RimWorld Disgusting humor i honestly expected better from this game


Disgusting humor i honestly expected better from this game

Posted: 02 Sep 2018 11:47 AM PDT

A buck has become self tamed

Posted: 02 Sep 2018 05:35 AM PDT

The bar is set really low out on the Rim.

Posted: 02 Sep 2018 12:05 PM PDT

Adolescent crisis in RimWorld

Posted: 02 Sep 2018 03:58 PM PDT

RimTogether Update #2

Posted: 02 Sep 2018 06:51 PM PDT

Yo, I am back.

 

I've been cleaning up the mechanics and fundamentals that will cause problems for more complex job syncs. Namely the positional de-sync between the update of the job's target and pawn's position. As this update was planned for start of August, more things have been done. I apologise for the lack of 'fancy' things to show, working on the core functionality/foundations are important and would need a targeted side-side comparison to effectively show something, until the project develops into the gameplay mechanics stage it'll still look quite boring and appear as slow progress.

I'd also like to clear up RT's creation. It was in fact a project well before the April fool's post, Nov 2017. It was not a manifestation of the April fools. The project, as previously stated, is aiming to be a same map co-op as that's pretty much all myself and a friend wanted to play, however I think this scope is changing.

 

     The Good

  • Fixed the naming bug. Because every time. Someone would point it out. Goddamn people.

  • Things placed/spawned now don't create a feedback loop.

  • Fixed various issues with specific job completion.

    i.e Mining Job apparently Spawning of Thing and Placing of Thing don't converge. ¯\(ツ)/¯ If anyone knows if there is an impactful difference of Placing a Thing (GenPlace.TryPlaceThing) that was set to Spawn (GenSpawn.Spawn), that'd be swell. Edit; They do converge in certain ways... RIP.

  • Combat works pretty OK.

  • Fixed an initial pawn position sync.

  • Tested Animal Sync, I'm concerned about network saturation which lead to the threading debacle.

  • Some mates gave me hassle saying I didn't have a sweet cover image, so I made the world's best cover picture.

  • Added File transfer thingo, It came to my attention that people may have their saves in alternate places... Other HDD's, usb drives, your sock draw. etc. etc. so i went through the pain of putting that in, I swear if someone breaks it... Alternatively you could probably send other people quality cat pictures also, RimTogether is now an Image/Virus sharing platform. Remember, don't let your memes be dreams.

  • Multiple players (3+) now works pretty OK.

 

     The Bad

  • I got demolished during June/July with a range of things.

  • I somehow broke combat (draft) stance of Pawns. Fixed.

  • Some game mechanics are a pain/tedious to implement.

  • Seems to still be positional syncing issues, I refer to it as "slipping", kinda like rubber banding, only happens when stopping at destination in next cell, the pawn receives a message to start new job, (like stopping) and then goes to move to the last cell but gets rekt and slips back into previous cell. I've added a quick fix that just moves the pawn to the target destination if it intends to slip back, you can't really tell, I'll revisit this at a later date.

  • With the most recent update (B19), I decided i should probably update my .dll packages.... Let's just say things were removed, renamed and broke certain aspects. Should be all fixed now though! Apparently B19 Broke quite a few mods, I can see why and I'm glad I'm not the only one.

 

     The Ugly

  • In an attempt, a rather poor one tbh, to thread out the networking and packet handling I totally screwed the pooch. Certain things have to be loaded in on the main UI thread, I'm unsure whether to break apart the core resource Content loading and make that asynchronous or not...

  • Old Mate Tynan & friends developed the code base pretty swell, spawning a few nasty work arounds in the projects plight of remaining unobtrusive as possible... Meaning they'll probably cause some problems in later stages of development.

  • Spawn/thingplace duplication check is kinda flaky.

  • TimeSpeed control works for only host control. It's kind of a crap implementation atm, as the TimeControl code is buried under permissions and access levels.

 

RTU #2 Album

Gif #1; Pawn slip

Image #1; RT cover picture

Image #2; Git History

 

If anyone has further input on this (below), that'd be great. I feel people, understandably, have a cloudy idea about the topic of game setup and continuation.

