I havent played since Ideology was released but I do remember getting pissed because the dlc was just a couple of mods mushed together with a few tweaks and some stuff added and the price being outrageous made me stop playing. The game is fun tho if you can look past the greedy shit >ignore the Mar 11th, I was showing a buddy the game since he was interested in it
this, wtf is wrong with u idjets. The only downside is trying to find a version compatible with mods, since the israelite dev made it so if it's even one version digit off, the mods will most likely not even work.
I had to wait years before I was able to pirate an up-to-date version that was compatible with the mod that lets you edit your characters. Idk why this moron thinks people want to play with random shit all the time.
>Doesn't want to upgrade his shitty game engine to run on more than one CPU thread because "the game is supposed to be a survival game and not a colony simulator" >The game breaks apart if you have more than 10 colonists or pets
I pirate pretty much everything but I will say that if you are going to buy a game make it rimworld. Ludeon is a solid company the definitely deserves your money. they are no bullshit and what you see is what you get. if you buy direct from their website I believe they give you a direct download and a steam voucher.
>its pretty much near impossible to manage more than one colony at a time
Wait, I don't get this. I'm not huge on colony sims and strategy games in general, but why would anyone want to do that? To me, it sounds like managing two cities in Cities Skylines, two civs in Civilization, two teams in AoE or C&C, or even playing two characters in an action game.
Think of it as progressing from a settlement to an actual faction, growing your domain with each settlement which have their own unique challenges, or at least that's how imagine what Anon could've wanted.
There are games for that though. I don't get why people would rather rimworld become like those other games instead of playing those other games. I'm all for QOL, but most people literally just want the game to be civ management games
I tried to make a second settlement on a 125x125 (Set Up Camp mod) mountainous tile for mining steel. It pretty much took all of my attention (at least while I was setting it up) from the main colony despite having only 3 pawns.
The ideology crap is kind of neat for extra rp and immersion, but holy frick the psychic shit is just stupid and obtuse. Half of the "spells" are dogshit, the others are incredibly situational and it's just a pain to use or care about. And the useful ones are moronicly busted anyway.
That opinion is moronic. But anyway CE doesn't fix it because it isn't broken. CE changes the combat system in a way I prefer. Some people like the vanilla combat system. They like deadly hordes of rats or squirrels that claw out your eyes
Based and correct. "It's good with mods" is a dumb take because every piece of shit game could have an overhaul mod and be "good". That said, rimworld is pretty fun without mods.
last time I played the game didn't had any DLCs yet, how is CE nowadays? it was pretty buggy last time I played it.
but yeah, without CE the game is dogshit.
Way better then back then. For one there are no more external compatibility patches. If a mod is compatible then the patch has been built in to CE.
I've had a lot less issues with mods that add animals as well. But I'm not sure if that's because of patches or if they changed the way new pawns were implemented
They added smoke that fills up rooms that have fire in them. Which I would disable. There isn't any way to clear it out so a small fire can make your mountain unlivable for ages
New DLC gives you lots of stuff to build an SCP base with a petty zoo of horrific space monsters. It also adds Dead Space zombie obelisks and some other "ripped from Internet lore"-type supernatural events.
>who's greedier? >"A FOR DOING X" >but B does X too >"OMG I'm not some kind of FRICKING LOSER that follows what shit devs are doing"
you're such a great person
They hired the guy that makes the space exploration mod.
The DLC adapts a few of the mods basic concepts while cutting away a majority of it to fit vanilla factorio, but also adds significant further content that the entire team is working on.
Said modder is still planning to work on his mod, and all things considered is keeping it as separate as you can for a 'factorio in space' concept.
Gotta laugh at people who say games copy mods though. Modders didn't fricking invent the basic concepts they implement like other planets, space, ...magic powers, eldritch horror, etc.
They're lucky to be involved at all, since they get paid to implement what they were already doing for free.
If you've been following their dev diary Space Age is going for something completely different than Space Exploration is. Plus with planets that can be a lot more interesting than SE can do as a mod. On top of all of that all of the enhancements they're doing to the game are coming for free even without the expansion.
>Factorio devs constantly fix any small, insignificant bugs that pop up >massive updates over the years >great community support and modding support >nogs like you on Ganker kvetch that they (in tandem with also hiring the guy who worked on the mod) took a similar idea from a massive mod of theirs that, while good, has certain negatives about it, and decide to make a DLC similar to it, but with far more polish and balance >All this while adding tons of improvements and additions to the base game for free
Same shit with Rimworld honestly, every DLC they've added plenty of updates to the base game alongside it that doesn't require the DLC at all, but I gotta listen to you nigs here...
It's extremely overhyped. I only played through the game once and I've already lost interest to be honest. The game is poorly made with a lot of flaws in the design as well and in serious need of QoL updates, but devs just keeps making overpriced DLCs instead. Just avoid.
it's one of those games that if you're into it you drop 1000 hours
watch some gayget play it on youtube or something if you don't want to pirate as 'demo' I guess
it's a bit shameful to admit but I saw this once when bored at work https://youtu.be/_HO5C0n5ow8?&t=4564 and was sold immediately, now 750h in
also mods
mods are a must
Not worth it.
Game was unceremoniously dropped from beta only to then patchwork DLCs with clashing themes together for full price.
The game itself is an unfinished and boring sandbox.
And if you just want sandbox colony, Oxygen not included is better and cheaper.
If you want sims but edgy, try something like Kenshi instead. The jank there is at least somewhat enjoyable.
If you want survival colony, games like Frostpunk are better.
Only niche I see left is the dwarf fortress audience, but usually those players are pretty vocal about disliking this one too because it is shallow and empty in comparison.
I don't play df so I wouldn't know. I just find it hard to think of anything this game is good at that other games haven't done better already.
The DLCs are such a fricking joke though. >magic powers >miracle medicine covering up the entire medicine system being shit compared to other colony games >eldritch shit
Just a complete mash of anything they saw browsing the workshop.
Only credit to them is that they didn't adapt those horrid 'vanilla expanded' mods, but come on.
>I have never played adventure mode
DF is make your own story or play one, where Rimworld is "get back up to space and dick around as much as you want till then with random quests". If you judge both DF and rimworld vanilla games without mods or DLC, DF at least has some decent grounding in it's own reality. Rimworld every time I go to play it there is basically a list of mods you have to use for proper QoL fixes or to make shit not be completely steamrolled. Randy Random is the only way to bring spice into the game and even then half the time it's just "ANOTHER GROUP OF X IS RAIDING YOU! LOL!" or "oopsie woopsie more physic drones!".
The game is pretty flat because if you make a large enough field of rice and mine it's mostly an idle simulator till you build a space ship and blow off. >b-but that final raid
Which makes no sense, but is insanely easy to beat if you just make a maze that they need to walk through
>crashland on planet >instead of going to what clearly is a space faring society with dropships and shit dig in the mud >rescue sees you on planet and will wait indefinitely for you rather than just sending a rescue ship in about a week or so >somehow can build robots and thermal reactors but can't barter with a simple trader for a ship to orbit >question any of this and the community does mental gymnastics as to why you can't >colony can be killed because some how bugs from a mine are able to open doors and find your meticulously hidden villagers far from any caves because... THEY JUST CAN OKAY? >economy makes little to no sense >why you can't build up or into the ground makes no sense >why people go insane when simply a week has passed makes no sense even if they have every basic need
yeah I was playing some game and this guy could cast fireballs and shit and it really triggered me because that stuff isn't real. What video games do you possibly actually play?
