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/rwg/ Rimworld General

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Happy New Year and be careful with fireworks edition.

>What is Rimworld?
Dwarf Fortress lite
>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
>>
>>164199682
It's not 2017 yet, cunt.
>>
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Speaking of fireworks
>Trying things out with Mine Tech
>Realize I can, through using an adjacent remotely detonated smart mine as a trigger, essentially setup remotely detonated chemical and nuclear mines.
>>
>>164199682
Started playing this game today, but im having trouble making my settlement prosper...

I start off ok but eventually all my villagers starting having mental breakdowns, how can I create a stable village?
>>
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rate my base
>>
Reposting from earlier what I want to see from the prison/slavery system:

You should be able designate prisoners for labour or pleasure, or both, and they would do simple menial work or get taken to bed by colonists who are in need of some mood buff.

You could make it so that you get a harsh recruitment penalty for enslaved prisoners, so you'd look at the prisoner and decide if you want to try to recruit it or not, and then either keep it in the prison or put it to work. And maybe they'd work with a -20% speed penalty or something to incendivise actually recruiting instead of enslaving everything. Also STDs, slaves sneakily arming themselves if left to roam too freely, pawns falling in love with slaves they visit often and trying to elope etc etc. Shit would be so clutch.
>>
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>>164200196
The fuck?
>>
>>164200196
rave party/10
>>
>>164199793
It is in some places you amerifat also I ain't waiting for it to actually be because I'll be fucking hammered then.
>>
>>164200531
I'm not an amerifat, cunt.
>>
should I burn it? or wait for all the degenerates to rot?
>>
>>164199682
So guys which biome do you find hardest?

I'm looking to start again on the new build, but I wwant to rip my hair out, Jungle seemed more brutal than the super extreme ones (within reason) last time because witht he extreme ones once you fix the intiial shit it's not too bad, but jungles hit you with fires and disease regularly.
>>
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>>164200594
>>
>>164199990
Check your colonists traits and moods. See what they like and hate. Too small rooms will drop their mood. Big enough keep it neutral. Spacious enviroments will get them a mood boost. Same goes for beauty. Build some flower pots so they decide to plant flowers in them for beauty. Try placing wooden floors in some rooms. Make a kitchen and order cook to make meals so folks don't have to eat raw shit all the time. Check if dummies don't wear clothes after dead peple or simply tattered, destroyed ones (below 50% durability). Order tailoring specific clothes for different time of the year. Parkas for extra minus temperature resistance (cold snaps) or cowboy hats for that extra plus temp. resist. (heat waves).

etc.
>>
>>164200718
Are your colonists squatting in an eastern European slum or something?
>>
>>164200718
Was this base made by a computer?
>>
>wake-up cargo pod
>yayo cargo pod
>grizzly bear self tamed
Is Randy trying to tell me something? How effective would a drugged up grizzly be at protecting my colony from the wolves?
>>
>>164199793
it's in couple of hours and this thread will be up for a couple of days

fuck off retard
>>
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>Be lone stright male in coloney of 5
>Only 1 other gay guy
>Top tier engineer and grower
>Hit on the other 3 girls
>Keep getting rebuffed
>Constantly on edge of mental break
>Gay guy hits on me
>mfw
>>
>>164201608
>>164201685
I made a mod where squatters(space refugees) come to your land and set up little shacks,do drugs, fuck,etc.
>>
>>164203494
Fucking where
Upload that shit faggot
>>
>>164203494
>I made a mod where squatters(space refugees) come to your land and set up little shacks,do drugs, fuck,etc.
You are a god damned genius. Please upload the mod, i want to fire mortars at space hippies that squat on my land.
>>
>>164203248
another grizzly self tamed
Are they going to freak out and wipe me from inside? How the fuck do you keep bears?
>>
>>164203924
They're like big dogs, completely harmless.
>>
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>>164203494
That sounds fun as fuck. Are they just neutral dudes that walk around and litter your map? I'd love to try it out.
>>
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>>164204034
Yeah I suck at this though. I probably wont end up finishing it, but basically they're just neutral and land via space pod shitting things up. They come with drugs,addictions,pets and a few building materials. I wanted them to build little communities that you would crush,enslave or trade with but I don't know how to do any of that shit. Hopefully someone will build a better version because I don't have time for this. Pic related is what inspired this
>>
i am thinking about getting this game. is rape/prostitution possible?

also what mods should is use for first playthrough?
>>
>>164204601
>i am thinking about getting this game. is rape/prostitution possible?
wew lad

>also what mods should is use for first playthrough?
nothing
>>
>>164203980
Got a raid with two tribals, they downed both bears.
A bit too harmless i think, traded them for a KPV machinegun, randy keeps dropping ammo for it on me all the time, might be more useful.
>>
>>164203494
>cat ate a portion of motherfucking luciferium
Well now I have an addictcat. I have so much luciferum that I really don't mind the cat having one dose every 5 days, but there is no way to schedule it, and he won't eat it himself.
>>
>>164204601
>what mods should is use for first playthrough?
Respect T's artistic vision, play a few times without mods then look around for mods that you like. Most big mods extend a certain part of the game that you may or may not like so you have to know the base game first.
>>
>>164204915


Why would you make someone subject themselves to vanilla?
>>
>>164200196
Looks like a perverse sex dungeon
>>
>rich guy start
>get sick
>no one to doctor

Wew, time to another restart I guess. Its not like I want some progress or something;
>>
>>164204927
Close your addictcat without food in small cellar with just some luciferium every 4days. Wall off the entrance until it goes crazy or eat the medicine.
>>
>>164205159
What's wrong with vanilla?
>>
>>164205159
>implying there is something wrong with vanilla
>modding the game before playing vanilla
>>
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How can people hate bugs?
>>
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>>164204601
No rape, no prostitution. Vanilla game is rather "nice" as far as it goes. The worst vanilla scenarios ends up something like this anons
>pic related

Some anons in here work bit by bit on some nifty mods and scenarios. Rape included but we're super early into that. For now it's mostly theory crafting and exploring the possibilities.
>>
>>164205570
Well that would defeat the purpose of having a cat around in the first place.
>>
>>164205992
It's just every 4th day man. You can have your insane ambrosia-addicted furball for the rest of the time chasing after raiders all you want.
>>
>>164205703
>>164205902


it's shallow as fuck and devoid of content

also mods make the UI and management a lot better and remove some of the annoying micromanagement like having to manually turn off all the power hungry structures
>>
>>164206237
>it's shallow as fuck and devoid of content

exaggeration

are you from tesg?
>>
>>164206237
It's functional and you still need to learn to play and survive in vanilla before you can decide on modding some stuff in or out.

Vanilla isn't perfect and there is stuff I don't like either. It gets boring but mostly beacuse I spent on it months already and have been playing since A10 or something.

You seems to have point of view of someone with solid backlog of hours into the game.
>>
>>164206564
I have a solid backlog of hours into the game and still think vanilla is fun, I think that guy is just a faggot
>>
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>mfw rape is my fetish
p-please stop toying with me anons

I've had to suppress this for over 10 years
>>
>>164206404
>exaggeration


Bitch please, there's fuck all variety in just about every aspect of vanilla


>It's functional and you still need to learn to play and survive in vanilla before you can decide on modding some stuff in or out.

Fuck that noise, I did that and it was just boredom incarnate once I got past the "how do I food and power?" phase.
>>
>>164206759
You should go play a different game then

Bye bye
>>
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>>164206759
you sound like you need every handholding/ overpowered mods for the game to feel complete to you

> I did that and it was just boredom incarnate once I got past the "how do I food and power?" phase.
maybe you should stop playing babycore?

either way you sound like a giant faggot
>>
>>164206759
I type


two lines
after every sentence

>seemingly at random

because autism to justify my easy mode modded
>>
>>164199682
I like the bunker at the bottom OP, though ye lads should note that steel catches fire just like wood and you should always try to make outside bunkers/defenses out of stone (deconstruct the little buildings around the map and remove the floors underneath for early materials).
>>
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>>164206984
>acting like vanilla is hard on any difficulty unless you get fucked by RNG before you get properly set up
>>
>>164207210
>says the babycore player
>smug anime image

into the trash your opinion goes
>>
>>164207184
Other anon here. You do still sound like an agressive faggot though. Since this thread began I believe I can pinpoint your posts with ease. You bring nothing and shout a lot. Get fucked.

>>164206724
I always make one of my colonists a 16 year old warden/doctor named Joeline. She takes care of prisoners. Rewards some with drugs and punish others by cutting out body parts out. She's my lolidom queen
>>
>>164205953
>hey that cough sounds bad, you should see the doc
>w..what cough? im not sick
>dont touch me im not going near that thing!!!
have you had any colonist go berserk while in the same room as that creature?
>>
>caravan rolls through
>young one rolls into my colony into the caravan
>they all beat it up.
>I have the chance to rescue it.
this can only end poorly. should I do it?
>>
>>164207210
If you want to prove your point, play vanilla ironman on Cassandra extreme and post how it goes w/ screens. Bonus points if you don't complain about muh rng
>>
>>164207439
Never mind, it got back up and attacked the caravan again and they finished it off...
>>
>>164207439
What is young one, some kind of boyband?
>>
>>164207193
I used to build everything from wood or steel. Then one day i realized how retarded that is.
Once you go stone you never go back.

Stone is fucking everywhere, you can grab those random buildings and use the bricks to build a decent base within the first 3 days, then the chunks... There is so much stone everywhere, stronger than steel, 0% flammability.
Meanwhile, steel is needed for everything, wood is useful for furniture.

That should be the first tip the game throws at you.
>>
>>164207310

Oh man, you have to manually turn off the smelter when it's not in use, how hardcore


>>164207465
>Bonus points if you don't complain about muh rng

>actually implying most of the difficulty doesn't stem from whether or not you get negative events at inopportune times

I mean come on
>>
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>>164207210
>sent from my fully modded softcore playthrough
>>
>>164208247

It's a game. People play it in different ways.
>>
>>164208219
But I wasn't implying that? That's the point of the game, you were basically saying ''acting like vanilla is hard on any difficulty unless you play the game before having a finished base set up to make it easy''

I knew you'd pussy out, what difficulty do you play on? I bet you reload constantly on base builder Phoebe and then complain it's too easy
>>
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>>164208219
so you are the nigger who thinks Rimworld is "so easy" but never plays permadeath and just plays softcore with shit like EPOE + other game plays itself mods?

play cassandra on some hard difficulty with perma ON and make it off planet if you are so good, I dare you.
>>
>>164207210
>unless you get fucked by RNG before you get properly set up
Wew it's almost like that's the entire challenge, preparing for most every possible rng scenario
You won't win all of them, but you'll have to be able to succeed consistently
>>
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>>164208581
>That's the point of the game,

yeah and the problem with vanilla is that setting up takes almost no time whatsoever since it's so simplistic

>I knew you'd pussy out, what difficulty do you play on? I bet you reload constantly on base builder Phoebe and then complain it's too easy

have an animu face for your words
>>
>>164208023
Yeah stone is the best and one of the most important things to have, I like how you don't have to research stonecutting anymore with the crash landing start so it's even easier to get a supply.

Also note wood floors don't catch fire and act like any other floor, so you can use your wood for those. Although they changed it so stone floors don't take nearly as long to build anymore and they're still prettier, so you want stone for that as well.
>>
>>164208825
So after being asked what difficulty you play on and whether you play ironman multiple times you still refuse to answer, I wonder why? HMMMM.

Your claims that the game is so easy might have a tiny smidgeon of credibility if you actually played it on anything but babby mode.
>>
>>164207210
>vanilla is easy
>if I luck out for two years straight and get only the easiest events and good map/peongen
No shit faggot
>>
>>164209017

How do your work bills look for the stonecutter's bench? I usually just have them maintain a stockpile of like 500 of whatever blocks.
>>
>>164209236
It was cassandra second hardest and I quit after I ran out of research and endgame consisted of waiting months and months for a chance to get plasteel but fucking nothing was happening (it was the patch before drills)
>>164209412
>>if I luck out for two years


Nigga please, unless you're on an ice sheet you can take care of survival and heat within the first couple weeks and the rest comes soon after unless the map has fuck all metal
>>
>>164207210
>>164208219
>>164208825
>Oh man, you have to manually turn off the smelter when it's not in use, how hardcore

spoken like a true softcore baby, and yes, managing everything well is part of the challenge, especially without hand holding mods

if you dont turn off this smelter maybe your power will fail and food will rot, and that can have different negative results like mental breaks ect.

but you just reload when bad shit happens and claim the game is easy

kys retard
>>
>>164209616
I build a tiny shack with two stonecutter tables and two tool cabinets right next to the dumping stockpile, and have another stockpile for only blocks next to it.

I just set the bills to ''any stones'' forever and suspend when I have enough. As long as blocks are being made it's all good.
>>
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>>164209793
looking forward to your permadeath let's play on extreme cassandra my anime friend, I'm sure getting of the planet will be a piece of cake for an Rimworld expert like you
>>
>>164209793
After much prodding you finally replied Cassandra second hardest (=Intense) and what seems to be a14, but on softcore or with permadeath (being able to reload or not)?
>>
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>>164209853
>spoken like a true softcore baby, and yes, managing everything well is part of the challenge, especially without hand holding mods


>doing a repetitive chore over and over again is difficulty


Holy fucking shit
>>
>>164209793
>Nigga please, unless you're on an ice sheet you can take care of survival and heat within the first couple weeks
Building a bunch of farms and a few shacks is not 'taking care of survival'
You need stone walls, you need defenses for all the kinds of sieges, you need tons of mood stuff like quality rooms, you need power and backup power for various things, you need roofs and clothes and stuff for the elements, and so on
hence why you're only in the clear after like two years
>>
>>164210213
>managing your colony is a chore

why do you even play this game?
>>
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what are some harmless drugs anons? like psychoid tea and shit
>>
>>164210384


>having to manually toggle power on and off every time you use a structure because your colonists are retards and leave the fucking furnace running at night isn't a chore


there are no words for this autism
>>
>>164210558
>clicking the mouse two times after a raid is a chore
>autism as an insult

once again, why do you even play this game? are you lost or something?
>>
>>164210541
I think all of the drugs can cause addictions and even ailments (looking at alcohol here), ironically I think Luciferium, which definitely will turn insane and kill a colonist if not taken regularly, has the most beneficial effects if you get a good supply (turns them into regenerating superhuman).
>>
>>164210541
I just manually make them use drugs or modify "social drugs" so they dont get addicted

on default they use all the fucking time
>>
>>164210558
you're literally destroying the vibe of the general with your autism triple enter faggot after every sentence

just fuck off

if you want to have close to cheat mode mods then so be it, you've justified it to yourself - but realize retard that not everyone will see it that way so just shut the fuck up and play soft core mode
>>
>>164210541
Actually I forgot Penoxycyline which just immunizes against disease and does nothing bad. But no comfy teas, you'll have to get a mod if you want that (Vegetable Garden looks really good)
>>
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anyone using colony tab here?

is the threshold hitpoint still buggy?
>>
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>>164211108
>you're literally destroying the vibe of the general with your autism triple enter faggot after every sentence

>muh hugbox
>>
Its easy to just not respond.
Especially to retarded weebs.
>>
>>164211275
That's what general threads basically are though, you don't like it? Maybe you should go
>>
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>>164211481

you can go to reddit if you don't want people insulting the things you like
>>
>>164207939
One of the neutral mobs in cthulhu mods.
https://ludeon.com/forums/index.php?topic=26078.0
>>
>>164211653
So after empty opinions with nothing to back them up you're switching from buzzwords to full shitpost go to leddit mode now huh? Your smug anime images aren't even good
>>
You know what we could really use? A 'replace wall' feature. I always start by making my compound out of wood but pretty soon after, the stone blocks start rolling in and it'd be nice to just drag and drop new walls without having to designate deconstruction on the old walls.
>>
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>>164211391
>insulting the things you like
but you are not insulting anything? you just stand out as a retard with garbage opinions
>>
>>164208825
>>164210213
>>164207210
>>164211275
>>164211653
>being this much of a cancerous faggot

fuck off back to whatever shit hole you came from faggot, we're not YOUR hugbox retard
>>
>>164208760
>played vanilla for over 3 years
>mfw I tried glittertech for the first time
Fuck you, I'm never going back. I still have nightmares about rerolling colonists for over an hour. Plus, mods actually add something to build towards beyond just leaving the planet for jaded veterans like myself.
>>
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>people are still replying to him
Shame on all of you all, you should know better.
>>
For the rape mod guy try looking at surgery for arms and legs.
You might be able to just bruise the torso and or jaw if your lucky.
>>
Guys I swear to god. Leave the faggot be. He comes. He whines. You answer him. He whines more. It never ends.

