RimWorld

Old thread ded.

What should I do with two brain dead prisoners? I already filled my quota of restoring brain injuries through luciferium and I'd rather keep my android colony low on actual humans.
It's an expensive upkeep, with one female teenage prisoner healed and recruited out of pity and two colonists that got their brains damaged through fucking slings, out of all things.

Also, what do you people do when you're getting comfortable with wealth and resources and upping the difficulty doesn't really pose much of a challenge anymore?

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ludeon.com/blog/
rimworldwiki.com/wiki/Raider
ludeon.com/forums/index.php?topic=30650.0
dwarffortresswiki.org/index.php/v0.34:Selenite
dwarffortresswiki.org/index.php/v0.34:Satinspar
dwarffortresswiki.org/index.php/v0.34:Stibnite
dwarffortresswiki.org/index.php/v0.34:Realgar
dwarffortresswiki.org/index.php/v0.34:Attribute
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Rape

What difficulty are you playing?

lobotomy or brain transplant

are you playing randy random on hardest? get more mods is what you do

Yeah the last thread died for a reason.

Extreme Randy


I tried a painstopper with one of them and she's up and about, although at only 30% consciousness.
Any mod suggestions?

Also, post your shitty bases.

Is there a brainlet-friendly tutorial/FAQ for starting in Rimworld? I enjoy the premise but find myself overwhelmed when starting the game; the learning curve seems fairly steep.

Brainlet guide: Build a small wooden shack hugging against the mountainside with as many sleeping spots as you have colonists. if you settle in desert put a cooler in it with a battery (designate the battery to have a roof put over it) and a solar panel.
cold climate do the same but with a heater instead.

Have colonists plant rice immediately as possible, if you are in the desert and doing a tribal run this is important because your alotted food is intended for a biome which you can actually collect food from.

Give every colonist who likes melee a melee weapon, they go in the front, colonists who like guns go DIRECTLY behind them in a firing line. do this whenever you get raided initially.

Build a horseshoes pin, assign your colonists to have 2 hours of ANYTHING after waking up, built upon the default sleep cycle(so colonists who have shit beds or needed more rest will rest, if not they will wake up and either do more work or play about a bit), Add three hours of JOY just before bed, the rest of it fill in with WORK

Pila is powerful, use it.

There's an in-game tutorial that's good enough to get you started.

Savvy?

If you don't play the game on ice sheet then you play the game on easy mode

this is why.

sacrifice to Shub Niggurath

Nyarlathotep is best girl

Don't mind the cumstain next to the altar

You just really really love your god, it's okay.

pick up game again, because shit why not.
don't remember why i dropped it
start a new randy at one of the middle difficulties
roll on a mountainous forest with a road going threw it.
re-roll until i have a basic set of decent cook, grower, construction and mining without any nonviolent or just medical messes
friendlies keep showing up so i accept a refugee while they are there
turns out they where friendly with the raiding faction too put the guy down
now i have a some nonviolent fagot
he has decent growing so i don't kill him off
roll plague on 2 of 4 colonists
meh whatever i lose a guy or too nothing to re roll over
end up loosing my cook/ animal handeler
meh ill just have to do without fine meals for a bit
non violent refugee is still here
heat wave hits
"non violent" refugee is beating the shit out of one of my colonists because he got moody.
remember how fucking often shit like this happens
Dropped again

None of those mods seem to add much, get Star Wars mod, faction mods that add factions - units and weapons, medieval mod to add a whole new time arc, hygeine mod so you have to take care of that as well, cthulu mods, there's heaps of mods that add heaps to the game. I tried to make a big mod pack, had all the authors linked but didnt ask any of them permission and when i put it on workshop the community mod manager kvetched so hard I don't even like this game anymore, it's shit without mods and it takes ages to load with too many.

Id rather play dorf thank you very much

Can you specialize colonists in a single job (cook, tailor, etc.) and at what point is it a good idea to start? I currently have 6 and haven't had any new or potential recruits in a while. Also, is there a way to keep my colonists from feeding regular food to my livestock? I have a stock of kibble and haygrass in the barn area but there's always some idiot who decides to grab a prepared meal and run over to feed it to a chicken.

You haven't even explored all of the control tabs at the bottom of the screen and you're here asking about this? Try clicking 'Work'.
The moment the landing pods open, unless you want your lv0 constructionist failing walls for three days while your double passionate lv6 constructionist hauls wood.
Colonists don't feed animals that aren't starving or injured. Allow animals access to the kibble/haygrass and they'll feed themselves.

you forgot your tl;dr

...

I'm not talking about prioritizing, I'm asking if it's possible to make them focus on one primary task rather than completely disabling them from doing all other jobs. I have two cooks set to crank out meals from a full freezer, but even with cooking set as highest priority, they will often skip making meals in favor of dismantling a piece of wall or picking up mats on the other side of the compound. I want specialists to help out when they're not doing anything, but currently priorities don't seem to have much of an impact..
And what of rolls with poor skills? You're saying it's fine to take three low-skilled colonists and put each one in a singular job from the beginning, thus causing one poor schlub to build everything by himself while waiting for another to drag his ass hauling and the other slowly chips away getting stone. I don't re-roll for high-skilled easy starts, I'd rather my first three build their skills together to be general-purpose until I start getting more colonists.
They have access, but that's not what I was asking. Someone feeding a starving chicken is fine, but I don't want them bringing food I have prepared for colonists when there's a perfectly good stack of kibble right next to the damn chicken.

If multiple tasks share a priority level, they'll do one or the other. If cooking is their highest priority, they should only be interrupting it for joy/sleep/combat/illness. Do you ever see anyone other than them trying to cook? Other pawns may be reserving their stoves when they have nothing else to do and blocking the cooks. If you're running out of priority levels, get the WorkTab mod (1-9 instead of 1-4, also with an extended mode that lets you set priority for individual tasks under a skill).
If I want every hauling or building (temperature threat) immediately, I set them as such immediately and change it once the situation stabilizes. Changing priorities is easier than sustained manual override.
Colonists will take whatever's closest, often the meal they have on them. No way around it unless you make them drop their meal and manually forbid everything but kibble/whatever. WM Smarter Food Selection adds customizable defaults to all pawns/pets/visitors/prisoners to circumvent this.

...

Why do his gloves have holes?

You can set the level of prioritizing to a job on that tab, Tick Manual priority to override what is given. By default, they are going to prioritize jobs left to right on the work menu. If you don't want them cooking over some other task later, just change the level of prioritization.

I keep tasks I might want to force a colonist to do on 4 (hauling for non-haulers, repair for emergencies). Any task that I want done generally is 3, jobs they are good at 2, and 1 is for firefighting or something else that needs to be done but I don't want to bother with.

If you don't want workers getting supplies from other sides of the base, limit the radius that the stove pulls from but they should pull from the closest stockpile first.

Thanks for the suggestions. I've tried out medieval in the past, and although it does get comfy, I don't like how cheap and powerful medieval armor is compared to devilstrand gear/power armor, plus medieval factions eventually become better-dressed tribals after a while.
Did they really sperg out over making a mod collection or did you actually re-pack all mods into a single one? Steam allows for mod collections that auto subscribe to linked mods, by the way.

Any mods that give DF full mouse support?
I cant get into Rimworld for the time being, maybe because I spent way too much time with it on a16 I burnt myself out. Here's hoping we get Z axis one day and I might start playan again

The interface is a meme, it's fine. You will learn keyboard controls in no time.

DF a shitty mess.

Rimworld is a superior product.

Both have their merits, personally I enjoyed DF more, but I've had a lot of good times with rimworld.
However I just answered that guy's question, no need to be defensive.

