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/rwg/ Rimworld General

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Thread replies: 758
Thread images: 211

Not enough OP images editions.

>What is Rimworld?
Dwarf Fortress but with guns
>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

Previous thread
>>164803335

I'm new, what mods should I get?
https://ludeon.com/forums/index.php?topic=6261.0
https://ludeon.com/forums/index.php?topic=10571.0
>WIP list
Feel free to make suggestions for the list, I'll throw together a strawpoll to see what people want here.
>>
First for stop killing your colonists in surgery https://ludeon.com/forums/index.php?topic=29098.0
>>
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>>164907261
>no way to repurpose mechanoids
fucking furious
>>
>build my first mountain base
>single block wide corridors
>an infestation happens

I've learned my lesson
>>
Thrumbos for cuddle
>>
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>>164907679
There's the "More Mechanoids" mod which allows you to repurpose mechanoids, also adds tiny "crawler" mechanoids which are good clean/haul bots. Sadly it hasn't been updated to v16.
>>
>>164907442
Sixth for niggers.
>>
>>164908126
Seventh for can't say that here

reeee
>>
Why does the electricity go down randomly without giving me any popup?
>>
>>164908497
Screenshot?
>>
>>164908497
You mean totally down or a bit? If just a bit, it's probably because the power given by wind turbines changes in time. If totally down, you probably just run out of it like a shitter.
>>
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>>164908497
>>
Anyone know if the dev plans to update the game with a "culture" system, where you get to spend points over time on the degree of characteristics of your colonists as a whole?

e.g. spending a point to lower cannibalism penalties by 20%
>>
>>164908692
cos your batteries are dead mate, get a generator or solar panels to charge them more
>>
>>164908774
But the solars and turbine just freeze randomly and the batteries drain in seconds.
>>
>>164908883
>>164908692
No wind, no sun.
>>
>>164908692
Don't solars block turbines' "wind squares" in such setup?
>>
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>>164908692
Is that a sunlamp? That's probably going to drain your power, fast.

>>164909220
Nope.
>>
so as long as the area for the turbine is free, it will generate wind energy, right?

even if hidden on like 3 sides by a mountain?
>>
>>164907442
>Not enough OP images editions.
I'll consider making something. Any themes?
>>
>>164909375
Yes it could be surrounded by walls on all four sides for that matter, as long as nothing is inside the radius it will generate power
>>
>>164909538
tribal girls
kawaii blushing centipedes
pirates running off with your colonists
>>
>>164909375
Yes, but make sure there are no roofs above the designated areas.
>>
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>>164909538
Do something with this. Like a pepe farm
>>
>>164909375
Also, I've noticed I generate far less power in winter from solar power, might be reflective of shorter days or something so you might want to invest in a backup fuel generator for winters.
>>
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>>164909724
And this
>>
>>164907921
thrumbo furry porn when
remember: anthro is shit-tier
>>
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>>164909914
buttttt
>>
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>>164910325
>>
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>>164910690
reported
>>
What do I do about a psychic ship?
>>
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>>164910325
>>164910690
warning: thrumbo asking for hard wood
>>
>tfw RomanceDiversified doesn't work with Psychology

Is it so bad that I just want a colony of hot lesbians?
>>
>>164907646
Wouldn't even need that mod if it wasn't for the bullshit medicine nerf.
>>
Is there a way to disable events/change scenario settings once youre in game?
>>
>>164910690
so wtf is up with the shape of their torsos. is that supposed to be their legs or does their chest just do that
>>
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>>164909352
Yes it's.
Doesn't the batteries explode or something if i stack like 20 of them and they are full 90% of the time?
>>
>>164911243
You may have noticed that nothing in this game has legs, this is because it is easier to just use still images for everything rather than have to animate everything for consistency, which I fully support because it makes adding shit in a lot easier
>>
>>164911416
yes i understand that but the question still remains
>>
>>164911403
That's why you make a battery room and divide them up by switches, or install RT Fuse.
>>
>>164911520
I imagine those bumps represent their legs and fur at the same time. They are fluffy after all.
>>
>>164911403
Not the batteries themselves but the ZZZZT disaster causes a fire at one of the wires and drains all your stored battery juice. So it's best to keep half your batteries off the network by way of a switch as backup power in case something happens.

That's not enough power generation for the sunlamp to stay on all day/night.

I would double the walls for better insulation. Also put the sunlamp so every square of it's 100% light is over dirt so you maximize your growing area because that's the main reason you use a sunlamp. To grow stuff indoors.
>>
>>164911576
So i put power switch infront of each battery? Playing vanilla.
>>
>>164911795
More like 1 switch for each group of batteries. I'd have 2 sets of 3 considering your need of a sunlamp and heaters in the arctic.
>>
>>164911520
look at literally every animal in this game, they all have the same weird shape because it's supposed to represent legs, dogs, alpacas, gazelles, wargs, thrumbos, boomrats, turkeys, literally everything has that shape because it's supposed to represent legs
>>
>>164911945
Do this.
>>
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>>164911781
Alright thanks for the tips, This is the best dirt spot i found nearby when i started, it was freezing outside and almost got hypo while building this.
>>
>>164911946
>>164911721
the leg bumps on thrombos are different and it looks wierd
>>
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>>164912156
not really, they're just taller
>>
>>164910909
Go melee it, but make sure you shoot the last couple of percentages away, because it'll explode. You could just shoot it, but melee is faster.
>>
>>164912154
Could build walls around your turbine and solars, then roof the entire area you're in so your miners don't have to trudge through the snow.

Parka: -40 degrees protection, 120 material
Tuque: -10 degrees protection, 25 material.
Means 145 per person so get hunting or start growing cotton (5 cloth per plant)
>>
>>164912762
Parkas are shit, avoid them unless you're doing an extreme (regularly sub -50) settlement. They give a global work speed malus.
>>
>>164907646
Should i put this in the op next time?
>>
>>164912983
Look at his screenshot. Outdoors -86C.
>>
>>164913034
It would be a good idea. It's fun to bitch about surgeries but it's def. a necessary mod for people that don't want to go out of the way to get successful surgeries.
>>
>>164913064
Yes, but unless it's the highest point I would still stay away from parkas. Duster/jacket and a tuque made of wool should get you into the -60s.
>>
>>164912762
OK thank you! the problem is I have barely enough potatoes to sustain these two hungry bitches, got some parkas from some friendly raiders already tho.
>>
>>164912514
no, the front curve of the body goes in and out and i cant tell if one is feet or not, or what's with the posture
>>
Can my colonists shoot through 2-3 layers of sandbags if I use that for defense?
>>
>>164913170
If it's -86 degrees during the day I'm curious as to what it's like in the middle of the night. Also it doesn't say cold snap so it's not nearly the lowest it'll go.
>>
>>164913328
I found that temperature didn't fluctuate that much on an extreme cold embarkation, but that was in A15.
>>
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>Sea ice base
>Surviving solely off of sacrifices to Shub-Niggurath to get more delicious goat meat
It's a work in progress for sure, I ran out of building materials and can't build a church or pews just yet. I'm thinking of gathering up enough goatmeat to move a portion of our congregation (when we get enough worthy adherents) to go south and form a new colony for wood and steel.
>>
Does anyone actually use the auto-hunt feature? It seems stupid and dangerous.
>>
>>164913762
I use it against everything but muffalo and deer.
>>
>>164913328
I think the peak was at -95. I took fresh start with same seed, these two sluts were going nowhere and need to prepare better for winter!
>>
I don't know how to handle Psychic/Poison ships.

Even with sandbags set up, I always seems to lose 1-2 colonists getting rid of them.
>>
>>164913813
Be careful of cold snaps, on an ice sheet it's entirely possible to reach -160C.
>>
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>Medieval times is still incompatible with combat realism
>>
>>164913945
IEDs/Traps.

You could also build a wooden wall around it and use incendiary launcher / molotovs / inc. IED to set it on fire and cook the mechanoids alive.

Or you could just snipe the mechs from afar with a precision rifle.
>>
Anon who linked me redist heat beta 16

The mod section in the game is saying it's out of date?
>>
>>164913945
Surround them with melee troops and trained animals such as wargs, dogs, elephants, etc., then have one person give it a tap so they come out and get everyone to give them the old bloody bukkake beatdown treatment.

Just don't let them fire off their guns and you'll be fine, scythers are squishy as fuck so they'll probably die before they can even do anything, and centipedes are shit at melee. Alternatively, if you have snipers, you can outrange them.
>>
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What are the odds these all work together without exploding? Top is Colony Manager bottom is PrisonExtensions
>>
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>>164913945
Do this if you have the material to spare.

Otherwise make use of snipers or mortars and try to take out the scythers/ship.

The centipedes are pretty easy on their own unless you're fighting on their terms. They tend to use weapons that are EXTREMELY inaccurate at distances at the cost of them being tanky.

Their main danger is fighting them alongside their sniper scythers. Especially so when they have inferno cannons as pawns set on fire will flee cover and get shot by the scythers.
>>
>>164914660
I always wonder why the colony ship was carrying so many AIs and homicidal mechanoids.

It never rains chunks of farm or mining equipment or prefab housing.
>>
What's the best way to get U shaped mountains? I want to be comfy.
>>
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finally I can get rid of these fucking prisoners, they keep going berserk for some reason which is great for training my doctors' skills but not great for productivity when I need to make them not be dead all the time

inconsiderate fleshbags
>>
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>>164915240
Just keep rolling for mountain biomes. That's what I do, you tend to find good seeds pretty often.

Here's a post to one of my older seeds. Pretty comfy, I gotta say. You may need to dig a bit to access the cave since water literally surrounds its entrance.

>>164372831
>>
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>>164915416
that's fucking horrifying
>>
>>164915416
>medieval and Cthulhu mod
My nigga.
>>
>>164915605
This work with a16? And how do I survive in a cold place?
>>
Working on some potential bug analysis but came here to see if anyone else had this weird issue. My guys are randomly getting injured for no apparent reason, usually while they sleep. Like all of a sudden they're "hit" by something and they have several cuts, bruises, and rarely a broken bone or two. So far it's not lethal and my guys get patched up quickly by my doc. I have 80+ mods installed, im pretty sure its not a Star Vampire from the Call of Cthulu mods as they'd pop up if they attacked. Anyone ever heard/witnessed this issue before?
>>
>>164915829
Boreal forests are not too cold, don't worry. Things you need to take into consideration is making sure you have heaters ready around summer time and that you prepare a larger stockpile of food for the longer winter.

If you can, make parkas/coats from leathers you find, especially muffalo wool. Then you won't need to even worry about getting cold.

If you can manage the shorter crop seasons, this biome is the comfiest. Just have all your colonists huddling around in your rec room by a heater for maximum comfy.
>>
>>164915829
>>164916314
It's also A16, too.
>>
>>164916261
Ghosts!
>>
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O fug,what is the fluffytail doing.
>>
>>164916604
The ghost is a dick. I have my error log ready this time to see if anything goes off when my colonists are spooked.
>>
Anyone tried the dubs hygiene mod?
>>
>>164915829
Looking at that particular map, note the two steam vents. Wall those in and use them as free heaters.
>>
Is there a way to have colonists wear specific armor kinda like in Dwarf Fortress without forcing?
Or do I have to sit there and create custom outfits for every soldier I have as well as ban them from use for any other soldier with different armor?
>>
so if i have only sibling colonists in a map will they fuck?
>>
>>164916902
>battle caribou when
>>
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The Tower isn't big enough of a home for us all now, and people are starting to complain about living conditions. We need to start planning expansion sites, housing blocks, maybe some bunkers or a perimeter. Anyone have ideas on what I should start laying down? We haven't built much but we have the resources now.
>>
>>164915605
What map size did you use? I got a different map when I change from the default size.
>>
>>164918016
Incest is unfortunately a small chance, despite Tynan and the "what a cool story, mark" meme. That, and I don't think siblings fug each other because of coding issues or something. Some anon mentioned that a while ago (I should try a creept twin cannibal thing sometime).

