RimWorld The AI must be cheating with its shooting chances. |
- The AI must be cheating with its shooting chances.
- People Will Be People (RimWorld Comics)
- Ghosts are friends too
- "Do you think love can bloom, even on a battlefield?"
- I am sad now
- Sometimes they grow out of their phase
- PSA: EMPs will disable shield belts, making slashers vulnerable to gunfire.
- What a wimp...the fire happened like a month earlier
- It's cramped, ramshackle and rather grubby, but for these pawns it's home. Welcome to Crashtown.
- Calm down, my dude.
- So one of my RimMagic Vampires went on an Insulting Spree and...
- The Boom Ranch: A colony I started because boomalopes are fun and lucrative, if dangerous as hell to keep.
- "Colonist needs rescue"
- What Can I say except
- Is there a mod to hide these marriage/party/caravan/trade spot markers, like you can hide zones?
- Immaculate conception, I killed all the males a long time ago, still this muffolo got pregnant
- HELP My raid team is trapped
- We may have next to nothing, but By Randy, we have the most important thing.
- I'm pleased that Rimworld encourages psychopathic play just like Dwarf Fortress...
- Show me your freezer layouts.
- Um... hold your fire I guess...
- I think my colonists might have gone down a bit too hard on those raiders...
- The Math Behind Figuring Out How Many Crops You Need?
- I have two large herds of wild walking incendiary mines that predators wont hunt and won't migrate away.
- I didnt really wanna play today anyway.
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. [link] [comments] |
People Will Be People (RimWorld Comics) Posted: 17 Jan 2018 06:27 AM PST |
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 |
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 |
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 |
Posted: 17 Jan 2018 04:46 PM PST |
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" [link] [comments] |
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 |
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 [link] [comments] |
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. [link] [comments] |
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. [link] [comments] |
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? [link] [comments] |
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 [link] [comments] |
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 [link] [comments] |
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