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Re: Rimworld

Posted: Wed May 31, 2017 1:42 am
by Takeguru

Bottom post of the previous page:

I am absolutely shitfucked that you still can't reclaim bionics from dead people

They should be even easier to recover from the dead than normal organs, they aren't gonna rot

Re: Rimworld

Posted: Wed May 31, 2017 8:31 am
by Luke Cox
+1 on the organ harvesting bit. Especially later on in the game when you can procure Joywires to negate the mood debuff.

Re: Rimworld

Posted: Wed May 31, 2017 9:48 am
by capi duffman
Honestly the organ market should be rebalanced. They're expensive as fuck, so it's always worth your trouble harvesting... but that doesn't make a lot of sense.

The worth of human organs is higher than it should, when you consider how little effort it takes to grab someone and harvesting them, and for some reason, instead of decaying in hours flat, they behave like non organic material (just don't left them unroofed)
Sure, hearts should only be available in live victims, but the rest, as long as they remained undamaged should be ok as long as the corpse is still warm.

Also, I decided to make a psycho redneck community for kicks, cannibal, psychopaths and two of them brother and sister and married, I expect both long pork and all kinds of drug to flow like spice.

Re: Rimworld

Posted: Wed May 31, 2017 10:41 am
by Luke Cox
I disagree. The mood debuff is enough to make your colony fall apart if you don't manage it extremely carefully. Organs themselves in the real world are valuable as fuck, so the high cost in-game makes sense.

Re: Rimworld

Posted: Wed May 31, 2017 9:02 pm
by lumipharon
In the real world you don't have a steady stream of random fucks attacking you for you to capture and harvest for spare parts.

Re: Rimworld

Posted: Wed May 31, 2017 9:47 pm
by Luke Cox
Point is, organ harvesting in Rimworld comes at the cost of your colonists having mental breakdowns and killing each other. Plus, the more organs you try to harvest from someone the greater the chance of failure.

Re: Rimworld

Posted: Wed May 31, 2017 10:07 pm
by Armhulen
Someone mod rim world to allow for carcass organ harvesting

Re: Rimworld

Posted: Wed May 31, 2017 10:15 pm
by D&B
Made a tribal colony and it's much easier than the crash land.

Although I had some problems with storage and cooking. How can I make my chef grab food from my freezer and not the freshly harvested stuff?

Re: Rimworld

Posted: Wed May 31, 2017 10:22 pm
by Takeguru
You can add a max range to bills so you can force him to draw from the stockpile 10 tiles away instead of going across the map

Re: Rimworld

Posted: Wed May 31, 2017 10:32 pm
by D&B
Oh shit how do I do that

Re: Rimworld

Posted: Thu Jun 01, 2017 7:25 pm
by capi duffman
So I had this testament to unrobustness called Eita, who wouldn't firefight while being a pyromaniac, who would always tantrum and pig on food or go on a burning spree.

The last straw was seeing him being taken out by a SQUIRREL. The squirrel was breakfast, he was dinner.

Re: Rimworld

Posted: Thu Jun 01, 2017 8:09 pm
by Anonmare
I'm on a genocidal crusade against pyromaniacs.

Re: Rimworld

Posted: Thu Jun 01, 2017 8:14 pm
by Wyzack
Send them on one man suicide raids on your enemies, or exile caravans across the map with no food

Re: Rimworld

Posted: Fri Jun 02, 2017 9:21 pm
by D&B
>Item stash with doomsday launcher, Sniper Rifle and all that good shit
>Send my best two shooters
>They had a mortar launcher, 7 turrets, one shotgun armed peep and one with shield belt and normal steel longsword
>Make my two shooters dodge mortar launcher while they seek cover
>shitshitshitshit
>Suddenly
>Solar Flare event kicks in
>Laugh as I shoot the mortar to death and it explodes taking out the shotgun fella
>Make one of the shooters run away while the other one loots the sniper rifle
>After their shield is popped his head gets blown off

!!FUN!!

Re: Rimworld

Posted: Sun Jun 04, 2017 4:05 pm
by Davidchan
Armhulen wrote:Someone mod rim world to allow for carcass organ harvesting
Close Also handy.

Re: Rimworld

Posted: Thu May 24, 2018 10:38 am
by Davidchan
Someone made a Lizardman mod, you can now kill the dirty tribal lizards, eat their corpses and make their skins into your hats. Or be a filthy lizard and raid hoomuns.