Dev really has to make some kind of character creator.
Man, it's really shitty that you have to rely on mods just to enact your self-inserts or want to make a specific drug-addicted character, etc.

Might be his autistic views on 'letting a story take shape', but since there's a dandy spammable randomize button right there, customizable characters are essentially there, you'll just be spamming a button for 20mins to get them. He should either double down and remove the easy reroll or cut the shit and make full customization vanilla.

IDK what's with the dev, man.
Prepare Carefully is one of the top mods for a reason.. and I don't know anyone who hasn't wanted to customize their colonists even on at least 1 playthrough.

Then again, all colonists die anyway

Rimworld is a boring snoozefest. It was painful how shallow it was and how there are so many obvious small changes that would make the game infinitely better like increasing the population. All of these things just made want to go play DF instead.


1. It already has it, I don't know why people keep asking this.
2. Why would you want to use it? Keyboard commands are superior.

I agree, tynan should go all out enabling your brand of cancer. Water mechanics, support for larger maps and or population that don't fry your motherboard or actual endgame gameplay are not even worth mentioning anymore.


The amount of micromanagement is probably the worst thing about it. I mean how difficult is it to implement some sort of script logic that allows for stacking of items in a say 40 tile radius? Supposedly he fixed it five odd times already and yet you'll constantly see a fag pick up five berries, trek across the map and then go right back to pick up fifteen more berries that were a spit away. And god forbid that he should be able to pick up two different types of item for hauling.

the first time i tried this game i spend like an hour trying to have a colony start that wasnt full of retarded fags and trannys. there were so many shit characters i was even considering allowing some degree of racemixing to avoid dealing with another depressed tranny drug addict.

And so it begins.

At least your only white male wasn't nospeak with expert level of animals.
He still is unable to tame anything. Minus fucking turkey.
The rest is are niggers.
One is master farmer and second is master scientist.
It's ridiculous.

I personally want to make attacks on other groups colonies until only my faction will remain, z-levels and maybe character creator wouldn't be that bad.
All characters will bite the dust anyway.

Not same user.
1. I didn't saw instructions to set this anywhere.
2. Some people are unable to play games without mouse.
Only DF and one MUD I played were too much for me.

this guy lies on the internet

you'll nothing in a very very long time, DF is literally unplayable

it's not a game, it's a full-time job and it requires a year of training to do begin to grasp the basic concepts

There's no tranny trait m8, only fags. Irregular pronouns in the backstories is an old issue. Although I think there was one backer-entered tranny, but you can edit them out of the files. Does anyone know the name of that pawn?

...

I just want to have the prepare carefully mod.
Its a pain in the ass to roll random characters every time.
I also want my Loli, incest scenario harem going

Could you be any more of a brainlet pleb? I'm casual as fuck and an hour playing and looking at a tutorial was all I needed. The UI is really bad though, that's not a lie.

Sorry if I'm being a sperg but what is DF

Piss off, newfag.

Holy fuck.

the types of people enjoying rimworld, ladies and gentlemen

I play both faggot.
Its possible to enjoy two games that provided similar experiences.

its also possible to enjoy eating both bisquits and shit, whats your point

also

embarked with a pawn that had level 13 in animals, so by the time the first raider attacked I had a small squad of boars ready
my colonists managed to soften her up despite their shit combat skills, and the boar killed her in one attack

I like how you ignore the fact I have a dug out tower with a river to surround said tower in water, with a drainage into the cavers.

I am showing you fort building your plebian ability can never hope to accomplish but instead like all scrubs in DF you're hung up on asci/tileset/modpack instead of the talent you cannot possess.

I feel sorry for faggots like you instead of actually enjoying the game you simply use it to prop up what little ego you have left after life has worn you down to a superficial little scrub.

To ensure that you understand that you are a flea in the the presence of a god let me show you my latest fort that was ended prematurely by a goblin death glitch where my game crashes when a certain goblin dies.

These are multiple towers, dug out of the bare earth, interconnected with towers for specific roles, crafting, forging, military, farming and social.
Planned like my other fort to be dug down to the caverns using the nearby river to flood the map to surround said towers with water, with a draining mechanism that leads into the cavern below.
I was planning on possibly doing this all the way to the magma sea.

Bask in my superiority.

Gee howdy, that's some kind of faggotry you're trying to pull there user.

Its not you stupid faggot, and if you look those are both two completely different forts.
You unskilled fags are sure are mad you can't be this good.

I prefer the loli-futa cannibalism harem.

Sex mods usually require questionable 3rd party sites, so I try to keep the lewdness created by steam mods.
They have a polygammy bed.

Also Cannibalism is the best.

>turrent

Turrent shoots at you illegal copyrighted material obtained through illegal ways, and kills copyright lawmakers.

...

For U

I liked it more than DF.
There's a reason I stopped playing DF - it becomes unmanagable. It's also ugly to look at.


Pawns are Capable fixes 99% of all character problem. It replaces "INCAPABLE OF" with dislikes

I hereby dub thee Cock-Emperor, the greatest of all faggots!

So… did the fix the compatibility error of Humanoid Races and the breeding mod I don't remember which name it was?

...

Wait a sec, i recognize those eyes

It's also possible to be a flaming faggot and try to shame others for supposedly sucking cock.

Fix your own shit tastes before criticizing others.

she's kind of useless but only 88% difficulty to recruit
at least with the early game weapons you're not blowing off limbs so easily, so the people you capture are usable

WHERE IS THE UPDATE TYNAN
THE UNSTABLE VERSIONS BEEN OUT FOR A MONTH
FUCK YOU FUCK YOU FUCK YOU

...

It seems to me he handled the "DF IS SUPERIOR GUYZ!111" pretty well.

Sorry he made a rebuttal using actual vidya instead of

the unstable 18 is seems pretty stable for me
been playing hours and no crashes or weird performance issues

I know neogaf is gone but can you try a little harder?

Its not though, and if you looked its two diffrent forts, ones even in masterwork.
I swear you nigs are retarded.

That was quick cuckboy. Were you frantically refreshing the thread hoping someone cares?
You didn't even refute the point, go back to Holla Forums and start a transfat dwarf general so you can be among your kind.

pic related its me taking a shit on your terrible game. Toady is a virgin who cannot compare to our chad rimworld dev and who literally turned the frogs gay.

Just proving to me that you're a retard.
Check the IDs too you upset weeb, the person posting the forts is 3 days ago.

Your terribly upset people are discussing a game, bringing up DF as superior, which also has fags and even fag animals.
The other user nailed it on the head, you don't even play DF you just claim you do so can brag about being
You're a poser, like one of those gamer grills who buy zelda merchandise.

Did you even read my post you fucktard? Holy shit 10000% mad.

And I may be a gamer girl but I'm not a poser. I cosplay as NIER automata and yes I do buy videogame merchandise but that's simply because I enjoy my hobby. And I have disposable income, something that virgin unmarried dwarf fortress players can't really fathom and why they've never played rimworld long enough to know how completely different it is. They just can't afford it.

Post some tits, ass, pussy or a combo.
No one cares what you have to say you retarded new bitch.
You I don't have to provide proof of anything, you claimed a fort was the succession fort, its not.
On top of that you claimed TWO SEPERATE forts were the same one from the succession game.

Having read the last five posts while scrolling I've come to the conclusion that this thread is irredeemable cancer and everyone who has posted in it must be banned immediately. Including me.

Mods pls.

Animals have always been a chore to keep in my opinion. The recent updates made them much more viable as a food source but they're still a little less than ideal since hunting is so horrably easy its rare you're left without enough meat to feed your colonists unless toxic fallout hits, even then you can feed them non-lavish home grown meals.