Basically, they just like each other a lot and sleep in the same bed. Kinda comfy, actually.
>>
I wanted to get comfy in the tundra properly so I made a CR-compatible version of Red Army.

https://www.dropbox.com/s/kx5cyxyf2yqsg7v/Red%20Army%20CR%20Patch.7z?dl=0
>>
>>164917738
There's an "outfit" menu that you can work with. I'm not sure if it goes into specific materials, but you can tell your colonists to only wear certain apparel.
>>
>>164918256
I was pretty happy to find that the "sharing bed with someone I don't like" actually diminishes as relationship rises. Old colonists who've been through it together don't mind doubling up and saving space/decorations.
>>
>>164918181
everything was default, even in the world gen.

>>164918175
Maybe a prison cell?
>>
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>>164918414
>I was pretty happy to find that the "sharing bed with someone I don't like" actually diminishes as relationship rises
So you're saying that I can put my colonist and his mom in the same bed and avoid a large mood penalty?

This changes... some things...
>>
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why does everything always seem to happen when a sermon is going on

thanks cthulhu
>>
>>164919250
the loooooord is cursing you for your premarital sex!
>>
>>164911576
Mhmm, I should try this sometime.

Truth be told, I never bothered with switches before.
>>
>>164911119
Why do you need Romance Diversified for that?
>>
>>164910579
Added as an animal that roams around.
https://www.dropbox.com/s/dtngu9ss68wp8db/Pepe%20A16.zip?dl=0
>>
I think that extreme cold embarkations are impossible to survive unless you tweak the setting and give yourself warm clothing.

Unless if you get lucky and get raided early in the beginning, I suppose, but if you don't, there is no way you can get a sun lamp going fast enough.
>>
>>164917738
No, there is no way to force your colonists to wear specific items. You can tweak the outfits by allowing only certain items that are certain quality, but if you for example want to make sure that one character wears the blue power armour and the another wears the white one, forcing is the only way it's going to work, if the armours themselves are the same quality.
>>
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>>164918175
>Naming colonists after their jobs
>>
>>164920151
Wall the steam vents for energy-independent heating.
Sun lamp can be reliably powered by a single solar panel. Optionally, build a turbine for redundancy.
Add second layer to your walls.
Wait for a raid/grow cotton/hunt stuff.
>>
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>>164920101
glorious
>>
>>164921293
>battery out in the open
A short circuit waiting to happen.
>>
>>164920101
senpai teach me, I can't even do something as simple as add an animal
if I just copy your mod but change up the textures and names etc will it add a different animal?
>>
>>164921293
>>164921551
fix this
>>
>>164921293
>>164920101
>pepe pain and pepe death
holy kek
>>
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>>164911945
>>164912086
Am i doing it right?
>>
How the fuck do you properly defend your base when you're like you're like 60 days in or so?

All I do is put up granite walls between sandbags but I just got my ass handed to me over a fat fucking jap cook, my faggot colonists wouldn't arrive fast in time.
>>
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>>164920101
>https://www.dropbox.com/s/dtngu9ss68wp8db/Pepe%20A16.zip?dl=0
>>
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It'd be nice if these monster fucks could fuck off for at least an entire day so my people don't all start something which will make columbine look like a joke
>>
>>164921910
>my faggot colonists wouldn't arrive fast in time.
In this event set up perimeter walls that the raiders have to break through to enter your base. These shouldn't be walls guarding your base, rather, they should be walls guarding your "killing floor" so that once they break down those walls your colonists have all stacked up in your defenses.
>>
>>164921604
Just a test map, not a real game
>>
>>164921971
>observed deep one x2
Jesus.
>>
>>164920985
Walling in a vent takes a lot of time and wastes steel. Can't risk using wood, since you can't reliably get more of it.

Solar panels give like 10% of their normal power output on ice sheet.

I do that.

RNG/not warm or fast enough/not a single living thing on the map.

You speak like you're treating this as some sort of a cold boreal forest map. Try it out yourself, crashlanded on -125C winter temp in just t-shirts and see how long you last.

Your mason fucks up a single piece of wall or door and you're dead.
>>
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Holy shit Randy, can you fucking chill I've had two sp00ky monster attacks, a pirate raid, and now an infestation, all within like two fucking days. At least the bugs will be easy to deal with in comparison and I'll get some food out of it, but my guys need to heal at some point.
>>
>>164922081
Good idea.
But even then, are the "defenses" I already have even good enough? I don't have any killrooms, I want to do without them, I just have the granite between sandbags method

>>164921293
+1
>>
What do the other Gods do? I'm pretty comfy with shit tons of free goats with Shubby.
>>
>>164922685
cthulhu replaced one of my colonists' eyes with a tentacle

it operates as a normal eye but also increases manipulation
>>
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>>164922604
randy "going in dry" random
>>
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I'm posting z-levels until Tynan adds z-levels
>>
>>164923681
This game chugs on large maps. How do you think it's going to run with multiple floors?
>>
What is the best way to technique for sandbag + wall defense?

Can npcs shoot through between two diagonal agjacant walls?
>>
Is there anyway to download the Less Arbitrary Surgeries mod for someone who has the pirated version of the game?
>>
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I've sent one of our ardent worshipers out to search for semi-greener and warmer pastures. Hopefully he'll succeed!
>>
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>>164922654
The typical "barricades" approach is universally effective against most raids, though you have to go in knowing that it won't keep your colonists safe sometimes. They are effective, but dangerous.

I also avoid killboxes, preferring the ol' knock down the wagons approach, but I do make use of turrets, traps, and IEDs if the time seems necessary. I would suggest setting up IEDs and traps in a scattered pattern in front of your barricades in the event of a melee rush and perhaps some more traps behind your barricades in case you want something to slow down an attack when you send your militia to regroup.

Turrets can be pretty abusable, but I do like setting up one or two in the late game when raids get REALLY big as a way to draw aggro.
>>
As a DF player I'm sad to admit I have no idea how to properly set up and run a mountain-bunkery kind of base. Do I start small and slowly expand or do I carve out the base entirely before settling in? Temporary outdoor housing? What about defenses?
This is all on the wiki, isn't it?

Any advice would be appreciated!

>>164923895
Might not help, but I've been doing wall-bag-wall-bag to make AOE's less devastating and reduce incoming fire from diagnosis and other angles. Sentries though I kinda leave out with a border of sandbags, which is probably a stupid idea but it's been working so far.
>>
>>164924103
That seems like a nice, simple path to greener pastures. Migrating is always comfy.
>>
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>>164923895
forgot pic
>>
>>164923952
Someone here could probably pack it up for you.
>>
>>164922571
You don't have to build a whole base around the vent. Just barely enough to encircle it plus some space for the fields.
This "investment" of steel will give you a place to grow food and warm up after mining more steel in -60°

Build turbines then.

gud boi

Consider staying in your little warm box until you have enough cloth to make a parka or two.

I stopped playing on anything other than extreme desert/ice sheet long ago.
There are usually some ruins that can be patched and heated with a campfire. It should suffice until you build more permanent dwelling.

git gud
>>
>>164923952
yes

you need to make a Ludeon account and you can download it as an attachment from the OP of the Less Arbitrary Surgery thread in mod releases
>>
>>164924381
wew thanks
>>
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>>164924184
>Temporary outdoor housing?
This is my go-to strategy when building an immense mountainhome. More so as a way to stockpile food that my farms are producing and to keep my colonists under some form of shelter. Usually made out of wood.

I would say start with the "opening hall", an area that will eventually be your mountain's entrance/defenses and the connector for the rest of your base. After that start working on bedrooms, dining rooms, and stockpiles so that your mountainhome is roughly cave efficient and you won't worry about starving or bad moods.

It would also help to start with a miner, since mining since humans dig through rock much slower than humans. Either reroll or use prepare carefully to give yourself an "experienced" miner.
>>
>>164924115
Thanks, but when it comes to building walls diagonally my brain just stops.

I meant to ask how is it possible to build sandbag+wall defenses diagonally without missing any blindspots?
>>
>>164924271
Pawns can't move or shoot through walls that are diagonally adjacent, no.

The inclusion of walls means that there is a CHANCE for the bullet to strike the wall on the way to the target. This means that the barricade on the left is quite top-tier. Not to mention that having sandbags around the pawn (not just in front of him) can stop flanking rounds.
>>
>>164918175
What mods
>>
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>>164923252
randy "cthulhu wants more sacrifices" random
>>
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>>164924787
But what about in this case?

Doesn't the one on the right allow to cover blindspots more easily along its walls?
>>
>>164921575
Yeh, you can use my mod as an example. In order to make a new animal copy the the last two sections in Races_Animal_Pepe.xml, the ThingDef and PawnKindDef. Paste a copy of them at the end of the file, and change the defName fields to something unique. Then change up any other fields of your new animal. The race field inside PawnKindDef MUST match the defName of ThingDef.
>>
>>164925064
Oh, wait. I was looking at the pictures wrong and thought those sandbags were supposed to be walls. Yeah, the one on the right is pretty good.
>>
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>>164924732
Borrow "star fort" designs. They can be a bit tricky to set up but they work pretty well.
>>
>>164925229
Good enough, I'll go with that then

thanks senpai
>>
tfw you realize how shallow all the mechanics are

tfw your actions have absolutely zero impact on what is happening on the planet and traders/raiders will just appear magically forever
>>
>>164925493
jesus christ from my goober wall to this art design

JUST
>>
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>>164925493
That smaller "triangle" one wouldn't work, I just noticed. You wouldn't be able to shoot through the center sandbag. Though fixing that would be easy.

Here's one of my more larger and complex ones that has been built a while ago.
>>
>>164925561
it's a video game
>>
>>164925685
>persistent factions that are impacted by actions in the world have never existed in a videogame
>>
>>164925653
But doesn't have 2 sandbags in front of a pointed gun only count for the first bag closest, thus the 2nd bag just blocking shots of the defender?
>>
>>164925939
I have yet to see it happen. Perhaps on more inaccurate weapons like miniguns and SMGs, yes, but colonists tend to avoid hitting those 2nd sandbags.

Kind of like how colonists try to avoid hitting their own pawns slightly in front of them. It happens, but not as often as shooting into a crowd with both raiders and friendlies from a distance.
>>
>>164924184
I don't know but I usually start out by a couple of rooms infront of the mountain with a hallway leading into it wall the gaps
>>
>>164925939
Cover items don't block bullets, they only provide cover bonus towards pawns that are using them as cover.
>>
>wanderer joins you
>incapable of violence
>half of my colonists can't fight
>>
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S-Should I do it, guys?
>>
>>164927293
Do it faggot
>>
>>164927024
>raids outnumber you 2 to 1 at the least
>half your colonists cant use guns at all
>dev whines when people killbox

epic
>>
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>>164927453
It's fucking nothing.
>>
>>164927548
>endstates in sandboxes
exactly
>>
>>164928302
I was expecting my colony to be turned into some ethereal plane of existence with gigantic gnarled trees and towering pyramids or something, not a black screen and then two of my colonists die.
>>
Any good total conversion mods yet? Besides medieval and Cthulhu.
>>
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Winter is tough, can't even go mining for an hour without getting hypotermia.
>>
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>>164901870
>>164903674
>>164903803
so what's /rim/modding's first order of business?
i vote for ophidian snakemen>>164924619
>>
>>164928581
The game can't display that, silly anon, eldritch horrors are unfathomable!
>>
>>164928940
I am probably going to add a new incident and treatment therapy for chemical interest/fascination pawns to my mod
>>
>beavers and fires keep tag teaming up and destroying all my trees

i-its ok ill just build with limestone
>>
Can you not add items in the scenario editor?
>>
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oh no you fucking don't m8 you're not allowed to be a drug addict until we have a steady supply of that shit
>>
>>164928940
Take the dickwolves mod, replace the dickwolf heads with snakes. There you go anon, have fun with your fursona.
>>
Why do these escape pods keep popping in arctic area? There's no way anyone can save these people fast enough without using snowmobiles, they freeze instantly unless you get extremely lucky and they drop right at your door which i think is impossible(?).
>>
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this will be my legacy
>>
>>164929525
reverse bait
>>
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>>164929525
why are you so bad at detecting bait

are 4channers really this stupid and easily triggered now? for shame
>>
Goddamit I can't fix this fucking bug
>>
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>when you successfully raid another colony and plunder their goods
This game just got much better.
>>
>>164929906
what'd you steal
>>
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Did I give him too much stuff? I figured removing the gold and silver made up for it.
>>
>>164930001
Bunch of superior+ grenades and weapons--including a VSS Vintorez--, 396 simple meals, 309 fine meals, about 150+ meat to be cooked, 81 survival meals, 9 medkits, 3 herbal medkits, 2 firefoam devices, and a chest containing something unknown.
>will I be able to carry all of this
Probably not, but since I have pods I can launch I'll either launch a pod containing a few muffalos to haul stuff, or if I can capture the base then do that instead.
>>
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Anyone tried this? Toilets, showers and hygiene mod.