It's not like you are on 4chan since tomorrow friends. You should know better how does shit operates in here. Anons will be anons. Faggots will be faggots. /b/ tier tards sometimes find their way to the upper floor. The less attention he gets the less reason for him is to stay around. It's as simple as that.

Happy New Year and stay safe. If you live in place where there are going to be a lot of fireworks please remember about your animals. Cheers!
>>
>>164211931
JTreplacewalls mod, it's in the workshop
>>
>>164212121
I don't think anybody is arguing mods are bad in any way, though depending on the mod it may be a bit cheesy. But launching a diatribe about how the base game is shit without them...well that simply isn't true.
>>
>>164212121
I never said mods are bad, just not needed for newbies

in fact, I hope tynan adds some endgame mods to core game, I don't want to leave the planet, I want to change it into Glitterworld
>>
>>164212413

o shit

thanks, famalamadingdong
>>
>>164212352
>If you live in place where there are going to be a lot of fireworks please remember about your animals
I'm lucky my cats don't give a shit
>>
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>>164212352
Happy new year anon
>>
>>164212676
You're welcome, that shit bothered me for ages
>>
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>>164212352
Happy New Year. Hope there will be more updates for us
>>
>>164212552
Same
>>
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This fucking cat, I swear
>>
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>>164212352
>mfw there will be probably at least 3 alphas or 1.0 in 2017

happy new year
>>
>everyone dies in a heatstroke
>one straggler to the afterlife
>based randy gives me a second wind

>count each and every one of my blessings
>another raider, the third this season
>things aren't going well, but one guy gets shot in the mind and becomes a savant
>raiders from Babykickers have decided to kidnap who they can and leave
>colonists need rescue
>no colonists conscious

i dont know if i can put darcie through this again /rim/
>>
>>164213006
What a fucking champion.
>>
Does the amount of raiders increases regardless of the wealth and number of pawns?
Let's say that I roll with hermit run with only one guy and literally no wealth. Will I get 1-2 raiders constantly or will the number increase?
>>
>>164213006
can animals use smokeleaf too?
>>
>>164213368
I think it's wealth + time but I'm not 100% sure. Seems like raids get bigger and stronger even if my colony doesn't change that much.
>>
>>164213006

Good lord. Did you administer all that shit or did the cat take it voluntarily?
>>
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>>164213006
>mother dog pops out two puppies
>they both IMMEDIATELY run over to the beer
>one dies, one lives
At least I'm burning most of the drugs people drop nearby.
>>
>>164213368
I'm not sure but I was wondering something similar either. Are only structures and stockpile contents considered as wealth? If so, is it better to invest in e.g. gear, bionics and animals so as to keep the wealth stat low? I do know once you start stockpiling plasteel the raiders go nuts
>>
>>164213606
No, he did that all by his lonesome. I had to administer luciferium to keep him from dying, but that was after he went and got himself addicted.

The reason why he's laying right there is because he went and OD'd with the coke on the floor.
>>
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>>164212352
Happy New Years.
>>
>>164213735
something similar as well*
>>
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>>164213628
Reminds me of the time when I had a pack of deer literally drink themselves to death in the previous alpha.
>>
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>>164213006

Holy shit
>>
Huh, I didn't know raiders could attack caravans from friendly factions if they meet at your base
>>
>>164214031
Yeah, mechs and raiders also fight and so do manhunting animals with all humans. You can sometimes use it to your advantage
>>
>>164213784

That's hilarious and sad at the same time.
>>
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>>164213784
>''release me from this gay planet''
>eats a mountain of drugs
>>
>>164213628
>>164213006
>>164213942

>cats,dogs and fucking deer opening beer bottles

tynan pls
>>
Remote activation switches when? Currently game capabilities in constructing traps are pretty poor
>>
>>164213784
this is hilarious , does he have a name?
>>
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>bulk goods trader
>thank god I can buy components
>solar flare
Fuck you too Cassandra
>>
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>>164213006
>>
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>Start with: Random Pet
>yorkshire terrier
>hit "O"
>>
>>164214567
I just want some draw bridges and at least a few Z levels like roof and trench
>>
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>>164214476
>>
>>164213006
And so the legend of addictcat lives on...
>>
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r8
>>
>>164214853
Yeah, his name is Hiroshi.
>>
>>164216603
Nice
>>
>>164216603
a+
>>
>>164213013
Has T talked about what comes next? The world map and traveling was kind of a surprise.
>>
>>164218354
I don't know, I only watch the blog, maybe some other anon follows what he says on reddit, twitter and forums
>>
>>164215214
You can designate roofs, bridge and trench is moddable and i think they been there a while ago.

Proper Z levels are the most unlikely thing to happen in rimworld.
>>
>>164216603
10/10
>>
>>164216603
If I were to rate things using only the relative position of notches, this would be the notch at the top.

The Top Notch.
>>
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How would people feel if the dev(s?) added aliens and different alien species that your colonists could be?

Pic unrelated
>>
>>164216603
That's some good shit, anon
>>
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TOXIC FALLOUT IS THE MOST UNFUN SHIT IN THE GAME
>>
>>164219375
Yes

but it is very !FUN!
>>
>>164219230
Dev sadly said no ayys (I hope he changes his mind) but said a future for "modified" humans was possible/in store. So we pretty much may see "ayys" in the future but in a "they originate from earth meme".
>>
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>>164219457
>It's a "they aren't aliens, jsut humans that took a different evolutionary path" episode
>>
>>164219375
>free food
>bad
>>
>>164219230
Not sure honestly, his "art" skill isnt high enough to make intresting 2d blob aliens.
I would like to see modded aliens from other games instead, we need something familiar.
Not sure if non-human fully functional colonists are possible but if not then i think he should definetly throw in one semi-alien thing. Like genetically modified humans from a separatist glitterword. Not for anything useful just for the framework that modders can use to add legit aliens.

Or brain transplants, move colonist into a dog or robawt then get some lovin'
>>
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>>164219616
Yeah, it's kinda dumb. I think it's only because the dev wants to push the "space is empty and we are there to fill it" theme. So long as we get some cute ayys that we can love and some more badass "genetic experiments" like wargs I'm game... kinda.
>>
>>164219810
>Current year
>Not uplifting your pets using super unethical AI tech
>Not building them mechsuits to use for world domination
>>
>>164219810
There is some guy who already made a cat girl mod. So at least the possibility is there.

https://ludeon.com/forums/index.php?topic=22336.0

>genetically modified humans from a separatist glitterword
It's pretty much confirmed in the backstories of characters that glitterworlds have the capability to let anyone have "the body they want." So we might get some interesting "non-humans" but the most we'll get to a unique civilization and planet of aliens is the planet of space furries or something.
>>
>>164216603
>be unicorn pachyderm
>frolic around the outskirts of a human village
>settle in the meadow for a calming nap
>weak up
>surrounded by beer, fences, very worn down mortar shells, and a turret
>>
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>>164220250
>Weebshit mods
>>
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>>164219951
>mechanoids
>plasteel made by ayys
Its just a cheap excuse.

I want a game where i can be space racist and rimworld is one of the few games that can do it.
>ayy slaves
>>
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>finally get some turrets set up
>some stone age fuckers throw some spears and blows them up
>rebuild it
>repeat
I GET IT I NEED BETTER DEFENSES RANDY, JUST FUCK OFF FOR FIVE MINUTES.
>>
>first down raider raider
>addicted to luciferium
>second downed raider
>addicted to wake-up

oh for fucks sake
>>
>>164220330
>Furshit mods
FTFY
>>
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>>164220330
We have to persevere, anon.

>>164220442
Yeah, human dominance is always top tier as long as you keep some loyal, subservient ayys around for company.
>>
EVERY and I mean EVERY fucking raider has a 99% recruitment difficulty

is this a bug in A16?
>>
>>164221137
I think the game memes you so that you can't expand your pop too quickly/go over the AI (for Cassandra) soft cap of about 13. I believe Randy let's you have tons of colonists though, if that's your thing.
>>
>>164220442
I'd like some kind of Dead Space explanation as to why there are no ayys, only humans in Rimworld.
>>
>>164221319
What does <desiredPopulationCritical> means? Once you reach it the game triggers all possible events at once?

Randy has it at 50, others at 18.
>>
>>164221319
I have 5 default tribals, I play this game for a year and raider had various recruit difficulty, now I play A16 and like I said every fucking one is 99%

is this because I'm a tribal or a bug?
>>
>>164221521
Dead space had a story? I though it was just doom in space.
>>
>wake up
>roll over
>wake up again
>read half the new thread
>pages of autism on both sides

I hope everyone involved dies before the next new year for how shameful a display that was. Please take this as an invitation to never bring that up again and not act like a bunch of pack animals and sperglords over trivial matters. Long live /rwg/ and happy new year.
>>
>>164205953
>They don't allow her to see, but they look cool
99 keks
>>
>>164219951
>>164219616
>xenophilia
>furfag movie reaction images
like cockwork

>Glitterdogs: Transhuman descendants of some glitterword's hubris. smaller and more physically weak than humans, but with thousands of years of genetic work behind each cute face. racial backstories include:
>Glitterdog sibling: Rocky was bred for a rich family and raised along with their infant child, however, with the parents' busy schedules, poor homeschooling, and huge estate to explore, the two children ended up raising each other. (+social, melee, cooking, artistic; -construction, mining, crafting, research)
>glitterdog shaman: as the chieftains of her rather spiritualist village, snowflake was in charge of organizing the yearly harvest festival. as the chieftess of her rather poverty-stricken village, snowflake had to make ends meet where they might've not to make her gods, and her village, happy (+social, growing, cooking artistic, -construction, mining, crafting, research)

UpWarg: genetically modified human with stronger resilience, strength, and tolerance, with powerful teeth, claws, and vision that had underwent heavy nanotherapy. originally designed to train soldiers, the bots suffered from a priority override glitch that prevents their usual programmed-suicide at the end of a healthy treatment, instead thriving and coating every surface of the beast. if any of that stuff gets past an uninfected human's skin...
>>
Should I buy this or stonehearth?
>>
>>164220523
>turrets's syndrome
>not superior hall of steel deadfalls
>>
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>>164222335
>google stonehearth
>click on their website
>mfw
rimworld.
>>
>>164222335
Pirate both
>>
>>164221713
It answers the fermi paradox with some kind of lovecraftian entity that has already devoured every other life in the universe and the humans just survived until now because they were simply not noticed.
>>
>>164221670
Possibly shit luck. The game really has a hard on for raiders dying from wounds that shouldn't kill them (just knock down) and sending you prisoners with 99% recruitment. I'm usually not too picky if I see an alright guy with like 74% recruitment but a good pawn even with 99% might be worth keeping if you have a good warden.
>>
>>164221530
I believe that's when the AI steps into the ring and says "alright, you gotta stop right there, hun." I imagine almost every raider after that has almost no chance of being recruited, etc.
>>
>>164222712
>he doesn't know about the 67% chance
>>
>>164222712
>shit luck

I'm not talking about 3-5 raiders anon, more like 20-30, every one has 99% recruit difficulty
>>
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>>164222459
Don't have the the tech to drain marshes around the base. Turrets are my best defense for now.
>>
>people using killboxes because they`re terrible at the game
Please uninstall the game and go play terraria.
>>
>>164206724
why would you suppress a rape fetish

it's not like it means you have to go out and jump women in dark alleys
>>
>>164223581

combat is too shit for anything else

though you really don't need em until late game when it spawns dozens of raiders at once (and by then you might as well leave if it's vanilla)
>>
>>164223581
There is nothing wrong with killboxes.
>>
>>164223768
>>164223760
Get fucking good or quit.
>>
>>164222335
Not sure about Stonehearth but Rimworld is getting a steady stream of updates from an (our guy) dev.
>>
>>164223812
>if you dont play the game you paid for the way i play it then you are not allowed to play it!!!1
>Brain - Permament injury
>>
>>164223581
the game even tells you that you need defenses so what's your point
>>
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>>164222293
I quite like those ideas. The idea behind Glitterworlds is that they are a mix between paradise and debauch orgies (one and the same for many, I guess). So If Transhuman impregnation was a thing I imagine the population for those transhumans would skyrocket.

It might be a bit awkward to know that you come from a race stemmed from degenerate not that I mind humans wanting to bone each other in animal bodies, however.
>>
>dozens of abandoned colony starts already because new mods get updated to A16 every single day

If hospitality updated today I could maybe commit to something temporary, but knowing mods like that are just around the horizon just kills motivation to bother with any of these saves.
>>
>>164224709
in the grand scheme of thing we're all degenerates

praise cthulu
>>
>>164224867
Just do something silly then, make a tribe that attacks everyone and see how long you can last etc
>>
Tips for a Top of the World Ice Shelf start? Is it better to go with crash landed or rich explorer?