Pawns get attached, the animal dies or gets butchered, pawns go apeshit. You get those poor scruffy puppies everyone loves who end up missing eyes, legs, everything and slowly limping after their masters and getting in the way of bullets.

Is milking/sheering really worth it? I for the most part haven't put effort into a real ranch like that.

You've revealed yourself, robot. Retreat to your cave of smegma and mountain dew bottles. Tyran's glorious chad aura repells you.

Shearing is pointless because leather is a thing, and milk would only be worth it if they gave you more milk for the effort.

So you going to post some pics or not, get on that Nier outfit.

wools though are really useful for insulated clothing
sometimes just making alpaca wool cowboy for everyone is enough to keep heat exhaustion away

Parkas are usually all I need unless they nerfed how much insulation they give.
I don't play desert maps often so I didn't know how well they worked for cooling.

I usually play on ice/tundra but I'm overdue for a hot jungle or absolute scorching desert play through. I'm guessing cowboy hats help with the heat? I like the little things in this game.
Have you tried swamps yet anons?

I feel compelled to post this

...

Wrong.

tits or gtfo

Good lord.

Swamps are disease dens.
The map


I'm an ass man myself so I would prefer ass.

I guess you could say I have thicc skin

That sounds like a terrible but fun time, at least now the malaria pills help other diseases. I'd like it if diseases became a bigger deal like disease infested rodents or avoidable clouds of misiama, corpses, etc. Stuff you could manage and quarantine that could spread and engulf your colony with a little neglect. Right now they feel really barebones.
A little virology would be great but I'd rather not ask too much from a backwards colony of tribals and space refugees.

true gamers have no gender bitch
nobody cares about the content of your undies so long as you can goombastomp and shoryuken coins outta brick blocks
there was absolutelly no need to reveal any kind personal info about your irl self in an user website
you are just begging for atention
you know the rules
TITS OR GTFO

...

bretty damn good
backup doctor
dedicated artist get
always getting something done
give her a minigun, it doesn't factor shooting skill into its forced miss radius; lv0 trigger-happy minigunner > lv20 normal minigunner
now she just needs to hit age of majority and have her stats ruined by her adult job

hmmmm

How in the fuck do miniguns work anyway? I swear to god I've missed every single shot with it given to a colonist who had 11 shooting skill and I'm TOLD you might hit more people if you shoot BEHIND them. Its fucking dumb, please explain.

Oh didn't realize Parka's make work slower. Again most maps I play on are cold ones so many times parkas are needed in areas that are -10/20 degrees during summer.

Parkas are outranked by a strong enough duster, let colonists run around inside most of the time and cold isn't too much of an issue unless you're fighting mechanoids or doing your initial construction. As long as you keep a fireplace and your food nearby you should be good for a while of survival.

however, combat parkas aren't bad if you have a dedicated hauler/murderer colonist who isn't doing much other work since it doesn't affect shooting skill and has more coverage meaning better armor.
I'm not sure if anyone else plays the medieval mod but you can put a hat+gloves+boots on a nudist colonist and they'll still be happily naked and considerably warmer, its a bit silly but the help is noticeable.

I can't remember exactly how minigun works, I suspect it's like grenades where your shot can go anywhere within two tiles of your target. Shooting skill isn't factored, so careful shooter is a major debuff and trigger-happy a major buff. You hit more people aiming behind because you have a higher chance of incidentally hitting someone between you and your target than you do of hitting what you're actually aiming at.
It's retarded, but it gives noskillz losers a use and can be extremely effective against funneled enemies.

Wool duster insulates better than a leather parka, I'm pretty sure. Never do parkas unless you absolutely can't into wool.

...

Yeah its better for bad shooters then it is for good ones, if you want a high acc quick firing gun use a lmg.

granite doors are a lifesaver
I'm at that sweet spot where the raiders are just strong enough to start leaving okay equipment behind
seems getting raided by pirates is better than tribals simply because you get firearms+grenades, and prisoners that aren't nearly impossible to recruit

Granite is great, I never embark without a source of it nearby.
Autodoors are worth it at the defensive lines because it saves some time.

(checked)
I always try to make sure to pick a map with granite and marble.

Goodbye frame rates. These people can’t fucking code.

Between firing delay and the delay of just getting all the shots off, LMG's RoF is too low, I find. Shots in general get wasted a lot, and watching an LMG fire at some dude who gets brained by someone else before the first LMG round reaches him feels real bad.
Heavy SMGs are where it's at, made me start moving my firing lines up to 18 tiles from my entrances. Best DPS in the game at short range, even better than charge rifles, and with very short firing delay. In the hands of an okay shot with a high quality heavy SMG, accuracy gets good enough that they're better than charge rifles even at max range.

When is this shit going to be finished?

Someday.
Even if they won't and they will give up, everyone will be able to write mods for it without any restraint.
Limited only by their code skills and creativity in making new things or upgrading existing ones.

explain why randy is easier

There is something very wrong with that description.

Perhaps she charged into your gunline to kill herself?

That's why you turn off animal follow and assign animals to a special animal zone. Heck, you can build a bunker and put a special zone in it and send anyone vulnerable there during a raid.

Does this game have a tutorial or does it just dump you in with no hand holding?

Both. You get crappy pop-ups that suggest what to do next and how to do it.

Is it good enough to play now or is it still barebones like Starsector?

It's now beta 18.
New features are listed here:
ludeon.com/blog/

On one hand, it's so close to being finished. On the other hand, that could still mean a year or more. I really want to try it since Take On Mars was so disappointing.

Can I turn my populace into cold machines later? I want to rule the land with my literal iron fist.

Yes, there are biotic parts.
I didn't got that far yet though.
I started playing as tribe.

Do I need to get new versions of Prepare Carefully, Mending and Miniaturization or will my files for 17 work in the new beta 18?

There's a lot of mods, you can find what you're looking for with those most of the time

Because it's actually random. The other two are not and will bring rape squads down on you periodically

Honestly I thought everyone dropped this and moved to Factorio.

How on Earth is Factorio in any way similar to Rimworld?

Anybody got some funny names on the world map? Mine isn't funny.

alpha 18 torrent where?

I once gave a minigun to an hunter and left him to hunt muffaloos.
After a couple of days, half the map was covered in blood. Hilarious.

...

disable plagues

Taste this shit is against God.

Last time I played it, it was plagued by low res pixelated assets.

This.

Hauling full (or near as possible) stacks should be a priority over the requirements of an individual crafting job. If you've got the room to store it they should first go and collect a stack, drop it off *then* start their job.

Funny how I ran a 26 dwarf-year colony on my second try eh user? Granted they didn't have clean water for 16 years cos I was stuck draining shitty pools and kept contaminating my artificial reservoir but they got there eventually.

Why not leave it in and execute it/farm it for organs on sight?

Mine into a fucking mountain 6x6 rooms minimum and smooth all the floors, other flooring is shit.

Milo is a psycho who keeps getting into fights and hospitalising the nerds so he's going over the top next raid.

Need to get my turret killing fields build.

One good way to fuck enemies up is to set up a (roofed for the 'In Darkness' negative modifier) hellroom outside of your main base for them to break into, fill it with scrap/chunks and sandbagged turrets, they're slowed and shot to ribbons and most of the time you only lose a turret or two before they try to flee, leave some bodies in there too if poss.

Just noticed 3 of my dogs have alcohol problems, might be an idea to keep animals out of food storage areas.

Well, I always thought Randy was a meme and people were joking about him being the best.
After a bunch of tries with cassandra "Oy vey, you mined 30 mineral? Heres 7 extra pirates with molotovs and snipers!" I gave it a try.

