RimWorld There were 2 mufallo migration herd events in the space of 4 days. But she is only a lone girl with very low shooting skill. She managed to kill just a few of them. |
- There were 2 mufallo migration herd events in the space of 4 days. But she is only a lone girl with very low shooting skill. She managed to kill just a few of them.
- Randy drops a cargo pod of venison almost on top of a herd of deer
- I was going through my old screenshots... I don't remember this
- A neat addition I didn't notice: pawns can kick dirt into people's eyes.
- What was an “ah-ha” moment you had playing this game? Trying to compile some lesser known tips. Mine was when mining out whole hills I leave a block un-mined here and there to prevent the roof from collapsing.
- [1.0] Complete Changelog since initial 1.0 unstable release
- I walked for three days through mountains and deserts, got ambushed by tribesmen and then ambushed by blood crazed monkeys for this...?
- 99 year old Grandma attempts to raid me with a Heavy SMG. Completely changed the way I look at this game.
- Loved ones add sentimental value
- I hate Dinosaurs so much [Jurassic Rimworld experience]
- Is an eclipse enough to remove his power production? Just to be sure, let's give him a solar flare, that'll shut it all down!
- Is there a mod for stackable organs?
- Victory, launched 27/27 people on Extreme, RandyR, Extr Desert biome
- All my colonists are saying they have a decent prison cell.
- "Chickens Join"
- Colony Wipe: A long, tragic tale [unstable 1.0]
- Archotech legs are awesome
- Tips for an animal army?
- Anyone want to be part of my new colony?
- Glitterwood batteries
- Defense without a killbox?
- Modern art in a nutshell
- What does /r/rimworld think about the central design of my next base?
- Purpose of double/triple wide hallways other then defense? Are single hallways actually slower? and if so, when and by how much?
Posted: 28 Jun 2018 02:33 PM PDT |
Randy drops a cargo pod of venison almost on top of a herd of deer Posted: 28 Jun 2018 02:35 PM PDT |
I was going through my old screenshots... I don't remember this Posted: 28 Jun 2018 03:22 PM PDT |
A neat addition I didn't notice: pawns can kick dirt into people's eyes. Posted: 28 Jun 2018 05:11 PM PDT |
Posted: 28 Jun 2018 08:46 PM PDT |
[1.0] Complete Changelog since initial 1.0 unstable release Posted: 28 Jun 2018 07:50 AM PDT Aggregated from Tynan's post on the official Ludeon forums. Changelogs through June 28th 11am EST. June 20th Fix: Blueprint graphics for wall/sandbags/door don't match the edge detect shader properly (missing inner solid transparent field) June 21st - Differentiated colors of different variants of the same faction type. June 22nd Caravan BaseJoyGainPerHour 0.31 -> 0.35 June 23rd - Text adjustments on prosthetic appreciation/disgust (since prosthophile/phobe was renamed). June 25th - Watermill generator requires a 5-wide line of moving water instead of 3-wide. June 25th v2 - Fix: Stats window displays armor penetration even for weapons that don't interact with armor (e.g. EMP) June 26th - Building watermills too close together now makes them less effective (water turbulence). June 27th - June 28th - Remove unnecessary meta file. June 28th v2 - Fix: Deep drilling gold is insanely fast since portion size is determined by stack size. Fixed by defining deep portion size directly per-def (for steel it changed from 38 to 35). [link] [comments] |
Posted: 28 Jun 2018 11:42 AM PDT |
Posted: 28 Jun 2018 03:52 AM PDT |
Loved ones add sentimental value Posted: 28 Jun 2018 10:10 PM PDT |
I hate Dinosaurs so much [Jurassic Rimworld experience] Posted: 28 Jun 2018 09:06 PM PDT So a friend let me play a pirated copy of this game some days ago. I spent 12 hours on it and loved it and bought it and now I tell everyone about it. I felt dirty playing the pirate save file so I decided I had a good grasp on the game already and started anew with mods. One of those that I chose was Jurassic Rimworld, a dinosaur mod. I soon came to regret that decision. In the mod description, it warned that dinosaurs spawn like any other animal, and may be dangerous in the early game. I took this as meaning that there may be a few dinos lurking about and I need to just keep an eye out for them. Due to a spawning mishap I guess the only animals on my cell when I drop are dinos. This would soon cause me much pain. I drop with a medical assistant, a doctor, and another woman who has a passion for medicine. I am completely lacking in any crafters, construction workers, or cooks, so things tend to take a long time in