(https://old.reddit.com/r/RimWorld/comments/8n6dwf/rimtogether_update_1/dztfrvv/)

u/gartral; But that has given a good thought as to the actual game setup, I'm gonna have to have a think about that. atm, I'm just using the same save file to test, both clients boot up the save file and voila, everything is the same from the get go. Now for first implementation do i just make a save file handler and transfer, check if player has already played on that save file otherwise give them 3 random pawns and starting materials? dunno. Input would be good on that one, might put it in the next update :)

 

I haven't posted late at night this time. Definitely open to ideas of implementation/problems/ideas for pretty much any part of this project, only dumb/unrealistic suggestions like Z-levels and RimWorld Multiplayer will be laughed at and ridiculed. As stated previously, the current vision is same map coop with friends, then scaling out.

(I may have forgotten some things that I'll be reminded of due to comments, I'll probably add more images and terrible quality gifs.)

submitted by /u/Alex7_RT
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Hmmm

Posted: 02 Sep 2018 12:19 PM PDT

My base main entrance

Posted: 02 Sep 2018 02:59 PM PDT

Reasonable but questionable offer from other faction

Posted: 02 Sep 2018 11:22 PM PDT

What would your Rimworld stats be if you were a colonist, and why?

Posted: 02 Sep 2018 06:39 PM PDT

I think mine would look something like this:

Backstory

Childhood: Animal Caretaker

Shooting 4 (I know proper gun safety, know how some guns operate, and have good trigger discipline. Would be higher if I got to shoot more)

Melee 3 (I know how to throw a punch, kick, and feint. I have no real training other than scraps with my bro and video games)

Construction 6 (Since I live on a ranch, I typically help my dad out with building things like fences, porches, gates, and walls.)

Mining 1 (I used to play a lot of minecraft, does that count?)

Cooking 1 (I can cook a mean pot of butter rice)

Plants 5 (Biology is one of my favorite subjects, so I have a lot of book smarts on plants, not so much practical smarts) (Minor Passion)

Animals 8 (I live on a ranch, so I do things like caring for the animals, birthing kids, along with controlling and assisting animals)

Crafting 3 (I really like making things with my hands, but I don't have much in the ways of knowledge about the general practice, but I made a sick improvised morning star out of a brass ball, hammer handle, and a piece of rope) (Minor Passion)

Artistic 4 (I enjoy art in it's other forms like music, architecture, and media, not so much painting, sculpting, etc.)

Medical 2 (I can apply a band-aid pretty damn well)

Social 6 (I wouldn't consider myself as an extroverted person, but I know I'm funny and persuasive, and maybe a little manipulative..) (Minor Passion)

Intellectual 8 (I really enjoy learning in my spare time about science, history, and just general facts. I make good pretty good grades. I hope to be some sort of scientist someday) (Burning Passion)

Traits

Sanguine (I like to thank I'm an upbeat, and optimistic person)

Nimble (I run track, and I love running. I've got a lean build that helps me be quick)

Please post below about what your stats would be!

submitted by /u/thedoomturtle124
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I guess you need self-love on the Rim

Posted: 02 Sep 2018 07:11 PM PDT

For everyone who thinks of buying the game

Posted: 02 Sep 2018 01:37 PM PDT

From: https://ludeon.com/blog/

So, RimWorld's early access price has been $30 USD since we first started selling the game in 2013.

Buying an early access game is risky compared to buying a finished game. Also, RimWorld's value in content (and the time players tend to play it) have gone up a lot since those early days. There's also the matter of simple financial inflation. Because of these factors, the final price will be higher than the early access price.

The early access price will remain the same for the rest of the early access period – this change will only occur when 1.0 is released.

I wanted to let everyone know about this ahead of time so people have time to make an informed purchasing decision without surprises.

As of now there's no announced release date for 1.0 yet – still working on filling in all those final details!

@Mods can I tag this as a Ludeon Official?

submitted by /u/CaiptanMimbl
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I left my freezer open for only 3 HOURS and 11 critters drink themselves unconscious.

Posted: 02 Sep 2018 09:43 PM PDT

Animals shot during toxic fallout instantly rot.

Posted: 02 Sep 2018 10:01 PM PDT

Eh, not a fan. I can get if they die to the fallout but being hunted instantly as soon as the radiation starts falling? That seems a stretch.

submitted by /u/steelersfan4453
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[Suggestion] Allow pawns, both player- and AI-controlled, to surrender under certain circumstances

Posted: 02 Sep 2018 07:50 AM PDT

Allowing pawns to surrender could lead to a lot of interesting gameplay. First, in the case of AI-controlled pawns, it would add variety to raids if some enemy pawns surrendered, especially when their movement is slowed and they stand no realistic chance of escape. So while most raiders would flee like usual, some could stop moving and surrender, becoming capturable without being downed. It would be realistic human behavior and add some diversity to battles.