Do I rush geothermals first or hydroponics? Do I go with nutrient paste dispenser instead of cooking meals?
>>
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[PANIC]
>>
>>164225486
>wall it off until forever
whats the purpose of the power line on right?
>>
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>>164225576
Turrets until I can drain off the marshes, and breaks off to other pumps to keep draining marshes elsewhere.
>>
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>>164224894
United under degeneracy.
>>
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>want to play A16 for the first time
>decide to go solo colonist + start with nothing
>not very experienced in Rimworld, like 40 hours total, so play on rough Randy because I heard it's easier than Cassandra

>my only colonist gets ill first day
>get raided by a guy with incendiary launcher second day, somehow manage to kill him with a club
>2 heatwaves in first year, volcanic winter at the end of it
>still somehow manage to survive with 4 colonists now, 100% stone buildings, decent food supply, completely walled settlement, 4 turrets + 10 steel traps at entrance

>at the first day of second year, get besieged by 6 raiders armed with assault rifles, sniper rifles, shotguns, and a mortar
>meanwhile, my best weapon is a shoddy pistol

Is Randy always this brutal, or was I actually very unlucky? Cassandra seemed way easier than this.
>>
>>164225886
predator mod when?

Game needs more hidden/subtle dangers and risky shit.
>luciferium based power generator, if runs out explodes, has a chance to infect
>thing movie sneaky alien meme
or at least black void mod update
>>
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>>164224894
Speak for yourself, degenerate.

>In the end, what would you gain from everlasting remembrance? Absolutely nothing. So what is left worth living for? This alone: justice in thought, goodness in action, speech that cannot deceive, and a disposition glad of whatever comes, welcoming it as necessary, as familiar, as flowing from the same source and fountain as yourself.
>>
>>164226182
Randy is Randy. He does what ever the fuck he wants. He can let you off on easy, sometimes he just rapes you.
>>
>>164226182
Randy is actually random as his name implies, and has no regard for difficulty whatsoever. So one game he can drop five raids back to back on day 4 and another he might give you pods filled with bacon and medicine every day for two years.

Cassandra/Phoebe actually generate events based on a difficulty curve
>>
>>164226182
Cassandra starts from 0% and slowly works up the difficulty. Randy is random from the start.
Just start randy on lower difficulty.
>>
Is event difficulty still tied to colony wealth?
>>
>>164225486
Those are easy peasy for normal starts. Put an IED on every corner. Shoot with sniper rifle. Wait for mechs to trigger mines. Once they trigger all four, they will attack you. Hopefully, most if not all of them will be heavily injured or dead. As tribal... you're kind of fucked if you haven't researched IEDs or guns.

However, tribal is by far my favorite start. It makes the game in the beginning feel so much cooler because you're forced to used primitive weaponry and tech to survive on a post-apoc planet. When you finally get electricity and outfit your guys with homemade guns and armor, you feel a lot of accomplishment. When you make power armor and bionic implants, you feel like a god, rebuilding the world of your ancestors...

>>164226182
Randy can be the easiest or hardest storyteller based on your luck. I remember one of my colonies didn't get raided for years with Randy. With another, they were getting raided every season for years, plus mechs, illnesses, and manhunters galore.
>>
>>164226782
Pretty sure it is, I think even with Randy the generated event will have a diff relative to your wealth
>>
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I have 3 caravans visiting and some ancient ruins full of mechs, 5 cryo pods and some bugs.

Should i open it and hope the caravaneers clear it or me?
>>
Does light level affect surgery success chance? I see people putting sun lamps in hospitals, and now that I'm failing at every minor surgery it starts seeming like a good idea.
>>
>>164227909
If you're considering whether you should do it, the answer is 9/10 times yes motherfucker, do it

>>164228054
yes it matters, but put a normal lamp in there too and just switch to the sunlamp only for surgeries to conserve power
>>
>>164228054
Surgery in general is kind of fucked. Regular medicine will reduce your surgery success chance by 70% multiplicatively (normal success rate *.70). The cleanness of the room also effects your chances by +/- 3%. I'm not sure lighting affects success rate though I think temperature, lighting, and cleaness do affect work efficiency in general.
>>
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>mfw set up USMC Sentry Gun in narrow corridor

Oh sweet tittyfuckingchrist what a massacre ....
>>
Is rice the best food plant to grow?
>>
>>164229280
Yes and no.

Yes, because it produces the absolute maximum amount of food per an unit of time, and because it's the least vulnerable to blights, solar flares, heat waves and such due to its short grow time.

No, because it's very labour intensive, and corn is only slightly behind it in terms of food/time.

Most people prefer rice early on and then switch to corn because it demands less babysitting, freeing up more manpower for something else.
>>
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>it's 2 hours until 2017 here
>went out, blew some shit
>came back in
>went to balcony
>watched shit blow up
>got cold
>went inside
>back to games and gaki no tsukai vids
life goes on but happy new years from here
>>
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Bad news, Addictcat developed chemical damage in his left kidney due to his bad relationship with cocaine.

We'll see if luciferium will repair the damage. Will only take about 750k ticks to find out ;_;
>>
>>164229496
Doesn't that make rice better for training the growing/plantcutting?
>>
>>164229496
What are advantages and disadvantages of the different crops
>>
>>164229280
until you get your production up it is good enough
>grow corn once a year
>fridge is overflowing
Wasnt there a mod that tied food growing to seeds?
>>
>>164229637
tfw when you so lazy you just watch the local fireworks from livestream
also fog so thicc cant see the next building but its a good meme
>>
>>164229771
Arguably, but I find that growers will level up fast enough even without using rice, since you'll be farming a lot of other kinds of plants, like coca, cotton and so on.
>>
>>164229847

Rice is best food food/time
Corn is best food/labour
Potato grows decently in gravel
Strawberry can be eaten raw without penalties
>>
>>164227909
>>164228352
I tired and i tried, but the people just won't get up and shoot.
Literally, animals and slaves dying in their sight, but they won't lift a finger.
>>
>>164229704
Shieet I didn't know that was a thing, they expand the amount of ailments drug (over)use can cause or what?
>>
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>Ostrich
>wildness 95%
>>
>>164230076
>cocoa
You using the vegetable garden mod or something? Is it good?
>>
>>164230421
Odd, are they sleeping? Are the ones getting attacked fighting back? At least they're dropping shit for you.
>>
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Time for some wild ride lads...
>>
>>164231134
Yes they did. Basically if you allow any pawn to accrue drug tolerance, they will develop some complications.

I had three cases of cirrhosis wihin a single year of starting my booze industry, all from social use.
>>
>>164231625
Nah. Psychite is coca plant renamed, just like yayo is cocaine and flake is crack.
>>
>>164232472
Oh that's what you meant. Man, I'm looking for somebody to recommend a cool plants/produce mod or one with clothes
>>
What are some good defense strats? I'm currently using bunker. Took down 8 tribals just now, but I feel the bunker will not be enough in the future.
>>
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>>164232293
>I had three cases of cirrhosis wihin a single year of starting my booze industry, all from social use.
There isn't any way for this to be cured, is there?
>>
>>164232946
liver transplant?
>>
>>164232943
Fuck off. Traps.
>>
>>164232872
Just try vegetable garden and figure out for yourself whether you like it. I looked at it myself but decided that it was a little bit too much, and the growable resources like plasteel were just too silly. Also I got the impression that they might have made the game even more easy.

>>164232946
Nope. Well, liver transplants, and I'm guessing luciferium can cure it, albeit slowly.

Booze is good as long as you restrict its use to once per two days and only when mood is below X%.
>>
>>164233124
>>164233069
Unless I'm retarded, I don't see a option to remove a liver.
>>
>>164233070
what? Fucking deadfall traps? You being serious m8?
>>164233184
Harvest liver from someone first, maybe?
>>
>>164232943
Combine it with deadfall trap corridors, put fueled generators inside the bunker and slightly extend the roof outside of them to put down turrets with sandbags in front of them (so enemies get hit penalties even against the turrets)

Put down more traps and mines between the outer wall/corridors and bunkers, put down concrete strips to prevent fires and trees from growing, place dumping stockpile zones with chunks in them in patterns to goad enemies into walking exactly where you want them to
>>
>>164233250
Yeah. I checked another colonist. I can pull a liver from someone healthy.

Here's to you randy that you'll send me a raid.
>>
>>164232943
Make use of IEDs, especially in or around your chokepoint. They are costly in components but they shred humans like crazy. Also, build more bunkers. When one of your bunkers gets overrun the raiders would still have to move on to the others. This is especially effective when you have lots of colonists since you're reducing friendly fire and avoiding getting BTFO'd by AOE weapons.
>>
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>>164233250
Deadfalls are extremely effective if used right, so much so that anons have commented they're cheesy. Although that's mitigated by the fact that once you have walls with traps between, you get WAY more sappers (speaking from personal experience). But they make short work of manhunter packs and tribals.
>>
How do I fix a bad back with EPOE?
>>
>>164233673
Not him but I've had a deadfall trap made by a very good constructor instant kill one of those giant mechanoids.

I looked at his body and it just said it cut it's head clean off.

I'm not sure if the materials or crafters skill affect the result but I'm fairly certain it does. I've tried making traps out of stone blocks but they take forever for them to craft and don't seem to be as effective if made out of steel, plasteel etc. the metal ones.
>>
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>>164233683
find a new spine
>>
>>164214031
>>164214143

Yep, I had a tribal start where a pirate raid came at the same time as 3 centipedes were slowly making their way around the mountains. They naturally got their shit pushed in by the inferno cannon slugs and I had easy time picking off the stragglers with just bows and the single assault rifle I managed to steal in front of the minigun slug while my animals distracted them.
>>
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>>164233823
>Read anon's post, about to reply ''no granite is surely the best I've made all mine from that''
>Decide to actually look it up

Haha hooooly shit what the fuck have I been doing steel is the best
>>
Have you guys tried the Tiberium mod? It's pretty cool for a starting idea; the risk of your map getting infected by green tiberium unless you contain it quickly is very appealing to me. Making a radioactive container of the stuff, with protection suits next to them and warning signs all around it is comfy as fuck; plus, you can use it to creatively execute prisoners by infecting them with the stuff.

It's a shame there's not much to do with the crystals, but apparently they are planning on expanding the mod.
>>
>>164234226
Wait but now that I think about it, if your traps have a lower damage then if your colonist accidentally trips one (has happened to me a number of times when they go to rearm them) they won't instantly be decapitated. To compensate you just build more traps
>>
>>164234529
Not to mention that you can build more traps so they proc more. Though you can still do this with steel, it'll just be more... deadlier to your colonists.
>>
>>164233864
can't you make a spine? I just got this 19yo and she was shot in a gun fight, right in the spine.
>>
>>164234529
>accidentally

l don't even know how it works, l have all the checkerboard pattern laid out and some faggot still manages to trip one of them, once in a blue moon.
>>
>>164234706
I think another problem is if you have a long corridor full of traps, your colonists will have to frequently cross active ones to rearm tripped ones (because not all of them are tripped all the time). This causes the incidents. There was another design posted earlier where the corridor is two blocks wide and you alternate trap placement leaving a little space in between so colonists, being smart enough to avoid active ones, will never step on them

But that means enemies will never step on all the traps
>>
>>164234973
>>164234986
>Right as the checkerboard is mentioned another anon confirms pawns are stupid enough to still die in their own traps
>>
>>164234940
yeah you can but i forget what research unlocks it
>>
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I really wish there was a way to counteract solar flares, even if it would be super fucking expensive. Like a 5x5 solar flare shield. These are more deadly than raids due to my biome.
>>
>>164235374
:(
>>
>>164235428
If hot, passive coolers.

If cold, campfires.

Yeah the flares are a bitch in the beginning, but if you can secure enough wood they really aren't an issue in the long run. They don't even last that long.
>>
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>>164234973
Hold up but with checkerboard pattern do you mean A or B?

In A they are technically still walking over the active traps, but in B they have a free path (that takes a lot of space)
>>
>>164235802
Ice sheet. Only wood I get is from orbital traders. The biggest problem is they knock out my hydroponics, and that can be a major problem depending on what else has happened recently.
>>
>>164235428
There's a mod for that.

https://ludeon.com/forums/index.php?topic=11272.0

RT-Solar Flare Shield.
>>
>>164235983
but that's the point in icesheets or not

i mean it's not even intended to be a playable area iirc
>>
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>>164235845
Why not build it something like this?

Any opinions on glittertech mod anyone? I haven't tried it, looks a bit too much for me.
>>
>>164234529
Just make sure the trap area has lights and they never walk on them. I use red lights for dramatic effect.
>>
>>164236230
Will your pawns actually use the slower but safer path if they need to rearm something in the middle?
>>
>>164236331
I've tried it once with medieval mod's spike traps, and they did go using that path. Raiders didn't attack the doors but went straight through the traps head on. Didn't really retry it lately, but I think it would.
>>
>>164236230
>Any opinions on glittertech mod anyone?
I love it.
Last time i played it it was in A14 but it had some real coll shit like OC Defense Rifle and exoskeletons that improve work rate by 10K % or something like that.
>>
>>164236414
the new patch changed how raiders attack now and how the AI works
>>
>>164236230
Hadn't thought of that m8, looks good

I wish you could build ''hidden doors'' for shit like this, so colonists can pass through unhindered but they look like walls and act like fortified doors to invaders
>>
>>164235983
>hydroponics
There's your problem.

If you don't use the mods which let you build soil, use gravel. You'll find it on the edges of mountains.

Unless you're on sea ice, in which case you're proper fucked. Just have a large headway in stocks is the best advice I can give you.
>>
>>164236798
That's a great idea for a mod, actually.
>>
>>164236230
>Any opinions on glittertech mod anyone?

It's shit. Clunky, unbalanced piece of shit full of poor grammar and typos.
>>
My base.
Any suggestions or tips on improvement?
I numbered some zones, feel free to ask and suggest.
>>
>>164237612
Nice base.
>>
>>164237612
10/10 base
>>
>>164237612
anon, i hate to tell you the bad new but your colonoy is
GONE
>>
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>bear self-tamed
Now this is the perfect attack animal.
>>
>>164237612
Very simplistic, I like it.
>>
>>164237612
>>164237667
>>164237696
>>164237704
forgot pic
no bully pls, I'm wasted. New Y
>>
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>Immediately ordered lad and girl lads to build concrete strip
Pls make it in time
>>
>>164200696
sea ice
you'll love it
>>
>>164237782
Very nice looking. The "church" theme for the sacrificing room is a good touch. 10/10 taste.
>>
>>164236798
lineofsight and fogofwar are on the same page as zlevels.

>>164237715 strangely, its not >>164204924
>>
>>164237856
use the cut order and make a 1block wide line with it.
>2017
>wasting steel
>>
>>164237941
Really? I'd assume a bear would maul the shit out of people.