>100s of ooga booga zulus invade you every week because... they want to kidnap 2 people >toxic pirates drop pod onto your base, costing expensive amounts of steel and components, because... same reason >at least 50 people must die before a raid thinks "This isn't worth dying for" >killing fields that make the Somme and Verdun blush are NORMAL gameplay >an entire herd of blue furred wildebeests are going to gore your entire family because a stray shot hit one >everything is perpetually dirty >ate without table...
The thing about rimworld is that each time you play it you can play for several tens of hours for each different scenario, for a total of hunrreds of hours, and then change all your mods and play again.
Alright, that's your prerogative.
Anon over there probably did that, then played it in many other ways, so he got the same experience as you then many other experiences that might even have been a better experience than vanilla in some aspect or another.
is this game even remotely accessible for a total beginner or is it another autism simulator?
I refuse to read guides or watch youtube mouth breathers
If you go easy mode, it's pretty accessible. You have to be willing to fail. Your first few tries will end in disaster most likely, but that's just part of the game really.
There's a guy on youtube that also have 8k hours and play the game for years now, He play his game modded to the balls and play a scenario for 30+ days
>Why is this game so fricking expensive?
Because it's probably among the top tier streamer bait you can get out there. If you try to do some successful runs of it, you'll be looking at around 30-40 hours of content minimum. The whacky-ness of things often can send people into a rage or have chat wtf moments for more bits or "wow that was such bullshit going to take a break... chat just watch these ads I'll be back".
Played a lot Dwarf Fortress but waiting on Adventure mode which I think I'll enjoy a bit more.
Should I give Rimworld a shot in the meantime? Get that there's no Z levels, what am I trading that for. Do I get more control over my settlers than dwarves.
you do have quite a lot of control, yes
especially if you draft them
they can't be kept drafted infinitely because food sleep and other stuff, but in times of a raid you kinda play it like rts
>the more people you have control over the less you care about them as individuals
Do people even give a frick about their pawns as individuals? As in, their 'story' or whatever?
Unless I specifically create pawn the most I can think about when one of my random pawns die is "ah frick that dude was my best constructor that sucks".
No. The main game is worth 40 (lets you use workshop) then you just get the DLC off of a pirated copy. To 'crack' the DLC all you need to do is remove the line with the steam ID in the DLC's 'about.xml' file
>Psychic Awakening >Religions of Rimworld >Babies and Children >Children, school and learning >Rim of Madness - Vampires >Call of Cthulhu
btw, that will be $25 each....
>Have to wait like six months for my 350 or whatever mods to be updated >some will likely not come back >have to update my own stupid bunnysuit mod and who knows how Tynan might have broken it
just kill me bros
I want to start another playthrough. Besides, I hope you made local backups of all your mods too cause otherwise a lot will break just by being updated to 1.5
I have 4000 hours in Rimworld. I've used mods to create at least 6 different colony sims with the base game and the addons.
If you like colony sims, just shut the frick up and buy it. If you don't want to pay for the DLCs, fine, Ideology will literally add 1000 hours to your playtime, but whatever, do what you want.
>refrigeration randomly not keeping my meat fricking cold >crops not growing for whatever reason >everyone constantly pissed off because there's not enough comfiness or whatever in the house >need to make clothes but there's
never enough leather or fabric and I don't even know how to get it and half my morons can't even craft or do anything useful
How do I enjoy this without getting stressed
Fridges lose cold whenever someone opens the door to them. If you have lots of morons pathing through, that can happen. Try to limit the amount of people who can enter the fridge or get a faster door.
People also recommend two tile thick walls to keep the fridge safer from outside temperatures but I've never seen an example.
>refrigeration randomly not keeping my meat fricking cold
a) make sure you have enough coolers for the job, you often need more than one for larger areas
b) build an "air lock" into your freezer with two doors far enough apart that they're usually both never open at the same time
c) make sure there isn't a path through your freezer that pawns like to take. it may be tempting to add a side door for hunters to drop off kills, but pawns will probably start pathing through it all the time
>crops not growing for whatever reason
most are temperature dependent. check their details to see.
>everyone constantly pissed off because there's not enough comfiness or whatever in the house
this can be fixed with things like statues/wood carvings, better furniture, smoothed/tiled floors and walls, etc >need to make clothes but there's never enough leather or fabric and I don't even know how to get it and half my morons can't even craft or do anything useful
grow cotton for cloth, hunt animals for leather, or trade for both. later, plant devilstrand mushrooms for devilstrand. note that all textiles have different heating, cooling, and defensive properties. some are better for hot weather, some are better for the cold. some defend against certain types of damage.
>How do I enjoy this without getting stressed
I like to put things on to watch on the side and accept that sometimes I'm gonna lose pawns, or even the whole game
>a) make sure you have enough coolers for the job, you often need more than one for larger areas
>refrigeration randomly not keeping my meat fricking cold >crops not growing for whatever reason >everyone constantly pissed off because there's not enough comfiness or whatever in the house >need to make clothes but there's
never enough leather or fabric and I don't even know how to get it and half my morons can't even craft or do anything useful
How do I enjoy this without getting stressed
randomly not keeping my meat fricking cold
Forgot: Set coolers to staggered settings.
e.g.: >build 3 coolers >first is set to cool to 32F >second is set to cool to 30F >third is set to cool to 28F
That way they don't all kick on and off at the same time, creating spikes in your electrical load. Your 28F might always be running, then the 30F will kick on periodically to help it, then the 32F kicks on only during heat waves.
Again, this all depends on the size of the freezer and how often its doors are open,
Oh, and double-walling can help.
You can even include a gap between the inner wall and outer wall for pawns and pets to wander into. The gap tiles will help smooth the temperature gradient.
It's really easy to pick. Not a "have to have a guide open" sort of game at all.
There's an ingame tutorial that gives you tooltips about things as you go along too.
I hate when people use autism so lightly, it's not a common condition. I have autism (tested by a psychologist) so I know what I'm talking about, you don't need to be autistic to play Rimworld.
It's pretty easy to get into and the in-game tutorials were pretty decent as well as far as I recall. Difficulty and amount of min-max autism needed depends largely on the difficulty level you set the game to, and whether you're playing on ironman mode, or if you install some autism mods like combat overhauls and overpowered endgame factions.
I used to hate mechs but now I frequently rape them to death >mechan*id cluster lands >immediately bombard them with mortars, alternating with EMP shells to frick their high shield >anything that survives gets their ass stretched out from a swarm of colonists wielding miniguns and lanes of turrets >send in a couple of colonists with marine armor to clear up any remaining turrets
It's definitely not a game for everybody. Nothing is really, but it's not a game that has mainstream appeal I'd say.
What have you done in the few hours you've played? What was the scenario?
i turn both off both because if the solar flares are strong enough to knock out all electronics on the map all the life on the planet would die from solar radiation, and catastrophic short circuits with no warning are anti-fun
No. Even after purchased the base game at $30 asking price for some low budget iunfinished ndie shite as a sign of goodwill, I went back and got a pirated copy after seeing those DLC prices.
Extremely easy. Look up RimPy. Also, all the DLCs are treated by the game like mods, so you don't even need to crack them to pirate. Though I still suggest you buy only the base game for convenience.