Think some of you were cryinf rot this a few days ago.
>>
>>164929761
FUCKING HELP
>>
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Is there a way to make them put things into more efficient stacks, or am I shit out of luck?

I don't understand why the meals are split into 4 piles.
>>
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Ere we go lads
>>
>>164930481
No, I said I was making one.
>>
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Has anybody else tried the Hardcore SK modpack or have any opinions on it? I looks so fun, but I always quit by the middle when you have to make 100s of different ingredients. I seriously doubt 99% of the people who use that mod every get to the endgame without cheating.
>>
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>>164930540
>No flooring
>Not a e s t h e t i c
>>
>>164930693
Someone beat you to it already.
>>
So, i want to have fun but my autism is stopping me, i keep trying to survive in rough ice sheet but it makes me hate myself even more. I wish i could just start some were easier and enjoy. Thanks for reading my blod rwg.
>>
>>164930762
Bitch I don't even have the materials for wood floors for my room. 100% of everything is temporary until I replace it all with Limestone.
>>
>>164931059
Just do Boreal Forest. Cold but not too cold.
Also, the fire are hilarious.
>>
>>164931274
OK i'll try this next! How's your colony going?
>>
>>164931375
Great! Which means something horrible is going to happen soon.
>>
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What is she, 16?
>>
>>164932115
That's 1 week in the hole. Won't hear here complaining again.
>>
>>164931059
>>164931274
Coldest possible boreal forest is comfiest biome. Mountain terrain also best terrain, I sometimes try non-mountain but mountain is so good. I just like my comfy underground bases.
>>
>>164928837
Yeah, I wish you could set up a way so that your colonists immediately seek heat when getting hypothermia. So far they only do it when it's in "serious" but if they're far from your base it can get dangerous.
>>
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For people who like to build circular buildings.

For that one anon who keeps saying "hurr I use mine_it_all for dat" well, it only works for mining idiot and not for actually building circular buildings out of walls.
>>
>>164928940
I would honestly take any "creature" humanoid at this point. Snakes are pretty cool, though insects would be a great choice also.
>>
>>164929761
Looks like a typical issue with steam. Might want to look up "steam mods downloading forever" or something.

The alternative is using a workshop downloader site or using the main forums and manually installing your mods.
>>
Damnit, why do I always run out of components?!
>Component Assembly bench is a godsend
>>
>>164930481
I'm gonna try it. Now we just need water needs.
>>
>>164929192
>still shortage of wood having to walk to the other side of the map just to pick it up
>first day of spring, think "ive made it"
>randy says nope
>cold snap
>no problem ill just use up these batteries
>zzzp

Fugging Randy
>>
>>164932725
>about to run out of components
>randy sends two events with two crashing ship chunks each in two days
hail to the chief
>>
>>164932893
oh I forgot about the eclipse as well. I got the batteries fixed just as that happened
>>
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So how's everyone doing so far?
>>
>>164933064
Pretty good, researching the ship stuff for the first time right now
>>
>>164932725
>have 3 component assembly benches
>run out of steel
>caravans only bring 120 at best
>make my own caravan
>the stuff weighs so much I can't buy enough of it
>>
>>164932725
>Component Assembly bench needs 20 components to build
>takes forever just to build one of them

Better than strip mining I guess
>>
>>164929340
that's literally what both me and him did to the generic sample alien mod
>>
>>164933064
Why hasn't the AI rain activated?
>>
>>164930858
No, I had already finished it before he released it. I was just waiting for sprites.
>>
>>164930540
Make a seperate smaller stockpile and only allow the meals you want stored there, then put it on a higher priority
>>
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>>164932517
Bugs seem cool, what would insects be able to do?
>>
>>164933064
Eating pizza pockets

*munch* *munch*

Oh. Wait. That fire. Oh no.
>>
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>>164935064
I imagine they would be agricultural/mining orientated. A very subterranean race so to speak. I imagine they would not be very artistic or sociable as downsides, considering they hide away from the outside world even on their "home" planets and have little need for art because they are a culturally industrious society.

Backstories in the game talk about these tunnel worlds, but they would be far cooler if they were inhabited by insect humanoids as opposed to humans with mining lights.
>>
>>164934735
What do you mean "no" you retard? His mod is out, yours isn't. He beat you to it. That's just a fact.
>>
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>>164935502
>describes insectoids
>posts nigress wearing headband
low tier xeno
>>
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>>164933064
I feel like I have no idea what I'm doing and how I can get things on track again. It's a miracle I've survived this long on hardcore.
>>
Anyone have a list of rooms that you can make? Or a fantasy list? I'm having difficulty expanding since I have all the necessities but I have a lot of free room basically to expand but no creativity to think of individual rooms. I've researched everything.

Like optimal rooms for creating textiles / components / stone blocks etc. with optimal areas for items. Storage items do have negative beauty so I don't know if it's a good idea to put them in the visinity of the pawns working, but for optimal workshops isn't that necessary?
>>
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I wish these fucking cougars and shit would stop walking into my base and killing my animals, I really need a fucking wall
>>
permadeath on "some challenge" is pretty fun
>>
>>164932725
I feel they made components easier to find in a16
>>
>>164937683
Especially so with caravans now.
>>
Holy fuck malaria is the worst

Only too late I realize I cannot produce any form of medicine because my best grower is about 3k exp from growing 8 for healroot, there's no fucking traders with the shit for the drugs in the drug lab, and my grower is working full time as doctor cause the other doctor has malaria.
>>
>>164937958
That's what you get for settling in the jungle.
>>
>>164936805
>building a wall
Make Trump proud. It needs to be the biggest wall.

though really, cougars shouldn't be able to just freely walk into your base and start shit
>>
>>164935631
>abrasive

Technically he just ported a system from one of his total conversion mods to a standalone mod
>>
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so is there no way to have really hot summers and really cold winters?
>>
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>mfw made beer
>realized too late that all my animals are again getting overdozed on it
>decide to burn it all
>put hauler on cremator
>he burns one bottle at a time
>mfw I have over 300 bottles of beer
>>
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how do I save him, will cocaine help

I guess this is why so many people died of the plague in the medieval ages
>>
>>164939212
>"burns" one bottle at a time

Yeah that's how I'd do it too
>>
>>164939212
Just create a beer stockpile and make an animal zone with that area off limits.

Annoying but easier than burning 300 beers.
>>
>>164939150
Has Tynan included coastal and continental climates? Because Siberia for example is like that.
>>
>>164939212
just dedicate your worst pawn to drinking it all
>>
>>164921884
I think so.
>>
Are there any "dark night" mods in the game that have been updated to A16?

>>164939150
I imagine you could spawn in a desert climate that has very hot summers and a somewhat cold winter. Then in the scenario settings just set it so that you have cold snaps every 6 months or so.
>>
has anyone made a rolling game for rimworld yet?
>>
>>164939423
a what
>>
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>>164939294
FUCK
>>
>>164939458
you know like there's one for skyrim, your post number decides how you play
>>
>>164928837
Build vents so their bedrooms are heated.
>>
>>164939490
>how do I save him, will cocaine help
Does that actually do a thing? Whatever it did, it made me kek like mad.
>>
>>164939495
>>164939423
I talked about making one back in the earliest threads but there really wasn't an interest for it back then.

If that changes I might consider it.
>>
20 hours of gameplay and I just realized cloth is from growing cotton.
>>
>>164939914
What did you think cotton plants were for?
>>
Anyone here done the journey win condition? Think I'm gonna go for it next for shits and giggles.

>>164939914
Dude...
>>
>>164939778
No, he died and my colony was already in the shitter so I'm starting again. The wake-up and yayo wouldn't actually help with surviving the plague, unfortunately, it just made him a lot happier and in less pain, which is nice I guess.
>>
>>164939914
It took me way too long too, don't worry
>>
Where am I supposed to get uranium from? Traders don't seem to have any and I can't really see any deposits on the map.
Deep drilling?
>>
>>164919250
>medieval cthulu cult
found my first a16 run
>>
>>164940653
Pretty much deep drilling those little shit pockets.
>>
>>164941031
Yeah just cracked one open, right in the middle of my dining room of course, and hit uranium.
>Forget about it with incoming psychic ship followed right after by a raid
>Check stocks
>500 uranium
Time to say goodbye to this planet!
>>
How many times per day should I have these fuckers snort coke if I want them to be permanently coked up
>>
>>164940079
I attempted it and the alt f4'd when I saw it would take 3 seasons to travel there. And the game doesn't even tell how long it'll take before you form the caravan
>>
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>Get a request from Umbra ""Darklight"" Nighthawk that he needs refuge from the local pirates.
>Denied it due to his age, and that it's """Darklight""".
>Turns out he was the leader of the local hostile tribe, and denying his help led to the tribe having to get a new leader.

Really progresses the internal thoughts.
>>
Does treating a downed caravan guy from another faction actually do anything?
>>
>>164938013
I just wanted more rain for all the fires that will break out
>>
>>164921971
Yeah, honestly, between that mod flooding the possible events with Cthulhu things, and the insane mood penalties it gives, I had to disable it for now. There's just not enough to balance it out so your guys aren't just losing their shit constantly.
>>
>>164943050
Yes. It improves the relations with that faction.
I've treated one guy that was roughed up by... a lynx, I think? Anyway, when he left my colony I got a message saying that our relations with his faction improved because he was perfectly healthy when he left us.
>>
>>164943239
I rebalanced it to make the penalties for seeing the spooky monsters not as bad. It also seemed like they happened way too often but that might have just been Randy having fun, I'll see how it goes.
>>
>send colonist to other town to get some gold so we can finally build that fucking analyser
>gets the gold
>mentally breaks because i forgot to pack his coke
>ambushed by manhunting elephants
>>
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This is comfy as fuck but there's no growing season so I just planted a bunch of snow beets, I'm not sure what my plan is for growing cotton and shit though
>>
http://steamcommunity.com/sharedfiles/filedetails/?id=837412700&searchtext=

>Cave biome
>>
>constant slowdowns
>laggy crashes
>every raid / infestation causes a long pause
>can't even speed up game

You literally can't play this game past a certain point. No matter what you do.

The path finding is just that shitty.
>>
>>164939914
Well I initially wondered how you produced cloth because getting cloth straight from cotton was crazy.
>>
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>>164943416
Well that's good atleast. A shame the rabid muffalos didn't take out some of the pack muffalos so I could score some more free loot though.

Poor guy though. They almost took out both his legs and all his friends are dead.
>>
>>164944416
what kind of toaster are you using
>>
>>164929761
This happened to me, it just went away after awhile
>>
So lads who wants to make a transport mod?

There are coastal regions, there are Islands, there is the opportunity to make Caravans and go abroad. But there are no fucking ships? How?

I can also make all kind of hightec stuff like geothermal power and airconditioning with lights and sunlights and heaters but I can't build a car? There is even fuel already in the game.

When we are at it, the could be an Airplane as late game stuff for easy travel between the colonies.