my colony thanks to incompetence. However soon enough, a escapee clerk comes and we take him in and repel the pirates chasing him. Some time later I find out that when dinosaurs get hungry and theres no other animals on the map (because theres only other dinosaurs) they choose a colonist at random to eat. Clerk is currently buried next to the dinosaur that slew him. A long time passes, with every so often a random fucking dinosaur attack. You know what the worse thing about dinosaurs are? Fucking everything. Them being gigantic also makes them super tough, and they tend to blitz any fortifications I put up. My only defense is the fact that pirate raids happen all the time and I steal better weapons from them. Not even a cetarosaurus can defend against a sub-machine gun, bitch. Right now my current strategy is when a dinosaur walks in to town, is to draft everyone that can walk and ambush their ass down mainstreet. My colony is at 7 people fully armed, yet very few of them have any shooting skill which doesn't really matter when focus fire will annihilate anything in 2 volleys. Or so I thought. Dinosaurs can also be used in the "manhunter pack" event I learned. Shit went super wrong, super fast. Six of the biggest dinos (I forgot their name) speed blitzed my colony. I was able to gather 6 of my colonists to rally against number 7's hospital bed (This colonist was left critical after an earlier dino attack. Go fucking figure) The plan was to draw them one by one in to a kill zone, where the combined might of our firepower would override their genetic and speed advantages. What really happened was that one of them saw my colonists, messaged the other dinos, and all 6 of the dinos busted down the doors and bumrushed the firing line. This was the only time in this entire game where I save scummed (I justified this by saying "fuck dinos" in anger before reloading.) At this point in the game, I had a strategy of "Let them roam, and ambush if they ever attack a colonist" which had changed to a "kill on site" policy. I could afford this because I ended up having a level 13 Doctor, and three level 9 medical assistants. They had amazing experience since I always had at least one colonists in the hospital thanks to dino attacks. What I lacked in crafting, or literally anything else (My grower is a level away from growing healroot) I made up for it by guaranteeing that nobody in my colony will ever die. At this point dino attacks are just a fact of life, since ordinary defenses are useless considering they're organic speed tanks, and I haven't been able to research turrents thanks to my 14 intelligence medic also always be on call to handle dino attacks. Despite all of this, theres been a few pros. All my colonists where dino-scale cowboy hats, and a manhunting dino did put a stop to a pirate sapper raid, so that does put a smile on my face. [link] [comments] |
Posted: 28 Jun 2018 07:58 PM PDT |
Is there a mod for stackable organs? Posted: 28 Jun 2018 11:02 PM PDT |
Victory, launched 27/27 people on Extreme, RandyR, Extr Desert biome Posted: 28 Jun 2018 12:13 PM PDT Nobody left behind. This was my goal. (played not in the 1.0 unstable version, but on the main stable version) I love this game, i am enjoying it so much, it's a perfect game for my taste. And i play other games like Minecraft, Factorio, Path of Exile. Warning: Long message. Playing it hardcore, no load allowed if i lose anything, i am going with whatever happens. I can't play any game softcore, btw i come from Path of Exile as a HC only player for 5 years. This makes me prepared for hardcore environmetn, and i adapt and learn quickly. This is my 3rd victory since i started to play Rimworld something like a month ago. My first victory was on rough difficulty on easy biome. Had to retry many times before i finally made it, i had to learn the stuff. My second victory was on extreme difficulty Cassandra, boreal forest biome (mild difficulty biome). I launched into space 10/21 people there. Now i made it on extreme desert with Randy random, extreme difficulty. Launched all my 27 people. It was a very hard game, brutal. Here is the story. Start with 3 people, quickly i had joins and recruited some and had 6 people, and then after a big raid, i got plague for 3 of my people. No more medicine and 3 people die from plague, my doctor was very unskilled. Another guy die from infection, because idiot tried to fight with megascarabs (my poor doctor skills fault being unable to outheal infection). So i am left with only 2 people, but i do not give up, because i had solid defenses