It's fucking amazing.
Only thing I don't like is the lack of caravans. I think I haven't had one in two years now.
Gonna have to set up that trading beacon shit, I guess.

I guess the Joker was right. The thing about chaos is that it's fair.

It makes me mad to think about how much I want a version of this game in 3D using just one of the more generic rendering engines available. Not only would you be able to have bases with more than one floor, you’d be able to freely roam the world rather than being limited to a single tile.

still shit / 10

I've never actually bothered playing on anything but Randy with permadeath.I just assumed the other difficulties would just be poorly done, and from what I've gathered from these threads, I was correct. I've been trying to get a friend to play on anything but Cassandra without permadeath, but he's to much of pussy. Anyways, good job trying best mode.

Randy can and will screw you since the game calculates raids based on perceived wealth; so say you just beat a throng of tribals or cleared some bugs and you're left with a bunch of jelly or expensive leather gear. Next raid and with randy that can be within days will be significantly bigger.

Also to the best of my knowledge vanilla game still doesn't account for repeated bullshit in a short amount of time. So enjoy blights followed by eclipses followed by plague followed by batteries exploding. Shit's still less stacked compared to the other two modes seeing they systematically raid as opposed to RNG

I remember that I had a map that had multiple cold snaps in a row almost, then a fallout event, then a massive raid that killed all my colonists. Nevertheless, Randy doesn't usually fuck you so hard that you can't deal with it somehow. From everything I've gathered, the other modes just get exponentially tougher over time, which seems dull and pointless to me in a game like this. I would rather have a bunch of bullshit thrown at me at one time than have it just ramp upwards continuously until it gets to a ludicrous point, but to each their own I suppose.

proper .18 torrent when?

I found a beta 18 torrent on igg games, I don't know if it's the stable version though.

Yeah, but you see, Randy so far throws A LOT OF SHIT my way, but it's never shit I can't handle.
The thing is that unlike Cassandra (that seems to purposedly break shit you really need to not fail right now) it just throws random shit at you that might or might not fuck you up. Randy doesn't care if it does.
I lost one person to hypothermia because I didn't micromanage temperature yet and another to Malaria because all my doctors got it and took turns healing each other.
Two survived when it was at 99%. The third didn't.
Shame, she started as a cute loli that seemed to always be doing wathever I was really needing at the time, almost considered rolling back for her, but this is permadeath.
The raids are also fair, I think. mostly tribals and low-weapons pirates so far. Sometimes they get better equipment, but there's less of them.

From my observations:

well shit I just realized that a chemfuel generator only needs 25 chemfuel to fill up fully, and runs for over six days
that's like one or two boomalope grazing

One Boomalope was enough to keep my generator going with plenty of excess chemfuel for mortar shells. It's kind of crazy how much they produce.

They all build up since it's the core design of your inevitable destination of being fucked. Your skills and stuff degrades, your fags accumulate scars that can't be removed without cheating and which serve only to screw with them, and your score keeps on rising even if you don't do anything. Days survived count.

The pace for one. But have you seen shit like "1.2 diseases" when embarking? Randy doesn't have nearly as many must fire events those two have which again translate to less stacked bullshit as long as you keep rolling good on your RNG table.

There's more then one part to it. You get a vaguely vanilla outlander faction, you get a ton of "outsider" creatures showing up now and then. Sometimes from thin air. And you get a religion/joy activity where you can sacrifice captives or colonists for maybe getting some shit. Cool all around but there's a ton of garbage that's there to break your colonists, elder star vampire iirc has something like -80 beauty even when dead.

The story teller is setup so events proc in sequence. Black cat incident followed by sour milk/food incident followed by blood rain followed by outsider invasion. Always outsider invasion.

I haven't done the math exactly but a constant generator like that in the early game helps much more than it initially seemed
it costs the same as a solar panel, but by putting out 1000w constantly you don't have to run so much of your energy through a battery and lose half of your generation
also one trip to drop off 25 chemfuel from a boomalope is far better than loading a wood generator with chopped wood, especially on an arid shrubland map

...

I've just discovered something there.
From: rimworldwiki.com/wiki/Raider
Ramp-Up Factors
Ramp-ups (i.e. sR and lR) are substantially more complicated than any of the other factors involved:
sR is always 1 until 21 days in; in which case 0.000514403335 is added to it every 5,000 ticks (83.33 secs) - or 1 every 162 days.
lR is always 1 until 42 days in; in which case 0.000231481492 is added to it every 5,000 ticks - or 1 every 360 days.
If a colonist gets downed or killed, 1 is subtracted from both sR and lR - but these aren't the new values; only part of the new values. sR and lR then get multiplied by certain values independently, based on how many colonists you have, with the table below showing all possible combinations as stated in the code (RimWorld.StoryWatcher_RampUp):

fuck pet monkeys
they're so small and weak that they'll get killed in a single bite by a predator before you have any time to react
now I get to deal with a -8 mood debuff for 20 days

I usually group pets into 3 groups and have areas for each:

Cute pic, what's his name?

Were you born an idiot or is this a self conscious decision? I'll grant you that reloading for hours on end to get that perfect outcome is taking it too far but so is bending over and giving up a session you invested hours if not days in simply because some algorithm decided to go big dick swinging on you. Let's talk pure rational math; this is a game where you can re accomplish a point, speaking in base or colonist development, if you throw enough time at it but why'd you want to repeat the same start up procedure, say getting a miner proficient enough so it doesn't take 30 minutes for a stack of steel or re-researching the same few technologies if you can avoid it? Why does some phrase some dipshit gaming journo pulled out of his ass holds that much power over you?

And the game fucks you over no matter what you do. Again, let's talk pure rational math; is it better to certainly lose 3(!) highly proficient pawns, their gear, their niche in the base and incur additional shit like lost friend moodlets for slightly easier rolls and the off chance that the RNG initiated incidents or raids will cause less damage? By that logic you might as well stay at tribal tech or periodically burn your own base and reduce your wealth instead of contesting raiders. And that's still not going to help you with the days survived factor

Now I can imagine some flak from bringing up DF but in that game, unreal, AIWars, SRrangers2, JA2 or whatever enemy factions have limited and real numbers. They may be in the hundreds or even tens of thousands but if you're capable enough you can and will bleed them down to size. RW on the other hand creates enemies from thin air and their numbers are based solely on the ever increasing score you can't play like you would in say X-Com.

That's a man, right?

Nononono
I didn't say let them die!
Just having them go down is enough aparently.
And this happens a lot for many reasons. Sickness, random tantrums, drugs, operations, manhunters.
Really, this is what kept fucking me over. I never acepted someone going down unless it was a superficial wound.
The result? After a while, I get 80 tribals overrunning me because as far as the game can see, I've got some immortal motherfuckers living in my base and they can handle it.
Similar to losing a soldier that had 9 in Shooting. Big whoop, let him go, build a nice sarcophagus for him.
Of course I'd reload if my 20 skill sniper died.

I'm not talking about reloading in case all your base suddendly becomes !!!FIRE!!!.
I'm talking about constantly reloading and never allowing your pawns to go down. That's what I did wrong.
It's the first game I've played that actually fucks over the player for savescumming and it does it in a strange way: Rimworld is a game about imperfect pawns living in imperfect bases dealing with imperfect situations. Shit happens all the time and you gotta deal with that shit. If you simply re-roll everything so that everything is handledly perfectly, the game will counter that with the raids. If you accept that sometimes, shit doesn't go your way but you can fix it overtime again, raids don't spawn 80 dildo-wielding niggers to ravage your anus.

Shit, this might be the first game with perma-death that I actually like.