Where are you mods. This things literally jump at you to be made. Just imagine how awesome this game would be with this.
>>
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>>164945670
I'm looking at the cart and atv mods to see how they worked for making truck and boat, and make them work with caravans. Taking forever because there's not much documentation on how caravans work.
>>
>>164945670
Sorry but /rwg/ is already concentrating its efforts on the futa mod.
>>
>>164944157
It's interesting but there is a disappointing lack of eyeless albino cave horrors in this mod. There needs to be a mod that adds in creatures that either see through smell or sound or some shit. It would be pretty cool to see a bunch of really powerful monsters added into the game that you would have to outsmart, like placing a shitload of bodies around the encounter area and covering your colonists in guts or what have you to avoid getting totally destroyed.
>>
>>164945670
There'd be much more incentive to make a transport pod if multiple colonies were actually working, so you had a big need to transport things between them. Even then, transport pods basically render things like trains and planes mostly irrelevant.
>>
>>164946727
This. Because of the low level of production and demand colonies experience it would be pointless to have something like locomotives in the game for bulk transporting because your colonies would never need like 50,000 steel unless you plan to cover the map in concrete. The game would need a whole new level of endgame for something like that to even be considered and even then the level of micro needed to make many colonies work especially without a functional laws system would make such large communities practically impossible to maintain.
>>
>>164946997
I think two or three colonies would work at present if the game could handle them, since you can always pause and deal with things and good colonies mostly run themselves (especially with Colony Manager!), but more than that and it'd get pretty hard to stay on top of, yeah.
>>
What do you guys think makes for a good random event?
>>
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>>164933064
I just spawned with /r9k guy ...
>>
>>164947421
Art coming alive including high level furniture and weapons with art stats that attack colonists. I think this would pose a challenege especially to later game colonies that are really well established. I can just envision a bed coming or a chair coming alive and just eating the colonists on them. You can just do some nanite handwaving to justify it.
>>
>>164947621
Well, I meant more what elements of a random event would make it an interesting challenge/twist without being annoying or bullshit.
>>
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I think I'm going to go full medieval and actually make this into a castle kinda thing, now that my food supplies are good for a while.

>>164947421
Something which makes the game more interesting and dynamic by existing. It's difficult to draw a line and say exactly where things just become unfun, though. They can't all be positive events like random supplies falling from the sky, but when it comes to stuff like ALL YOUR CROPS ARE DEAD SUDDENLY, it's real easy for those to just become annoying when they're impossible to predict and can suddenly destroy all your devilstrand which took you a year to grow or something. I mean, a cold snap is fine, because the temperature is something you are constantly aware exists, and that doesn't instantly destroy your crops, it just can make them die if you don't prevent it. Solar flares are kind of shitty events I think. It's the unavoidable ones which just go "x doesn't work for a while" or "x gets destroyed" which aren't as fun. Shit like nuclear winter, fallout, heat waves and cold snaps, poison ships/drones, they're good because they don't just suddenly fuck you. Having to deal with sudden surprises occasionally is fine, but some of them end up just being annoying.
>>
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>>164946997
Eh. I would like to have roads and trains, I find the whole packmuffalow thing dumb. I want raiders on dune buggies. I want tribals going down rivers in canoes. I want merchant trains where I have to build myself a small rail station and they'd bring passengers. Heck, I want shuttles and having to build my own spaceport.
>>
>>164939390
How do you finnagle with the scenario editor?
>>
>>164920038
So I don't need to give them the gay trait and take up a potential trait, it adds a fourth slot for sexuality.
>>
>>164947969
Something interesting or unique. It doesn't necessarily have to give the player time or just fuck you instantly so long as it's different. Personally I think the variety of threat level events is far too few since we literally only have raids and infestations. Something along the line of drone ship that will pose an actual threat to your colony over time, or perhaps thieves that break off from visitor groups or come in unannounced. Maybe more natural disasters like large forest fires that aren't put out by AI rain, or flooding.
>>
This is what a timetable looks like on permayayo
>>
I've never made it terribly far, but heat stroke has to be the lamest way for a colony to end.

I was very close to electricity and could have weathered it fine.
>>
>>164948618
if you were a tribal start you begin with passive coolers tech researched, its amazing at fighting heat waves
>>
>>164948264
I mean sure but once again the cost to benefit ratio of building something like a train versus drop pods makes large bulk transports ultimately worthless. I'm not arguing against the idea of vehicles in general, I think the idea of is great, especially if tynan makes it so that you have to build them from the ground up like adding new engines or wheels. Trains need far bigger settlements to make sense, and as mentioned in my previous post multiple large settlements would be nearly impossible to maintain. Also, since the theme of rimworld is landing on an underdeveloped planet, I find the idea of communities made up of no greater than 20 or so individuals building large rail networks to be completely preposterous. I mean the planetary population on the planet is what, less than ten thousand?

A good alternative to rails and large bulk vehicles would be finding a long abandoned rail/road network or a huge vehicle and building infrastructure around it instead of building your own. There could even be separate threats associated with derelict networks like these ranging from bugs to mechanoids to old security systems etc.
>>
Is there any items that help with extreme cold? Trying to figure out what to bring with prepare carefully.
>>
>>164914850
I always figured with the 50 or so moons needed for constant eclipses, that this planet is basically a spaceship minefield.
>>
>>164946997
Ever tried transporting 1000 Titanium across the map?

Tried to exchange goods (collecting all the precious gold in one major place).

Waiting a year to send over 200 Titanium is painful.

There is more than enough need for proper transport. At least ships would be awesome so that water is not an impassable barrier and coastal cities make sense.

Also if an Area is mined empty I wouldn't want to move the whole colony but mine other areas.

Transport Pods are unsatisfactory.
>>
>>164948791
The name of this game is its greatest limitation
>>
Annoying bug: While healing wounds of a patient and running out meds in doctor's inventory, doctor begins to heal without meds at all. However there are still lots of meds at a stockpile.
I am forced to babysit this doctor to make sure he took enough meds to heal all the wounds. Draft/undraft helps doctor to realize there are meds at the stockpile.
>>
>>164948403
Psychology already removes the need for the Gay trait with its Kinsey system. Romance Diversified is redundant. You can even change the Kinsey formula to Inverse and almost every woman will generate as lesbian.
>>
>>164948767
I suppose you'd have to stack a hell of a lot of them to do anything worthwhile, I had four in the main hall and it only dropped the temperature by 5-7, and when it's 60, that doesn't help much.

They broke on the second day too, and because the wood was outside (Not even all that far, stacked right by the door.) nobody could grab it without collapsing.
>>
>>164949159
All you need is one small room with one in for people to seek refuge in. If you have the wood, it's great just to put one in every bedroom
>>
>>164949320
>>164949159
- because temperature effects are scaled by room size. You can make a small closet pretty damn cool.
>>
>>164949159
Honestly I prefer using passive coolers during heatwaves even when I'm not playing as tribals. Just to save on components and steel.
>>
>>164948989
Once again I am NOT arguing against vehicles, only that building rail networks or similar for hauling that shit would be really dumb. Also, in any scenario where trains are useful such as bulk transportation over large distances drop pod launcher networks would be far more viable for the small communities involved. Hell, a rail network itself would probably cost so much to produce in raw materials that it would take years even with steady growth to even accumulate the resources to undertake such an endeavor, let alone the time it would take to build and the resources you would need to build the locomotives. It's just impractical all around. A truck or a buggy may be worth while, but trains are not.
>>
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shit, I forgot to not allow my doggos to get into the Deep One flesh
>>
>>164949769
I never mentioned trains.
I don't care about trains.

All I want is a ship and a Offroad Lory or kinda like.
>>
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>tfw throws a party and no one joins
>>
>>164948526
won't they all get some problem or brain damage from snorting so much?
>>
>>164950748
My bad, I just assumed you were the other anon I was discussing this with. In that case I agree with you, river systems, comfy canoes and river communities when?
>>
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>>164948526
What is the good timetable suppose to look like ?
I use this all the time ...
>>
>>164951068
Why bother putting Work? Just leave it on Anything in case they have needs to satisfy.
>>
>>164951068
Leave just 2-3 sleep hours and leave the rest at anything. If they are tired they will sleep, or else they will do whatever they need. Specially if you have good beds.

I usually leave work around 10 hours and 1 hour of joy
>>
>>164951164
They tend to go stargazing/for a walk when i leave anything despite shitload of work needing to be done ...
>>
>>164951164
To force them to work.

Else they do dumb shit
>>
>>164951259
Put your Joy hours when they wake up, then.
>>
Is that one guy who was working on the other hygiene mod still plan on releasing it? Dubs mod is ok but it feels pretty bare-bones.
>>
>>164950797
By the point this happens I 'll have the ship built. That's why drugs are so strong at the moment
>>164951068
This is exactly what I use when I have no drugs
>>164951164
The only thing that annoys me when they are set to work is that they won't stay in bed when they are injured unless you manually micro them to
>>
>>164950792
Please tell me you didn't cheat for the materials for those room because nigga that shit is looking slicckkkk
>>
>>164951068
>3 hours of joy
Talk about overkill. My pawns have too much fun with 2 hours of joy in the schedule.
>>
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>colonist goes on a daze
>draft my toughest melee guy to bash his face in with the shittiest club l have available
>back to work in a matter of minutes

Fuck Daze and its "standing in the middle of a blizzard naked and randomly losing gear for a whole week" bullshit
>>
>>164952065
Well they still bitch all the fucking time about eating of ground or slightly tattered appeal or "just not feeling well"...
>>
>>164952232
I just equip the nearest two guys with some wood and work him over, take him to the medical wing and fix him w/out medicine (since it's only bruises).

No time for that shit.
>>
>>164918340
Can you make a Wehrmacht patch too please?
>>
>>164952281
Yes, but if the meter is full there's no benefit to having extra joy in the schedule.
>>
>>164951569
Yes, but if you think the Dubs mod is barebones you'll probably be disappointed. My mod only covers hygiene, only adds two buildings, and focuses more on the aspect of planning your base around it and colonists not tracking dirt around as much when they're clean.

>>164952232
>>164952439
Just arrest and release him.
>>
>>164953982
Doesn't always work, sometimes they resist which means you've still got to batter them.
>>
>>164954181
With Psychology, you can send your best social pawn to do it and they have a significantly higher chance instead of a flat 50%.
>>
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>>164918256
>creepy twin cannibal thing
Hey I did that before.
>>
Why u ded?
>>
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post bases
>>
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>10 cats join the colony to eat all your food
>>
>>164956804
You have to slaughter every last one of those bastards before your colonists get a bond to them. If they start breeding it's game over. Your food supply might survive with a bit of extra hunting but your ears will be long dead from the meowing.
>>
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>>
>>164957043
>imperial march plays in the background
>>
>>164957043
>>164956804
Rev up those butcher knifes.
>Meat is back on the menu boys !!
>>
>>164951907
Nope. It's vanilla game too.
>>
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>>164956715
I sent Kind and Black to found a new Colony.
Will I loose my old one? I wanted to exchange resources between them.
>>
>>164957289
Wait, multiple armchairs make a sofa?
>>
>>164957352
They don't, he's using a mod
>>
>>164957352
No. That's a mod.
>>
>>164957406
>>164957425
Then I must have a different definition of "vanilla game".
>>
FUCK YOU DORPHIN
>>
>>164957573
It means he was lying to you or thinks that adding only cosmetic mods still makes it vanilla
>>
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>>164957040
>meowmeowmeowmeowmwoemwoemmowemoewmowemeowmeowmoewmeowmeow
>>
>>164957573
Quality of life mods that don't hinder balance. It's as vanilla as another, except instead of spamming sofas I use a mod that makes it look like a connected sofa.

How does that break the vanilla experience?
>>
>>164957040
>>164957963
>Rimworld is not Dorf Fort
>but like in Dorf Fort you have to do your part to prevent catsplosion and chickenruption
>>
>>164958316
It's not vanilla if it's modded, you retard.
>>
>>164958316
Nobody was talking about the vanilla experience or balance, showing mod furniture and then saying your game is vanilla is misleading
>>
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>Guy tries to woo girl, rejected
>Walks around in a daze for days until collapsing
>Same girl tries to woo him later, he rejects her
>Right afterwards he tries to woo her, rejected
>Mental break: daze
>>
>>164958539
It's not misleading what is blatantly obvious in the screenshot. He was asking about the floors (first reply) and the materials acquired are through vanilla experience. You butting in and acting smart about visual mods and berating the conversation to an argument pretty much is a tell that that is your sole purpose much like this clown >>164958503

As far as material acquisition, those floors were built with a vanilla experience. As far as that sofa is, it's a mod.

If you're both so dumb to not realize what a quality of life mod is then there's no reason to reply any further. It's a vanilla save as far as balance goes and this is me repeating it but if you're so dumb not to get it the first time around I suspect your next replies will be as bait worthy dumb shit that I won't bother replying. These are your last (You)'s retards.
>>
>>164958853

It's not a complex concept, you retard. If you mod your game it's no longer vanilla, and you don't go around telling people that your game is vanilla unless you intentionally want to mislead them.
>>
>>164958853
You could just say ''oh my bad'' and forget it, but instead you write a lengthy rectally ravaged diatribe
>>
Only white poeple like vanilla.
It's literally the worst flavor.
>>
>>164958853
^ retard
>>
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Feels good to mow down some savages though.
>>
I just recognized that I have to gibe up on my old colony if I want to have a new one.

