RimWorld Typical Tuesday Suggestion Thread -- February 06, 2018 |
- Typical Tuesday Suggestion Thread -- February 06, 2018
- "Im a light sleeper" - Colonist
- Rimworld LPT: Use a colonist with a shield belt to bait Centipedes, Doomsday Rockets, and other collateral damage weapons while your colonists get free shots
- The story of Maddie, the wimp who couldn't walk
- "Tribespeople are fleeing" I don't think so
- Meteors (RimWorld Comics)
- Worth it.
- That one raider who manages to headshot half of your colonists.
- Want to give Sea Ice a try? Here's a quick start guide
- "She is a 97-year-old Ninja Assassin"
- My colony just survived five raids simultaneously, And it was awesome.
- What do you guys do with all your corpses?
- First time dealing with a ship, i think im prepared
- Positivity is key.
- Part 2!
- Favorite Scenarios?
- Just survived a 100% plague
- Interesting traits for a so-called 'Missionary'
- So my colony was raided by werewolves alcoholics.
- missing eyes on bulls?
- Terriers are assholes.
- Gronar and the siege
- Pretty new to the game (hour or two in). Trying to set up an indoor hydroponics facility. having trouble with power, can you tell me what I'm doing wrong?
- Sleeping Sickness
- Feeding carnivore pets
| Typical Tuesday Suggestion Thread -- February 06, 2018 Posted: 06 Feb 2018 12:13 AM PST Please use this thread as a week-to-week suggestions box for Tynan, the /r/RimWorld mods, and game modders. Post whatever you feel would improve your RimWorld experience, but keep it civil! Before you post, please take a glance at the release notes and see if what you're suggesting has already been implemented. I am a bot, so I can't make jokes. If you'd like a Typical Tuesday joke, or if there are any problems with this post, please message the moderators of the subreddit. [link] [comments] |
| "Im a light sleeper" - Colonist Posted: 05 Feb 2018 04:59 PM PST |
| Posted: 05 Feb 2018 04:11 PM PST |
| The story of Maddie, the wimp who couldn't walk Posted: 05 Feb 2018 12:47 PM PST Recently I made a post about how one of my colonists, Maddie, had a scar on her eye and was constantly in shock due to pain. She is a wimp and could only walk when high on smokeleaf. The best solution to get her to walk again would be a bionic eye. Until then she would just lie there in bed. I was showing this game to a friend when a message popped-up:
I freaked out. My friend didn't understand what was going on and I was just bouncing around! After some explaining, I immediately send a caravan down to the spot containing one colonist, Sheppard. In the meantime a raid arrived, killing one of my colonists and injuring the rest. Only Maddie, high on smokeleaf, was there to save the remaining colonists. After bravely treating my doctor, she collapsed on the floor. My doctor knew to save all. After days of waiting in bed (and walking around stoned on smokeleaf) Maddie finally saw Sheppard coming through the door with a bionic eye. During the long operation I was all tensed up, incapable of waiting but not wanting to speed it up if something went wrong. The operation was successful and Maddie could walk again without being high for the first time. I felt so good. Two days later Maddie got killed by a pack of manhunting beavers. [link] [comments] |
| "Tribespeople are fleeing" I don't think so Posted: 05 Feb 2018 03:25 AM PST |
| Posted: 05 Feb 2018 05:53 AM PST |
| Posted: 05 Feb 2018 06:36 PM PST |
| That one raider who manages to headshot half of your colonists. Posted: 05 Feb 2018 11:30 AM PST |
| Want to give Sea Ice a try? Here's a quick start guide Posted: 05 Feb 2018 09:12 PM PST - Scenario: The Rich Explorer (Easy to manage & no fear of lacking resource) or Crashlanding (Good luck pressing Random to get 3 Cannibals) The higher the difficulty, the easier it will be early-mid game. - Picking character:
- Landing: Choose a spot closer to the pole, average summer temperature should be under or near 0C (Permanent Winter = No fear of spoilage). - Startup:
Resources spent:
In the end, it should look something like this. That's a 52 (somewhat impressive) room. Your leftover resources would be 5 steel, 10 wood and 200 silver. - Tips:
There are more things I want to say but the post would just get ridiculous long for a quick start post so I'll leave it to you guys to discover. [link] [comments] |
| "She is a 97-year-old Ninja Assassin" Posted: 05 Feb 2018 09:27 AM PST |
