

As for price, I'm assuming you meant on the slave market. I think that any permanent injury constitutes a price reduction including organ removal obviously. Skills plays a factor as well. Of course it's not like you can train or breed slaves, I can't exactly tell pirate merchants that this prisoner with no arms and legs has been bred to be the perfect fuck nugget and should be worth more than a perfectly whole prisoner.
>>
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>val forms cult, starts preaching to colony
>wife, abruno, is against it from the start
>at a crossroads at what to do
>straight up murders him in his sleep
guess I found the cults first sacrifice
ironic
>>
Should I have tshirts/pants for spring/summer and parkas/toques for winter?

what are jackets for?
>>
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>>164012791
Wargs are pretty badass but I would love wargs more if the wild ones stopped bullying my hunters }:|

>>164013242
My variant used pigs but I never considered using my pupper horde as a replacement in my current playthrough.

It's fucking brutal man. I'm imagining hordes of blood-covered dogs jumping and running around in a knee-high room full of corpses.

>>164013439
>manhunter pets becomes a thing in a future update
NOT GOOD. ABORT.
>>
>>164013590
>colony decides they want to pull a merkel
>Everyone welcome!
>massive mood penalty for keeping prisoners, recruiting them is super easy
>cant release them, either accept as colonist or risk riots
>every day a new tribal joins (no cleaning, hauling, only artistic but skill is permamently locked to 0)
Maybe i should mod this in.

The no arms/legs thing is a pretty rare kink, i doubth it would be worth more than a fully intact slave.
I hope one of the prisoner extension mods gets off, prison architect is a fun game, rimworld should borrow more of its features.
Is there an explosive collar mod yet? That would make things easier.
>>
>>164012178
>>164012041
>>163954160
https://www.youtube.com/watch?v=1aXrLt9a6eE
>>
>>164012953
>25-or-so tribals arrive
>2 chokepoints to my camp
>one is an instant death trap with auto turrets and a minigun guy, no survivors
>other one has an assortment of random weapons, stops the advance but like 15 raiders survive
>spend 3 minutes in pause searching through the wounded's skills and injuries
>mark the 5 most talented/least injured for rescue
>rest stays lying in the narrow corridor leading into my camp
>order my incendiary launcher guy to pop two rounds down said corridor
>smell of burning flesh fills the jungle air
>later cremate what's left of the corpses

If you have no incendiary launcher just throw molotovs on everything, works just as fine.
>>
What happens when you do a raid? Is the place wiped out or you can do it again later?
>>
>>164013750
If you look carefully, wearing a parka slows work speed down IIRC. This means that parkas are useless unless you're playing on tundra or some shit.

Also alpaca wool dusters seem to protect colonists from both the heat and the cold, so I just roll with that all year.
>>
>>164013242
What do you feed them when there's no raider corpses?
>>
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>>164013993
>frying the bodies
>destroying all that good meat

I just keep the corpses in the fridge just in case my colony goes hungry. In fact >>164013242
used to be the corpse freezer until I managed to build enough space for indoor farming so I would just let my doggos eat everything inside the freezer because if I let them wander around the base they would bust into my main fridge and eat all of my meals.

>>164013821
>tfw can't build a colony around cannibalism and go on raids for food

Lost potential man, it's a shame you cant condition certain debuffs like cannibalism out of your colonists.
>>
>>164014310

Kibble. When I run out of meat they either eat random shit in the fridge or go out hunting. I lose wolves to other animals all the time and it's infuriating because my colonists get mood debuffs since they get attached.

I've been debating raiding raiders for more meat.
>>
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>>164013929
>>164013590
It might be a rare kink but I imagine a rimworld would be the best place to start for anybody that wants a "modified" slave. In a world with perhaps thousands of settled planets I imagine there must be SOME market for some sick shit.

Heck, you could argue that it's the perfect system for introducing maimed POWs and raiders into a slave caste. Such a fate might make surrendering a much more tempting alternative to fighting till a grenade is rolled under you.

...

