Rimworld Thread

Basically Dorf Fortress in space, but easier and more user-friendly.

It's on the volafile, find it in the share thread.
Here's the link, if you're too lazy to go back to the catalog: volafile.io/get/VivdPvKIw65Tv/RimWorldAlpha14eWin.zip

Wiki: rimworldwiki.com/wiki/Main_Page
Mod Forum: ludeon.com/forums/index.php?board=15

I know some of you faggots play this game, come and shitpost about it.
What are some of your recommended/must-have mods? I heard the advanced prosthetics one or whatever was pretty good.

Other urls found in this thread:

ludeon.com/forums/index.php?topic=12996.0
rimworldwiki.com/wiki/Space
ludeon.com/forums/index.php?topic=13400#msg131091
exhentai.org/g/866242/c81b70c62a/
ludeon.com/blog/
volafile.io/r/HF33Go
volafile.io/r/9qfeWg
8ch.net/v/res/10527249.html
twitter.com/SFWRedditImages

Rimworld is NOTHING like dorf fort in space, it has more in common with prison architect.
You are not being honest with your comparison and in fact it seems like a custom tailored comparison designed to please Holla Forums hivemind autism and ease in this game into the board and minimize rejection.

That's borderline actual shilling tactics.

I'll wait till it gets out of EARLY ACCESS

Do you know any game like DF but more user friendly

...

You're not very smart, are you?
Not really, no. Only in the art style, but that's the extent of the comparison.

same here. But that might take years, might lose all interest in it by then, just like with that prison game

There are a few dozen easy with gnomoria probably being the most obvious/high profile one. Also DF is piss easy come your fourth/fifth fort.


Ammo mods and even most recent vanilla micro killed it for me. Also, apparello while made by a 4cuck or at least r/4chan one is pretty decent

I'll give you the benefit of the doubt but encouraging piracy is a legitimate shill tactic to publicize a product. Same reason why artists upload their albums to torrent sites or put them on Bandcamp for $0 minimum payment.


DF's interface is shit but can be worked around. The real problems are the game's bugginess, terrible performance, and reliance on self-imposed limitations to add depth to the gameplay.

If devs start encouraging piracy to make sales, I'm all for it. Nobody loses in that scenario.

Some pretty autistic mods out there that more then add all the "depth" you can ask for, but even that aside kinda pretentious shit argument. I mean for your nth game of say Alpha Centauri it's only natural to try new shit, challenge yourself basically, then play the same old cookiecutter build you did for the past fuck-me-if-I-remember-how-many-tier times

Nigger, what bugginess?

The one black guy in my colony keeps trying to woo the married women.

This game is incredibly shallow dwarf fort.
However its a fun game and despite being shallow dwarf fort that's like saying a shallow abyss, it still has some good mechanics.

That being said the dev seems to be taking his sweet ass time adding anything of worth.

That's nothing.

i had to stop playing once because goddamn this song makes me depressed

I keep wishing for a different end game objective than just building a ship and fucking off. Makes the architectonic masterpieces I built seem useless, when there's nobody inhabiting them anymore

That shit makes no fucking sense, the guy is older than his own mother

What the glorious fuck?

Actually she *is* older it's just that she's been frozen longer

This

what's the point of the freezed years?

The number in parenthesis is the actual age. The listed age is biological age.


Backstory and shit. There's no FTL travel, so it tells how much time someone has spent traveling frozen in their life.

I got somewhat good at it and and decided to mod it to all fuck. Now I can't find the drive to play, fucking wood planks… that and megabugs.

Lorewise it's something between alien hybernation and 40k stasis field, mechanically it's to ensure that berserker pods actually contain fuckers in fighting condition and not arthritic, cataract blinded bags of dust.

Also affects some under the hood backstory and pawn generation scripts

are there sex mods?

is there a mod to get rid of all the useless tumblr trash that fills up the roster?

Just make them melee bears

Any mod that expands organ harvesting.

This, im ok with homos in muh spess fortress, but trannies are just retarded, they should be nowhere near tech or weapons.

Does this game have fishing?

You can euthanize the colony fag and turn him into breakfast if you want to, who needs mods?

Not in the base game, but there's a mod for it.

I've been playing it a bunch and while it needs work it's quite fun. It can also be very comfy.

If you've never gotten in to Dwarf Fortress because you don't like reading the matrix then this is a great alternative.

for a game based in fucking outer planets… pigs, fish, chickens.. it's ridiculous

the most I hate about this fucking game is when some wave hits you (i play on extreme, there are over 10 attackers).. you kill them and then your colonists go on rampage because they saw dead bodies…

i mean nigger, you just killed them and got no problem, but some body lying around is disturbing?

I don't know about you but I wouldn't want smelly rotting corpses littering my front yard

I play on icesheet, there is no place to burry them, the dirt is too valuable and have to plant in it.

If you could at least use them as fertilizer or as power source when burning them.

I'm pretty sure somewhere Rimworlds are stated to have been terraformed by humans, including seeding them with animals, both mundane and genetically engineered.

just butcher them on a butcher table, only the butcher gets a small debuff to his sanity that way and then you have a whole bunch of human meat to feed your warg army with and a whole bunch of human leather to make cowboy hats with.

has rimworld crystallized a solution to the plot problem in video games?

nice going devs

as a talentless moron RPS has given me hope for my future.

I hate scaling difficulty with a burning passion

what's the fucking point of trying to get better at a video game if the game intentionally just gets harder the better you get?

What kind of mod database are you looking at?
From the games forums or the steam workshop you'd have to go fucking hunting to find a mod that isn't for the current version.

better solution

best solution


pic related

Do people really look up the names and relationships of their colonists?

I always liked using expanded prosthetics and organ engineering to turn one of my brawler colonists into a literal killing machine.

I had a guy who was randomly named terminator so I slowly replaced all his limbs and organs with the highest tier bionic parts and gave him claw arms.
He could single handedly take down entire raiding parties, he ran so fast that they couldn't even get a shot off before he was in melee range and then he chopped their heads or legs off in one hit.
After a couple raids one managed to shoot him in the brain and he didn't even slow down, hes more machine than man at this point.

skyrim was the absolute worst offender of them all

why even bother fucking getting better gear or leveling your skills up if it just makes the game exactly the same, from start to finish?

oops. first of all I mixed up alpha 10/12 with alpha 12/14

2nd, I was trying to use ludeon.com/forums/index.php?topic=12996.0 this modpack, filled with mods that haven't been updated to alpha 14

btw can anyone tell me how large I should make bedrooms? is 5x6 more or less than enough

rimworldwiki.com/wiki/Space

You seem to need at least 21 empty tiles in a room to avoid the cramped room debuff. So a 5x5 should be good for a single person bed, a light, and a 1x1 piece of furniture.

I think you don't understand what type of game I'm playing..

The food is limited.

As you can see in picture, I accepted too soon one runner after another and ran out of food, and now the fucking garden does not have power all of a sudden, lost crops at 94% due to cold because the heaters went fucking off for a few hours.

Luckily 3 huskies just joined, normally I would be happy to train them and use them for hauling missions, but now… I will eat them.

Well you could always eat the human meat, having to beat up one of your colonists every now and then because they're crazy is better than everyone starving to death.

Occasional cannibalism is almost an inevitability in extreme cold biomes.

Its a shame you can't acclimate your residents to stressful things like cannibalism or slave-trading. Can't make an evil colony.

you know couples want their own rooms, and deaths of relatives fuck colonists up, right?

Is it normal not to get any sort of migrants? I've had some pods crash, but the people I rescued just kind of wandered off. I saved a chick from a bandit, though.


Oblivion was objectively worse. Everything became a damage sponge by the time you were halfway through the game and the problem only got worse.

Depends on which AI you use, and what your colonies current status is.
I've had it where I've gotten 1 over the course of a few hours hours, but sometimes I get 3-4 over that same time period; using the same AI persona + difficulty but a different session.

You need to capture them, and take em prisoner.
Only when the AI prompt specifies that they're joining you is when you don't need to do that.
Be careful that they're not already in some group that you need to trade with though.

I once tried writing a story about my character in Rimworld, trying to survive in the tundra. It was a tale of hardship, relenting snow fall and the bitter weather, freezing anyone who tried to attack me, or leave, to death.

There was also a chicken that I kept alive, he was subject to frost bite, his beak and legs froze off so, he was kept in a box the rest of his life, yet being the only male, was able to still reproduce, kept alive by a colonist constantly feeding him every few hours.

Sadly a roof cave in ended most of what I had going.

This. Although this game looks quite interesting even now, I will never again support any early access practices.

Not really never payed much attention to what they want.

I like it, shallow DF with UI not retarded that makes me want to spoon my eyes out
If DF had a better UI I would never watch this game but till then…

What kind of colony should i make as a beginner ? A dorf-style fortress in the rocks, or build shit ?

Deaths of relatives and spouses really hit their morale, and weddings/honeymoons give a huge morale boost for a few seasons.

Can you actually make characters or do you get already named already made characters like in Dwarf Fortress and Prison Architect?

Anyway, as many people said I'll wait until the early access is done.

Mileena makes my knob burn with desire

You can generate them one by one, but you don't get to do shit like pick anything. Just click random over and over again until something comes up that's good.

Or, you could get that prepare carefully mod.

Mountain fortresses are easier to defend except for the infestations, so they're a bit better for beginners. However, if you don't have a good miner, it's gonna take a lot longer to build versus traditional houses with only a half decent constructor.

I know the feeling. I know it well.

Mileena is the only one where 2D doesn't cut it for me.

It feels like vegetables take too long to grow to harvest- most of my food comes from hunting. Am I doing something wrong? Not tilling enough ground, maybe?

You got that right, casual.

Bump since I want to read the thread at work in 10h

ok

Futa is a fucking plague on porn.

Are tribal starts actually possible? Seems like they crave a lot of the same thing actual colonists do. You'd think neolithic cavepeople would be fine with roughing it.

The powerless mod is what you're looking for
ludeon.com/forums/index.php?topic=13400#msg131091

...

You're as clueless as Mark the Fat Jew, Jew and Fat, when it comes to shilling.

Even watching paint dry can be fun if you're a pleb. Get some taste, faggot.

I played it for a little.

Pretty boring.

The ugly little shits looked like they were pissing everywhere so I tried to designate but couldn't.

Set an area to get mined out, built some beds and a cat box, campfire.

Planted potatoes.

Maybe I've just played too many games like this.

hahaha, I got Lainesen too

rekt

...

I keep seeing this image. Where is it even from? I hope it's a Doujin.

Are there any orc or mutant mods? Also, can you make children in this game?

the worst one
the correct one

the best one
neverever

I've got my first desert colony going now on a mountainous terrain map. It's kind of shit because of how few places there are to grow food and how few animals there are to hunt, but it's nice that fire doesn't spread and I have zero malaria risk.

What mods do you guys find essential? I've been enjoying playing with the industrial temperature and ductrworks mods lately. Crash landing is a must have too of course.


Talk about paranoia.

Can you have a nice cave settlement in the snowed zone?

alpha 15 download where? cuckchan won't give it up since they're actual shills

If it had rocks, I don't see why not. You'll want to get heaters going soon no matter what though. Best part about cold zones is free refrigeration.


There's a mod which lets you research agricultural stuff including tilled soil which makes plants grow faster. They'll also grow slower if they're not in their ideal temperature range.

exhentai.org/g/866242/c81b70c62a/

Not quite what i was expecting, but thanks all the same, Mama-chan!

It's ;literally gone from the internet

Just hope the dev doesn't take too many more 6-month vacations

...

I pirated this game, but it's shit. It's dwarf fortress lite with DF's fun carefully scooped out of the equation.

Off the top of my head:

-Research tree makes no sense. Unlock guns, then unlock carpets, then unlock cryopods. Absolutely retarded.

-Building makes no sense past the very basic. You get more from decorating rooms and building statues than from tilling fields. You can move certain arbitrary things you built, but not others, losing precious resources, which discourages any building or base redesign.

-There is no training for weaponry. You can research and build sci fi guns, but you can't practice shooting cans, so your non-dorfs just never learn to shoot and instead practice sculpting decorations like a hippie colony.

-Enemy AI and world events are literally a list of always random, often nonsensical actions/events with a probability rating. "4 CRAZY ELEPHANTS ARE ATTACKING YOUR CAMP!", "20 ANGRY BEAVERS ARE EATING ALL THE THREES", "EVERYONE GOT A RANDOM DISEASE!" The game proceeds to mock the player by calling this "storytelling".

-NO UNDERGROUND DIGGING

-NO FLOORS IN BUILDINGS

-Electricity management is a chore with nonsensical "beauty" penalties from laying cable.

…and development is non-existant.

This game will never-ever be decent, unless some modder decides to change everything.

RWG cucks say z levels unironically didn't add anything to DF so rimworld would be better off without it

Not kidding

You're not supposed to do them in order.

Only on resource light maps where steel is precious, otherwise nah.

Yes there is, you just get them to shoot at walls or other stationary targets. They gain skill levels by using the skills, faster if they have the little flame icon.

I'll give you this, but z-levels would add a lot of lag to the game so I understand why they weren't included.

Are you retarded? There's a ton of different floors you can make.

Put cables in the walls, dingus

Actually pretty consistent considering it's one guy.

Game has a very healthy mod community.

Vanilla Rimworld UI is kind of shit too. Though if you got colony manager or something like it, it's handy.