Re: Rimworld

Posted: Thu May 24, 2018 10:50 am
by DemonFiren
did you mean: be a reptilian master race and enlighten the savages?

Re: Rimworld

Posted: Thu May 24, 2018 11:09 am
by Davidchan
DemonFiren wrote:did you mean: be a reptilian master race and enlighten the savages?
That's a funny way of spelling T. Rex Kibble.

Re: Rimworld

Posted: Thu May 24, 2018 11:29 am
by DemonFiren
t-rexes are overrated as hell tbh

Re: Rimworld

Posted: Thu May 24, 2018 2:06 pm
by FantasticFwoosh
Capture a lizardman and make them join you, turn their skins into masterful and expensive hats after you've finished using them as a bullet sponge, they have low intelligence so you can probably dazzle them easily.

Re: Rimworld

Posted: Wed May 30, 2018 5:05 pm
by Davidchan
Do you honkthe night?

Re: Rimworld

Posted: Wed Oct 24, 2018 4:21 pm
by iksyp
does anyone even still play this other than me
also defensive tips for the earlygame where i can't build a walk in holocaust oven plz

Re: Rimworld

Posted: Wed Oct 24, 2018 4:59 pm
by Xeroxemnas
iksyp wrote:does anyone even still play this other than me
also defensive tips for the earlygame where i can't build a walk in holocaust oven plz
Have a skilled marksman use a bolt action rifle, he can basically solo all the cunts.

Re: Rimworld

Posted: Wed Oct 24, 2018 5:07 pm
by iksyp
Xeroxemnas wrote:
iksyp wrote:does anyone even still play this other than me
also defensive tips for the earlygame where i can't build a walk in holocaust oven plz
Have a skilled marksman use a bolt action rifle, he can basically solo all the cunts.
i do this but my issue is once they start their attack, if they have melee units that can close the gap all of my pawns are going to be wounded

Re: Rimworld

Posted: Wed Oct 24, 2018 5:27 pm
by Xeroxemnas
Can you build turrets? If so they are an excellent stand-in until you can get more personnel.

I'm a savescumming faggot so don't take my advice lmao.

Re: Rimworld

Posted: Wed Oct 24, 2018 6:00 pm
by Davidchan
Certain mods at a lot of early, cheap defenses that are good against ungas.

Beyond that depends on your base layout, get lots of fall traps and a long corridor with sandbags or some other shield you can shoot over and have your marksman pick them off. Otherwise the old wood floor maze + molotov does wonders.

Re: Rimworld

Posted: Wed Oct 24, 2018 6:16 pm
by Anonmare
Layout is everything. Earlygame, you'll want chokepoints and a dark room to shoot out of. A target in darkness has reduced accuracy to hit them.

Like, build a pillbox room and take out the walls (make sure to leave the corners standing) facing towards the chokepoints and put sandbags in their place if you're playing vanilla or whatever. Add deadfall traps around the outside of the sandbag perimeter as well to screw over meleefags

Re: Rimworld

Posted: Wed Oct 24, 2018 7:21 pm
by Mickyan
Anonmare wrote:A target in darkness has reduced accuracy to hit them.
This got changed like two years ago

Re: Rimworld

Posted: Wed Oct 24, 2018 11:21 pm
by PKPenguin321
iksyp wrote:does anyone even still play this other than me
also defensive tips for the earlygame where i can't build a walk in holocaust oven plz
i like to go for a mountainous area by the river. i find a place where the mountain meets the river and then use that mountain as a big fuckin wall. i wall up all the holes in it and have raiders push in through the river. the water slows em down and you can take shots at them.

alternatively try this mod: https://steamcommunity.com/sharedfiles/ ... =722085442
it gives embrasures (walls that cant be passed through but can be shot through, from both sides). these are really good against melee units like animals or tribals, but i still like them since they give a viable alternative to killboxes and since pirates/mechanoids can still shoot through them from the other side there's still risk involved in using them.

Re: Rimworld

Posted: Thu Oct 25, 2018 12:08 am
by Bawhoppennn
Great game when using a bunch of mods (not that it's bad vanilla though). Some of them are kinda OP, like tilled soil (free 200% fertility), but then you can drag the balance down again by adding mods that add more dangerous raids/events.

Re: Rimworld

Posted: Thu Oct 25, 2018 3:54 pm
by Wyzack
I have been playing with so many mods for so long i actually have nothing of value to suggest for a vanilla player other than reevaluate why you are holding yourself back from the limitless potential of this game.