Well, at least she'll be able to haul.
>>
>>164238126
I thought the same but melee works in mysterious ways...
It was 1v1, tribal with a club and another 1v1 against a bow.
Actually just realized it may have been because of the CR mod. Still, i would sell it at first opportunity.
>>
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>>164238126
It's self sufficient and good companion for a set-and-forget hunter, if he gets attacked the bear will stunlock the creature.

Bears are also effective in large numbers, if you can farm hay and have a trainer.
>>
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>>164238097
>Some fighting a sea of fire while others run to sanic build and machete chop grass in panic
>Useless gay enabler warg that refuses to be trained watches the spectacle unfold
>>
>>164238319
Eh, I'm actually fairly well off. I don't have a melee guy and as >>164238429 said, they'll be good companion for my hunter.
>>
>>164238435
>living in rainforest
Kek
Desertfag reporting in.
>>
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>>164238623
>living in rainforest
Not anymore
>>
>>164237715
a weapon to surpass turrets
>>
>>164238429
>bear army
>*russian national anthem starts playing*
>>
>>164238435
Great quick thinking on that concrete, now you won't worry about future fires either. At least from that direction.
>>
>>164238917
metal bear!?
>>
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>raid
>among the raiders is a 16 year old thin pyromaniac girl with a mohawk carrying a sniper rifle
>she is somehow mother to two of my colonists that are both twice her age, and mother in law to one
>>
>>164240071
Stop being racist.
>>
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>>164240071
cryosleep, not even once.
>>
>>164240071
and with one single pawn the game turned your perfectly normal colony into an incest breeding ground
>>
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>>164240071
>Shatters her daughter's spine with a single shot from max range while firing into darkness as the daughter is behind heavy cover
>>
>>164240409
>butchering the dead
>making clothes out of human skin
>occasionnal cannibalism
>drug abuse
>perfectly normal
>>
>>164236213
I'm going to keep making icesheet colonies until it I win
>>
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>>164240243

It does seem to cause a lot of confusion.
>>
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>>164240481
>pic related

>>164240570
no cannibal hippies here yet
>>
>>164240579
godspeed
>>
>>164240751

Jesus Christ how horrifying
>>
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>>164238435
>>164238623
>Having living things in your colony at all

Ice Sheet fag, ready to rock

Kill me
>>
>>164240871
post screenshot, I want to watch your suffering.
>>
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>>164240751
>Private Meowski tries to stop raider mom's rampage by going around with a knife

ha ha hoooly shit I'm gonna die to one raider with a shooting skill of 3, the others aren't even a threat
>>
>>164240751
Aww, she looks sweet anon. Would totally keep her in a nice room in my clinic until I get a new spine for her.
>>
>>164240961
Same. We feed off the suffering.
>>
>>164241152
Are you using Combat Realism?
>>
>>164241292
No, so feel free to say I'm filthy casuel or some shit

Am playing on Cassie rough ironman tho
>>
>>164241283
>>164240961

I've made some mistakes
>>
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>>164241489
That power cord only leads to one windmill, by the way

Also thunder went beserkarino

Maybe I should go back to doing rich explorer starts

I won't let this biome beat me
>>
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>she is the only one who gets away

fuck my ass
>>
>>164241748
Maybe you should stop being so islamic and recruit more males.
>>
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>>164241618
Same, anon. I need to conquer the ice queen.
>>
>>164241894
Not him, but in the same boat. Seven colonists and only one male. The game will NOT let me recruit any male prisoners.
>>
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>>164241894
Man I would if I could, I would take anybody right now

Somebody has to come sew all the cute girls back together
>>
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>Chinese nudity mod
>doesn't work on fat pawns
>>
>>164240071
Cryosleep anon.
>>
>>164242301
Ditto. My colonies almost always turn into a clamfest. There are about 3 males right now in my colony of 13 females.

the males are all married too, so the rest of the females better be lesbos
>>
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>>164242574
>mfw there are nude mods for rimworld
Well I understand nude modes for sims, or for elder scrolls.
But for rimworld?
>>
bought this yesterday, great game so far

how the fuck do I stop my peasants from eating raw food
>>
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>>164242574
>>
>>164242574
>what are fat rolls
>>
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>>164240871
>ice sheet
>not sea ice

It's like you don't even murder every single npc that comes into your "house" just to get your daily meals
>>
>>164242858
your chef has to be skilled for them to desire his foods

literally always cook everything to train your chef
>>
Is there an end to Rimworld?

Like do you keep a colony going until a set date then start again, or does a colony keep going until you fail to see high long you can go?
>>
>>164242574
Fats don't deserve to have nice clothes and a drawn body underneath
>>
>>164243040
you build the ship and leave the rimworld
>>
>>164243040
two win conditions:

>Build and launch a ship into space.
Doesn't end the game, and you can leave some people behind.

>Travel across the world to a ready made space ship.
You don't need to send everyone and it's probably not smart to. Best to make one caravan group that you supply with food and materials as they make their way.

Neither stop the game, but are considered a win condition.
>>
>>164243040
There are few endings.
One of them is a set game conditions, planetary weapon. After set amount of days, it destroys the planet.
The goal is to leave the planet. For that, you have to build a spaceship. With enough cryopods for every colonist, thrusters, engine and AI core.
Or, in the latest version, you can get lucky, and get a designated point to travel to. From there, you will be picked up and travel to stars, game over.
Honestly, Rimworld should be played like Dwarf Fortress - The game ends when your last colonist dies.
>>
>>164243002
They just keep doing that farm-to-table bullshit

literally, as in they ignore the stove next to the kitchen table even if they have cooking skill and they eat it raw
>>
>>164241489
>indoors -4c
try an open floor plan but only door off the bedrooms
heats ur base more efficiently
>>
>>164243040
You keep going until you construct the ship and get off the planet

Though even if you do that, you can keep playing with an empty base and wait for wanderers to settle there. Same when everybody is dead, just click keep playing and wait a little while
>>
>>164243249
Tribe?

Tribe are more inclined to eat raw.
>>
>>164243297
>wanderers settling on a ready base
>not starting over with 1 colonist without anything
>colonist face when he alone has to start a new colony
>>
>Leg shot off
>Immediately treat the wound
>Still bleeding, death in 15 hours no option to treat again

Do I have to get a prosthetic and install it within that time? What the fuck is this new
>>
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Modding in new races is going swimmingly.
>>
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>>164243249
You have to manually order a cook to prepare meals for them. Colonists won't cook their own food.

It's fucking retarded.
>>
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>Extreme desert
>Desert
>Arid shrubland
>Temperate forest
>Tropical rainforest
>Boreal forest
>Tundra
>Ice sheet
>Sea ice

>Plains
>Small hills
>Large hills
>Mountainous

Which are your favorite combinations and why?
>>
>>164243504
It's actually worse trying to start up again with wanderers, because since the readymade base has a high wealth and you likely won't get more than one wanderer at a time, they're going to have to fend off dozen-man raids alone
>>
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Now that I have created the dummy race it's time to start editing stats and creating new body parts.

There is a point to this: once I create my dumbshit furry race I will have all the skills needed to add new and cool races at you guys's requests.
>>
>>164244048
>what are automated defences
>what are killrooms
>>
>>164243996
Moutain because Tynan is a dick adn wont add z levels.

Temp forest for wood and fuck you i like it.
>>
>>164244274
>turrets
>fucking ever
>>
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>>164242112
its fuckin weird how often i think of rimword/oglaf when im doin the other

>>164242301
>downed raider
>17/f/cant haul
>good enough
>25/m/cant research
>lol fuck off retard
you just have to lower your standards
>>
>>164243249
You have to go to the table and click on the bills screen. Have the colonist cook meals until they have a good number

Alternatively, skip that bullshit and get a nutrient paste dispenser
>>
>>164244274
Well yeah, but are you saying nothing is ever going to get through with multiple raids and only one pawn to maintain everything?
>>
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Well thats a nice start.

>ceramite
>steel
>ready made walls for a temp storage because fuck unroofed degradation
>>
>>164243040
Lategame is fucking dead because the game is still getting new features. Once T says hes done with new shit and starts adding the meat thats when you will get the fun stuff.
Currently there really is no incentive to play "forever" because of the lack of lategame content so your only goal in the game is to get bored and close it.
>>
>>164200782
This, plus sculptures are fackin op
>>
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>>164244359
My standards is something with a pulse that can hold a gun. I really just need people who aren't pacifists, seeing as how three of my pawns refuse to do any violence.
>>
Which would you rather have and why:
20 shooting careful shooter pawn
Or
20 shooting trigger happy pawn.
>>
>>164243650
Does it actually uses the wolf body? Like body parts n shit?
>>
>>164244708
At 20 shooting - trigger happy.
>>
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>>164243996
I like coastal mountain rainforests. I like the feel of crash landing into dense jungle, knowing most of my supplies are gonna burn, and heading straight for the coast or a cave for shelter before starting a big plantation and going full exploitation mode.
>>
Are silver sculptures profitable?
>>
What is the point of art if my guy can't even make appealing structures with steel?
>>
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I'm impressed.
>>
>>164243650
>>164243840
Dickwolves. Anon, that's lewd! That's hilarious.

>>164244645
Thankfully Rimworld is one of those games where creating your own "endgame" is viable enough, à la Dwarf Fortress and such. Though I wouldn't mind more endgame goals related to NOT leaving the planet.
>>
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>>164243598
After staring at death in X hours timer with ass clenched in fear and pausing the game a hundred times while trying to quickly construct a peg leg (EPOE), the bleeding stopped on its own

Stop playing around game, one of these days I will have a heart attack
>>
>>164244808
I'm just coding that up now, but yes when it's finished it will have body parts like a tail that humans don't. I chose dickwolves because everything I need to do with them is already done by the vaginacats mod, so it's a cut-and-paste job while I also learn what exactly the fuck I'm doing. If I can pull this off then fully-rigged tentacle monsters aren't far away.
>>
>>164245171
Too smart and the sort are often underrated. Literally a god-tier combination when paired with optimist/sanguine (though it kinda nerfs the mood boost a bit).

>>164245083
Probably, but you have to weigh in the cost of the silver going in. I should try that sometime, I'm about to leave my current colony in a rocket ship and I have tons of silver to spare.
>>
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>>164245171
>tfw too smart to be a colonist

>>164245264
It also means I will be able to add race-specific bionics, like bionic articulated tentacles for octopus-men.
>>
>>164245416
add a slav race
>bonus: brawler
>penalty: alcohol addiction
>race bonus: do whatever you see fit
>>
What map sizes do you guys like? I usually do 300x300
>>
>>164245385
Thats why im asking, i wanted to make one from gold but the x20 thing makes it pretty hard. So thats why im wondering if i can sell it for big money or its like burning it.
How much is that anyway? Small one is 75 materials right? Thats 1500 silver to go in.
The profit is either going to be too small to bother or so high that i wont find a trader who can pay for it.
>>
>>164245656
the one before ludi, because they promise ludi to be bad.
>>
>>164245264
>I chose dickwolves because everything I need to do with them is already done by the vaginacats mod, so it's a cut-and-paste job while I also learn what exactly the fuck I'm doing. If I can pull this off then fully-rigged tentacle monsters aren't far away.

Did God foresee this when he created man in his image
>>
>>164245686
you can deconstruct them to regain some mats anyway.
and desu you should stick to classic-marble. What are you, a pleb?
>>
>>164245752
Well if he's omnipresent, then yes.
>>
>>164221670
>>164223029

If you play as tribals, tribals are easier to recruit. If you play as crashlanders, raiders are easier to recruit.
>>
>>164245959
tribals got a nasty penalty to research, though.
>>
>>164245752
>>
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>>164199682
hey, check out my cute little tribe i have going.

i built them cute little tipis to live in.

i'm having a lot of fun.
>>
>>164245385

>Have pawn with Very Neurotic, Industrious, and Too Smart
>Have burning passion in Research and Mining, among others
>Can level mountains at will and researches all techs within a year or so.
>Must keep them perpetually high on whatever is available or they'll go on berserk rages and kill half your colony with maxed shooting and melee.
>>
>>164245959
>some meme about language barriers and things
Forgot that was even a thing.

>>164246132
>>164245752
What even is a dickwolf anyway?
>>
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>>164220523
Plasteel turrets are a decent investment, if you set up a good crossfire they can facetank anything
>>
>>164246191
>wood buildings
>fire inside
>heatwave
how are they still alive?
>>
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>>164246191
Looks comfy. Are they all grills? Would get captured/10.
>>
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>>164246272
>he never played breeding season
>>
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>>164246272
>What even is a dickwolf anyway?
Definitely not real.
>>
>>164246426
that reminds me
Wasnt there a 3d version being made?
Also, furry.science
>>
>>164246305
Ah, thanks for the tip. I was worried about it being a throwaway investment.
>>
>>164246191
Looks very comfy, I think I might try that building design for any tribals I pick up.
>>
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>>164246489
O-Oh... I would consider relations with a "dick wolf."

>-10 outside
>cuddling with your wolfy
>>
>>164246616
>>164246191
I can't stop building commieblocks help pls
>>
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>>164245171
lets see how far their smarts take them

brb 20 hours
>>
>>164246616
>>164246191

Tent walls made of leather or cloth when?

>Cheaper than regular walls, but have little cover value and don't have the best insulation, but when de-constructed, you get all the materials back
>Coloured depending on material.

I just want my cannibal psychopath tribals to live in tents made of human leather.
>>
>>164246813
not
>getting him to warm up your inside with its warm, thick 5l of cum
What are you gay?
>>
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>>164246813
>cuddling with xeno
>nor purging it
>>
>>164233683
Spine replacements in EPOE are really damn good. Not too pricey and provide mobility and manipulation bonuses
>>
>>164246926
Have you seen a game where you can build tents from blocks? Or from anything?

It would look weird af unless someone got creative with it. Actually, it could be really intresting, have it look like its pitched so it takes up the whole 1x1, poles on one side...
>>
torrent where
>>
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>>164246937
a-anon!
>>
>>164247136

If I had any skill at spriting, coding, or indeed at anything related to games, I'd probably have a crack at it.

As I am though, I am a mere ideas guy.
>>
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>pawn fucknugget is binging on go-juice!
>>
>>164247341
Spriting might be a problem, but coding should be as easy as creating/editing a few ini/txt/xml files
>>
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>>164246963
Human supremacy is one thing, but staying chaste from these xenos is increasingly hard when they want it so much!
>>
>>164247432
>not destroying any drugs or alcohol you encouter after forbiding its usage

Its your own damn fault nigga.
>>
>>164247432
>not walling him in a 4 by 4 room with ample provision and bed to wait for his addiction to pass
>>164247483
>mating with xenos
>
>>
>>164247341
>I am a mere ideas guy.
Well there are two kinds of ideas guy
Those who come up with some basic shit then expect others to work it out
and those who come up with the solutions to the others bullshit ideas.