| My colony just survived five raids simultaneously, And it was awesome. Posted: 05 Feb 2018 12:54 PM PST It all started out with your run-of-the-mill siege, Which wasn't an issue to deal with. I set my melee butchering squad to our mortar array and took care of the siege aspect in a moment, Then sent my gunners to pick off the other half as they came rushing towards our defenses. But then, Another raid took place as the siegers began to rush. This time, They were attacking immediately, And consisted of roughly thirty pirates. A Suprise, To be sure, but it still wasn't much of an issue. I left two gunners on the west to take care of the meager siege force, And sent the rest of my gunners to the northern defensive barricade to welcome the oncoming raiders. Then, A third raid took place. The siegers were all dead now, But there were now roughly twenty drop pods falling directly on top of my base. Half of them landed outside, Right behind my defenders set on the northern barrier, And a couple landed inside the nearby mortar storage and completely crushed nearly one hundred artillery shells. While the explosion had killed two of the (Damned) raiders who fell inside, There were still a couple trouble makers left behind who began to smack up my stone walls. Now, For the first time in this playthrough, I felt like i was in a bit of a pickle. Thinking "Oh shit", I quickly took my butchering squad from the now useless mortar array and set them on the new attackers, Who were beggining to spray down hot lead on my defenders. Luckily, Noone had fallen yet. But as my defenders turned to gun down the drop pods, The virtually unharmed group of raiders who had set in from the north moved in, And my gunners were now set under fire from two directions. Setting into panic mode, I quickly told my butchering squad to take care of the enemies that remained inside of the barricade, Before going to deal with those who were now trying to break out of the ammo depot. Luckily, Only one of my nine gunners set onto the northern wall had been downed, And somehow everyone had avoided death. So, I set them to fire back on the northern attackers, And once the melee squad had dealt with the remaining interior threat i set them to launch off the few loaded mortar-shells that remained, And after a short but bloody battle, peace had finally returned to the compound. About a minute or two passed, And i began to catch my breath. Everyone but two people had gotten injured to varying degrees, And four people had been downed out of fifteen, Including my only doctor (Although my emergency medic survived), And two of my best snipers. I Hurriedly put them into medical beds, Then told my medic to start tending to their wounds. Just as I began to patch them up, I heard the fourth siren. A fourth raid. Mechanoids. Thankfully, Only four centipedes crawled across from the west, Which gave me some time to finish patching people up before they fell upon my base. I Set what few healthy gunners i could to protect the western wall while my main meleer continued to patch up everyone in the med bay. Just as the centipedes fell into the range of my gunner's high-powered rifles, ANOTHER raid took place- Even more mechanoids, Coming from drop pods into the center of my base yet again. After a few moments of internal screaming and cursing, I drew everyone who could walk and hold a gun from my medical bay and set them in a small circle around the drop pods, Equipping my meleers with grenades and my gunners with their rifles. Five scythers and an ungodly number of crawler mechanoids shot out from the drop pods, But before they could move into action they were struck by a wave of gunfire and explosives, which tore nearly all of the crawlers to bits and rent the scythers into shreds. Thanking RNGesus for the lucky grenades, I Hurridly redirected my field of rag-tag injured soldiers to the western wall to fight off the remaining centipedes, Who had been softened by my two healthy gunners. Throughout all of this, My colonists had all somehow managed to avoid death AND dismemberment, Yet I still felt like my carefully planned defensive systems for predictable raids came apart at the seams the second the drop pods came down. Christ, I love (And absolutely fucking hate) this game (And raid mods). [link] [comments] |
| What do you guys do with all your corpses? Posted: 05 Feb 2018 09:21 PM PST Cremation? I would have to guess. I haven't researched cremation yet and I have so many bodies buried around my base. Anyone know of a good disposal method that doesn't require me blocking off my own expansion because I have no fore thought whatsoever? [link] [comments] |
| First time dealing with a ship, i think im prepared Posted: 05 Feb 2018 01:38 PM PST |
| Posted: 05 Feb 2018 10:00 PM PST |
| Posted: 05 Feb 2018 07:22 AM PST |