built, many traps and walls, and then new wanderers join, and i defend against raids, again i get to 5 people, but all of them are very good fighters, just bad at medicine and crafting, but i persist and win against raids, because of my defenses, and good fighters. I increase my population to 12 people and AI persona core quest pops up, i smell trouble, but i gotta get that core. I send 5 of my best people on caravan, i arrive and there were 4 mechanoids sleeping, i was doomed, but somehow i managed to defeat them, because i had one guy with minigun who came to melee range and destroyed them one by one, while all my other guys were incapitated. I try to heal them, but my doctor is incapitated. At the same time, a psychic ship arrived in my main base, and i lack manpower, i underestimate the power of psychic ship and manmode it melee with my people and about 7 animals, but i forgot to give them melee weapons, so they melee them with riffles, and that's weaker than if i equiped them with swords and maces. As a result, i lose 6 people. I lose 4 on the AI quest because of infection and one was killed immediatelly, i did not had enough medicine and my doctor was badly wounded to treat other quickly, so 3 died from infection. 2 people i lost with battle against psychic ship mechanoid in my main base. But i survive, the one person surviving AI persona core quest brings it succesfully. Her name was Blackrose and she was my main doctor pacifist. So i am left with 6 people, down from 12. They go mad, they go berserk, they insane. But i don't give up. Some new join, and after some raids i recruit more, and this time i increase my people to 15+ . Now mid game time Randy sends me raid after raid, mostly mechanoids and sappers, because all 4 factions are friendly to me, the pirates are only hostiles, and they send sappers after sappers. In one raid they send 2 waves of sappers and destroyed 30% of my base from behind, but i recovered. I had to call 3 factions for immediate help. They shattered spine of one of my guy, who i kept alive, without euthanazing him. I actually put him into casket ship at the end with all others. Lost some people, gained some. But i did not had crafters. And i did not know that tailoring increases crafting skill quickly, i was pissed that stonecutting does not increase the skill at all. I could not craft advanced components for a long long time. When i learned about tailoring being good for increasing crafting skill i started to train some of my people who had a flame for crafting but very low skill initially. And by that time i had thousands of leather/fur from mahnunter packs. In one battle i had sapper raid, and 45 elephants migration, so i activated the animal pulser and the elephants destroyed the raiders ,and most of my turrets and damaged my base, and i called 2 factions for help, and they killed plenty of people, just luckily not my people. Very hard battle. But the reward was massive, 45 elephants, so much meat, leather and tusks. :D One of my guys called BlackJack, was killed by a single first shot from a sapper raider. I could not believe that, BlackJack was fully armored guy, and a very skilled one. Bad loss for me. Near the end i found 2 ancient danger rooms, and as i opened one without preparation, a scyther single shotted to death my guy named Duncan, i was sad for him. :( I learned many things during this game, and made a big win, with all 27 people launched. But plenty of them died for this (28 died total). I picked extreme desert because i wanted it harder than some green biome in summer. results https://imgur.com/a/jrI2BDO I will make another post about my opinion on the balance. [link] [comments] |
All my colonists are saying they have a decent prison cell. Posted: 28 Jun 2018 04:40 PM PDT They're colonists. Not prisoners. They also have a debuff for an awful room and a buff for the decent prison cell. [link] [comments] |
Posted: 28 Jun 2018 02:11 PM PDT |