If you want to get it on
>get the art pack from the official site
>copy-paste the wall's code and art
>replace the wall blocks with poorly drawn tent blocks
Its not hard, you just have to put a little effort into it, too many people are afraid to start modding.
>>
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>>164247483
She knows how to get that juicy intel from humans.
>>
I'm pretty sure there's no compacted machinery left to mine, what do?
>>
TORRENT WHERE SPOONFEED Me I'M GARGLING WITH ACID AMENIC AND CUM RAGAGGHARG
>>
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rate the first wanderer to join my colony
>>
>>164248303
Organ farm or food for winter/10
>>
>>164246426
>they do jack and shit for 3 years
>completely redo all the art for no reason
>artist runs off with all the assets

there's a reason nobody has played it
>>
>>164248303
Warden/10

Useless for anything else, but you'll have no problem recruiting prisoners.

Plus, now you've got an art slave. Marble sculptures for days.
>>
>>164248303
Warden/Hunter and nothing else ...
>>
>>164248303
>incapable of literally everything
>>
Is "ready to harvest" significantly better than 99% growth? Am I losing out on any more than 1% of my lumber if I cut 1% early?
>>
>>164248657
You should see the Sheriff combinations, they can be quite literally incapable of everything. It's more useful having a snowhare than them.
>>
>>164249031
fuck off I like this guy.
>>
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>>164249169
Fuck sheriffs.
>>
>>164248203
leave the planet
>>
>>164248203
Wait for merchants, build a component assembly thingy (assuming you want to invest 20 whole components for it).
>>
>>164248203
Pack your shit and move. Or visit a nearby village and buy from them. Most friendly towns will have tons of components to sell.
>>
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So I made a cartel colony. The original 3 had military and criminal backgrounds, and started with drug research for cocaine and crack (Flake and Yayo)

Several years in and I am fucking drowning in silver. At my latest I had 70k. I love this colony.
>>
>>164243996
Boreal Forest + some hills is cozy

I've been considering going with Arid Shrubland but I dunno if that gets any snow. I love the snow.
>>
>>164249473
>>164249584
But anons, I like this place... Shall I really leave it?
>>164249584
Visited nearby town, they ain't got shit.
>>
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>three of my colonists have carcinoma
>can't do shit about it because chemical interest

Should I just let them die off, or toss them in cryosleep?

>>164249973
Snow is comfy.
>>
>>164250090
Time to try further afield then, or seriously hope for crashed ship/mechanoids. Coms console can help to, can call it traders.
>>
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What is the biggest area you can mine (even number) inside a mountain before it collapses?

From what I've read you can be 6 tiles away (circle) from a wall piece before something collapses, but I'd just like to know the max amount you can dig without trouble.

Planning a dining area for my dwarfs.
>>
>>164250483
Should be 12x12 room. 1 bigger will collapse the middle. If memory serves right.
>>
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>Figure everybody is jacked up and I need more pawns, accept call for help
>All of the fuckers that show up have high quality long ranged rifles

I think this might be it anons
>>
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Comba started a fire last night.
>>
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REEEEEEEEEEEEEEE
>spend fuckages coding up the dickwolves
>everything is working flawlessly
>!except!
>can't for the life of me, add the new bodypart (tail)
>checked orassans to see how they did it and do the same thing
>get thrown a fuckload of errors
>think it's because orassans does something in c# and i'm only using XML
>fire up the c# editor and comb through their code
>no luck
>start copy-pasting likely candidates, running with their code enabled, blah blah blah
>my own files becomes a fuckmess
>no progress
>end up deleting my entire mod and starting anew
>do exactly the same things i did previously trying to get it to reproduce the same error so i can try fixing it
>for some reason it works flawlessly this time without me having to even touch c#
AND I DON'T EVEN KNOW WHY IT'S FIXED THIS TIME

for some reason IT JUST FUCKING WORKS

FUCKING INFURIATING
>>
>>164250349
afaik, putting someone in cryosleep is as good as killing them in terms of RNG draws. I've heard that people that start storing their colonists on their ship start noticing events that really only happen at the start of the game like wanderers joining, etc.

It might be a good idea to throw them in a pod if you're attached enough to them to pull them out later and launch them in a ship.
>>
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oh fuck here we go
battle of the bulge v2 is about to go down
this will either make or break my colony
>>
>>164250759
>keeps working at code until the shit code becomes the good code
You're a programmer at heart, anon.

>>164250660
Looks controllable, the fire seems to be spreading away from the base. You're gonna need to watch the south and north parts, however. I suggest cutting grass in both areas but committing most of your resources to the largest fires.
>>
>>164251006
Throw a molotov, sit back and watch the fireworks.
>>
>>164251209
some friendly tribes people have offered to be cannon fodder in the time being, they only have 6 shells
I'll wait them out
>>
>>164250483
I'm not sure of the number, but I make use of pillars that look aesthetic and keep my roof up.

Constructed doors and walls also count, too.
>>
>>164251328
Keep an eye on them. They sometimes get resupplies from their motherbase.
>>
I want to play extreme because masochism, but I'm also a pussy and don't know if the mental breaks are going to be too annoying.

How frequent are they? Are they preventable? Is the best course of action just to stop being a faggot and do it?
>>
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>>164251201
And now I've figured out how to not just add existing parts onto new bodies, but how to add entirely NEW parts!

hahahahahHAHAHAHAHAHAHA
>>
>>164251201
good code != working shit code
>>
>>164251753
If it works, it's good.
>>
>>164251515
turns out a few bows and a pila can fuck up enemies with rifles
>>
>>164251635
>How frequent are they?
Can be a nuisance in the beginning. Plan accordingly in your first year so that mental breaks are limited to people with autism/bad perks/you set their spouse on fire.

>Are they preventable?
Yes, don't worry about minor break warnings by the way. They aren't that bad anymore, but it's nice to eliminate them too.

>Is the best course of action just to stop being a faggot and do it?
Yes. Expect failures and you won't be so distraught when they happen. It's a challenge run, so a lot of the fun is in fighting adversity.
>>
>>164252032
Ok, thanks a lot. I'll suck it up and get going.
>>
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Custom melee attacks are working, as are custom stats.
>>
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>>164251927
Fighting tribals can go either the Battle of Isandlwana or Battle of Rorke's Drift. Check out Zulu (1964) for some appreciation on fighting tribals. A lot of strategies can be learned from it.
sand bags > firing lines > make sure you can soften up the charge so you can handle the possible melee
>>
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>>164251683
You're a genius, anon.
>>
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>>164250609
Two people with survival rifles, one with a knife and one with grenades vs 2x sniper+3x rifle and knife (fatass lying down)

I'm scared
>>
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>>164251683
Nigga rape and sex mod when ?
>>
>>164252771
>sitting in the bunker and getting shot up by longer ranged weapons
>not building a 30x30 grid of 1x1 stone wall spaced one apart so you can full XCOM the enemy every single time with cover and flanking
>>
>>164252771
If they don't rush you try flanking with your grenadier and knifer. Though crossing an open field under sniper fire is also dangerous.
>>
>>164250090
Don't you play to win? It's like playing dollhouse
>>
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>>164252959
>>164252989
She had fucking 17 research
>>
>$30
>No sale

Thanks Skidrow.
>>
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>>164252989
I did as this kind anon suggested and they shot one of their own guys to death
>>
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this could be it
>>
>be colonist, start with tribal techs though because why would I know how to build a perfectly functioning nutrient paste dispenser
>elephant dies of infection in the jungle from debris crushing its leg
>hump dead elephant back to cave
>no possible way to preserve this even with passive cooler
>sole cook desperately trying to turn 622 meat into pemmican with whatever veggies we pulled out of the food pod before it all spoils
>>
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>>164253345
Looped around and exploded a guy and now they're running

VICTOLY
>>
>>164253384
Centipedes are shit in melee, get someone to rush the fucker to stop him shooting.
>>
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>>164253421
DON'T YOU DIE ON ME
>>
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>>164253507
Ayyyyy, no problem anon. Shame about Meowski. I take it a sniper got her? Those cats are serious business, it's why I create a chokepoint to at least funnel them into an area where they don't get a massive range advantage that keeps them away from my pawn's fire range. Works well against mechanoids too since the scythers have crazy range and accuracy.
>>
Can anyone suggest any good hair mods for A16? I know a few but I want to see what people think about their's.

>>164253834
Can passive coolers refrigerate food? That's hilarious, anon.
>>
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>>164253778
don't worry we won but I don't really like this colony
anyone just purposely destroy their colony to start over?
which colonist should I choose to do a school shooting
>>
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>>164253998
Yo that's a cool design, I am stealing it
>>
>>164254196
Never considered going Columbine on my colonies before. Anyone particularly autistic looking? Too-smart, neurotic, etc.?
>>
>post-fight medical care
>only 1 doctor
>bleeding 205%, death in 1.5 hours
>bleeding 255%, death in 0.8 hours
>herbal medicine is in the food fridge instead of the hospitals
o kurwa, i could have saved both of them
>>
>>164254196
Just abandon the place and move elsewhere. The great thing about a16 is the inbuilt map reroll. Pack up, and fuck off.
>>
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>>164254346
Use it, it's all yours my friend.
>>
>>164254539
>The great thing about a16 is the inbuilt map reroll. Pack up, and fuck off.

Mhmm, sounds clever actually. Shit is going south? Just pack up your favourite/important colonists and flee your settlement like it's Sodom and Gomorrah.
>>
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>>164254370
he's the only ugly one, I'm sure he'd shoot everyone cause of that
>>
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>>164254471
Don't feel bad. You might have had a hard time saving them anyway because of the herbal medicine nerfs. It's why I always keep medicine around for bleedouts/diseases and glitterworld medicine for surgeries.
>>
>>164254539
How do I do this?
>>
So how do I get something better than herbal medicine?
>>
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>>164254839
>Masochist.
I'm imagining him slitting his wrists and listening to Lincoln Park. I think we found our guy.
>>
>>164254889
I think you have to abandon your colony from the "world" tab? I'm not sure if you first have to throw out a caravan, however. Would also like insight.
>>
>>164252407
Allow them to attack people with their massive dicks.
>>
>>164254871
I dont have any glittermed yet so i keep the real meds for serious cases only.
Wish there was a mod that seperated surgeries from bandaging. Could have a seperate room for surgery and one for generic/mass-casuality treatment.
>>
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>debating on leaving this bitch here because she put herself in her situation
>at the same time she served her purpose, and randy doesn't look like he's going to send a raider in time for me to save her

>>164255316
A triage room would be awesome as fuck.
>>
So i just released two captured pirates... wheres my +10 releations?
>>
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>>164255020
I didn't think it through, I tried to travel but we had like 1 days worth of food so we made it 2 tiles. Plan A is back in action.
>>
>>164255497
I usually try to do that by creating my "main" hospital and creating a smaller clinic near my battlements that I can set the beds to be "med beds" anytime I want.

It's a bit annoying, however. Since you have to play around with colonists not claiming clinic beds when not in use or people "rescueing" people and putting them into my hospital instead of my clinic.

Bah. Hope this becomes a feature.
>>
>>164255205
Can't abandon when there's still colonists on the map. So just make a giant caravan of everyone, plus whatever you want to bring/are able to carry. And then avante.
>>
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>>164255754
>>
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>Alphabeavers show up
>Dopey pop-idol who was hunting them accidentally hits panther, it downs 2 people before being taken down
>Everybody is already missing limbs and weren't even recovered from the last raid
>Run out of medicine
>Idol goes berserk when they wake up
>Wait where are all the fucking trees
>Zzzt...
>>
>>164255297
The dicks were just a joke. It was the first thing that popped into my head as a brand new bodypart to add.

They are almost finished, though.

I just need to figure out how to force them to spawn with the right artwork and how to force them to only generate as male.
>>
>>164256460
>h-heh, I was only pretending to be degenerate to my core

keep up the good work anon, I'm no furfag but modding is modding
>>
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>>164256183
top kek
>>
>>164256460
>force them to only generate as male
Maybe burrow code from the mechanoids? They have no stated gender, but with Dickwolves we can obviously assume their gender.
>>
>>164256742
Mechanoids just hide the gender. The problem with doing that for Dickwolves is that their traits and so on will still show "She was a soldier" if their hidden gender is female.

I could hardcode all the traits to use male pronouns, but that's an inelegant solution. I've already managed to make it so that any dickwolves that spawn after game start are forced male, I just need to make it so that the ones you can generate prior to game start are also always male.
>>
>>164256916
Ah, I see. Clever on tynan to hide gender on traitless mechanoids but inconvenient for you.
>>
>>164256916
You could always make them a general race of beefy wolf things, then you've got males for the dick wolf shenanigans and females for snu snu wolves.
>>
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>>164253834
We lost a third of the elephant. But we did manage to turn almost the entire salvaged stockpile of vegetables into pemmican with the help of the beast. We have plenty to eat now, we can continue consolidating crash loot before moving it all north to begin building a colony. Everyone is sick of living in a wet cave by the sea.
>>
>>164256742
>>164257071
>>164257045
My worry is gender being hard-coded.
>>
>>164257548
Are you living on a god damn island there?
>>
>>164257548
>>164257915
Yeah, that looks comfy af.
>>
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>>164257915
Coastal mountain jungle. The entire left side is a mountain, the entire right is a coastline, enemies can only invade from north and south. We had to get our shit out of the jungle ASAP because crash landing mod starts an inferno for basically the first day and night. We want to gather the loot in our cave, then move all of it to that enclosed valley to the far left.
>>
>>164258171
That uterus looking beachhead looks pretty defensible. Have you considered digging into the mountain on the right? It's pretty close to the building limits but that would be a hard base to take.
>>
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>>164258171
Fuck me, and I thought my zone was comfy as fuck.
>>
>>164258171
fuck me that looks cool, restarting right now to start there
>>
>>164199682
what mod add alien colonial marines armor? if any.

or what mod add riot armor witth working stun sticks and riot shields?

or another mod that add more non-sci-fi armor that doens't look too halois.
>>
>>164259321
USCM is Aliens as fuck.
>>
Where's the damn squatters mod?
>>
>>164259321
There's a colonial marines mod somewhere, I know it adds the pulse rifle and the smart gun. Also Imperial guard stuff.

There's also mods that add riot shields. Think it was High Caliber. Needs to be updated fully to a16 yet.

