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/rwg/ Rimworld General

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Previous Thread: >>168577956

cthulhu mod edition

>What is Rimworld?
An early access single player survival simulation game like Dwarf Fortress /dfg/
>How is it different from Dorfort?
Sci-fi setting with good graphics and lewd
>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

(I'm new, what mods should I get?)
http://pastebin.com/GFj7rxKK

(/rwg/ mods)
http://pastebin.com/wtm5WtHm

The Futamod Project is looking for coders and artists. If you want to join as a contributor for our ambitious project or just want to give a thumbs up then post in the thread.
>>
>toxic fallout
>exotic trade group comes
>wall them in, unroof the room
>they all die
>tons of free shit
>doesn't become hostile to me

Didn't think it'd work
>>
>>168913437
It works. Thanks famalan
>>
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i love you RJW anon
>>
>>168913437
Oh wait, it is still giving me "need materials"
>>
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>>168915986

Here is a working mod that might help you out anon. Hope you get it working.
>>
>>168915090

Clever man. They should become mad if friendly buildings impede their way out of the map or if trapped within walls
>>
>>168916684
I got it fixed, thanks senpai.
>>
How do I deal with surprise hives and can I prepare for that shit?
>>
>>168919342
Rules for how Infestation hives spawn:
>Only under overhead mountain roof
>within a certain range of playerowned/constructed buildings
>can't spawn ontop of buildings (protip: conduits etc count as building)
>prefer dark areas (light up your vital parts of the base and leave parts where you prefer them to spawn in complete darkness)
As for how you deal with them, git gud. Try a sniper if the terrain allows to hit them from far away, bugs never stray too far from their hives and can be kited/pulled one by one easily.
>>
>Ivans right eye has been replaced by a horrifying eyestalk
>check his sight
>enhanced
>>
>put fridge full of meals in dining room
>colonists go to walk in freezer anyway
REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
>>
do you guys put your stoves in the freezer?
i feel like the less time spent walking makes up for the cold debuff
>>
>>168909929
I find that putting a wall next to the sandbags, and having the guy hide behind the wall works well against grenades. The wall tends to block them much better than sandbags do, and the sandbags offer protection for when my guy is leaning out and firing. I've had guys standing inside my little bunker complexes get hit by triple rocket-launchers, and walk away without a scratch. If you need to pull out of the firing position, the wall makes this easier, it's something to put between the two of you.

SWWS--SWWS--SWWS, (s-sandbag, w-wall) that's my usual early set up. If you're lucky enough to have access to any plasteel veins, it makes a good material. It doesn't take much of the stuff, and it's extremely unlikely to get destroyed in combat.
>>
>>168924031
Not since the debuff was put. Airlocked, double autodoors, make 2 smaller stockpiles, one for meals, one for raw food, I'm happier when the pawns just straight up drop meals in the square just next to the door.

I also have the mod that allows for bulk cooking, so the pawn doesn't go in every 5 seconds with just one meal.

By the time the colony gets very big, I tend to put a lot more coolers, enough to keep food at -50C and add more doorways. Generally use the freezer as the center of my colony and put several tables around it. Also, Quantum stockpiling to deal with big inventories.
>>
40k when
>>
>masochist doesn't get sensory mechanites
REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
>>
>>168925045
>-50C
For what purpose?
>>
>>168925725
>>168925045
infestation bait? if it's inna mountain that'd be a great way to farm bugs because they die really fast in that cold
>>
>>168925045
>mods
opinion discarded.
>>
What should I do if I end up with more pawns than I have jobs?
>>
>>168925848
Infestations can't spawn if the temp is below -17C or so.
The hives just disappear if it's too cold.
>>
>>168926215
Switch some to night schedules so they work when the others are asleep.
>>
>>168925725
>>168925848
When you have a lot of people walking in and out the freezer at all times (haulers, cooks, hungry colonists) a single door gets too crowded, waste a lot of time trying to get in or out, so you get more doors, but the more doors you get the more temperature leak you have, so by keeping it below -30C I get to keep my food frozen even if all the 4 doors are opening a lot, many of my idiot pawns even use the freezer as a hall way because it;s in the middle of the base.

Flares are common and heat waves too, if a long flare happens during a heat wave (couple of days with no electricity) then I get to keep the food frozen for most of the time.

I have spawned bugs before, but it's not worth it in the main freezer, it's better to build one just for that reason and turn it on/off every so often, which I wouldn't do with my food freezer.
>>
>>168924031
There's a mod for single tile freezers, I have two on each side of the stove, one for potatoes and one for meat, and then a third for the meals.
>>
>>168926939
Post so I can see what it looks like please, I still haven't done my kitchen properly, since every single fucking piece from a mod clashes with the other.
>>
>>168925687
>masochist has scars
:---D
>>
Do exotic goods traders sell wargs ever, or is it bulk goods?

Been cycling through exotic for awhile, without luck.
>>
Is there a mod to allow building past the map limit? Just want to try making a giant perimeter with one small opening and seeing how that works.
>>
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>Relationship tab won't open after 2 weeks ingame time
>>
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>>168927238
Not from that colony, but it sort of looks like this. I don't remember what mod they are from though.
>>
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>>168928484
Yeah, I have those too, and from some other mod some white ones.

This was my initial kitchen attempt but I don't like it. Maybe if I put the VG stuff in an adjacent room or something.
>>
>>168924659
doors behind sandbags are the best
you just need to step back one square if you're about to be shot at

>>168927629
>prostophobe has several scars
>>
>>168929093
I need your modlist, STAT.
>>
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>>168931157
+outfitter and some other stuff I installed later
>>
>>168931443
Thanks. Going to get to downloading this.
>>
>play around with xmls and shit
>conjure up toxic weapons
>forget to edit tags
>every other raider has toxic shit
>everyone in the colony dies of toxic buildup
10/10 would Chernobyl again.
>>
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>first legit game ever, Classic Rough
>make too small farmplots
>awful build plan
>pawns bitch about bedrooms
>constant food lackage due to little farmplots, hunting isn't enough
>malaria kills two
>lose three and a doggo hunting that rare horned animal because went YOLO at this point
>nobody from starting three is alive
>medicine running out
>massive fire from electrical circuit, practically burns down most of the base
>left with three females in shitty mood living like tribals in single room with campfire
>two females are injured, so sleeping
>fight off two-people raider attack with single woman with survival rifle
>winter, at least food wont spoil, IF I HAD ANY
>kill two raiders (machine pistol and grenades) via survival rifle and pistol
>one immigrant came - mother of the rifle girl
>>
>>168932967
Update:
Rifle Girl just went berserk.
She was beaten to death.
And i don't know how, but turns out she was MOTHER of the immigrant, despite age showing otherwise, the fuck?

Ah, yeah, before shit went absolutely down, we had some cannibalism.
Guess -10 moodlet every time they eats human eat would snowball pretty badly if switched humanitarian.
>>
>>168932967

Now you know the >lol wooden walls meme XD

I hate to say it anon but you had it coming. Next time you make a stonecutter's table and set it forever. Also, try to keep all the items under roof, it doesn't have to be walled and doored just be under a roof to stop them from deteriorating.
>>
>>168932967
>tfw I'm feeding 12 people and a bunch of wolves with plots 3/4 that size
>>
>extreme break chains
JESUS CHRIST CHILL THE FUCK OUT
>>
>>168932967
oh's shid
>>
>>168915418
top kek

Do we have a list of new /rwg/ mods? The pastebin is outdated.
>>
>>168932967
>Burying dead enemy's
>not having a separate corps shack
>not training your doggos to crave human flesh by restricting them to the corps shack

step it up senpai
>>
>>168929093
You finally got your kitchen completed! Nice.
>>
>>168934375
Lol I dismantled it 5 minutes after that screenshot and now I just have the two stoves in the middle of nothing. I'm obsessed with stupid automated trap rooms that don't do anything now.
>>
>>168934094
>not putting them in a pile and blowing them to bits with an inferno cannon
it's like you don't even want to see the world burn, anon
>>
>>168932967
grave times
>>
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>randy extreme
>longest time so far since a raid
>colony wealth has been going way up lately
>last raid on comparable wealth was a meme that I psychic lanced into doomsday rocketing itself
>defences haven't improved in a long, long while
heatenings.jpg

Is this where I get a mechanoid drop-pod holocaust?
>>
>>168931443
>prepare carefully
>easier surgeries
>fuses
>nerve stapling
>tranq turrets
>reuse pods
>care less about prisoners
>quicksaver
>medivac
>realistic darkness LIGHTER version
>more trade ships

anon i...
>>
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>>168933558
Does amount of enegry change the size of initial fire? It was pretty big at the start.

> >lol wooden walls meme XD
A deadly meme.

And I had stuff rooffed, no probs about that.


>>168933603
There were my potatoes...
More or less of that size.

>>168934094
Shit was going bonkers and I wanted to get rid of the corpses ASAP

>>168933661
Bitches at mine go berserk all the time
>>
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>tfw comfy new england esque cult
>>
>>168931443
So is this a "creator does basic shit and modders do the rest of the job" episode?
>>
>>168937108
What, I assume you think it makes the game too easy or something?

Let's go through these one by one:

>prepare carefully
Had to use it due to the ice sheet biome.
>easier surgeries
I have no idea what this even does, is it the "no random surgeries" mod? I probably thought it was, if it's something else I'll remove it.
>fuses
Here's a weird thing, I played for a while with zero fuses, and had no BZZTs at all. What's up with that? Otherwise, I have a shitload of power-related mods that can be configured so that you have battery backups separated by automatic switches and things like that, so it's functionally the same I think, should I remove those too?
>nerve stapling
Literally no idea what that is.
>tranq turrets
I tried this one on a dev mode prison, and it didn't work that well, what's the problem with it though? I originally wanted a sleeping gas or something like that but it doesn't exist.
>reuse pods
Haven't played with pods yet, they weren't in A15.
>care less about prisoners
If this does the "prisoner is guilty" debuff where people don't care about recently captured attackers, what's the problem?
>quicksaver
Removed that, I save manually anyway. It does the exact same thing as saving manually though?
>medivac
This was buggy, removed it.
>realistic darkness LIGHTER version
It's too light! I have to replace it.
>more trade ships
Haven't built the beacon yet so no idea how many of those there will be, this is again due to the ice sheet biome.
>>
>>168937716
yeah, I mean the game is still in alpha though so the base game will improve over time.
>>
>>168937837
>sleeping gas or something
Remote Explosives has sleep mines. You can also create tranq weapons and shit with some basic XML editing.
>>
>>168938496
I thought I would have separate cells and a hallway with one tranq turret (which is enough for 1 prisoner escaping), but then I realized it would be better to have an open layout and just one toilet/shower/food dispenser. But that would mean that prisoners would escape all at the same time, right? Haven't tried it. Or would some just stay despite of the broken door?
>>
>>168937928
Or it will go Minecraft route and go full meme.
As for first play, it's fun, got some lesson and I will ty again later.
>>
>5500AD
>doesn't have a dedicated refrigerated corpse room
explain yourselves
>>
>>168937716
i only play the base game and i think its great. the developer is really responsive and open to change and theres very little superfluous nonsense.
like every single piece of clothing has pros and cons for actual gameplay reasons and not just cosmetic. same with guns, although a few are direct upgrades but require huge investment.
>>
>>168939051
If they all live in the same room then yes, they all escape together unless they're incapacitated.
Not much of a problem unless you have dozens of prisoners or all your pawns are on the other side of the map.
You can also just stick normal turrets in there, prisoners don't have the bullshit 66% to die when downed penalty.
>>
>selling cosmic horror meals to tribals
GOOD GOYIM
>>
>>168939545
I see, I'd like to use some fancy gimmick in the prison design though. I really liked the "put food dispenser in prison, and the hopper for it outside the prison" thing someone posted in an earlier thread for example.
>>
Does anyone else have a problem with downed pawns trying to fap and falling out of their bed because of it?
>>
>>168942057
sounds like a feature
>>
I know you can set so pawns carry around things like smokeleaf and other drugs in their inventory, so if near break, they can immediately smoke up, but is there a way you can do it so your medics are always carrying some medicine? I'd love for if my pacifist medic was always holding ~5 glitterworld meds, for if someone gets shot and there is no time to haul them to the hospital.

