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How is it so elegant and modular?
>>
RIM world.
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>>648262
kind of funny because 99% of mods immediately remove that elegance, especially the "vanilla+" mods
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>>648262
>no z axis
why is it such shit?
>>
>>648312
A lot of vanilla plus is good, like higher resolution sprites. You can just ignore the bad stuff.

>>648313
It's a 2D game retard.
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>>648319
imagine getting styled on by an ascii game about dwarfs
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>>648262
Anon, there is nothing elegant about RIMMING.
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>>648262
read my book to find out
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>>648351
Dorf is abstract trash. RW has graphics.
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>>648659
Going Medieval mogs Rimworld then
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>>648351
would probably play that game if it wasn't so painfully limited by FPS death
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>>648684
it will once it's finished and has mods
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>>648262
Is there a mod to remove the rim part? I am sick to death of disgusting little perverts constantly making immature jokes about rimming.
>>
>>648262
Will there be a sequel? What direction will it go in?

Empire mod showed a promising direction, where you go from your 1 or 2 colonies to a whole empire. Then there are mods where you have space travel, so there could be expansion to other planets (if they somehow optimise that scale).
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>>648457
anyone actually bought the book?
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>>648659
>RW has graphics.
So does DF, it's not a black screen, retard.
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>>648457
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>>648312
>mods are trash
Nothing new on gaming.
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>>648262
By having modding support and having barer bones than your biology class' display skeleton.

It'd be pretty shit if it wasn't modular, like prison architect
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>>649364
The alphabet isn't graphics.
>>
>>648846
>complaining about dwarf fortress' FPS death
>in a rimworld thread
I raff.
>>
There is just something really fun about growing crops and making fur clothing for your little village, then watching them slowly die from getting gut shot 11 times and getting raped by a pack of orcs.
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>>648351
Rimworld is more difficult and has better modeled pawns. Dwarfort is grow a 7x7 plot of mushrooms, build a still and gg.
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>>649234
the sequel are the mods, anon....
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>>650146
You realize that you can use a tileset? Also ASCII is still graphics, no matter how many times you say they aren't.
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>>650691
The Empire and Multiplayer mods are kino.
>>
>shit out royality
>worse than half of the mods
rimcucks are fine with this

>>648312
you're a bigger faggot than the vanilla expanded shitters combined
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>>649414
>mods are trash
But what about mods that ARE /trash/ ???
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>>651944
Can you just stop with the obscene insults? You are just as bad as those idiots who keep coming into Rimworld threads and making snide remarks about "Rimjobs" and "Rimming". Absolutely disgusting.
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>>652082
Same energy here
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>>648262
any good mods the past few months? is z-level out yet?
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>>653084
>Fertile
Im okay with this - what game tho?
>>
>>653285
>what game tho?
I could tell you, but I won't, because lazy sauce faggots need to learn how to use the internet.
>>
>>653285
Galciv 3 you nerd
>>
>>653006
based
>>
>waaaah my bedroom is ugly, dirty and ugly waaaah
Can I build a roomba? Is there a setting that makes these fucking retards clean their goddamn room instead of bitching about it?
Also, I wish there was a lore skill or something. Maybe make it tied to intelligence. Why can't these freaks tell stories or something for fun instead of needing me to build them a barcade.
>>
>>653977
>Can I build a roomba?
Only with a mod. I think it is like Misc Robots or something, but it lets you build roombas for cleaning and other shit.

>Is there a setting that makes these fucking retards clean their goddamn room instead of bitching about it?
Work priorities. I usually end up capturing some useless nobody and recruiting them as meat roombas for cleaning and hauling.

>Why can't these freaks tell stories or something for fun instead of needing me to build them a barcade.
Have you tried drugging them?

I agree with the sentiment, honestly. They are whiny bitches most of the time, which is annoying. Moods in general are really weirdly balanced. One of my colonists died and her father had a -20 mood penalty, but it was completely offset by his marriage later that day. As for work priorities, it would be nicer if you at least had the option to give them certain jobs at certain times, like cleaning up before they go to sleep or something so they didn't complain the next morning.
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>>654207
>Work priorities
I'm too hesitent to use those because shit doesn't get done anyhow. I'm always short on wood because my dudes never find the time to chop down enough.
>Have you tried drugging them?
Like I said I have a barcade (it's a bar where the pawns do adult things like beer and pool but also an arcade where they watch anime and play horseshoe like the babies that they are) built for them when I'm able but I don't understand why these losers go insane without those things. Tell campfire stories! Go play football!!!
>>
>>653977
I think the Common Sense mod makes them clean more often.
>>
>>648262
rimworld mogs other competitor available on the market now, like kenshi. while kenshi exploration is superior, the gameplay sint that deep, and once your settler are strong enough you could literally leave them on idle while you could get off from your seat to do some chores. the only downside rimworld have is the 2d, i wish going medieval could fill that itch when its finally released, theres a lot of potential
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Vanilla I put in maybe 100 hours in.

With mods...

...hoo boy.

I've got a problem with this game.
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>>653977
Just have a guy specifically for menial work like cleaning and hauling
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>>654813
RimWorld is purely simulation. Kenshi is half crpg. That you compare Kenshi at all shows what an excellent hybrid it is (at least on the sim end).

>>654828
That's insane. Did you progressively veer further and further from vanilla or just tried random mods that caught your eye?
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>>654880

At first, it was trying random mods that caught my eye because they looked interesting.

Then when I got to a point I was lagging by year 10 on my colonies I trimmed it, and mostly focused on performance and a theme.

Right now I'm not playing (in fact that picture was 3 months ago), but I'm getting the itch again and I stay up to date on mods. I even modified a few on my own after learning XML editing. My go-to that eat up so much of my time are RimWar + Empire + Real Ruins + Faction Manager. I treat it as an RTS and build cities.

Here's one of the last cities I made.
>>
>>654365
This is why shit doesn't get done. They're not cutting trees because they don't know it's important. Setting work priorities (by checking manual priorities) can make things smoother. There are certain jobs that are done infrequently, that don't take very long, and I find are best handled by just getting it done and out of the way. Three of the big ones are wood cutting, construction, and farming (plant/harvest). For these I just set them to priority 1, and have people drop what they're doing to get these tasks over with.
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>>654880
yea but i wish the base building and colony management part in kenshi is as good as rimworld, especially traits and physical condition(buff&debuff). it adds more to the storytelling flavor, late game wise your base is no different from an automaton since you dont have to fulfill needs such as cleanliness, room decor, entertainment etc. i hope they could deliver more when the sequel released
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Is there a recommended pool/content pack of mods for this that aren't cringe/shit? I started then felt like it needed a few (moreso than other games where I try to stay mostly vanilla) but I'm a 23 year old boomer and really can't be bothered faffing with a shitload of mods anymore (I can manage like a dozen-20 but fuck more than that). Only one I really settled on was adding ceiling lights because all lights being floor lamps is primitive as fuck (in regards to the game itself). Game is neat but I really don't feel like book man is doing in depth tweaks and facelifts like some devs do that would sort out this kinda shit, it's being left to modders.
>>
>>648457
I love how the whole game was supposed to just shill his book but it turned out the way we all know instead.
>>
>>655120

What are you looking for exactly? Quality of Life Mods, Game Mechanics, Weapons, Decoration? There's mods out there that can change the game from Civilization to the Sims, to an RTS to anything in between.
>>
>>648262
at the cost of the ugliest art imaginable
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>>655873
QoL mostly, if there's any really high quality content I'd be interested too. My usual modlist in games is just a combo of nice QoL/bugfix/improvement mods then any high quality content mods I try out a bit and find to be to my liking. Not really looking for full on overhauls or to utterly submerge myself in Rimworld modding.

Unrelated but thank fuck this board is slow enough that I can respond the next day, haven't really used imageboards since cripplechan died and last I tried /v/ it was too fucking fast.
>>
>>656486

Well if you're looking for some simple stuff like QoL, Bugfixes and some fun stuff here's a small list I can recommend.