Biggest non-sci fi gear would be the Medieval times for proper gear. Doesn't look too bad, but doesn't have the real polish it should.
>>
>>164249884

Do you restrict drug use? I've been running a drug manufacturing colony for 2 in-game years and I made the mistake of not scheduling occasional use. Everyone binged on flake and now about half the population has flake tolerance (massive).
>>
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>>164260374
>Assign
>Drug use
Go from there.
>>
>>164260515

Yeah, I know how. What do you personally do? That's what I'm interested in.
>>
>>164260581
Oh fuck me I read that as 'How Do you.' Sorry.

I personally don't muck around with drugs outside of beer or pen, but I would have a lock down drug room with only the people having access that I'd want having access.
>>
Update on Ice Shelf adventures

It's all come tumbling down
>>
>>164237856
What's the point of concrete strips when wooden panelling is also 0% flammable?
>>
>>164259681
>Medieval times
already have it, thanks for that mod i have armor for my brawlers (lmao brawlers)
but now i want my shooters to dress like soldiers instead of medieval knights.
>>
>>164260804
I just lost my entire fort to RNG Zzzt event
fuck me

The person left doesn't have any firefighting and the power going out killed my hydroponics

I only got this far by editing the scenario to get Geothermal and Hydroponics from the start

I can't even win by cheating
>>
>>164260920
Concrete costs one steel per tile
Wood floor costs three wood per tile

But both wood and steel are plentiful
>>
>>164246846
>Starting out by floorsmoothing

Jesus, man. Priorities.
>>
>>164260950
Don't feel bad anon, Ice Shelf's aren't supposed to be easy. A true cheat would have been debugging in muffalo parkas, pants and toques anyway. It would take a lot to freeze a colonist with that getup.

Don't underestimate solar and turbines, though. Turbines are badass and solar panels are alright for more consistent energy/placing under your turbines for dat sweet, sweet green energy double down.
>>
>>164261101
That mood boost is worth it though.

Sometimes the difference between a sad wander and full on Columbine is just a couple of points.
>>
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>Break Risk!
>see what it is
>Rebuffed by person x2
>ouch.jpg
>fast forward 20 seconds
>MAJOR BREAK RISK!!!
>see what it is
>Rebuffed by person x3
Get a fucking clue.
>>
How are the Lovecraftian side-mods? The Factions and Cosmic Horrors ones.
>>
>>164261281
Yeah but those power sources are unstable. Solar panels never give out more than 50% in the ice shelf and taking wind power is always a gamble.

Plus there's tons of steam vents.

Also, the dude in my colony went berserk because the girl kept rejecting his advances even though her boyfriend literally just died. It's messed up.
>>
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>>164261460
>finally get a guy to join my colony
>he's gay
>women hit on him like crazy
>he's causing my colony to go slowly crazy
Its a horrible feeling
>>
>>164261578
Cosmic horrors one is solid. Cosmic Horrors works best in conjunction with the cult mod, however it still works completely fine by itself. The monsters added are fairly varied and certain ones like Star Vampires can provide a good challenge. haven't tried the factions one so I can't comment on that,
>>
>>164261993
Alright, thanks. May give the factions a pass because it looks a bit too grounded with a New England vibe. More personally interested in the cultish aspect of the main mod and the monsters, so I'll check Comsmic Horrors out as well.
>>
>>164261460
>one guy has been hitting on the a married lady since he got into the colony
>its been nearly a year and he hasn't gotten the clue yet

The constant MAJOR BREAK RISK notices are fun.
>>
>>164261578
I like both of them. The beasties added by Cosmic Horrors are a nice challenge, although the swarms of Deep Ones tend to fuck my shit pretty hardcore.

The factions mod I like, but I like having a multitude of varied factions roaming around. I can see how people might have troubles with them though.
>>
>>164261941
If it's anything like a harem anime, he'll eventually realized that he actually likes girls and needs to marry one in order to solidify his father's will so he can earn his inheritance.

The Rim-planet is just [setting].
>>
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>have 2 people
>but have a bunch of wood and steel
>5 raiders get sent
>>
>>164260950
Next time just make a custom scenario and disable zzzt. Its the most bullshit event in the game.
>>
>>164248303
You're gonna need that artist in late game.
>>
>>164261075
wood is renewable and looks better
>>
>>164262862
>this
I hate the notion of disabling events because I'm a "muh challenge purity" fag but it really is a BS event. I find that it's usually mitigated by having lots of outdoor buildings and not having a superbuilding but if you do you are fucked.
>>
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>>164263709
I never even use mega buildings, my colonies look more like cities, but ZZZT event can totally fuck up one of my colonies. Its probably confirmation bias, but it always blows up in the worst place it can, and totally ruin a playthrough.

I eventually just downloaded a mod that gave me the ability to build nuclear plants, just so I wouldn't have to deal with batteries again.
>>
Sun Lamps are too expensive, 1600 watts is bullshit. Is there another way to grow plants indoors?
>>
>>164263314
Concrete is quicker to lay than wood flooring, especially considering how much any given colonist can carry

In the situation of the post you first replied to it was the smartest choice

Every game has a steady supply of steel slag and weapons, making steel an infinite resource while trees grow slow and are cleared away by fires and events
>>
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>out of beer
>check stash
>all gone
>everywhere vomit
>and a incapacitated cow
it was the only room I forgot...
>>
>after 10 mins of randomizing starting characters I end up with none that can fire fight
>pyro joins colony

This is going to be hot isn't it?
>>
>traders get to eat my food and give me nothing in return
>>
>>164264015
Yeah, I mostly get lucky. It always seems to ZZTTT in or around my fortifications so good luck burning down a granite wall, game.

I really should just turn off ZZZT anyway. Kind of a lame no-thought event that takes away a chance for a real event to happen like manhunters, solar flare, etc. If anything it raises the difficulty.
>>
>>164258474
I'll look for the seed, I really do like this spot.

Seed : southernrainforest
Map size: 300x300 or 325x325 don't remember
Coordinates: 11.44S 158.44E
100% world generation

>>164258456
Actually hadn't considered it, but the shallows do reach far enough to get me in there. I might make it an outpost or even my first base, but I do need to clear out some farmland eventually and for that the valley is my ultimate goal. It's hard to see but an alien pod managed to land south of the entrance, so once I'm tucked in both caravans and raids from that direction will have to fight a swarm of bugs in dense jungle.
>>
>>164264036
I believe normal lamps work, but they work at a 50% deficiency (sun lamps are the only ones to get a 100% lit room). They may have patched that out though.
>>
>>164264329
>>164263709
>>164262862
i'm now actually angry that I started a colony and forgot to disable this. Is there a way to do it from the debug menu during the game?
>>
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Don't mind me, just fertilising the fields.
>>
>>164264225
Sizzling.
>>
>>164264623
There should be a mod where you can grind people up into fertilizer
>>
>wanderer joins
>didn't even ask permission
>already walled off my little area
>force wanderer to attack a cassowary
>about to die
good riddance
>>
>>164260515
Won't that turret wall explode the moment one turret is destroyed?
>>
>>164264470
No, but if you see the ZZZT event just go to your debug menu and go to "change weather..." then set it to rain or w/e.

Rain is pretty effective but you need to open the roof if you want the rain to get in. You can also remove roofs with the debug menu, in case it gets too hot to let your colonists inside the burning room.

For some goofs you can use the explosion tool to put out the fires. Though it can have some obvious consequences.

Firefoam poppers are pretty effective too and don't require debugging.
>>
>>164254141
Lowers the temperature to 15'C for 5 days. So no.
>>
>>164264428
i think they patched it out. i had a heated room with a standing lamp and 9 crops around it, and they didn't grow at all. just kept asking for 50% lighting.

or maybe that's a new bug?
>>
>>164264723
There is. It's Vegetable Garden.
>>
>>164264723
Vegetable garden currently only lets you use vegetables and shit to make fertilizer sadly. I might suggest an update to the mod author.
>>
>>164264924
Well I don't want to remove consequences, I was more thinking of all the other stuff that could be happening, stuff I could be responding to and fighting. I think I actually will restart now.
>>
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>>164264802
Yep, but everything else is marsh in front of it. I had grand plans for the area, but because I never worked with moisture pumps before I had no fucking clue how painfully slow they were.

Basically I fucked up by initial base building, and its a bit late to fix it. I also expected the MG42 in this mod to be a little more potent.
>>
>>164264225
>after 10 mins of randomizing starting characters I end up with none that can fire fight
I've been making families, re-rolling until they're all related. Last one was a mother and two daughters, named it Grey's Landing since that was their last name.
>>
>>164265019
I sure hope I'm wrong. Fertilizing my fields with the blood of my enemies is metal af.
>>
>>164265102
Just get prepare carefully man
>>
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>Long wanted a mod that adds late-game cloning (albeit with short life-spans, mental instability, randomized medical abnormalities or other imperfections)
>The only mod I've found that adds cloning fuckloads of versions old

Who else /wishlist/ here?
>>
>>164264036
A single sunlamp needs like 4 dedicated solar panels to run overnight. What is the developer smoking?
>>
>>164265403
The developer is a fucking retard who adds barebones features before finishing the ones he's got and has an anti-fun attitude.

He also leaves most content creation up to modders and then breaks modding every update.
>>
>>164265403
I was wondering why I was running out of electricity with like 6 panels and 3 furnaces running.
I had 2 fucking lamps.
>>
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>batteries fully charged by solar panels
>suddenly short circuit and lose all power
>an alert pings just a few seconds after
>"One of the moons of this planet has orbited in front of the sun. An eclipse has begun."
Fuck you too, Storyteller.
>>
>>164265643
What programming language or program would I need to learn to make a game similar to rim world.
Would be pre cool to make a game like this but with the input and ideas of everyone here. It always seems like developers leave it up to themselves to come up with every idea.
>>
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>>164265858
You'd be better off learning how to mod.

It's super easy. I started like 3 days ago and I've already made some cool stuff.
>>
>>164266017
Can you point in the the right direction? Programs etc?
>>
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>>164266017
Is Rimworld the Skyrim of basebuilders or is that going to far?
>>
>>164266224
Sure.

It's all in XML so all you need is Notepad++. It's pretty self-explanatory, but if you tell me a simple idea for a mod I might be able to point you in the right direction.

Basically, everything in RimWorld uses "Defs".

A workbench is a ThingDef with a list of RecipeDefs that it can make. A RecipeDef is a list of ThingDef ingredients, a work time, and a ThingDef output. A colonist is made of BodyPartDefs. When your colonist punches a bear that's a PawnKindDef drawing from his listed stats to use a linked BodyPartDef to cause a DamageDef, and that DamageDef causes a Hediff (injury state) on the bear's BodyPartDef based on SkillDefs and bodypart stats.

It's very straightforward and all in plain text.

!HOWEVER!

If what you want to edit isn't in the Defs you need to decompile the code and code new Defs in C#, which I have no idea how to do. What CCL was, was a bunch of new Defs so most people didn't need to bother with C#, but now that it's dead there's a big gaping hole blown right through the community.

To get started just open up RimWorld/Mods/Core and take a look. All the Def .xml files are in there for you to see.
>>
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>infestation
>little babby beetle pops out
>oh that isn't so bad, send in group to beat it to death next to the hive
>mfw saw what came out next
>>
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I'm almost there guys. Just need to outfit my goobers with new threads and my settlement may actually be worth something to offworlders.
>>
>>164265170
I'm doing it currently. I think you need the cremation or just a butchers table. But my entire fields are fetilized with corpses from raids and insects.
>>
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>>164266605
>>
>>164266558
Neato, thanks anon. So right now you know how to edit Defs but not add new ones? Or Can you kind of copy and paste Defs with new parameters and add something new to the game without overwriting the original Def? If you get what I mean.
>>
>>164266017
Are you the guy with the squatter mod?
>>
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>give first colonist full advanced bionic body
>normies go berserk because we still don't have tables or something
>literally can't touch them without tearing limbs of their sockets or cleaving straight through their chest
>no option to try to arrest

Advanced power arms, not even once
>>
>>164267057
>So right now you know how to edit Defs but not add new ones?
Not quite. Adding new defs is as simple as... making a new def. If I want to make a new kind of turret I just copypaste the BuildingDef_Security entry for turret and change its def from TurretImprovised to TurretAdvanced, and now I have two different turrets. I can change the stats on the latter without changing the former and both show up in game just fine, because TurretAdvanced uses "existing functionality" that is already in the code. It's the same as TurretImprovised with different numbers, so no problem.

But if I want to add a new surgery (say, for example, to make a surgery called rape that inflicts injuries and need maluses) that's a problem, because there's only four types of surgery and what the surgery actually does iscoded in C#, not in the defs. I can make as many surgeries as I want that use "Recipe_NewArtificalPart" (which is a block of C# code that tells the game what to actually do, and all I'm doing is callingit), and so I can make a million different types of bionics that will all work just fine (like EPOE does), but I can't make a surgery that uses a different recipe without opening up the C# and actually creating that recipe myself.
>>
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>Colonist has cute wife
>Her spine is shattered in a raid
>After a full year he finally gave in and started an affair with a lady that he used to rebuff every day
>Her spine is shattered in a raid
>>
>>164267134
No, I did that weapons rebalance thing from a few threads ago and I'm making the dickwolves slowly.

Once I get the dickwolves working I will take requests for ayyliens. The problem I'm having is that I can force them to have certain traits and backstories but those traits and backstories don't actually effect the skills of the pawn.
>>
>>164267584
Got it, cheers brah. Did you watch any videos to figure this out? If so could you link it?
>>
>>164267749
What I did was figure out what kind of mod I wanted to make and then looked at the core files and saw what they did and basically just copied that.

If there's a mod out there similar to what you want to do then download it and copy it where applicable.

I recommend starting with something that just edits things that already exist. For example, for my weapons rebalance all I had to do was copy the existing .xml file with weapondefs in it and change the numbers. Very straightforward but it will iron out any problems you're going to have early so when you try and do something harder you're not tripping over rookie mistakes.

Also I have a pretty extensive background in modding Paradox games.
>>
>>164267926
I'd like to make a vietnam mod for the game but right now that's a bit far fetched. Thanks for all the basic info though. I guess I'll just start adding little things to the game for now.
>>
>>164268397
Try starting out by modding the assault rifle to have different stats and to be named an M16 or something. That will teach you the basics.

Bear in mind that artwork is the hardest part of modding.
>>
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>all this artwork on a disposable weapon
Out of all the one's to roll masterwork, why god why
>>
>>164268642
How does it work in terms of adding something new to the game and then it being there in the build menu? Does it add it to the menu automatically?
>>
>>164268724
>Does it add it to the menu automatically?
Yep. The C# code is written to draw all the relevant defs in the relevant menus. So if you add a Building_Security def then drawing that def with the right graphics in the Security menu in the game is handled by C# code, and all you need to write are the actual defs.
>>
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WAKE UP PIG WAKE UUUUUUUP
>>
>>164267926
>Also I have a pretty extensive background in modding Paradox games.