Vanilla mountain forts aren't too great. You'd expect a steady temperature under a mountain, but unless they changed it in recent versions it heats up and cools down like there's not a billion cubic metres of rock above you. Not to mention you can't smooth rock walls and they're considered ugly, you can't put powerlines or anything into rock walls so you'd need to replace them with built ones and you just end up with a regular base built into a large open area under the mountain with heating troubles. And mining takes a long time unless you've got a highly skilled miner.

Of course there's mods for the temperature and smoothing wall problems, but the stable temperature mod also makes it so it's almost impossible to raise or lower the temperature in your mountain base, it goes to the other extreme that way. Also you'll need either a courtyard for farming, or research hydroponics soon enough. Or just be extremely lucky and find a hidden enclosed open-air area while digging around

Overall I prefer mountain bases though, probably because I played so much DF.

As far as I can tell, cave temperatures are consistent. I've got freezers via ducts and a temp system but the rest of my mountain fort stays around 75-79 degrees. Heat waves and cold snaps affect it but it's never as bad in the caves as it is outside.

Are they? Last time I played vanilla was a11 or 12 I think. Caves would slightly lag behind overworld temperature but still rise and lower incredibly fast. It made it a bitch to keep air conditioned.

Are you sure you don't have the steady mountain temp mod? Otherwise I guess the devs might have changed the rates on it.


He means levels (like a skyscraper) of buldings I suppose.

If you disregard that 6 month vacation

Almost certain that affects the beauty of the walls, unless it was changed recently


Agree with most of your points, but RW is still kind of fun every now and then even when it doesn't have DF's depth.

There's mods for that.

Yep, it can get really annoying. It doesn't feel organic like happenigs in DF usually do.

Overall one of the biggest annoyances for me is the lack of z-levels up or down. It makes you expand only horizontally which can leave you with XBOXHUEG bases and your unaugmented settlers (especially older ones) walk at the speed of snail, meaning in some cases they spend half their day getting out of bed to eat and then doing some joy activities if you didn't take care to design your base efficiently enough.

Also apparently there has been some drama around that. I don't follow the forums, just happened to see it when I checked wether combat realism got updated. That mod dev claimed the game dev pretty much actively works against modders by arbitrarily changing parameters and shit and not letting the modders know about it, instead leaving them to figure out most of the important shit for themselves.

Make sure to get the cave mushroom mod if you do.

I lost three to plague, one to wounds from the pirates. I quit that shit.

I've been following this game since it popped up on Kikestarter and it's a real shame that it's still lacking in so many regards. It's fine if it wants to be a more approachable DF or not-Prison-Architect-in-space but there should be fucking z-levels already.

Pathfinding is a shit excuse. I'm a hobbiest dev and even I've handled three axis A* pathfinding.

And what does that mod do? add glowing cave mushrooms to eat?

Yep, but the reason its good because it makes caves look beautiful.

What the fuck is with colonist selections? I got a 90 year old woman with cataracts, a bad back, and fucking alzheimers.

I'm on the current version on steam and cave temps have been more stable than outdoors. I'm on an arid biome, too.


My bad for misreading that, but the z-level lag thing is still valid.

Pretty sure it doesn't, I've got pipes in all my walls too.


The mod dev for Combat Realism fucked off somewhere 4-5 versions ago, I think, so who knows how reliable his word is.

don't die bump

Arise, bitch thread

What the fuck?

TO SPACE
Post the caps faghead

I hope you're not trying to point out a lack of realism because that is very accurate. Even thugh deep down they both know it was the right thing to do, it will forever haunt them that Lada pulled that trigger
Shit now I gotta download this game

Is there a Prison School mod for Prison Architect? I would play the shit outta that.

It's HELL

Nah, it's probably just some open space that you don't see at the moment. The sound doesn't come from the middle of the mountain, it comes from the middle of the fog of war.

Naw, dude, I centered on the exact spot where the sound is LOUDEST. Nowhere else on the map was burning. Some kind of room inside the mountain was burning.

Yes, that's what I said, it's an open area "in the mountain", but it's not actually in the mountain, it's not inside of a mountain, because it's an open space. An open space hidden in the fog of war. It looks like it's inside of a mountain, but it's actually just fog of war, right? You don't know for sure if it's still a mountain there or if there's an undiscovered area.

brown doesn't mean "mountain", it means "unseen area", it's confusing as shit but that's the way the wind blows

I guess I will see when I dig the area out. It IS in the middle of a mountain mass.

More than once was I digging out an area for a base only to find a large open space, with trees and shit. Makes for a nice courtyard sometimes.

there needs to be a mod that cures this cancer, difficulty should scale as time goes on. Not as you get stronger.

would be neat to raid those pirate fuckers back.
eh. Seems more like something that would be just another cost without adding too much to it. Wheelbarrows and carts would be fucking great though. Hauling is too inefficient as is.

Story goes that humans are basically the only life in the galaxy and that ftl travel is impossible. Humans spread out through the galaxy, seeded and terraformed worlds then shit happened and global disasters fucked everyone back to the stone age on some worlds and help takes hundreds of years to arrive so no one fucking bothered. Core worlds are a bit of a different story because the core of the galaxy has stars closer together meaning help might be decades rather than centuries so they stayed mostly in tact unlike the rim worlds. Some worlds didn't collapse and became "glitter worlds" where they have amazing technology and others advanced even further into singularities filled with those mecha slug things that rape your shit every so often.


I had one of those, real pain in the ass because it was a huge open area that connected to the map boundary. Used it for farming and hunted all the animals there thinking it was safe but then raiders walked in.

You can deconstruct pretty much anything, netting you most resources back.
And you have a mod that lets you uninstall/install any piece of furniture or equipment.

Yes there is, you just get them to shoot at walls or other stationary targets. They gain skill levels by using the skills, faster if they have the little flame icon.

There is also a mod that adds a shooting range.

1 moa vump

I don't think that's quite the right way to describe it. Without a flame it's at 1/3 the normal rate, which is the small flame. At that level, it's basically not even worth it to train them unless it's an absolutely vital skill.
I only bother assigning my colonists to do work that benefits from training if they have a small flame (100%) or large flame (150%) for that skill.

Is it worth playing in the current state?

had enough of this one. got my sniper to shoot off another colonist's arm in her sleep.
started opening graves


why the limit

destroying your own shit oughta be more fun

Also called passion level: small is interested, large is burning.

New version where

I've got rock rubble all over the place, how can I get my colonists to do some fucking cleaning? I've got people with cleaning prioritised, and I've expaned the home area to include the rubble, but they still just stand around doing nothing.
Weird thing is the cleaned some of it but refuse to do the rest.

Do you run the cleaning area mod? It adds a separate designator for cleaning areas. Also, post pic.

Fuck toxic fallout.

They started doing it after a while. I guess they just needed a day to register the zone or something.

So what should I do when a dry thunderstorm appears and starts burning half of my map?

I usually immediately pause to designate the burning areas as home so my niggers will actually go put out the fires. When they're done I just clean up the home area again.

Also stone walls don't burn.

the link to the game is broken. Anyone got a magnet?

The game on vola is outdated, where can I get the proper version
fucking early access

14e is the latest one. You can find it on kat or tpb.
If you weren't a retarded monkey who demands spoonfeeding you'd have gone to google and found out that 15 was released as an unstable beta on steam. It says so on the first fucking post on their website: ludeon.com/blog/
When they finally decide 15 is stable enough to go public, it'll appear on kat/tpb within a day or 2.
Untill then play 14e or whichever version supports the mods you want to run.

Infestation is the stupidest fucking mechanic I've seen in a long time. I had one break out in a bedroom while SOMEONE WAS FUCKING SLEEPING IN THERE. HOW THE FUCK DID THEY SNEAK IN?!

Hydroponics are small scale and expensive in terms of power; each sun lamp eats up roughly half the power output of a geothermal generator. There's no fucking reason to punish players for putting in the huge amount of effort to live in a mountain- as is, it's far easier, and more effective, to live in wood huts. If you need better defenses, build a stone wall to encompass the area and spend a fraction of the time on building.

What about DRM-free? I have the game bought off the official site way before steam release, and refuse to activate the game on steam because fuck that. But I don't see any A15 downloads on the website, and my personal download link only gives me an A14e download.

I don't own the game but in that case I'm guessing unstable beta builds are available only to people who have it on steam.

That's kinda stupid. But no matter, A14 is the one that has all the mods anyway, and once A15 gets all those mods, it will be out for everyone.

Not to mention

Also it really is annoying that you can smooth floors but not walls.

The biggest problem with the "scaling dificulty" in the game is how it calculates the threat level.
I'll give you an example:
And then your 6 guys have to fend of 23 mooks with shields and sniper rifles using only the club and smg you had.

Would be nice if we could tweak how the scaling progresses or if diferent things contributed to diferent dificulties:

Something like that.

Oh and the other side of the coin:
And then the game goes from "Ball busting dificult" to "boring" for no reason.

Since you can't tweak it, it will always dance between these two. Even with the easiest dificulty, it does this.

But wathever, you're more suposed to die anyway.

Can OP re-upload the file please, it expired

List of recommended mods for A14?

I've uploaded it to Holla Forums vola: volafile.io/r/HF33Go

ah fuck, forgot to re-arm my sniper with his sniper after that shields raid.

fuck this shit god damn.


Use phoebe chillax if you want slow progression.
I always pic randy random just because that one doesn't have a hard limit on number of colonists like the other story tellers.


Prefabs against a mountain wall are the best and look the best. Especially if you can find a nice big alcove to completely cut off all but one entrance.

So yeah, it was a grassy area, indeed. Thankfully, it was not connected to the map edge, but I will have to put in several layers of granite wall to prevent sappers.

use prepare carefully, have one miner, one medic and one gatherer

And at least one crafter and one social guy, for recruiting prisoners.

Thankfully, animals repopulate the wilderness even after a total wipeout. The trouble is stocking up enough food to last through the toxic phase without having to go out too much to farm.

The art descriptions in this game can be hilarious.

Thats literally ripped off of dorf.

Fuck this

Why the Colonists ai is so stupd at times, i dont get this

You should have removed the home zone firrst, you dingo

Still the ai should recognize hazardous situations and dont send colonist there

In the case of infestations and other dangerous situations, use a specialized area to restrict colonist movement. Yes, I know, it's stupid, but for the lack of better options, this is the optimal way. Also, do the same for animals that you wish to keep out of harm's way. The same can be used for toxic fallout events - just make allowed areas inside only (with thin 1-block wide lines between them if colonists need to move from building to building) and restrict colonists to those areas.

So this 19yo loner who joined is marrying a 34yo loner who joined a bit before her. Okay, nothing unusual, this is a frontier and with cryosleep she's only 4 years younger than him anyways. Her nickname is "snotface" but you know, all types.

There's this other one…the first of the five tribals I started with, and one of only two to survive the nearly-immediate heatwave. Up until recently getting her arm shot off (replaced it with a bionic, she's worth it), she'd gotten through everything unmarked, is interested in lots of stuff, and regularly carries tribe/colony through tough times despite having no traits that help with general mood. A real multitool. She's 50, Nudist, Bloodthirst (which does help a lot after fights). Her and the 24yo tribal survivor are both somehow older biologically than chronologically, not sure if there was a glitch or if disease/injuries/prosthetic surgeries (he smashed his jaw) can "age" colonists extra.

That's not the point, though, the point is that Snotface has been making sculptures, first a big one to sell, then small ones to place in everyone's rooms. The first one was a sculpture of the other tribal and second surviving person, normally Dorna would get the first one by seniority but it was a statue of him striking compacted machinery and he spent a lot of time in his room, researching on at the time the only electric bench. Sounds normal so far, right?

See pics related, the second, third and fourth sculptures Snotface made…first for Dorna's room, second for the room Snotface shares with her fiancee, and third for the room of a 70yo old woman with asthma, a peg leg, and a bad back.

Sculptures not just or Dorna but emphasizing her nudity, people watching, her breathing heavily for no apparent reason, so she can see herself at night, Snotface and beau can see her while they're Lovin' as well as all day in the meantime, and even the old lady can have no respite from seeing Dorna au naturale.

I don't even know how to headcanon this one. Cult? Worship of the seemingly invincible and now bionically-enhanced colony matron? Inferiority complex? Extreme susceptibility to ara ara?

Look at the titles, too:
When it was the only one about her it could be taken as a jab at her nudity, giving her a nude statue of hersel named loneliness in her room
I have no idea if this is something Tynan wrote in a name list as a joke or pure coincidence but it's pretty funny.
Artsy bullshit title suggesting increasing mental imbalance?

What do?

...

btfo

Even in good rock-rich maps you may or may not ever hit a speck of plasteel if you mine away everything.

The trick is to zone obscene amounts of corn do you can sell it and buy other stuff, and devote your first year with singleminded intensity to the following things:

(Please note I have no idea what your experience level in Rimworld is and as such am just writing some tips for absolute beginners, because my first five playthroughs were entertaining but also miserable)

Seriously do it, 4 priority levels instead of a checkmark is a lifesaver. Frankly I could use 7 priority levels even if it would be a little more cumbersome to manage.

If the corn's not ready, hunt, butcher, make meals. Don't forget you need a butcher table AND a cooking table.

Your first crop should probably be potatoes; once it's all planted and grown, change to corn while they're harvesting and starting to replant. Better to eat raw potatoes than nothing if you started in a seasonal area or a blight or toxic fallout killed your nearly-ready corn. Raw rice is a little faster but will fuck your shit up for real fam and is less hardy than potatoes.