I've looked through every menu, & can't find a way. Nothing online I could find about it either.
>>
Does anyone have the a16 version of the cults mod?
>>
>>168939582
l
l>
lx
l
>>
>>168944446

Its on ludeon, looks for Cthulhu mods or do you want to be spoon fed like the babby you are?

Just google, rimworld alpha 16 Cthulhu mod.
>>
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>This piece bears an artwork of Bashkire "Judas" Leystrat becoming madly, violently insane while attempting to disrobe. He has lost part of his clothing. The image is totally devoid of both want and strife. The smiling head of an astrogator watches over all. The representation tells the story of Judas going berserk on 8th of winter, 5503.
>>
>>168944446
Nevermind I'm fucking stupid. I thought you needed a patreon account/ to be supporting the modder on patreon for that link, and I have a less than legitimate copy so steam's a no go
>>
Is it possible to uninstall mods and not break your save?

I installed the fucking furry mod along with the asaris and crystal people but the furries look like utter shit and have tons of stupidly strong gear. Want to remove it.
>>
>>168945850
>Is it possible to uninstall mods and not break your save?
Depends if you have stuff from the mod left in your save, for small mods like more furniture you would probably only need to scrap the relevant items, but for whole factions and shit it will most likely break your save.
>>
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>"sure, my colony is big enough, I'm sure I could do with an extra hauler, worst case, I'll pick up an artist - sure buddy, I'll rescue you from the pirates"
Fuck off you edgelord piece of shit
>>
>>168950150
>darkeye the hedgehog
>>
>>168950150
>someone paid money for this
>>
>>168950663
I would pay money for an edgelord character that can't do anything useful Tbh
>>
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>>168950467
>>168950663
I knew I should've declined when I read the name, but I just couldn't help myself.

The only upside is that I managed to save one of the decent pirates, and harvest one of the shit ones.

"Darkeye" Deathjack the straightedge, good at fighting, cannibal, is getting all the suicide missions from here on out. Literally coldsteel the hedgehog in rimworld form.
>>
>not dropping 10k to lore yourself in as a god.
>>
>>168950150
have him raid a bandit base alone and see if he can pull it off.

If he does, he's earned your respect, if he doesn't he's not your problem anymore.
>>
I just bought this game a couple days ago. I've spent a while playing base builder with Phoebe and permadeath off. Someone said in the last thread the best way to play is rough with Cassandra and permadeath on. I want to try that out in a desert biome. About how hard will it be?
>>
>>168950150

He'll do fine as cannon fodder, I'd rather put him in front of when facing mechanoids than any of my other dudes.
>>
>>168953208
>About how hard will it be?
You will post here again about 2 hours later
>>
>colonist leaves meat on the freezer door
GET OUT GET OUT GET OUT GET OUT
>>
>>168955210
I would rather the door slam shut and destroy the 7 rice.
>>
>start new tribe
>your tech level is: industrial

what the fuck why is this supposed to happen?

is this because of mods or what?
>>
>>168955828
Happens sometimes. Restart rimworld, should work.
>>
did hcsk remove tech advancing
>>
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how do u rank the skills as far as 'im starting fresh and i need at least _competency_ in this or i am fucked, possibly on multiple pawns'

1. medicine
2. cooking
3. construction
4. shooting
5. research
6. growing
7. crafting
8. mining
__luxuries__
9. social
10. artistic
11. animals
12. melee
>>
>>168956460
I try to just use the rng but if no one has construction I will reroll for it.
>>
>>168956460
Is cooking really that important?
>>
>>168956460
Cooking isn't too important. Construction, crafting, and growing are what I put high. Animals can be really good too, if you get a few and train them to haul.

Construction for obvious reasons, crafting for money / good quality weapons, growing for devilstrand & healroot.

Shooting doesn't actually impact accuracy too much, assuming it's at ~5 or higher. Below that, ability drops like a brick, but the benefits aren't huge above it. You get significantly more benefit from a bionic eye or masterwork weapon, than you do maxing shooting.
>>
>>168956841
if ur best cook is like a 2 then youre gonna have FOOD POISONING FOOD POISONING FOOD POISONING for weeks

5 is probably the floor for having any kind of smooth start, maybe 4 at the worst. and you are probably gonna want 1 passion cook if you ever hope to make fine meals, although fine meals are fairly superfluous luxury. but getting the cooking mood boost from passion is certainly nice to keep his butt on the stove and not complain.

thats just my 2cents it may be wrong
>>
Can boomalopes be trained as suicide bombers, or is it best not to bother with them?
>>
>>168959136
I think so. I'd just be worried about someone bonding with one.
>>
>>168959764
In livestock there are breeders and feeders. Breeders make more feeders which get killed.
Tldr: Make it a protected boomalope
>>
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>>168956460
-Vital-
1.Growing
>Being able to grow meds from the start is a huge help
2. Social
>Easier/faster recruiting. Hard to train. Rare. Iv never found/captured someone with high social.
3. Art
>It's the most expencive to train and the best source of income
4. Medicine
>obvious reasons
-bonus-
5. Shooting
>need to be able to survive the first raid
6. Animals
>Animals are a nice bonus, but training them costs food. The goal of the first pawns is to get lots of food.
-get the slaves to do it tier-
7. Research
>You want to find someone whos good at this, and nothing else. Starting with that person just makes the early game much harder.
8. Cooking
>Same as 7. Priority number 1 is growing enough food. Food quality comes later. Good growers can grow strawberrys that don't need to be cooked.
9. Crafting
>he will be crafting bricks, and nothing else. Bricks have no quality so level does not mater. It's easier to train up a low level crafter this way.
10. Construction
>same as crafting, no one cares if the walls were made by a lvl 20 master builder or a lvl 1.
11. Mining
>Anyone can mine. The bonuses for levels are minor.
12. melee
>It's melee. Mid game, with armor and shields, and plate steel swords ok. But if you have to melee early game, your already fucked.
>>
while on the topic of boomalopes, how does releasing animals work?
>>
>>168960469
You get an option that says "release animals" on your colonist, and they go fuck shit up (or die).
>>
is there any way to guard against blight

does planting more tiles increase odds of blight
>>
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>group of visitors from outlander town drop by
>One of them has a fire starting spree in my stockpile
>Go to arrest him, he resists
>My brawler Orion pacifiers his ass
>His faction, which was at 30 relation with me, is now at -80 because their fucking retarded decided to set my shit on fire and I resisted
NICE GAME TYNAN
>>
>>168962512
By disabling it in the scenario editor
Seriously blight is fucking bullshit
>>
>>168962559
sounds like a potentially believable scenario in how two reasonable tribes would go to war with each other over some crazy retard's decisions
>>
>>168960353
>berries dont need to be cooked

can pawns carry berries in their inventory like meals? that would be a reason to cook them
>>
>get retard sheriff
>idle all day
>notice animals eating my crops
>send retard to regulate with his steel knife
>doctor is now level 10 no passion
If I get someone with actual doctor skills this could be amazing.
>>
Will my faggots drink from a dresser or do I have to find some mod that adds a bar counter or something? I need a goddamn bar counter that looks like a bar counter.
>>
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>>168962559
>outlanders milling about the middle of my base
>base is multiple buildings with 2 tile wide corridors between them, essentially one large bazaar looking type complex
>one outlander with a shield and long-sword goes berserk or something
>grenades and incendiary launchers start flying
>get all my colonists out of there
>full scale outlander civil war
>3 dead, multiple severely injured, centre of base is all fucked up
>>
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>squad rape unit drafted in 3 rows of 2
>sapper tosses a grenade right in the middle before he is deleted
>get the last colonist one tile away before the nade goes off
>>
>>168964330
im not sure.
I still cook them when I can because you get more Saturation.
>>
>>168968627
>>168964330
They can't carry them. Simple meals still have a purpose.
>>
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Post rimworld cats
>>
>tfw watching an entire map burn after a ship crashes
It's kinda cathartic, just watching the landscape become engulfed in fire.
Funnier when a raid enters right after and gets grilled.
>>
pro-tip

if you've got an animal handler - keep them as far as possible from psychic ships

they will turn them all manhunter if the handler touches the ship

t. discoverer
>>
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>having a great first year
>dawn of a new day
>cold snap
>2 of my four colonists get plague
>psychic ship
>all of this literally within hours of each other

is cassandra fucking bugged?
>>
>>168971142
no her "fuck you" phase is just kicking in
>>
>>168950150
Never enough soldiers, bud.
>>
>>168953208
If you want to go Cassandra on Rough (it isn't that hard) fir first time, then temperate forest on hills should be enough.
Don't mix cables with wood walls or you will end up like me a thread ago.
>>
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>Second game (tutorial was to easy)
>Randy Rough
>Tundra
>Year 2 winter
>14 colonits
>Just unlocked rocket tech
>Have full indoor farm set up
>heated hallways to and from main complex to farms/storage/wind turbines
>Nobody ever has to go outside into the cold
>Selling art and doing well

I don't know if this game is just to easy, or i'm just hardened from Dwarf Fortress.
>>
>>168973143
Are those hallways double wide?
>>
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>>168973247
Yes. Had to be for vents.
I would have anyway just from habit. Some of them are 3/4 tiles wide for art/plants/chess tables.