(hoil hortler)
Not sure. I just like the dress, it's cute.
Posted it because to the right of that pretty ass there's a serious block of autism and I care about other user's eyes.

Would having a couple of whipping boys run thru a steel trap filled corridor every so often would accomplish the same? You sure it's simply a (((raid cleared))) score?

That's PRECISELY where it helps!
One colonist trips, falls on his head and gets downed, waiting for medical attention.
You've effectively rolled back the "days survived" statistic half a year on the short term factor and a whole year (!) on the long term one. Possibly more if you have less than 10 colonists!
This is huge. It means bases that are doing well where noone goes down and works efficiently 24/7 actually have to deal with large raids that test their defenses and martial prowess, where bases where malaria is a local hobby and mental break: berzek is a national sport people are constantly going down and the game decides you don't need extra agression from raiders. It's adapting the dificulty of the game based on how well you're doing and I never realized this.
It's one of the little things I love in games, dificulty that adapts to the player.


That's what I'm wondering too. Does it apply only during raids? Or all the time?
From my experience, it seems it works all the time, but I don't have the source code to tell.
And user, that sounds sadistic as fuck. I'm doing it..

Note however the formula on the page I linked. Even then, if you're sitting on 2 years wort of meals and 5000 silver, some pirate lord will look at your base and say "hey gibs me dat".
It's like IRL: the first step to become filth rich is to get some muscle to protect your wealth. Then second is blowing it on stupid shit so the IRS can't take it from you.

Ensuring that your Yuri Republic has enough action going is anything but sadistic. Hell, it's probably mandatory if you're playing with rimjobworld. What you're implying though is recruiting (and bullying) for the sole purpose of sacrificing to appease Nuffle.

IF' you're sitting on that. If you have them just lying in a bricked up cave >30 feet away from your home zone then technically that's not counted against your base wealth.

did I fuck up?

Try the dynomod if you're looking for that. Tropical is mostly about not getting snow and getting fucked by malaria.

Tropical Forest is low-key easy mode.
Everyone seems to suggest temperate is easiest, but I disagree. Jungle has a year-round growing season, so not only can you farm without spending power on sunlamps, but you always have wild herbivores on the map to hunt. And because there are always wild herbivores, you never have the temperate forest problem of predators with nothing left to hunt but colonists. There even seems to be fewer predators in the jungle than temperate, that I've seen; mostly just panthers, compared to temperate's wolves, bear, and cougars.
The only hard parts are the heat, but well-dressed colonists won't die and a few extra A/C units isn't a big deal, and diseases, which could pose some issue.

I don't think any forest or even lush is easy mode. Sure, you've got wood in excess but all I see is one mother of a fire hazard. Also easy cover for approaching raiders.

Pretty sure you can get year-round temperates, or at least 50/60-day grow periods. Not that it matters. Food is never an issue for non-tribals in any biome besides ice sheet/sea ice if you just go out of your way to hunt the herds of large herbivores that always start on your map and stay there until it gets too cold. Unbutchered animal corpses don't even add to your value, so there's absolute no downside to keeping an extra double muffalo in your freezer.
I'll take mandatory extra hunting/roofed crops in cold climates over diseases any day. The lesser ones make colonists stressed or bed-ridden, being much less useful than usual, or threaten death (plague). Raids get monumentally harder when your colonists' movement and consciousness are fucked by disease.
Only time I play tropics is with tribals when I want to suffer.

Take it this way - if you use the wood for anything it's a death trap once every 1/2 enemy starts packing fire weapons and if you don't that's still decent cover for them. And don't tell me you pave over that big a chunk of the 300x300.

this is Holla Forums, newfag, go back to reddit

are you lost or something?

small guy detected
I never use wood except for temporary structures, but I don't need to pave anything but the funnel of my compound once it's walled in stone, and paving the funnel is doubly useful for denying cover to enemies. Siegers build their own superior sandbags, and mechanoid ships get shelled on sight, so really the only time an enemy could use tree cover is if I didn't have mortars yet and had to take out sappers on foot, which is too niche an occurrence to really plan around.

What if they brought friends? Was getting caught in the brush part of your plan?

How good are mortars?
I've never used them before because you couldn't produce the shells and now that you do I keep forgetting to do it.
I hear people assemble "mortar batteries".
Is one mortar that weak or just innacurate?
I'm thinking of minimizing and optimizing mortar numbers. Would 4 mortars be enough to down a 15 pirate raid?
Assume I got some 6 dudes with rifles at the gates. That would mean I'd only have to take down 8 guys before they fled. Can the 4 mortars take down… 4 or 5 before they reach the gates?
How many mortars is enough mortars?
**I'm getting the urge to start over, make the Boomers base and everyone simply uses mortars, shelling the living crap out of anything.

Is it viable to play this with just one human character? I wouldn't mind having lots of robot slaves but I want to be able to do Mad Scientist vs The World kind of thing.

Since a17 people can treat their own wounds so that takes care of the most grisly bit.
Then again, there's medbots out there.

It's also very possible and actually recomended. It keeps raids size down, you need less food (thus, less item value so raids are even further down) and bots only "eat" energy: slap a geothermal generator and you get bots for days.
I'd recomend getting a mod for more sentries though. Haven't found one for killer bots yet though.

Great, if they hit.

Inaccurate.

Yes. If they can hit. Might not, though.

Possibly. It's a gamble. Don't rely on mortars.

Ten mortars will all but guarantee a hit.

So apparently cannibals really like wearing the skins of the dead! Each article of clothing gives them a mood boost and they stack, of course.

Had to make a separate freezer for the pirate/tribal bodies I accumulate and make a restricted zone only cannibals can enter.

At least the
doesn't stack so you can cut up 20 guys for parts and delicious flesh and it doesn't cause everyone to constantly flip their shit for days on end.

does anybody have a download link?

I also think there should be some sort of hardening function, if you're battling bandits and starvation for months or years I dont think you'd give a rats ass about some dead tribal junkie on your outpost border. Or if you had to eat him to surive.

this fucking game

wait could you just beat the shit out of 1 colonist repeatedly to farm the down tick? like get one shitter no one likes and grind medicine/ melee combat while making raids basically become a non issue?

Mortars are OP when massed, especially with A17's changes. Fortunately shell cost is being increased with 18 (though you also don't need to build different types of mortars now, only different types of shells).
I used to think they were a little too effective once I built 3, then I built 8 or 9 (one for each colonist) and proceeded to break a ~80-man tribal raid in one volley.
Pic unrelated, it's how effective one good 3-mortar volley can be. I find 3 to be magic number in assuring you don't get too fucked by RNG.

It would be cool in general if this game had some kind of a moral/ethics stat which determines how the character reacts to certain ways of treating people/animals, and "softness" stat which determines how much of a pussy the character is about things like wearing enemies' clothing or having a nice bedroom.

Maybe it could alter over time, so if you have a really shitty colony for a long time, they'd become more hard and get less debuffs for stupid things, and a greater mood boost for things like fine meals.

resisting the urge to attack…

Do they all become enraged if you attack a single animal in a herd migration?

Yes.

Here's what I do:

not shelling the shit out of them?

Sad!

I made a good call not buying this game. Devs never fucking listen to what you want. More wasted potential, like Minecraft. This reminds me of the Wolves update. I just wanted an autistic indie game that I could play for eternity, is that so much to ask?

Factorio and Rimworld satisfy similar autismo itches, and are both appealing to people looking for good games that aren't AAA bullshit. There's a lot of overlap between the playerbases.

Does anyone know of any mods for the R18 release? Have any even come out yet?

poopie shit

Yeah, the mod where you slobber all over my fucking wang.