Second, allowing the player to direct his or her own pawns to surrender (under certain conditions) could lead to some very interesting developments. For instance, if the player sent a caravan to attack an enemy base, and the fight clearly wasn't going the player's way, the pawns could surrender. They would be captured, which (if there were pawns remaining at the player's base) would lead to a rescue quest, where the player has a certain number of days to rescue the other pawns before they're either executed or recruited by the enemy. This would give the player the chance to save pawns that would otherwise surely die, and lead to an interesting rescue mission.

Surrender at the player's own base would be a little more complicated. I don't think the player could surrender all pawns during a raid, because there would be no pawns left to mount a rescue. So either player surrender would be disabled at the home base, or the player could only surrender a limited number of pawns (maybe all but one). Surrendering one or more pawns during a raid might cause the raiders to simply capture the surrendered pawns and leave, allowing the player to sacrifice one or more pawns to satisfy the raiders and prevent further loss. The player could then send a rescue caravan after the departing raider caravan, either catching it before it got back to the raider base, or mounting an assault on the raider base to rescue the captured pawns.

Just a thought. It might be tricky to balance, but surrender would certainly lead to some new and enjoyable gameplay and some difficult player choices.

EDIT: Surrender could also be worked into the existing mood system. For instance, if the player chose to kill a surrendered enemy rather than capture them, non-psychopath colonists would have a mood debuff like "We killed an enemy who had surrendered."

submitted by /u/dubyrunning
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Someone try this IRL and let me know how it goes.

Posted: 02 Sep 2018 12:28 PM PDT

raiders mistakenly blow open ancient danger...

Posted: 02 Sep 2018 07:58 AM PDT

Luciferium, Caravaning and why the drug policy tab is important

Posted: 02 Sep 2018 08:48 PM PDT

Some what of a cautionary tale to share with you all from last night, to make a short point of it for the people who don't want to read the wall of text bellow, make sure your drug policy is set before moving out with a caravan carrying Luciferium. It seems even with a social drug only policy people will 100% take it and then you end up in world of hurt.

______________________________________________________________________________________________________________________________

So last night I got a pawn that was addicted to Luciferium, Okay so right off the bat that's a problem the colony isn't rich enough to buy her anymore so I hope the cook enjoys the six more days he has left with his mother before shes banished. But then Casandra gives me a quest, 24 Ikwas for 35 Luciferium, I thought I was saved. So I put together a caravan of 5 pawns not including the person already addicted because shes saying behind to cook.

We get there make the trade I sell some stuff before we head off to raid some tribal's for a bionic arm and heart, click reform and....All five are now addicted, they took it immediately with the drug policy set to social only. Well I try not to panic I have about 35 days to sort this all out maybe I can make this work. (Nope)

So off to rescue a colonist with a caravan of Luciferium addicts I have my guys holding 1 Luciferium each to take every six days so I don't have to micromanage so much.

Rescued pawn takes some of the Luciferium immediately after reforming the caravan because I didn't set the drug policy I kind of thought the first time was a fluke and I don't really consider Luciferium to be a "Social drug." ....Okay so 7/11 guys....there is no way to easily recover from this. The "210 day supply." quickly dwindles and it becomes apparent to avoid the murder fest that is about to happen I need to send the 7 condemned off to another tile.

So I strip them of there weapons and off they go with enough food to get them as far away as I can from base. Then a poison ship crashes right as they are about to leave narrowly crushing the entire caravan because that would have been too convenient for Cassandra. A quick rearm and the seven take up positions behind some chunks, I held four guys in reserve because any of the seven could go berserk at any moment now.

Two lancers and a syther are quickly dispatched but the centipede has some unholy resolve and downs everyone. At this point things look pretty bleak for our remaining few defenders. The mortars are maned but to no avail all 10 shots land around the centipede as it slowly inches its way between the south and the north gate. Paval breaks into a daze building more shells, Spike is down after a prison break that ended up getting Jove and the prisoner killed.