I frequently run 50+ colonists and the worst I get is micro stuttering, but it still runs without slowdown
you really need a CPU that is much more powerful than what they recommend for it.
Anyone who has played the game for a bit knows that one bad raid while your are not keeping your colony's wealth under control and its over so no one who has played the game for a bit believes that bullshit tweet.
>Correct me
Ok >Heatstroke
No way to apply this reliably even in heatwaves. >hypothermia
Even less of a way to apply this reliably, even in cold biomes. >Tox gas
Takes too long to stack up to dangerous levels even if the raiders for some reason stay in the clouds or in the toxic areas. >lung rot
Not only it takes a lot to stack up to dangerous levels just like with Tox gas but I can't even begin to comprehend in what way you could have possibly weaponized corpses so that they rot at the exact moment a raid happens and at the exact moment the raiders are next to them.
There you go.
3 months ago
Anonymous
Ever heard of a killbox you moronic double-Black person?
3 months ago
Anonymous
Yes, and they are irrelevant to the argument >Heatstroke, hypothermia, tox gas, lung rot >the surest ways to incapacitate someone
If you are killboxing raiders then you are already dealing with them before any of those effects get into play.
3 months ago
Anonymous
If by "dealt with" you mean killing, then yes, but we're talking about INCAPACITATION. Cranking the heat up in a killbox with some fires, and then venting it by breaking a wall WAS, until today, the surest way to incapacitate raiders.
Do you finally understand?
3 months ago
Anonymous
>If by "dealt with" you mean killing, then yes, but we're talking about INCAPACITATION
Again >Heatstroke, hypothermia, tox gas, lung rot >the surest ways to incapacitate someone
None of those effects were EVER the surest way to incapacitate someone.
By dealt with I mean dealt with because you don't actually control if they die or not when you "deal with" them. Sometimes they will drop down dead (chanced) and sometimes they will go down but stay alive.
Try actually playing the game before pretending to know what the frick you are talking about, please.
3 months ago
Anonymous
What the frick are you rambling about? Yesterday, when someone passed out from Heatstroke, 100% chance they're just downed. Now, there's a chance they die, the same as if they've been shot.
If you never used heat to incapacitate someone you've never played the game.
3 months ago
Anonymous
>when someone passed out from Heatstroke
Not someone, raiders
Yeah exactly, the surest ways to incapacitate someone you want to capture has now been nerfed.
>the surest ways to incapacitate someone you want to capture has now been nerfed
Heatstroke was never a surest way to incapacitate raiders to capture them.
Why are you so hellbent on dying on this hill? You made a very dumb statement about one of the changes to fit in and it backfired because it came from total lack of knowledge of the game.
Just move on already, this is an anonymous website no one is going to know or even remember that this happened, autist.
3 months ago
Anonymous
>Just move on already >he said while typing up paragraphs of replies
3 months ago
Anonymous
I got specifically asked by him to correct him though.
Correct me or shut the frick up you stupid Black person
>Correct me
>Not someone, raiders
I am fully aware that we have been talking about raiders this entire time.
>Heatstroke was never a surest way to incapacitate raiders to capture them.
A 100% chance to be downed from heatstroke is as sure as it gets, making it the surest.
>A 100% chance to be downed from heatstroke is as sure as it gets
And a 0% chance of it happening because the effect cannot be reliably applied to the is direct opposite of sure. Nice cope attempt, though.
3 months ago
Anonymous
>And a 0% chance of it happening because the effect cannot be reliably applied
So your issue isn't that anything I said was incorrect, it's just that it doesn't apply to your specific play-style. Thanks for wasting all our time you moronic triple-Black person.
3 months ago
Anonymous
>So your issue isn't that anything I said was incorrect
Incorrect. My issue is that all you said is, in fact, incorrect.
Which is exactly why you immediately pivoted to the irrelevant killbox goalpost which ironically fully defeats any potential explanation or design that could be used to SOMEWHAT apply the effect even if not to the degree in which it can be reliably used for incapacitation.
It's extremely simple, really >you said that the surest way to incapacitate raiders was gone because of the changes to those 4 effects >those four effects were never the surest way to incapacitate raiders
See? Instead, you asked me to correct you, which I did.
3 months ago
Anonymous
It's really very simple. They used to reliably down raiders, now they do not. That's all I've asserted. Exactly what it says in the patch notes.
3 months ago
Anonymous
>They used to reliably down raiders
No they didn't, because you could never reliably apply those effects to raiders.
3 months ago
Anonymous
Of course you could, with hotboxes. Do you not know how to build a hotbox, anon?
3 months ago
Anonymous
>Hotboxes
Cool, new goalpost moving cope just dropped.
Hotboxes are not used for dealing with active raiders.
There are not hypothermia hotboxes, toxgas hotboxes or rot hotboxes.
3 months ago
Anonymous
>Hotboxes are not used for dealing with active raiders.
Of course they are. Again, your shitty playstyle has no relevance.
3 months ago
Anonymous
>Of course they are
No they aren't.
I assume you googled a bit and found it just to not realize that it's something made to deal with infestations until after you posted.
Hotboxes are a thing. You leave stacks of wood in a small room with no ventilation and light it on fire when raiders come through. The only hiccup is that you have to get in behind them and build a door real quick so they can't get out, and you have to double or triple wall it with granite so they can't just dig their way out either. Fires in enclosed spaces put the temperature up real fast and reliably cause heatstroke in moments depending on how bad the fire is. It's been a strategy for dealing with raiders since forever.
>with no ventilation
For the raiders to get in there must be an entrance and thus, ventilation.
I seriously don't understand why morons keep arguing about a game that has been solved for half a decade already.
3 months ago
Anonymous
>For the raiders to get in there must be an entrance and thus, ventilation.
Like I said, the only hiccup is that you have to get in behind them and build a door real fast to seal the room.
3 months ago
Anonymous
[...]
Easily done, you just built a stone door with Leave Open ticked on, and then when all the raiders are inside, untick, jog someone in and out and it closes.
So the only hiccup is that by the time you remove the ventilation they broke the next door creating more ventilation. And that's assuming they don't straight up turn around and vaporize the pawn constructing the door because the pathing allows them to do that now?
Have any of you ACTUALLY played the game at all? LMAO
3 months ago
Anonymous
Again, your being too shit at the game to pull off this relatively easy move is not relevant.
3 months ago
Anonymous
You create a snake path with alternating sandbags or some other obstacle they have to climb over to slow them down. Literally just search for the hot box strategy for rimworld on youtube, it's well documented, you're just digging yourself into a hole here, it's embarrassing. Just admit you were wrong.
3 months ago
Anonymous
>For the raiders to get in there must be an entrance and thus, ventilation.
Like I said, the only hiccup is that you have to get in behind them and build a door real fast to seal the room.
Easily done, you just built a stone door with Leave Open ticked on, and then when all the raiders are inside, untick, jog someone in and out and it closes.
3 months ago
Anonymous
Man, I've been doing that strategy wrong this whole time. I could have saved so much micromanagement.
3 months ago
Anonymous
You've been consistently disproven and ratio'd the entire thread dude just give up.
3 months ago
Anonymous
Factually wrong.
Again, your being too shit at the game to pull off this relatively easy move is not relevant.
You create a snake path with alternating sandbags or some other obstacle they have to climb over to slow them down. Literally just search for the hot box strategy for rimworld on youtube, it's well documented, you're just digging yourself into a hole here, it's embarrassing. Just admit you were wrong.