Colony Wipe: A long, tragic tale [unstable 1.0] Posted: 28 Jun 2018 03:12 PM PDT Dramatis personæ: Sesha: Original colonist, married to Chris, top negotiator, fair doctor and hunter, terrible cook. Chris: Original colonist, married to Sesha, missing an eye, a nose and a finger, but still the colony's top fighter. (Also served as: doctor, builder, animal handler) Stin: Original colonist, main grower and cook, melee fighter. Tried to seduce Sesha when they landed, kept trying every few days for the following two years (how long my colony lasted). Guy could not take a hint. Chaney: Colony man-of-all-work, poor fighter (which is why he was captured in an early raid), good tailor, fair cook. Linn: Chased refugee, burning passion for art and shooting, terrible pain tolerance. Appears in the middle of our story. Grace: Ill fated prisoner of the pirates, a minor player at the beginning. Icarus: a noble Husky, bonded to Sesha Emily: a loyal fox, fights alongside Stin also featuring: various pirates, four dromedaries, and an assortment of chickens If I were to pinpoint the moment that sent my colony spinning into this disaster, I would have to say it was the prisoner rescue. I never should have sent Chris and Stin to that camp. Yes, I wanted more colonists, and Grace, age 39, Sailor fit the bill. Yes, the camp was temptingly close. Yes, I'd never actually attempted a prisoner rescue and was curious to see what would happen. In retrospect, it was obvious what would happen. So Chris and Stin (2 of my 3 original colonists) set off for the prison camp, bringing along Stin's trusty attack fox Emily and a dromedary as a backup meat shield. As they near the camp, a caravan request comes in -- they want camelhair, 180 units of it, and they're willing to give an artistic neurotrainer in trade. It so happens I have plenty of camelhair. So off goes Chris's wife, Sesha, the third original colonist, carrying the camelhair. My first caravan reaches the prison camp, which has far too many guards for my colonists to attempt to fight. Mistake number two: they should have turned and left immediately. But Grace had good skills and traits. I thought I would at least make an attempt, for the hell of it. It was hell. Stine was downed quickly, along with his fox. Chris held out and had hope of escape, and then a bullet caught him in the leg and he went down and I found myself back on the world map, my caravan lost. Oh well, I thought. Get the comms console up and see if they ask for a ransom. It was a long shot anyway. I check my remaining two colonists' thoughts to verify that Chris was captured, not killed, which seems to be correct. Meanwhile, Sesha reaches our neighbouring settlement, fulfills the trade offer, then begins the journey home ... and the mood debuff hits. "Colonist died." "My friend Chris died." "My husband died." Well, crap. Now Sesha's going to be near breaking point for ages. Back at the colony, Chaney is holding down the fort when a refugee is chased nearby: Linn, age 16, story writer. At this point we really need the new people, so I say yes, although Chaney has no fighting skills to speak of. Fortunately, the teenager can shoot, and she grabs a gun. With the help of a couple of huskies, she takes out the three pirates chasing her. Incapable of nothing, fast learner, three burning passions and two lesser interests ... and a wimp. Oh well, no pawn is perfect. Sesha gets home, the three of them set about digging graves and cleaning up. Then the double alert: fibrous mechanites, colonist downed. Linn collapses over a grave (oh, the foreshadowing) ... Now she's bedridden with the pain, Sesha is looking after her and the animals and researching in her spare time, and Chaney finishes the tailoring bill for the other caravan request I was working on. Winter has begun, and if I wait for spring I'll miss the deadline -- a megascreen tv, flatscreen tv, and two solid silver helmets is hard to pass up. It's a 10 day round trip. I finally decide to send Cheney and resign the colony to occasional food poisoning until he gets home (Sesha is a terrible cook). Everything will be fine, I tell myself. Everything will be ... Oh crap, a raid. Cheney is two days away, but Sesha is decent at both shooting and melee. With the dogs, she might be able to take out six raiders solo. She manages to kill two, wound two more, and she's most of the way through the door to go patch herself up when a bullet catches up with her and now she's downed. This is when I know the colony's doomed. The raiders decide to kidnap Sesha and leave. In an unprecedented show of loyalty, Sesha's bonded husky, Icarus, chases after the pirate carrying her and kills him. Unfortunately, another pirate picks her up and carries her off the map, and Icarus is too slow, too wounded to catch up. Sensing Sesha's death shortly thereafter, Icarus goes manhunter. He doesn't find his way inside the mountain to where Linn lies in a pool of her own vomit, still crippled by mechanite pain and with food poisoning to boot. The dog just runs around biting dromedaries until he finally collapses from blood loss. All the animals recover. I expand their allowed areas to give access to the main food stores -- the colony may