This hurts lads. ;_;

Any way to avoid this?
>>
This game needs lolis
>>
>>164960165
you can change that in the options
>>
>>164959039
Why say that when there's no error in what I said? If they think it's hilarious to nitpick minutia for the sake of a retarded argument then that's their choice. Doesn't make what I said erroneous.
>>
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>>164960193
Everything needs lolis

If it already has lolis, it could do with more
>>
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>>164960193
I already had a 14 year old escapee in my colony.

Until she had her head blown off by pirate scum ofcourse.
>>
>>164960473
14 is not loli, 14 is biological adult
>>
>>164961917
this anon gets it
>>
>>164960454
fuck off with the lolis, gibi dat tacticool gear
>>
>>164957330
Depends on how many colonies you put in the settings to be allowed.
>>
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They are bugging all over the place, flying through walls and shit
>>
I always played this game like a society and building simulator. Amassing wealth and shit.
Always peaceful without serious threads.

Anyone has a good lets play to see how progaming works?
>>
Much easier than I expected
>>
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damn, that's a lot of steam vents, there's 10 that I can see just sitting around
>>
>>164963927
kek
>>
>>164963927
10/10
>>
I want to cuddle a thrumbo
>>
>>164963927
Kek

Yeah I'm gonna use that
>>
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>>164963927
>>
>>164963728
That's a pretty comfy killbox anon.
>>
>killbox fags dieng to mechanoids
K-E-K
>>
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>>164957043
>MEATS BACK ON THE MENU
>>
All of the pawns are blind.

Don't believe me?

The path finding in this game pretty much is how you escape a labyrinth.

You put one hand on a wall and never let go, meaning even a blind person can escape a labyrinth.

Pawns don't follow roads or walk in straight lines and it's probably the most annoying aspect in the game. I know in DF the path finding is the same. It has to be, since the world generation is what it is but in DF at least the dwarfs calculate much further - which probably explains why it strains your CPU even harder. But in RimWorld the pathfinding seems to only look at 6 tiles in front of it. They are given a point - "go here" - which can be anywhere on the map and it could be far away. Then the game starts to blindly find the path to the location, but it does this "blind". Once it has found a way to it "holding one hand on the walls" it makes a path, and since the pawns only see so far the path they finally go with is terrible.

Because, the pawns are blind.
>>
>>164963852
Those ones in the center look like great spots for a base, too. I imagine they alone will heat up your base to non-freezable temperatures.
>>
>>164967872
Pawns seem to follow paths but only for somewhat long distances. But you're right, pawns otherwise hug walls so they can quickly turn them.

It does make for predictable spots for traps, however.
>>
>>164966507
Thank you senpai
>>
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milking mod when?
>>
>>164968117
>multicolored, mood lighting in rec room
My nigga.
>>
>>164968018

It also ruins the making of paths.

Pawns ignore what they walk upon. If you for example create a 4x2 path across the map and clear it of all debris and then make a pawn go to a location - they will ignore the road entirely even if it would mean they would get to their location faster.

This is what I mean by them being blind. It's a bad simulation. They don't calculate the fastest route, or even the shortest one. They calculate a blind one.

Nothing is more immersion breaking than seeing a pawn zig zag along a road that is made out of pure steel for example, into the dirt all the time.
>>
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>>164963927

10/10
>>
>>164963927
>tfw no gf
>tfw manlet
why you have to remind me
>>
>>164968197
I imagine someone can just reskin an animal like the pepe mod with a tribal graphic and turn on the milking parameters with them
>>
>>164967872
pathing is notoriously shit in rimworld and yet its the mots cpu-heavy thing. And its used as an excuse for all fun features.
>z-levels?
>pathing alredy takes too much
>bigger maps?
>pathing too muccch
>more than 10 colonists?
>p..pathing!!!1
The most broken parts of the code are holding everything back, the dev should really consider hiring some quality programmer. He made over a million dollahs alredy im sure he can do better than a polak hobby programmer.
>>
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>>164963927
>the 1 smiling pepe
>>
>>164968743
Well when you make a million dollars you have to think about how you'll spend it. He has his expenses and as much as a million is, it's not that life changing. Sure you could stretch it to last - say - for 10 years, but that's not a luxurious life.

If he spent it all on improving the game it wouldn't increase its' sales. It wouldn't make him more money.

So it always confuses me when couch nerds like you go and say shit like "hey, they made a million dollars - why isn't the game magically improving now?"

Because he made a made a million dollars already.

He's most likely just going to bank it and work with what he has. That's a more reasonable expectation because I'm sure 99% of you would do the same.
>>
BEES when?
>>
>>164969868
not a bad idea actually, it might be a form of "animal" husbandry that might give more than take for once.
>>
These peons have to be ODing on coke at least twice a season each. Tynan has now idea how drugs work
>>
>>164970235
>>164969868
http://steamcommunity.com/sharedfiles/filedetails/?id=766264659&searchtext=bee
Seriously niggers, come on. Minimum effort.
>>
>>164970243
Shouldn't their tolerance levels be rising?

I suppose it's just addiction being tied to RNG then, what a shame.
>>
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>>164942451
>>
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I don't know why but when it rains at night time with the realistic lights mod and you disable music and just listen to the rain fall, it's actually super comfy. Especially if you put a lot of lights everywhere.
>>
>>164970294
No I meant BEES
>>
>>164970582
>realistic lights mod
Where is it ? I dont see any one ludeon forum ...
>>
>>164970562
DUDE WEED LMAO
>>
>>164970294
> limplying anyone here actually owns the game.
>>
>>164971969
i do

Not everyone here is third world.
>>
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>Modders who put their mods on the Workshop but not the Ludeon forums
>Modders who put their mods on the Ludeon forums but not the Workshop
>Modders who even bother with the Nexus at all
>>
>>164971027
...
>>
>>164972524
It's the ones that only put it on the nexus and workshop that bother me. Installing mods is easy, though I imagine the auto-updating of mods in the workshop is convenient (tho perhaps not if it breaks your save).
>>
>>164972065
>>164971969
I'm actually curious about this

Did you buy or pirate rimworld?
http://www.strawpoll.me/12062082
>>
>>164972957
I bought it back when it was in Alpha 8 or 9.
>>
>>164969608
finish your game tynan
>>
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>>164956715
>>
>>164972957
It's too expensive so I bought it.
>>
>>164970357
They all have massive tolerance
>>
>>164973431
Didn't
>>
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>>164973474
>all those door on the sides

What would anyone come through that awesome yet cheap as fuck killbox of yours ??

>>164972610
Nigga, i cant find that mod on Ludeon forums, where the fuck is it ?
Whats so hard about that sentence ?
>>
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>>164972957
>I'm a piratefag and I like the game but it's too expensive in my opinion because I live off NEETbux or don't have a job at all so I'm just going to wait until it's really cheap on sale and buy it and then act like I'm not an absolute faggot, or just not buy it at all
I will never understand this mentality
>>
>>164973810
...
>>
>>164973941
>NEET
Why do people assume sting / poor = NEET?

Most NEETs are NEETs because they have wealth.
>>
>>164974076
I don't have any smug anime reaction images, but woo boy I might have to start a collection if you're gonna keep posting fucko.
>>
>>164973941
There are people living in low income countries and are not pampered through life.
>>
>>164974182
Are you ok? Do we need to call someone?
>>
>>164973941
>>164974182
>actually thinks that buying game on sale for 2$ is supporting the developer
Salefags are literally worse than piratefags and buyfags combined.
>>
>>164972957
bought the game in A15, pirated it before then however.

So I can't shame pirates, but something just feels good when you buy shill a game.
>>
senpaaaaaai
>>
>>164974276
u wot m8
I bought the game for $30, I'm just laughing at the retard who thinks NEETs are often rich.
>>
>>164974394
>pyromaniac
Into the trash.
>>
>>164973941
I live in Australia and I refuse to pay over 40 bucks for an early access game that's not even halfway finished.
>>
>>164973810
>What would anyone come through that awesome
have we ever been as far as decided too look even more like?
>>
>>164974210
You mean tribals?
>>
New Redist.Heat update on the workshop breaks torch lamps.
RIP.
>>
>>164974596
>>
>>164974472
>I paid way too much for this game so I'm right
You're the only real retard in this thread.
>>
Not building sandbags and roof was a mistake
>>
>>164974596
Whats up with that nigger ship?
>>
>>164975231
I was thinking about that earlier when I saw your base. Sandbags for perimeter/interior defenses could have been use "just in case."
>>
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>>164975231
>Building graves for subhuman raider scum
>>
>>164974849
Oh shit, that's the one that was doing it?
>>
>>164975660
I did that in my earlier days when I thought it was "the appropriate thing to do"

Now I just dump them in a mass aboveground grave. That, or I butcher them for their leathers.
>>
Anybody have a download of all the in-game textures for A16? I remember there being a download on the forums but I can't find it anymore. I mainly want it for the weapons and clothing textures so I can match the art-style.
>>
yuge infestation
no match for my lmgs
>>
Misc > grave > set > /rwg/
>>
>>164976353
Looks like short work, just drag them into the open.

The real fuckery is when they spawn in a bedroom.
>>
>>164974394
>pyromaniac
>brawler
>psychically sensitive
Sounds more like a school shooter.
>>
So is already someone working on vehicles mod?
>>
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Is beelining straight for hydroponics really the best strat for arctic biomes? I feel that an argument could be made for finding a somewhat sizable patch of dirt and using that as a farm is just as good for the first few colonists.
>>
>>164975714
It was for me. Just saw the update this morning and restarted, then none of my torches would show up.
>>
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>>164976968
I imagine that would take some heavy modding to get to work. That is, of course, assuming you want your vehicles to be more than animals with tank textures like in certain mods.

Though I wouldn't mind a way to "simulate" vehicles by building garage or something that gave your caravans a movement multiplier.
>>
>>164976826
That's why I don't play mountainous anymore
>>
>>164976826
Put an incindiary IED in every bedroom and use a stone door. Colonists won't step on it but bugs will.
>>
>>164977163
Hydroponics just seem far too useful not to set up first. Using dirt is easier but eventually you'll need more crops for a larger colony pretty soon.

If anything, because of this, I would never start an arctic run without a good researcher, otherwise your starting food will run out far before you finish hydroponics research.
>>
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>mfw masterwork power armor crafted

is it best to sell it for almost 10k? or use it for my best soldier
>>
>>164977375
Word, though I do often "half-and-half" where I store my excess stockpiles in caves. It's not a huge deal when the bugs come for me there.
>>
>>164977519
>Sell it
>Buy materials for more armors
>Make more armors
Invest that shit anon. Invest into that glorious pawn who makes such wonderful masterwork crafts.
>>
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>>164977519
Is the stat benefit huge? Otherwise just dump it on some settlement and grab all their components and shit for more power armor.

>>164977398
What if the colonist is sleeping?
>>
>>164977359
>building garage or something that gave your caravans a movement multiplier.

Yes, that's what I am talking about in the first place.

The vehicles don't need to drive on the colony map only increase your speed and carriage on the worldmap (and a Icon with the vehicle would be nice) and consume fuel.

They can be stored in a Garage (a harbor for a ship) and disapear when in use. How they leave the map is idk. They can just disapear or kind of riding away with the colonists. Before this can be make they can just port you out of the colony.
>>
>>164977851
bad thing is some schmuck decided to wear it and its now 98%
>>
>>164968197
>ywn have a cutie cow girl
>ywn rub one of her floppy ears as you gently milk her tits with your other hand
>ywn watch her moo in satisfaction from the relieving sensation you're giving her

I can't see any reason why it would be easier to raise humans for milk production than literally anything else. The thought sure is hot, however.

I suppose they're not really "humans" but "cow girls" too, I guess.
>>
>>164968018
>>164967872
stone floors have faster walking speeds than dirt so they use the outlines of mountains as roads if available
>>
>>164978341
MHmm, that makes a lot of sense, actually.