Gee user, I don't know.

The rate that people turn up seems to have dropped off since the last time I played this.

whenever i play Rimworld or DF i just wish there was an AI or someone telling me what to do next. I get the basics of survival going and then lose interest. maybe I'm not creative enough.

got me wondering, are there colony games that have you as colonist and not citybuilding god?
wait

Why does this game hurt so much?

boy am I glad Tynan never fucking listens to actual retards

yes.

Because you suck?


Water management and adventure mode would be nice. Implementing the sidearms mod, hygiene or the mending one wouldn't hurt either.

found where you fucked up

This is the Rimworld thread, you want the Dwarf Fortress thread next doors. Common mistake really, don't worry. People look at Rimworld and think "Holy fuck! Toady has finnaly made a decent HUD!" and then they get a bit letdown.

But on the upside, you did found a very fun game about building your own colony with dynamic difficulty where you can do a lot more with your colonists than navigating a long winded menu to program (read: abuse) the militiary routine, set up an hospital that does everything automatically without any option from you and half of the game is readying a lot of flavour text so the little blinks during fights make sense.

I’m waiting for the big one; just 14 species doesn’t suit me (this after adding the Holocene megafauna as well as new species of boomalope–foamalope, EMPalope, poofalope, etc.)
ludeon.com/forums/index.php?topic=30650.0

Shelling means a greater likelihood of destroying the whole body of a dead one.

Uh huh. It’s almost as though the dev could have, you know, built the game around multithreading FROM THE FUCKING BEGINNING, YOU GODDAMN LUNATIC. And how are z levels supposed to be hard to add?

I DO like the idea of an adventure mode, but the whole game would have to be rebuilt.

He doesn't think that and you know it. You are just looking for flimsy reasons to attack him for pointing out genuine flaws in a game you are emotionally invested in.

Unity did not support multithreading until pretty recently.

Unity has shit performance on average (per game) as it is. Rimworld gets shit performance much of the time due to the amount of shit going on, plus I'm sure other shit gets in the way, though from what I've played recently, it either got better or I got more patient. In any case adding more layers, even just one, would likely drop performance.

The game struggles with a single layer and you want several ones loaded at all times piled on top of each other.
Layers that affect each other as well (holes in the top layer are canals in the bottom one) when we don't even have proper liquids working yet.
Layers that require extra effort for pathfinding as well.
Layers that will make game balance far harder once you can ensure that there's a single way into your base if enemies can't dig, and if they can there's no defense to be built.

Hey, if it's so easy why don't you make your own Rimworld with z-levels, hookers and blackjack? :^)

And if he had multithreading and fixed the memory leaks, we wouldn’t have that problem.
Holy fucking christ, get an argument.

Reminder that Tynan wrote a book on how to design video games.

the argument that rimworld is better than dwarf fortress is the same argument that skyrim is better than morrowind. skyrim compared to morrowind is dumbed down and simplified while having less gameplay in the same way

I just like it because it's not fantasy, and I don't have to play as dwarfs. Mods for DF are pretty shit most of the time and I'm tired of those stocky shits.

Not on his hands, blame Unity.

:)


optimizing code != designing videogames.
Wether he is a good coder or not has very little to do with the way he designed the game, specifically the many gameplay options and the dynamic difficulty. Some people actually have a pretty good idea on how to design something but they don't know how to actually do it themselves.
You can disagree with me the moment you explain why every architect must know how to lay bricks and mix concrete to design a building.


It's a dumb argument for sure, but that's an unfair comparison.
Skyrim has a terrible UI that's actually far worse than Morrowind and features much less player interaction with the world as well.

Dwarf Fortress and Rimworld are simply different games for different players and while Rimworld is much more streamlined in terms of content, you can't deny the HUD is far better and the medical system is more interesting because, despite having much less details than Dwarf Fortress, you the player can do far more things with it.

Rimworld isn't a simplified Dwarf Fortress, it's a steamlined version that knows exactly what it wants to do and appeals to a different player base, which is quite smart by Tynan.
Some autists really care about what kind of rock their base is made out of, while some people just care that it looks the same shade of grey, so naturally some people will love the 50+ types of rocks that Dwarf Fortress has while some people are happy with just Slate, Granite and whatever other few there are.

It's called Dwarf Fortress

...

At least Rimworld knows what a mouse is.

AHAHAHAHAHAHAHAHAHAHAHAHAH

If you don't know the most basic and foundational elements of your chosen trade I'm sure as shit not going to be the one who wants you designing my home.


Mouse is shit for that game anyway, you would know that if you'd played it.

I miss the old days.

I don’t care about the context, that statement is always wrong.

He's chosen trade isn't coding and optimizing your code with multithread is not "basic" or a "foundational element".

It helps a lot with designations, especially mining.
And you'd know mouse support is pretty great if controlling armies in DF wasn't about moving your cursor with arrow keys and spamming X.
Battles in Rimworld are actually fun to watch and play through instead of being log generators for you to read later if you want.


You and me pal. But you can't hold on to the past, the people that knew the inside jokes you used to tell are not gonna be around forever and the new ones are not gonna apreciate them when they have their new ones. You either change like everyone else or you fade as well.

Controlling armies in DF is training up your military, armoring your military, and telling them to go kill things and stand in the general vicinity of a place. Other than that, dorfs do what the fuck they want. That's part of the !!fun!!.

Dwarf fortress has many factions with their own set of laws, diplomacy symbols, gods worshipped, relics, historical figures… etc etc and you can interact with that and see that play a part in your game and you're saying that dwarf fortress has less player interaction with the world?


it's not about the pure complexity, it's about the depth that the game provides

Then you don't care about reality and I don't care about your wrong opinion.


He's making a fucking video game, he may not himself be a "coder" but if he is going to write a fucking book on designing things dictated by code then yes he should know some fucking code. I can't believe this is a contentious statement to you.

I never said it was, but you yourself stated that the game already struggles. Good performance is in fact a basic and foundational element.

4u

Try pressing the S key genius. You area also ignoring the entire peace side aspect of military in dorf fort.

Again, 4u. I will never tire of seeing little g's get propelled across a room into a wall.

DF has a short, fat lesbian queen.

Does Rimworld have short, fat lesbian queens?

Thought not.

(This is now a DF thread. Post screenshots)

FUCK YOU

The goblin maceman blocks The spinning spiked copper ball with the ({copper shield})!
The goblin maceman bats The spinning spiked copper ball aside with the ({copper morningstar})!
The goblin maceman jumps away from The spinning spiked copper ball!
The spinning spiked copper ball misses the goblin maceman!
The spiked copper ball strikes the goblin maceman in the head, tearing the muscle and fracturing the skull through the x({moose leather hood})x!
A tendon in the skull has been torn!
The force pulls the neck, tearing apart the muscle and tearing apart the upper spine's nervous tissue!
An artery has been opened by the attack!
A tendon in the upper spine has been torn!
The goblin maceman bats The spinning spiked copper ball aside with the ({copper morningstar})!
The spinning spiked copper ball misses the goblin maceman!
The spiked copper ball strikes the goblin maceman in the lower body, bruising the muscle and bruising the guts through the x({troll fur cloak})x!
The -spiked copper ball- strikes the goblin maceman in the left upper leg, chipping the bone through the X({troll fur cloak})X!
The force twists the left hip and the part splits in gore!
A ligament has been torn and a tendon has been torn!
The -spiked copper ball- strikes the goblin maceman in the right upper leg, chipping the bone through the XX({troll fur cloak})XX!
The force pulls the right hip and the part splits in gore!
A ligament has been torn and a tendon has been torn!
The goblin maceman blocks The spinning -spiked copper ball- with the ({copper shield})!
The -spiked copper ball- strikes the goblin maceman in the neck, bruising the muscle and fracturing the upper spine's bone and bruising the nervous tissue through the XX({troll fur cloak})XX!
The XX({troll fur cloak})XX is ripped to shreds!
The -spiked copper ball- strikes the goblin maceman in the lower body, bruising the muscle and bruising the stomach through the x({copper chain leggings})x!
The -spiked copper ball- strikes the goblin maceman in the lower body, bruising the muscle and bruising the guts through the X({copper chain leggings})X!
The goblin maceman looks sick!
The *spiked copper ball* strikes the goblin maceman in the right upper leg, fracturing the bone through the X({copper chain leggings})X!
The force pulls the right hip, tearing apart the muscle and bruising the bone and tearing apart the muscle and bruising the bone!
A ligament has been torn and a tendon has been torn!
The *spiked copper ball* strikes the goblin maceman in the head, tearing the muscle, fracturing the skull and bruising the brain through the X({moose leather hood})X!
A tendon in the skull has been torn!
The goblin maceman has been stunned!
The goblin maceman has been knocked unconscious!