The centipede lumbers into the improvised turrets of the north gate and makes dismantling them look easy as the rounds bounce of its armor. A false glimmer of hope when one of the turrets explodes but the resolve of the attacker holds. It starts picking away at the walls for a bit and then stops. I'm unsure what caused it to stop, it got bored figured it would wait us out well the poison chunk in the southwest kills everything. It turns west...then south and into a wood trap of all things placed along the western mountain the splits the north and south wall.

Spike is down without a right lung, catatonic after the death of his wife and some pretty poorly bandaged heavy blaster shot wounds to boot. Setsuko the last remaining founder of the colony is doing his best to keep things going. and Paval...who is useless. We will rebuild.

submitted by /u/Susa604
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Alert: Manhunter pack of alpaca

Posted: 02 Sep 2018 12:50 PM PDT

A tale of Victory and very-near Death, and the sacrifice of Phil the Self-Tamed Grizzly Bear.

Posted: 02 Sep 2018 05:38 PM PDT

One morning on the Rim, the drilling and hammering finally stopped after 3 long, gruelling years of work. As soon as my colony had researched all of the tasks required for the ship, I had immediately set about pumping all of my efforts into getting the hell off of the planet, my 6 colonists working tirelessly day in day out for a chance to escape back to their homes. 3 years of plasteel drilling, component manufacturing and AI-Core hunting had all come down to this one day, as Bouba placed the last Advanced Component into the third and final Ship Engine.

To get to this point we had lost 2 of the best colonists I have ever seen: Anna, a 14 Medicine, 12 Animal, 17 Research, Industrious 57-year old that had held the colony together (figuratively and literally) through countless Mechanoid Pod raids and Tornadoes, only to die pitifully to a hunting Raccoon that incapacitated her in two hits half the map away while mining a Jade Meteorite; and Erisen, an equally overpowered pawn that acted as the main construction maestro of the colony ever since she joined, again met with the pitiful fate of being caught in the middle of a 'Random' Psychic Animal Drone that sent 8 of the nearby Muffalo manhunter as she tried to haul back some crash-landed leather (THANKS RANDY).

Due to their amazing contributions to the colony, them being the 2nd and 3rd Colonists respectively to join after my Rich Explorer Dolores (who was also ridiculously overpowered with 13 cooking and shooting), and the fact that Erisen was a Ship Captain or something, my intention was to haul them back home and, on the day that the ship was finally ready, have my remaining Colonists haul them into the two Cryptosleep Caskets I had built for them and launch with them inside, fulfilling their dreams of reaching the stars and honouring their sacrifices in the most cheesy but emotional way possible. So, by drafting my colonists I held a makeshift funeral and buried them in Jade Sarcophagi, to be opened when the day finally came. Seeing my other colonists visit the graves every so often was really heart-warming, as if they were acknowledged that what they were doing was for them.

And so came the fateful day, and as Bouba opened the coffins after a long 4 years, I realised that, stupidly, you can't place dead people in Cryptosleep Caskets. I was very upset to realise that this plan wouldn't actually happen after all and that Anna and Erisen would have to be left behind. But, refusing to bow down fully, I had my colonists undergo one last construction project before they left for the stars; I used every last piece of gold in my vault to build two Golden Sarcophagi, one on either side of the ship's main structural beam, and proceeded to haul the heroes to their final resting spot. They may not have been able to come on the voyage, but they could at least see it off and, in their lifeless, long-dead state, recognise that their efforts were worth it and stay with the colony that they had worked so hard to build.

And so, with the dead looking on, I loaded my 6 colonists into their Cryptosleep Caskets ceremoniously, in reverse order of their joining, as a sort of send-off and curtain call. In goes Becky, and Bouba, and Sammy...

A Raid Notification. Shit. With my defences completely unarmed and half of my colonists loaded, I pan across the screen to see who had decided to ruin the Funeral/Take Off. Hopefullu it's just a few, and nothing that my turrets can't handle. I refuse to let it end here.

And, in true Randy Random fashion, it's by far the largest raid the colony had ever seen. 23 pirates with power armour, Snipers, tunnelers and, at the back, a 19-skill Doomsday-weilding raider. This is the first time the colony has seen power armour, let alone this calibre of weapons. As the attackers close in on the badly-defended shipyard, I prepare my colonists for a final stand and expect that only a few will survive, maybe none.