be doomed but they don't all have to starve. I discover that hauling dogs can actually bury raider corpses in available graves, like my old dog would bury bones in the laundry basket. Linn begins to starve. Lying in her room deep within the mountain, she can have no idea what has happened, but still the -10 mood debuff: My friend Sesha died. She must guess. She must know what happens to her now, bedridden and alone. And then the alert. Another raid. Two pirates come charging in through the door Sesha propped open with her body and then her gun. There's no one to answer them but a couple of chickens, whom they gun down ineptly. These raiders are ludicrously weak, but I have nothing with which to oppose them. They light the windmill on fire. They smash my telescope into slag. The fire spreads to a tiny segment of wooden wall that I forgot to replace, and now they're in the base. They light the medicine on fire. They smash apart the chairs, the production tables. Linn dies of malnutrition as they're bashing their way into the storehouse. Twenty tiles away, Chaney is still en route to Zagabi to make a trade he hopes will bring the colony wealth and luxury. Little does he know ... he's the only one left. [link] [comments] |
Posted: 28 Jun 2018 08:27 PM PDT So I slapped an Archotech leg on my hunter cleo, I had a lot of silver to spend and I felt like I needed to get rid of it fast to lower the wealth so I bought an Archotech leg for over 3k. Expensive as! But then I slapped it onto my hunter at random because she missed a few toes and from now on I feel like bionic legs on handlers and hunters is my new strategy. She has 140% movement(hows that work with only one bionic leg? is she hopping and letting the meat leg flap behind her? is there a wheel in it? Did I mention she has one of those rail gun cannons the mechanoids use?(found it in an ancient danger.) She can outrun any angry animals though only elephants survive into melee with her, I literally just have her sprinting around the map wiping out all wildlife blasting everything, I have Like 8 pawns who basically live off Cleos work with 3000+ meat at any time. I know theres a debuff but im super considering getting her another to see how fast she ends up, like 180%? Shes got 17 shooting now and shes basically my ace in the hole, I love to harass raiders with her and draw them into my toughest defenses. [link] [comments] |
Posted: 29 Jun 2018 12:15 AM PDT I've been wanting to get back into rimworld and I really wanted to try a strategy that I've heard of and seen used but haven't successfully done myself; a swarm of animals. Now the reason this hasn't worked for me before is one of two reasons, usually. One, I run out of food. I make a lot of hay and I keep a large "yard" of grass, but it eventually gets eaten or destroyed by nature, and then the animals dwindle from starvation. Secondly, my animal tamer dies. This is usually my fault, but going outside the walls to tame things makes me a prime target for predators or sudden raids, if the thing they're trying to tame doesn't kill them. I've tried boars (starved in winter), dogs (didn't breed enough to sustain from casualties), and wolves (lost my tamer on a wild wolf tame attempt). [link] [comments] |
Anyone want to be part of my new colony? Posted: 28 Jun 2018 09:49 AM PDT Leave a name, you'll either be added to starter pawns or later on! [link] [comments] |
Posted: 29 Jun 2018 12:02 AM PDT In the description, it says that they can recycle power. Does that mean less power is drawn from the batteries or what, are they worth investing in? Thanks [link] [comments] |
Posted: 28 Jun 2018 03:16 PM PDT I'm doing a run right now where I'm trying to avoid using a killbox for defense, as I feel like it makes raids way too easy. My current colony is a wide open desert. I have the whole base walled in with the Medieval Mod embrasures in some of the walls. I haven't suffered any fatalities yet but I'm getting hit hard every raid with plenty of injuries. I'm either getting blasted by pirates' guns through the embrasures or the tribals are shooting through them abd climbing over them faster than I can kill them. I'm in summer of 5501 on Cassandra rough. I feel like I'm a few unlucky shots away from losing the colony. What are some effective defense strategies that don't use the kill box? [link] [comments] |
Posted: 28 Jun 2018 11:13 AM PDT |
What does /r/rimworld think about the central design of my next base? Posted: 28 Jun 2018 10:28 PM PDT |
Posted: 28 Jun 2018 12:33 PM PDT |
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