Feel free to provide one video of this hotbox strategy working reliably and by itself. Not mixed in with a killbox.
And then, provide one with hypothermia, toxgas and rotstink, as those are also "the most reliable way of incapacitating" too.
I'll wait.
3 months ago
Anonymous
>Feel free to provide one video of this hotbox strategy working reliably and by itself. Not mixed in with a killbox.
Why can't it be mixed in with a killbox? Now who's creating arbitrary goalposts?
3 months ago
Anonymous
>Why can't it be mixed in with a killbox?
?????????
Yeah exactly, the surest ways to incapacitate someone you want to capture has now been nerfed.
>the surest ways to incapacitate someone you want to capture has now been nerfed
If by "dealt with" you mean killing, then yes, but we're talking about INCAPACITATION. Cranking the heat up in a killbox with some fires, and then venting it by breaking a wall WAS, until today, the surest way to incapacitate raiders.
Do you finally understand?
>If by "dealt with" you mean killing, then yes, but we're talking about INCAPACITATION
Try to keep the argument straight LMAO
3 months ago
Anonymous
None of those are mutually exclusive. You're grasping at straws now.
3 months ago
Anonymous
Hotbox
Toxbox
I couldn't find one for rotstink, but I assume that's as simple as just leaving dead bodies to rot in a narrow corridor. I'm also fairly certain a hypothermia box isn't possible without mods. However, the principle of killing with heatstroke and tox gas chambers is sound.
3 months ago
Anonymous
>First video
Bad example as the raiders no longer start a fire like that precisely to avoid that. >Second video
Clearly a killbox mixed in. And the survival rate is exaclty the same as normal combat (a 30%) >I couldn't find one for rotstink, but I assume that's as simple as just leaving dead bodies to rot in a narrow corridor
You couldn't find one because it requires perfect timing. It's by far the most unreliably. >No hypothermia video
Close but no cigar.
None of those are mutually exclusive. You're grasping at straws now.
>actually, unironically arguing that killboxes are NOT LE BAD while replying to a post quoting a post of yourself saying that killboxes ARE LE BAD
Absolute zozzle
here anon, the hotbox I've used on my most recent 1.4 save. >BUT THERE'S A KILLBOX AT THE END!!1!
yeah, for the mechanoid raids.
>BUT THERE'S A KILLBOX AT THE END!!1!
So it doesn't count.
Also >not showing it actually functioning as intended and being reliably
ALSO >modded
3 months ago
Anonymous
>You can't reliably apply heatstroke to raiders
This was your argument, it has been soundly defeated.
3 months ago
Anonymous
Factually wrong. My argument was that heatstroke AND hypothermia AND toxgas AND rotstink weren't the most reliable method for incapacitation and capture. Which is exactly the case.
want to know how many humanoids even make it to the end of the hallway? Zero. Because they fall to the ground of heat stroke. I'm not about to spend the effort making a webm for some moron on the internet throwing the goalpost around like a frisbee.
>want to know how many humanoids even make it to the end of the hallway?
Actually no, I want to see the thing at work. But then again, it's clearly a modded playthrough so it's not even relevant to the discussion.
3 months ago
Anonymous
Jesus Christ, I just read through this thread and I can't believe stupid morons like you still exist. No self-awareness and zero critical thinking capabilities, making me question if you can even be called a conscious being. You're more like sea sponge or anemone, and even those are smarter than you.
Convince me otherwise if you think I'm wrong, but I know you can't.
3 months ago
Anonymous
>no argument
😉
3 months ago
Anonymous
Thank you for proving me correct as I obviously didn't reply to you to argue with you. If anything, I was making an observation and ending with a theory, which, again, you have proven true.
3 months ago
Anonymous
lmao mad
go incapacitate some raiders or something
3 months ago
Anonymous
want to know how many humanoids even make it to the end of the hallway? Zero. Because they fall to the ground of heat stroke. I'm not about to spend the effort making a webm for some moron on the internet throwing the goalpost around like a frisbee.
3 months ago
Anonymous
I never said killboxes are either good or bad. You're making less and less sense, anon.
3 months ago
Anonymous
here anon, the hotbox I've used on my most recent 1.4 save. >BUT THERE'S A KILLBOX AT THE END!!1!
yeah, for the mechanoid raids.
3 months ago
Anonymous
soulless.
3 months ago
Anonymous
>Android Tiers >10+ T4s connected to Skymind, all 20s stats >Your pawns are now the killbox
3 months ago
Anonymous
Hotboxes are a thing. You leave stacks of wood in a small room with no ventilation and light it on fire when raiders come through. The only hiccup is that you have to get in behind them and build a door real quick so they can't get out, and you have to double or triple wall it with granite so they can't just dig their way out either. Fires in enclosed spaces put the temperature up real fast and reliably cause heatstroke in moments depending on how bad the fire is. It's been a strategy for dealing with raiders since forever.
3 months ago
Anonymous
>Not someone, raiders
I am fully aware that we have been talking about raiders this entire time.
>Heatstroke was never a surest way to incapacitate raiders to capture them.
A 100% chance to be downed from heatstroke is as sure as it gets, making it the surest.
3 months ago
Anonymous
NTA but you're not even reading his posts at this point. Stop trolling in a poorly made Rimshill thread, Tynan. No one likes 1.5
3 months ago
Anonymous
>No one likes 1.5
I'm liking it so far.
Only thing that has frustrated me is that there is an oskar mod I use for the infestation repeller and it is one of the only mods that homosexual won't update to 1.5.
I'll be honest, the last time I played was before the first DLC came out and I forgot I had like 10 pages of subscribed mods.
I don't really feel like navigating through it...
i quit this game much sooner than i expected when i realized that when you tell your colonists to go hunt for food, the morons shoot at the animal nearest to them from farthest distance they can, resulting in them missing nearly every single shot and effectively chasing 99% of the the wildlife (food) right off the map resulting in there being basically none left for them to eat and the only way to get around this is to fricking micromanage and do the hunting myself by walking up close to the animal and angling the shot so when they run away they arent running straight off the fricking map. the entire hunting mechanic is more than worthless it literally just fricks your game up and makes you lose all the food. why even have it?
fricking terrible game design why the hell is this shit so praised
sure thats not the only way to get food. but the point of a game like this is the fact that you have freedom to do different things. except you dont in this case because the hunting isnt designed well
anyway, since this was moronic, eventually all i was doing was farming for food
and then after a while i realized i was having the same few random events happen over and over again with zero challenge and zero variation
and if i turned the difficulty up the same shit happens over and over again but with too much challenge
i had more fun playing prison architect or even fricking theme park world
Looks all over the place. I have over 2k hours in rimworld and this is the first DLC I ain't buying, not yet atleast. It looks too much like an event-driven experience with a little side content you could've found in mods.
The only reason why I would think of paying for this game is for the ease of comfort and reliability of using Steam to download mods and wanting to play modded Rimworld. Having to download all the shit individually and repeatedly doing that shit for a new update for the mod/game is so fricking annoying that it makes me not want to play modded Rimworld or lingers that tempation.
I use rimpy and it is pretty effective for downloading steam mods but you have to know what you're doing or it will frick your modlist up really hard if you're going to a new update.