A lot of that sounds exactly like Rimworld, especially the armoring and stand near a place, but overall it seems far more streamlined than Rimworld, where you can directly choose the clothing and weapons of someone, change them on the fly and tell them not only to move to a specific point but also to target a specific mob and even to switch between ranged to melee combat as well.


How can you interact with that? By building temples that worship whatever god a Dwarf wants to, that all end up looking alike because it doesn't matter, all gods work the same?
Because all that shit seems a load of procedurally generated FLUFF TEXT that does nothing other than spawn dudes with higher stats than others.

Do I seriously need to go dig in the wiki again and give you the two rock types that are exactly the same except one melts 10º sooner than the other?
Because Dwarf Fortress has a lot of depth compared to many other games, that's true, but there's also a lot of filler content for the sake of having content there, like the many different types of rocks and wood that don't actually differ that much.

Play dorf fort then you don't have to say it "seems" like anything. You will know you are incorrect.

NO, SERIOUSLY, JUST FUCK YOU

The spiked copper ball strikes the goblin bowman in the right upper leg, chipping the bone through the x({troll fur cloak})x!
A tendon has been torn!
The force bends the right hip, tearing apart the muscle and bruising the bone and tearing apart the muscle and bruising the bone!
A ligament has been torn and a tendon has been torn!
The spiked copper ball strikes the goblin bowman in the left upper leg, chipping the bone through the X({troll fur cloak})X!
A tendon has been torn!
The force pulls the left hip, tearing apart the muscle and bruising the bone and tearing apart the muscle and bruising the bone!
A ligament has been torn and a tendon has been torn!
The goblin bowman jumps away from The spinning spiked copper ball!
The spinning spiked copper ball misses the goblin bowman!
The spiked copper ball strikes the goblin bowman in the right lower leg, tearing the muscle through the XX({draltha leather leggings})XX!
The spiked copper ball strikes the goblin bowman in the left upper leg, fracturing the bone through the XX({troll fur cloak})XX!
A tendon has been torn!
The XX({draltha leather leggings})XX breaks!
The XX({cave spider silk trousers})XX is ripped to shreds!
The XX({troll fur robe})XX is ripped to shreds!
The force bends the left hip and the part splits in gore!
A ligament has been torn and a tendon has been torn!
The spinning spiked copper ball misses the goblin bowman!
The spiked copper ball strikes the goblin bowman in the lower body, tearing the muscle and bruising the guts through the XX({troll fur cloak})XX!
The XX({troll fur cloak})XX is ripped to shreds!
The XX({giant cave spider silk tunic})XX is ripped to shreds!
The spiked copper ball strikes the goblin bowman in the upper lip and the injured part is cloven asunder!
The force twists the head, tearing apart the muscle!
An artery has been opened by the attack!
A tendon in the skull has been torn!
The -spiked copper ball- strikes the goblin bowman in the right lower arm, fracturing the bone!
Many nerves have been severed, a ligament has been torn and a tendon has been torn!
The -spiked copper ball- strikes the goblin bowman in the neck, tearing the muscle and fracturing the upper spine's bone and bruising the nervous tissue!
A tendon in the upper spine has been torn!
The -spiked copper ball- strikes the goblin bowman in the upper body, tearing the muscle and bruising the right lung through the X({®copper breastplate¯})X!
The -spiked copper ball- strikes the goblin bowman in the right upper leg, fracturing the bone!
A tendon has been torn!
The force pulls the right hip, tearing apart the muscle and bruising the bone and tearing apart the muscle and bruising the bone!
A ligament has been torn and a tendon has been torn!
The -spiked copper ball- strikes the goblin bowman in the right upper leg and the injured part is cloven asunder!
An artery has been opened by the attack, a sensory nerve has been severed and a tendon has been torn!
The force pulls the right hip and the part splits in gore!
A ligament has been torn and a tendon has been torn!

jej

but you >

I actually fully acknowledged when I mentioned abusing it. Idle military is only good to farm skills in order to buff stats because that's how the game works and that's the only use you have for a rotating army.

Like I said, it's 2 games for 2 different playerbases. But everytime Rimworld is brought up, it's apparently wrong to like a game that actually knows what it wants to be and streamlines it's content to serve it's purpose, instead of bloating it's purpose to serve the content that is being crammed in it.

The -spiked copper ball- strikes the goblin bowman in the lower body, tearing the muscle and bruising the guts through the x({deer leather loincloth})x!
The *spiked copper ball* strikes the goblin bowman in the throat and the injured part is cloven asunder!
A major artery has been opened by the attack!
The force pulls the neck, tearing apart the muscle and tearing apart the upper spine's nervous tissue!
An artery has been opened by the attack!
A tendon in the upper spine has been torn!
The *spiked copper ball* strikes the goblin bowman in the right upper leg, shattering the bone!
A tendon has been torn!
The *spiked copper ball* strikes the goblin bowman in the lower body, tearing the muscle and bruising the spleen through the XX({®copper breastplate¯})XX!
The XX({®copper breastplate¯})XX breaks!
The +spiked copper ball+ strikes the goblin bowman in the left lower leg, chipping the bone!
A ligament has been torn and a tendon has been torn!
The force bends the left knee and the part splits in gore!
A ligament has been torn and a tendon has been torn!
The +spiked copper ball+ strikes the goblin bowman in the upper body, tearing the muscle and bruising the left lung!
An artery has been opened by the attack!
The goblin bowman is having trouble breathing!
The +spiked copper ball+ strikes the goblin bowman in the head, tearing the muscle and fracturing the skull through the x({giant cave toad leather hood})x!
A tendon in the skull has been torn!
The force twists the neck, tearing apart the muscle and tearing apart the upper spine's nervous tissue!
An artery has been opened by the attack!
A tendon in the upper spine has been torn!
The *spiked copper ball* strikes the goblin bowman in the left lower leg, fracturing the bone and shattering the left knee's bone!
A ligament has been torn and a tendon has been torn!
The force twists the left knee, shattering the bone and shattering the bone!
A ligament has been torn and a tendon has been torn!
The *spiked copper ball* strikes the goblin bowman in the right upper leg, shattering the bone!
A tendon has been torn!
The force pulls the right hip, tearing apart the muscle and bruising the bone and tearing apart the muscle and bruising the bone!
A ligament has been torn and a tendon has been torn!
The *spiked copper ball* strikes the goblin bowman in the lower body, tearing the muscle and bruising the guts!
The -spiked copper ball- strikes the goblin bowman in the lower body, tearing apart the muscle and spilling her stinking guts!
The -spiked copper ball- strikes the goblin bowman in the upper body, tearing the muscle and shattering the left floating ribs!
The -spiked copper ball- strikes the goblin bowman in the upper body, tearing the muscle and bruising the right lung!
The goblin bowman is having more trouble breathing!
The *spiked copper ball* strikes the goblin bowman in the right lower leg, chipping the bone and shattering the right knee's bone!
An artery has been opened by the attack, a ligament has been torn and a tendon has been torn!
The force bends the right knee, shattering the bone and shattering the bone!
A ligament has been torn and a tendon has been torn!
The *spiked copper ball* strikes the goblin bowman in the right hand, fracturing the bone through the x({giant cave spider silk right glove})x!
An artery has been opened by the attack, a ligament has been torn and a tendon has been torn!
The force twists the right wrist and the part splits in gore!
A ligament has been torn and a tendon has been torn!
The *spiked copper ball* strikes the goblin bowman in the right upper arm, fracturing the bone!
A tendon has been torn!
The force pulls the right shoulder, tearing apart the muscle and bruising the bone and tearing apart the muscle and bruising the bone!
A ligament has been torn and a tendon has been torn!
The goblin bowman loses hold of the ({copper bow}).
The goblin bowman falls over.
The goblin bowman passes out from exhaustion.