Particularily like anything that adds more aesthetic fortifications like trenches and embrasures, as well as manned turrets. Recently played with the Warhammer 40k overhaul as an outpost of imperial guardsmen, ended up running a tau labor camp in order to source minerals to create our wargear. Got bored and made a run for the landed ship since it was in a desert relatively close rather than polar ice caps a billion years away. Got stuck in, fought off waves of eldar and tau with the odd mechanoid wave in there until the ship was ready to launch and then escaped. Good fun. Probably going to try a Medieval times mod run with no outlanders pirates or mechanoids

Re: Rimworld

Posted: Thu Oct 25, 2018 6:13 pm
by Davidchan
I'm giving the dust another few weeks to settle before I hop back in and see which mods are still functional and which ones are dead (such as our very own SS13 mod that hasn't been updated since B16), last I played I was having a blast with the dinosaur mod + animal prosthetics + saddle up mod that let my primary combat squad of my merc faction run around on raptors and trikes like it was some Ark:SE RTS. Then got wiped out by a 50~ man Orion raid full of power armor, mortars and so many damn explosions.

Re: Rimworld

Posted: Fri Oct 26, 2018 5:05 pm
by Wyzack
I might be imagining things but I think I saw the SS13 mod in the list of junk updated to 1.0 while i was perusing the workshop. There is at least 200 new updated 1.0 mods every time I check. I can't really consider the game complete until Combat Extended gets updated which probably wont be for half a fucking year, but once it is we can finally rejoice that we will never have to wait a year for that shit ever again.

Re: Rimworld

Posted: Fri Oct 26, 2018 5:12 pm
by Qbmax32
Wyzack wrote:I have been playing with so many mods for so long i actually have nothing of value to suggest for a vanilla player other than reevaluate why you are holding yourself back from the limitless potential of this game.

Particularily like anything that adds more aesthetic fortifications like trenches and embrasures, as well as manned turrets. Recently played with the Warhammer 40k overhaul as an outpost of imperial guardsmen, ended up running a tau labor camp in order to source minerals to create our wargear. Got bored and made a run for the landed ship since it was in a desert relatively close rather than polar ice caps a billion years away. Got stuck in, fought off waves of eldar and tau with the odd mechanoid wave in there until the ship was ready to launch and then escaped. Good fun. Probably going to try a Medieval times mod run with no outlanders pirates or mechanoids


hmu with your modlist

Re: Rimworld

Posted: Fri Oct 26, 2018 5:30 pm
by iksyp
>new tribe
>modded my game to make it better
>wtf why do all these raiders have guns, why are there 4 of them
>check colony wealth
>25k
well time to look thru my modlist to see which one is skyrocketing my wealth

Re: Rimworld

Posted: Fri Oct 26, 2018 10:22 pm
by PKPenguin321
iksyp wrote:>new tribe
>modded my game to make it better
>wtf why do all these raiders have guns, why are there 4 of them
>check colony wealth
>25k
well time to look thru my modlist to see which one is skyrocketing my wealth
>get the "harvest organs post-mortem" mod
>thinking that it'll just give one or two organs on a successful autopsy
>set up bills so colonists will automatically autopsy raiders
>check the autopsy room
>SO MANY ORGANS THAT THEYRE SPAWNING THROUGH THE WALLS
>COLONY WEALTH UP x20
that was a fun time

Re: Rimworld

Posted: Sat Oct 27, 2018 5:48 pm
by Davidchan
iksyp wrote:>new tribe
>modded my game to make it better
>wtf why do all these raiders have guns, why are there 4 of them
>check colony wealth
>25k
well time to look thru my modlist to see which one is skyrocketing my wealth
Glitter tech is notorious for this.

Re: Rimworld

Posted: Sat Oct 27, 2018 6:09 pm
by MMMiracles
Glitter tech is also notorious for being a prime example of bad balance.

Re: Rimworld

Posted: Sat Oct 27, 2018 7:25 pm
by iksyp
it ended up being medieval times that rocketed my wealth

Re: Rimworld

Posted: Sat Oct 27, 2018 7:27 pm
by Cobby
nice thing about mods is that they've historically seen themselves implemented into the game if they're well received.

Re: Rimworld

Posted: Sat Oct 27, 2018 7:32 pm
by Wyzack
Qbmax32 wrote:
Wyzack wrote:I have been playing with so many mods for so long i actually have nothing of value to suggest for a vanilla player other than reevaluate why you are holding yourself back from the limitless potential of this game.