Allow Tool - Just makes it easier overall when giving pawns commands.

https://steamcommunity.com/sharedfiles/filedetails/?id=761421485

EdB Prepare Carefully - Sometimes you don't want to spend hours rolling random pawns just to have some balance to your starting team.

https://steamcommunity.com/sharedfiles/filedetails/?id=735106432&searchtext=

Wall Lights - Personally I'm not a fan of how lamps and stuff take up an entire spot on their own. I feel like they should be able to be layered on top of tables and dressers.

https://steamcommunity.com/sharedfiles/filedetails/?id=1423699208&searchtext=

RimHud - Just puts all the information you'll need right on the pawns information so you're not looking at 3 different charts to get what you want.

https://steamcommunity.com/sharedfiles/filedetails/?id=1508850027&searchtext=

Hospitality - not really a QoL mod, but it is kinda fun creating an actual hotel. Plus its not really a big overhaul. Just designate a bed as for guests and that's really all you gotta do.

https://steamcommunity.com/sharedfiles/filedetails/?id=753498552&searchtext=

Realistic Rooms - A huge space saver. Dont understand why pawns need more than a closet to be content when they're fighting for their survival.

https://steamcommunity.com/sharedfiles/filedetails/?id=848972794&searchtext=realistic+rooms

Thats honestly just a small list. Whats amazing about the Modding scene for Rimworld is that its so fucking massive and active that there are literally new stuff all the time. So if you ever do want to go full on heavy modding theres always something new, or something updated. I took a 4 month break and I just went looking for those mods for you and noticed like 2 dozen new frameworks and weapon packs and more that got super popular.
>>
>>654979
great now I have the itch to do that
>>
Are there any mods that gives you OP weapons or base defenses for late game?
I'd rather not rely on kill boxes to defend my base, and fighting "fairly" with cover will still very likely cripple and kill some of my characters unless I keep save scumming for the best possible outcome.
>>
>>656563
My favorite is Definitely more canons, or something like that.
>>
>>656498
This is a pretty solid list. I'd add,

Replace Stuff - let's you assign construction tasks over existing structures, and those structures will be automatically deconstructed as appropriate. This really should be vanilla behaviour.
https://steamcommunity.com/sharedfiles/filedetails/?id=1372003680

Blueprints - Let's you define construction templates. Great for bedrooms.
https://steamcommunity.com/sharedfiles/filedetails/?id=708455313

More Planning - Gives you more colours for planning. Helps with complex layouts.
https://steamcommunity.com/sharedfiles/filedetails/?id=881100382

Auto Cut Blight - Blight is automatically flagged for cutting.
https://steamcommunity.com/sharedfiles/filedetails/?id=1885186534

Smart Building - makes colonists a lot smart about large building operations. Makes for a lot less micromanaging.
https://steamcommunity.com/sharedfiles/filedetails/?id=2202185773
>>
>>653977
they track dirt in when going from dirt flooring to indoor flooring so if your houses are all disconnected from each other/lead directly to the outside it will encourage the tracking in of dirt
>>
>>656537

Its pretty fun. Faction Manager though doesn't really work with Empire or Rimwar in the sense that you get stats or bonuses based off of them if you create a colony to directly control through the pause/unpause mechanic.

So because of that, Hostile Rimwar factions will target the settlement, but caravans and scouting parties and stuff will disappear, and for the purpose of Empire its not counted as belonging to your faction either.

Currently I know that a few people in the Empire's development discord expressed an interest in having some way to directly control a settlement, so we'l lsee if that gets implemented down the line.

Heres Faction Managers download since its not on steam.

https://github.com/bananasss00/FactionManager/archive/master.zip

>>656985

Thats a great addition too. All of those plus the previous list should make for an easier Vanilla+ experience. Though you can take out hospitality if you don't care about having guests since it was included only because I think its simple and fun.
>>
rim this world faggot lmao
>>
>>657200
While people from all around the world visit your asshole it is not in fact the world.
>>
>>657709
RIMMED! lmfao!
>>
>>656498
>Hospitality
Has a tendency to fuck with some mods somehow, same with EdB Prepare Carefully so be careful if you're going to exponentially expand your list.

Also consider the following mods :
Dubs Mint Menus
https://steamcommunity.com/sharedfiles/filedetails/?id=1446523594
Dubs Paint Job
https://steamcommunity.com/sharedfiles/filedetails/?id=1579516669
Bionic Icons
https://steamcommunity.com/sharedfiles/filedetails/?id=1677616980
Loading In Progress
https://steamcommunity.com/sharedfiles/filedetails/?id=1975622772
Haul to Stack
https://steamcommunity.com/sharedfiles/filedetails/?id=949498803
Jobs of Opportunity (While You're Up)
https://steamcommunity.com/sharedfiles/filedetails/?id=2034960453
>Don't use Pick up and Haul, too many hauling mod can conflict and this one is the most likely to fuck with the two previous
Medical Tab
https://steamcommunity.com/sharedfiles/filedetails/?id=715565817
Work Tab
https://steamcommunity.com/sharedfiles/filedetails/?id=725219116
Pharmacist
https://steamcommunity.com/sharedfiles/filedetails/?id=1365242717

And finally, if you haven't got those already
Mod Manager
https://steamcommunity.com/sharedfiles/filedetails/?id=1507748539
Better ModMismatch Window
https://steamcommunity.com/sharedfiles/filedetails/?id=1872244972
What's That Mod
https://steamcommunity.com/sharedfiles/filedetails/?id=2258431182

With all that you should have a small enough modlist to reduce the tedium while not altering gameplay too drastically, while at the same time have a strong foundation to fall into the rabbit hole of rimworld modding.
>>
>no one mentioned Interaction Bubbles mod
It basically unhides a core feature of the game.
>>
>>652082
wtf SAUCE plase?
>>
>>663450
It's Rimworld, you're welcome
>>
Is this game worth $30?
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>>648262
literally built to sound my penis with her fingernails
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>>664557
No
>>
>Like X mod
>Will never be updated
>>
>>650654
>Rimworld is more difficult
Ok, now I know you are trolling or just stupid.
>>
>>664557
Yes
>>
>>664653
>>666090
Why
>>
>>656498
>>656985
>>657760
Where do I find mods for the non-steam version? Also, do I need to do anything special to mod the MacOS version?
>>
>>666186
You can download workshop mods using this:
https://steamworkshopdownloader.io/
>>
>>666253
Nice, thanks
>>
>>663766
i need the mod sauce nigga
>>
>>666170
it's fun, you'll probably get a lot of mileage out of it
>>
>>666170
Pirate first to see if you're getting hours of fun. Then consider whether or not you want to fund Tynan's next hooker orgy by paying for it.
>>
>>648262
I want to breed Cassandra
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>>648262
the fact that they refuse to add any sort of realistic defense such as walls or towers to climb onto automatically takes the game down to a 3/10
>>
>>648846
As if slowly crushing your computer under the weight of your own success isn't the main goal of these kinds of games.
>>
>>666788
It one of those:
>https://catalogue.smods.ru/archives/70137
>https://steamcommunity.com/sharedfiles/filedetails/?id=2424930825
>>
Quick get it before it is taken down
https://steamcommunity.com/sharedfiles/filedetails/?id=2532632591&searchtext=
>>
>>667890
Why would it be taken down?
>>
>>668015
Because history is offensive
>>
>>668015
>Muh ebil natzih
>>
>>667842
thank you kind sir
>>
People who play RIMworld. How do you deal with the fact that you are mocked for the game's title?

Also. When playing RIMworld how often do you think about RIMMING?
>>
>>670968
Are you underage and just discovered sex?
>>
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>>648262
I love Rimworld but what kills me is it only runs on a single core, I have a 8700k and a 1080ti and after maybe 20-30 hours of a colony the game runs at 20 fps and increasingly becomes more unbearable to play because eventually my colony is so strong the storyteller sends literal armies at my colony and the game goes to 6 frames a second and I have to wait for that sluggish battle to be over.
>>
>>672872
when you do a ctrl-alt-del and bring up task manager, go to the processes tab at the top, right click explorer.exe and select set affinity.. how many CPU cores does it show there?
>>
>>672884
11 CPU cores are there and all of them are checked.
>>
>>672686
Yes, can you tell me more? Especially about the rimming part.
>>
>>672872

Yea. Thats why I'm hoping a future DLC or update or something will be based around multi-cores. I had high hopes for the RimThreaded mod, but it looks like every time they fix one problem, 10 more spring up, and its not compatible with anything. Not even the vanilla game.

I'd honestly pay $20 for a new DLC if Tynan added multi-core support, fixed a lot of issues with the vanilla game, and added some features for better faction management with other factions.
>>
>>673100
They released a new version of rimthreaded that apparently is compatible with most mods.
https://github.com/cseelhoff/RimThreaded/wiki/Mod-Compatibility
Haven't tried it myself though.
>>
bros?

https://steamcommunity.com/games/294100/announcements/detail/2995438840867001420
>>
New dlc looks cool
>but modders make dlc irrelevant
Don't care, it's my favorite game and I'll happily support the devs
>>
>>673435
>>673100
I actually found a new thing like that's called rocket man, it apparently works for almost all mods (the only ones it doesn't support is rimthreaded and multiplayer mod).