No, but you can pirate it pretty easily, and RimPY gets you access to the workshop mods. If you simply must buy it, buy the base version without the DLC, Royalty, Ideology, Biotech and ANomaly don't add anything crucial to the gameplay, just bloat.
>biotech >bloat
I would agree with you on royalty because I always tell the royalty faction to frick off but biotech adds some really good shit. The fact you can have children with biotech alone makes it worth having. Having to rely on outsiders joining to increase your numbers sucks.
Children can be added by mods. That said, this is only if you must buy and price is a concern. I can't imagine why you wouldn't just pirate the game and the DLCs
Why is this 5 years old game still so damn expensive?
I can buy both Kenshi and Stardew for the same price of the Rimworld base game.
If I added all of Rimworld DLC into the mix, it exceeded some "Super deluxe turbo hyper edition AAA" games price.
Been biting into the new expac blind. Started a new embark and ideoligeon. I have a bad habit of wanting to take on too many challenges and now I'm stuck doing a challenge run when really I just want to see what the new DLC has to offer. I'll probably tweak my precepts and start fresh again tomorrow. I saw a zombie, though!
I'm also curious about this and any general quality of life shit. Haven't played Rimworld in years and think I might take a gander again but every time I do all the mods I used to use are long abandoned and everything's different
No tynan has moronic balancing ideas. Rimworld was never finished and he wanted to walk away. Instead of going through with the orginal premise, he "polished" the existing content, patched out bunch of unintended "fun" and started calling it a story generator instead of a colony sim. He started a new game but it sucked so bad he refused to show anyone. After realizing he was a one trick pony he begrudgingly started working on rimworld again - releasing an overpriced dlc. The backlash caused him to patch in more content for the dlc and he's been peddling expansion packs ever since.
All in all it's not a very interesting story but when he walks around acting like he is the jesus of game design. It makes the entire situation very comical.
If you own the base game, you can just pirate the DLCs from GOG, edit the about.xml file to remove the steamAppId line, and the game will think you own all the expansions.
Or just use creamapi.
Something in 1.4 changed how nerve staples work for me. Now if I nerve staple someone (questionable ethics mod) they are automatically a slave. When did that happen? It never worked like that in 1.3 and I need a way to nerve staple people without enslaving them. I can't have everybody be a slave, and if all but one are slaves and that one guy who isn't dies, wtf happens?
I BELIEVE IN MYSELF, I BELIEVE IN MY COLONY, THESE HANDS WERE MADE FOR MILKING AND IT IS MY DESTINY TO CRACK OPEN THAT CRASHED ESCAPE POD FROM A GLITTERWORLD AND GET TO WORK
No it doesn't, it has males and females, genitals aren't a hediff and there's no pawn trait for gender identity. You must be thinking of dwarf fortress.
You are a foolish naive creature, I feel bad for you. There are several pawn backgrounds in the vanilla game made by paypiggies that amount to "Vivian was a fatherless boy but he played with dolls so he went to a glitterworld with his mother and turned into a girl". >You must be thinking of dwarf fortress.
Dorf doesn't have trannies in it YET, as far as I know, but the homosexual is working on them.
I really wish there were colony sims out there not made by mentally ill hacks.
>Oh right, the custom pawn backgrounds, I thought you meant mechanically. I just kill those if they show, they're all cringe.
That's one way to cope with the homosexualry. I just made it a point for myself to ignore every troony game in existence. Rimworld is a bad game, and if I treated it the way I treat games now, I would have seen the diamond solid red flag that is having trannies in your game and wouldn't have wasted time and money on it. >It's been a while, but I think 'le archotech' is how Tynan explained psychic powers in general, it's how he explains everything.
I know that the powers are unlocked by an archotech gizmo, but I didn't know it was the archotech doing them.
Also this is another bit of Tynan's homosexualry - the literal fricking Deus Ex Machina AI that handwaves 70% of the setting as "you're too dumb to get it anyway".
Someone please make a non-gay colony sim.
Stardeus is another colony sim, but it's pretty new and hasn't got much content yet. I don't think it has homosexuals in it.
3 months ago
Anonymous
It has the minor red flag of being overpriced, and I'm not too huge a fan of playing as an AI managing the people, I kinda liked the roleplaying aspect of colony sims where I just look upon the game as a survival situation. Nonetheless I am grateful for the recommendation. I'll be keeping tabs on that game.
3 months ago
Anonymous
For me, the red flag is that Paradox is the publisher.
3 months ago
Anonymous
Only flaw of Paradox I'm familiar with is that they make you pay 6 gorillion dollarydoobles for every DLC of ehich they release 1630 per game, and that is kinda rolled in together with the price red flag.
How did a chad like this end up creating the most immersive storytelling game ever? He should be fricking stacies all over the place not writing funny code.
Riddle me this: If psychic skipping can teleport something as small as dust particles, can reach as far as the core of the system's star, and it can skip somwthing as heavy as living beings, why can't psykers just skip enemies into the sun? Or even just into orbit? Or even just skip an enemy's head off his body?
The idea is that the pawn isn't actually the one doing the skipping, they're using their attunement to an archotech or something to perform the psychic ability, supposedly the archotech has rules on what you can and can't do with skipping.
Started the game and realized more than half of my modlist isn't updated yet. Decided to play with only a third of what I usually play with and once I was done setting everything up I realized there's no point playing before all the mods are updated.
I just wish someone would make a 3D Rimworld already.
Can't be bothered to post it all, it's about 100 or 150 mods. Rougly have 250+ mods but I haven't cleaned out all the outdated ones from alpha and beta and forks of mods no longer being updated.
Pirate it, the developers a greedy israelite
nah i aint no poor gay
Wait for the sale to end before buying it then
i didnt ask if its expensive i asked if it was worth it you stupid fricks go back to elementary school to learn how to read
Yea it’s worth it thus the > go ahead and buy it
moron
Wait for the sale to end and buy it full peice. It is the only way to prove you are not a poorgay.
I havent played since Ideology was released but I do remember getting pissed because the dlc was just a couple of mods mushed together with a few tweaks and some stuff added and the price being outrageous made me stop playing. The game is fun tho if you can look past the greedy shit
>ignore the Mar 11th, I was showing a buddy the game since he was interested in it
Do Rimworld DLCs go on sale even? I bought the older ones full price. Not really in the mood for RW right now
Then go ahead buy it
this, wtf is wrong with u idjets. The only downside is trying to find a version compatible with mods, since the israelite dev made it so if it's even one version digit off, the mods will most likely not even work.
I had to wait years before I was able to pirate an up-to-date version that was compatible with the mod that lets you edit your characters. Idk why this moron thinks people want to play with random shit all the time.
>calls other idiots
>can't even find the latest version of a game to pirate
hahahaha so funny.
>Doesn't want to upgrade his shitty game engine to run on more than one CPU thread because "the game is supposed to be a survival game and not a colony simulator"
>The game breaks apart if you have more than 10 colonists or pets
I pirate pretty much everything but I will say that if you are going to buy a game make it rimworld. Ludeon is a solid company the definitely deserves your money. they are no bullshit and what you see is what you get. if you buy direct from their website I believe they give you a direct download and a steam voucher.
you myswell go pay mod developers if you're such a moronic troony because they're the ones who develop the idea for the overpriced shitty expansions
t. ludeon
Dev must be making bank. I lost interest in this game once I heard its pretty much near impossible to manage more than one colony at a time.
its also impossible to manage two fortress in dwarf fortress but about that you dont say anything
I just dont understand why there is such a big world if managing one small colony takes up 99% of your time.
