RimWorld The AI must be cheating with its shooting chances.


The AI must be cheating with its shooting chances.

Posted: 17 Jan 2018 03:26 PM PST

My early colony was raided today.

One of these raiders carried an awful (42%) revolver. He had a shooting skill of 1, and an old gunshot injury to his left eye that left him at 50% vision. He engaged my two shooting pawns at his maximum range, and his chance to hit both of them was less than 0.50%.

Despite this, the bastard landed a hit.

And then he landed another.

And another.

This half-blind, skill-less cowboy wannabe landed five hits on two separate colonists with less than half a percent chance for each shot.

What the heck?

e: So some people are saying there's are hidden floors and ceilings to hit chance. I don't mind this, but it would be way nicer if those limits were visible. This game usually does a pretty great job of showing you how every factor is affecting your shot odds, so it's extra weird that this piece is hidden. Pls Tynan.

submitted by /u/AmoebaMan
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People Will Be People (RimWorld Comics)

Posted: 17 Jan 2018 06:27 AM PST

Ghosts are friends too

Posted: 17 Jan 2018 03:18 AM PST

"Do you think love can bloom, even on a battlefield?"

Posted: 17 Jan 2018 09:54 PM PST

I am sad now

Posted: 17 Jan 2018 07:55 PM PST

Sometimes they grow out of their phase

Posted: 17 Jan 2018 05:22 PM PST

PSA: EMPs will disable shield belts, making slashers vulnerable to gunfire.

Posted: 17 Jan 2018 05:36 PM PST

What a wimp...the fire happened like a month earlier

Posted: 17 Jan 2018 11:59 AM PST

It's cramped, ramshackle and rather grubby, but for these pawns it's home. Welcome to Crashtown.

Posted: 17 Jan 2018 03:14 PM PST

Calm down, my dude.

Posted: 17 Jan 2018 06:42 PM PST

So one of my RimMagic Vampires went on an Insulting Spree and...

Posted: 17 Jan 2018 07:10 PM PST

The Boom Ranch: A colony I started because boomalopes are fun and lucrative, if dangerous as hell to keep.

Posted: 17 Jan 2018 04:46 PM PST

"Colonist needs rescue"

Posted: 17 Jan 2018 09:14 PM PST

Me, two days ago, a fool: "Oh crap who tripped over the deadfall"

Me now, wise: "Goddamit who got stoned on space weed"

submitted by /u/shivvyshubby
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What Can I say except

Posted: 18 Jan 2018 12:31 AM PST

Is there a mod to hide these marriage/party/caravan/trade spot markers, like you can hide zones?

Posted: 17 Jan 2018 05:10 PM PST

Immaculate conception, I killed all the males a long time ago, still this muffolo got pregnant

Posted: 17 Jan 2018 11:55 AM PST

HELP My raid team is trapped

Posted: 18 Jan 2018 12:55 AM PST

My guys are trapped long from home on a raid with no resources to get back. I'm trying to send them components to build pod launchers and come back home but it won't show up anywhere when trying to load the launch group. I've tried everything, moving it to its own stockpile forbidding/unforbidding reloading the pod, reloading rim world. I've done this dozens of times with no issue from the same stockpile and everything but now it suddenly won't work. I accept regular bullshit rim world deaths and move on but this is extreme bullshit. I can't play until I get this figured out I refuse to let my guys get forced out of the area and starve. Help!!! https://imgur.com/a/h7eZg

Edit: After furiously entering and reentering the pod launcher eventually the components showed up. Nothing changed but it worked. While waiting for reinforcements they were attacked. Luckily the boys held their own. And the tranquilizer rifles have ensured 6 new volunteers for my organ farm https://imgur.com/a/V9Z07

submitted by /u/whalesrscary
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We may have next to nothing, but By Randy, we have the most important thing.

Posted: 17 Jan 2018 10:36 PM PST

I'm pleased that Rimworld encourages psychopathic play just like Dwarf Fortress...

Posted: 17 Jan 2018 07:12 PM PST

One of my pawns developed a bad heart and the next time a raid happened I thought "hot damn, hope I can take one alive so I can harvest their organs!"

Also, WTF is up with only being able to harvest one organ before the captive dies? That's hardly fair.

submitted by /u/sotonohito
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Show me your freezer layouts.

Posted: 17 Jan 2018 12:17 PM PST

Title said it but i would like to see your freezers. Be it efficient, good looking or just full of meat i just want to steal some ideas.

submitted by /u/_CyroXs
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Um... hold your fire I guess...

Posted: 17 Jan 2018 05:38 PM PST

I think my colonists might have gone down a bit too hard on those raiders...

Posted: 17 Jan 2018 08:37 AM PST

The Math Behind Figuring Out How Many Crops You Need?

Posted: 17 Jan 2018 05:04 PM PST

This has been posted before from what I saw on this forum and others, but none of them really seemed to have a concrete answer to my question.

Basically, I'm trying to figure out how much food I need in order to support X number of colonists (using corn in this case). I'm really bad at math, especially these kinds of problems, so I'm hoping someone can help.

From what I can figure, it takes 240 corn for one person to live for 12 days. So, 240/27 (the haul of corn) = 8.89 corn plants. If you have 10 colonists, that's 88.9 (so 89) corn plants, assuming they grow in about 11 days (on normal soil).

Am I doing the math right? Am I missing anything?

edit: bonus, random question. I have a character with insomnia and it's getting to the point where I don't think I'll be able to keep up for many more in-game days; she's getting too low on tired and doesn't rest enough, even though she has 2-3 extra hours slotted for sleep. Is there anything I should do? Or should I just sell her?

submitted by /u/Sadiew1990
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I have two large herds of wild walking incendiary mines that predators wont hunt and won't migrate away.

Posted: 17 Jan 2018 03:25 PM PST

I might just lob mortars at them unless there's a better solution. I already have my own herd of chemfuel generators and I dont need any more of those walking incendiary mines. Doubly so, I'm having to slaughter my boars to feed my wargs between raids harvesting events since these grazing gasbags keep other decent prey away. Thoughts?

submitted by /u/SenorPuff
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I didnt really wanna play today anyway.

Posted: 17 Jan 2018 04:24 PM PST

Toxic fallout, cold snap, plague, mortar raid, short circuit, and psychic ship all at the same time. Guess I will just go out for a drink

submitted by /u/Nickthenegative
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