I'm using a new colony for it, although I'm only a couple hours in it's running really smoothly so I have high hopes the endgame will be bearable.
>>
>>673770
Forgot to link: https://steamcommunity.com/sharedfiles/filedetails/?id=2479389928&searchtext=rocketman
>>
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>>673722
seems much more interesting than royals
>>
>>673722
>new dryad creatures
Loverslab mods are becoming more canon per update
>>
>>673793
>literally just the ck3 religion system
Not complaining though
>>
The 1.3 update qol update looks like what mods were providing before, but it's nice incorporating it officially. Expansion looks like religion system of ck3, which is looking nice (dryad???)
>>
>>673722
>large QoL update includes things that were solved by mods ages ago but never implemented officially
>new DLC is just large and complex enough justify being an official paid-for expansion
Maybe Tynan grew some brain cells over the quarantine.
>>
>>648262
I would like to create an antebellum slave plantation in Rimworld as accurately as possible. What mods would be helpful for both modeling the Big House and getting the peculiar institution right? Optional: a mod to add buck breaking. Going to try and make a living growing cotton and tobacco for export and furnishing the Big House as luxurious as possible.
>>
Will this update make Rimworld more replayable?
I haven't touched it for a very long time because it gets boring after a while.
>>
>>653977
There's a mod that makes the buffs/debuffs more reasonable and realistic. I can't remember what it's called but they don't start bitching at having to sleep in makeshift shelter on day 1 for instance.
>>
>>673793
anything that brings more role play and more reason to build stuff and see that stuff have any actual meaning its good to me.
>>
>>674203
Simple Slavery and RimJobWorld
>>
>>673842
>dryad creatures
Where
>>
Not gonna lie lads, I'm pretty excited for this DLC. Just recently I started a new Rimworld save, and spent some time searching for a mod that added religion so I could RP better
>>
>can finally make a proper cannibal tribe
>can finally have proper slavery
>can finally have a gladiator pit where the victor of the tournament earns the right to be sacrificed to my God
I'm thinking this update is based
>>
Can the new DLC turn my Rimworld game into Insurgency (Or at least turn my colonists into insurgents)?
>>
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>>648262
>play game with mods in the evening
>save
>wake up next day
>open save
>workers won't stop idling and doing bullshit, literally can't get them to work in any wa whatsoever
>colony ended overnight probably because some minor mod update I'll be never able to pinpoint.
>>
>>648262
i must confess, 1.3 and the new DLC made me hyped for this game again.
i can actually now creat a cult of cannibals, animal spirit worshipers, OR a civilization of enhanced tech humans
>>
>>675755
grug cant in to moding
>>
>>675755
I had the same issue, it was fixed when I took Cleaning Areas mod out of my loadorder. Hope that helps.
>>
>>675755
this is why automatic mod updates are a terrible idea btw
>>
>>674203
vanilla expanded furniture adds some new luxury stuff, and vanilla brewing expanded adds more alcohol, cigarettes/cigars, coffee/tea
>>
>>649414
I had a rape mod on one install. You could dedicate prisoners to be the colony's cum bucket. Mods are great!
>>
Does anyone else just have a body room in their game? I got tired of burying bodies so I made a dumping zone just for bodies that's close to a bunch of giant insects. Now I haven more insect jelly than I know what to do with.
>>
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>>675962
>he's not running an organ farm
>>
>>675962
too bad this mod as it often the case with mods completely imbalanced shit making your colonists go on a rape spree every time their mood drops below a certain percent, which lasts for a long time resulting in nothing ever being done in the colony
>>
>>675981
>resulting in nothing ever being done in the colony
Lots of rape was being done. But honestly, I don't remember that happening. Didn't play it for long though. Forgot where I downloaded it, some update broke it and didn't care to look for a new version. Building a rape dungeon and replacing the raped-to-death female prisoners every raid was peak rimworld though.
>>
Damn that's a lot of new things. I also like that there is going to be a new ending, as most of the time I'm not RPing as a group that want to escape the planet.
>>
>>675987
>Lots of rape was being done.
on your own colonists more often, which led to them getting their own mood brakes.
also after uninstalling the mod it broke the save file making half of the creatures on the map completely unkillable. Generally bad experience.
>>
>>675992
>Generally bad experience.
I used it only one playthrough and only really remember the rape dungeon. I'm more surprised anons here immediately know what I'm talking about. It was a pretty obscure thing I stumbled over by accident on some russian site that was more virus than mods.
>>
Starting a new world give me a seed
>>
>>676003
the mod is called RimJobWorld and its pretty big in particular circles
>>
>>676010
>RimJobWorld
Thanks! I may give it another try if I install RW again.
>>
>>675987
>Lots of rape was being done
Did they get RIMMED too? lolololol.
>>
new animal zones are a little ridiculous. A tiny space can endlessly support a ton of animals on the grass that would disappear in a few days in 1.2
And the new automated slaughtering basically makes sure you will never run out of the meat especially in a temperate climate. Ludicrously simple
>>
Am I going to buy the DLC?
Am I going to be happy?
>>
>>676262
Yes
happiness is a buzzword
>>
How long until the DLC comes out? Is it coming with the Update (two-ish weeks)?
>>
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>>676269
Ok, I'm retarded
>>
Does anyone zone for growing trees?
Is better than just chopping shit down?
>>
>>676420
In my opinion it's ok, but it is better than waiting for the trees to grow randomly. It takes alot of space but it's worth it compared to having your colonist run a mile to cut down a untouched tree after you culled all of them to make some stuff.
>>
>>676010
>the mod is called RimJobWorld
>RimJobWorld
>RimJob
lmao
>>
>>675368
I think the royalty dlc should have had this option if you went against the empire
>>
>>676007
sneed
>>
>>676262
Why would you buy a DLC that you can just download and place in the game's data folder since it doesn't require creamapi?
>>
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>>675829
Hey it worked, thanks anon.
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toxic fallout has started what the fuck do i do with the animals now?
>>
>>676638
I was going to tell you to build a barn, but would there be a way to confine animals to this barn? Haven't playerd the beta for the update yet, so I don't know which features are available
>>
This game is 60% waiting for your colonists to do stuff
>>
>>676639
i have no way of feeding them at this stage. And yes you can build a barn but have to relocate them manually from one place to another now.
The only thing comes to mind is either sell them or build another base somewhere where is safe. I think im gonna sell everyone but 1 male/female of a species and try to preserve those somehow
>>
>>676652
Why don't you build an opne floored barn with indoor lighting to make grass grow inside it?
Not sure if actually feasible, but might be worth a shot if you don't have enough haygrass for any animals
>>
>>676668
does grass grow without a sun lamp? because i definitely dont have the power to support it
>>
>>676673
Damn, that's right, Sun Lamps are expensive.
>>
ok, note, dont pick 1 colonists to handle 40 animals, thats a bad idea
>>
Phew! toxic fallout ended by itself in 3 days, ive never been so lucky before!
>>
>>676696
Nice. Remember to make an offering to Randy as thanks.
Now I really want the DLC yo make a Randy worshiping cult
>>
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>>648262
I do believe I am strong contender for winner of "least practical colony of the eyar contest". Still coming along nicely.
Includes separate dome with various ass wiping and penis washing facility and two happy tooters I tamed.
>>
>>676761
> diagonal walls
Do they function properly?
>>
>>676780
They don't break the game, so there's that. Three issues I ran into are:
>As you can see on picrel, they mess with floors
>they take a lot of space, since it's basically two tiles of area to make equivalent of one wall proper
>I had some isues with sprites when I made them wider.
It's ok I guess, if they didn't mess with floors and had diagonal doors, it'd be cool.
>>
>>666074
He's right, though. I like and respect DF, but it's not the hypercomplex uberautist bigbrain game it's often touted as. Much of its mystique rests on the ASCII grafics combined with the arcane interface, the actual game mechanics are quite simple.
>>
>>676638
Is that picket fence part of a mod or vanilla?
>>
>>677233
Not sure about that fence specificaly, but the 1.3 update which is coming out in a couple of weeks (and is in beta right now) adds in fences.
>>
>>677233
vanilla. Pawns, and unfortunately non-colony animals such as predators can cross it as if it was just sand bags.
>>
>>673722
Looks a lot fuckin better than royalty, wonder how easy the random """dungeon crawling""" feature will be to mod.
>>
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So my ubercyborg can no longer pay a quick visit to neighboring settlement for some milk?
>>
>>666074
Holy shit, you are one of those retards who has never played DF before, yet constantly feels inclined to praise it.
Kill yourself, fatty.
>>
>>677960
honestly this feels like a step back. Caravan speed should depend on the speed of the slowest member, its just logical.
>>
>>678049
Maybe he felt like that being the case was discouraging players from caravaning out to fight shit? I remember it wasn't pleasant for me to send out more food and people because someone got their ass shot. Also, rideable animals is a valid excuse for me.
>>
REEEEEEEEEEELEASE THE DLC REEEEEEEEEEEEEEEEEEEEEEEEE
>>
>>648846
nigger I play DF on a 7 year old shitbox and it's literally never an issue
if your fortresses are living long enough for framedeath to kick in, your worlds are too ez or you aren't being aggressive enough
>>
New beta version broke the game. Shit
>>
>>679742
I got some flickering too when a pawn put a corpse on a dumping zone.
>>
>>680284
I had this bug, but the most recent patch completely fixed it for me.
>>
>>678939
>or you aren't being aggressive enough
Only retards play settlement builders like an RTS, retard
>>
essential mods?
yayo's combat
what else
>>
>>680833
nearly every fluffy mod
edb prepare carefully
dubs mint menus
don't block door
designator shapes
replace stuff
minify everything
runtimegc
simple search bar