Im guessing double wide is just good for movement, or is there more to it?
>>
goddam manhunter boomrats lagging up my game. just go away i wanna do important things
>>
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>>168973468
He's a big guy
>>
>7 foot tall spiders

no wonder they want to build a spaceship
>>
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Thunderchad does it again with the local slut while his wife stonecuts
>>
NTRMOD WHEN
>>
>>168975252
cold beer!
>>
>>168975252
Kill him.
>>
>>168973143
>rough

yeah it's too easy

extreme is like 32 DF, it's really nice
>>
Ok, how to I do surgery?
I got medicine, got the prisoner, got bed with medical and prisoner on, it still says that materials are needed.
>>
>>168977937

Prisoners usually have tribal shit as default. If you only got regular meds you need to check that instead, or they'll try using tribal meds they don't have.
>>
>>168978001
Aaaaaah, right.
Thanks.
Time to harvest some lungs, hehe.
>>
>put painstopper and power claws on a depressive melee colonist
>their sister turns up in a raid, dies
>depressive, sister / friend dead, all stacking
>colonist is now purely getting drunk and high, and still sitting at ~minor break risk
what have I done
>>
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FUTAMOD WHEN

With:
-male & female reproductive organs (womb & balls}, both applicable on the same pawn
-male & female sexual organs (dick & pussy}, both applicable on the same pawn
-necrophilia & nymphomaniac traits, necrophiliacs getting mood boost from harvested organs from zombies / dead pawns
-pawn thoughts from dick sizes in relationship, masochists getting mood boost from it
-craftable reproductive organs, from balls of steel, wooden and iron dildos to bionic vacuum pussies and golden pleasuresticks
-pawns with ascetic and prostophobe trait prefer and enjoy the low-grade solutions while greedy, prostophile and others the high-grade ones
-sculptable nudes, dildos and wooden horses
-new disease called "futa fever" needing regular treatment in every few days - if futa fever is not treated a new minor break called "stalking" will happen - after multiple minor breaks a major break will make the colonist leave to look for futas elsewhere - futa fever may disappear on its own or after being in a relationship with a futa
-futa dick juice with medicinal properties and as a luxury food ingredient (think of incest jelly but hotter) - may cause "futa fever" if taken regularly - may cause minor non-harmful addiction raising consciousness a little when taking in moderation and decreasing it when overdosed (range is from +10% to -10%)
-unarmed melee attack called "futacockslap" which incapacitates the opponent with a very high chance
-growable dickshroom / cockshroom plant which can be refined into aphrodisiac (effects yet to be determined)
-OPTIONAL: dick graphics for pawns when nude

WE ARE LOOKING FOR CODERS AND ARTISTS FOR THE PROJECT
THE CREATIVE STAFF IS FULL BUT IS ALWAYS OPEN TO DISCUSS NEW IDEAS
>>
>>168978998
it's time to remove their leg
>>
>pack of like 20 spearchuckers attacks
>entrance is laced with deadfalls, IEDs and 8 turrets in V formation
>one exploding turret drops 6 of them
>MD gets to practice on so many bodies, her medicine skill breaks 19
>harvest 7 organs

Is raiding other towns for slaves a thing?
>>
>tfw mudbutt but too busy playing rw
i kind of like the way poo makes peepees smell
>>
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Superb fortress setup
https://www.reddit.com/r/RimWorld/comments/5v5sgo/sea_ice_fortress_completed/
>>
>>168980664
>singular, unsorted stockpile
niggertier/10
>>
>>168980764
You can't use that word.
>>
>>168980539
From what I read on leddit, you have to take them prisoner in their town (that means using rooms with sleeping spots), not sure if you have to convert them on spot.
>>
>>168980664
>megastructure
>stockpile zone is not even close to efficient
>cramped rooms
Worse than niggertier, closer to slav/gook tier.
>>
>>168982119
Your casual racism is not funny.
Opinion disregarded.
>>
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Well thats alot of boomrats
>>
>>168982119
>>168980764
don't forget literally using embrasures and surrounding your base with modded deep water
>>
>>168982193
>>>/r/eddit
Is that way friendo. You don't need to be 18 to post there.
>>
>>168982257
Methinks your link is broken.
>>
>>168982338
>methinks
gas thyself
>>
>>168982204
Yeah. It's just as bad/worse than just making a killbox.
>>
>>168982402
>dissing on shakespearean language
Methinks it should be you who offs thyself.
>>
>>168980262

This, pretty much, or seal them in a tiny room with a shit load of pemmi and no doors.
>>
Why didn't anyone archive the entire thing? Why didn't anyone make a site with the same layout yet?
>>
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>cycling traders for multiple seasons, looking for wargs
>only find one
>randy sends me this
thank you randy, you beautiful madman
>>
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>>168983070
How do I rebuild this shanty town? Tribal start, stone walls are for faggots.
>>
>>168984031
I have no idea why I replied you>>168983070
>>
>>168984031
There is no need for the harsh language. Maybe if you were nicer someone would help you!
>>
>>168980664
>walls of embrasures with walls of embrasures behind them
>no fallback positions
that fort is like an egg, sure if you can keep raiders away from the wall it might work good but as soon as they reach it they're on equal terms with you in cover during the shootout. Better hope you have more guys than they or you're fuck'd.
>>
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>>168984031
>stone walls are for faggots.
>>
Don't even THINK about stealing this mod, okay? steamcommunity.com/sharedfiles/filedetails/?id=850347623
>>
>>168984031
What can men hope to do against such wreckless fire hazards.
>>
>>168982119
>slav being worse than nigger
dude...
>>
>tfw electrical circuit blast wreck my solar panels, wood energy-generator and newly built electric tailor.
GODDAMMIT
>>
>>168986862
dude if the short wasn't 20kw that is on you.
>>
>>168986561
Grenades
>>
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Thanks flashfire, I dont need trees anyway

It always god damn fucking rains in this jungle except for fucking now that half the map is on fire
>>
Is this overpowered?
>>
>want to capture tribals alive to recruit them
>longswordsman keeps fucking them up and cutting their arms and legs off
Every time, I swear. Especially the ones with decent traits.
>>
>>168984031
>all batteries in same room
>no power switch to break the circuit during the day
>entire base on a single circuit
>no fire breaks
>terrible door placement
>overhead mountain in production room
>overhead mountain in hospital/barracks
>growing trees
>wood walls
wew fucking lad, update us when this shit hits the fan
>>
>>168989135
Give them a club.
>>
>>168988526
Rain is scripted.
When there is a big enough fire it will rain even on extreme dry desert.
But it won't rain when a fire has just started.
>>
>>168989017
pls respond
>>
>>168991390
Look deep in your heart you know the answer
>>
>>168984031

What mod do you use to make colonist wear helmets and hair?
>>
>>168994059
its ok for most mods,
>>
>>168989240
Why switch off during the day?
>>
Do I have to start a new game or I can implement mods as it goes?

PS.
>have to make forum account to download surgery mod
Eh, what a bother.
>>
>>168994413
>PS.
Please tame the nearest megaspider.
>>
>>168994413
Depends on the mod, those that are not too much of an overhaul can usually be added later. It usually says on the mod forum if it requires a new save or not, as well as if it is incompatible with other mods.
>>
>>168994651
You're weirdly butthurt over letters.

I reposted the post, dude.


Whatever, I registered, but turns out I cannot load them on ongoing games, welp.
>>
>>168993758
I think is Facial stuff. Just in case:Rimsenal hair,Vohair,lovely hair style,spoons hair mod and add hair
>>
Stupid question, is there a way to set an area as high-priority for cleaning?
>>
>>168996108
Not anymore.
>>
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this meditrain table is some op shit
>>
Dead bump.
>>
Should I buy this game or pirate it?
>>
>FINALLY, Winter is over and I can grow some fucking food
>Cold Snap for a long ass time
>Multiple Blights
>It's winter again

Human meat it is.
>>
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>edit drug policy for flake addict
>don't realize that I set it for the entire colony
>now I have 2 flake addicts
>they get married
and that's how i got a crackhead couple
good thing I'm the tony montana of this particular rimworld or they'd be sacrificed to cthulhu
>>
>>169003816
this game is fucking great man, support tynan
>>
>>169003816
30 bucks is nothing for such an amazing game and it's mods.
>>
>>169003816
Buy. I bought it a week ago and have not played anything else since. The tagline 'Its Dwarf Fortress but less autistic' is really all i needed. Also its very complete/stable for an Alpha stage game so more content is to be expected.
>>
>tfw steam doesn't show which mod is being updated
>some nigger broke pathing in game so my pawns are often stuck being in one place and I have to redraft them to unblock them
>I have over 70 mods so no decent way to check which mod is causing this

reee
>>
>>169003816

Definitely buy

Also, I tried installing a peg leg to one of my colonist, because he got his left leg shot off, but the operation failed and it won't let me try it again. Is that normal? Should I euthanize?
>>
>>169006587
Please don't use the 'n' word here.
>>
>>169006587

This is a skyrim disease. Wait for a competent modloader mod that checkup where the break happen for you.
>>
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>>169006587
any ideas?
>>
>>169007175
Looking at the error the problem is with system32.
You should delete that folder.
>>
>>169007175
it happens when they go to maintain things (fluffy breakdowns - tried to uninstall it but save doesn't work without it)
>>
>>169007175
>>169007395
ok it was 'better pathfinding'
>>
>>169007175
Don't use steam workshop?
>>
>>169006753

Leg shot off, operation failed, euthanize or keep as a bed pet?
>>
>>169006587
>I have over 70 mods
Jesus Christ
>>
>>168993758
Facialstuff does that, I just added it to my save and it seems to work. I had to spawn a styling bench and remake my guys though because everyone I had turned into Nwords after I added it. I was expecting it to not work at all, so I'm happy.
>>
I've having a bit of a problem. For some ungodly reason, I can't edit any of my storage units/stockpiles, it's just blank like pic related. I've got a lot of mods installed, but I can't figure out which one might be the issue. If anyone can help, it'd be much appreciated

my list
http://pastebin.com/N3D6EW9t
>>
>>169009721
your problem is that this is no longer rimworld
>>
>>169010103
how so?
>>
>>169009721
>that fucking catbeast
KILL
>>
What is raid difficulty when it comes to raiders having power armor, AKs and such, dependent on? How much you've researched?
>>
>>169011378
Colony wealth. Angering the storyteller may or may not result in mountains of rape.
>>
>>169011897
>Angering the storyteller
What? How does that happen?
>>
>>169012015
By telling them off via comm console.
They can't, obviously. Though they do become a bit more proactive in murdering you if you have too many pawns, you're too rich, or if Randy decides this is the day everything on the map dies.
>>
>>169009721
>furryshit
>>
>after tribal attack have few injured people
>escapee asking me for help cuz pirates
>accept
>shit goes down, they kidnap two other people

Such a shitty trade and I don't think I will have enough silver to pay the ransom.
Such is life in deep space shithole.
>>
>>169010528
>>169013209
Jesus christ you guys are faggots
>>
>>169003816
If you're not sure you'd like a game, pirate it.

>>169004808
Hey Tynan, how you doing?
>>
>>169006587
Please don't use that word.
>>
>harvest failed
>the berries you were picking magically disappears because you suck at picking berries
>>
>>169018519
They tripped, dropped the berry basket, and then shmushed all the berries by falling on them.
>>
>>169004368

Human meat and potatoes, the basic ingredients for your average lavish meal.
>>
>>169019019

I was once picking into a small cup, tripped on a root and the cup went flying. I only recovered a dozen or so berries from near the cup.
>>
>>169020420

I wish colonists would eventually become cannibals after prolonged exposure to human flesh.
>>
>>168986209
That's right guys.
Leave that mod alone and keep your thieving hands away.
>>
Why does skill deterioration exist?
>>
>>169022665
Because the dev is a stupid code monkey and not a game designer with ideas.
>>
>>169022665

I admit the deterioration rate should be nerfed a bit, but it makes sense. If you don't practice your skills you get rusty.
>>
>>169022665
Because Tynan said said so.
>>
>>169006871
>>169016247
Leddit is that way kids.
>>
>>169022994

So I'm punished when I micro like a god so that none of my colonists ever get damaged, preventing any of my doctors from practicing doctoring?
>>
>>169023167
/rwg/ is reddit property, kiddo
>>
>>169023302
mad skills
>>
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Reeeee
>>
>>169023397

they pay the bills
>>
>>169023167
It's against the rules.
It has nothing to do with Reddit.