Make pemmican instead of meals. You'd be making simple meals anyways and they barely last longer than meat. If you don't have a large working freezer, meals are bullshit. If you're space age people, make that research bench and research pemmican stat. Making meals out of meat is okay if it's an emergency and you have no plants yet or haven't researched pemmican, but it barely makes the meat last any longer. Making meals out of vegetables is okay if you have time and they're potatoes, if it's corn you get no debuff anyways and you should be making simple meals to begin with to not waste food, so just don't, hunt some animals and make some pemmican to make the meat and corn last even a little longer than the corn would on its own. Pemmican isn't quite as efficient to make as simple meals I think, but trust me, it is worth it. If you do make meals, have them as the second thing in queue after "make pemmican forever" and have it as "make simple meal until you have [3x as many villagers as you have, or less]"

hurr hurr hurr
But really, cut some damn trees when you get the time, and even if the map is covered in them, zone a tree growing area whether big or small. If nothing else you'll still want it for cheap comfy beds once you get to geothermal. Also, extra protip, farm-zoning land causes your colonists to clearcut and snip the grass off it before growing anything., so your first farm you should zone in a nearby forest if you have one that's actually close to where you dig in/make a shitshack (preferably dig in even though it's slow and finicky as fuck, you'll thank yourself later).

Clean them out of silver completely if you can, in my experience it makes them come more often. Even if you can't and have like nothing, trade some useless bullshit for some other useless bullshit, even if you lose a few silver, just engage them so they keep coming. When you get to comms/orbital beacon you can phone the friendlies and bribe them to like you better and spend "favor" to have them help you out of bullshit raids.

Both under Misc I think, forget the tech to unlock them, might be just electricity, might be microcircuits. Don't kill yourself to get this one done, but do it and allow only stuff you want to SPACE TRADE in stockpile zones within the range of your beacon(s). Prisoners don't have to be in the beacon range, conveniently, they just disappear like it's assumed you led them there. This will only give you about 50% more trade opportunities in my experience, and you have to remember to send your person to the comms after you get the notification, but they tend to have several times more silver on hand than the land traders, bigger inventories usually, sell some stuff you're unlikely to see from caravans, and they are all "themed" and tell you the theme, exotics, bulk, weapons, etc….rather than just "settlement" or "tribe" style trade lists land traders draw from.

Some of them are sort of painful to use or less than intuitively named, but trust me, you'll waste a LOT of time on drudgery stuff playing the game through just the obvious interfaces. Also check out all of the options and buttons on zones once made, on doors, on animals, on people, and especially look in the advanced menus for the Bills screen on any workbench or similar.

The seemingly most obvious thing to do on a new game is pause, map out basic stockpile/dump/grow zones, and then mark every piece of surface ore on the entire map for eventual mining, but because of le epic nu "adaptive" game design experience, you'll get fucked by raiders for having things, which would make sense if they sent spies you could kill or something, but they just sense that you've stored up the sweat of your brow and come to jew away your earnings by force.
So take not of any ore and then leave it alone until you actually need it. Could keep a modest budget of the cheap stuff, but if you have to send miners/reprioritize people to be miners and mark out however much more ore you need to mine each time you make some new stuff, you'll budget more carefully, get fucked in the ass by raids much much less, farm more weapons by being able to kill off weaker raiders while they flee, and last but not least I've never seen any raider trying to jew away your resources by mining them themselves, though they will try to deconstruct ship chunks sometimes, so hop on those immediately.

Oh yeah, and when you get comms bribe friendlies just enough so you can get them to come to your aid one time you really need it, if you have the silver to spare.

Before I forget:
You need a freezer and air-conditioned living space. You need it immediately unless you live in permafrost. Even a northern area with a short growing season can have a longish summer heatwave and fucking kill everyone. Until they actually release the low-tech tribal cooling item, whatever it's going to be, you need to get AC. Particularly vital for tribals; you don't have to research pemmican, so fuck all of the other useful-looking stuff and research electricity, then AC, even though they're long as fuck to research. Just put one person on researching priority 1 all the time with no other priority 1s, if you can spare them from growing. Hell, put two if you can ward off starvation with hunting and potatoes. Remember, in a year-round growing climate there's plenty of game so kill it as you please. In a cold climate most or all of it disappears in the winter, leaving you to starve, so wait for your potatoes to be about ready to harvest and then kill game as fast as you can butcher and cook it before it spoils, so you can start winter with a mountain of pemmican. If you don't really need that pet for combat, it's not haul-trained, and it's not bonded to anyone, butcher it. Better than butchering all of the animals once they're all bonded while you're all starving just before you start cannibalism for even more mood debuffs.

Anyways, the heat waves will kill you, get a single room with beds and an AC hooked to a powered generator, then make a freezer.


Also regarding research, I'm doing ship stuff for first time ever because I went down to the pleb second-easiest difficulty and stopped hoarding, so I can't give comprehensive advice, but in general take a look around your map and if you have
- a decent amount of trees
- at least four steam vents (look carefully while zoomed in, they can hide bafflingly well)
then consider rushing geothermal. I think you need an electric workbench for it, and it's a long research with maybe an extra thing you have to research over solar, but for your peace of mind I highly recommend the following research/build workflow for tribals: pemmican->electricity->(build fueled generators)->AC->(build AC for living area, four ACs set to deep freeze temp in a small freezer, vents between walls to separate rooms/bedrooms)->microelectronics->geothermal->(build geothermal plants over steam vents, build conduits to grid, build little shacks around the geothermals, importantly with a row of empty space on at least one side to put in a vent to the outside so your plant doesn't keep breaking from the steam raising the inside temp to 300F)

This delays other useful research immensely, but it gives you a reliable power grid that nothing other than a solar flare, discharge, fires, or grenades and stuff can disrupt. Which is as stable as you can get out of Rimworld. Solar is great and can preserve food quite a bit on its own if you're not in a heatwave, but for "real" freezers you'll need batteries and by the time you research and build those, it's less material and research time to go straight from fueled to geothermal unless your map is short on wood, with the benefit of already having microelectronics researched once your grid is up. Also batteries break down a lot, make conduit explosions either possible or likely (I'm not sure, never had an explosion without batteries in the grid), and geothermal may fluctuate with the vents a bit, but if you hook enough up to be comfortable through the fairly shallow voltage valleys, you have no use for batteries unless you have a nice grid with strategic switches and subsystems, because batteries are vulnerable to all of the same things geothermal generators are (breakdowns, conduit destruction, solar flares) and some they aren't (discharges, as far as I know).

Just like grow a lot of it. If it rots away eventually because your freezers are full and you can't get meat/make pemmican fast enough or it's just been there 9000 years, that's fine. You're always going to have those annoying spacers you have to spend forever recruiting or those asshole raiders you capture to sell but have to keep alive in the meantime, and every time a tribal or colonist who will buy vegetables comes, you can take all of their silver and also whatever you want from them, and get rid of excess corn at the same time. Never oversell though, always keep way more food than you need on hand….you should be able to survive the heat wave during a toxic fallout when an eclipse comes followed by a solar flare and a blight all before the toxic fallout finally ends. (it's not only possible, it has all happened to me in quick sequence like that) In fact you should still have excess corn left to sell after that despite having 8 people, 4 prisoners, and five cute but useless partially-trained animals.
The only time you should grow less corn is if your zoned areas for corn are so hueg that you have to prioritize haulers and growers for anything that is not corn because they're overwhelmed and can't even begin to keep up with corn to plant, grow, and harvest. However, the solution is usually to recruit prisoners or wait for new colonists to show up who can help you manage your corn, rather than reduce your fields.

Corn still counts towards wealth so you could conceivably fuck yourself up raid-wise by having a lot of it, but I have to say having 20k corn on hand right now is a lot less of an issue than having 300 uranium, 8000 silver, 50 gold, 5000 steel, 200 plasteel, etc, etc, etc, building up colony wealth. It's also a pretty common thing to be able to sell to land traders, so you can convert it to silver or other goods at many opportunities. Individually very cheap but quick money wholesale nonetheless. Rice would probably be better money but doesn't double as a nigh-unconquerable buffer against hunger and cooking time due to its terrible debuff for eating raw.

TL;DR if you already knew all of this shit and just wanted some plasteel: grow corn and merchant your way up to buying out orbital traders' entire stock of plasteel

Why don't they just give you complete control? It's so retarded the way it is.

Wait…. wait…

it should give you an easy sequential priority list and not this ambiguous shit, I think among equivalent priorities it still goes left-to-right

You can "prioritize" things from right-click menu, meaning they will normally do it immediately (can't prioritize research because it's "long term" which is stupid, but it's to keep fucking casuals from starving their researcher through being ADD), but they may disobey you and if the priorities aren't aligned they'll do just literally what you told them to and go back to higher priority tasks instead of continuing to mine/haul/plant/build/whatever the other similar thing right beside the one you selected.

This is actually very convenient when you want someone to just take care of something before going back to what they're doing. If you had full control AOEII style where you had to worry about idle villagers constantly, the game would frankly be boring as hell, because it's not exactly an RTS and you can't freely recruit. The other reason why it's a little indirect, and why they can disobey and can/will have those endlessly annoying psychotic breaks, is to add muh realism to a colony builder. It's quite annoying but also sort of fun, and that part is taken straight from Dorf Fortress, but softened up quite a bit to avoid autistic learning curve and constantly restarting even after you know what you're supposed to be doing. You will still restart a lot, though. The idea is that you have to put up with dysfunctional imperfect people, which is like "haha try getting these sulky drunken dwarves to do something lolololol good luck scrub" only with a tinge of SJW about it. There might be a mod to get rid of a lot of the actual SJW stuff like the explanation for trannies, all "she agreed with her parents that it was better she be who she really was" or some such bullshit, repulsively obvious shilling in game that didn't call for it…though it might be a specific character someone paid him to get that backstory put in like they can, which would somewhat redeem it. The premise is actually pretty fun though because you have to manage Joy and living conditions. Related tip, if you only have one starting villager with chemical fascination, or maybe two, make a small patch of hops and set up a brewing stand, that way you can get periodic happiness boosts from beer without having to waste time and food making fine meals. It doesn't have to be much, in fact you could make it, haul it to the freezer, and then select it and hit F to make (non-mental-break) colonists not take it…then you could break it out during mental difficulties like someone died or after a fight or they just sold slaves or harvested organs. I never bother to tell my villagers they can't pick up or consume anything I have, but doesn't mean it's not a good idea, I just never do. You can store up chocolate slowly from traders for a similar thing.

Practical advice to get people to do things:
- Prioritize it
- Make sure it's in the highest priority you have under the work priorities
- If it's listed to the right of something that's the same priority, set it up or the things to the left down until it's first highest priority the game will hit "reading right to left"
- If they don't do it immediately, wait a bit
- If they're stressed and it's the nearest/only thing of its work type, just do the work priorities instead of priotizing it with right click, if you forget about the priority task they can wear themselves out, not eat or sleep for a while, and sometimes they auto-ignore it after a while but other times they drive themselves to a mental break. Seems to happen especially often with stonecutting and smelting slag for some reason.
- If they're really stressed and you don't know what to do, remove all of their priority 1s. I think there may be an invisible "gauge" of sorts under needs, like food and sleep, that's set to some static value influencer based on priorities. If they have no priority 1s, even ones they have nothing to do on at the moment anyways, their mood seems to improve some. Also, they wander around more. If there were 7 levels of control I could have the fine grain control I want and only ever use priority 1 for immediate tasks I needed done, saving some stress, but I can't set it up usefully using just 2 3 and 4.
- If you can't interrupt their current task for some reason (I think there are still mistakes in the code on this, frankly), pause the game and draft them to make them stop what they're doing/drop what they're hauling, then assign them to the thing you want, then undraft and unpause
- If they are mining or deconstructing or constructing and you order them to "do this" instead of "prioritize doing this" (I don't fucking know why it has both or why they work differently, sometimes you can't say prioritize for some things at all), they may "tag" something and go back to a higher-priority task without even finishing with that block. Also if it's a long walk they might stop halfway and go back. That seems to only happen if the thing they were on is numerically higher priority, not just further left, but if it's just further left they still may go back to it after doing that one block and ignore any tiles around it.
- If they're on fire, whether drafted or undrafted, good fucking luck. You may be unable to get either drafted or undrafted people to extinguish them, they may "reserve" themselves for extinguishing (that reserve shit is more bother than it's worth by the way, and I know it's just for backend simplicity, that lazy early-access fuck…) only it won't show their activity as extinguishing, just "burning (fire size 9000)" or whatever, so they may or may not succeed or keep failing and burn to incapacitation or death. I've had them unable to be extinguished even once incapped, luckily having someone pick them up insta-extinguishes because engine limitations :^)


Right? I don't know if he's being le circlejerk indie man or it's actually coincidence.


It does. Actually that could be a cool, intuitive secondary way to fine-grain priorities two dimensionally, IF (and here's the important clause) and only if you could drag-and-drop the columns in the UI. That would still leave the problem of every colonist prioritizing things in the same order, but it would be better. What would really be nice is to just give you text boxes so you could type in arbitrary priority numbers like OSes use for weighting process priority, say 0 for don't do it, 1 for do it NOW, 99 for do it if there's literally nothing else to do. It could then have some modifiers based on "distance between" priorities when doing things like abandonment/disobedience/slacking off/calculating stress delta. Wouldn't even be that hard to write either. But noooo, we get 5 levels (including off), not even 8 or 64 so it could be justified by le optimization maymay like MC. Don't even tell me that's metagame difficulty either, it's just lazy non-dynamic coding with set weights behind the numbers.

Get the work tab mod, it adds up to 9 priorities (double digits fuck up the tab, apparently, so 9 is all you get).

Yeah, I've mostly been selling food and clothing to trade for stuff I need. I have a nice herd of alpacas that produces a lot of wool.
I've also noticed that simple meals sell for way more than the value of the ingredients, so I guess I'll just shit out as many of those as I can. I've got like 3000 potatoes in my freezer, should probably use them for something.