>>164977375
I find that bugs aren't as bad as people think they are, though that's usually because I build hallways and rooms designed to counter them so that when they come I'm prepared.
>>
>>164978309
>>
>>164978309
i desperately need this to be a mod.

cow girls would need to be a separate race. they would need to eat only vegetarian diets and they need to sleep in pet beds.

they can't do anything too skilled but they can clean and haul and maybe cook. they give hugs and mood buffs to everyone when they moo~

also they will produce milk and can get pregnant after making love with a colonist but will only produce cowgirls. any bull boys that are born can only do haul and melee.

if no one make this a mod then soo i will be forced to try to make it.
>>
>>164978309
>I can't see any reason why it would be easier to raise humans for milk production than literally anything else
You only require one cow to get more and can ensure good genetics pass on.
>>
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>>164978309
>>
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>>164935825
Don't get me wrong, I'll take that xeno too. I just want SOMETHING aside from humans in this game.
>>
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>>164976953
>school shooter.
>brawler
>>
>>164979058
there's an artist who has really cute mantis oc art, but i can't remember his name so have this instead
>>
Is raid difficulty partly relative to how many colonists you have?

I have this one useless fat fuck named Andy and I was considering getting rid of him to lessen raid difficulty without tweaking settings
>>
>>164978924
>you will never need a bull because YOU are the farm's own stud for the cowgirl
Why didn't I think of this before?
>>
>>164979208
he's mad, mad about guns

It's a false flag operation

>>164979256
Yeaaaa, colonists themselves have "worth" in addition to spawning in stronger raids. So a colonist that has high skills, bionics, etc. is worth more than others.
>>
>>164979256
Based on wealth, ie combined worth of all structures you own and items in your stockpiles

Colonists also count as items in this calculation I think
>>
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>>164978309
>>164978759
>>164978858
>>164978924
>>164978938
This is literally what you faggots are asking for. You want to fuck this thing?
>>
is devilstrand even worth growing and making furnitures and clothings? feels like you can just make bigger profit growing cottons
>>
>>164979219
my dick is confused
>>
>>164979624
I always make my colonies around the growth of the communist mushroom.
>>
>>164979595
That's not a cow girl, who put that mask on the michelin man
>>
i have cow sleepwear. I definitely support adding cow people.
>>
>>164979595
Yeah
>>
>>164979763
>who put that mask on the michelin man
lel
>>
>>164979624
>feels like you can just make bigger profit growing cottons
I believe you're right about cotton. You can grow more bulk parkas that sell for hundreds while devilstrand takes ages to grow and need far more land to compete with a cotton field.

It's still profitable, of course, but you probably have to specialize in it.
>>
How do I make an infestation far from my base?
I am on Cassandra rough and mined a smaller mountain far from my home, what else do I need to do? The hives in one of the abandoned buildings got destroyed by themselves.
>>
>>164979717
it shouldn't be, she's still a qtp2t grill, she just has somewhat different hands, but she can still hug you with them while you penetrate her lovingly and that mouth is totally kissable
>>
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Fuckable xenosex slaves mod - when ?
>>
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>>164979782
I'm intrigued
>>
>>164977510
That's dumb as fuck, I don't know what fuck you were thinking with that strategy.

You ignore research until you have a decent startup base going, double walled sleeping area and secured food production and everything.

You just find a spot with a fair amount of gravel and farm potatoes. That's literally the only way you're going to survive.
>>
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>>164979595
Fool, can you not see with your third eye the true form?
>>
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>>164979931
Make sure it's dark and that you put as much light in your base as possible. They CAN spawn in lit areas but I believe they're coded to prefer dark, dank areas.

>>164979970
missionary is l-lewd anon
>>
>>164979595
YES.
I am literally typing this shit into Cpt. Ohu's sample character thing now
>>
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>alert pings
>Siege
>"Oh it's just another raid huh. 7 raiders? No problem. I'll just wait for them to attack my ba-"
>see that they brought some equipment
>wait a minute
>Mortar shell x12
>>
>>164980346
attack them immediately fagget
>>
what's the best midgame gun? stuff like assault rifles and machine pistols
>>
>>164980346
you just need one sniper and some terrain coverage, harass them from afar, they won't even attack you if you do it from max range, that's what i end up doing most of the time
>>
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>>164980346
>the very first time you see raiders putting down their own blueprints and building shit
>>
>>164980474
sniper
>>
>>164980346
>not taking a single sniper out to pick them off at max range while they fool around building pointless shit
>>
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>>164980172
Mhmmm, I'll give that a shot next time. Forgot about that double wall meme, too, it'll be a great way to keep the heat in.

>>164980262
kek
>>
>>164980474
LMGs because they are good on people without shooting skill I think
>>
>>164980548
I'd rather say assault rifles. Sniper is only good against those fucking rocket launchers and other snipers, but the dumb AI cant use snipers properly anyway.
>>
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>>164980346
One of these fuggers landed near my base once and the raiders kept trying to walk into my base to grab my steel for their mortars.

I "claimed" the steel that landed almost immediately, maybe that's what confused them? Whatever it was, it broke up the siege fast.
>>
>>164980618
Yeah, and assault rifles and charge rifles for guys with good levels.

And don't forget sniper rifles too for your marksman team.
>>
>>164979970
if it can hug my dick it can share my bed with me anytime
>>
what should i do now? i need plasteel for the multi-analyzer and would rather not mine for it all

and is this a tranny
>>
>>164980603
Remember to use thermal vents for heat if available, and try to conserve wood as best you can.

Geovents can't heat everything, and if your power goes down you need a fuckton of campfires to keep your plants from dying.

That's another reason to not use hydroponics right there, they're too dependent on power.
>>
>>164981106
Check her backstory, I know of few characters that have had sex changes in the past.

In regards to plasteel you can dissemble mechanoids for lots of plasteel, get them from a trader, or use deep drilling: though this is mining, technically.
>>
>>164981201
Should you ever switch to hydroponics? I imagine growing crops for a small base would get tricky unless you're lucky with soil placements.
>>
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WELCOME TO THE RICE FIELDS
>>
I'm confused, how do I preserve food if I don't have a cooler?
>>
>>164981528
you gotta make pemmican out of it
it's fucking cancer for my no-tech run
>>
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>>164981526
>>
Vote if you haven't yet.

Did you buy or pirate rimworld?
http://www.strawpoll.me/12062082
>>
>>164981715
my mate bought the DRM free version and now i have it. so?
>>
>>164981484
Yes, hydroponics become necessary later on when you have more than 3 pawns running around. Farming gravel just isn't efficient enough, mostly because there aren't large enough concentrations of it. I wouldn't ever switch to hydroponics, but I would introduce hydroponics next to gravel patches.

Soil replacement is something that makes it a lot easier, but I'm assuming we're talking vanilla here.
>>
>>164978309
>ywn
???

Am I on plebbit right now?
>>
>>164981841
That's piracy technically.
>>
>>164981526
>raid
>it ain't me starts playing
>>
>spend 15 minutes rolling maps to find a boreal forest with a 30 day growing season with a southern coast
>spend half an hour rolling survivors with good stats
>finally get to the map
>giant marsh where I want to put my base
>exit out and start again

Who else here /autism/?
>>
>>164981891
>You will never
What's wrong with that? I've seen anons say that for years.
>>
>>164980343
>Cpt. Ohu's sample character thing
what
>>
>>164982248
>>exit out and start again
Oh dont you even start with that ...
I've restarted more forts than anyone here ...
>>
>>164918340
>>164953038
bump plox
>>
>>164982264
no
>>
>>164982568
yes
>>
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>>164979595
more like this
>>
>>164982568
Yes
>>
>>164977851
>What if the colonist is sleeping?
Presumably the colonist sleeps on a bed and the IED is in a corner.
>>
>>164982670
T H I S


W
H
E
N
>>
>>164982670
Fund it.
>>
>>164982534

I'll look into it, currently trying to get the Red Army artillery gun to work as well.
>>
>>164920101
>change milkdefs to cummies
>????
>>
>>164983030
my hero : D
>>
>>164978234
>2017
>not using the mending mod

Does 110% sharp protection means its bulletproof?
Do the numbers drop as it loses condition?
>>
Am I playing the game wrong?

I spent like 10 hours playing yesterday and the area around my base is totally mined out and I'm starved for steel. I have to rely on random trader events.

I just started yesterday
>>
>>164983583
Have you built your walls from steel?
>>
>>164983583
also one of my guys has a shattered spine and is a vegetable. Is there any sort of way to save him or should I euthanize? I kinda want to keep him alive since he's my only original colonist still alive
>>
>>164982248
Anon
Anon, please
Prepare Carefully and Map Reroll mod
This isn't hard
>>
>>164983692
I made it out of marble since that's what I am surrounded by and it seemed sturdy and fireproof
>>
>>164982670
Noice. You are doing that thing man?

That makes me kinda wonder what is the relations between body and hair if it's supposed to be a pawn? Would you need a custom set of hair with horns and ears?
I understand that if it's an animal then they are all using the same graphic (maybe with small difference between different gender) but pawns have that little mix up of body type and hair type.
>>
>farm animals starving to death
>malnutrition (extreme)
>colonist won't feed the animals
>can't even prioritize feeding the animals
>priority 1 handling doesn't do anything either
What the fuck am I doing wrong?
>>
Help, I'm bored with the game already.
>>
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>>164983843
>marble
>fireproof
>>
>>164983843
Marble is the softest of all the rocks, you dummie.
>>
>>164984284
Have you tried having food which your animals can eat, and which they can access?

>>164984563
Stone is fireproof, though.

>>164984436
Mods.
>>
>>164984631
>Mods.
W-what did I do wrong?

I didn't even say nigger this time!
>>
>>164983843
Its probably inefficient base design then.
>10 hours
That can mean a lot, I have about 20 hours on my current base, only 7 people bunkin in the diner, about to start workin on the perimeter wall... Takin it slowly is fun but im gona restart because dumped in a few new mods.
>tfw when sand fucks up the snow and you cant clean it away
srsly, fuck sand. It even shits in through walls.
>>
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>>164984631
>any rock
>fireproof
>>
>>164984759
>Its probably inefficient base design then.
He says while having overlapping sun lamps.
>>
>>164984924
They are like 50 steel a piece.

>brings up the sunlamp
>ignores the oversized "bedroom" with the pool table (and planned tv, bar, armory and battery room)
ill look up a more efficient growing room design for my next round
>>
>>164984254
Nah, though if I had the game's spritesheets I could draw cowgrils over them and pass them on to an actual modder
>>
>>164985157
I think he meant the fuck-huge power consumption
>>
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>>164984901
Are you retarded?
>>
>>164985281
I think he's being facetious.
>>
>>164985273
Probably yes but the original issue was steel...
Now that i think about it i did had to build a lot of solar panels and batteries to run those lamps, which did cost quiet a lot of steel...
>>
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>try to use incendiary mortars to burn out two enemy sieges
>rain happens almost immediately
>pyro sets a small brush fire that burns down the entire map
Fuck you cass.
>>
>>164985186
Maybe this will help
https://app.
box
.com/s/g3r0v50k8bs14ew5q4rpqqkljn0mtv1o
Art assets for A16
>>
>>164985186
What he got
>>164985816
I just found the same thing and meant to post it but forgot about 4chan spam prevention bullshit.

All of the art assets from A16. Good shit.
>>
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>>164981526
>cold snap

thanks randy
>>
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>>164986360
thats damn comfy got anymore?

also needs jazz music playing in the background
>>
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Closer than I thought it would be.
>>
>>164986707
I listen to Snarky Puppy whenever I want to relax.
https://www.youtube.com/watch?v=L_XJ_s5IsQc
>>
>>164986712
>24 votes
where was this?
>>
>>164986712
so why do you pirates pirate the game?
i assume the price because $30 sounds too much for a game like this

how much do you guys think this game is worth?
>>
>>164987053
why pay for a game I can get for free
>>
>>164987053
it's not about the price meme, i just don't have money to pay for entertainment other than access to the internet
>>
>>164987053
Should be free like DF.
>>
>>164979595 > shit > >>164982670
>>
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>>164987053
I do what I want 'cause a pirate is free
>>
>>164987248
might aswell shoplift
>>
>>164987031
Read the thread I posted it twice

http://www.strawpoll.me/12062082/r
>>
>>16498731
>>164979595 > shit > >>164982670 > you
>>
>>164987392
nah that's stupid. I just know what I can get away with
>>
>>164987415
balls i can't even shitpost correctly
>>
>>164987248
Because you like it and want to see it continue to be developed.