BECAUSE DWARF FORTRESS DOESN'T COST MONEYYYYYY
>its pretty much near impossible to manage more than one colony at a time
Wait, I don't get this. I'm not huge on colony sims and strategy games in general, but why would anyone want to do that? To me, it sounds like managing two cities in Cities Skylines, two civs in Civilization, two teams in AoE or C&C, or even playing two characters in an action game.
Think of it as progressing from a settlement to an actual faction, growing your domain with each settlement which have their own unique challenges, or at least that's how imagine what Anon could've wanted.
There are games for that though. I don't get why people would rather rimworld become like those other games instead of playing those other games. I'm all for QOL, but most people literally just want the game to be civ management games
I tried to make a second settlement on a 125x125 (Set Up Camp mod) mountainous tile for mining steel. It pretty much took all of my attention (at least while I was setting it up) from the main colony despite having only 3 pawns.
Just buy the base version and play that a bunch before bothering with the dlc, the dlcs add way to much for beginner players.
The ideology crap is kind of neat for extra rp and immersion, but holy frick the psychic shit is just stupid and obtuse. Half of the "spells" are dogshit, the others are incredibly situational and it's just a pain to use or care about. And the useful ones are moronicly busted anyway.
>want to pick up rimworld
>decide to watch a few videos on it first
>a rat can basically kill your settler by biting it a few times
>lmao no
>what is disease
Verification not required.
>disease happens in less than 1 day
Nah, talking how a person can be downed by a rat and somehow can't self tend or make it back to their beds.
A rat has never severed your tendons and gouged your eyes out?
Pretty sure you could step on a rat and end the fight there
nta, but you need to go back
take your homosexualry elsewhere
These are space rats, you moron
If this happens to you then you're a shit gamer.
Combat extended mod fixes all that shit. I literally cannot play without it. It has an optional ammo system as well
I'm judging vanilla only, if you need mods to fix a game it's a shit game
That opinion is moronic. But anyway CE doesn't fix it because it isn't broken. CE changes the combat system in a way I prefer. Some people like the vanilla combat system. They like deadly hordes of rats or squirrels that claw out your eyes
I've had one of my colonists kill a rat by biting it once.
Based and correct. "It's good with mods" is a dumb take because every piece of shit game could have an overhaul mod and be "good". That said, rimworld is pretty fun without mods.
last time I played the game didn't had any DLCs yet, how is CE nowadays? it was pretty buggy last time I played it.
but yeah, without CE the game is dogshit.
Way better then back then. For one there are no more external compatibility patches. If a mod is compatible then the patch has been built in to CE.
I've had a lot less issues with mods that add animals as well. But I'm not sure if that's because of patches or if they changed the way new pawns were implemented
They added smoke that fills up rooms that have fire in them. Which I would disable. There isn't any way to clear it out so a small fire can make your mountain unlivable for ages
Overall it's a much better experience
Tynan is a greedy butthole.
Pirate or pass.
Tynan is a cuck.
His wife sleeps with fat ugly bastards while he watches.
Do not give him your money.
isn't this that shitty lemmings simulator? imagine paying more than $10 for this lmao
the new DLC looks like shit
what is it about
save me Black personman
New DLC gives you lots of stuff to build an SCP base with a petty zoo of horrific space monsters. It also adds Dead Space zombie obelisks and some other "ripped from Internet lore"-type supernatural events.
who is greedier, the rimjobworld dev or the gaytorio dev?
They are both greedy as frick, but the rimworld dev is greedier as he re-releases DLCs as paid content.
what do you mean
anon are you even remotely aware of the factorio DLC and who's working on it?
I am definitely NOT aware as I don't follow greedy creator's doings.
>I don't follow greedy creator's doings
says the person who loudly talked about what one of the two almost identical greedy devs was doing
Info you get from just looking at the steam store page and scrolling down to look at DLCs
A potato, gently coddled and painted to have the factorio logo on it
see i can make random statements too
>who's greedier?
>"A FOR DOING X"
>but B does X too
>"OMG I'm not some kind of FRICKING LOSER that follows what shit devs are doing"
you're such a great person
factorio is getting a dlc? tell me more about it
It’s some additional content you can download and add to the base game at some point
I'm not. Quick rundown?
They hired the guy that makes the space exploration mod.
The DLC adapts a few of the mods basic concepts while cutting away a majority of it to fit vanilla factorio, but also adds significant further content that the entire team is working on.
Said modder is still planning to work on his mod, and all things considered is keeping it as separate as you can for a 'factorio in space' concept.
Gotta laugh at people who say games copy mods though. Modders didn't fricking invent the basic concepts they implement like other planets, space, ...magic powers, eldritch horror, etc.
They're lucky to be involved at all, since they get paid to implement what they were already doing for free.
yeah imagine if factorio released a mod as DLC
If you've been following their dev diary Space Age is going for something completely different than Space Exploration is. Plus with planets that can be a lot more interesting than SE can do as a mod. On top of all of that all of the enhancements they're doing to the game are coming for free even without the expansion.
>Factorio devs constantly fix any small, insignificant bugs that pop up
>massive updates over the years
>great community support and modding support
>nogs like you on Ganker kvetch that they (in tandem with also hiring the guy who worked on the mod) took a similar idea from a massive mod of theirs that, while good, has certain negatives about it, and decide to make a DLC similar to it, but with far more polish and balance
>All this while adding tons of improvements and additions to the base game for free
Same shit with Rimworld honestly, every DLC they've added plenty of updates to the base game alongside it that doesn't require the DLC at all, but I gotta listen to you nigs here...
No. Cherry-pick the DLCs you give a frick about.
i played the base game for almost 400 hours before i bought any DLC
and now i'm approaching 1000 hours real fast
To be 100% real, if that's the kind of game that tickles your autism, it's well worth the price tag.
So pirate first I suppose.
It's extremely overhyped. I only played through the game once and I've already lost interest to be honest. The game is poorly made with a lot of flaws in the design as well and in serious need of QoL updates, but devs just keeps making overpriced DLCs instead. Just avoid.
Its really good. Worth it imo. I’m not even autistic but I have 5000 hours in this game
it's one of those games that if you're into it you drop 1000 hours
watch some gayget play it on youtube or something if you don't want to pirate as 'demo' I guess
it's a bit shameful to admit but I saw this once when bored at work https://youtu.be/_HO5C0n5ow8?&t=4564 and was sold immediately, now 750h in
also mods
mods are a must
Not worth it.
Game was unceremoniously dropped from beta only to then patchwork DLCs with clashing themes together for full price.
The game itself is an unfinished and boring sandbox.
And if you just want sandbox colony, Oxygen not included is better and cheaper.
If you want sims but edgy, try something like Kenshi instead. The jank there is at least somewhat enjoyable.
If you want survival colony, games like Frostpunk are better.
Only niche I see left is the dwarf fortress audience, but usually those players are pretty vocal about disliking this one too because it is shallow and empty in comparison.
Rimworld is deeper than Dwarf Fortress if you consider the DLCs
I don't play df so I wouldn't know. I just find it hard to think of anything this game is good at that other games haven't done better already.
The DLCs are such a fricking joke though.
>magic powers
>miracle medicine covering up the entire medicine system being shit compared to other colony games
>eldritch shit
Just a complete mash of anything they saw browsing the workshop.