HOW DO I STOP MY FAGGOT COLONISTS FROM FUCKING BEING MENTAL

I'M TRYING TO FIX THEIR FAGGOT ASS UP BUT THEY JUST KEEP FUCKING ME OVER

REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE

Orly? Nice. Sounds fine for all of my purposes. Going to get that and the surgery/prosthesis mod when I get mods, but first I have to "win" at least once. Someone please tell me that when you finish the ship you can bring whatever will fit in the hold, "crash" on another pixel of the world map or at least generate a new world map to crash on with your chosen people and supplies, or at the very least it adds the people and supplies to the new game screen automatically as a custom scenario. Also, please tell me that if you leave someone behind it autosaves that game, or better lets you keep playing that game and go start a new game with your launched people.

Really, by the time this gets to official release (implying) you'd better be able to travel to other tiles, manage multiple settlements in multiple tiles at once with a special screen to switch between them, "shield" inner tiles by completely surrounding them with other tiles you own which will get attacked first, raid other factions, and run multiple planets at once. For simplicity it could even pause one planet while you're on another. Ideally you'd send supply pods back or manned cryo ships back and forth to supply your new colonies, or send food from one colony to another and materials/weapons back in return.

Imagine how cool it would be if you could send one world aid, but only if the sending world had played "further into the future" than the receiving world (because deterministic one-way time), and you then had to play the recieving world up until the destination date of the sent package, at which point it lands or crashes and you get the stuff. Would require foresight and planning n shiet.


By all means, if you just need money ignore what I said about simple meals, provided you have the colonists and time to just grind meals (time is money, after all). Do change over to corn unless you have a short growing season/need the extra insurance against crop-killing disasters, if you're year-round you can grow like twice as much corn because you don't need to take the time to cook it with no raw debuff, and I think corn sells for more than potatoes, plus you can still assign someone to cook them into meals if you have the freezer size to hold it all and the time to burn that you don't need making turrets or something. (be very careful around turrets to avoid friendly fire, but do get at least one when you can. If you have a cave complex and there's just one way in, a few turrets nearby can pretty much mop up tribal raids on their own and help a lot with space pirates who get close)

Just remember, each simple meal takes 10 food, but they only stack 10 high I think. So it's slightly more space-efficient than stacks of 75, but won't save you that much room. Also, I'm not sure, but I'd imagine fine and lavish meals sell for more, so if you have or can get some meat and have a high skill cook and a similarly high skill social person to sell them for a decent price, it might be worth making those. I don't know for sure. Some types of raw meat, in good condition, sell nearly as good as full-condition pemmican, maybe even a little better, I don't know which though. The other thing about butchering animals is you can just sell all of those skins if not needed or don't have time for tailoring, because once you finally get sixteen or so hydroponics set up with heat lamp(s) and a warm room, you can grow enough cotton for clothing and carpets at once, or one at a time and also grow hops and healroot in there.


I've actually gotten good at this. Tell me what your non-mental faggots currently have as their faggy stress moodlets, just pause and look through and give me some common things. In the meantime I'll type up a little general advice.

Game seriously needs more consistency. Most traders carry very little of use, usually just random basic materials. The only thing I've bought consistently is fresh medicine for food.

I've yet to see anyone selling plasteel or steel. Not a problem for my current set up since I was blessed with some rich veins, but it's a huge issue if you get a bad roll. In Dwarf Fort, there's PLENTY of metal in the caravans and, if not, you can always smelt some Goblinite.

This is probably the most frustrating aspect of the game. Well, that and that future technology is kinda lacking. I was expecting high tech auto turrets and robotic workers/guards late game. I don't see any research for that, though.

How to get your useless faggots to stop moping around and going crazy
- Make smallish hops growing patch, prioritize sowing it, make brewing table, say brew beer forever, let them drink beer at will. They can get like a +10, albeit for a short time only, from one beer. Don't do this one if you have more than one starting faggots with chemical interest trait, they're fucking useless in a fight if they're busy getting soused on a beer binge, can't even draft them, and even if they snap out of it and then there's a raid they can't shoot for shit and let your non-degenerate faggots get gang-raped while they're being useless shits
- Build a MOTHERFUCKING HORSESHOE PIN, RIGHT FUCKING NOW, I DON'T CARE IF YOU HAVE TO DISASSEMBLE YOUR MOTHER'S BIONIC ARM TO GET THE 15 STEEL
You only need one, at least four of them can use it at the same time. The Joy rise they get from it is slow as balls, which is still multiple times less agonizingly slow than their fucking wandering, going on walks, stargazing, social chatting, sticking their fingers up their own asses, etc.
- You could also get a telescope or something from a trader if you want something faster and have money to waste.
- If you get a TV, have a room to put it in and pay attention to the active zone in front of it, that's where they can sit to get the mood buff. Build chairs there, or some medical beds, or a mixture of both.
- A chessboard might be a little better but it's also more expensive and I think you need to build two adjoining chairs or they won't use it
- Make a general room close to food storage, it must be big enough to place a normal short wooden table and eight chairs around it. Make sure all of the chairs face the table in the plans before you unpause. Both chairs and table should be wood for comfort and beauty. Make all 8 chairs right now if you can, you may need them sooner than you think. Chair + tables can eliminate two common bitches at once.
- You do have AC right? Or heaters/fires in permafrost or cold area winters. But especially AC in anything with a growing season. Not even just a luxury, a matter of survival, do not delay, get AC right fucking now. Leave at default temp. Don't waste components on an AC for every room, just put vents in the walls between adjoining rooms and if the AC can't cool enough easily so you're heat-wave-resistant, put another AC in the room furthest from the AC. Remember, you can run conduits under walls. Not rock walls, though, so mine and replace with stone walls unless they're touching the outside world as surface walls.
- Did your stonecutter pile up 9000 miscellaneous stone blocks? You'll eventually run short and want them back and curse yourself once you research carpeting, if you survive long enough, but for now lay down some stone brick flooring, don't care which kind, marble is probably best but for art as well as flooring so choose wisely.
- If you're speedy at research and have the luxury, deviate from your plans and research carpet if you have a cotton crop and reserves. I don't know of anything besides cotton you can make the floor rugs out of, leather doesn't seem usable, but it's worth it for that happy feeling.


They tend to get more later on, and you get more traders if you trade with them consistently. Also look up comms console and trade beacon, and read the walls of text I posted just up ITT about why you should bankrupt traders by selling corn.

(mood management tips continue)
- If they're cramped, expand their rooms or make new, bigger ones so you can put your noobs in the old ones instead of sharing rooms.
- If you have six and they're mad from shared room x5 and interrupted sleep x8 from all being in the same room, make a second room and put three in there, then the next day or two mine out/build a third room and put two in each, better than nothing.
- If you have a special snowflake problem child faggot with psychic hypersensitivity, pessimist, depressive, neurotic, what the fuck ever, give them the biggest room and the first art/light you put in and give them less or no priority 1s, easier duties, only things they like…squeakiest wheel gets most grease. Or, if short on weapons or they suck in a fight and your others are happy enough to take the debuffs, arrest them and organ harvest/sell the fucker, just be sure you won't regret it.
- When you start out and/or when a new person joins, align their priorities with their interests (the passion flame things, you know one flame or two flames rather than no flames), not only do they learn faster (quickly making up for skill gaps with people good at the same thing but who don't like it) but they also seem to get less stressed about doing it, in fact I think provided their other conditions are decent, doing work they have full passion for can raise their mood by itself.
- Remember, old scars and stuff on health tab will give them periodical or even constant slight pain which can give a -3, -5, even up to -10. Keep it in mind when deciding whether to recruit.
- To keep your nudists from putting on clothes constantly, check out the Nudist preset under the Assign controls. Gets rid of that constricting debuff and gives a constant +20, no bullshit. Note they will still wear hats, but don't mind.
- If you want more steady joy at the expense of work flexibility (ie forcing them to do things at the wrong time will impact their whole schedule and if abused enough can lead to them accidentally driving themselves insane on the following work cycle), check out the Restrict tab. Little unintuitive but play around and try setting joy periods of an hour or two and the start and/or end of the non-sleep portions of the day. If you want more predictable days to fast forward through, you can set the time between sleep and joy to work only. I wouldn't recommend ever setting work periods without joy periods or at least "anything" periods.

Have to go do something, be back pretty soon though to give any more info people want

Oh, right, melee weapons are also absolutely fucking shit, especially with friendly firing happening with max shooting and Sniper Rifles. Hell, attack animals aren't really worth it- they just get in the way. Muffalos are alright since they can tank stray shots and produce milk, but wolves/dogs are a waste of time.

Contrast this to, once again, Dwarf Fortress where a kennel of war hounds can screen your soldiers or give a fisherdorf a fighting chance far away from the fort.

Also, as I was saying about robots, an autonomous cleaning bot should be the bare minimum. We have fucking Roombas today and, while they don't do a perfect job, at least they reduce messes.

You can save right before you launch but no it doesn't make a new game+ of your old colony.
There is a mod called EdbPrepareCarefully that lets you customize your new game to the point where you could make your old colony.
I like your ideas about multi colonies but I doubt that will ever happen since the lead dev says that even z-axis levels are too hard.
Who knows though, the mod community is what I always put my faith in and this one is very active with very good mods.

I usually buy all components I can get my hands on, even if I trade at a loss.

The game have any kind of tutorial to get into the game or something?
What is the best way to start?

What pisses me off the most is even while I'm actively trying to fix their shit they throw hissy fits and don't let me do fucking anything.

Components are fine, but I've never seen raw resources.

Also, its' bizarre some of the shit that needs "components", like military helmets or body armor.

Learn through losing
next patch will have a tutorial

You gotta be joking right?
Can you not read?

REVENGE


It has tutorial popups that tell you the basics. The rest isn't too hard to work out and you can always look things up on the wiki.

I've seen raw resources a few times, and I usually try to buy gold if I don't have any on my map, for a multi-analyzer.

If you start with a warg or something, worthwhile attack animal. Otherwise keep a bonded dog around if you want. Also, in my experience arctic wolves are well worth keeping around as they produce litters of 2 or 3 pups which you can sell for a good price once they've grown. If you want more, keep a few males and as many females as you want litters. Then there's chickens which reproduce super fast, eat all your grain (including eating planted corn before it grows, if they run out of other food), and you can slaughter them almost constantly once they get breeding for meat to make meals with. Also if you're in a place with cold winter they can lose their legs to frostbite really fast.

To be fair, Dorf Fortress doesn't have a lot of guns as far as I know. You want real attack animals, train wolves or wargs or megatherium or something. Also don't forget to Release your animals when you start the fight if you want to use them, if you don't they can be useful protecting shooters from melee people who close on them, but really they're just a more disposable and often weaker melee fighter.

Melee becomes a lot better when you get real weapons and personal shields. If you see people with personal shields coming to fight, get out the big guns, keep your own melee away from them, and batter one at a time til shield goes down, then kill. Try to kill or at least slow all the shielded ones before they start to flee so you can loot the shields and DO NOT DELAY in putting the shields on/hauling them if you get too many. Don't sell them either unless you're really desperate. Shields block a decent amount of shooting, though pulse guns may be the exception. They also block deadfall trap attacks, so watch out when shielded enemies come up to those.

In addition, any armor plates you see (often on melee people, often found with personal shields, but sometimes on ranged) you should prioritize killing that person as it'll be harder and you want that armor plate. Even an armor plate or personal shield in 1% condition should be put on. Finally note that almost any knife or shiv is better than almost any club due to way lower cooldown, any stone club is the ideal tool to reliably knock out unarmed berserk prisoners and colonists while probably not killing them, and that longswords and gladii are really quite a lot better than knives and clubs, but tend not to leave anyone alive to take prisoner. You see a plasteel gladius? Snatch that shit as soon as the fight is over even if you have to leave your old inferior melee rusting on the ground for the present.

Also strip prisoners pretty much always unless you want quick recruit, clothes take a while to make at first and are low quality, so free clothes are a boon and sometimes they won't be under 50%.

A cleanbot as a space age research would be awesome, I hate having to set my haul/clean/research plebs to priority 2 haul every time I want them to clean up the puke and blood coating everything especially the holding cell. If I get time to make a general improvements mod I'll try to put that in it. What would be cool is a cleaning bot that moves at 75% colonist speed and cleans at 50% colonist speed, so it's not like a wonder hoover or anything, but it will actually be able to keep busy and maintain your home area. Maybe have it need to plug into the grid via a special dock and drain excess voltage (or stored battery charge) for two or three hours to regain power. If for some reason it can't due to path blocked or raiders shooting its treads or something, it has to be rescued like a colonist or animal and carried to its charge station, which is also its repair station, and both it and the station itself can be repaired by a villager at the station, but it has to return or be carried to the station for any sort of repairs. It would automatically return for repairs and wait even after charging if damaged but able to "walk" still, just like a colonist with bed rest set to priority 1 (as it should be) does.

Do you guys use traps, or are they too cheesy for you? Even in late stages of the game, with hordes of 20+ tribesmen, pic related can really thin out the horde, making them way easier to deal with. But it really feels a bit cheap.

It could also have a little pew-pew laser as a bonus and be set to run to its charger and hide or "release" whenever hostiles are near. Just some little plinker on its chest that fires say two 4-damage pulse beams with a 1.6 second recharge, so it's weaker than any colonist but helps a little without friendly fire being a huge concern. Say 60% accuracy at any range including touch/melee, range something pathetic like 15, just a little bit of area defense. Its shots could drain its internal battery, too, which would be like a food/sleep meter. Maybe if it didn't have enough juice to get back to its charger for some reason, it could realize that and enter a "low power state" where it moved half its normal speed and only used 1/4 of the battery per tile moved.