On an individual level, it doesn't matter, but enough people going "lol I'll just pirate it" leads to development dying and the game no longer being around.
>>
>>164987053
Yes 30 bucks is a bit much for a game that isn't even complete yet.

On release I'll pay 30 but I'm not spending more than 10 on early access no matter how promising it is.
>>
>>164982267
https://ludeon.com/forums/index.php?topic=24469.0
>>
So how high social do I need for preachers to reliably convert the little heathen shits in Ctulhu mod? There's always one or two pawns who utterly hate the cult and try to whack the preacher once a week or so.
>>
>>164987248
mods
Steam workshop is pretty good.

Why not pay for it if you can afford it?
>>
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>>164987590
so is there anyone working on milkable colonists yet or should i actually get onto it
>>
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>>164987392
Good goyim.
Now go buy another copy that barely costed a dime to manufacture.
>>
>>164987661
thanks my mane
>>
>>164988008
DO IT PLS
>>
>>164988008
>should i actually get onto it
answer is always yes
>>
>>164988018
Do people actually think this has any weight?
I used to be ok with this crap before i started buying games but now it just looks so retarded.
Free games are shit. That pic leads to shitty free2play games.
>>
nice hospital you have there, would be a shame if someone took a juicy pegleg shit right on it
>>
>>164987864
Have those pawns research Successful Cults, or have them share social time with people they like.
>>
>>164988419
>tfw your leg gets shoved up someone's ass and you have to wait for it to pass
>>
>>164988404
>>164987612
see, you guys pay for the game and get all jolly from helping the developer and I still get to play the game.
It's been in 'development' for like 3 years and it's been the same price the whole time.
>>
>>164988008
No clue bud. I thought someone is doing something with this abomination.
>>164979595
>>164980343

Other than that there's a lot of screaming and asking. Then not so much clear mention of people working on stuff. So I guess folks just wait for shit to happen... or not.
undercutting other artist and modders that already worked on some shit is awful though.

I'd suggest for fuckers working on stuff to just grab a name. Even if just for that time. I know anon is anon but it was since forever acceptable for contributors to wear a name if they are working on stuff. Otherwise they are just being called something dumb and kept getting mistaken for other people.
>>
>>164987590
hello r3ddit
>>
>>164988898
Yes, and? It's being developed. It gets regular patches that add a lot of content.
>>
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>>164987053
>$30
>1698 RUB for an incomplete game in development
You think me a fool?
I shan't fall for thy foul trickery filthy hebrew.
>>
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>>164989493
>8.372721 USD
lad
that's cheap as fuck
>>
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>>164985816
>>164986204
The ears + horns will all have to be hairstyles, skull is seperate. I have been trying to figure out how sprites in this game work, they also have some weird transparency shit going on that allows the random colors to be overlaid. I think other lads in the thread probably have experience with this. Maybe it'd be good to nab a thicker bodytype with a bust from some mod
>>
>>164989806
>a thicker bodytype with a bust from some mod
all of the yes
>>
I'm thinking of adding hugslib, less arbitrary surgery, and additional joy objects to the OP.

Any objections?
>>
>>164989991
Yes. Remove all fucking mods from the OP.
>>
>>164989000
>I'd suggest for fuckers working on stuff to just grab a name.
That's the problem: nobody's working on anything. you really only get to earn a name when you make actual contributions. Dickwolf guy can be dickwolf guy, but 3rdworlder anon and zootopia avatarfag should stay anonymous untill they start making shit
>>
>>164990037
I'm willing to listen to reasons.

How come?
>>
>>164989806
Rip from this.

http://steamcommunity.com/sharedfiles/filedetails/?id=830661613&searchtext=Advanced
>>
>>164989991
Hugslib - is a must for certain mods. Having it doesn't hurt. Not having might. I'm ok with that.
Less arbitrary - is a must have in A16. No problems here.
Additional joy objects - doesn't sound like essential mod though. So neither yay or nay. Your call.
>>
>>164990226
He's just a salty nigger. Go ahead and add them.
>>
>>164990227
Can I get a dropbox link to that? I might be able to make a replacer for the core textures.
>>
>>164990226
Because they ruin the balance of the game, and basically horrifically reduce the difficulty.
>>
>>164990492
It adds them as clothing
>>
>>164990660
Yes but I think I might figure out how to make them overwrite the core files similar to this https://ludeon.com/forums/index.php?topic=17852.0
>>
>>164989806
Won't cow-hairstyles have a chance to land on human pawns? Same other way around having human hairstyle on a cow-pawn?
I know that Orassans mod has issues with Prepare carefully mod. Where you just can't random or pick Orassan race from the prep carefully menu.

Anyway I'll look up this shit on forum tomorrow when I'm less drunk. I bet my ass people over there have everything already worked out. If not I'll just look it up in Orassan or Humanoid races mod threads (or ask dudes behind them).
>>
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>>164990567
breathing reduces the difficulty of the game as well. why dont you try a no breathing run and get back to us
>>
>>164990567
You have no clue what are you saying.

hugslib does nothing on it's own. Less arbitrary surgery removes the dumbest rng elements that's currently in the game. The one that dev promised to look into for the future update.
Currently in OP are:
Edb prepare carefully - which allows more options while doesn't force anything on you as a player. You can keep clicking the goddamn dice for another 3 or 4 years for all I care. I'd rather set points limit and decide for myself.
EPOE - is the end game expanding mod. At this point your are most likely set in stone and steady enough to decide fro small fixes and improvements on every of your colonists.

I have no opinion on additional joy objects.
>>
>>164990353
Yeah it's not essential but it feels like the joy objects are lacking early on.

I probably won't include it since it's cosmetic and personal taste.

>>164990567
Aside from less arbitrary surgery which is arguably needed to rebalance surgery to be less RNG nothing changes balance.

Prepare Carefully has its own points system for balance if you so chose and EPOE requires resources and unique crafting benches to take advantage of the benefits which also require research and an experienced doctor all to prolong the life of colonists who otherwise would be useless or dead

Besides that your argument of difficulty is undermined by custom scenarios, varying difficulty levels, and storytellers that allow the player to choose their own experience.

Unless you have a stronger argument I don't see how presenting recommended mods in the OP is a bad thing.
>>
>>164989806
i love you anon
>>
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I'm really glad she didn't get her top blown off or become a veggie.Those charge lances are really strong though.
>>
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>>164989983
>>164989806
here you go
>>
>RAID!
>suddenly explosion in the distance
>look what happened
>three dead raiders
>one dead boomalope
It's the little things that make me enjoy this game.
>>
>try playing again since hardcore SK updated
>communication console doesn't work

anyone else using the a16 version but doesn't have this issue?
>>
re-requesting Mr.Handy style bots to do cooking, cleaning and loving
>>
>>164993130
http://steamcommunity.com/sharedfiles/filedetails/?id=724602224&searchtext=Robot
http://steamcommunity.com/sharedfiles/filedetails/?id=747645520&searchtext=Robot
http://steamcommunity.com/sharedfiles/filedetails/?id=732190403&searchtext=Robot
http://steamcommunity.com/sharedfiles/filedetails/?id=727484454&searchtext=Robot
>>
>>164993504
I love u
>>
This game needs windows.
>>
>>164994407
Dude
Seriously
This is like the tenth time I've had to do this
http://steamcommunity.com/sharedfiles/filedetails/?id=826153738&searchtext=glass
>>
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Well I got a cow ears hairstyle to show up in game...backwards
>>
>>164992827
Hooo boy... HCSK went 5.0 well fuck me. If it wasn't your post then someone else on the forum also had issues with comms.

This goddamn modpack requires way too much time to spend. I ain't touching it for at least another week or two when they'll get chance to polish it up and squish bugs out. And they'll get them for sure since more player gonna get attracted by "finally out" sign.
>>
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>>164994819
Good effort. Now turn them around and you are golden.
Will you teach me your ways?
>>
>>164994783
I meant by default.
>>
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>>164995534
You guys gave me the sprites, I shat ears onto some hair and replaced a hairstyle file from a mod I had installed to see if it worked

With a bunch more of these a modder can work on the actual race
>>
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>Hey guys you should make this
>Here's an idea that you should make
>Modders make this please
>Someone listen to my idea and do this
Rimworld is easy as fuck to mod. All you need is photoshop, a working eye, a working hand, and the ability to learn and work. You have no excuse, you're just lazy and want people to do what you want.
>"B-But I'm an ideas guy!"
Who fucking isn't?
This is why you've never made a video game and never will. You're lazy, anon.
>>
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This general.
>>
>>164998032
This is so great
>>
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The Tower is now the Colony and has a palisade, second housing block, proper prison with actual cells, a future workshop site, and a traders' lodge/marketplace. Any ideas on what we should build next?
>>
>try to use custom body sprite and make colonist headless
>nothing
fuck, this is what i get for going dangerously cheesy
>>
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>>164998998
>forget image
anyway, any suggestions for how to fix this mess? besides the obvious: i'll have to turn it back into actual humanoid cowgirls
>>
>>164998876
hospital/drug lab?
cant ever go wrong with a vault for your valuables, maybe colonists if things get too rough
>>
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>take a nap
>I return and people start working on the cow girl mod
My niggas.
>>
>>164998032
That looks really good, anon.
>>
>>165000182
>take a nap
>its night again
winter is bad.
>>
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Combat realism is incompatible with medieval times?

...
>>
>>165000510
No, they just don't work together.
>>
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>>165000331
>its night again
This is too real, anon. It was a nice day in Canadaland too.
>>
>>165000510
That mod has been on life-support for about a year, someone has to take it over.
>>
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>>165000182
we need some way to be more organized.
We need a design document.
We need to know who'd even be able to help.
Respond to this post if you want to contribute to the cowgirls mod.
>>
>>165000331
>>165000591
>fall asleep
>wake up
>time has advanced
UGH
>>
>>165000587
That's what incompatible means.
>>165000651
Which one?
>>
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>>164998032
Ok it displays in-game correctly as well, I can start doing this to a couple more hairstyles

Mind you this is literally opening up in gimp a hair sprite made by someone actually competent, slapping my dick onto the tablet and replacing the old file

When I'm done I'll post a mega link or some shit with the sprites
>>
>>165000794
also moar thicc please?
>>
>>164999287
>any suggestions for how to fix this mess?
You're not going to get any help here, it's just a bunch of leeches.
>>
>>165000747
When days turn to nights Canadians start shitposting. This is especially problematic during the winter with shorter days.
>>
>>165000747
more like
>its a sunshiny daayy :)
>fall asleep
>wake up an hour later
>its night
>>
>>164999287
>any suggestions for how to fix this mess?
make a blank head texture?
>>
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Is this close to your interpretation of the Thrumbo? I find that this matches the whole "unicorn" meme that people have with it.

>>165000794
Awesome, anon!
>>
>>165000927
Yo I'd have to draw a complete new body type from all angles, I don't even into spriting that would take a while. Also it'd fuck up all the clothing (so would have to do thicc-body-only-clothing too). Haven't found any body mods to steal from, the chinese guy's mod bodies are just clothing items
>>
>>165001285
Is it possible to replace vanilla body textures with nood body textures?
>>
>>165000661
I'm willing to help but I have literally zero experience modding aside from editing a couple raw files in dwarf fort.
>>
>>165000661
>we need some way to be more organized.
It would help if we post some of these mods in the header. We already talked about the surgeries mod but I think the dickwolf mod needs to go up there too since it's a community one
>>
>>165001718
Yes this
Community mods and a "Help needed" section would be great in the header.
>>
>>165001225
I want to see these things fuck.

I want to fuck this thrumbo
>>
>>165001858
you and me both brother
>>
>>165001858
>>165002000
>check em
Thrumbos are for cuds
>>
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>>165001225
That's a lot taller than I imagined, though since their appetite is so voracious that they eat trees I'm not surprised.

I would probably scale them down a bit.