do you know about a thing called adventurer mode?

There you go putting words in my mouth. Not even gonna read the rest.

How am I incorrect? You can select an army and mash X to have them congregate near an area, at which point they'll maybe attack enemies nearby. You also set up patrols and have them use cover, but you can do all of this in Rimworld as well and even more since there's mouse input for fine control of your pawns, something DF isn't capable of.
Of course DF will need cruder and simpler controls to handle the military and of course that a natural consequence of that is that you'll never bypass the menu autism to setup a squad nor be able to select a specific dwarf and tell him to go to a specific tile or atack a specific enemy in a specific way. Something Rimworld can do because it's combat is not as streamlined, it's even the focus of it.

Look at the wall of text the game generates for you to read after the trap acted! It's almost like those 0-player RPGs that generates text about the very cool and awesome adventures the non-rendered hero is totally going through! So fun!
If I wanted to read a book, I'd read a book, faggot.

Seriously, this is just embarrassing at this point, and you should probably just kill yourself before you decide to shill for shit on Holla Forums again

Contentless, purposeless, directionless, severely incomplete with NPC's acting like aspies and without being able to impact the world in a meaningfull way besides "You killed Big Bad Creature! 9945 more to go!"

You could play Dungeon Crawl Stone Soup for an equally broken mess that at least tries to be fun, coherent, have actual content and above all be a game.


Why not? Don't DF players enjoy reading walls of text? Or should I repackage my post with a graphics pack? :^)

The RTS fags would have a field day with you.
Somehow, DF is LESS deep than fucking starcraft.

All you are saying with this post is that you have shit taste and don't even know much about the games you are attempting to criticize. The reason I and others can make such relevant criticisms of Rimworld is because we actually played it. I even like it for what it is, what gets me is dumb niggers like you who have no conception of a complex game because they only play games like Rimworld and Gnomoria and consider themselves experts on the genre.


No, we like content with depth and meaning.

Nigga you're just embarrassing yourself with posts like this. Try and have some sort of posting standard.

Wow I sure hate details, why can't they simplify it for me so I only have to deal with generoc metals generic rocks amd generic wood!
Why not have every tree produce a generic fruit and lets only have hammers and swords because really every weapon only either bashes or cuts things right?

Seriously kill yourself, that's the dumbest complaint I've seen.

Because the DF thread is a bore where there's nothing to discuss, so you hop to the thread that's actually active to validate your choice of game.

DF is not complex. There's a fuck ton of RNG for terrain, factions, historical figures and after that it's knowing how to grind stats by abusing traps, rotating your army and the hardcoded values for each material that you can only know from reading the RAWs since those values never show up in game.
Dwarf Fortress is a puddle. Very, very wide, but also very shallow.


Come the fuck on, you're telling me the grand tactical genius of DF is A-Move with your army, any RTS fan would laugh at you with that shit.


Necromancy starts by reading a tablet you loot of a tower. Woop de fucking do, considering all it takes is looking at it once to be a fully fledged necromancer.
Also great addition to the game to the point that "mulching" had to be added.

Being worth 10 units more than other wood or one looking brown and the other looking grey is what you consider deph, uh?


Here's these two:
dwarffortresswiki.org/index.php/v0.34:Selenite
dwarffortresswiki.org/index.php/v0.34:Satinspar
as well as these two:
dwarffortresswiki.org/index.php/v0.34:Stibnite
dwarffortresswiki.org/index.php/v0.34:Realgar

Each pair is exactly the same fucking shit, except for their boiling point. They can be used for the exact same things, found in under the exact same circustances.
I'd even call them a recolor of each other, except the first two are even of the same color!
So why don't you can it with your "muh massive depth" argument when DF is nothing but large amounts of padding so your RNG can pretend it shat out something different this time or so the long walls of text you call "lore" have variations in their text?

Each post you make demonstrates how little you know about DF more and more.

Each post you make that gives even less info than what I post does the same for you.
Each post you make in a Rimworld thread instead of the DF thread shows that you care more about criticizing Rimworld than talking about DF. The game you supposely prefer.
Had you faggots been this critical about the game you love instead of being critical for the sake of shitposting, maybe your game would use more than one core, support a better HUD and mouse input or at the very least not require Dwarf Therapist past 20 dwarves.
But you won't, you'll take it all for the memes and because "muh gatekeeping interface" and you end up with the game that DF is even after all these years.

Meanwhile Tynan listens to criticism, rebalances the game, adds content suggested by the community and even incorporates popular mods, because the Rimworld community won't just stand for bullshit that was added and then re-worked in the past.

You know, the sad thing is I remenber playing that shitty Armok game in third person that was the pre-cursor to DF and checking back every month or so, hoping that one day Adventurer mode would come near that, filling it with more content. And yet the game stagnanted, it's meme-worthy only, gets stale even faster than Rimworld and it's playerbase defends everything single thing about it because they are more worried about keeping their secret club than seeing the game evolve.

For fuck's sake, user. Read this: dwarffortresswiki.org/index.php/v0.34:Attribute
A fuckton of atributes barely changes anything, some not even having an effect. And for the most part, they can basically boil down to "+3 to Masonry".
The only thing "deep and complex" about this is that training skills improves their respective atribute, which gives a bonus to every other related skill and the only notable thing you can do with this shit is abuse the military to rotate dwarves so their weapon skills boost their atributes so they perform better as civilians and vice versa so your soldiers hit extra hard because they spent a few months carving bones.

Meanwhile there's Elona where the same very thing already exists but each stat matters far more for gameplay and there's Potential for stats and skills to stop you from autistic grinding and instead reward playing the game with the many ways to increase potential.
Do you understand what I'm trying to tell you? Some retarded japanese faggot on the other side of the world came up with a system that's not only more "complex", it's also better designed from a gameplay perspective.
And he was doing this when Dwarf Fortress only had 3 Atributes!

I ain't even gonna read all that shit nigga, I thought this was a Rimworld thread, not a fucking struggle session. Talk about Rimworld or make a new thread for your autism.

BWAHAHAHAHAH


I haven't checked in yet, but are the usual mods already updated to the new version?
Really not feeling like upgrading before the mandatory shit upgrades too, but since it doesn't seem to be that big an update, it shouldn't take long.

You seriously lack some imagination. And no, it wouldn't require nearly that much effort, just a decent dialogue/relations system you can directly influence and some more traveling events.