It'd be fun, but I'm not going to use fucking Reddit just to have some dev maybe notice my comment and put it in a game.


I knew about normal Prepare Carefully and custom scenarious, does this do more than that? That's pretty cheap that it doesn't do the most obvious thing given there's a scenario editor and you even have to make cryo chambers. It's just some dumb "you win lolololol" splash screen, right? I hope to hell he at least has plans to do at least one of the cool ideas I mentioned to continue post-escape given all of the obvious open ends winning leaves.


Same, if I can afford them. I always trade at some sort of loss anyways.


Check the wiki religiously, read everything I've posted ITT other than my first comment about nudist statues, and read the posts I'm going to make about weapons (I already hit melee and personal shields briefly)


Agree. Space armor makes sense but body armor needing components, and the helmets, is utter bullshit. It's a sheet of metal. Make it require more steel, hell make it require a little fucking uranium or plasteel in place of lead, but components? It's not just that it's a pain and makes it not worth making them if you can just survive enough fights or do enough trading to get them pre-made, it's that it doesn't fucking make any sense.


I had a cobra self-tame, lol
Was going to make attack snek to distract the next sniper rifle raider I came across while I moved a shotgun guy in range, but then the next merchant who came along would buy it for 300 or something, so RIP snek.


Good reminder that. Remember everyone, reserve at least 40 gold and 100 plasteel as you're able to, even though it raises wealth and thus attack difficulty, so that you can make two multi-analyzers. The earlier you get this stocked up (without crippling your progress to buy it), the better. Don't forget.


Absolutely start over. This should not discourage you; this game, like Dwarf Fortress (but easier), is about starting over. It's way more frustrating when you're doing great but build up too much wealth and in-game time without enough weapons, then get assfucked with infestations or space marines.

Note about infestations when people eventually get one: Use fire. Overheat their room through vents by lighting fires, or have molotovs/flame launchers. Anything else will fuck you up.

Anyways, start over now, do farming, read all that shit I wrote, get food, don't try cannibalism without psycho cannibal traits, get AC, get a horseshoe pin and separate rooms, etc, etc. Seriously read all of that tl;dr I wrote and explore all of the menus and controls inside the bottom bar menus, lots of useful stuff that seems useless until you hit the situation it helps in.

They're "having a breakdown from prolonged horrific conditions". While this is legitimately realistic, the translation in game terms is that you are not just building a defensible place and growing enough food to survive and drafting and equipping people to fight off raids, you are running a nursery full of babies with unique retardations, and you can't care for the babies, you can only make them care for themselves and others until they start crying and throwing tantrums, and even if you do well they still might, some more than others, so you have to identify problem babbies and set up a system whereby some babbies can look after other babbies without crying themselves, at least until those babbies are done crying. Also you have to try to advance n shiet. Mood is everything. Even food itself is about mood, your villagers will all go psycho berserk from starving long before they actually get to 100% malnutrition and die, or even to 30% malnutrition realistically. They'll eat corpses and make themselves more miserable and murder each other eventually, then get hit by infections or heat waves or raiders.

Keeping colonists fed is actually just the main, most important subset of keeping them happy, followed by beds, rooms, separate bedrooms for each, at least one joy item (GET THE HORSESHOE PIN GOYS IT'S ONLY 70 STEEL SPECIAL GOYIM DEAL), the rooms being not too small (at least 4x4 or 35 interior each with nothing but a bed and maybe a beauty item in a room that size….just trust me on this, please), good clothing, extra food and medicine, time to relax, a decent doctor, something pretty to look at and/or nice-looking floors….the list goes on, but that's the priority order as I can remember it.

Joy or die, motherfucker.


Btw if you get lovers you can move them into the same size bedroom as a normal person's and they generally won't complain, just give them a double bed and haul out the unused single beds to be extra medical or prison beds. They also won't interrupt each other's sleep (bullshit if married couples I know tell the truth), will give a buff for sleeping with their lover sometimes (and a debuff if they aren't, so hop to it!), will get mood buff for having a lover, and will even get sex buffs, plus sex doesn't take that long out of the night so they don't wake up too late, and it doesn't count as an interruption when it happens in the middle of sleep time.

Thanks m8, figured there wasn't any way to fix this.

Not even cheesy, this is how forts and keeps and castles and towns that should have fallen kept their inner portions in sieges. The canon intent seems to be that the deadfall traps are semi-hidden though the one time I used them the raiders saw them and shot at them, and the dumb ones went to melee them. It was a last-ditch effort with the one time I got a psycho cannibal, who was incapable of violence and thus ended up trying to save the others by butchering some and feeding the rest, since he couldn't fight on his own despite euthanising and butchering his comrades.

I have never found time to build up or mine out any structure that wasn't accommodating my colonists, covering conduits, or placing electrical equipment inside out of the rain, but I would like a map conducive to doing what you're doing there.

Ultimately attackers are going to charge in because they're not coded to retreat. Not cheesy, just dumb raiders getting their deserts Mad Max style. I applaud you for leveraging your limited resources to gain yourself some advantage. Besides, Dwarf Fortress is all about cheesy hijinks to overcome adversarial game design, go wild.

The map I'm on had barely enough rock to hide ore in, but next one I try if I find a map tile with the bottom quarter made out of rock like one of my earlier failed games had, I'd totally make something like that. I like how they will always path into the traps due to it being the shortest path, but villagers can still walk around them easily. The one time I made traps I just made "L" shapes facing each other with a circuitous path for my villagers. Someone told me colonists only have a 2.5% chance to set off your own traps if they have to step through them or wander across them on a mental break, but I'd rather not find out frankly.


It's okay, I sort of know what I'm doing and my last game got even worse than that before I finally realized I was fucked. My last guy who couldn't even fight burrowed out the back of my base while the bandits who couldn't see he was there decided to abduct the only remaining one and leave, and I finally realized it was game over man, even if I waited and got new recruits. Pick a start tile with a year-round growing area, grow potatoes, then switch to corn, make pemmican from animals (hunted or non-bonded pets) and potatoes, meanwhile be researching up to AC. Just follow my earlier tl;drs religiously and if you don't have toxic fallout, unusually strong starting raids, eclipses, blights, early heat waves (you will lol, RIP user in advance), etc you can survive long enough to get some gameplay in. After that, God help you in general. Forget not the sacred AC/Geothermal rush, and as soon as you're not starving, make them cornwhore like the filthy sluts they are. Like that video with the guy talking about "potato in my blood, I dream about potato", only switch to corn when you can instead of staying potato, or grow a zone of each if you're not sure if you should switch after first potato batch.

Corn and rooms aside, remember to poorfag and not mine shit you don't need if your raids are too hard. Grab any shotguns and greatbows you can above all else, and in raids always pause after every move you make to think it over and check any parts of the battle you may be missing. Also don't be ashamed to click on enemies, go under their gear tabs, and read the range/warmup/cooldown/damage of their weapons to plan accordingly.

If you're not playing on whatever the difficulty below the default "Tough" is, try that to start, it will help you git gud faster than constant dying. I've never played basebuilder difficulty but it might be ideal for getting basics down. I assume that despite lessened raids you can still die to random bullshit like heat waves just as easily.

Oh, and I always start with randomized tile and everything now to be maximum cool, but if you're picking a year-round growing map tile like I did before you may as well pick winter as starting season too so you can get some food, some holes to hide in, and electricity/AC researched before summer heat waves. I think those climates can have winter heat waves too which might also be enough to kill everyone, but at least you'd have more of a chance than spring summer or fall.

Also if you get a heat wave before AC, restrict everyone inside during the day from before it gets light out on (work out how to use Allowed Zones or watch a video on it or something), and at night click the thing that says "keep door open" on a selected door, then walk a colonist through the door, and it will cool off inside as much as it has outside. Gotta unselect it and walk them through the door again to close it when morning approaches. Temperatures show up in bottom right when you mouse over an area.

GLHFgitgud

It happened to me only once, with a centipede that went through like 5 of them, got damaged nearly to death, then stopped at the very last trap, turned around and started attacking it. A sniper shot to the back was an act of mercy at this point, I think its movement ability was completely gone. And yes, the AI for the most part will ignore the traps, as in, walk right over them. You might also notice that I put concrete tiles under the traps, and that was to force the enemy pathfinding AI to choose to walk over the traps, as that would be the most optimal way to path through the corridor sans the traps - 100% movement speed as opposed to the rough stone and soil on the outer edge. And yes, this requires a significant investment, as each trap costs 70 steel, and for the most part, only steel traps are worth building - they do 80 damage as opposed to stone traps which I think do either 35 or 40. Granted, if you are really starved for steel, you can make them out of stone and just make twice as many for about the same effect.

Another positive side is that it makes manhunter packs way easier to deal with.

Oh, nice, didn't notice but you're right, not only shortest path but fastest path, good thinking and dirt cheap (though requiring steel instead of "one of any stone block" is dumb)

I didn't even know you could make stone traps. Other than the few deadfalls I mentioned from last game, this is the first game I've done any defense other than token sandbags for the tutorial stuff, I just use cover or make cover, used to make sandbags when I was a noob hoarding thousands of steel, now I just zone 1-thick dumping stockpiles, allow only stone chunks, and set priority to critical. Cover seems just as good and it's free, albeit slower.

Gotta say, turrets are well worth the investment if placed well. They even did about half of the damage to the two manhunter elephants I got.

I might just make a bunch of shitty stone traps if they're cheap enough in wealth terms, gotta keep that wealth low, and I try very hard to keep my battles fought on terms of greatbows and later sniper rifles, especially since I now own four sniper rifles I think from getting (un)lucky raider equips. I only lost one stomach in the process, I'm pretty proud.

So really just for a few good chances to weaken move speed, stone traps might be just the ticket.

A tip on climate control in mountain bases. Pic related.

Basically, use the corridors between rooms as central climate control areas. Since heat spreads instantaneously throughout a room no matter its size (it has to be sealed, obviously), a battery of heaters and coolers at one end will be enough to keep the whole base cooled, provided you design it in such a way that you can connect every room to the corridors with the help of a vent. Also, a tip on saving power when having huge cooler/heater batteries as this: set temperature in increments. In my base, I have 2 coolers at 21 degrees, 2 coolers at 22 degrees and 2 coolers at 23 degrees. As for heaters, they are in pairs of 18, 19 and 20 (all in Celsius, obviously). What happens is, the system only uses as much power as it needs to keep an optimal temperature level in the base. In the case of extreme heat, the 2 coolers at 21C won't be able to keep up, which raises temp to 22C, and 2 more coolers kick in. Etc. The 6 cooler system managed to keep my whole base at a pleasant temperature during even the worst heatwaves of above 50C.

Pretty sure heaters and coolers already manage their power usage themselves. If you check a cooler that's running when it doesn't need to be it should only be using about 20W.

Well yes, but if all heaters and coolers are at the same level of power, they will all turn on simultaneously, which may be way more than what is needed to maintain the current temperature. The step system that I have ensures that the additional heaters/coolers are only ever on high usage when there's an actual need for that.

That's a really good idea, I always have mine going full blast at all times at -2 F (I stayed with Celsius for 5 playthroughs but got tired of estimated conversions eventually), but will step them down like this now that you've explained the benefit, so I can more easily run the smelter and whatever new electronic stuff I add.

I'm at 5 geothermals and my current grid can use up to three and half or four of them worth of voltage during a heatwave with the smelter on. I have two backup fueled generators, one indoors in a closet with a small stock of wood next to it, but they can only boost me so much. In the future I may be cutting it close even with them on and smelter off if I have to add many more power-drawing elements. Luckily I have my hydroponics and about a dozen turrets up already, because I don't think there are any more steam vents on the map.

Related note: Get geothermal, ditch those batteries (or just fill and keep on a closed switch in case you need extra juice), and kiss fear of electrical discharges and eclipses goodbye! Don't wait goy, order now while steam lasts!

Nice clothes and weapons cache by the way, I've just been keeping my guns in the smaller of my two freezers and my clothes all over the floor around my hydroponics.


It goes from high to low, but sometimes they'll all stay high while the temp flickers, so stepping them up a degree makes some flicker high-low and others hopefully remain low permanently. I like my freezers 35 below freezing so I know for sure that the most extreme heat wave will only bring them to just below freezing, so it's a good idea for paranoids like me at least.

Second time on this game. inb4 inevitable blight. Tynan can suck my 16000 corn.

The steam vents are too far away on my map. The 2 vents I have used are already outside of my base boundaries. I surrounded them with 2 layers of granite walls, but they still get attacked once in a while. And repairing them in breakdowns is annoying. Also, I do not fear electric discharges, I run with a fuses/circuit breakers mod, those blue boxes next to batteries cancel out the Zzt effects for 3 batteries each. Yeah, yeah, I know, easymodo, but I find it absolutely absurd that people don't know what the fuck an electric fuse is in 5500 AD.

Oh, and as for the weapons, I have an armory.

I got lucky with a small (default size) tile with two of them pretty close.

Sounds like an okay mod, zzzt is a pretty stupid addition, even running everything under walls it's still a pain in the ass. I just put a layer of granite around mine and am giving them a few turrets each, not mountainbasemode due to no real mountain on whole map, so every fight still involves me sallying out with snipers and melees/shotguns/PDWs held in reserve.

I can see how geothermal would be less worth it on a larger map, especially dug in and with an anti-discharge mod.