Only credit to them is that they didn't adapt those horrid 'vanilla expanded' mods, but come on.
>I have never played adventure mode
DF is make your own story or play one, where Rimworld is "get back up to space and dick around as much as you want till then with random quests". If you judge both DF and rimworld vanilla games without mods or DLC, DF at least has some decent grounding in it's own reality. Rimworld every time I go to play it there is basically a list of mods you have to use for proper QoL fixes or to make shit not be completely steamrolled. Randy Random is the only way to bring spice into the game and even then half the time it's just "ANOTHER GROUP OF X IS RAIDING YOU! LOL!" or "oopsie woopsie more physic drones!".
The game is pretty flat because if you make a large enough field of rice and mine it's mostly an idle simulator till you build a space ship and blow off.
>b-but that final raid
Which makes no sense, but is insanely easy to beat if you just make a maze that they need to walk through
they are both shite imo since rimworld has no z-levels and DF is an broken mess
DF has a steep learning curve but is no more or less deep than Rimworld. Overall they are both just as shallow.
>crashland on planet
>instead of going to what clearly is a space faring society with dropships and shit dig in the mud
>rescue sees you on planet and will wait indefinitely for you rather than just sending a rescue ship in about a week or so
>somehow can build robots and thermal reactors but can't barter with a simple trader for a ship to orbit
>question any of this and the community does mental gymnastics as to why you can't
>colony can be killed because some how bugs from a mine are able to open doors and find your meticulously hidden villagers far from any caves because... THEY JUST CAN OKAY?
>economy makes little to no sense
>why you can't build up or into the ground makes no sense
>why people go insane when simply a week has passed makes no sense even if they have every basic need
yeah I was playing some game and this guy could cast fireballs and shit and it really triggered me because that stuff isn't real. What video games do you possibly actually play?
Unfortunately this isn't a video game, Rimworld is a novel generator.
Obviously this dude hasn't read a Dostoevsky novel.
>100s of ooga booga zulus invade you every week because... they want to kidnap 2 people
>toxic pirates drop pod onto your base, costing expensive amounts of steel and components, because... same reason
>at least 50 people must die before a raid thinks "This isn't worth dying for"
>killing fields that make the Somme and Verdun blush are NORMAL gameplay
>an entire herd of blue furred wildebeests are going to gore your entire family because a stray shot hit one
>everything is perpetually dirty
>ate without table...
I need help...
no you don't
How can you even play a game for 9000 hours? Like, how can you not get bored eventually?
The thing about rimworld is that each time you play it you can play for several tens of hours for each different scenario, for a total of hunrreds of hours, and then change all your mods and play again.
>mods
I hate mods though, I like playing games the way the developers intended.
Alright, that's your prerogative.
Anon over there probably did that, then played it in many other ways, so he got the same experience as you then many other experiences that might even have been a better experience than vanilla in some aspect or another.
If you go easy mode, it's pretty accessible. You have to be willing to fail. Your first few tries will end in disaster most likely, but that's just part of the game really.
There's a guy on youtube that also have 8k hours and play the game for years now, He play his game modded to the balls and play a scenario for 30+ days
Lurkmore newbie
porn of this b***h when
she looks like she takes flesh monster wiener
Well, at least Shella's backgrounds mod make her extra appealing
based but, she should have had her normal clothes with the faceless tentacles writhing around inside them
Ok, I've decided to buy Factorio, Dwarf Fortress and Noita instead of Rimworld, those 3 should last me for some months.
Noita is dogshit
Why?
Because he's bad at it.
Noita is awesome.
Factorio is the only real game in that list.
Why is this game so fricking expensive? Even on sale it's over 100 for the full experience.
>Why is this game so fricking expensive?
Because it's probably among the top tier streamer bait you can get out there. If you try to do some successful runs of it, you'll be looking at around 30-40 hours of content minimum. The whacky-ness of things often can send people into a rage or have chat wtf moments for more bits or "wow that was such bullshit going to take a break... chat just watch these ads I'll be back".
If you stream rimworld is a golden goose
It's just a crappy 2D version of The Sims. Don't buy the game unless it's $10 or lower, it really isn't worth more than that.
anyone know how to research anamoly stuff?
everything says locked. I got the shambler and sightstealer entities
Played a lot Dwarf Fortress but waiting on Adventure mode which I think I'll enjoy a bit more.
Should I give Rimworld a shot in the meantime? Get that there's no Z levels, what am I trading that for. Do I get more control over my settlers than dwarves.
>waiting on Adventure mode which I think I'll enjoy a bit more.
Don't play the steam version you moron
Why not?
steam version and free version are the same you giant moron.
>steam version and free version are the same you giant moron.
haha no still missing a ton of features
Adventure mode returns in 5 days, so what are the other missing features?
you do have quite a lot of control, yes
especially if you draft them
they can't be kept drafted infinitely because food sleep and other stuff, but in times of a raid you kinda play it like rts
>waiting on Adventure mode
It's been in the game for years...
The secret to understanding the RW vs DF dichotomy is realizing that the more people you have control over the less you care about them as individuals
>the more people you have control over the less you care about them as individuals
Do people even give a frick about their pawns as individuals? As in, their 'story' or whatever?
Unless I specifically create pawn the most I can think about when one of my random pawns die is "ah frick that dude was my best constructor that sucks".
>Do people even give a frick about their pawns as individuals?
Yes...
>Should I give Rimworld a shot in the meantime?
You have like 6 days left to wait, but sure I guess.
The only difference between 0.50 free and 0.50 premium are the graphics and sounds. Beyond that, they have full feature parity.
What does the new DLC even add? I'm aware of some QOL mod stuff, what else?
lovecraft
no, really, ancient evils, scary monsters, flesh tentacles
No. The main game is worth 40 (lets you use workshop) then you just get the DLC off of a pirated copy. To 'crack' the DLC all you need to do is remove the line with the steam ID in the DLC's 'about.xml' file
aint doing that, you butthole
All the DLCs are BUGGY versions of free mods.
Which mods?
>Psychic Awakening
>Religions of Rimworld
>Babies and Children
>Children, school and learning
>Rim of Madness - Vampires
>Call of Cthulhu
btw, that will be $25 each....
yea, but because they're canon they don't feel like cheating. this is why I have been playing rimworld vanilla until now.
Holy shit is that what it's going for? That's insane
no the addons are garbage jank that just add more bloat
just get the base game and add mods, there are so many quality mods that add cool stuff already
No. Royalty is pretty useless. Ideology is good. Biotech is ok.
>Royalty is pretty useless
It's got the psy powers.
>Have to wait like six months for my 350 or whatever mods to be updated
>some will likely not come back
>have to update my own stupid bunnysuit mod and who knows how Tynan might have broken it
just kill me bros
Why not just not update the game until all your mods have updates available?
That's what I'm doing.
I want to start another playthrough. Besides, I hope you made local backups of all your mods too cause otherwise a lot will break just by being updated to 1.5
>I hope you made local backups
Oh yeah. Of the whole game and mod folder.
it's too late for me bros... go on without me..
You can always roll the version back right?
What a moronic hairstyle
Cute fox girl bro
Thanks bro.
Why don't you just jerk off before you play video games so you don't feel the need to install useless mods?
But then what would I do in-game?
