RimWorld Well there you go |
- Well there you go
- RimWorld_irl
- Religious Differences (RimWorld Comics)
- When you have your entire colony set on construct and simulate through the day on 3x speed
- I love it when vegetables fight back!
- [X-post from ATBGE] When in RimWorld can make boots
- Sometimes Raids Go Wrong is getting a new version!
- Firefly. Hijacked ship forced the crew to make a landing on a desert archipelago.
- For anyone wondering what the "Modular Circles" base structure looks like:
- Reprogram down mechanoids or create your own
- death of my mining base
- I love the Doomsday Rocket Launcher
- How did one a brilliant crafter and marksman get a nickname "Pot the retard"?
- Is there a mod for an equippable light source on your colonist?
- Podmurdered
- A Probabilistic Look at Time to Recruit/Animal Training
- My Colony is going to shit
- "Days without accidents: 0"
- Mod Suggestion
- Medieval Playthrough Mods
| Posted: 26 May 2018 02:17 PM PDT |
| Posted: 26 May 2018 08:43 PM PDT |
| Religious Differences (RimWorld Comics) Posted: 26 May 2018 06:05 AM PDT |
| When you have your entire colony set on construct and simulate through the day on 3x speed Posted: 26 May 2018 02:41 AM PDT |
| I love it when vegetables fight back! Posted: 26 May 2018 06:08 PM PDT |
| [X-post from ATBGE] When in RimWorld can make boots Posted: 26 May 2018 10:03 PM PDT |
| Sometimes Raids Go Wrong is getting a new version! Posted: 26 May 2018 11:36 AM PDT Hi guys! I've had a lot of feedback about my mod Sometimes Raids Go Wrong over the months. This week I've implemented a few changes based on that feedback, and I've released a test version that you can try out. Starting a new game with this version is recommended, but aside from a few errors, you might get away with using a game that was started using the previous version. Here's how things went with the v1.2.7 "Micro Meteorites killed my Muffalo" test version of Sometimes Raids Go Wrong. They may not be big, but they still pack a wallop. First of all, I started by revising the Rapid Ageing mechanic. It saw some big changes in the B18 version, but there was still room for improvement. So now, the raiders afflicted by this illness won't actually got older until it reaches the final (extreme) stage. In the intermediate stages there is a chance for them to suffer chemical damage to the kidneys, however with good medicine the illness can now be controlled. Next, I looked into balancing the drop pod malfunction, which until now would always down or kill the raiders. Now there is an even chance that they will walk away from the crashed drop pod. I also had some feedback about meteorites. The default meteorite can drop a lot of materials onto the map, so having a lot of those smacking into the raiders was a bit of a double windfall for the player. After revising this part of the mod, the meteorites that impact will be smaller. I couldn't make them cheap rocks, sorry. But now there's also a cap on how many can impact. Moving on, I looked at the part where mechs pursue raiders onto the map. In the previous version, these could show up at any time, but in vanilla RimWorld, mech raids don't start until day 45. So now I check to make sure it isn't too early. Both the mechs and the raiders will have taken some wounds when they arrive. This is something which I really should have added when the mod was updated to B18, but at least it's done now. Finally, I was never entirely happy with the weapon breakage. It was a last-minute thing that I added to round out the mod for B18. So I've made an slightly different thing which can go wrong. The raiders arrive in drop pods, they run off to attack the colony... except that some of them are now just running around and howling at the moons. Yep, you guessed, they've turned into wild men. Priscilla woke up this morning, got in her drop pod, and when she stepped out she was like this. I've done my own testing and it seems to all work fine. I'll be continuing to test it for a little while before updating it on my site and on Steam Workshop. If you would like to test out the new version, check out the link below. Download from DropboxObviously, play testing feedback would be greatly appreciated. You can try out each thing which can go wrong by opening the mod settings page for Sometimes Raids Go Wrong, and setting the minimum and maximum dice roll to the thing you want to test out. The About page for the mod will tell you which roll does what! Don't forget to set it back to 1-20 after you're finished testing. The next major update for the mod will probably be after RimWorld 1.0 is out, whenever that is. [link] [comments] |
| Firefly. Hijacked ship forced the crew to make a landing on a desert archipelago. Posted: 26 May 2018 08:58 AM PDT |