Do you happen to be brazillian?
>>
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>>164268980
Australian
>>
>>164268692
you'd better have a legendary reason to fire that rocket one day
>>
>>164268868
It's okay anon. The fire will cauterize his wounds.
>>
Happy new year guys

What are your new year's resolutions

What are your colonists resolutions
>>
>>164269362
I'm probably going to end up saving it for a total shitfest situation. Still makes me mad I've probably produced 50-ish Kar 98k's, and none of them were masterwork.

>>164269698
Mine is to finally fucking finish college. I'm getting sick of this shit.

My colonists is to make the base 11/10 comfy.
>>
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JESUS CHRIST
>>
>>164267651
He's cursed.
>>
>>164269801
At least he's a good shot?
>>
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Happy new years, anons!
>>
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>>164269801
Speaking of which, what's the best method for taking out a Rare Thrumbo
>>
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>>164269912
he made for a good doomsday target
>>
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>>164269902
It's ok, his lover and one other person were blasted to death in a bombardment during a siege

Afterwards there was toxic fallout, shortly after which he, his wife and the mute nurse that was tending to them all died of malaria

May their souls rest in peace I'm giving up
>>
>>164270015
>tfw it's been 2017 for 7 hours for u
>>
>>164270015
Can 2017 be even worse than 2016?

Yes.
>>
My god, this game is so bloody hard!

Seriously, why the fuck every single battery end up exploding and causing fires? I have even took the time and resources to place those fucking things inside to protect from rain!

And why can't my villagers fucking group up to atack targets? Every time I send a group only 1 rushes off to attack while the others do nothing!

Also, what is a reliabe way of producing decent quality clothes? Leather and cottom does not seem to be working for me...

How big do I need to make my growing fields?
>>
>>164270450
6x6 is a good size for growing fields. Rice grows faster than potatoes, so get that first if you're hurting. Just make sure you cook it.

Are you sure there's a roof over your batteries? Use the zone command and make sure you told them to put a roof over them.

Highlight all your colonists at the top, conscript them all and use the attack command on who you want to gang up on.
>>
>>164270396
>Can 2017 be even worse than 2016?
Sure, but it could also be better.

For starters this could be the year in which we officially make contact with extraterrestrial life, can you imagine how cool that will be? At least until they conquer us that is...
>>
>>164270450
Batteries that are at full capacity for a long time cause the Zzzt event, they also short circuit and explode in rain

Colonists armed with ranged weapons will attack from where they stand if they are drafted and there are targets in range, colonists with melee weapons will charge the target they are ordered to attack

Quality of clothes depends on the crafting skill of the pawn making them
>>
>>164270721
I've got great news for you anon.

We already have! Will this be the year the government tells us?
>>
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>>164270783
>mfw Trump builds a wall over the U.S. and deports all the ayys
>>
>>164270674
>Are you sure there's a roof over your batteries? Use the zone command and make sure you told them to put a roof over them.
YES, there is a roof over them, im not that silly, I don't know why these things are so bloody dangerously unstable!

>>164270674
>Highlight all your colonists at the top, conscript them all and use the attack command on who you want to gang up on.
That is what I do, and yt a single colonist rushes to c ertain death while the others just stand still...

>>164270726
>Batteries that are at full capacity for a long time cause the Zzzt event, they also short circuit and explode in rain
So I need to drain those batteries? This is likely it...

What about sun lamps? Why do they explode?

>>164270726
>Colonists armed with ranged weapons will attack from where they stand if they are drafted and there are targets in range
The targets were not in range.

>>164270726
>Quality of clothes depends on the crafting skill of the pawn making them
I see.

>>164270783
>We already have! Will this be the year the government tells us?
No, this will be the year the aliens say fuck you to the government and go public on their own accord, speaking english and telling us about how the government has been hiding them. Can you imagine the shitstorm?>>164270927
>mfw Trump builds a wall over the U.S. and deports all the ayys
>Building a wall to stop flying saucers.
You mean a dome like structure over the entire country? Not sure that we have the technology to do that.
>>
>>164270986
Because you left them in the rain...
>>
>>164270986
>You mean a dome like structure over the entire country? Not sure that we have the technology to do that.

It's alright, the ayys will pay for it.
>>
>>164271083
How can I even use them if I don't place them by the crops?

>>164271107
>It's alright, the ayys will pay for it.
Will they give us the technology for it too?
>>
is solar+batteries even worth it now that you can use wood to generate electricity?
>>
>>164271152
Sure, we'll ask the Russians to hack them and steal their tech,
>>
>>164271152
Sun lamps are for hydroponics, which is indoors growing of crops in basins

You can also use them for outside crops (wall nearby, roof tile over the lamp), but crops rest during the night even with lighting so that's useless unless you've got an eclipse or volcanic winter
>>
>>164271328
>but crops rest during the night even with lighting
FIX IT DEV

NOT REALISTIC REEEEEEEEEEEEEE
>>
>>164271387
We talked about it the other thread too, plants irl do rest for periods even if they have light 24/7
>>
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>>164265821
>Not having backup batteries off of the main grid

Be prepared my man
>>
>>164271445
>We talked about it the other thread too, plants irl do rest for periods even if they have light 24/7
As a biologist and someone who has grown indoors cannabis with light cycles of 23h and 1 h darkness I call bullshit on this.
>>
>>164272216
Do these exceptional plants grow for all of those 23 hours? Even so it's true that they need that hour of inactivity, right

Point being even if it's lazy because it's the same for all game plants and based on the clock, it at least is some vague approximation of reality
>>
>pyros should get a mood bonus on seeing fire and a debuff on seeing it extinguished
>pryos should actively prevent your colonists from putting out the fires they started and sometimes other fires by attacking them.
>they should occasionally go outside of home area to light fires and without a notification so it's harder to stop them


who /wants to watch everything burn/ here?
>>
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>>164272690
I HONESTLY wouldn't give a shit about pyro's if they didn't just burst into pyro spree's for no reason.

At a mental break risk limit? Sure, I brought that on myself. When they're perfectly fucking happy and they decide to light the base on fire, no fuck off. Or for fucks sake, even if they set a brush fire OUTSIDE of the home zone I'd probably be fine with it.
>>
>>164273009

even if they're happy they're still containing the urge, sometimes they just break and have to light a fire.

I wish maybe it was possible say make a fire pit/ controlled bonfire to let them relieve the urge safely.
>>
>>164273264
I mean even fuck that, let me create outlets for my autists. I'm just honestly sick of murdering any pyro that comes across due to the bad taste in the mouth out of GREAT games ruined by one fuck deciding to light a fire in the wrong place.
>>
>>164272540
>Do these exceptional plants grow for all of those 23 hours?
They are not exceptional at all, any long day plant does that.

>>164272540
>Even so it's true that they need that hour of inactivity, right
Not really, the hour off is to cool the lightbulb to prevent it from burning up too fast due to overheating.

>>164272540
>Point being even if it's lazy because it's the same for all game plants and based on the clock, it at least is some vague approximation of reality
No, it really is not.
>>
>>164270025
Drawing it into your kill-box. It's enough of a perceivable threat that it may warrant your whole settlement. Mostly just in case, a Thrumbo can tank a lot of damage.
>>
>>164266292
Not quite, but it's the closest we have.

>It's like skyrim with cannibals
-Adam Kovic
>>
>>164273437

>have great pyro doctor
>just after raid, a lot of colonists injured and resting in hospital after getting patched up by doctor
>then he fucking sets the building on fire, everyone inside dies.

I did learn my lesson about wooden buildings though.
>>
>>164273442
Well alright I believe you, growing/resting periods are not like how actual plants in general work at all then

Either the dev knows just as little about botany or it's for game balance purposes
>>
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This is super idyllic.
>>
what are good mods for a first time player
>>
>>164273982
I imagine it's totally for balancing purposes. As it stands removing this "feature" would mean plants would start growing at a 100% extra rate.

I wouldn't mind SOME plants having longer growing periods, however, perhaps as its natural bonus like how corn bears tons of food.
>>
>>164273950
I've had at the LEAST 5 games ruined by pyro's in the past two months
>just started up, build temporary wood shelter, one of my pyro's snaps and lights it on fire within the first two weeks
>meme'd a few times by them lighting the primary storage area on fire
>the last time I let a pyro into the colony they snapped in middle of a raid and set the bunker on fire

I mean I can give a alcohol addict beer, I can give drug addicts drugs. Just give me something for the Pyro's to do so they don't flip on me.

>>164274206
None. I'd recommend doing 2-3 runs pure vanilla. A lot of mods can handhold you and spoil you.

But if I had to pick one, I'd say Feed the Colonists. I can't fucking live without it.
>>
>>164274206
allow tool
rim fridge
prepare carefully
blueprints
wildlife tab
medical tab
de surgeries
tilled soil
doormats
>>
>>164274340

that's what I was saying, let them light/watch a controlled bonfire to relieve the urge.
>>
Why is my guy such a fucking spastic?
He will start a task and then stop half way through, go to sleep, wake up start the task or a new one again, go to sleep, wake up, eat, piss around in the grass, sleep and he does this all day.
>>
>>164274392

this is what i'm using right now.
>>
>>164274206
Prepare Carefully and nothing else if you want the "vanilla experience" with just the ability to customize your starters. Not only does it give you insight on what's in the game but it let's you bitch along beside us about vanilla features and choose mods that cater to your tastes.

Though that was the cop-out answer.

Along prepare carefully I suggest Efficient Light, Vegetable Garden, Mad Skills, Expanded Prosthetics and Organ Engineering. They're pretty simple mods and don't tend to change up the base experience too much.

If you want more overhauls I suggest the Lovecraft mod and Glittertech.
>>
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>>164274284
>tfw nearly three years in
>my little hydroponics area is still holding me strong

>>164274481
Have you checked your work tab?
>>
>>164274481
Check your work schedule? Also, is he healthy? If it's not a schedule issue then it sounds like fibrous mechanites (they make your pawns tire 170% faster).
>>
>>164274471
I know. I'm just bitching. I want every pawn I come across to be useful and not a potential detriment to the colony if its within my abilities to help it.
>>
>>164274581
I should try hydroponics reliance sometime. I'm just a humble farming that tends to his fertile fields.
>>
>>164274670
>>164274581
He's on his own so I just unchecked everything except the thing he is doing. Also might of been the monolith I blocked him from investigating.
>>
What mods do you guys use?
>>
>>164274748
You should try ice shelf
>>
>>164275381
How do you even survive Ice Shelf? Destroying all known animals on your map until you research Hydroponics?
>>
>>164275381
I'll probably do my next explorer run on one.
>>
>>164275353
Bunch of quality of life stuff, plus the glmmerworld one that allows you to advance the tech tree into glimmerworld tech
>>
>>164275381
What motivates the raiders to run through all the traps? Why don't they just bash down your side door?
>>
>>164275457
Truthfully, I'm pretty sure it's actually impossible without editing the scenario to give yourself Geothermal and Hydroponics from the start.

Even then, sometimes you starve

It's certainly possible in a vanillia scenario, it's just frustratingly difficult
>>
>>164275546
Raiders prioritize open paths over things they have to break always.
>>
>>164275583
You can give yourself a limited supply of hydroponics basins with prepare carefully.
>>
>>164275546
Path of supposed least resistance

They want to walk to where they need and they will walk through traps to do so

Also works on wildlife if you decide to aggro a thrumbo
>>
>Manage to get a nice lil base going tucked away in the hills.
>Refuse everyone who wants to join.
>One day think it would be nice to have an extra set of hands.
>Let girl join but shes being chased by raiders.
>Alright, theyre just tribals and I have an m4.
>Tag them multiple times with bullets.
>One arrow to the chest and I die.
fucking jungle niggers I swear to god
>>
Is the aussie mod guy still here? Do I open an XML file and edit it and save it as something new, will this create the new object/settings?
>>
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so this is my entire tribe so far.

i want someone to make a mod that can export neat character sheets on each colonist so that we can share them all more easily.

i did my best with what i know about cropping and layers.

soon i plan to draw out a storyboard for a new exclusive webcomic i'm going to make using these people.

my plan is to to rip off the weekly garfield comics jokes but format them to be rimworld related.
>>
>>164275919
Now you know why we want to hatefuck them all the time.
>>
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>fibrous mechanites, flu, and melaria hits me in the same week
>2 out of 15 colonists are ill
>mfw


>>164276080
Sounds exciting, anon!
>>
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>>164275919
>>
>>164276080
Try this mod
https://ludeon.com/forums/index.php?topic=28679
>>
>>164276197
>just seconds after posting
>mad animals event
>then solar flare immediately
>WAKE ME UP
>CAN'T WAKE UP
>>
>>164276080
If you're going to write a webcomic based on a Rimworld game you should get this mod: https://ludeon.com/forums/index.php?topic=24648.0

It expands the base game to make more interesting stories.
>>
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>>164276197
I didn't even know this was possible.
>>
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>>164276626
>>
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the game is fun, but it highly rewards cheesy behavior. Like there are several random events that will destroy your colony that you have to build your base in a particular way to survive.

1. the horde of beserk boomrats/boomalopes. The first time you see this horde, it'll be a wipe

2. the triple rocket launcher. It'll be a wipe.

etc

Playing it like a roguelike is asking to replay the same damn thing over for like 60 hours to discover the new cheesy random event to wipe out your base. Why do that to yourself?
>>
>>164276813
that's a lot of boomrats
>>
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>>164276813
Nigga, boomalopes are the EASIEST ones to deal with.

And B, What the ever living fuck are you doing with that base set up.
>>
>>164276813
>why do you do this to yourself

I dont. I am on my first colony and savescumming like mad.

I usually like roguelikes and permadeath but there is just too much time sunk into this game.

Especially for the first half year of mine with 3/4 colonists being pacifists, didnt want to throw out 8 hours of gameplay over an rng headshot or something
>>
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>muffalos that I sold to a passing trade ship showed up inside my base again as wild muffalos
Mhmm...
>>
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>>164276197
>Gut worm hits 2 of my colonist
>"Fuck, there goes my medicine"
>Plague hits 2 additional colonist
>Heat Wave
>>
>>164276813
The most terrifying doomsday scenario of all.
>>
>>164276972
120 man-eating boomrats. If you don't know its in the deck, it'll wipe you the first time you see it.
>>
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>>164277375
>this happens
>4 out of 7 colonists catch the plague at once
AHAHAHAHA FUCK ME
>>
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>>164276197
>>164276626
Everybody survived except for my pyromaniac that spurged out in the hospital and had to get shot because I couldn't bother with his shit today.