personally I also really like deep storage (and the addon simple storage) and would never play without it, but it isn't 'essential'
>>
>>680450
>hurr instead of finding a way to enjoy playing this game despite hardware limitations I will instead not play at all
yeah, *I'm* the retard
>>
>>680843
>deep storage and simple storage
You may as well just turn on debug mode at that point
>>
>>680833
only a few
>replace stuff
>quality builder
>something for smarter hauling
>>
>>680962
it's not balanced but I don't care
I hate having stuff lying around on the floor
>>
New post niggers https://store.steampowered.com/news/app/294100/view/2995440290234300406
>>
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I noticed that the Royalty's ceremony already have this new UI. Looking good so far, a lot of roleplay potential.
>>
>>676638
What do your animals eat? how do you feed all them ffs. Are you taming productive animals? Are pigs bread to slaughter? is it economic to feed them all, wait for them to breed and make meat from them?
>>
>>681921
thanks nigger. I am really excited for this DLC
>>
>>682068
you havent tried 1.3 i see. They eat grass, the space is enough
>>
>>682414
Not played it for a good 3 months. Might spin it again as I was producing huge amounts of kibble and it just was tedious. Thanks.
>>
>>682417
regarding the rest you can set up auto slaughtering now. I havent decided at the time what i want to do with the animals so i just tamed/bought a male and a female of every specie, set auto-slaughtering every 3rd male and a max amount of the animals depending on the space so they wont starve.
Animal husbandry is now overpowered in the climate where grass can grow all year long.
But you cant use most of the previously available animals as living shields or teach them hauling. Most of the animals are unteachable now
>>
>>682423
excellent. Finally it's t he farming sim i want it to be. I hope they introduce genetics soon so I can produce larger/animals with better meat/egg production. Would be swell
>>
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>>648262
We're moving up in the world.
>>
>>682497
Those diagonal walls in the middle structure - how did you make those?
>>
>>682513
They are from that new mod, Diagonal Walls.
They work I guess, they get fiddly sometimes and take up lot of space.
>>
I now have an army of alpacas. I shall breed millions.

>>682437
>>
>>682522
4 already pregnant. Good.
>>
>>682554
>>682522
ok now the animals are starving again (not enough grass??) so I have to make kibble.
>>
>>682579
sorry to spam the thread but yes appears to be, expanded their allowed area and now they ate all the grass and are ok
>>
>>682579
Have you tried the Graze Up mod?
>>
>>680962
>a single t shirt always take up a square meter and you cant put anything else in there
>>
>>682579
I used Graze up, dont care if people see it as cheating
>>
>>654828
My dude, I just reached 666 hours in Rimworld. I Kneel. I'm doing a RimEffect game now, and have several modpacks i want to try after.
I have too much time.
>>
>>682590
>>682584
will put it in. My fenced off barn area was apparently not large enough to sustain them. But I want it to be - so yeah I'll put that in. All female Alpacas are preggo now.
>>
>>682590
by the way, Alpaccas take almost a year to breed. I guess I need a few dozen to start even thinking about killing them. I suppose I kill only the males?
>>
>>682653
also it appears I need to capture lots and lots of geese as apparently they lay 9.38 eggs per season
>>
>>672872
rocketman and runtimeGC
periodically "reclaim memory" with runtime
just started using dubs performance analyzer and have gotten really good results
>>
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>>667890
>white only
>only white pawns in rimworld
>still on the workshop
>you think they are gonna take down a ww2 mod
>>
When is the release date? 20-ish this month?
>>
>>684261
In two weeks about a week go, so about a week from now if they stick to schedule
>>
>>683458
You see only Whites, I see a German, an Irishman, a Scott, a Brit, a Russian, an Italian, a Spaniard, a Greek, an Ukrainian, a Swiss, a Boer, etc etc...
>>
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>>684573
im making a point you fucking moron
>>
>>685346
you must have an abnormally long nose
>>
>>685456
i think you're very confused
>>
>>683458
>white only
>a single dude has non-brown hair and even that looks like it's curly hair

This is a troll mod on several levels.
>>
>>682584
I hate this. You spot a problem and immediately thinking about what mod will help you get rid of it instead of actually playing the game
>>
>>685743
Allocate two or more areas for the animals to move around or just more kibble, blahblahblah. I assumed anon knew the solution and wanted a mod to streamline the method
>>
>>685743
It's a difference in mindset. You see primarily a set game-y challenges to overcome which would not make a lick of sense in-universe, the other anon wants to immerse himself inside the story. As rimworld is literally marketed explicitly as a story generator, I would argue that the other anon's approach for diegesis is more in line with the design intent. Not that yours is wrong, feel free to have fun in any way you want.
>>
Started playing recently again, any tips or mods I should install? Last time I played it was back on release day and all I remember is how to make a freezer and to eventually replace wood walls with stone walls
>>
So let me get this straight, instead of working on: Multithreads, Z-levels, AI-improvement, Deepening the simulation of the world, or the colonists at least, we got this gimmik religion bullshit? And he has the audicity to claim they worked on it for 1.5 year!!!
Fucking modders can do better than that, in shorter time and for free.
Rimworld is so fucking dead and the only thing keeping it alive is the modding community.
>>
>>686931
m8 this IS deepening of the colonists
>>
>>686837
Check >>656498 >>656985 and >>657760 , They've posted a pretty solid list.
In general, what I do is just head into the workshop, order all mods by popularity and select the ones I like from the first 5-10 pages.
Though in about a week or so 1.3 will come out, which will probably break support for most mods, so beware of that.
>>
>>686949
>Do this
>Don't do that
>Deepening the colonists
Nigger what?
This update is a dumb attempt to keep the game alive, fortunately modders are not as lazy and retarded as tyan, or whatever that faggot's name is, and his team.
>>
>>683458
He was forced to remove the swastika, that's or they would have removed his mod.
Kys faggot
>>
>>686931
lol
i don't like gaem
waa waa

