RimWorld Typical Tuesday Suggestion Thread -- August 07, 2018


Typical Tuesday Suggestion Thread -- August 07, 2018

Posted: 07 Aug 2018 01:11 AM PDT

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.

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I just found out that heat waves stack... holy shit.

Posted: 07 Aug 2018 09:31 AM PDT

Does anyone ever stare at the screen for ten minutes doing nothing then snap out of it asking yourself “what the fuck am I supposed to do now?”

Posted: 07 Aug 2018 10:28 PM PDT

After 300+ hours in the game, I've built my fair share of colonies with majority in my main colony which has 20+ mods. After having every need for my colony met, sometimes I fine myself tranced within the game fore several minute before pulling myself out and asking myself "what the fuck am I supposed to do now?"

submitted by /u/corypt1528
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No, Thanks.

Posted: 07 Aug 2018 02:52 PM PDT

Struggling my way through the early days of Naked Brutality when a tribal visitor decided to give me this gift...

Posted: 07 Aug 2018 07:06 AM PDT

Do other people go crazy with farm land?

Posted: 07 Aug 2018 03:49 PM PDT

Just got this game and started the tutorial...

Posted: 07 Aug 2018 10:38 PM PDT

And I'm stuck on equipping weapons since one of my characters is incapable of violence. Fantastic.

submitted by /u/NotAWizardFromLOTR
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Yorkies, what's the point?

Posted: 07 Aug 2018 08:20 PM PDT

What's the point of having an animal as specific as a Yorkshire terrier in the game? I mean, I don't mind, but I wonder where that specific idea for an animal to add in game came from.

submitted by /u/SavanahHolland
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That's a heavy demand from 0 people

Posted: 07 Aug 2018 03:47 PM PDT

A mod that makes dedicated blacksites possible?

Posted: 07 Aug 2018 09:40 PM PDT

So I found this cannibalistic eastern european kid with good medical skills, right? And then I found an ancient danger in a remote location where I needed to camp out on my caravan route. In that danger, there were 3 pods; cleared them out. Got an idea. I send the kid there, he makes home. When I get prisoners, I get them into walking condition, and the next caravan will also get them there. The kid cuts them up, eats the remains, hops into the cryopod. When the caravan is on the way back, they pick up the organs and keep going. More prisoners, caravan gets them to the blacksite, wakes kid up; rinse and repeat. But the problem is, the moment the kid starts cutting people, my entire faction finds out about it and becomes really bummed. And afaik a dead colonist will only bum out their settlement, not the faction, so it would be technically possible to make organ d o n a t i o n s a bit more discreet with a mod. So the question is, is there a mod like that?

submitted by /u/sergeantfidelis
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As a tribal colony with 35000+ wealth on the first year, this is a little insulting. (It gave me 2 glitterworld meds)

Posted: 08 Aug 2018 12:24 AM PDT

So mechs will attack their own ship now?

Posted: 07 Aug 2018 09:28 AM PDT

The Big OOF

Posted: 07 Aug 2018 11:45 AM PDT

When you have Mass Graves mod installed and your pawn becomes Corpse Obsessed

Posted: 07 Aug 2018 03:45 PM PDT

Aprimay 1st, 5504. Awful Hospital is a sprawling, chaotic mess, but the citizens are happy and healthy, except for all the scars, and the gut worms, and the food poisoning because of the gut worms and scars.

Posted: 07 Aug 2018 07:21 PM PDT

My doctor won't stop smoking pot during surgeries

Posted: 08 Aug 2018 01:33 AM PDT

I've replaced 5 limbs in my colony so far and it has become a ritual for my doctor to get absolutely blazed on smokeleaf before she can operate. It never fails. When I tell her to replace a leg? Sorry boss smoke erry day. I don't want to replace her because she's really good but she smokes more than anybody, eats all my food, and when she isn't being a doctor she spends all her time sitting in the lounge watching TV and would let anyone else do a task before she got around to it.

submitted by /u/MasculineToxicity
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Raiders dying instead of being downed

Posted: 07 Aug 2018 08:06 PM PDT

I heard that unlike your colonists, raiders have a 2/3 chance of instantly dying when they are downed to prevents players from getting massive amounts of prisoners/potential recruits.

Why not get rid of that 2/3 chance and allow raiders to rescue their downed comrades?

It probably won't be too hard to implement since raiders can already carry your downed colonists. Of course, there will need to be a bit of balancing done to make sure raiders aren't constantly losing their attack force while rescuing people, which could be done by increasing the average number of raiders per raid and setting some of them to be solely in charge of rescuing instead of taking part in the battle.

What exactly is preventing this from happening?

submitted by /u/jj200275
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The Man in Black

Posted: 07 Aug 2018 07:43 AM PDT

Does the Man in Black only show up when your colony is about to get wiped out?