If anything I gained from that shitty experience.
>>
>>164277358
Sold them to a wildlife renaturalization NGO
>>
>boomrats go manhunter over and over again
>all of my colonists are so shit at shooting they get into melee every time

oh for fucks sake
>>
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>>164278484
>Colonists are so shit at shooting they start shooting each other trying to hit whatever is fighting the other colonists.
>Colonists die/lose limbs to gunshot wounds fighting tribals.
>>
happy new year everyone.
>>
>>164278714
>stayed up New Year's playing Rimworld.
>>
>>164278709
You pretty much have to circle your colonist around behind the person you're meleeing so they don't get a bullet in the ass.
>>
>>164278714
But it's been 2017 for 3 hours on the only coast that matters.
>>
>>164278824
That's what long corridors filled with deadfall traps and killboxes are for.
>>
>>164278949
Is steel deadfall the strongest version? Or at least the better one that you can reach in a reasonable amount of time.
>>
damn Comba got asthma from smoke leaf.

i did not know that could happen.

what happens next?
>>
give me tips on getting a mountain i can turtle in like all you minmaxing fags with only one entrance

>>164279007
it's terminal. better put him down.
>>
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>tfw let down by your mediocre art skills
>>
>>164279003
Plasteel is more durable and does more damage, but steel is easier to build in large quantities.
>>
>>164279081
Looks like this game's shitty artstyle to me. You just need to make it fit into the sprite better. The side view could use a thicker black border in the back of the head.
>>
>>164279081
Pls help. I'm trying to start modding basic as shit but I'm not understanding it fully. I might be stoopid. I've made the basic mod directory. I just want to add a gun to the game so I can get the feel for modding.
>>
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Should i let this guy join?

i wish there was more info about who he is and who is chasing him.

maybe this guy mixed a drink wrong and killed a faction leader or something.
>>
>>164279192
Download someone else's mod and look at the source.

>>164279260
Have you had any raids? If not, yes. If so, no; it will spawn a mini-raid on his tail that's more trouble than the pawn is probably worth.
>>
>>164279007
Asthma is nothing bad, just make sure they get their "check up" 1-2 times a week.

It does affect their lungs, so I imagine them getting shot in the lungs would mean they would die easier.
>>
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>>164279141
It's a cropped warg head but yeah, I think the borders are the problem. Cbf fixing them. I'll just bully someone into doing my art for me in exchange for modding in his ideas.

>>164279192
See this pic? Just copy paste this from your own files into a new .xml in your own mod folder, and edit it as you please.

Bear in mind that wehrever it references something you can't change that without creating a new reference. So, for example, you can change the range of the pistol in here but you can't change the damage because that's defined in <projectileDef>Bullet_Pistol</projectileDef>.

However, if you look carefully you can see the .xml block directly proceeding this one IS Bullet_Pistol, so if you copy that too you can edit it as well!

If you leave the <defName> as Gun_Pistol then your mod will REPLACE the pistol. If you change it to Gun_Pistol2 then your mod will ADD the pistol.

Don't forget to add the top 2 lines of the core .xml file and the last line of the core file to your mod .xml. These are what tell the game that the .xml file contains game data and should be read.
>>
>>164279141
This. Looks pretty close to base game.

>>164279260
I usually accept because it's an interesting event, especially if the guy isn't too old.
>>
>>164279467
Thats Mods/Core/ThingDefs_misc/Weapondefs or something, by the way.
>>
>>164279356
>>164279532

i'm super unprepared.

its winter.

lets see what happens.
>>
>>164279721
The raiders will enter the same way the refugee does by the way. Same part of map, same mode of transports (watch out for the drop pod refugees).
>>
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What are the best stone types to embark to?
>>
is there a way to tell my pupper what to haul or is it more of a what he sees kind of basis
>>
>>164279798
Granite (595), limestone (540), sandstone (490), slate (455), and marble (420) are the wall strengths. Marble, being the weakest stone, also means that it's easier to carve and is thus better for artistic crafts. A "top tier, god tier" embark would be granite and marble, however it's not too important.
>>
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>>164279467
Sorry to ask so many questions but once I basically create a new weapon in my own folder with that xml, how do I create textures and add sounds for it?
All empty except for Defs/Thingdefs/ and textures/things
>>
>>164279948
Slate looks really nice, too.
>>
>>164280005
Don't worry, nonny. Questions are always welcome here. It's a very mod-based game so we're always happy to have more.
>>
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>>164280005
>Sorry to ask so many questions
Don't be. I had to learn this shit recently and I understand how much of a fucking pain it is. The RimWorld modding community is pretty shit as far as guides go.

Just drop the graphics files (PNG with transparency) into the textures folder and fill out the <texPath>Textures/Whatever/Wherever</texpath> entry in the weapon's .xml to point to your graphics.

That's it! You only need a side view with the muzzle pointing right for weapons I think.

That should probably work. I haven't done it myself, but that's the process for modding pawn graphics.
>>
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I got the new guy and hopefully i can recruit the bad guy.

it was a tough fight but i used all my pawns beat him into submission.
>>
>>164280240
Some good heats on both these guys. Maxim can be an excellent night-time grower and chef while everyone is asleep, too.
>>
After the Thrumbo killing

Cleaning up all the blood it left behind
>>
>>164280201
Is there anywhere I can find the default texture file sizes so my texture isn't stretched out or whatever?
>>
>>164280354
RIP thrumbos, you are far too innocent for these rimworlds.
>>
Thrumbo`s are for cuddling not killing
>>
>>164280362
Yes.

Rimworld's core graphics files are packed up by unity but this link is all of them unpacked. You can browse through and look at the ones you want.

https://www.dropbox.com/s/kivekk7boegpsw2/RimworldAssetsA15.zip?dl=0

You don't need to repack them or anything, just drop the PNGs you want in your mod folder and put the path in your def .xml.
>>
>>164280362
You can have whatever texture size you want, you just need to set it to the right size in the Def and it will be resized in the game.
>>
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>>164277624
>all of my colonists after a few days are 67% plague, 63% immunity thanks to a raid
>know I'm going to lose to drop from 7 to three colonists is bad already
>two marriages will be wrecked by this

Fuck me. I don't know what to do at this point other than watch the death that's coming slowly.
>>
>>164279948
My pronouns are granite, slate, marble.
>>
is there a point to making my wooden butcher table into a steel one?
>>
>>164280804
67% plague, 63% immunity is savable if their immunity is going up faster than their plague. Slap them in a medical bed and keep them well-treated and they might live. Mine did in a similar situation.
>>
>>164280594
I think I'm beginning to understand how this works. With sound and bullet damage, do I just drop sound files into the sounds folder and copy the sound file directory into the xml? Also I notice with bullet damage its just above the pistol xml, should I make that its own xml file and adjust it accordingly to fit my gun xml? Thanks for the help.
>>
>>164280952
Less flammable, more durable. It's mostly for aesthetics, however.
>>
>>164280984
I have 4 people with the plague, and only two medical beds. And thanks to RNG, my primary doctor and secondary doctor are both the worse off with the plague.

I've had two at a time catch plague, but never four at once. Fuck me, at least I'll be ready in the future.
>>
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>A wanderer joins!
So should I remove his organs right now and hope a caravan comes by to pick them up or should I just wait until shit gets set up so I can sacrifice him to shmuck-niggerat for goats?

Hell, I might make him my preacher with those social skills but he's pretty much useless in the downtime.
>>
>>164280994
>With sound and bullet damage, do I just drop sound files into the sounds folder and copy the sound file directory into the xml?
I think so but I'm not sure. Probably. Try it out and see what happens.

>I notice with bullet damage its just above the pistol xml, should I make that its own xml file and adjust it accordingly to fit my gun xml?
Just stick it in the same xml. No reason to separate it.

You also don't have to copy the entire core .xml, just the sections you want to change. It will read all core files first, and then read your files afterwards and overwrite the defs as it needs to. This is why load order is important, too. If your mod is loaded early and another mod changes the same defs, your mod will be overwritten.
>>
>>164281109
I had 3 colonists survive plague with no more than their bedrooms, a 10 skill doctor, and the will to live.
>>
>>164281202
Hauling and cleaning, son. It's actually fairly important.
>>
>>164281214
Should I leave the code indentations as it is or make sure they are flush with the side of the window?
>>
>>164281202
Make him a designated janitor/hauler, very useful.
>>
>>164281383
>>164281345

Hadn't even crossed my mind, thank you anons.
>>
>>164245686
Seems like silver sculptures don't really make you any money, at least enough to be worth the time. They sell for about the same silver it takes to make them, though I only tried this with the small ones.

They give beauty out the ass though. 285 beauty just for one silver sculpture? Yes please.
>>
>>164281349
The computer doesn't care but if you don't organise your code well it will be an unreadable mess.

You probably don't need to bother commenting it though because RimWorld is pretty easy, but if you do want to comment
<!--- COMMENT HERE --->
is how to do that.
>>
>>164281461
Marble grand masterwork was 3k beauty.
>>
>>164281230
I think I might lose one or two, it's just crippling to have the four MOST important people get infected with the plague at this point in the game. I'm actually happy I had the nutrient paste dispenser set up for just such emergencies.

For me this locked the following people in bed
Day
Primary Doctor / Hunter
Cook / Secondary Planter
Night
Weapon Crafter/ Secondary Doctor
Primary Planter / Secondary Hunter

It's like it picked my most important people to infect.
>>
Short bow or pistol?
>>
>Pirate King DLC is $400
Is this the single most expensive indie game DLC ever? Does the Devs aware of how ludicrous that is or they knew some rich retard will eventually fall for it?
>>
>>164281692
It's one of those name in the game rewards, it doesn't actually add anything to the game.
>>
>>164281692
>>Pirate King DLC is $400
What the fuck even is his?
>>
>>164281517
Jaysus, that sculpture must fuck your eyes or something to be that beautiful.
>>
>>164281692
it's fucking optional for some whales, whats the fucking problem
>>
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>too friendly with all the factions
>now horrible death robots are coming for my booty
>>
>>164281692
supply drives demand in this case, some people have weird spending priorities

they have the option there, for that particular person who would do it. it cost them nothing to do, so why not? If only one person ever buys it that's 400 bucks they got.
>>
>>164281772
A meme. You get to create the name, lore, backstory, etc. of a faction leader for a raider group.

>>164281654
I prefer pistols but I believe bows have a range advantage.
>>
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>a single native attacks us
>the dude with the survival rifle decides to hide in his room
>hes afraid of tribals apparently
>assault comes
>only a pistol to defend ourselves
>tribal nears the base
>decides to steal something and leave
>takes 62 steel
>tfw 3000 steel in pool
>>
>>164281848
It's probably some initiation thing where they gotta sneak into an enemy's base and take something to prove your bravery or some gay native shit.
>>
>>164281815
>by spending a meager 400 bucks you get to design your character for future update
>we might or might not add it though, so it's your gamble
>>
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Any mods like redist heat or do I just need to wait for that one to update? I sort of consider that one of those mandatory mods.
>>
>>164281987
>it's not even guaranteed

incredible
>>
Ok so one of my colonists got her left hand ripped off by a raider and now she's become shit at crafting and construction. But her stats are the exact same. How do I find out how much worse she is?
>>
>>164281692
>>164281772
>>164281987

Pretty sure it's from the Kickstarter or something like that.

"Give us a lot of money so we can get our game on Steam, and will put you in the game (sort of)"
>>
can i block vents with production buildings or does it not matter?
>>
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Welp, I got my raid calculations wrong but at least they work.
>>
>>164281993
https://ludeon.com/forums/index.php?topic=21770.msg290129#msg290129
>>
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>>164282402
>>
>>164282120
I don't think it matters, but I tend to avoid doing it myself because I'm not 100% sure either.
>>
>>164282402
Rimworld Furrycon 2016
>>
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>>164282402
>raids against dickwolves
>>
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>>164282402
>fuckhuge furry ~~raids~~ invasions

Release the mod as it is.

I want to try and take them on.
>>
>>164282645
You wouldn't survive. They do twice as much melee DPS and also have a bite attack, they have more health, and they're faster than humies.

:)

In release I will integrate them into the existing factions. It's almost finished though.
>>
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>>164199682
I'll see y'all tomarrow.

have fun!

let's hope for an exciting 2017 for Rimworld!
>>
>>164282717
Also there's already a furry mod.
https://ludeon.com/forums/index.php?topic=22336.0
>>
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>wehrmacht mod lets me make FG42's, Karabiner 43's, and MG 34's
>can't make comfy Stg 44's
>can only make MP 40's
This is the life I asked for when going for Kraut WWII only weapons. I'd be interested seeing what someone could do with American guns like the Reising and M1 Carbine.

I really just need to get into modding, but I have shit all in art capability.
>>
>>164282767
That's what I'm using to model mine off, except mine will be less shit. The dickwolves are just learning the ropes. Once I can mod competently I'll be able to put in cooler aliens.
>>
>>164282756
What's with the commie huts
>>
>>164282437
Thanks anon, guess I'll wait.
>>
>>164282803
If you do the art I'll add the guns.

:)`
>>
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>want to start a game
>all mods will come out in a week or so
>>
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>>164283038
>implying a week isn't more than enough time to get through a game or three
>>
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>>164280952

have you ever tried cleaning a wooden butcher's table irl?

i'd imagine a steel butcher's table is much easier to clean.

I have a wooden cutting board irl and every year or so i like to sand it down and re surface it.
>>
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>>164282928
i got tired of filling up my maps with 12x12 squares.

i imagine these to be cute little huts. the kind of hut a native might build irl.
>>
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>>164282978
The worst part is, I'll probably end up making a mod, reusing the survival rifle texture and releasing it here. Just changing the requirements and research to build.
>>
>feeding shitty prisoners fine meals
Is there a way to feed prisoners simple meals instead of fine/lavish?
>>
>>164282756
Cute base, anon. Do you plan on ever walling in your city? If not, you're pretty brave.
>>
Could this be?

Do we really deserve one?

A NEW THREAD????
>>164283893
>>
>>164205949
you got lucky, they spawned OUTside

whenever you have even barely an inch of underground and you get a 8 nest spawn in your best medic and best construction couples bedroom.Then they mine out and are tanky enough to tank minigun fire for days
>>
>>164283808
Make a nutrient paste dispenser with the tip bordered by the prison walls. Prisoners will feed themselves from it.
>>
>>164242574
W
H
E
R
E
>>
>>164243996
Boreal forest is my favorite, usually enough animals to hunt and long cozy winters to stay indoors and tend to hydroponic farms and other crafting.
>>
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>>164244216
Can you make a Miss Nanny/Mr Handy race to do cooking, cleaning, doctoring and cuddle please?
>>
>>164283908

Friendly reminder for NEW thread. Come and join the colony, we have lavish meals and beer.
>>164283893
>>164283893
>>164283893
>>
>>164237704
Still keking
Thread posts: 775
Thread images: 225


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