Particularily like anything that adds more aesthetic fortifications like trenches and embrasures, as well as manned turrets. Recently played with the Warhammer 40k overhaul as an outpost of imperial guardsmen, ended up running a tau labor camp in order to source minerals to create our wargear. Got bored and made a run for the landed ship since it was in a desert relatively close rather than polar ice caps a billion years away. Got stuck in, fought off waves of eldar and tau with the odd mechanoid wave in there until the ship was ready to launch and then escaped. Good fun. Probably going to try a Medieval times mod run with no outlanders pirates or mechanoids


hmu with your modlist
aight will post later today when i get home

Re: Rimworld

Posted: Thu Nov 08, 2018 10:23 am
by PKPenguin321
>mods are finally all updated to 1.0
>start up a new save after carefully reenabling everything in meticulous order
>pawns don't sleep, will just work until passing out
>pawns don't do recreation and stress out
>pawn gets stuck in the "Fleeing" state and can't move even when drafted and even when downed/revived with dev mode
>quit and wait for mods to update again
That's the rimworld experience for me at this point

Re: Rimworld

Posted: Thu Nov 08, 2018 12:24 pm
by Davidchan
mAI has been super buggy since 1.0 to the best of my knowledge, if you're using that there is a chance your pawn is bugged and flagged as a mAI.

Re: Rimworld

Posted: Thu Nov 08, 2018 5:23 pm
by PKPenguin321
Davidchan wrote:mAI has been super buggy since 1.0 to the best of my knowledge, if you're using that there is a chance your pawn is bugged and flagged as a mAI.
nope, i dont use that one. im guessing my issue is from conflicts rather than any one mod, but honestly i'm not sure

Re: Rimworld

Posted: Thu Nov 08, 2018 6:08 pm
by Davidchan
A list/load order helps to trouble shoot, beyond that best of luck with that google search.

Re: Rimworld

Posted: Thu Nov 08, 2018 9:46 pm
by PKPenguin321
Davidchan wrote:A list/load order helps to trouble shoot, beyond that best of luck with that google search.
if you wanna dig around, be my guest... https://file.house/x3Z_.html <- save this page and open it with chrome

Re: Rimworld

Posted: Sun May 26, 2019 1:08 pm
by Davidchan
Been playing this again, wish the guy who did the Syndicate Weapons/Classic mods would update to 1.0, I miss being able to hose down tribals with L6s and running in with eswords to finish off the survivors.

Re: Rimworld

Posted: Sun May 26, 2019 8:35 pm
by PKPenguin321
Davidchan wrote:Been playing this again, wish the guy who did the Syndicate Weapons/Classic mods would update to 1.0, I miss being able to hose down tribals with L6s and running in with eswords to finish off the survivors.
it's been updated for a while, it's just changed ownership
https://steamcommunity.com/sharedfiles/ ... 1497039037

Re: Rimworld

Posted: Sun May 26, 2019 9:18 pm
by Bawhoppennn
The multiplayer mod works so well (and is so fun) that it's scary.

https://github.com/Zetrith/Multiplayer/releases

Re: Rimworld

Posted: Sun May 26, 2019 11:00 pm
by PKPenguin321
Bawhoppennn wrote:The multiplayer mod works so well (and is so fun) that it's scary.

https://github.com/Zetrith/Multiplayer/releases
Heard vaguely of this, is there a server browser or do I need friends? Doesn't look like there's one at a glance

Re: Rimworld

Posted: Mon May 27, 2019 12:11 am
by MMMiracles
PKPenguin321 wrote:
Bawhoppennn wrote:The multiplayer mod works so well (and is so fun) that it's scary.

https://github.com/Zetrith/Multiplayer/releases
Heard vaguely of this, is there a server browser or do I need friends? Doesn't look like there's one at a glance
There's direct connect and I believe a very basic server list, it uses the framework steam gives for hosting/connecting I believe. It has almost no sync issues with the vanilla game (caravan events/faction calling via comms console are disabled due to sync issues) and supports XML mods fully. Some DLL mods work too as long as the gameplay element they add have no external UI for players to interact with. The guy who made the mod went MIA but it was opensource so people already picked it up again and there's an unofficial API for making your mods multiplayer compatible.

It honestly feels like a vanilla feature with how well its done, I've had 3-4 hour sessions with 3 other friends with zero desync issues and we were able to come back to the save on a later date. Really fuckin' good mod.