multithreading isn't easy to meaningfully add to an almost finished product, it should've been designed with MT in mind from the start
it's completely fine not to have Z-levels, unneeded complexity (and I don't want Z-levels in rimworld, i can play DF just fine)
AI-improvement and deepening of simulation is a very broad term which means pretty much nothing. d'you want anything specific? or you want as much bloat as possible?
>>
>>687026
Kek, fanboys are truly hopeless.
Have you done your daily tyan dick sucking ritual yet?
>>
>>687030
say something meaningful you brainless whining cunt
>>
>>687042
Kek, fanboys are truly hopeless.
>>
>>686931
you still dream about that multithreaded mod? it's not easy to do especially when the foundation of the game isn't designed around it. and you got a bunch of unpaid modders working on it, it'll never be truly done, hell i remember the author doesn't know how to use a fucking git.
>>
>>687048
Not the mod, the game dev team can do it, easily.
But they refuse to do, and keep releasing these retarded updates.
The only good thing they have done lately is the optimization of load time with mods.
>>
>>686931
I mean, you aren't wrong in saying they could have done more, and some of the thing you've mentioned would indeed improve the game (Multithreads, AI-improvement, Deepening the simulation of the world, or the colonists at least to a certain degree).
But for some of your other point's all I can say is: play another game. Rimworld isn't meant for Z-levels or autistically in-depth simulation, it's a story generator first and foremost. And this DLC does help in that goal.
> Fucking modders can do better than that, in shorter time and for free.
Probably, but they haven't. And (if the previews are anything to go by) it'll still be pretty cool.
>>
>>687050
>easily
>>
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>>648262
Do I take the gun or techprints, /vst/? gun seems to have super strong EMP, whic might be very helpful to get back at mechanoids, doubly so since I play with Vanilla Extended Mechanoids.
>>
>>680962
deep storage is actually well balanced if you have the additional time to store things. Yes, your base can be considerably smaller, but a well designed vanilla storage yard actually is quicker than deep storage.
>>
>>687054
>play another game
I haven't touched riwmorld in a long time, even with the huge mods library it gets boring so fast.
And I don't mean DF kind of autism, just a a bit more would be great, colonists feel so dead and robot-ish.
>Rimworld isn't meant for Z-levels
Why? Z-levels are always good and add a lot to game experience, especially combat.
>Probably, but they haven't.
I do believe that modders have surpassed the game dev team a long time ago, in term of mechanics, content and every other aspect of the game.
> it's a story generator first and foremost.
And it is a horrible one at that.
>>
>>687073
> And I don't mean DF kind of autism, just a a bit more would be great, colonists feel so dead and robot-ish.
yeah, which is why I agreed that, te an extent, Deepening the simulation of the world and the colonists would be pretty neat.
> Why? Z-levels are always good and add a lot to game experience, especially combat.
Mostly because of how the game is structured, implementig Z-Levels in a ways that didn't feel like having a couple of disconected maps stacked upon each otheer would be an implementation nightmare, probably a performance hog and wouldn't really add all that much to the game.
> I do believe that modders have surpassed the game dev team a long time ago, in term of mechanics, content and every other aspect of the game.
I agree fully, but that doesn't change the fact that, other than an outlier or two, unpaid modders can't really take on large projects on their own, and the scope of what they can do is limited (to a point) by what the game allows to be modded.
> And it is a horrible one at that.
You're free to believe that. I know I enjoy tee game for some other aspects more than the story generation itself, but that doesn't change the intent of the game.
>>
Ideology when
>>
>>687160
18-19 probably
>>
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Early 1.3?
>>
>>687345
1.3 been out for 1.5 weeks in a beta branch.
>>
>>687361
Shhhhhhh
>>
>>648262
>Be me
>Get raided by horde of medieval-are thugs
>They all get their shit kicked in
>Capture 4 survivors
>Decide that variety is the spice of life so I ended up:
>Releasing one guy, cause he wasn't that good anyways and he was strain on my food supply
>Sell one into slavery whenever tribute collector shows up
>Try to recruit the one with best stats
>Enslave Noble woman I captured leading the assault, put slave collar around her, brand her and make her work with plants and sty.
>Turns out guy I tried to recruit and pawn I sold off into slavery both sat in one cell, and became best friends and fiancees, and now one of them is gone.
>feelsbadman.png
>>
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I just started my first game of this. "Emergent story" is a meme that excuses lazy game and narrative design but when it works it fucking works.
>First winter, massive food store in my elegant little freezer.
>A single naked raider appears on the horizon.
>lol gz ez, draft my folks and send them out to the sandbags.
>Suddenly, the freezer catches on fire from a faulty wire. All of the food is rapidly going up in flames.
>Undraft everyone and desperately send them in to fight the fire.
>Massively underestimate how hot fire is and what it does in an enclosed area.
>They start dropping. The ones that don't drop immediately drop while dragging the dropped ones out of there.
>Romero is the last one conscious. The only doctor is dead on the freezer floor. Muffalo and Sofia were barely dragged to the nearest beds, where their lives rapidly faded away.
>His clothes burnt to cinders, his lungs blacked, and his body failing, Romero dragged himself outside, leaned against a wall, and aimed at the luckiest raider in the world finally appearing at the gates.
>He put a couple good bullets into her leg before she scored a direct hit on his torso. He crumbled on the spot.
>BUT THEN, Muffalo's old friend Boyd appeared on the edge of the map having sensed something was dreadfully amiss. He rushed in and beat the raider to death, just before she destroyed the final windmill.
>He had a Medical skill of 0 though
>Sofia and Muffalo quickly died, leaving only Romero hanging by a thread.
>The heaters were barely working, there were massive gaping holes in the walls, and every single scrap of food was ash on the floor.
>And Romero's toe got infected. Boyd prepared for surgery. His exploits so far had leveled him up to Medical 1. He had this. Just a tiny cut to remove the toe and Romero would live.
>He missed, stabbing Romero clean through the middle of his foot.
They pulled through and survived the winter. I'm really glad to have found a game where failure feels better than success.
>>
>>688407
What medieval mod?
>>
>>688822
Vanilla Extended One
>>
update when
>>
>>689020
July 20th
https://store.steampowered.com/news/app/294100/view/5512953038615552889
>>
>>689158
I hope you can take Dryads with you on raids
>>
>>688970
>Vanilla Extended
disgusting
>>
>>689158
damn this one of the few times i excited for a fucking DLC.
good to know the date i was thinkng to start a new game today after losing my previous colony to a raid but better wait now.
>>
>>689239
Can't say I get the hate for it. Maybe except something like Vikangz one I guess.
>>
>>689615
Lol that doesn't even make sense
>>
Is there any disadvantage to making an entirely roofed/enclosed map outside of leavinge some plots around for food?
>>
>>690045
Makes temperature regulation difficult, especially if there's a fire
>>
>>690045
Your pawn will take a negative moodlet eventually, unless they have undergrounder trait
>>
>>689158
RELEASE IT NOW TYNAN AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
>>
>>689531
Neither do I. Their stuff seems absolutely non-offensive in the context of the game.
Maybe its just standard 4chan contrarianness at play
>>
>>690045
>entirely roofed/enclosed map
disables all sorts of pod drops, will crash your game.
>>
>>690585
he has good art but just retarded game choices. His fishing mod for example adds in a core ability in a completely half-ass way that will fill your storage areas with 50+ different sorts of fish and the entire activity cannot support the fisherman you assign to it. People hate his mods because they have worthwhile parts in them completley covered in his retarded bloat and design.
>>
>>690668
Huh, you make a good point. Can't say I really tried any of these major mechanics mods like fishing, so I had only general impressions to go by.
So the mechanics introducing mods are pretty badly thought out, and the storyteller mods I don't really give a shit, but what about the furniture/animals ones? From what I've used them they seem ok. I could see someone being angry at them for making the game somewhat easier, but I find them to be (mostly) well balanced.
>>
>>690668
I honestly have to say that, I do agree on the bloat thing at the times, although VE is not even nearly the most bloated mod there is, more than half of rimworld player play with stuff like CE, Glittershit that leave Ve in the dust most of the time, and RW is by itself super prone to bloat (just install any mod adding any new resource you can make items of).
But fishing is perfectly sustainable at certain stage of the game, which I got to experience now when I played first colony in a while without access to any pond whatsoever, and it's either hunting, which relies on rng, farming which takes time and preparation or eating agave. it's good enough amount of food you can normally access at any time with 0 preparation or investment whatsoever. It's as far as almost broken if you also have VE sushi mod on, because sushi is relatively easy to make and gives you both mood and minor health boosts.
They ain't flawless mods by any means, and have their deal of retardation, but they are fine most of the time.
>>
>>689158
TYNAN YOU DICK GIVE US THE DLC
>>
Do saves work cross-patch?
>>
>>691003
yes
>>
>>690585
Some of the VE mods add very OP stuff, the clothing one for example has items with very powerful modifiers
>>
Is the guy that made the cthulu mod still active? I hope he makes an update for ideology
>>
>>691387
Having an "eldritch horror" slider/option in the ideology creation would be pretty neat, and seems like the sort of thing that this system is built for.
I don't think we've seen the Ideology menu fully yet, but what sort of things are you guys expecting/hoping for either on release or for a mod?
>>
>>691390
midnight montreal time, no dlc..... FFFFuuuuuu
>>
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REEEEEEEEEEEELEASE IT TYNANNN
>>
Oh shit it's out
>>
IT'S NIGHT ALREADY WHERE IS MY IDEOLOGY TYNAN
>>
>>691560
fuck you
>>
IT'S OUT!!! I JUST GOT THE WISHLIST EMAIL
>>
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>>691694
FUCK YOU
>>
>>675342
Can you set up a hierarchy based on skin color though?
>>
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>inb4 ideology drops but Tynan charges fucking 60$ for it.
>>
WHERE THE FUCK IS IT TYNAN
>>
>>691759
i was thinking, if there are "only white" and "only black" mods surely you can make more with it, like give pawns opinion on each other based on the race
>>
>>691840
Yes please.
>>
Wish there was a less autismo version of CE that dropped some of the autism bloat like the smoke inhaliton mechanics + difference between NATO and soviet rounds. Whilst just keeping the cool shit like the rest of the mod. Or if the CE devs got got around to it to just make a seperate game that is just CE style combat + the battle brothers formula of walking around and getting into fights.
>>
where the fuck is the update
>>
>>691886
You're describing yayos combat 3
>>
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>>691913
ITS'S OUT
>>
LET"S FUCKING GOOOOOO
>>
>update queued
IT'S OUT
>>
>mfw just going to bed
Rip sleep
>>
>keep rebooting steam, validating the game files etc etc
>game still doesnt consider Ideology to be "installed"
>>
Is there some way to actually *win* a game of Rimworld? It seems more like a larpy citybuilder rather than an actual rogue-like.
>>
>>691967
get to space
>>
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I EVEN FUCKING REINSTALLED THE GAME. CODE YOUR SHIT TURDAN
>>
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Anybody else actually having the expansion get downloaded or is everyone getting shafted like me? It literally wont download ideology even after repeated reinstalls.
>>
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>>691991
It's here, no need to reinstall or anything.The steam downloaded some files several times, presumably the dlc and the update.
>>
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wtf this IS CK3
>>
don't tell me you fags are actually giving money to tyn*n for this bloat DLC
>>
>>692114
bro... your book?
>>
>>692109
honestly sounds like a crusade or prime target for new slaves
>>
Post based ideologies lads
>>
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Choose, anons.
>>
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>>692179
THE MEMES
>>
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>>692179
>>
>get a quest of beggars showing up asking for silver with some sob story about their friend being kidnapped.
>both have the jogger trait, one is also lazy
How did Tynan get away with this?
>>
>randy won't send me raids
I need more slaves, Randy. These gladiator fights aren't going to hold themselves
>>
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>tfw my minimal list of QoL mods isn't updated yet for 1.3
man, can't wait to play
>>
>>692343
What's your mod list?
>>
>>692345
i removed prison labor, & like 3 hair mods here but i didnt think the list is this long now. I heard the 1.3 has incorporated some of these mods? Are the medicine one, animals logic & the formation thing deprecated? https://bin.privacytools.io/?d0eeb8aee562b0e0#9XSwvEyJJDY2iScK1rQKFQQNYiohvhKVFeYNVqosSqrJ
>>
>>692193
i hope you enslaved those uppity joggers anon
>>
BUY
MY
BOOK
>>
>religious leader has been in a psychotic daze for a week now
you fucking asshole
>>
>buycucks can't even play the DLC they bought due to Tynan being retarded
>Meanwhile I just downloaded the DLC files, deleted 1 line in a text file and am playing fine
Feels good ;)
>>
>>692356
Prison labor is pretty much obsolete with Slavery, yeah