>>169023397
Static quality.
>>
>>169023423
What's that mod in the top right?
>>
>>169023167
You will not post any of the following outside of /b/: Trolls, flames, racism, off-topic replies, uncalled for catchphrases, macro image replies, indecipherable text (example: "lol u tk him 2da bar|?"), anthropomorphic ("furry") or grotesque ("guro") images, post number GETs ("dubs"), or loli/shota pornography.
>>
>>169023423

>noble

Just harvest the organs and make armchair.
>>
>>169023847
>Trolls, flames, racism off-topic replies
>off-topic replies
Also
>The quality of posts is extremely important to this community.
>No spamming or flooding of any kind.
We've already had this discussion. Fuck off.
>>
>>169024452
>We've already had this discussion
Yes, and it ended with your sorry ass getting banned.
Behave yourself or get out.
>>
>>169023962
>harvest organs
>no medicine
I wish her being below average was half of my problems.
>>
>>169024862
>banned
Except that didn't happen.
>Behave yourself
But I am. I'm not calling anyone a nigger. I'm also not crying about someone being called a nigger, because this is a place you shouldn't be in if you're so easily butthurt.
Offhandedly calling someone a nigger doesn't disrupt the flow of the thread. Being a dickwit does.
Can we end this and go back to shitposting about randy being a dick?
>>
>>169025892
We won't let you normalize casual racism.
End of story.
>>
> >>169025892 and >>169026116 are having a Social Fight!
>>
>tfw so many mods that don't like each other installed so that I have to autosave every .25 days to not lose too much when the game crashes
>>
>>169026585
kek
>>
>>169026116
why

casual racism is usually funny racism
>>
>>169027026
racism hasn't been funny for years, kid.
>>
>>169027114
says who?
>>
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>>169027026
This, ya'll niggas need to stop bein bigots >>169027114
>>
What's difference between Slaver traders and Pirate traders?
Aren't Pirates supposed to trade with slaves?
>>
>>169028490
From what I've seen pirates usually buy slaves, but only the pirate slavers also sell back slaves.
>>
>>169028490
They both deal in slaves, they just have different inventories due to being tribals/outlanders.
>>169028743
They both buy and sell. You probably just happen to call one when you have too many pawns, so the game doesn't generate buyable slaves.
>>
>>169015750
fuck me for enjoying a game right
nigger
>>
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>forbid all doors to the outside
>smooth the shit out of all the stone
>suddenly 3 colonists at 15+ construction, 1 at 20
>>
>>169032008
>reported :^)
>>
>>168933438
cyrosleep, thats why
>>
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So I've been enjoying a fairly vanilla experience up until now, but I wanna more heavily mod the game.

Besides the /rwg/ recommended mods, what are some mods I should consider for giving my game more depth and content beyond a lightly modded vanilla experience?

The only mods I saw on the top 25 for nexus that caught my eye were:

Rimfire or Project Armory
Psychology
Zombie Apocolypse
More Trade Ships

Also, does the /rwg/ storyteller mod do anything interesting or is it just a meme?
>>
>>169028926
>They both buy and sell.
I had a prisoner, but I couldn't sell them to tribal slavers.
Maybe I can sell them to pirates only? As far I know, I don't have to keep prisoners in beacon's range.
>>
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>about 7 years in
>load up my save again today
>error loading map
>error loading map
>begrudgingly start another colony
>have to force myself not to cheat because I know I can just godmode to where I was
Is there a mod that removes dev mode?
>>
>>169032712
>As far I know, I don't have to keep prisoners in beacon's range.
you do
>>
>>169033805
Sooo I have to organize a prison room in the room with beacon?
Well, seems doable, but that would make selling food troublesome as prisoners would eat it.
>>
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Why
>>
>>169034010
bro you can have more than one beacon
>>
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>>168971142
>>
>>169034540
Well... somehow it didn't think of it.
It's still weird that I have to use beacon to sell prisoners to TRIBAL caravan I called, especially considering that I sold some shoddy tribal weapons without beacon.
>>
>>169035867
oh, maybe i should read your post
beacons only needed for trade ships, sorry
>>
>>169035867
Hell, I even BOUGHT a slave from them and they just popped out near caravan, not beacon.

I conclude that slavers do not buy prisoners.

Pretty old tutorial from 2015 shown selling prisoners without beacon in their room
>>
help
i don't want to dig a bigger freezer, how the fuck do I fix this without making my cook spend days grinding up flour and baking the shit out of some bread
>>
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>marble trap snaps a scythers neck
>>
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>>169037782
retarded and forgot my pic
>>
>>169037986
butcher small animals, they stack better as meat.
move rock chunks out, cook stuff into food.
turn them back into seeds
>>
>>169037986
Remove rocks.
Dezone the tiles infront of the door and cooler
Throw away the insect meat
butcher the carcasses
>>
>>168914781
>early game
>one of my guys gets his leg blown off

it's stupid I need a bunch of surgery shit just to make a pegleg. literally just take a log, shape it a bit, and use cloth to wrap around the leg.
>>
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ok, so I can't tell exactly which medical beds are being affected by the vital monitors
that's kind of obnoxious.
do I have full coverage here? or am I gay?
>>
>>169039258
The gayest. Full coverage. Vitals attach to every bed they touch.
>>
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>30F outside
>colonists complaining they slept in 44F weather
>>
>>169039835
-30F
fuck
>>
>>169039835
thats still fucking cold dude.
>>
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>finally figured out how to insert custom backstories

I need ideas now. I'll upload what I make.
>>
>>169042245
anon.

male, no passions, 0 skills, incapable of social.
>>
>>169042591
>me irl
>>
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>>169042591
>>169042703
done.
>>
>>169044631
oh, and I made the body type fat for funsies

or should I make the women fat and the men thin?
>>
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>>169044631
perfect
>>
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>>169044631
>>
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>star vampire breaks straight through the doors in my trap maze
>>
>artic wolf that killed and ate my ibex ram self tamed
>>
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Dang. Was hoping to keep him alive to sell to slavers.
>>
>>169048024
he uh
wouldn't be worth much
slavers like in tact merchandise
>>
>heat wave
>get raided
>all of my newborn puppers die
>half my colonists get the flu
>dry lightning
>nearly cure flu
>now they have malaria
Fuck you, Cassandra.
>>
>>169048450
Sometimes I wonder if it's worth it to administer penoxyciline every 5 days to every colonist. It doesn't require much neutro to make.
>>
So I'm getting all these STD shit in RJW, how do I make it so that colonists will stay in bed for none-STD related stuff, but will go to bed to get treated? It's the case where most of my colonists are staying in the hospital just for warts and they stay like that for a whole season.
>>
>>169048024
Removing the liver is instakill, anon. Remove eyes, ears, one kidney, one lung, stomach, jaw, nose, arms.
Liver, heart, one lung and one kidney must be left if you want to sell him. Selling the heart is more profitable, though.
Must also be able to walk to be sold, so install peg legs if you want to sell his legs too.
Also remove stomach last if he can't eat by himself, eating takes ages if he's stomachless.
>>
>>169048024
>>169049943
u need to mod to remove eyes/arms right?
i feel like i tried it yesterday and it wasnt an option
>>
>>169050650
EPOE lets you harvest more things. Arms and legs were disabled for balance, but it can be reenabled by adding back some files from an older version.
>>
What's /rwg/'s opinion on the HardcoreSK modpack?
>>
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>blowing the FUCK out of a siege with a doomsday launcher
>>
>>169052765
buggy and unbalanced
pretty good otherwise
>>
>getting your greenhouse online
https://www.youtube.com/watch?v=7KTB3t1t7dk
>>
>tfw you can buy every one you see for sale.
>>
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>mfw i was roughly 4 seconds away from shooting and enraging it.
>>
>>169054752

Is it that deadly?
>>
>>169057716
thrumbos? a few attacks (just 2-4 bites) from one means torn off limbs.
>>
Can I make it so that I can attach shit like peg legs without having to go through a surgery with a chance to fail? I mean it seems a little nonsensical that I can fucking kill my dude, who happens to be my only doctor, by trying to give him a peg leg. I mean you don't even surgically implant peg legs or anything like that, you fucking strap them on.
>>
>>169058875
mods or save scumming. maybe dev menu has something too.
>>
>drop pod raid
>all melee
>all personal shields
ok randy
>>
>>169060815
This is why I always make a point of training up a pack of bears or wargs.
>>
>>169059326
Yeah I think I'm just gonna scum it out, this is total bullshit
>>
I feel like shit, I think it's cancer. Bumping this thread as an act of altruism that might give me some good karma. :(
>>
>>169065835
thank you anon
>>
>no water or gases

dang
>>
>>169049943
Is that a mod to remove eyes, ears and other stuff?

>Must also be able to walk to be sold
I didn't hear about that... Maybe that's why I could sell my prisoner to slaver, she doesn't have a leg and I don't have medicine to install a peg.
>>
>useless full time cleaner colonist minding their own work, cleaning the colony courtyard
>resident pacifist doctor walking through to do some hauling
>wild cougar in the courtyard ignores the bountiful number of rats etc within easy distance
>attacks only medic, far from any safe doors to run to
>useless cleaner lines up a shot from ~20 tiles out the second the cougar goes hostile
>all 3 rounds connect and "brain: destroyed" the cougar instantly
>medic standing on the tile directly next to all of this
>walks away without a scratch
fucking magical
>>
>naked 14 year old girl crashes down
>cut on her leg, large enough to kill
>have someone bring her to the hospital
>doctor won't treat her for some reason
>she lies in bed until she dies
Why did this happen?
>>
>>169054752
>tfw had to attack the motherfucker because it was eating my healroots
That bastard, thankfully didn't cause permament injury or death.
At least I have nice horn to sell and nice amount of meat, skin seems pretty nice for armor.
>>
>wanted to remove lungs
>crushed the head
Guess the mod didn't load in properly, doctor has 14 in medicine.

Other news:
POISON SHIP
NEAR MY CROPS
IT HAS MECHANOIDS
OH MY GOD
>>
>>169065835
Ironically it is probably caused by too much exposure to these threads
Hope you get well though
>>
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New OC from your favorite Rimworld Comic Meister. Prepare for critical exposure to epic amount of funnyness causing uncontrollable laughter. You have been warned!
https://www.reddit.com/r/RimWorld/comments/5ve527/hungry_critters_rimworld_comics/
>>
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>>169077903
toppest lolmao xb

where is his patreon thogh???
>>
>>169078003
here it is broski
https://www.patreon.com/recondite
do support what u love!
>>
>set my game allowed range from 15 to 30
>still keep getting chased old people
>one was even a fat artist called tail with purple hair that came running into a walled entrance and die
>>
>>169077536
One of starting three died due to her own berserking, stabbed to death with gladius
Other died by blood loss by poison ship because I though the personal shield I looted would help in melee combat against centipede
Injured people - three, stabilized
One person being okay, but with heatstroke because I'm in middle of heat wave

Practically left perimeter of my base is off-limits.
>>
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>>169077903
>>
>>169078121
I can't believe people would pay money for a child's MS paint scribbles.
>>
>>169079220
Do something better then, lol.
He is talented and making money out of it while you are sitting in ur mum's basement wanking to a stupid sexmod.
>>
Would /rwg/ be willing to support the Futamod effort on Patreon?
>>
brutal
>>
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>>169079845
No but I could help with ideas for it
>>
>>169074312
>Is that a mod
Yes. >>169050953
Also I'm not sure whether being able to walk is necessary for trade ships, mostly because trade ships dealing in slaves are pretty rare.
Being able to move is definitely a requirement for caravans though.
>>
>>169081658
>Also I'm not sure whether being able to walk is necessary for trade ships, mostly because trade ships dealing in slaves are pretty rare.
>Being able to move is definitely a requirement for caravans though.