| Posted: 05 Feb 2018 06:04 PM PST I love the vanilla scenarios, but I have to admit I love my own even more. My favorite one that I've played so far is a mashup of rich explorer and 3 survivors. A rich advanced bionics Entrepreneur must escape the consequences of shady backroom deals and takes his bodyguard and sex slave with him. The Rich leader has social skills, intelligence and crafting (bionics and all). The bodyguard has melee and shooting (and normally one other key skill, I choose construction normally) and the sex slave does the growing, cooking and animal care. I give him custom starting materials, all the bionics technologies and normally plop him in a boreal forest. To compensate for using prepare carefully to craft the characters how I like them I play on permadeath at higher difficulties with Randy. I've already gone through this scenario twice with it ending up in flames and, may I just say, charred corpses have never smelled sweeter. Some mods that make it more fun and in character: Prepare carefully (Best for this kind of customization) EPOE Prison Labor and Locks (being an entrepreneur and all..this seemed appropriate) I have other mods but I feel like for this scenario these are key. I've also done a tribe of psychopathic cannibals, a variation of rich explorer where he brings a harem of fairly useless sex slaves, a solo tribesman who is charismatic as fuck and handy with a club (the recruiter scenario) and others. I love the customization this game allows. Anyone else have fav scenarios they do? Or variations of vanilla scenarios? I'd love to hear so I can borrow them and try it out. [link] [comments] |
| Posted: 05 Feb 2018 09:41 AM PST Had a plague hit my 9-person colony hard, and I put my 4 infected into the hospital. I watched as my 'leader' had his plague tick up just a bit ahead of his immunity all the way to 100% but when the plague reached 100%, his immunity also reached 100% .1 hour later, leading hi to survive. This game is too damn stressful [link] [comments] |
| Interesting traits for a so-called 'Missionary' Posted: 06 Feb 2018 12:33 AM PST |
| So my colony was raided by werewolves alcoholics. Posted: 05 Feb 2018 01:52 PM PST |
| Posted: 05 Feb 2018 09:26 PM PST I have cows that are breeding. I have 5 bulls that are 1 year old, that were selling for cheap. I wondered why. So I checked. all 5 bulls have both of their eyes cut out. Not scarred, not shot, just straight up cut out. Anyone have any idea what the fuck happened? [link] [comments] |
| Posted: 05 Feb 2018 06:28 PM PST Terriers are assholes. Well... I guess it's just their survival instinct but... See, my first colony was doing well - or so I thought for a first game -, until I got hit with a few days (months?) of toxic fallout. Then things started going downhill and once the toxic fallout disappeared - yes, I survived! - I was found without a lot of food and two colonists out of 4 with dementia. Then starvation hit. I guess the terriers were hungry too because Fabio decided to eat the head of Garry who was incapacitated in a medical bed. I'm in love. [link] [comments] |
| Posted: 05 Feb 2018 01:29 PM PST Another Gronar story Colony was getting sieged, completely out of mortars from the last raid. I realize Gronar's pet (skittles the cthrumbo) was essentially invincible. I had the terrible plan to send Gronar out, riding skittles into the 30+ raid (mind you a good amount were using bows and weak guns) When Gronar was about halfway there, I got a red alert. Tornado, right behind the siege base and moving towards them. The gods favor Gronar. When he gets there with his pet, they begin tearing through the tribals as the tornado rips them apart from behind. I then got the "the arrows are fleeing" notification. I normally chase them, but as the gods favor Gronar. The tornado did all of the work. Gronar and skittles turned out okay, though Gronar was a few hits away from death (pain killer ribs made it so he hadn't fainted) in the end I'd realized his sword had broken and he had beaten the last few to death bare handed. [link] [comments] |
| Posted: 05 Feb 2018 12:55 PM PST |
| Posted: 05 Feb 2018 01:36 PM PST Had a permadeath colony that started as a lone rich guy, after everything finally started cleaning up, 2 of my 3 colonists got sleeping sickness, rendering them useless food vacuums for a long time, and after 2 weeks of tending to them, one of the 2 went berserk, knocked out the other 2, then attacked a cougar and passed out. Don't start in the jungle, only good luck I had was a cryptosleep casket pirate had a bionic eye that i was able to salvage really early game. [link] [comments] |
| Posted: 05 Feb 2018 06:25 PM PST Is it more efficient to just let them eat simple meals or prepare kibble? Any other suggestions? I already give them access to dead bodies when available and let non-haulers scavenge the map for rodents. Causal player for abt 2 years, usually just cassandra rough. Recommended (simple) mods for organizing pets? [link] [comments] |
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