Funny how Prison labor is indistinguishable from Slavery, isnt it?
>>
Wish some of the ideologies gave more bonuses because as it stands there's some I know I'll never touch.
>>
>guy gets a rejected proposal and then dumped.
>the combined mood modifiers and their lengths drive him into 3 extreme breaks (2 crises of faith and 1 catatonic breakdown) + 1 tantrum.
Honestly if He hadnt gone catatonic he would probably lost his faith since is akward as he's my priest in charge of converting people. Like jesus fuck dude you were a retarded mess for like twice as long as the relationship lasted.
>>
>>692653
not unrealistic tbqh
>>
>start digging into mountain
>Area revealed - big fucking hole in the mountain
>not that bad I can work around this
>mine opposite of it
>area revealed A GIGANTIC FUCK YOU HOLE
>close game
>>
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>>692109
>vicious tribe of female-dominated battle nuns
>>
>>692642
If its like traits or psycasts it should just be an xml mod to add more
brb off to make hating gays a meme
>>
>>692907
I wonder if one can check the skin slider value and to attach an increasing learning penalty the further a character is from white
>>
How do I pirate the DLCs on the Steam version?
>>
>>676493
fucks
>>
>>693019
try creamapi
>>
>>692396
replace him - what's he gonna do, throw a tantrum?
>>
>>692907
liking gays is the meme setting
>>
i'm getting absolutely raped by Trees Ravaged -25 and i can't recall cutting down very many the last quarter - do forest fires count against me?
>>
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Rate my Ideology
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>>693219
sadly incomplete without a thorough STD mod
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>>693222
Does Rimjobworld have STDs?
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>>692945
>black
>research disabled
>yellow
>art disabled
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Do the dryad trees only spawn if you're a hippy ideology?
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How the fuck do I fulfill this? I can''t find where I'm supposed to make this "Form of Family" (It's a Grand Statue in theory) and I've triede putting a Grand Sculpute in a room but it didn't fullfill the notification
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>>680943
Yes, you are.
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>>693219
This is a screenshot from reddit
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>>693200
Yes, protect the trees like the forest rangers you are.
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>start as tribal
>raider ideology
>mfw barely surviving in my colony
>mfw colonists still want to raid
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>>693366
Only solution is to go capture some slaves to work on your colony
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>>693366
you can raid my asshole hehe uwu
>>
Should I be cannibal raiders in a jungle or blind molemen living in mountain caves?
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>>693379
Molemen, you need to raid pratically every season as raiders.
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>>648312
...and everyone liked (and doesn't care about) that.
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>>692109
Wouldn't it be "Christina"?
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>>693366
>go full tree hugger cavemen
>start in forest
>can't build anything without someone going psycho that I cut down trees
>undergrounder throws tantrum he isn't underground
>move him underground the one little hill as researcher
>throws tantrum he hasn't seen any trees.
even with the mood bonus you get at the start of a game they still go psycho, shit needs some balance for early game.
>>
>>693541
Why would you go Tree Hugging as a Caveman? Do you see trees growing majestically in caves?

Anyway the solution is Bonsai treeplanting.
>>
>>693358
but that's just straight-up impossible

what moron designed this
>>
>>693547
I call tribal cavemen, I didn't mean the actual tunneler meme
>>
Recommend me anime mods
>>
>generate a whole planet
>only ever see this one tiny grid of it

am I missing something?
>>
>>693562
there's caravans and the "just pick up and move after you get screwed" meme

but no, you're not really missing anything
>>
>>693553
It is possible, as I said Bonsai Trees in Vanilla. If you don't have the tech, you better pray that you can find a hole in the mountain where you can have an open air park.

Game shouldn't stop you from picking stupid choices like going into a forest as a tree hugger lol.
>>
>>693581
the problem isn't the trees i destroy, it's when a dry flashstorm clears half the map
>>
"oh no, mother nature is destroying mother nature"

fucking hippies
>>
>>693562
i had a playthrough where i needed to escape because base was overwhelmed and i cant fight (no saving/reloading for me). nomad life was pretty fun for me. can imagine someone doing it while going to the ship
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>>693562
Only if you're like me and really want a start on a mountainous, huge river, no caves tile that also has marble and granite.
100% covered world increases the odds of such a tile existing.
>>
>>693763
I prefer slate to granite, but good choice
>>
>Tunneller meme
>mountain start
>can't go 15 tiles deep without running into a giant open area in the mountain
Thanks Tynan
>>
>>648351
dwarf fortress is made by a tranny and BLM activist. no thanks
>>
>>674007
i thought the same thing
its more free form though and has more options
>>
>>676003
i hope you're using loverslab anon becuse thats the #1 source for coom mods for every game
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>>675838
>vanilla expanded
FUCK
OFF
OSKAR
>>
>>693864
just get a pillar and build a roof over it
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>>693970
That's not a tunnel, anon. That's just a building.
>>
so how does tech level work? am I stuck in neolithic forever as a tribe?
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>>694063
Yes, it's a stupid design decision.
https://steamcommunity.com/sharedfiles/filedetails/?id=735268789
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>>694090
but... why
I'd understand if the tribes somehow like bought or scavenged the tech from shit but they're literally researching it from scratch
geez
now to figure out how to get this working with my pirated gog version
>>
>>694092
>but... why
Man I ask myself that question at least 3 times every time I sit down to play this game.
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>>694092
>now to figure out how to get this working with my pirated gog version
Tell me how when you do
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>>694092
>>694103
>find the mods you want
>google steamworkshopdownloader
>copy the link and paste it into the input box
>click download after it processes
And you're done. Downloading multiple files automatically is also an option
>toggle multi line input, its the three diagonal lines next to the input box
>order all the mod tabs and shift click to mass select, right click and copy all links
>paste into the input box on the site, allow the auto download option that appears next to the info on the right and wait
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>>694145
Based, thank you anon
>>
>>691986
verify game files in steam, i had the same problem
also, tree connection is worse than blind veneration, and possibly the worst ideology in the game
permanent -25 mood bonus essentially
>dry thunderstorm? -25 for everyone for 15 days
>need wood to survive as tribal? -25 for everyone for 15 days
>raiders threw a grenade or molotov? -25 for everyone for 15 days
>thrumbo herd? -25 for everyone for 15 days
last but worst
>you start with tree sowing researched automatically
>you're colonists auto-harvest fully-grown trees in tree sowing grow zone (no shit)
>-25 mood penalty for everyone for 15 days, cannot be turned off in any way
what kind of pink haired tranny made this and then nobody playtested? shit is worse than naked brutality on hardest game mode
>>
>>694352
>>you're colonists auto-harvest fully-grown trees in tree sowing grow zone (no shit)
>plant trees
>delete growing zone
wow, that was tough
>>
Making dorf ideology is nice
>>
>>694386
>ignore all previous statements to focus on one
i forgot to add anyone with pyromaniac will -25 everyone as well
point is, if an ideology can be so fragile as to almost permanently -25 your whole colony, which it will unless you are playing on some baby easy game mode like phoebe base-builder, it's not as much as challenge as it is extremely poor design that was made without any thought on actual gameplay. like someone just went "wouldn't this be a neat idea" and threw it in without thinking
>>
>>694417
Wouldn't trees be a non-issue on a biome without (many) trees?
>>
Has anyone ACTUALLY read the book?
>>
>>694491
Lol the very thought is risible
>>
I couldn't believe my eyes when I saw how you're supposed to create your Ideology..
It's like playing with an excel spreadsheet for half an hour..
A million choices without knowing how exactly it'll play out, what you're getting into,
no possibility to make changes later on in the game,
no feature to save your work, if you decide to start a new game with a slightly different ideology, you have to go through all of it again
This is certainly good good game design.
Fuck tynan.
>>
I don't know why they add Religion but not Religious Clothes and Hat. Why would my Christian church leader wearing Peak cap but not Mitre, or biretta or at least Cappello. Why I can't choose any hat as official clothing for my leader, and why only official hat but no uniform for my leader
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>>694700
>>694752
Because ty*an and his team are lazy cash grabbing kike faggots
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>>694447
then you get a penalty for not having any trees around, but yes, the best way to play a treehugger is to start somewhere that doesn't have any vegetation
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>>694700
you can edit all of it ingame with dev mode on
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>>694700
the gameplay hook is so fucking obvious too, you have a prophet proclaim a reformation, with the obvious mood and certainty implications, and probably an old believer or two refusing to convert too.
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>>694700
>A million choices without knowing how exactly it'll play out, what you're getting into,
Are you baiting or illiterate?
The precepts are what change how your colony plays. Yellow ones have large effects, white ones have moderate effects, and gray ones have minor effects.
>no possibility to make changes later on in the game
Here's your one good point. Likely going to be modded but hopefully we get something official addressing this.
>no feature to save your work
Tynan already said this is coming. But until it does, making your ideology the first time makes it go so much faster the second time around since you know what you're looking for.
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>>694789
You can change it mid game with Devmode. As for saving ideology, there is a mod.
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>>694752
Your Christian Church should have everyone in Burkas
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>>653977
>destroyed tribe start
>my tribals get butthurt that they have to sleep in makeshift beds and together in one room
Bravo Tynan
>>
Do mental breaks last longer now?
>>
Kind of disappointed in the furniture styles
Barely any variety in them
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>>694808
It doesn't go very well when you hear soft organ music during mass while everyone wearing Burkas
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>>649379
>i built this
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>>694352
Something must be wrong with your game, because I played with tree connection and I only got debuffs when cutting down trees myself.
>>
>>694700
it's already out.
https://steamcommunity.com/sharedfiles/filedetails/?id=2554353736
Tynan literally needs a few months before implementing this
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>>694991
The book selling quota was not filled up.
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>>694700
I hate this dlc, makes everything even more annoying to manage. Pawns are even more pettier then usual. Even some royal cunt isn’t as bad as the regulars that are pissed off over dumb shit. I got so annoyed I just sat there and watched them all kill each other and starve to death.
>>
Is it just me or do certain addictions not dissapear? My man had alcoholism, and to combat it I gave him Psyichite Tea until he was addicted to it as well. The resulting withdrawal made him bedridden, but while the Psychite withdrawal reached 100% and vanished, his alcohol addiction stayed at 100%
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>>694834
When Tynan started talking about Ideology I was hoping there'd be a way to ideologically neutralize the smaller debuffs, like you can with eating bugmeat or being mean to prisoners. Nope, apparentlycommunist nudist nature lovers despise the idea of sleeping in a room together and not having quality carpeted flooring.
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>>695138
just buy the book and figure out how to mod it lmao
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>>694991
Or maybe not.
>>
Is Tynan here?
Today there was an update that reduced the negative mood for dying trees (>>694352) and added the ideology save/load system (>>694700)
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>>695411
That was a quick copy paste of the mod, Tynan :^)
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>>695138
What, that's literally all canceled out with basic precepts.
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>>695411
Oh good, they started using letters in versions.
I guess I will wait for a couple of month until everything gets fixed and mods updated.
>>
Can you change ideology during the playthrough?