I couldn't sell a slave to tribal slavers, but I could sell it to pirates after I installed the peg leg.

One more thing: prisoner doesn't have to be near beacon.
>>
>>169081908
>prisoner doesn't have to be near beacon
For caravans? No. Nothing needs to be near a beacon for caravans. I'm not entirely sure whether items need to be in a stockpile or just in your home area. I think I once was able to sell shit to them that wasn't actually stockpiled.
Beacons only matter for orbital trading. Animals don't even need to be in beacon range to be traded either. I assume that also applies to prisoners, but given how rare orbital slavers are I can't say for sure.
>>
>>169079845

Jesus christ, futafags are the most pathetic creatures on this green earth
>>
Are hydroponic basins worth it at all, or is it better to make a heated room with a sun lamp?
>>
>>169088970
Depends whether you have VG or not, I think VG adds advanced hydroponics (or is it vanilla?), those are very fast.
>>
>>169088970
Hydroponics are more vulnerable to solar flares, since prolonged lack of power kills the plants. Each basin also requires energy and some plants can't be grown in them. If you have rich soil nearby or a mod that lets you create more fertile soil go for that.
>>
DOUBLE CLUTTER BEDS WHEN

PLEASE
>>
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>>169092139
WAIT I FUCKING FOUND DOUBLE BEDS IN CLUTTER TEXTURES

???

HOW DO YOU MAKE THEM?! ?! ?! ?!
>>
>prisoner can break through 3 granite doors with his bare hands
ok guess you are going in a straitjacket
>>
Nope, looks like this rimworld is indeed desert.
>>
4/5 of my colonists just caught malaria and my 5th colonist is immobile with his leg blown off. Is there any way to salvage this or am I fugged. I do have the penicillin or whatever which I read instantly boosts immunity to 68% but theres no way to get around them getting out of bed to eat/doctor each other and feed mr one leg.
>>
>>169099201
Best one with the doctoring skill is going to have to bite the bullet to save the colony.
>>
>>169099201
have them take it as soon as possible, they can take it just like any food.
>>
>>169099201
Boost them with penox and let them go their way. As long as they get treated when they need to be, they should survive even if they're doing their jobs.
>>
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Fucking hell. Please send me someone useful Randy.
>>
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>hay all grown at the same time
>kept in the same place
>different stacks rot in different fucking years
what
also
>hay fucking rotting
>>
>>169103041
>harvested plants rot
No surprise there.
>>
>>169103458
hay is specifically dried to not decompose, you stupid nigger
>>
>>169103624
Don't use the n word.
>>
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>>169104525
>>
>>169103624
>implying dried plants become non perishable
>>
>>169104613
>>
>>169104997
yes that is exactly what i am implying
https://www.chronofhorse.com/forum/forum/discussion-forums/horse-care/179910-how-long-will-hay-last-stored-in-barn?342985-How-Long-Will-Hay-Last-Stored-in-Barn=
>It will last indefinitely if kept dry. It will eventually get dusty, but in my experience, if you use it all up within two years you'll be ok. You do lose quality, for example, most of the vitamin A is gone in the first six months.Feb 23, 2012
fuck you
>>
>>169106103

Just put it in the freezer, you stupid fuck! Everything is to be frozen
>>
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>leave the glitter world by yourself to experience life
>mom and dad follow you
>mom and dad are fucking useless
>>
>>169104613
I love this meme
>>
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Can anyone suggest a weapon mod that provides a very modest amount of new weapons, either specific or a variety? I feel like the major mods add way too many different weapons for my tastes, and I don't want to deal with ammo.

Also, is there a mod that lets me carry both a ranged and melee weapon?
>>
>>169110812

That's always been the problem with mods. It add way to much, break the vanilla feel and do not necessarily enhance the game-play experience. Worst of all, it often clutters everything with useless options.

If anyone knows about this I wish to know too.
>>
>>169110812
>>169111550
I just use Rimsenal, any combination thereof. Rimsenal vanilla being the least balanced but not game breaking by any means. Adds new energy weapons and some regular firearms. The other rimsenal mods, like feral, add some nice junker weapons and a monster faction, lastly the corporate rimsenal mods add a nice variety of spacer guns that are slightly weaker than the rimsenal vanilla ones.
>>
>>169100190
>civil servant
>neurotic
>hard worker
>greedy
looks like (((Ayers))) would be a welcome addition to your colony goy i mean my guy
>>
>>169106103
Go ahead and change the Defs yourself then, fuckfsce
>>
>boreal forest
>volcanic winter
>toxic fallout
honk honk
>>
>>169092139
>>169092719
Hello? How the hell do I build these, come on, they exist!
>>
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I don't have glitterworld medicine, or medical beds, or sterile floors. This is a death sentence, right?
>>
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>>169120161
If I don't find a way I'll have to change beds from some other mod to these textures I guess.
>>
>>169121182
Force-feed him penox and confine him to bed. Might survive unless he's old.
>glitterworld medicine
Why would you waste it on something like that?
>>
>>169121481
>>glitterworld medicine
>Why would you waste it on something like that?

Just curious.
On what you should use glit medicine?
>>
>>169107838
Why do youhave those doors like that?
>>
>>169123305
Surgeries on colonists you care about. Possibly animals you really care about for RP. Everyone else gets normal meds, prisoners get herbal.
If you get a level 20 doctor you can pretty much cure people without meds altogether.
>>
>>169121194
Does anyone know a bed mod that I could slap this onto? I literally can't find a bed mod with custom textures except RIMKea which has those weird maps on what is shown and what isn't (regarding colonists) so I don't want to mess with that.
>>
>>169076403
Probably didn't have medicine allowed on her. RIP. Always check pawn's medical settings if nobody will heal they.
>>
>>169123440
Was preparing to build a wall there.
>>
Does somebody know how to deal with meal production being too slow?
Putting stove into food storage won't help because low temperature lowers speed by 20% and I don't have autodoors researched yet.
>>
>>169124028
Ah.
>>
>>169120161
>>169121194
Not even using the mod, but the code is there, it's just commented out. Probably because it's buggy or something. Either decomment it and test it or copy vanilla double bed code and edit it to use those textures.
>>
>>169124878
Where do I find the vanilla double bed code, mods/core/blahblah? I think these are somehow different because they don't have the red/green map thingie, even the hospitality beds have it. What is that even used for? Lighting?

I've just found and uncommented the double beds, let's see what happens.
>>
>>169125357
Mods/Core/ThingsDef_Buildings/Buildings_Furniture.xml I believe
>>
Is there a reason my dragon girls are just starving themselves before going to go grab some meals?
>>
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>>169125631
Good news! It seems to work just fine uncommented. Fuck me if I know why it was commented out in the first place, I don't know much about the structure of Rimworld .xml files but it seems exactly the same as the other beds, nothing out of place.
>>
>>169125908
Took a quick look, it's probably because they didn't finish editing some things. Both double beds have no mass value and have a stupidly huge bed_healPerDay compared to single beds.
Dunno, check the forums if you're interested.
>>
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Can you run the Medieval Times mod with other mods? Like, mods that add nuclear power plants and new guns, etc. I always thought it was a total conversion mod?
>>
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>>169126654
I did, the author says he's busy and won't be working on shit for the next few weeks/months/whatever, everyone's just complaining about no double beds as of late.

I also discovered that the bed is positioned a bit weird (see pic) compared to the single bed but I can probably fix that.
>>
>>169127231
>Nuclear knights in space mod
why is this not a thing yet?
>>
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>buy alpacas from bulk trade ship
>1 male 1 female, figure I can get some wool and maybe sell alpacas eventually
>their pods land in base
>they immediately begin having sex
>>
>>169127413
Fuck knows, I just like the idea of starting medieval and gradually turning futuristic.

So I take it Medieval Worlds probably won't work with all the other mods I have running?
>>
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this is some sick sense of humor
>>
>>169124509
Bulk meals mod
>>
>>169128104
Is this really the necessary?
Well, thanks, gonna try it next time.
>>
>>169127231
>>169127903
Yes, you can. You will research or loot non-medieval stuff sooner than medieval stuff though, I have it and I have fucking pikemen attacking me when I have laser turrets defending.
>>
>>169128307
>I have fucking pikemen attacking me when I have laser turrets defending.

that sounds hilarious though. Thanks for clearing that up my man.
>>
>>169124509
>Putting stove into food storage won't help because low temperature lowers speed by 20%
Get the fridge mods. You can get a 1x1 fridge from Clutter, and 1x1 and 1x2 fridges from I THINK VG but I'm not sure, might be something else.
>>
>>169128104
>>169128278
Extra question: Should I use the normal version or nerfed one?
>>
>>169128883
Use Vegetable Garden, it has bulk meals option in it, and it's a pretty good mod otherwise.
>>
Yea... that's pretty sick. I got a boomrat as enraged animal, but it was all. I can imagine having to face multiple of them early on. You could have walled yourself in until they went away tho.
>>
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>ywn party and get high with your cult bros
>>
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>medieval guys keep trying to swarm my gunline with their melee weapons
>most of my colony is made up of their recruits
>notice they're all female
>only male is my rich explorer
I swear I wasn't trying to make a harem.
>>
>>169130845
Is it good in non-overpowered way? Will that work on existing save? I don't want to screw up existing save.
Bulk meals loaded correctly, at least.