| For anyone wondering what the "Modular Circles" base structure looks like: Posted: 26 May 2018 02:45 PM PDT Bit shite but I actually really like the concept! For anyone interested, here's the original thread a couple days ago about it. [link] [comments] |
| Reprogram down mechanoids or create your own Posted: 26 May 2018 12:20 PM PDT I have been thinking about possible new additions to the game, and I think it would be cool to reprogram downed mechanoids to fight for you, OR to have the ability to create your own mechanoids. Its always been something I wished was in the game. (Before anybody replies with "that would be too OP!" I of course mean that this should be implemented into a more late game system) An example of how this system would work is perhaps branching off multi-analyzer in the research tab you could have "Modular control chip" or something along those lines that would allow you to craft these chips at a mechanics bench. The chip is expensive, but would allow you to insert it into a downed mechanoid, taking control of it. OR, alternatively, in the case of being able to build your own mechanoids it could be a similar system where there is a 6000-10000 research task which would allow you to not only disassemble mechs, but assemble your own using components, plasteel and steel. A last idea as to how the system would work (which is less balanced than the previous two) would be to simply allow an "AI persona core" to be implanted into a downed mechanoid seizing control of it. would give persona cores more use than the current single use of your ship for the endgame. Would love to hear what you guys think of the idea. [link] [comments] |
| Posted: 26 May 2018 07:12 PM PDT |
| I love the Doomsday Rocket Launcher Posted: 26 May 2018 01:06 PM PDT |
| How did one a brilliant crafter and marksman get a nickname "Pot the retard"? Posted: 26 May 2018 04:52 PM PDT 11000 W of energy blew a hole in his head during a short circuit, damaging 50% of his brain. Fuck you Randy [link] [comments] |
| Is there a mod for an equippable light source on your colonist? Posted: 26 May 2018 09:44 PM PDT Like a torch, lamp, or flashlight? I got realistic darkness mod on and I'm going for that Darkest Dungeon crossed with Metro 2033 theme. [link] [comments] |
| Posted: 26 May 2018 11:18 AM PDT The sky was beautiful, it's a shame that other soldiers couldn't enjoy it, they were sleeping. Tyler was working as a night shift doctor, and was heading to the general's quarters to tend to her muscle parasites. Suddenly, a loud, whistling sound came from the sky. Tyler looked up: just some distant cargo pods heading in his direction, they should have hit the no man's land behind the wall in a couple of seconds. What were they carrying, he wondered... back to work, he concluded. As he turned his back and headed for the door, a loud explosion rocked the general' quarters and threw Tyler away from the door. Moments later, as he tried to scramble and get back on his feet, a pod came crashing down on him, tearing his wounded body into pieces... 3 casualties, 1 death… a 19 year old pacifist medic… FUCK YOU, RANDY!!! [link] [comments] |
| A Probabilistic Look at Time to Recruit/Animal Training Posted: 26 May 2018 09:31 AM PDT |
| Posted: 26 May 2018 11:00 PM PDT I need your help, i recently bought the game and im on my second colony (first one went to shit) ive been smooth sailing for a while but all my colonists hate their life and have mental breaks every 5 seconds. how do i get their happyness up? [link] [comments] |
| Posted: 26 May 2018 08:36 PM PDT So I've been playing lately on Randy Extreme with shit like blight and escape pods disabled. I start with one guy and max out at two colonists and I usually don't make it past day 23 before everything bursts into flame and everybody dies a hellish death. Usually it's right after I get everything set up all nice, with a freezer and a swank bathroom, and so on. Right now I'm playing a desert salt field, lol. Makes me wonder, is there a mod out there that sets up a little sign/counter that's all "congrats, colonists! You've gone seventeen whole days without an incident!"? Seems like it would be a stupid but fun little addition. [link] [comments] |
| Posted: 26 May 2018 06:19 PM PDT You know what would be really cool? A treadmill mod. Treadmills were originally invented IRL for use in prisons: prisoners would walk to spin a big wheel, a bit like a waterwheel, and that motion would be used to generate electricity/grind wheat/whatever. It seems to me like this would have some amazing applications in Rimworld when paired with a slavery mod: instead of just having your slaves sitting around or mining very slowly, you could have them generate electricity for the colony! Thoughts? [link] [comments] |
| Posted: 27 May 2018 01:36 AM PDT I want to do a medieval colony, however, the only medieval mode I have is medieval times. Do you guys have any more medieval mod suggestions? [link] [comments] |
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