Yet from the shadows of our Bulk Storage Facility, Phil, a twenty year old Grizzly that had been self tamed in the colony's first year and trained by Anna, starts heading towards the coming force. He had, honestly, been useless since we had got him, as the three huskies that had wandered in satisfied the hauling quota more than enough, and we were self-sufficient with food so he didn't get to hunt with his master before her death. The one time he did fight an infestaion he promptly had his ass handed to him by Megascarabs, leaving him to bleed out in 7 hours after 6 seconds of combat alongside two other colonists amd giving him a permanent eye injury, lessenig his usefulness even more. But this time, he didn't back down so easily, and for once he actually helped the colony in their time of need.

He charges headstrong into the horde, taking bullet after bullet but seemingly unable to be stopped. He keeps going forward, diverting all of the raid's attention on him instead of the limestone walls, and draws the fire of the Doomsday-weilding pirate to himself. I think to myself, 'at least he tried', as the pirate slowly aims the rocket square at the helpless animal. I prepare for the worst.

Yet thanks to Rimworld's amazing AI, he loops back on himself into the horde, changing targets to a Shotgun-weilder at the back; he slowly, painfully wanders over and, with a final shot from a sniper to the head, he falls. A shame. He could have eliminated the biggest threat the colony had ever seen, but instead flinched at the last second and only ended up stalling the inevitable.

Boom.

The Doomsday Pirate had fired at the bear just before he fell. I look on, stunned, as I see the massive raiding force completely annihilated by the weapon, and in an instant it's over. The only remaining enemy, the one with the rocket, flees instantly. Somehow, Phil had managed to, in heroic sacrifice, force the pirates to blow themselves to bits in a show of gore and blood, every one of the 23 exploding in front of me. After all this time, he had finally served a purpose in the colony's darkest our, our unlikely saviour.

In true, honourable fashion, we built a final sarcophagus of Silver, and haul the mangled, tattered corpse to it's grave alongside Anna and Erisen, to recognise his final sacrifice. And so we loaded the final three Caskets, Dolores the first and last to enter, and I, with an overwhelming sense of relief, launch the ship to the stars, the colony's heroes looking on from their final abodes.

And the sweet ending music plays for the first time.

GG Rimworld, you made me care about a Grizzly Bear I didn't want and two 2D elderly women who never spoke. They will be missed :(.

TL;DR: My self-tamed grizzly ended up saving our colony from doom by diverting a doomsday shot, allowing the funeral/send-off to finally happen.

submitted by /u/danbuck2002
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Get used to it mod

Posted: 02 Sep 2018 09:31 PM PDT

Is there possibly a mod that allows pawns to get used to things like eating and buthering people? Or getting used to horrible living conditions etc.?

submitted by /u/BannanaTrunks
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Thrumbos are no joke lol

Posted: 02 Sep 2018 04:04 PM PDT

Herd migration: A large herd of Alpacas is passing through the area. They won't attack unless provoked.

Posted: 02 Sep 2018 03:38 PM PDT

A great birthday.

Posted: 02 Sep 2018 04:43 PM PDT

Today was Dollys 66th birthday, she went outside to build a snowman in the -26 degree weather. As she grew older she broke her back just as pirates attacked shooting her right hand until it fell off. She awakes from her recent medical treatment to go haul some fresh venison to the kitchen. As she was walking through the snowy field a lynx dieing of starvation visioucly attacks Dolly she is on the ground being eaten alive, help finally arives but they need to act quickly. In the snow Lon lays her down and bandages her wounds. She has severe blood loss and hypothermia. Lon cant take the cold anymore and dies. Soda rushes out and rescues Dolly he heals her wounds but her right foot is missing. He acts quickly and gets a wooden foot from storage and begins his operation. It was long and difficult but he was starving it had been hours since he had any food, when finally he vomits all over the hospital, his scalpel slips chopping both of dollys legs off, soda on the floor from food poisoning. The man in black arrives, he stops Dollys bleeding and gets soda to bed. Dolly wakes up and has a mental break and slits her wrists.

10/10 would have a 66th birthday again.

submitted by /u/Jdawg1504
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Sexbots confirmed ingame

Posted: 02 Sep 2018 06:28 AM PDT

Oh cool, a new trader! Oh..

Posted: 03 Sep 2018 02:04 AM PDT

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