>>169128629
Sounds useful. Having a possibility to set up dining room anywhere without screwing around with coolers... nice. I will look for it.
>>
>>169132629
Can I get a zoomout shot of your base?
>>
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>>169133137
sure
>>
>>169132791
Harem mod when?
>>
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Second play I'm doing.
Base is horribly made, but seems enough for Cass Rough.
>>
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YOU STUPID
FUCKER
>>
>>169134186
kek
>>
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These dumb assholes won't stop dying on my doorsteps
>>
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Shitty tiles aside, where to put my beds to get an adjacency bonus from nightstands/clutter lockers/whatever? Should I move them to the little niche in the middle?
>>
>>169138152
What massive faggots, they should at least have the decency to bury themselves.
>>
>>169138152
>confused looking traders with question marks over their heads.folder
>>
>>169133092
Make a backup save,download and use Mod List backup,see if works
>>
>>169134186
Alright, you need to release her right now and see what happens.
>Make them fight each other, let war triumph over love.
>>
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>>169147314
She ended up joining the colony, breaking up the relationship then is now banging a 17 year old girl.
>>
>>169146837
Veggie Garden seems to break stoves in my save, but prosthetics mod seems to work, question is if I can replace the shattered pelvis with this.
>>
>>169127970
does one of the caveplants still break the game.
>>
>>169134186
>>169147776

>seduce the Warden, so you won't be able to chop her up
>when she is let into colony, she gets the girl she was lusting for since she came there
Smart girl.
>>
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updated colony
now with an entire geothermal gen and wing dedicated to making and selling flake
>>
>>169152774

Nice setup, but what do you do when they're hitting your walls instead of running into your death trap entrance?
>>
>>169154929
in order
1) artifact kill their sapper
2) sac a prisoner to cthulhu to drive every enemy on the map insane
3) snipe
4) open doors and set up
usually they will abandon their sapping attempts if I open the west doors
>>
>Run colony as a highly strict military mortar team unit
>Only mortars, assault rifles and men
>Survive a few raids, recruit a few captured guys to join the ranks
>Captured women, from raids to escape pods, are used for parts or pleasure
>All men fuck each other in the hospital beds

This didn't go the way I planned but I'm still gonna see how this ends.
>>
next RJW version when
>>
>How is it different from Dorfort?
>Sci-fi setting with good graphics and lewd
And how exactly is this game lewd at all with it's top down perspective and 1 inch characters?
>>
you're asking people on 4chan how they could find small featureless pixel characters lewd
>>
>>169165143
I still can't understand how people in For Honor general erp over knights in full plate armor and helmets stabbing each other but at least those are actual humans being portrayed rather than 10 pixel characters you can barely see.
>>
>~50 manhunter warg attack
>2 trade convoys milling about outside my wall on the other side of the base
>use my bionic legs colonist to aggro a few over to the side they're on
>both sides kill eachother
>wargs wounded without being absolutely maimed to uselessness, due to incendiary launcher usage
>capture wargs, tame, +4 wargs
>capture traders, heal/release, +30 relationship with each faction
problems weren't :DD
>>
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>download the more turrets mod
>my defensive line is made of six .50 cal turrets
>while still being manned
>still muh fiddy DFP postions
This itches a scratch I've had for a while. Gunning down tribals with Ma' deuce.
>>
>>168982202
Nukerat*
>>
Please report to me immediately if this mods is stolen. http://steamcommunity.com/sharedfiles/filedetails/?id=850347623
Thanks.
>>
This Tiberium mod makes things really easy
>>
>>169173670
>playing softcore
kys
>>
>>169173737

What exactly is hardcore?
>>
>>169173670
That's the way the base game works really. An infection in the pinky will kill the person, it doesn't say it spreads anywhere, just the pinky.
>>
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>rare thrumbos
>4 show up
>send resident tamer Alvarez out to try grab one, at worst, maybe aggro one and have his animal swarm down it
>he gets two 0.63% tames in a row
>going after #3
what a legend, the absolute madman
>>
>>169176242
Jesus Christ all those animals.
>>
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>>169160223
>>
>>169164147
>implying dorf fort is more graphical
>>
>>169176296
It was his only skill. An absolutely useless colonist who couldn't do anything but animals and art. I figured he'd either get mauled quickly, or make his worth known. He chose the latter. Him and Sheppard are the cornerstones of my colony. Dunno how I'd have made it without them.

Every time a raid looks like it's going to go poorly, in goes the animal swarm, and absolute carnage ensues. There are so many of them now, and they're mostly such tanky species, that none ever get enough damage focused on them to lead to a kill. Sheppard is a magician at medicine, so they just never die.
>>
>>169176457
That's what the OP says
>>
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>have a successful raid with some injuries
>come home to find toxic fallout and fast as fuck mad boomrat invasion
>I decided to make my walls out of wood instead of stone this time
I asked for this.
>>
I have a problem.

I'm really bored with the ice sheet biome. Since I set up hydroponics/sun lamps, I have infinite food, and there's nothing else that happens except raids where most people die of cold before reaching me.

And designing the base is a problem since a) I first make the room design in god mode to see how it'll look, b) then I reload and have to wait for months until I actually get enough resources to build the goddamn thing.

What do?
>>
>>169180338
Ramp up difficulty or go for the ship.
or both
>>
>start in comfy cave biome
>load in some hair mods halfway in my save
>surely they can't break anything right, RIGHT?
>my cave wells are now broken and don't light up during the day
ree
>>
>Get raided
>Start fighting
>Oh shit we are losing
>Losing hard
>RETREAT.gif
>Some colonists are downed outside main walls
>Kidnaps 3 colonists, shoot 1 as they are leaving and rescue
>Discover possible ransoms via Google from raiders
>Feel small ray of hope
>Check everyones moods after fight
>My rival Val died
>One of the kidnapped colonists
>>
>>169181549
where do you think those trader organs come from
>>
Goddamn, that prosthetics mod is OP, all that fucking cash from single prisoner.
>>
>>169182523
>jogger, psychopath, bloodlust
>full advanced bionics
>luciferium
>go juice
>yayo
very fast pawn running at incredible hihg speed.jpg
>>
>>169185567
Well, I don't know much about this mod, but I think highest tier should be glitterworld tier - got only through trade.

Maybe I will try Rah's Bionics and Surgery Expansion - seems to be more balanced.
>>
>>169186260
No one's forcing you to build them. Iirc they also require quite a bit of grinding.
>>
>finally dawns on me how ridiculous the space requirements for pawns is
>my own bedroom would probably fall into somewhere between 4x4~4x5 tile range
>mfw pawns would complain about the room being small
>mfw my bedroom is pretty large compared to my old flats
>>
>>169190784
My entire apartment is 4x5 + bathroom.
>>
Rimjob anon, if you are lurking today, are there any news on v1.1?
>>
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>80% of silver coming in from drug trade
>specifically vetting all joining members of the colony, to avoid chemical traits
>randy sends this at me as a "wanderer joins"
gee, thanks

I hope she OD's
>>
>>169191729
Just throw her in prison and sell her or something
>>
>>169191729
Make her take 10 yayo per day and she will die in 2 days.
>>
>>169191729
>literally subhuman filth
gas chambers were invented for a reason
>>
>>169189153
I want to be challenged by game, not handicap myself

>>169190784
Well, they have fuckloads of space to work on.
>>
>>169191729
>>169192212
>French
>Non-Christian
>Mentally deficient
>Mentally unstable
>Criminal
you know what must be done
>>
>>169176480
how do you feed those fuckin thangs man
>>
>>169193519
30x30 hay growing zones
>>
>>169194063
>tfw boreal forest
>>
>>169194168
get cobras
>>
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Do you guys have a link to the latest release?
>>
>>169104525

Where in the fuck could you possibly think you are?
>>
>>169194895
Sure thing homie, here you go.
http://store.steampowered.com/app/294100/
>>
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FUCKING GRENADERS KILL 3+ OF MY COLONISTS EVERY FUCKING TIME THIS IS BULLSHIT EVEN WHEN I MOVE THEM OFF THE GRENADE THEY DECIDE TO HAVE A 1 SEC MOVEMENT DELAY SO THAT THEY CAN GET OBLITERATED BY THE NADES!

Should I just send a melee scrub to suicide the grenader to death. I notice he is retarded and will throw a grenade on top of himself if my colonist is close by and usually he fucks himself up too.
>>
>>169195203
haha

if you guys don't, I don't mind buying it. Figured I'd try before I invested. Played an alpha from a few months ago and enjoyed it. Wanted to see the progress vanilla has made.
>>
>>169195483
2^3chan's /v/ uploaded a copy of alpha 16 somewhere.
>>
>>169195221
highlight entire fire squad with rectangle select, have them concentrate on high priority threats first by right-clicking target and selecting "fire at <name>"
>>
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>>169195221
>inferno cannons
>colonists that are on fire walk directly into the cross fire
>>
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>>169193519
I mostly just let them roam and feed themselves.

I've got a corpse room for the wargs, and the bears often haul back half eaten antelopes. I just throw all raiders in the corpse room anyway. I could let them hunt like the bears, but I don't think they're big enough to do so safely.

My snake room is the only thing I really have to make a point of feeding, and they really don't eat much.

>>169194168
Make a corpse room. I've got ~6 or 7 animals subsisting purely on corpses, and they're doing fine with the number of raiders I get. You could keep bears on that, if you're on boreal. Otherwise, they can hunt for themselves too.
>>
>>169197204
That's a lot of snakes
>>
>>169197568
sssSSSSSSsssssSSSS :------D

t. snakes

It's a meme I'm trialing.

About half are tamed to release, and I'm working on the rest. They're multiplying faster than I can train them though. Every season the adults give 40-50 eggs, and this is with only 1/3 of the snakes in there being full grown. It's going to get ridiculous soon. I'll need to create an entire new snake compound.

I don't expect it to work entirely, I've got a core of bears/elephants to rely on for if this meme fails. I just need to keep my handlers busy.
>>
>>169197204
That’s a solid snakeroom right there.
>>
>>169198116
Eh, snakes are too fragile to be used as attack animals. While they do replenish sanic fast you'd need a lot of people training them 24/7.
It's a pity their bite gives so little toxic buildup.
>>
>>169198159
anon's a pretty good snake eater I bet
>>
>>169197204
nakedsnakeheavybreathing.png
>>
>>169201186
>>169200958
what a thrill...
>>
My tamer was just KO'ed by bunch of mad rabbits
WTF
>>
>just had an entire colony eaten by darkyoung
I swear to god I have no idea where the fuck they came from, I had my eyes on the colony entrance any time I wasn't busy assigning shit.
What the fuck. Where in the goddamn did they even come from?
>>
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>best hunter randomly gets attacked by a fox
>assign him to fight back
>he's down
>have nearest colonist rescue him
>have another one fire at the fox
>one shot hits
>fox is angry
>have someone rescue him
>have someone else finish off the fox
>he's down
Why is this happening?
>>
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>>169203212
How the fuck are fucking up this bad?
>>
>>169203212
>leaving any predator you don't plan on taming alive
The first thing you should do after every colonist has a ranged weapon is to hunt everything that might remotely be a danger to you into extinction.
Also build wall to keep critters outside, duh.
>>
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>>169203212
>winter
>colonist off grabbing some shit on the other side of the map
>gets eaten alive before I can do anything
>>
>>169203608
He was out picking berries.
>>
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>>169203678
>winter
>peg-legged go-jiuce withdrawal faggot decides it is time to haul that chunk of marble from the other side of the map
>moves at a dashing 30% speed
>nothing on the map just a few deer skeletons and three relatively hungry timber wolves

I was getting tired of your go-juice addicted ass anyway, Conor
>>
>>169203212
>tfw a colonist nearly dies to a fucking iguana with 10 shooting and a legendary shotgun
I'm really beginning to think the only hunters worth a damn are ones that can bring animals with them.
>>
>>169198116
Snake pits are for food mostly. They'll eat their own eggs; butcher hatchlings and only keep 2-3 males, the adult females create more nutrition than they consume; if you assign them all to a single cell animal area they all pile together and will start dropping eggs outside the cell when the stack is full, if the pile doesn't expand like that you need to cull some or they'll starve.
>>
how do I stop using dev mode
help
>>
>>169206072
you don't stop using it, you learn to control yourself and not cheat with it
>>
>>169206072
>how do i stop sucking dick
>>
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>>169205908
>the adult females create more nutrition than they consume
does that really mean what I think it means
a snake can eat her own eggs and subsist on that alone? snakes are sources of perpetual energy?
is that the secret to the antimatter drive?
>>
>>169206503
the eggs no, the hatchlings yes
>>
>>169205908
>>169206503
>>169206705
the eggs in the same cell get eaten before they hatch, the ones that pile in adjacent cell(s) will hatch, you then butcher those hatchlings, and haul some of the kibble created from that to an adjacent cell so they can eat from it, you then have a cobra meat profit
>>
>>169206878
plus you can put all this in the same room as your main "barn" without walling it off and a butcher table so it sustains your animal population
>>
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So, I decided to get my pawns to the AI ship, it's about year of walking, so I decided to make it a bit easier and went into transport pods. I will use six of them.