Maybe adopt it from people coming to your colony?
>>
Is that locust armour that lets you use fuel to jump ~20+ distance units new for ideology? Found one on a raid and stuck it on my melee guy. Fucking excellent in that role. Honestly once I get the tech and resources to craft it I'll try to give it to all my fighting pawns, the ranged ones can use it to jump cover to cover.
>>
Anyone know how to farm while Machanoid Toxic Spewer working? I plan to use it as weapon against future invader.
>>
>>695414
those problems were embarrassingly obvious to anyone who tried the features at all - something tynan obviously did not.
>>
>>695566 (check)
>Lowlife faggots on 4chan have no influence on anything.
That is, unfortunately, not true.
>>
>defoliator lands directly on top of my anima tree

thanks randy
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>>695660
suck it, ya hippy faggot
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>>695566
How many times you see pepe, wojak. and meme from chan tell you lot of influence channer has on the internet.
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>>648262
The OST is so fucking good

https://www.youtube.com/watch?v=TXQBHblSCIc
>>
>>686931
>Multithreads
Do you have any idea how fucking hard that is
>Z-Levels
The game is designed around playing on one plane, Z-Levels would require a complete overhaul
>AI-Improvement
They do improve the AI.
>Deepening the simulation of the world
What do you even mean by that
>>
>>693562
>am I missing something?
You can travel more.
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>tfw always use devmode to instantly pack caravans cause if I dont the packing process goes fullretard and the caravaneers start to mental break into fucking each other and all the pack animals starve to death.
>>
>>695613
its from royalty
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>>695701
clearly modelled on travelling with my mother
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>>695615
not possible, but you can get out of the map and get food from other settlements near you & caravan it in.
>>
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I haven't played in forever, what's the current must have mods and how worthwhile are the two expansions, or are the mods still fucked from the new update?
>>
ok. i figured out what the catch is with straw flooring.

who wants to guess?
>>
>>695900
...it's flammable?
>>
>>695902
bingo
>>
in other news horses ranching and raiding is fucking great now
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>>695897
The new expansion is pretty good, I wasn't that interested in Royalty so I dont have it and can't give an opinion on it.
Regarding mods, I'd say most important mods are updated, but some (Fluffy's stuff, Prepare Carefully) aren't updated yet. The must-have mods depend on your play-style, if I were you I'd go through the top/most popular mods in the steam workshop up to page 10 or so and select from there
>>
>>695905
Wait, so playing as the Huns is somewhat viable now?
>>
>>695903
How much did the fire take from you?
>>
>>695908
penned animals mostly take care of themselves, horses breed surprisingly fast and are worth 550 each, making them a decent trade good

biggest issue is that you need a lot of pasture to feed the animals

once you have mounts, raiding is just free shit. 1k steel for the "effort" of shooting half a dozen primitives? i'll take that deal. with the colonists on mounts the caravan travels at 40 units and each horse has a buttload of capacity too.

>>695910
nothing - this time. i'm not reflooring though.
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i shouldn't even have bothered loading trade goods, i'm cleaning them out with just the excess horses
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>rimjob sucks, me want zlevels
play going medieval
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>Got a quest to save some tribal chucklefucks from mechanoids
>sent my two siegebreakers
>this is my spawn
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>>695943
>>
>>695907
Thank you my friend, I'll go have a look.
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>>695900
>>695903
>>695911
why would you even have electricity in your barn
>>
>>696042
>not living in a barn

it's like you WANT to clean dirty floors
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>>696093
I was going to tell you to use Sterile Tiles, but of you're living in a barn you're definitely not made of money
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>>696112
sterile is 100% filth, straw 5%. sterile is just for the infection chance mult.
>>
>quest: keep these animals with blood rot alive for two seasons

yeah nah
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>>695911
>mounts
they added mounts in the dlc?
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>>696122
Really? I thought it had a filth multiplier as well. But even if it had, unlikely it'd beat 5%
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>>696147
bringing along ridable animals give a large boost to caravan speed. nothing cooler than that, i'm afraid.
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>>696147
Would be cool if there were mounts as the Giddy Up author is on hiatus if I recall
>>
True. Though honestly my favourite bit of rimworld music isn't even from the official soundtrack, it's from the P-music mod that expands it.

https://youtu.be/H9809ee-Ia8

The comfiest fucking song of them all, every time it comes on in-game I have to stop what I'm doing and listen.
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i'm gonna have to start slaughtering them. they're easily outbreeding my ability to actually sell them.

>Horse, gestation period:
>IRL - a full year
>Rimworld - 6,6 rimdays, 0,11 years
>>
>rabid iguana rips off my best soldier's entire right arm
sasuga, randy
>>
also don't take the transhumanist meme, it just makes your colonists whine even worse whenever they have to travel somewhere

actually don't take any memes, they're all tedious
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>>696217
git gud
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>>696217
acceptance of paste though
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>>696217
>transhumanist
>bad
Are you actually retarded?
>>
>>696280
if you think it's a net benefit you're the one that's retarded.
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>>696215
he just wanted to go to the front of the bionic arm queue
>>
intense bigotry is pretty good by the way, just make sure you have someone with high social to convert the heathens
>>
>Solar Flare during a heatwave
>outside temperature reaching 60C
Randy...
Don't do this to me...
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>>696357
Holy shit, are you in the desert or something?
Try spamming passive coolers
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>>696367
I tried but I didn't have enough wood. Everyone died of heatstroke.
Randy is a cruel God
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>>696393
The new shadecones give a ton of heat protection
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>>696402
Will try to make some of those next time around, thanks for the tip
>>
Is it normal to not get any traders for 3 years?
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>>697262
did you embark into frozen asshole, AK?
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>>697264
No, I'm in a nice temperate forest
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>>697267
post planet
>>
Any guesses on the names of the next expansions?
R-royalty
I-ideology
M-mechanoids?
W-wankers
O-orgies
R-raiding
L-love
D-diplomacy
Source: my ass
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>>697262
no
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>>695615
Enclosed hydroponics
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>>697354
>inb4 next expansion starts with M
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>>695615
if you are tunneler growing nutrishrooms should still be possible i persume
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>>697614
>it's literally just fluffy's colony management mods ported into vanilla.
>>
>>697647
Speaking of Fluffy's, some of his stuff is already getting updated to 1.3
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>>698159
all of it is already updated between github and reuploads. only annoying thing is work tab conflicts with better pawn control
>>
Can anyone tell me what slave suppression offset does ?

I know slave suppression power increases suppression , and I can see that happening with the slaves.