Yeah, I'm hoping that the prison architect-like features that get introduced will be enough to support a slavery system. Obviously it won't be to the extent of the kinky shit we're talking about but it would ruin the imagination anyway (heck, the fate for the slaves we sell to pirates and black market merchants is literally up for interpretation).

I always like "playing the bad guy" in sim games.
>>
>>164013929

>pretty rare kink

That's why they should be worth so much. Why the fuck would I want an intact prisoner, and completely break them as soon as I lop off their limbs? It takes time and effort of trained professionals to create a worthwhile product, a product MY colony can provide. Besides, it would be cool as shit building my own little africa tier slave economy just on the export of fucknuggets alone.
>>
>>164014443
You can debug in the cannibal trait for your colonists. It's cheating, but hey, I imagine it would make for a heck of a game.
>>
>>164014797

I remember I had this nerdy ugly omega fucker everybody kept bullying so I moved him to a different building and made him work nights so he didn't meet the bullies. Anyway I didn't realize his fridge didn't get restocked too often and there were usually no cooked meals left when he woke up and chefs only start working at dusk so he starved most of the time. One time I caught him munching on a dead raider and after that he puked his brains out and got a mental break, had to shoot the dumbass with a shotgun. After he recovered and I moved him back in with the others he was fine.

Cannibalism, not even once.
>>
>>164013093
Just remember to have weapons and armor in separate room with a steel autodoor prison break.
>>
So I've upped the damage and changed the fire rates on all the guns and I'm getting the results I want in terms of their effectiveness, but the problem is that they kill the enemies rather than down them. Anyone who knows anything about Rimworld help me out? I know that pawns have health for individual locations on their body as well as total health - the problem is that the damage on the guns is such that it exhausts their total health so fast that they have no time to accumulate locations damage and get knocked down. If I lower the gun damage I get peashooters again.
>>
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>capture a raider with good traits and skills
>shattered spine
>>
I know there are mods that switch out certain traits or change them during preparation but are there mods that allows you to switch out traits while you are in the game? Similiar to neuro-training thingies?

What I wonder about is - if mods could allow you to learn or fill in certain traits onto pawns. This way you could school prisoners into obedience or maybe even to perform tasks for you. Maybe with time and effort a way to overwrite unwanted traits.
>>
>>164015353
Aww, make him a nice room in your hospital as he waits for the day that you bring him a bionic spine.

Get well soon, raider-chan.
>>
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which god should I worship?
>>
>>163812509
If I don't wake up in time you guys better make the "Game of the Year" edition when we hit max posts.
>>
>>163929343
There's an extra traits mod called "Psychology" that adds kinsey scale alongside some cool/less cool traits. Default gay trait is fucking stupid given how often colonists hit on eachother and never seem to give up on making passes at other colonists that aren't interested.
>>
>>164015227
This might help you out. Check the code and find a way to include it or just use the mod I guess.

https://ludeon.com/forums/index.php?topic=27580.0

I don't think it's as much as issue about strength of the weapons as much as it is about the death RNG that was in the game for "balancing".
>>
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>>164015662

>implying anything other than best girl should be taken
>>
>>164015818
>anime girl lovecraft gods is a thing

We shouldn't have stopped at 2 nukes.
>>
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>>164015593
>bionic spine

hol up, they have that now?
>>
>>163877407
>not preparing carefully
>>
>>164016496
He probably has expanded prosthetics and organ engineering installed, it's a mod that adds research and a bunch of worktables that eventually allow organ transplants, simple prosthetics to bionic limbs and replacements for every body part

But that shit costs plasteel and seasons to research and build
>>
Protip: You can have multiple research tables going at once.
>>
>>163877407
There friend https://ludeon.com/forums/index.php?topic=6261.0
>>164017125
Some people just need a ladle when spoon ain't enough. It's fine. I can do this.