For each max jump I need 150 fuel per one pod, currently I have 6 colonists, but I predict that I MAY lose 1 or 2, soo it would leave more space for supplies, ahem.

In best scenario I'm going carry materials to build launchers and pods + fuel for pods on landing spots till I run out of fuel, then either I will go traditionally via caravan or build a base to produce more biofuel from refinery.

For now I have around 1200 of low quality pemmican, which should me last a while, but I'm planning to produce more.
>>
>>169207909
can't you just build then uninstalll the pods and launch pads then cram the uninstalled buildings into pods with the fuel?
>>
>>169195483
Well you can always buy it, play it for 2 hours and then decide.
Spoiler, its well worth the money.
>>
>>>169203212
>took care of that fox
>now rams injured my doctors
>wolves attacking my puppers
>lightning in the fucking snow
>two raids in a row
What the fuck, Phoebe? I wanted a comfy snow village, not this.
>>
>>169208262
Nope and I'm running a bit low on mineable steel and components in my place anyway.

---
Probably I will change my plans a bit, I will try to go with all 6 pawns, I can cut down the whole forest for fuel production after all and I need every pawnpower to build stuff quickly.
I'm not sure if I should take a muffalo or try to tame one later(leaning towards second option), the last part of the road is on desert where it may be hard for trees or food, so I cannot set up a base there to gather resources, so a caravan will be a must.
>>
why can't I haul some fag to bed when he passes out?
the constant chain breaks because of sleeping on the cold ground are annoying as fuck
>>
>play with increased forest density
>marshy soil everywhere
>marshy soil doesn't fade to soil
>blocky terrain everywhere
This kills the autist.
>>
>>169211831
Stampede of maddened deer (THANKS STOVE) wrecked my improwized turrets.
I have a toxic fallout, I don't know how long it will last, it was a few days already. I guess it's a sign to load the pods.
One wanderer joined my colony.
I caught a podder, who is good with cooking, I want to recruit him.
>>
>>169210182
Thunder snowstorms are pretty cool I have seen a few. I am not sure what causes it.
>>
>>169160918
>>169190931
Progress on v1.1 has been pretty slow. Early last week I implemented most of the tweaks I wanted to make to the STDs, then I was busy with RL through the weekend, and so far this week I've been experimenting with C# instead of working on new features (specifically I'm trying to find a way to insert my code into JobDriver_Lovin.MakeNewToils without detouring). The big feature I'd like to add before releasing v1.1 is bondage gear: gags, chastity belts, and armbinders. The problem is that to do that properly would involve adding the gear as unremovable apparel on pawns, and there's no easy way to make apparel unremoveable. I looked into it a bit and there are at least 4 different ways that pawns can remove apparel, which means 4 different methods to detour, which is how I got interested in finding a better approach.
>>
>One guy just had a heart attack
Doctor managed to save him, but what the hell I'm supposed to do now? Transplant him a new heart or just ignore it becuase it was just a random event?
>>
>>169217708
Did the heart take dmg? If so replace it.
>>
>>169217118
>there's no easy way to make apparel unremovable
I've yet to play around with it, but supposedly the straitjackets from the Cthulhu mod guy are now unremovable without external intervention.
Maybe poke around a bit and see if there's anything that can help?
I'd help, but zero experience with non-xml modding.
>>
>>169218892
Heart is alright.

----
>>169215997
Toxic fallout stopped and the podder isn't still recruited, building 7th pod.
>>
>>169218986
I've never used that mod so I didn't know the author already tackled this problem. Thanks for the tip, anon.
>>
Anyone using Combat Realism and other mods who want to share his modslist? My mod collection keeps crashing and I want to make a new run using CR, as well as whatever else I can that won't break my game every half hour.
>>
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hello /rwg/
I found rimworld on youtube after knowing it was similar about DF and prison architect.
I wasn't really into DF but I really liked PA so I decided to give it a shot
as I found out it's really good,it's the DF with nice graphics that I always wanted.
I started like yesterday and had 10 resets arealdy but it's really fucking fun,I really like the 5 tribalmen starter setting.
what are some good mods and tips for someone who is starting like me?
>>
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>>169223978
gnomeria is another really good pretty df-like
>>
>>169224858
And it has the Z axis!

It was always too unwieldy interface-wise for me and it seems that the faggot developer abandoned it though.
>>
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Last look at ransacked base, I took down (nearly) everyhting that gave components and packed a charged battery or two.
>>
>>169224858
>>169225636
dont worry I arealdy downloaded orassan
>>
>>169220325
Are you using minerals and materials with CR? Just load CR after MM
>>
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>>169226258
And here we go, 66 tiles is pretty lot, turns out. It seems I could reach the ship withing 3-4 jumps.
>>
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>>169226765
And here is the new place. Colonists are stressed, but that's why I got smokeleaves.
I will go for mountain base as I wasn't trying it before, I hope bugs won't eat them alive.

Ah, I forgot to mention, Vikky is the only one from starting three who is still alive...
>>
>>169223978
>I really like the 5 tribalmen starter setting.
>what are some good mods
tech advancing mod.
>>
I installed the lewd mod.

How do I rape? I want benis in vagina :DDDD
>>
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>>169224858
who the hell thought these corner slopes looked good
>>
Is there any point making kibble when animals will eat meals?
>>
>>169229028
There's a lewd mod?
>>
>>169224858
>>169229189
>Gnomeria
>Read it as Gonorrhea
>Seems to fit anyway.
>>
save
>>
>>169229028
Get prisoner and designate as comfort prisoner
>>
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New colony after first days, so far besides chickens being attacked by predator and colonist being injured by friendly fire, things were peaceful. Pawns are stressed anymore becuase I actually put effort into making barracks somewhat nice, I'm surprised it worked.
Meanwhile Comminuty's River (previous colony) has bears attacking chickens all the time, a plague of yorkshire terriers and tribals raiding empty base.

Now I'm getting into electricy for coolers, I have three days od left
>>
>>169229189
looks like the old tycoon games with more saturated/darker colors
>>
>>169236125
Consider buying a camel or muffalo in a nearby town if you ever can land near one. I ended up doubling my weight capacity (and food) by selling thrumbo horns and buying camels when I went to the AI ship. My tribals walked, however. No pods. Can animals get into pods?
>>
>>169237421
From what I read, yes.
Heavier animals are apparently "shared" between pods.
Probably only time I will need pack animals will near by the end, where tundra and desert is - drop as close it will be possible, then walk the rest.

Ok, gotta go, see ya.
>>
Stop eating the the Peniscyline you dumb bastard animals! What the fuck?!
>>
>>169235758
I do have a hard time letting go of things
>>
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>drop pods crash leaving flames
>the flames start spreading wildly
>spend 5 minutes figuring out the best way to stop it
>low on steel so can't pour enough concrete in time
>decide to cut plants down in an area around my base
>probably not enough
>probably not even enough time to do it
>it rains
>>
>>169242517
>he doesn't know
It's programmed to rain when there's too much fire. Especially when you want to burn down a forest or two.
>>
I really don't have any more drive to play this, despite having a billion mods and everything. Fuck.

I don't have the drive to play anything anymore really. :(
>>
>>169243893
same
>>
>>169084235
So sick of this futamod Autist, the mod would literally be 3 XML files. Your like that guy that has a cool idea for an app, thinking he can be a millionaire with no skills. Stop shitposting on this general, Trying to take our shekels and go and take your sick perverted child molestation simulation mod elsewhere.
>>
>>169243893
install fog of war and realistic darkness and report back
>>
Why are the muffins like ultra crack in Vegetable Garden? I can't even bring myself to make them they're so overpowered.
>>
Please report to me immediately if this mods is stolen. http://steamcommunity.com/sharedfiles/filedetails/?id=870526178
Thanks.
>>
>>169248510
because modders have shit idea of balance and think normal food should increase consciousness when only hard drugs do it in the base game
>>
>>169250361
It's on the forums, retard.
>>
Anyone with the baby mod care to share their experiences?
>>
opinions on Glittertech mod?

I've tried 3 maps with them and each time I get glitterworld mercs with nano suits attacking me while I'm still researching my first tech. I take them down and suddenly I have overpowered armor and weapons that trivialize everything.
>>
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>>
>>169253532
it's shit

>>169254449
lolmeme xD
>>
>>169255368
>Monty Python is a meme
u wat mate?
>>
I love the medieval mod. I just have that and a few UI mods installed. I actually lose colonists were as I would never lose them in vanilla.
>>
i've never modded a game but have some light programming experience. How hard would it be to create this:

A pawn goes into a cryptosleep casket and undergoes automatic surgery to add or remove traits and passions. The surgeries would last between 1 season and 1 year depending on the trait or passion. It would also consume a large amount of power while running.
>>
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>2 raids at once
>the only one with decent shooting skill and a gun goes berserk
>colonist dies
>everyone is having mental breakdowns left and right
>i've only barely started

just spare me for once randy
>>
>>169257510
>spare me
>randy
I thought the reason to play randy was to feel unending sorrow
>>
>randy extreme
>bionics on most pawns
>extremely impressive dining/bed/rec rooms, so pawns are forever happy
>large medicine stockpile
>no food issues at all, in fact, only 1/4 of currently used land is being dedicated to food, most are cash-crops
>generally quite high quality weapons on pawns
>friends with tribals, so no huge zerg raids
>manhunters are food for mortars
the game is feeling too easy

will Cassandra make it better, or more of the same?

At this point, it feels like a drop-pod raid right into the middle of my base would be about the only thing capable of leading to pawn death, but it just won't happen.

Should I rob a tribal trade convoy? idk familia. Tempted to re-roll, but this colony is ~3 years old now.
>>
>>169257047
ask the futamod anon
>>
>>169259245
I usually go rogue and start raiding bases at some point.
>>
>>169229504
One meal is 18 kibble. Most animals won't eat 18 kibble at a time. I had a swarm of yorkies once that only ate 4-6 each.

Also, you can use human or insect meat without risking it contaminating the rest of your food stacks.
>>
>>169261428
Really? Its nutritional value is so low, I assumed you'd need to feed them like 20 at a time.
>>
is there a way I can prioritize feeding my prisoners human-meat kibble? I want to torture them.
>>
Is there a way to keep Dark Young from murdering my colonist's asses?
Do I have to be buddy-buddy with Shub-Niggurath or something?
>>
>>169262825
I've never had a Dark Young attack me without me attacking it first.. maybe you should kill them earlier? Or are you playing in a biome with no animals? There are plenty of animals for them to eat in the jungle that I'm in.
>>
>>169265425
Funny thing, I've never actually attacked them, and there were plenty of muffalo and other, smaller critters for them to chow down on. But I just lost 1 of my builders to what was an unprovoked Dark Young attack. It was out hunting them and actually came into my colony proper to get at them.
This is honestly some pretty confusing shit, since I've mostly taken to leaving them alone.
>>
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and so it begins
>>
Does making prison cells nicer increase the chances of recruiting prisoners?
>>
>>169268872
yes
>>
report thiefes
http://steamcommunity.com/sharedfiles/filedetails/?id=850347623
>>
>>169266593
I've just experienced my first chittering.