Is MAI a mod thing, or just a really pale nudist with a space helmet? Or is that what power armor looks like on the torsoblob? Also, is OP a literal faggot?

Which mod for the weapons?

MAI is a (female) Mobile AI. Requires quite a bit of research and an AI persona core, can only do some things, but does them really well. Doesn't need food and is always at max mood. However, needs a recharge (sleep), and if you don't recharge her, she will actually self-destruct. Same if she's downed in a battle, self-destruct. The weapons mod is High Caliber, adds everything from FN Five-Seven to Mk14s, LMGs and mortars.

And yes, that's the P90 she's carrying, I fucking love that PDW both in general and in this game.

Made a quick demonstration of best trap setup that can be altered in whatever fashion fits your desires.
The way this works is to have this design as your only means of getting to your colony.
Your colonists use the doors(it's best to use autodoors for time saving) and the raiders/animals use the traps.
How traps work is that when a raider sets one off the rest of the group will know where that trap is located and if they survive their raid and go off the screen then the entire faction will know where that trap is and avoid it next raid.
This setup is used to force raiders to have to use the trap path anyways.
Sometimes they will start to attack your doors and then resume the path of traps.
I've had mixed results with siege raids with some going down the path and others just doing their usual siege shit of breaking their own path through.
i used dev mode obviously

That sure is a lot of material for doors, but I guess anything that keeps you safe is well worth it, and you can just line up a firing squad and a few grenade/incendiary throwers on the sides in case something makes it through alive.

I forgot to add that if you use memebrasures you can have turrets shoot down the trap lines.

Scaling difficulty plz go and stay go

Also, fuck melee. Fuck it fuck it fuck it fuck it. Combat system needs a massive fucking rework. Utterly useless for the player (since you have so few colonists and they fall to pieces with a light breeze), massively overpowered for the AI (losses mean literally nothing for pirates or tribals and they can easily mob you with superior numbers).

Also, permadeath isn't viable in this game. It's more viable in Dwarf Fortress because you can lose half a fort's population and RECOVER. Massive blows to population will spell your doom, especially since you get so may primadonnas who refuse to do basic tasks in a fucking rimworld colony.

That's the problem with having so few colonists. You'll often have only one person who's any good at a given task, so if you lose them you're fucked.

That's why you mod the fuck out of the game which I understand is no excuse but still.

I've never had enemies avoid traps after tripping them.

Rate my line up lads

WHAT
THE
FUCK

I just noticed that an elephant herd on the edge of the map is moving in a massive stack. Is this fucking Civilization 4 and its stacks of doom?

It's not just that, it's how rare recruitment events are AND how slowly colonists gain skills. I rescued a supposed ranch owner who had no skills beyond art and wouldn't clean or haul. I'm not fucking joking, his animal trait was at two.

Another major gripe is just how fucking BAD friendly fire is. Jesus jumping Christ, it's like my colonists aim for friendlies instead of enemies. Animals soak up most of the bullet fire and melee colonists are getting shot at from both sides. There should be a generous modifier to reduce the chance to hit your own boys.

Dwarf Fortress has SOME friendly fire incidents, but they're rare. This makes melee more viable since you can afford to have both crossbow and melee squads. Also, crossbows are used like hammers, giving them some defense in a melee. Why aren't bayonets in the fucking game? Why can't colonists hold a pistol AND a knife?

throw a few frags and you'll be set for life

I keep getting elephant manhunters every few months. I'm already set. Also, unfortunately, I don't have any frags. I COULD wall them in with a herd of boomalopes (during rain, of course)…

See? This is like the 5th time these tribal retards have been coaxed into a snafu. Save your components and steel and don't bother with autodoors.

Seems like I was wrong about trap material. Steel traps do 60, granite ones do 39. Dunno if all stone types are the same, maybe heavier stones make more damaging traps?

Gotta stay poorfag. Also get turrets and/or shotguns.

Also stay inside, if you order everyone into an indoor area (again, definitely learn to use Allowed Areas) they won't attack you and will (maybe) eventually fuck off or go tame, just gotta have lots of food.

So don't fucking use it. You start with ranged weapons, use them to get more ranged weapons and keep the melee behind them to block advancing enemy melee if it's closing too fast.


WELCOME TO GITTING GUD
train your people based on interest not initial skill and ALWAYS train at least one backup for important things
also quit fucking hoarding steel, I know you're doing it, I was whenever I got overwhelmed
also learn to pause game after every move you make in combat so you can ponder next move based on positions of all pieces on the boards, always play combat "steps" at normal play speed, and check out/strategize against enemy weapons


It could use some work but you seriously need to git gud and stop fucking hoarding valuable stuff you turbojew I'm not joking about that

Arrest and sell them, and recruit your enemies who look particularly useful. The ones who don't, replace their legs with peg legs then take off the peg legs, then sell them, or organ harvest and then sell them if you can handle the stacking debuffs. Also savescum before surgeries especially if in tribal.


Every time I come on Holla Forums you guys are casuals and I don't even consider myself le 133 epik gamer.


I swear the girl or creepy Princess Lea fantasy neckbeard gofundme LARPing as one paid extra to have this character be EVERYONE'S 10% chance starting colonist.

Your lineup's not terribly but it's a bit shit tbh.

Here's my priority style:

Put everything they can possibly do to 4 so you can have them do it in a pinch when everyone else is down or busy and it can't wait.

Put Bed Rest to 1 so your people don't fucking die, it's for medical stuff only, not when they sleep (though it may affect the threshold at which they go to bed too).

Put everything anyone has any flame of passion for at 3 instead of 4 at least, even if you don't intend to use them, and put them at least at 2 if they have full passion for it.

Put the things you want them to actually do to priority 1 and backup things they should do if the primary things are dependent on a resource of player indication that's not available to priority 2. Also put plant cut and grow to priority 2 on everyone who can do it.

Finally, I can pretty much guarantee you want Haul at priority 1 for anyone who can, and clean most likely too, and then you may as well put research at 1. They will only ever get to them if they're not doing any of the 1s you put to the left of them because "soft priority" goes left to right. In general, they will get to priority 2 things once in a while, but 2 and 3 are mostly there so you can bump them up 1 as needed, so you know "that's what this one should also be for if needed".

That's how I play, anyways. If anyone, even the constructors, can continuously get priority 1s, or even priority 1 artists get to art past their farming or whatever else, let alone ever hauling anything but food, that's a good day for me….and I have nine colonists.


I got boner tbh m8
Pemmican lyfe


Me too. This time they actually killed those two fucking turrets too, because I was inside for toxic fallout. I don't even get steel back like nearly everything else, I get fucking slag. That stack seems weird as fuck but do try to take advantage of it if there's some safe way. if you do manage to explode them, you could probably damage most of their feet and lead them on, but you'd need at least a few shotguns to get the rest slowed before they catch up to riflemen or snipers.

Just make him a farm bitch, you always need more food. Even if he won't haul, dedicated a haul bitch and the two of them will roughly equal the work of two farmers. Make lemonade and all that, the point is you get shitty faggots and have to survive with them. It just makes you appreciate your rare based gods because one or two good people with beneficial traits and decent starting skills (and more importantly lots of passions) can carry a settlement like you wouldn't believe if you use them right.

Stop giving your 5 ranged skill plebs SMGs….or don't. Put your shitty people in front and let your skilled snipers sit in back, even if they mess up less of a big deal. Also lrn2space, combat is a combination of coverfire and cornerfire (and avoiding letting enemies do the same to you), memorizing or looking up range and kiting people regardless of how shit accuracy your weapons are at mass range, pincer attacking but from two diagonals on the same side of the line of fire so no friendly fire, and bringing your melees in from the sides too to avoid friendly fire from long-rangers. In general you keep the fuck out of the way of other shooters' lines of fire like you would in actual battle where friendly fire can happen all the fucking time otherwise.

What makes melee more viable, as I keep fucking telling the thread, is personal shields. I'm not joking, melee is completely useless except for distracting other melee who come to fuck your ranged, and that at a risk, until you get personal shields. Loot them from enemies you'll eventually get. Until then deal with it. Melee sucks shit IRL too, let alone in a futuristic settler universe.

Bayonets are overhyped as shit and it's the year five-thousand-fuckoff. The reason they can't carry two weaps is probably both lazy devving and because that would more or less annul the rock-paper (no scissors) "complexity" of the combat.

Did I mention you absolutely need to get personal shields yet? Because I feel like I did mention that.


Different types of materials, including stone, actually have both percentage modifiers and static offsets they add to things they're made out of, hit the little "i" on a brick and you'll be amazed how much detail you get.

Report that shit.

There's sharp damage and there's blunt damage on each stone type. I am going to build a marble trap, then compare. But first I need to clean up the mess. Right after the tribal raid, I got a mechanoid raid with a scyther and 5 centipedes. Thankfully, the most dangerous centipedes (inferno cannon, fuck that shit) died on the newly rearmed traps, and I only had to deal with 2 minigun ones and a heavy charge blaster one. Thankfully, centipedes are REALLY easy to kite and attack with a fast weapon without counterattack if you duck in and out of deep cover.

Okay, it's sharp.

Steel: 100% sharp = 60 damage traps.
Granite: 65% sharp = 39 damage traps.
Marble: 60% sharp = 36 damage traps.

Seems like all stones except granite and sandstone have a 60% sharp modifier, with granite being slightly higher at 65% and sandstone being slightly lower at 50%.

I hate how everyone looks like a fucking bean. Even DF ascii looks better.

And just so you know I'm not bullshitting about micromanaging and overanalyzing battles, I once beat the two scythers and two centipedes that spawned from a crashed psychic ship with four tribals with greatbow, because they have a range of 32. Scythers have charge lances which have a range of 37 and also a faster initial warmup speed than their cooldown speed for subsequent shots, making it even faster than the greatbows' warmups, though they shoot must faster subsequently, so someone lost a lung to one of those high-damage shots, but once they were down I just kited my filthy heart out with the centipedes. One heavy charge blaster and one inferno cannon, but both with some sort of warmup time and range 27, so it just took a really long time. It got dangerous and they got some burns, mostly just mistakes on my part (hard to judge just by a quick eyeball if something is 30 or 26 tiles distant from your tribals), and because the bow line was drawing back toward my base which I didn't want the centipedes to break into and fuck up. It really did take fucking forever, but greatbows > centipedes, even with miniguns you could kite using the 4 sec warmup if you were a bad enough dude.


Your post coincides nicely with my story. Enjoy your free shit from disassembly.
What would be really cool is if he added a stealth skill and you could have some cheesy ninja variant of the melee fighter who can sneak up behind stationary enemies at half move speed and SNEAK ATTACK FOR MASSIVE DAMAGE, or, if they're a 133t hacker ninja with high craft skill (or whatever is used in place of medicine for mechanoids, I forget now), you could deactivate mechanoids if they didn't notice and attack you during it, like you'd have a special replacement weapon that auto started a deactivation, but they could notice and fight back, or move and break it.


It only makes sense for it to be sharp, the pic shows spikes and personal shields even block it as if it were a ranged attack now.

Volafile mirror is down

It's pretty shit, also notice the alternative body types :^) and how the "standard" female body has a fat ass and "hips" that feed into their bottom ribs. The worst fucking part though, is that you can't see their legs. Oh gee I sure do love not realizing my new recruit has been running around with a -7 mood buff from being naked for a season. Good job faggot. He even adds positional damage for people but no legs. It would be different if it were actually drawn in an isometric view, but no, it's just shitty.

PSA: shooting skill affects accuracy in extremely minor ways. Just don't give guns to trigger happy faggots, they don't deserve them.

...

Is it wrong to want to wait 5 or 6 years then dive into this thing full steam once it gets finished? I''ve accepted that dwarf fortress is 20 years away from being done but this seems like it could get done in the next 10 years.

DF will never get done, or at least so long as the two autistic monks making it keep on breathing, and even if they die it's likely a horde of autistic fanatics will pick up where they left off.

imagine if the source code for Dwarf Fort got out
people would be making some crazy shit

Give them MINIguns, they'll pour bullits from them nearly twice more often, and forced bullet spread from it will only help.

You don't want that.

Can someone reupload the game?


Do you know any game like DF but more interesting setting

It has extremely little effect when using the extremely accurate guns in your mod and/or sniper rifles at max range, you mean. Can you give us a screen with mediocre vanilla guns to see the spread for that? Also, what range is that accuracy at? Max? Optimum for accuracy? Are the mod guns the same accuracy regardless of range?

Note: Anyone who has the literal trait Trigger Happy must be equipped with a shotgun or PDW and sent out in front of (but to the side of) your plinkers and used to ambush the main clump of raiders at closer range from corner cover or regular cover. Failing that, set them to the side of plinkers and once plinkers engage bring them in in a roundabout way while holding your (shielded) melees back or far enough to the other side not to get hit.

Even better, give your 2 ranged skill faggot a frag or incendiary and let them surprise-semi-allahu-akbar the fuckers then try to run away if legs not shot up yet.


neat.tiff


Wait there's a second guy now? Since when?


You can already fuck around with a lot of things just with the savefiles. A lot of the stuff people think is really complex and subtle about DF is probably actually pretty simple and easily replicable without source. I don't include the initial world generation in that generalization.


You could, or you could just dive in now and then later if you decide you don't like it now. I'm not confident it will ever get much more than refinements and unnecessary extra swap-in items and cosmetics because it's early access after all.

I do. I need to see what horrors would get unleashed upon us.


It's always been two brothers.

Huh, I thought it was just the one guy all this time.

Alpha14e (0.14.1249) is latest?

Toady does the main programming, but other dude helps with bugs and stuff

Hmm.