But the offset stat doesnt seem to change anything.
>>
What are the requirements for throne rooms?
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>>698356
Freeholder Doesn’t need one
Yeoman Doesn’t need one
Esquire Area of 24 tiles, completely floored, 2 braziers
Knight/Dame Area of 30 tiles, impressiveness of 60, throne, completely floored, 2 Braziers, 2 Columns, a harp
Praetor Area of 40 tiles, impressiveness of 90, throne, completely floored, 2 braziers, 4 columns, a harp,
Baron/Baroness Are of 60 tiles, grand throne, impressiveness of 120, completely fine floored, 2 braziers, 4 columns, 2 drapes, a harpsichord
Count/Countess Area of 80 tiles, grand throne, impressiveness of 160, completely fine floored, 2 braziers, 6 columns, 2 drapes, a piano
Duke/Duchess (NPC) Area of 80 tiles, grand throne, impressiveness of 160, completely fine floored, 2 braziers, 6 columns, 2 drapes, a piano
Consul (NPC) Area of 80 tiles, grand throne, impressiveness of 160, completely fine floored, 2 braziers, 6 columns, 2 drapes, a piano
Stellarch (NPC) Area of 80 tiles, grand throne, impressiveness of 160, completely fine floored, 2 braziers, 6 columns, 2 drapes, a piano
Emperor/Empress (NPC) Area of 80 tiles, grand throne, impressiveness of 160, completely fine floored, 2 braziers, 6 columns, 2 drapes, a piano
>>
what the fuck my game won't even load anymore.
>>
>>694093
Read the book
>>
>>697262
Are you getting other events? The storyteller broke in my save and I didn't get traders/raids/etc for months, I had to go into the save file and clear the bugged event to fix it
>>
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pig orgy
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>>698793
and yet, some still starve
>>
>>698793
What's that compass on the bottom right?
>>
>nutrishroom field ignites
>entire cave is a 1000 degrees hellhole
Never forget your poppers, kids.
>>
>>698942
How did it even ignite inside a cave?
>>
>>649364
This isn’t a Dorf Fortress thread.
>>
>>668015
>He doesn’t know YouTube and other sites have been removing WW1/WW2 content that isn’t expressly curated by History Channel or some similar venue

They defunded these shows of ad revenue years ago and now the content is simply being pruned. Chances are good we’re going to see major changes to these narratives in future and some rewriting of history.
>>
>>699017
Are they going to kill Indy Neidel or something?
>>
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>>698876
It's from the carousel mod, helps you remember which way is north after spinning.

https://steamcommunity.com/sharedfiles/filedetails/?id=2324476979&searchtext=carousel
>>
Can you speed up research by having multiple benches?
>>
>>699648
Yes, but I don't think you can do it for the spacer techs
>>
are all the ritual musics the same or something? because it seems really ill fitting to have some hippie shit playing while I ritually execute prisoners in my cannibal cult
>>
I wish I lived in Rimworld
>>
>>701297
My dream is to get rimmed in Rimworld.
>>
Is it cheating if I haul in the entire harvest using caravans?

It doesn't feel like I'm supposed to be able to do that. But bringing in the harvest is so cumbersome...
>>
>>701732
on the one hand it's plainly within the rules of the game
on the other hand is blatantly unintended
on the third hand everything about how hauling works is fucking stupid
>>
I know """powergaming""" in rimworld is extra retarded since the game is a piss easy modemup but i have to ask, what is the strongest meme setup? Has anyone figured it out?
>>
Is there any point to having multiple caravan packing spots?
>>
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>Furry Cult wants executions
Furry Deathsquads...
>>
>>701732
how does that help? is it better than just haul urgently'ing everything?
>>
>>701804
havent tried that but now that they actually rope animals to them it might be worthwhile if the ai is smart enough to do packing via the nearest one
>>
>>701749
tunnel, human supremacy, darkness, whatever you want for flavor (i like guilty). Tunneler gives you the diggerman who will let you clear out a mountain base in a day or two. Darkness lets you cheese hit rates heavily, also gives you free mood by putting in darklights (yes your stupid little night lights give you like +4 mood for no reason. If you have no nightlight, you get no malus). Human supremacy gives you the production engineer guy who gets some insane bonus to work speed and +1 quality to every made item. After that I choose guilty cause my mousegirls are CHRISTIANS
>>
>>702762
>After that I choose guilty cause my mousegirls are CHRISTIANS

but actually your best route is probably to take proselytizing and max bigotry.
>>
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>>702762
>human supremacy
>mousegirls
>>
>>702765
Humanish* supremacy
>>
>>702765
They are honorable humans.
>>
>>648846
same, i've sunk over 200 hours in dwarf fortress and i can very definitely say it is much MUCH better than rimworld, the shit UI doesn't help but you can overcome with practice and patience
However the FPS death has killed over 70% of my forts unfortunately, which really sucks, i really hope someday we get processors that can run DF 1000 dwarf forts at 100 FPS or something, or maybe an AI can be used to rewrite the program into multithreading or some wizard shit like that
>>
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>>654828
yeah rimworld is good
>>
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>>672872
>>673100
Just use rocketman nerds
>>
>>703303
the problems are architechtural, throwing more hardware at the problem is unlikely so solve it.

the actual solution is to have a competent engineer overhaul the more expensive subsystems. wouldn't hold my breath for that one though.
>>
they're also to a large extent design problems, since things in DF don't have a fucking lifetime, once they're generated they usually stick around forever clogging up your data structures even though no one gives a shit about the xxx*lost sock*xxx that's been lying in the rain for a year
>>
What is your favorite way to execute troublesome colonists? For me, it’s prioritizing them to tame predators
>>
>>703688
Why not just kick them out of the colony?
>>
>>703688
Kek. Thanks for the laugh anon.
>>703701
Not fun
>>
>>648659
I bet you're one of those pozzed NPCs with no inner monologue.
>>
>>648351
Why are DF fans like this? You can like both games anon, its ok. You dont have to pick one and then shit on everyone else having fun with something else.
I might play DF once it has an user interface and control schema from this century.
>>
>>703869
> I might play DF once it has an user interface and control schema from this century.
Well, lucky for you, the Steam version is coming someewhat soon and it'll have both of those.
>>
>>703869
rimworld breaks if you mod it to shit and expect use 30+ pawns. DF whole strategy is designing your base to not kill your fps. You can trivialize the enemies with a drawbridge. The game kills itself through regular immigration. The game isn't complex, its just janky. Whips have retardedly modeled physics and have had retardedly modeled physics for over a decade now. You can use a lead whip like a supersonic lightsaber to chip skull and insta incapcitate whoever. The game is just retarded.
>>
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>mech termite raid spawns on my outer corn field
>instakills my sow-slave
>blows open my walls and pen but I wipe them pretty easily since I have a ton of black bears to soak damage
>immediately a 32 man siege raid spawns
>pop their mortars with my only HE shell
>32 guys charge in to ambush alley and get cut down by my masterwork shotgun + greatbow and a slave with a bolt action while my bears get shot to hell and my melee pawns ambush the gap closers
today was a good day
>>
What are the most useful mods to improve the UI?
>>
>>648262
did they fix the psychology mod yet?
>>
>get toxic fallout
>soon after get text from the emergency services, there is a fire raging in nearby industrial area and they're recommending everyone to close their windows and ventilation.
Impressive immersion Tynan.
>>
>>704279
should buy his book to find out how he does it!
>>
for the mood boost of favourite or ideologion colour. Ideologion color is the colour of the logo right?
>>
Tribute collectors annoy me and I'm considering shooting them. How fun are empire raids to fight against?
>>
>>704039
A true CHAD player
>>
Been playing with Rimwar and it really makes everything feel more like a world I'm taking part in and less like a shitty formulaic story. I also have a dynamic population mod and I'm planning on building a fortress a few world tiles out from my town on the main road to hopefully catch and cripple attackers before they make it to my soft, squishy civilian area
>>
>>705144
What's the second mod?
>>
>>705241
a dynamic population mod
>>
>>705260
oh sorry, shoulda said Dynamic Population mod, cuz the name of the mod is just Dynamic Population
>>
god damn passive coolers are so fucking shit
>>
>>693223
Yes, though it's an optional feature that's disabled by default. You can also toggle it to have pawns get STDs from dirty environments.
>>
>>704039
I remember seeing this post before.
>>
What is this human supremacy you guys are talking about? All I see is male/female supremacy. Is this from a mod ?
>>
>>706258
Human Primacy and the general Supremacy memes are what they're talking about
>>
>>706245
what is it like being a time traveler?
>>
>>706574
I'll tell you in 5 years.
>>
I was doing a mongol playthough with rancher + raider ideology but I had to use dev mode to change it to rancher + supremacist because I was getting absolutely no worksites nearby. I guess that's what I get for choosing to live in a remote tundra.
>>
I'm playing a future-space-Christian religion. The tenets are drug-taking (wine, from a mod) and cannibalism.

Motivation: the story of the Eucharist got a little confused over the millennia.

The cannibal feast is called "Feeding the Five Thousand"
>>
>tfw the adeptus mechanicus mod that adds a bunch of cool pistols and shit has a special incompatability with dual wield (or vice versa)
sneed
>>
>>654828
nb: there are 336 hours in two weeks
>>
Guys, I am new to Nobility thing, I want to ask question, I built a throne room but a guy who bestow my title is unhappy because he kept standing outdoor. How do I make him enter in to a throne room I prepare for ceremony?
>>
>start a new run with combat extended, real ruins and mechanoids extraordinaire enabled.
>to my north are some ruins, with a sweet find of a KPV machine gun and about ~100 rounds for it.
>to the south is an ancient danger that for some reason has a single mechanoid chilling in the open outside it. Some grenade wielding thing called a "termite".
Thanks randy.



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