>Appears behind female researcher with revolver
>Other group ahead of her turns back and starts firing
>Order her to keep running
>Beast is attacking
>Run throw the doors into the rest of my colonists
>SHOOT DAMMIT
>Beast is upon female researcher again when suddenly
>itshighnoon.jpg
>Beast dead
>Permanent brain injury via revolver
>She had a bite on her torso
>She was being eaten and took the shot

Pretty exciting but bullshit at the same time. Will not enjoy as much next time.
>>
>>169269767
look in the forums
>>
>>169274979
>>>/r/ is useless
>>
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>>169269767
stellaris smods ru
>>
>>169275514
huh?
>>
>>169275621
getting my generals confused
>>
>>169274979
fake and gay

>>169275739
autist
>>
>>169262825
The same way you keep predators from murdering your colony. Build wall, always hunt manually, always bring the entire colony out instead of just one pawn.
Dark youngs work exactly like your average predator, so you either tame them or kill them as soon as you see them.
>>
>>169262825
You keep one of your eyes on it constantly. If its hunger bar goes below a certain level, lock all doors and make sure the Dark Young can't path to any of your colonists or pets.
I like to keep them around because they're cool and they will slaughter all animals and even traders on the map if you're looking for free stuff.
If they try hunting your colonists you have to attack it with one of your pawns manually, otherwise your auto-turrets won't target it.

There's also a late-game Shub-Niggurath spell that summons domesticated Dark Youngs for you to use as pets. If you manage to keep them fed, they're incredibly effective against raids.
>>
'ump

I need this thread, I'm at work, I'm bored, wake up fags.
>>
Tips for building a base inside a mountain?

Are infestations still insta-game-overs?

What is a good layout? What different types of rooms will I need?
I know I will need:
>Freezer
>hyrdophonics
>cooking
>storage
>crafting
>killbox
>prison
>medical
>>
>>169285863
You can potentially force infestations to spawn elsewhere if you dig exposed overhead mountain squares far away from your base. I had two infestations spawn in a strip mine and luckily never in my base. Also have fire ready.
>>
>>169286106
Yea I remember the only way to deal with them before was burning them out and hoping they didn't spawn inside your bedrooms.

My main issue previously is that I would have huge issues with efficency once my base was built. People spent so long moving back and forth it was frustrating. I'm thinking of training some animals for hauling/fighting to help with that but I'm not sure if it will just make it worse.
>>
>>169286206
Maybe you'd be better at managing the animals than I was but I had issues using pigs in my last game. Everything was dirty 24/7.

I would just make smaller stockpiles within the actual production rooms themselves instead of having a mega pile somewhere. And leave doors open when possible. Smoothing floors will take the 93% speed up to 100%
>>
futamod when
>>
>>169286206
>efficiency
That's why you draw your layout before actually building. Build your workshop near your main depot, build dining room and kitchen on opposite sides of your freezer.
If you have the space for it, build a dedicated depot with medicine between hospital and prison. Make corridors two or three tiles large. Build doors in sensible places so they don't have to go through three corridors to get where they need to be. Either make them wood autodoors if you have the energy to spare or leave them open if temperature bleeding out isn't a problem.
>>
>>169286206
Don't be afraid to change the layout on the run. You design rooms with a different approach early-game with low resources and a few people, than late game with lots of hauling power and a bunch of people needing individual bedrooms and seats at a table etc.

I usually fit my early-game colony into a huge square with shitty rooms, small kitchen and tiny workshops, then remove inner walls, remove floors, pour concrete and BAM! I have my late-game gigantic storage hangar, and I have four directions to expand the rest of the base into.

Animals aren't that great haulers and also you need to play around with animal areas if you want your labradoodles to haul corn to the kitchen but not wander into your drug storage and OD on your crack supply.
>>
dead thread
>>
I don't know how it fucking happened but my colony's wealth or whatever shot up sharply and now I'm getting raided by shit that lags up the game cause there's so many enemies. I know for sure there's not much wealth, all I really have is food, and if I get raided with almost a hundred enemies, my entire colony won't survive for sure.
>>
>>169303136
Did you mined plasteel.
>>
As dead as a day one infestation in the barracks.
>>
life
>>
thif
http://steamcommunity.com/sharedfiles/filedetails/?id=850347623
>>
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Soooo... thing are going fairly well.
Armadillo got her ass handed by hungry bear while trying to get insect jelly from random pods, you can see the blood on the left.
Wrecked a siege via doomsday rocket launcher, gotta buy more.
Hunted a bunch of muffalos.
Build a geothermal generator You see that shit near this? Devilstrand. That shit left from devilstrand? Psychoid. Oh, yeah, I built and charged few emergency batteries, just in case.
Worg self-tamed in Theshaw, Stove is training it slowly.
A chicken OD'ed on Wake-up I got from random pods, dumb bitch.
Had an attack of mad boomrats and boompawhatevers.
Timber wolf self-tamed in old base and is eating terrier corpses.
Trying to make a decent sniper rifle and broadswords.
I guess it's a good time build comms and trade beacon, I had no caravan so far.
>>
>>169319748
Seems like a lot of work to just build pods and abandon again?
>>
>>168994358
So your base runs off the solars and you save the batteries for nightfall. Saves you from bzzzzzzt fucking you out of all your power
>>
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>Start colony
>Pour many hours into it, it begins to thrive
>First colonist death of the playthrough occurs
>Wipe save and start a fresh colony

Am I the only one? I don't know why I have such a compulsion to do this.
>>
>>169324238
No, but I only do it after my "favorites" die
>>
>>169324238

Forcing myself to not do so was hard, but rewarding. I managed to do it in my last successful game, you have to learn to accept that not everything will go as planned and this game seems great in teaching you that.

You are stranded on a dangerous world. Some people are going to live a bit longer, others are going to die brutally (even your best doctor) and maybe some will escape or make a life there.
>>
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>>169322134

Such is life
>>
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any modders in here? I'm trying to make a mod that lets me edit pawn traits and passions (in a balanced manner) inside a game but I'm hitting a wall.

>pic related

how do I circumvent this?
>>
>>169322134
I'm pretty sure I could rush things, but that would probably mean dealing with pissed off pawns.
I have to grow or buy veggies, hunt enough stuff, produce fuel, produce pemmican, do it all without killing pawns or driving them crazy.
I'm planning to do another jump in middle of winter, so I could have time to build a bit before spring, when I sow stuff.
I managed to get some research done, but to go further I would have to have plasteel I left at first base.
>>
>>169324238
I got used to dead pixels when I was playing dorfs.

Dorf mod when?
>>
>>169324238
I do this if its a founder.
>>
>>169328698
You can't have trait Def in recipedef
>>
>>169330361
Okay, so how would I go about asking the user for a specific trait to modify a pawn?

I found the developer option for adding a trait to a pawn but I couldn't find the corresponding code with ILSpy. I don't know that much C# so I could've easily missed it.
>>
tifs
>>
>three of my tribal colonists contract the plague in my second season

this is so boring
>>
die
>>
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Finally I made some progress with this base.
>>
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>tfw prison is useless now
>guns too powerful and just kills everything
>>
is there a mod that lets me place lichen dirt or even just soil?
>>
>>169346076
vegetable garden lets you dig up and place soil
>>
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Is it actually possible to replace 100% of a colonist's body with augs? If not, what's the next highest number?
What mods permit it?
>>
Using EPOE. What is better for melee combat with a brawler colonist? Advanced power arms, or plasteel longsword?
>>
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>>169351847
>Advanced power arms, or plasteel longsword?
>>
>>169353770
seriously this
i have 2 cryosleep caskets near the foyer to my base where spearchuckers attack. in them i have a nigger with scyther arms and another dude with power arms. both of them are only good for melee combat so this works out. when shit gets real i pop em out and let them shoot go-juice and send em off
>>
Do prosthetics phobia mood negatives stack? A guy got his arm ripped off, so I gave him a bionic one, now he bitches and moans. Wondering if it's worth going and giving him full bionics now that he's already got the debuff, or if he'll bitch and moan harder.
>>
Alright, what the fuck? I can't offer up anything with the sacrificial altar from the Cults mod. I've got a fuckton of muffalo, Deep one, and Dark Young meat and it says it can't find any offering ingredients.
>>
>>169351847
yunhwa vibrosword

>>169356163
no
>>
Anyone try out Rimushima v2? Any recommendations for late game power mods that don't feel cheaty?
>>
>>169359725
Rimushima is super comfy and you have to take care of it
Other power mods are just build really strong plants and forget about them
>>
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Someone please tell me that gold/silver is impervious to flame. Please. I want to burn them out, so so much.

Got simultaneous mechanoid raid / infestation, so I want to quash this ASAP before the centipedes get to my walls.
>>
>>169362937
gold and silver burn at the same speed as steel does.
20% flammablity
good luck anon
>>
>>169363672
disregard this, gold and silver will not burn unless you make walls or furniture out of them.
>>
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>>169363748
Time for shock and awe then.

The grenadier has trigger happy. All mini-guns are online. Incendiary launcher is a crack shot. Animal swarm at the ready. Going to be either sweet as, or a complete clusterfuck.
>>
>>169364073
>melee pawn has no personal shield
you have already lost
>>
>>169364073
How do you even feed so many animals?
>>
thf
http://steamcommunity.com/sharedfiles/filedetails/?id=850347623
thf!!1 thf!!1
>>
>>169364073
>Going to be either sweet as, or a complete clusterfuck.
>>169353770
>>
>>169368836
forums nigger
>>
>>169369183
It's not on steam forums, retard.
>>
>>169369183
Don't use the n word.
>>
>>169369183
DON'T USE THAT WORD
>>
>>169369183
Search for "add hairs" and "ameiro" gives no results.
You are a troll.
>>
>>169369301
>>169369340
they think they're funny
>>
>>169369832
Fight against casual racism is a serious business.
>>
Can you build a sunlamp next to your solars for infinite power?
>>
>>169372625
Now that's some sort of troll science that really takes me back.
>>
RISE FROM YOUR GRAVE
>>
Is there some way to salvage dead man's clothes without having to burn them? I think it's asinine that people never get over that, like the debuff from wearing a guy's shirt will last longer than if you butcher and eat his corpse really?
>>
>>169377872
yeah it's pretty stupid
>>
>>169377872
mending mod
>>
>>169378231
>>169377872
Fuck off psychopaths.
Even after you dispose the body the clothing still remains to remind you to the murder.
>>
>>169377872
You can salvage it into cloth with some mod, and mend it with the mending mod, fuck if I remember what lets you salvage it though.
>>
>>169377872
Washer and dryer mod when
>>
futamod when
>>
NTRmod when
>>
>>169372625
That's just silly.
I almost expected it to work, honestly.
>>
Not yet.
>>
Never ever ever
>>
>>169377872
On the plus side though the dead mans clothes keeps your colony wealth from spiking too hard.
>>
>>169369301
>>169369340
>>169369832
>>169371174
>>169377481
>>169378824
>>169378992
>>169385594
>>169386013
Stop with the lifesupport you samefagging fucking autist.
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