I really should sleep off this head cold a little before I go to work, but let's go for some excitement even if it goes nowhere.

Someone give me a piss-easy more-or-less-tile-based game-suitable UI library for C++, maybe something I can open in a Qt interface, and I'll get started on a Holla Forums buildan and losan prototype game.

It's the base accuracy skill for all colonists. It's not affected by any mods, you can just click the "i" on any colonist and find the base accuracy information there. Each point in accuracy adds 0.5% accuracy, which is obviosuly non-trivial when we are talking about >90 accuracy, but it's still rather small.

In interviews (like the one on roguelike radio) toady has stated over and over again that its in his will that the code goes open source the moement he dies. That means 40 years from now it will get finished give or take.

Its his brother, and while he helps with little things the dude has zero coding skill.

I'm asking because it expired, not because it's outdated.

How is it applied to weapons? Multiply the two base accuracies together?

I'd rather have shooting skill define how accurate you are. Some someone with 15 will have very few friendly fire accidents and will hit more often than not in optimal range. Someone with 20 will be able to snipe a guy in a crush of bodies.

Yes.

Yeah after like 3 decades of scholars studying that spell tomb.

Actually, reading the description of shooting accuracy, these numbers matter A LOT. Disregard what I said. A sniper rifle shooting at 40 tiles distance will have 40 chances to miss, which does add up. A 20 shooting skill character at 40 tiles will have a 0.975^40 = 36% chance to hit with a sniper rifle (or any other weapon that has that range). This number is then further multiplied by the weapon accuracy at that distance. I don't know the short-medium-long distances in this game, though, but I assume touch is like 1-2 tiles at most.

RimWorld1249Win

volafile.io/r/9qfeWg
12:39m / 30%

System:
You gave no room name, hence Volatile Aornum was chosen for you.


and i've asked what version is latest, as i'm not playing


welp, one more mirror then

It would be like opening pandoras box.

How did I manage to fuckup 2 post numbers I'll never know. I'm going to sleep

afaik touch is actual touch. This is why shooting at max range with sniper is actually only about as accurate as midrange despite higher modifier, because more chances to miss.

The obvious advantage of sniper rifles is being able to outrange even charge blasters and inferno cannons, making kiting mechanoids a cakewalk.

Yeah, they're greatbows 2.0 in essence. Charge lances are one of the worst things to fight because of the range, so great for knocking over scythers too.

You don't have enough colonists to "git gud" and what you have are all special little snowflakes who need their asses wiped with silk and burping after every feeding.

Attackers generally outrange you and losing ONE member of the colony is catastrophic. You also cannot afford to have dedicated squads of warriors- you have to commit most, if not all, of your colony to defense every time. Imagine if you had to muster every Dorf each time the mountainhome came under assault.

Also consider that migrants are a constant trickle and that Dwarfs are considerably more durable than the human colonists. They also have more personality. I can afford to RISK them, I can't afford to risk my colonists.

Why the fuck do I keep getting art with capture stories?

So what you're saying is that Rimworld is 2extreme4df?

I guess I wasn't really missing out on all that much "fun" by not bothering when I couldn't actually download the tile UI via its link, then.

Risk avoidance is the name of the game in Rimworld. Cover, micromanaging individual fights in battle, prioritizing targets, unnecessary levels of farming, outrunning the inevitable heatwave as tribals (until next version when it's supposedly going to get ez to cool places down, like the opposite of a campfire), etc, etc

Are you saying Rimworld is more "losing is fun" than DF? Or did you just try hard-as-nails difficulty level with steadily increasing tension storyteller and get BTFO because it was actually hard-as-nails?


Your sculptor has trait: BDSM lover.
Seriously though, wouldn't it be cool to start with mystery traits and have them reveal through first action/relevant buff or penalty/mental break due to that trait?

I don't know why there's so many sex slaves, but I'm not complaining tbh, 20 social is fucking beast. Prisoners fucking love her, merchants give top tier prices, fucking sweet.

I didn't get top-tier social with mine, but there being sex slaves isn't the point, the point is that emmie pops up like every other game anyone plays, as a player colonist, meaning it's a self-insert as a tiered reward for donators, but that somehow they probably paid extra to get her inserted more, that or incredible RNG results or just a bad RNG or typo in chance weighting for this character.

It's cheap, not difficult. The game grinds you down by throwing massive waves at you and making every loss devastating. There's no fun because there's no real complexity- you have, effectively, three options for defenses: mortars, turrets, and guns.
It's as if you took a chessboard and took out most of the pieces. It makes the game harder, sure, but not better.

It's a game that makes your pawns really fragile while simultaneously giving you only a handful and making them difficult to replace. If combat is going to be this lethal, you need a UFO Defense mindset. Replacements should be quick, easy, and cheap- you shouldn't have to baby individuals. If you're only going to hand the player a handful of units, make them more durable and able to become BETTER than the AI humans. The dev's going in two different directions here.

Top kek, I just recruited this guy (he's father to one of the colonists).

I just wish there was away for us to build actual robots instead of risking colonists to defend your perimeter

Isn't it possible to just make mortars and blow'em up? Haven't researched that yet.

They're pretty inaccurate and bad against fast moving targets.

Get the Mobile AI mod, if you don't mind mods.

Does it let me build a walking robot that consists entirely of blades?

Unfortunately, no.

...

This is heaven right there. Inb4 my wealth skyrockets.

Fucking THIS. I had a mated pair of yorkies and both got eaten by a fucking timber wolf.

I also tried to tame the wolf but he got pissed and I had to put him down

Do you ever get colonists who are something other than just human? Like abhumans or aliens or something, I dunno, interesting?

Unless the new update added something, no. Just humans.

Am I going to be able to cross over my old save to the new update? Really liking what I have going atm.

How do I import my old DF save to work in Rimworld?

...

55 steel? 35 plasteel? 3 fucking components? Fuck you, you can go without an arm.

Consider the following:
And I have yet to test it, but maybe they don't even feel pain.

I started with Cassandra again, on Basebuilding dificulty. It's quite diferent from the usual dificulty I played as, instead of a shack and some dirty hobos, I'm actually building a base outside.
I've still got a long ways to go, but after I build a proper hospital (silver floors, hospital beds, tv for the sick guys) I'll start a biotic program and "upgrade" them so I can run tests like that.

For now, I discovered the joys of having a squirrel ranch. Never tried having animals before, but they have 500 kibbles and some hay, and this doesn't seem that hard.
Even managed to tame a couple of bears. Those sold for 300, nice catch.

Oh, I also discovered that if you don't get a lot of silver, pirates don't seem that interested in you aparently. Or maybe I don't have much of anything right now.
The only time pirates showed up, it was two guys.
Tribals come more often and they're funny.
I release them for that relationship boost, but for some reason, all 5 factions hate me.
Gotta start bribing them, I guess.

Anyone know if it's possible to eventually ally with the pirates?

The main issue is how limited steel and plasteel are as resources. I've NEVER seen ANYONE trading plasteel and I've seen ONE caravan selling steel.

Unless you mod the game to make it renewable, once the map is picked clean you're basically waiting for space debris to enrich the area. Each Cryosleep pod takes FIVE HUNDRED fucking steel.

FIVE. HUNDRED.

select mountain maps

it's logical, if you have flat field, you make food and sell it for steel at comms console

M-maybe my grizzlies will survive?

derishus

this game would be a lot more of fun if you could raid other player's maps

Get medieval shields mod.

It makes physical shields work like you'd expect them - they have a high chance to block damage completely, but it eats into their durability

What mods are an absolute must for Rimworld? I reckon firing range one is useful, but what else can you recommend?

Can someone post the linux version?

expanded prosthetics and organ engineering is a must unless you want a colony full of cripples crawling around on 2 peg legs.

wouldn't it go down based on how much you got ripped off?

Wow, you sound like a faggot.

I recommend doubling the HP of all limbs, because having your arm shot off by a pistol bullet is stupid as hell.

rimsenal with the 2 new factions

I wish there was a fucking way to walk faster in snow, chose a bigger map and takes one day to move from one end to another

found one guy alive in a cryptosleep hidden in the mountain

shit ai

open it

High Caliber also adds tactical shields, which act the same way, but are used with small arms instead (pistols and PDWs). Which reminds me, I need to equip all my P90 users with tactical shields.

...

I have to ask, why are your growing zones so irregular?

2 were dead, the one alive is prisoner severin

what do you mean? I play on Icesheet, there are very few spots to plant into and need to build inside and use heaters because outside it's always snow

I think this should be the original way to play, you are on alien planet, always snow or toxic fallout.. not dwarf fortress shit..

is there any way yet to harvest damaged clothes and repair others with that?

Only with a mod.

repair too?

Oh, that's an ice sheet map, that explains it.

Assuming you meant "factions" instead of "players", the guy making the game said it's an idea, but WAY in the future.

Pretty sure that doesn't work no more.

Recent AI changes made raiders and pirates recognize an area as "too well defended" and they appear with a smaller force, but a "sapper" or two. They'll go around and try to dig their way in.

Tribals will usually bash your geothermal generators outside and your walls isntead of charging in.

no, I mean there is a server with a regional map that shows your base, I click on it and I can attack you

I pick up my squad and send them on a raid, you receive the notification that a enemy ship will land soon then the server makes the connection and the raid starts

you can control your units, I can control mine..

or if game can't handle it, just send packages with info of the squad and your game will just generate them and after the battle finishes I receive a notification on what happened.. but that would be much less fun..

they will go through the open area..

So how am I winning, then?
I mean if it's so damn simple that it's too boring for you and you just have to tip your fedora at it for being too simplistic, why aren't you able to survive long enough to get more villagers? You can even individually re-roll them at the starting screen when it shows them to you, so don't give me the "screwed from the start" bs, just hit the button until you get one that's ezmode enough for you.

STOP. HOARDING.
The wave size is tied to your wealth, which is a shitty design decision, but easily worked around.

Right, which is what makes it interesting rather than a snoozefest on perpetual fast-forward between raids.

Unless you reroll and get one you like, which you can do, in vanilla. Or get a mod that lets you build supermans or cannibal psychos, which is how must of the plebs play because cannibal psychos are so easy.

I've said it before, I'll say it again: play on a lower difficulty setting (there are FIVE, plus an AI setting specifically designed to give you more time between fights independent of difficulty…did you not even read the AI descriptions?), and STOP HOARDING.

"The way to make this management game better is to remove the management parts, I mean if there were like 100 units it would make sense to have to individually tend to them but with just a few so you realistically can? Absurd, this is badwrongfun."

Again, learn to plan and execute battle maneuvers or play on lower difficulty. Do you even check weapon ranges and cooldowns? Do you even pause during battles? Do you even check enemy health during pauses to see who's slowed and who's still full speed? Or do you just drag and click like it's Age of Empires and get triggered when they all die because you didn't engage any of the strategy which as you've pointed out is pretty simple? You pretty much always start with the range advantage over early enemies, USE it.

Gee if only the game had looting, crafting, and trading and some way to recruit fallen enemies…

No, the dev is creating what the people who funded it want to play, which he planned to create from the beginning. It's not anyone else's fault you're too busy genrefagging to have fun. That's not a design flaw, that's a pebkac.


Noice. Can you make a completely blind man make sculptures? Try it.


If he makes more space-age stuff there might be eventually, but as space colonists risk is sort of the name of the game, the entire theme of it.


Yes, but you need multiple mortars because they're slow, so you've gotta have two or three and you need to man them, then if you're lucky the spam blows them up.

But what you CAN make is IEDs, both normal and incendiary I think. Along with the obvious walls/mazes of turrets.


Just recruit some shitty noskillz prisoner with a passion for melee and/or Brawler trait, harvest the blades off the next few scythers you kill (you should anyways, it's like a surgery you can do on them, might need them to be downed instead of deactivated though, can't remember), and have your surgeon attach the scyther blades in place of the fresh meat's fists. 20 damage each blade instead of 5 on each fist, and just feed them and use them for fighting because it makes them clumsy as fuck and slow at everything. You can make hybrid warrior/workers by giving melee guys just one arm, but they sort of suck at both, best to give them two and a personal shield and just keep them around.

So they're basically a robot, just a robot that runs on unprocessed ethanol (corn) and occasionally gets mad…though if you're using them just for combat, like they were a combat bot, they can spend their entire life wandering around just eating a little and will stay happy from entertaining themselves. You just recruit instead of build, and you have to equip them. Recruitment's easier if you build a jail that isn't hell to live in, counter-intuitively.

Nice. You tailor them or just extras from fights that you didn't need?
I think your wealth should actually go DOWN since you're losing value on the trade according to the game.

Yeah, this, win-win. Unless it doesn't count clothes for some reason.

trick to fuck AI: if the enemy has rocket launcher, sacrifice your animals by sending them ahead and consume their ammunition

there is a MOD where you can make gas chambers too

Not sure which version you're playing.
I ocasionally go back to vannilla to see where the game has progressed to.
Raiders are pretty smart nowadays.

You can still use insanity lances to fuck up sieges and make killboxes, but mountain-bases will eventually get filled with tunnels that they dig to find you.

they just walk through open area

Not really.

Imagine you are a Raider Boss.
Shit, you're broke and hungry. You need some gibs me dat.
There's two targets nearby. The first one is a small colony. They barely have food or wealth. Sure they don't have weapons and would be an easy target, but you don't get anything.
The second target is a large fort where someone pilled a bunch of silver. For some reason, they didn't use that silver to buy guns.

Which one would you go for?

It's a simple design decision: if you want to be rich, you gotta be strong first.
Pic related. You need power to protect the things you love.