>>165001858
>>165002000
It's only a matter of time before anthro thrumbos become a thing.
>>
>>165001718
>>165001781
Okay give me a links to put in the OP and define what you want me to put in the "help needed" section
>>
>>165002210
hug frumbo
kiss frumbo
>>
>>165002291
Thread-created mods:
>dicwolves [filedropper link]
modders needed:
>Cowgirls [pastebin with design doc]
>generic Ayys
>>
>>165002575
Okay but I don't know where this dickwolf mod is, I need a link and I need someone to make the design doc since I'm not involved in the project I don't really know what to fill it out with.
>>
>>165003178
filedropper
.com/dickwolves_1
>>
>>165003178
>I'm not involved in the project
nobody is involved in the project. We're all just cannibalizing working mods and posting them in the thread for (you)s. I can write a fucking design document for this.
>>
>tfw no one wants my wojak mod
>>
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What the hell is this guy doing? It's not even anywhere close to my base.
>>
>>164986360
How is your night so dark?

Mine is extremely clear
>>
>>165004308
What
where
>>
>>165004308
you posted one screenshot once. post a download link
>>
>Take dickwolves mod
>Replace dickwolf head with cowgirl qt 3.14 head
>Replace dickwolf body with cowgirl thicc body
>Upload
>???
>Profit
>>
>>165004660
https://ludeon.com/forums/index.php?topic=24469.0
yes that's essentially what we've been doing and we are still hitting problems
>>
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It's chilly lads
>>
>>165004639
>>165004607
>www filedropper com/wojak
>>
>>165004905
Steel conducts heat, you should use brick for outer walls and stell for inner walls.
>>
>>165003776
I'd be fine writing it but what do you want me to put in it?

We have an idea to make a cow girl, someone did some sprite work... That's it unless I missed something. what do you want me to put? What work needs done, what kind of programming do we need to do, what?
>>
>>165004905
That looks pretty comfy, anon. My bases hardly get that far in arctic biomes.
>>
Is it possible to add humans as random creatures in the biome defs?
>>
>>165005263
Are you rusing me? I can't find anything about this elsewhere
>>
>>165006173
its bullshit, walls dont do shit for heat, only doors let through some heat when they are open. Ceiling is where heat goes.
>>
>second megatherium tamed
>it was the right gender
>Orassan traders visit
>they're farmers and have chickens, dogs and cats to sell
>four domesticated border collies join the colony, 2 male 2 female

Cassandra has made her will clear, it's time to start an animal industry.
>>
>>165005432
Cowgirls
>Thicc girl with cow features
>have cow ears. this could be doe through specific hairs or through racial head sprites
>tail and horn body parts
>able to be milked
>have milk fullness stat that goes up over time
>can make colonist milk her when full

put this in a pastebin and we're good to go
>>
>raiders dig through entire mountain and reveal a reasonably sized enclosed outdoor area also creating a passage to get there from my base

neat
>>
>>165006045
It's extremely comfy once you get set up, the last few raids died of hypothermia before even reaching me

I had to disable solar flares though because last game I had an entire colony unavoidably die to -150 degrees indoor temperatures
>>
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Would it be possible to make the mini map that generates during a caravan encounter into a preset size for your colony? It just looks so damn comfy.
>>
>>165006732
sappers are the worst
>>
>>165006732
lmfao they were literally three blocks away from the base and then gave up
>>
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>>165006754
meant to post
>>
>>165006926
>all those heaters
Yeah I can imagine why you turned off solar flares if you need that many heaters to secure livable warmth.
>>
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Which is a better storyteller, Randy, Lovecraft, or officer Winters?
>>
>>165006926
>ywn cuddle up to a polar bear and watch an ancient cathode ray tv in a dimly lit corridor with outside temperatures halfway to absolute zero
brb killing self
>>
>>165006702
http://pastebin.com/q9Eyw96U
>>
>>165007265
Officer Winters?

I prefer Cass because I'm the vanillafag of storytellers, however.
>>
>>165007179
Not him but its either nosolarflares or nocomf base.
>ducted heating mod still not updated
>ducted heating mod still doesnt geyser hear
>>
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>>165007326
I want to snuggle up with my polarfu in a non-sexual way as raiders die around my base from the cold
>>
>>165007567
>watching tv
what are you gay?
playin vidya on the couch, the little furry thing is losing and gets upset then suddenly its suckin on two dicks...
which comic was that anyway?
>>
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>>165007567
>>165007908
>anthro
>>
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>>165007567
>>165007908
Rimworld animals are not for sexual
>>
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Fuck fibrous mechanites.
>Lasts for weeks
>Get shot once
>Collapse from shock
>Kidnapped
>>
>>165008557
>dat inner pond
My nigga that's awesome

What does the rest of your base look like?
>>
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I'm done for now, all hair was taken from spoons hair mod and still has the same filenames. These can work as placeholders for your cowgirl mod

https://mega.nz/#!eoVFgYqC!yyRMJiL2BqZba7ntWnHuqOFnNmlqOfMzL_hwyYeJx6E
>>
So is combat realism worth getting? It seems to conflict with a lot of stuff.
>>
>>165008557
Thrumbos are not animals,but highly intelligent creatues that can give their consent.
>>
>>165009723
yesss
>>
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>>165009238
A disappointing but efficient blob, because shit's cold
>>
>>165009798
No, its a mess.
Its a great mod, the ammo types are fun, combat is much more lively but there are plenty of issues even if you use it on its own.
Try playing a quick game with CR, you'll know within an hour if you keep it or never look at it again.
>>
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>no raids from the pirate faction since half a year

did i kill everyone?

whats going on randy, what are you planning
>>
>>165009798
No, it needs a huge cleanup and two dozens of compability patches before I try it again, which is a shame because I really like idea of the mod.
>>
>>165006434
>walls don't do shit for heat
Looks like someone doesn't understand insulation.
>>
>>165009723
I put this link in the pastebin.
http://pastebin.com/btgsZbQP
>>
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Post current base now regardless of how shit it is so people can judge you
>>
>>165006754
>I had to disable solar flares though because last game I had an entire colony unavoidably die to -150 degrees indoor temperatures

They're survivable, you just need to have a fuckton of meals in stock. Just have one emergency room with a wood stockpile and set up campfires until the flare passes.

The biggest problem is animals, if you have a lot of them the room will have trouble fitting all of them inside.

Alternative solutions:
>walled in geothermal vent (can even have a geo plant on it)
>throwing molotovs in the middle of a room
>>
>>165011047
>>165009723
Yiiiiiss, anon delivers
>>
>>165011236
>wood stockpile
This would definitely work, but I have no trees on the map and it would be hard to grow them indoors. Thermal vent emergency rooms are legit though.
>>
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>>165011089
>>
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Only just started playing today, I'm doing pretty shit so far I feel.
>>
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>>165011089
im not good or decent at base building at all
>>
>>165011553

That's why use wood EXTREMELY frugally. You only ever get more from trade ships and what little wood you can farm on gravel.

I personally am a filthy cheater who uses buildable soil mods, so I can farm trees indoors, but in theory it should work even for vanilla. Just remember to deconstruct the campfires when the flare passes.
>>
> Just remember to deconstruct the campfires when the flare passes.
How do spaceships even work in the Rimworld universe if stars can just shut them off for several days at a time.
>>
>>165011629
I'm sure it's fine anon you jus-

Well the important thing is you tried.
>>
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>>165011629
That's more pawns than in all my recent games combined
>>
>>165011603
its not that bad
You can tear down the buildings/walls around the map for free bricks and build from those, wood is good for the first few days but dont count on it long-term.
also
>heatwave
>outdoors 46'c
>geyser inside right next to freezer
How's the temp in there? How are your guys not dying when they go into that building?

you are one zzzt away from losing everything but otherwise its ok
>>
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>>165011089
Needs more thrumbo

>>165011591
I actually like it, bonus points for dope uniforms and what appears to be 20000 boxes of corn

>>165011629
>Sun lamp placed next to wall
Thanks for not including a trigger warning you sick fuck
>>
>>165011629
How do you even get that many people?
>>
>>165011629
I'm sensing a fuckhuge powergrid somewhere, post it
>>
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>Wave survival storyteller? Sounds like fun, I'll give it a go
>mfw
It wont fucking stop
It keeps happening and wont fucking stop
Just constant self-taming, escape pods, and cargo pods
>>
>>165011629
Jesus, Randy I take it for that many colonists.
>>
Brown women are for breeding and brown men are for slavery
>>
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>>164967872
>he complains about pathfinding and hasn't downloaded Better Pathfinding
>>
>>165013542
And pacifists are food for the dogs.
>>
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>>164993130
I'll try to make something based off the Miscellaneous_Robots mod but I don't think lovin' is possible to add. Maybe a custom race by AlienRaces would be a better alternative?

I'm going to bed now anyway, gonna try to finish this tomorrow.
>>
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>>165014231
>>
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>>165014410
>>
>>165000661
I could probably lend my experience.
>>
>>165004803
Humanoid Alien Races is garbage. It's a poorly-coded highly incompatible mess. I'm working on my own custom race library.
>>
>>165015434
Looking forward to it, anon!
>>
>>165015434
Great news!
>>
So are we finally getting people committed to modding?
>>
>>165016409
I've been here for a while, mentioned my plans before
>>
>>165016523
Well either way it's a good thing if we do get committed to it so we can keep this general alive.
>>
>>165014231
>>165014410
>>165015276
Woah this looks really good
>>
>>165016409
I've got ideas and shit, it's just a matter of learning
A) Coding in Rimworld
B) A decent art style that blends with the game
While studying in college
>>
Does anyone know how the raider's pathfinding works?
I tried to make a zig-zag maze with traps, but this first group is just trying to mine through my wall.
>>
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>>165017585
>tfw they're learning
>>
>>165015434
>>165015276
>actual competent coders and artists that can do more than copypasta xml or fuck around in ms paint
thank god
>>
>>165017585
That's nothing, I have a trap field and a nice bunker, instead the raiders would rather split up and punch different squares of my perimeter wall. I
>>
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>tfw blight
>tfw zzzzt
>tfw fallout
>tfw eclipse
>tfw infestation
>Amall right after each other
>hab a free pawn but he can't haul or cut :DDDDD
>xoxo Randy
>>
What do you guys think is the absolute lowest tech level you could do for a winter biome?

Would it ever be possible to honestly do a tribesman tech level winter biome?
>>
>>165017809
Good. Assuming weapons and armor updates are added I wouldn't mind raiders attempting to destroy the concept of killboxes.
>>
So I want to make a mod.

Giant spiders.

How would I make that look in rimwirld sprite form... I'm kinda drawing a blank.
>>
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What would you all like to see in a Vanilla+ mod? I'm thinking about adding in more clothing and weapons without going overboard like Apparello or the RT weapon pack. I want to add more stuff to Rimworld that looks like it fits in, not desert eagles and mesh-shirts.
>>
>>165017585
They will avoid traps they have previously discovered. You can lol the ai by rebuilding them in the exact same spot.
>>
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>>165019587
If I had to guess I think they'd look a little something like this.
>>
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For your entertainment.
>>
>>165019813
Well I didn't know that was in the game... still it's not very spider like.
>>
>>165018060
Feels good, man.
>>
>>165019624
more clothing would be nice, things get pretty generic once you start pumping out shirts, jackets, hats
>>
>>165020075
looks more like a rhinoceros if anything
>>
New thread
>>165020603
>>165020603
>>165020603
>>
>>165020075
>>165020461
Probably would look more like a spider if it had legs.
>>
>>165018348
One thing you can do is just cover your walls with cheap wooden traps. The AI loves to run along your wall triggering them all. Death by a thousand cuts...
>>
>>165019691
What do you mean by previously discovered?
People of the same group spot it?
People of the same group get hit by it?
Any raider gets hit/spots the trap somehow alerts a different raid of the trap's location?
>>
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>>164940079
My very first game playing, I did it. Started with 3 droppodders, grew to 7 people over time, but exactly one year after we landed, I launched my drop pods full of hope and prospect.....and very quickly learned that I'd have to make 4 or 5 more such launches, unless I wanted to try and provision a caravan for 3 seasons of travel time.
And so that is exactly what I did. I stocked up on components, chemfuel, steel, and pemmican, and then we leapfrogged our ass to salvation. Honorable mention goes to Bodyguard Atkins, who in the middle of a social fight with Marjot (which she started) he tore her thumb off and shattered her left leg, necessitating that we build a triage station and carve her a peg leg. Jackass.
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I'm aware that Imgur.com will stop allowing adult images since 15th of May. I'm taking actions to backup as much data as possible.
Read more on this topic here - https://archived.moe/talk/thread/1694/


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