>>164017635
Talking about EPOE got rebalanced for A16. Haven't tried it yet but sounds quite better from description. Less useless shit to craft.
https://ludeon.com/forums/index.php?topic=28731.0

I've been wondering does people who play cthulhu - cults are also having cthulhu - cosmic horrors monster pack on board?
>>
>>164017783
Yea I'm playing with it right now, it's good because even if a colonist becomes crippled and useless, you can look forward to fixing them up one day instead of having them be a vegetable for the rest of the game
>>
>>164017783
You basically need the Cosmic Horrors Pack for half the cult things to work fully, so yes.
>>
>>164018048
Great to hear. Thanks a lot.
>>
>>164017783
Wait that's not the normal version, but the ''hardcore'' version

>Currently 1 bionic arm costs 350 plasteel and 5 components
In the default the plasteel cost is like 1/5 of that
>>
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>A group of pirates from the Jackers of Victory have arrived nearby
>>
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any kind anon have the drm free version?
>>
how come when I try and sacrifice my prisoner it says they are unavailable?
>>
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Boreal forest is comfy. Too bad there is not enough hunt.
>>
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how the FUCK do I get rid of gut worms
This shit is driving me crazy
>>
>>164020460
>4 colonists with gutworms
>mood penalty is mild
>got enough food too
>one setback is vomit
>oh God, the vomit
>it's everywhere
>the kitchen and dining room covered in puke
>someone barfed on our cotton field
>personal rooms covered in puke
>hospital rooms swimming in the stuff
>sculpture garden is more like vomit garden

It's like playing dwarf fortress
>>
>>164020780
z-levels when
>>
>>164019274
Future comes at cost my friend.
>>
>>164020780
dont forget about the fucking medicine
jesus christ
>>
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I noticed Cass and Phoebe send caravans your way at regular intervals, but with Randy you're lucky if you get any. You really start to feel it when you haven't had any traders drop by for three seasons. I don't have silver to pay for goodwill/caravans, but do have art and trash worth like 10,000 that I have nobody to sell to
>>
>>164020938
Well yeah, and one full stack of plasteel+ lots of steel/components with multiple steps (build simple prosthetic first, then use that for bionic) for a mid-tier arm that carries the risk of failing during surgery sounds about right.

An enormous ship structural beam is just 150 plasteel for crying out loud
>>
>>164021502
I'm not saying it's fair. Especially with current health system but I bet my left leg you can tweak these up to your liking at any point.

I'd think of bionics as of proper end game. It's not for instantly arming all of your colonists with super soldier strength. It's more of a last case scenario for some injured pawns but only when you have your doc buffed to all heaven.
>>
Time to move out I believe.

>>164021762
>>164021762
>>164021762
>>
>>164021693
Basically, but the cost I mentioned was the standard version of the mod, which I have installed, and the added 350 plasteel cost is the hardcore version. What's the point of that? Bionic is slightly above an ordinary prosthetic, there is advanced bionics afterwards for the endgame
>>
>>164014587
Can you pack pods and fuel inside pods for quick return?
>>
>>164014724
>buy slave
>instant colonist
>sell slave to pirates
>instant pirate?

Surrendering instead of running away would be a nice feature.

>>164014769
Its easy to create and the demand is low. There are plenty of "rimworld planets" and every single colony can create them. Its like selling shitty panties on the internet. Not an economist but i think its price would be low.
>>
>>164015067
>not having all non-pistols is a secure mountain storage
I always run a pacifist colony, noone carries weapons expect hunters and the dedicated "mentally safe" guards. There are pistols stored all over the colony thou, in case if i need to arm everyone but no time to get to the big ones.

>>164015227
You want to increase the pain, thats what puts them down, not the damage.
Also the 67% instakill bullshit.
>>
>>163939627
>They are a consistent free +24 to beauty and don't need a good constructor to make them.

That's because the pot is pretty irrelevant and the flower is the source of beauty.
>>
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>It's another "fat and useless pawn l rescued goes berserk and kills my most useful pawns because she was a junkie and hasn't been snorting coke for the last 12 hours"
>>
>it's another "literally everyone will stop what they're doing to light fires" episode
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