Kevin strolled on to the scene on day 105 after I had lost seven of my eight colonists in the previous two days. If he had been a day later, the colony would have been lost with my final colonist falling to an untended infection.

Then, on day 106, a colonist fell from the sky. And it's KEVIN'S SON.

Tended him up. Spent five days in bed. Then he just got up and left his father alone in a decrepit camp.

But Kevin didn't care. He just kept cooking with a 0 and getting food poisoning, and then hunting with a 0 in shooting as a brawler.

Then a raider came in. Kevin needed a friend, so he went out to KO the dude. Alas, Kevin was the one who got knocked and carried off the map. Game over.

submitted by /u/ddonovan86
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Zombiefied (Zombie Apocalypse) Updated to Unstable 1.0!

Posted: 07 Aug 2018 02:49 PM PDT

My two best researchers broke up and kept fighting while researching and ending up in the ER. So I came up with a solution

Posted: 06 Aug 2018 03:06 PM PDT

Tell us the story of your most unexpectedly good colonist

Posted: 07 Aug 2018 11:33 AM PDT

I'll start by sharing the story of Lips.

I'm about 60 hours into my first playthrough, and so I've made some interesting decisions. I apologize if my story is too wordy, please bear with me.

Interesting decision 1.
I cracked open the ancient danger.

Nothing attacked me, inside were 6 caskets, all was well. I turned the room into a bedroom (quite spacious!) for a newly joined colonist, and left it at that for a while. After some time (and after figuring out how), I decided to open the caskets.

Out pop 6 people, 2 dead and 4 downed. I buried the dead and rescued the downed, and tended to their wounds. 2 joined upon recovery, the other 2 I threw in the slammer until they changed their mind.

As it turns out, one of the 2 that joined on recovery was Lips!

Now, I didn't think Lips was all that incredible. Boy was I wrong.

Lips was an 88 year old woman with a frail torso and a heart condition (minor artery blockage) who liked to handle animals, and was decent at construction and growing. At her age she moved pretty slow and sometimes would take ages to complete a task, especially if it meant walking a long distance. Nonetheless, she did good work and got along well with the other colonists.

Interesting decision 2.
Bear taming.

There were a few grizzly bears roaming about the map, attacking wild animals and sometimes my domesticated ones that strayed too far. I decided it would be safer in the long run if they were on my side.

Around this point I still considered Lips somewhat disposable. She was 88 and couldn't shoot, but she could hold her own in a melee (she liked it too!). I decided she would be the one to tame the bears, instead of my primary animal trainer. I made her a gladius and sent her on her way.

The bears loved her. Within a season Lips had tamed half a dozen bears, and trained them to attack and to haul. After a few seasons several of the bears had given birth, and Lips had 8 or 9 attack grizzlies that followed her around.

Interesting decision 3.
Relocate the colony

Wow, what a hassle. In vanilla, caravaning is really frustrating. Either way, I sent off 4 colonists to start a mining colony, as I was in desperate need of components at the time.

I ended up wanting to move to the new tile, partly because I wanted to rebuild my entire base as my understanding of the game grew. The mining colony did excellently, even surviving their first winter better than the main colony (I tamed too many animals and ran out of food). I had them begin construction of the new base, and sent over the vast majority of my colonists.

Left behind were just 3 colonists, a cook, a general worker, and of course, Lips. The key thing to note here; only Lips was capable of violent.

On multiple occasions before and after the majority of the colonists moved, Lips (along with her attack grizzlies) singlehandedly turned away raiding parties in excess of 6 raiders.

Lips, now a 91 year old woman with a frail torso and a heart condition, had turned away entire raiding parties BY HERSELF more times than I could count.

Alas, at 91, Lips died of infection after being bitten on the hand by a red fox.

RIP Mama Bear Lips.

submitted by /u/Yarroborray
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What's with the .19-Version

Posted: 08 Aug 2018 12:19 AM PDT

Hi everyone,

I just loaded into Rimworld today and realized that I'm suddenly playing Version 0.19 instead of 1.0 (both are the unstable Beta). There was probably a message explaining why but because I was impatient I didn't actually read it. Anyone care to explain the significance? Are we now getting another big update before the real version 1.0?

Aibeit

submitted by /u/Aibeit
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I finally took the psychopath plunge this subreddit is famous for. One of them, anyway.

Posted: 07 Aug 2018 09:41 AM PDT

For the first time ever I harvested organs from prisoners, gave them peg legs (and promptly removed one) and dentures, and got four of them addicted to luciferium before releasing them.

That was 4 in-game years ago and I haven't seen any of them since, despite plenty of raids (thanks, Randy). Did I do something wrong?

submitted by /u/Doomquill
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First rich explorer try

Posted: 07 Aug 2018 04:18 AM PDT

My poor capybara was attacked by a panther. I managed to kill the panther and save the capybara however he's missing 75% of his legs and can't move. For the last two years I haven't had the heart to kill the guy and my animal handler feeds him every day as he just sits alone in my awful barn.