But what version are you playing?
Like I told you, they did that, but they no longer do.

Too late for that. His vision is augmented.

14

Oh. You haven't received the "The raiders are going to dig holes because there's too many sentries" message yet?
I made the mistake of hoarding like hell last save, and they start doing that every other wave.
Turned a mountain into swiss cheese.

INTO THE OVEN YOU GO

Shit sucks, it would be pretty dudeweedlmao to breed an army of attack yorkies.


Just humans. It's supposedly kind of not really loosely based on Firefly, and it's sort of a "high sci-fi" setting that's supposed to be semi-realistic. You can get super ugly people and psycho cannibals though. The only graphically interesting things are some of the animals.


Almost certainly yes, should be seamless.


Just drop it in the saves folder, should be seamless :^)


Buy one off a trader if it's sold for a reasonable price and save yourself the pain of gathering the materials which might cost you more than the finished product for a lower quality result.


Don't die of heat wave!
No really though tell me how basebuilder goes, I'm pretty fond of the babby-tier difficulty above it but token raids with no real interference but elements sounds like it could be pretty fun for building cool stuff I never get too because too busy trying not to kick the bucket.

If you want a real big ranch, fence a fuck-off huge area of just normal grass (zone it as "disallow roof" before you finish) and place:
The bonus is that when they get too big for the pen they'll start to die of starvation, and you can build butcher and cooking tables right into the pen and make meals or make kibble for the other chickens.
I hear that with a small, crowded chicken pen you can just toss in a grenade and let the survivors eat the corpses and they feed themselves.

Biggest thing I've tamed is a panther, it would be fun to make a custom scenario where you start with like 20 people with shortbows (if you can even start with that many, 12 elephants, and a bigass pile of gold to bait bigger raid groups in.

no

Eh, largest "token" were 5 tribals.
Sometimes 3 raiders show up.
But my silver hasn't gone above 1000 yet.
I'd like to know exactly what counts as "wealth" to be sure. Food might count, but it's worth very little so no problem in hoarding that.

I picked Base Builder because I wanted something closer to DF.
But the dificulty above that on Cassandra is pretty good if you want Shacks&beggars scrapping buy.

I'll take some screenshots of my base, but so far I'm keeping a low profile. Whenever I trade, I try not to have a surplus of silver. Still collecting armor and weapons.

This is my colony. Wood for nearly everything because I had plenty of it.
Fuel generators because I only recently unlocked geothermal, and wood is abundant anyway.

Irks me that when I trade, shit doesn't fall inside the trading depot, and they gotta go get it an haul it, but wathever.

if you make it unroofed it'll fall in the stockpile

I'm thinking silver in particular, or maybe gold and jade and "precious" things (the "1 unit is 5% the size of normal because of value" stuff) might have some multiplier or weighting applied to their value for difficulty/raiding purposes.

Maybe you got bad luck, or maybe you killed some people who came to visit/trade? I don't think you can ally with anyone who's under -50 relation with you, at least not by releasing prisoners. Maybe you can still bribe them, but I think you lose the option at -50 or somewhere around there.

Also get comms console and trade beacon, because it's the space traders who have most of the plasteel and stuff, because you're on a Rimworld, not a Glitterworld or Hubworld. Frontiers n shiet.


This too. Have you grown your corn today?


That yorkies somehow are around in the wild is pretty hilarious, honestly. I think you can get like, 40 meat from them. If you have three or four long-range weapons and/or a shotgun, try an elephant, yolo. Like 325 meat or something, and as long as you can slow its move speed before it can get to you, you can kite it forever. Definitely worth. Muffalos rarely ever revenge and die easier than you think, so those are probably safest of the three. Never hunted rhinos.

Yes, but then the items inside will degrade overtime. And since items for trading needed to be stocked for longe periods of time, it's usually best to keep it roofed.


I did get +10 with some pirates when a guy I released exited the map. Didn't get the same bonus when a second one did.
Either it's on cooldown, or you can't accumulate such bonus.

Was the second guy completely healthy?

Also have a tiny bar. Missing some chocolate (gonna stay behind those couches) and a TV.
I find that allocating 4 hours for Joy (18-22) let's them visit and stay happy.


Does that matter? I heal them up enough for them to walk.
I gotta make a decent prison I guess. But one with individual cells, because this lunatics often attack each other when they get depressed about all the blood and puke on the floor.

dat dirty floor

And this is the ranch.
I think I might just start training grizzlies for war.
Or the boomrat for shits and giggles.

Is there anyway to train them for war but stop them from developping bonds?
I don't want to train snackbar pets and have them be sad when they die for Allah.

You only get the relationship bonus when they are completely healed. Scars and such don't matter, but they need to not have any wounds that can still heal up.

Shit, I usually only give them one, plus a couple of unrestricted hours that they usually use to eat, or just keep working. I don't usually have much trouble with joy deprivation.

Here it is.
You've never had this shit?
I stopped using traps and the like when these assholes start showing up.
At least sapper groups are smaller than usual.

2ez5me, unless the raiders get them too in which case could be fun.


Seconding , I hear EPaOE is amazing.
Play it vanilla first though, with all the frustrations. I've been playing vanilla since I started.


You exaggerate, but it can get bad.


It got shot the fuck up by previous shots or sliced or shot by something else, then the pistol finished it off. I do think that if a small caliber projectile weapon finishes off a limb, it should hang there uselessly at 0 hp and force doctors to amputate it before gangrene sets in, rather than just conveniently detaching it and leaving a heavily bleeding stump. I mean, legs an d feet being "cut off" by a greatbow is a little iffy too, no broadhead is that broad.


Is that from a mod or something? I've never found a cryptosleep chamber apart from the ancient danger, though I sometimes get two of those.


"This game inspired by dwarf fortress should be less like dwarf fortress"
Bare frozen tundra is a cool playstyle though, or would be if all the game didn't leave on like day two and barely come back at all ever.


This makes geothermal a mixed blessing. On the one hand you have to be on top of things and hurry your people out to fight instead of sitting back entrenched and in cover, unless you have walls and enough turrets to kill all the tribals on the geothermal they attack. On the other hand, when they're attacking geothermals they act even dumber formation-wise and you can just kill the long-range ones first while they derp around and pick off the rest whether they notice and attack you or keep bashing your wall/turrets.


Yeah what said, though there's a rustic charm in having a separate chamber with a vent and wood to make like ten campfires and just wait.


Hue. I once bought a triple rocket launcher from a merchant and tested it on a herd of deer, was very cash but for some reason it disappeared after I fired it that one time. I didn't stand too close and the guy wasn't hurt, the launcher just disappeared. Not sure if one-off glitch or by design. Do they just leave forever when the ammo runs out?

I get these even when I have basically no defenses.

no, never got that

I don't know, I just found it there

what?

on icesheet there are no trees and power is limited


they are gone after rockets are consumed, it's annoying when enemy has them, kills your pawns fast

Yeah, that's all fine and good, but like I said earlier in the thread, they should have to send spies, no notification for them even, but they should have to creep around your stuff looking at your wealth and bring back a report based on their knowledge of stuff you left outside and structures they could see, and you should get a chance at shooting them before they run back to keep it secret.


Aww, maybe next time then. Where's his nose ailment, did you plastinate him?


I think food counts, my corn stores seem to make enemies a little more numerous/better equipped. Some of it is just time passed in game too I think, always gets a little harder at least as you go. I don't know if basebuilder actually sends you less people, they just do less damage compared to you on the first two difficulty levels I think, especially basebuilder. Maybe have less overall health too.

I didn't realize DF was so easy, everyone told me it was like the hardest thing ever omg losing is fun, etc, etc. Did he make it easier for plebs, or did everyone just figure out and write about how to avoid all the stuff that kills noobs and now it's a formulaic early game to keep safe? Getting twice as many weapons as you have people at any given time is probably a good idea if you can, not just so new recruits have weapons but so you can pick which ones you want or even quickly change them out to suit impending battles based on enemy weapons.


Ah, wiki might be outdated or just wrong then. Or maybe pirates don't start out completely hating you. I never tend to check Factions until a while after I've shot up 40 or so people at least in raids, by that time the one unfriendly tribe, Anarchy Army (who I nearly always get and I think hate everyone from the start), and the pirate/raider faction are generally down at like -85 or lower.

Yeah, the plasteel surgeries affect many facial features and I think are added in Advanced Surgeries mod.

I generally take a prebuilt map structure kind of near my build or dig as an early prison. If it's big enough I can fit two or three med beds and two or three normal prison beds in one. They tend to have flooring and nice walls so for one prisoner they're generally better lodgings than my own people get for a while, but for two or three they tend to get mad. Makes recruiting a lot harder, but I'm patient and have other stuff to do and recruit attempts don't take long when you've gotta feed them anyways. I try to always keep blood and puke cleaned up, but aside from that if they berserk, so be it. A prisoner dies I won't cry over it, if I have to sell them no big deal. I usually keep Spacers around until I eventually recruit them despite the low chance, as tribals I try to play karma-neutral. If they don't have the resources to take care of you they may beat you to death if you attacked them, fair game, and if they take you prisoner they'll probably sell you unless they need you, might even grab an organ if they need more cash or one for their own people, especially if you were shooting them. But spacers dindu nuffin, so even though they saved their life better to have them join than sell them off.

This game punishes you pretty well for not being an evil bastard and playing psychos, but that's what makes it fun to persevere.


I wanted to try kamikaze boomrats/boomalopes but I've never found the time. Probably wouldn't work that well, but it would be a lot of fun. If you bred enough you could select the ones you wanted to follow you out for the battle by assigning the others to an animal area and no owner, and then just release a batch so a few would make it and act as incendiaries.


When I schedule, I give either one or two hours both before and after Work, for either Joy or Unrestricted. It's a lot, but if you stagger them a bit you always have some available during day hours to do things without making them miserable. I've gone back to just leaving it Anything and Sleep though, they tend to work it out okay by themselves most of the time.


Every other one has been saying that, especially since I built all my turrets. Joke's on them, turrets are spread all over the edges of the complex and there's no rock to tunnel in anyways, so they can dig against my stone walls if they want, but just setting themselves up as good sniping targets. One of the few advantages of rock-poor maps.
By the way, you should just see where they're tunneling into, close off that room, and light a bunch of fires then run out and lock the door behind last villager. Gas them like infestations if they're going to tunnel.

Game as in animals you can hunt. When I played on a frozen tundra they all just fucked off, disappeared from the map without dying or anything, and I'd get one or two wandering in every week maybe, mostly rats. That was the one where I had the one cannibal psycho.

Is that an alternate game mode or mod? I thought you just meant those flat frozen map tiles that have no growing season.


Cool, I figured.

I didn't even know developing immunity was a feature. The devs are doing wonders 2bh

If they don't develop immunity in time, they die. Make sure you get hospital beds ASAP, they give an immunity gain boost.

If it weren't a feature everyone would die eventually, treatment just slows the rate they get worse based on treatment quality for disease-type things, I think. If you mouse over a disease in progress you can see percentage to immunity, except for the shitty forever-lasting non-lethal ones like muscle parasites and fibrous mechanoids and so on. Not to be confused with percentage on heatstroke/hypothermia/toxicity, which makes them die when they hit 100%. If you hit extreme on infection when you're only like 60% to immunity you can pretty much just euthanise that colonist to be merciful, lol.

You can also change immunity build rates in custom scenarios alongside a myriad of other things. Careful though, the "block event" thing doesn't seem to work right, at least not if you use it for multiple things or certain things, and if you try to add starting traits, no matter what you enter for percent chance it seems to give every colonist the last trait you mentioned by list order, nearly all of them the second to last, and half or so of them the third to last.

I've never actually built a hospital bed, lol, in fact I've never researched them though I will pretty soon in this game if I don't get BTFO first. I just immediately treat them and keep any eye on them throughout the infection so I can make the doctor run to their side as soon as it's time for the next treatment.

Also, make sure your hospital rooms are as clean as possible, apparently any blood or dirt on the floor can increase chances of infection.

...

Yeah, it can, blood and vomit more than dirt obviously.

Also I'm pretty sure temperature plays a major role in wounds getting infected both pre- and post-treatment.

The best part is I can actually feed them without a problem…I think. I'm going to have nine tiny haulers, just watch me.

Or not, terriers are too small for any hauling or rescuing, I can only train them to be a miniature distraction wolfpack and will probably get lots of mood debuffs when they get bonded and then die. Oh well, it'll be fun to try.

HOLY SHIT, a lightning just hit my colonist.

did he died?

Nah, a few small burns.

Just found an easy way to deal with crashed psychic/poison ships. Surround them with a wall on 3 sides and make a small enclosure on the 4th side. That's where mechanoids spawn. If you have the embrasures mod, use those so you can attack whatever's inside, if not, put a door or 2 against one of the sides of the ship part, so you can melee attack it. Finally, put 3-4 explosive IEDs inside the enclosure. Those IEDs will detonate instantly when mechanoids spawn. Trust me, it's well worth the 4 shells and 4 components to instakill 3-5 centipedes and whatever scythers there are. Results may vary, of course, so if you have spare materials, make a few more IEDs.

Oy vey

annaduh shoah

yup

why the fuck is this thread not bumping?

wtf

We're past the bump limit, dumbass.

nu bread?

Do we really need it, though? We can still talk in this one, unless you want more visibility on the front page.

NEW THREAD
8ch.net/v/res/10527249.html
8ch.net/v/res/10527249.html

8ch.net/v/res/10527249.html
8ch.net/v/res/10527249.html

8ch.net/v/res/10527249.html
8ch.net/v/res/10527249.html


I think it's better we get a new one rolling.