Posted: 06 Aug 2018 06:57 PM PDT

[Suggestion] Chemfuel-powered vehicles

Posted: 07 Aug 2018 03:45 PM PDT

Okay, this is going to be a long one. Be prepared for a LOT of reading.

TL:DR: I want cars, helicopters and jets to be in the game.

I already talked about this during a suggestions thread a little while ago, but I really like the idea.

I think that there should be a variety of vehicles that can be constructed and some added mechanics to complement the vehicles.

All caravans with vehicles move at the speed of the slowest vehicle or colonist. If a vehicle runs out of fuel and there is no reserve, it must be pushed or abandoned.

New Structure: Vehicle Workstation -- Creates all vehicles.

New Skill: Driving -- Higher skill decreases collision chance and increases driving speed. Vehicles that are easier to drive have a lower crash chance.

New Event: Collision -- Event that becomes rarer the more skilled the driver is. Much higher if the driver is drunk or high. Lower chance if the driver has taken luciferium. Has a low chance to kill a passenger or driver, but most likely only damages the vehicle.

New Event: Drove Off Cliff -- Extremely rare event that only occurs if the driver's skill is very low and is on mountainous terrain. The vehicle falls off a cliff and everybody in the vehicle dies.

Vehicle: Pickup Truck -- Seats two colonists. Can carry 500KG of supplies. Relatively easy to drive. Medium efficiency, medium speed, somewhat inexpensive. Truck bed can be modded to have a machine gun, seating a third person that can fire at raiders. This mod lowers the supply carry weight to 100KG. Can also be modded to become a tow truck, being able to tow one vehicle that has ran out of fuel, but consequently, removes the ability to carry other cargo.

Vehicle: Jeep -- Seats four colonists. Can carry 150KG of supplies, which is increased by 70KG for every empty seat. Relatively easy to drive. Medium efficiency, medium speed, somewhat inexpensive.

Vehicle: Dirt Bike -- Seats one colonist. Cannot carry any weight, the colonist must carry the weight on their back. Somewhat difficult to drive. High efficiency, very high speed, inexpensive.

Vehicle: Van -- Seats two colonists. Can carry 750KG of supplies. Somewhat difficult to drive. Somewhat low efficiency, medium speed, quite expensive. Can be modded to carry seven colonists. The mod lowers the carry weight to 50KG.

Vehicle: Luxury Sedan -- Seats four colonists. Can carry 50KG of supplies. Relatively easy to drive. High efficiency, medium speed, but expensive. Can only be purchased from Exotic Traders. Colonists who ride in this car will receive a +10 mood boost for a little while.

Vehicle: Transfer Truck -- Seats one colonist. Can carry 3000KG of supplies. Difficult to drive. Very low efficiency, low speed, and expensive.

Vehicle: Bus -- Seats 22 colonists. Cannot carry supplies. Difficult to drive. Low efficiency, medium speed, expensive.

Vehicle: Tank -- Seats one colonist. Has a cannon that fires mortar shells. Very low efficiency, very low speed, and expensive.

New Skill: Piloting -- Similar to Driving, but for planes.

New Event: Aircraft Crash -- Kills everyone on board. Extremely rare.

New Item: Parachute -- Allows people to jump out of a helicopter or jet during a raid.

Vehicle: Helicopter -- Seats two colonists. Can carry 150KG. High speed, moderately difficult to pilot. Medium efficiency, somewhat expensive. Must land to refuel. The helicopter will land at 10% fuel. If forced to land on impassable rock, it will crash. Can fly over impassable rock. Can be modded to have two miniguns, incendiary launchers or rocket launchers.

Vehicle: Large Helicopter -- Seats two colonists. Can carry 800KG. Medium speed, difficult to pilot. Low efficiency and expensive. Similar mechanics and weapon mods to the Helicopter. Can also be modded to have an additional 8 seats, but the mod will remove the ability to carry weight.

New Structure: Airstrip -- Very long. Allows takeoff and landing of Jets.

Vehicle: Jet -- Seats two colonists. Can carry 1000KG. Incredibly high speed, very difficult to pilot. Medium efficiency, incredibly expensive. Has a very large fuel tank that gives it a very high range without having to land. Can only land in Outlander Unions or player bases with an Airstrip. Can be modded to have 40 seats.

Outlander Union caravans or raids have a chance to arrive in vehicles.

Travelers passing through might be passing by with a vehicle if the colony is built on a road. If a colonist is hit by one, they will be injured. If they are hit by a bus, tank or transfer truck, they will always die.

Wow! You read the whole thing. Thanks for reading! I'm open to suggestions.

If this gets no upvotes I will be mildly infuriated because this took 45 minutes to write.

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