It has a max value of $10 including all the DLC
currently waiting for some money to enter my account before I buy all four expansion packs.
just sold a csgo pistol for the money.
is there a mod that lets you change the appearance and name of newcomers into a colony?
>Sweet a Rimworld thread!
>Lets see what Ganker has to say about the new DLC
>Schizo shit and unfunny posts trying to farm Twitter screencap clout
Guess ill check Kiwifarms instead thanks
Just buy the base game and pirate the dlcs, they are overpriced.
So I bought anomaly even though it looks kind of underwhelming I wanted new content. What cool stuff does it add?
I have 4000 hours in Rimworld. I've used mods to create at least 6 different colony sims with the base game and the addons.
If you like colony sims, just shut the frick up and buy it. If you don't want to pay for the DLCs, fine, Ideology will literally add 1000 hours to your playtime, but whatever, do what you want.
>refrigeration randomly not keeping my meat fricking cold
>crops not growing for whatever reason
>everyone constantly pissed off because there's not enough comfiness or whatever in the house
>need to make clothes but there's
never enough leather or fabric and I don't even know how to get it and half my morons can't even craft or do anything useful
How do I enjoy this without getting stressed
I never had these issues, even before the updates that made things better.
What the frick you are doing anon?
I don't know. All I know is there's nowhere near enough animals to get fricking clothes
grow cloth stupid homie
Oh shit I didn't even think of that
I prefer the version with MLK looking on.
I prefer the version with the Clown
Fridges lose cold whenever someone opens the door to them. If you have lots of morons pathing through, that can happen. Try to limit the amount of people who can enter the fridge or get a faster door.
People also recommend two tile thick walls to keep the fridge safer from outside temperatures but I've never seen an example.
>People also recommend two tile thick walls to keep the fridge safer from outside temperatures but I've never seen an example.
If you want to get really autistic with your buffers, use a wood inner door with three tile separation leading to a stone outer door.
expand slower 🙂
Have a small room (preferably near kitchen) dedicated specifically to meat and vegetables. You can specify zones to have exclusively those.
>refrigeration randomly not keeping my meat fricking cold
a) make sure you have enough coolers for the job, you often need more than one for larger areas
b) build an "air lock" into your freezer with two doors far enough apart that they're usually both never open at the same time
c) make sure there isn't a path through your freezer that pawns like to take. it may be tempting to add a side door for hunters to drop off kills, but pawns will probably start pathing through it all the time
>crops not growing for whatever reason
most are temperature dependent. check their details to see.
>everyone constantly pissed off because there's not enough comfiness or whatever in the house
this can be fixed with things like statues/wood carvings, better furniture, smoothed/tiled floors and walls, etc
>need to make clothes but there's never enough leather or fabric and I don't even know how to get it and half my morons can't even craft or do anything useful
grow cotton for cloth, hunt animals for leather, or trade for both. later, plant devilstrand mushrooms for devilstrand. note that all textiles have different heating, cooling, and defensive properties. some are better for hot weather, some are better for the cold. some defend against certain types of damage.
>How do I enjoy this without getting stressed
I like to put things on to watch on the side and accept that sometimes I'm gonna lose pawns, or even the whole game
>a) make sure you have enough coolers for the job, you often need more than one for larger areas
randomly not keeping my meat fricking cold
Forgot: Set coolers to staggered settings.
e.g.:
>build 3 coolers
>first is set to cool to 32F
>second is set to cool to 30F
>third is set to cool to 28F
That way they don't all kick on and off at the same time, creating spikes in your electrical load. Your 28F might always be running, then the 30F will kick on periodically to help it, then the 32F kicks on only during heat waves.
Again, this all depends on the size of the freezer and how often its doors are open,
Oh, and double-walling can help.
You can even include a gap between the inner wall and outer wall for pawns and pets to wander into. The gap tiles will help smooth the temperature gradient.
>need to make clothes but there's never enough leather or fabric
How? I have an extreme surplus of leathers in my colony. Literal thousands of units.
Image of my textile hoard.
>not autistically filtering the shelves to group items
You people scare me
I play in easy, the game is better and actually fun.
is this game even remotely accessible for a total beginner or is it another autism simulator?
I refuse to read guides or watch youtube mouth breathers
Autism sim but not that bad to understand. Factorio is way more autistic for example.
It's really easy to pick. Not a "have to have a guide open" sort of game at all.
There's an ingame tutorial that gives you tooltips about things as you go along too.
There's nothing 'autistic' about it, it's just fun.
>There's nothing 'autistic' about it
I hate when people use autism so lightly, it's not a common condition. I have autism (tested by a psychologist) so I know what I'm talking about, you don't need to be autistic to play Rimworld.
>I hate when people use autism so lightly
>comes to the site that invented calling people autistic as an insult
What are you, autistic?
yes its very intuitive
you would need mental illness to not figure out 90% of what you need to do
I just tried it for 10 minutes and it's pure autism garbage as expected. I don't know why people lie so much on this website
It's pretty easy to get into and the in-game tutorials were pretty decent as well as far as I recall. Difficulty and amount of min-max autism needed depends largely on the difficulty level you set the game to, and whether you're playing on ironman mode, or if you install some autism mods like combat overhauls and overpowered endgame factions.
Yes, it's very easy to learn. Just turn off the mech faction for your first playthrough.
The mechs are newb colony wipers.
I used to hate mechs but now I frequently rape them to death
>mechan*id cluster lands
>immediately bombard them with mortars, alternating with EMP shells to frick their high shield
>anything that survives gets their ass stretched out from a swarm of colonists wielding miniguns and lanes of turrets
>send in a couple of colonists with marine armor to clear up any remaining turrets
It’s the most fun game I’ve ever played on an adderall binge, not kidding here
And I give all my games adderall-checks to determine how good they are
If Vinny Vinesauce could finish his first playthrough, then you should be fine.
yeah
I bought this game and want to like it but in the few hours I've played it's been kinda boring, what am I missing?
You need to deintoxicate your brain from Ubisoft and Sony's AAA crap before playing. It takes time.
It's definitely not a game for everybody. Nothing is really, but it's not a game that has mainstream appeal I'd say.
What have you done in the few hours you've played? What was the scenario?
Play with Randy. Up the difficulty if you need to. If there's anything you dislike see if mods fix it.
you lack autism
How many people actually play with zzzt?
I turn off solar flares but leave zzzt
i turn both off both because if the solar flares are strong enough to knock out all electronics on the map all the life on the planet would die from solar radiation, and catastrophic short circuits with no warning are anti-fun
Good thing pawns arent human
I only played the vanilla game + mods
redpill me on the DLCs, are they worth getting?
Here anons ima save u money, Buy the base game dont touch dlc just download gog dlc and copy paste it on ur folder thank me later.
No. Even after purchased the base game at $30 asking price for some low budget iunfinished ndie shite as a sign of goodwill, I went back and got a pirated copy after seeing those DLC prices.
Buy the basegame to save time downloading workshop mods (games dogshit vanilla)
Pirate the dlc because the dev is a greedy israelite
it's so easy to pirate the dlc lol
thanks tynan
Rimworld is a glorified tower defense game and the dlcs are just repurposed mods behind a paywall. Buy Dwarf Fortress instead.
haven't played since 1.0
are insects still a problem if you build a base in the mountains?
>Just now looked up how much it costs with all the DLC
How hard is it to mod pirated versions if they aren't up to date?
Extremely easy. Look up RimPy. Also, all the DLCs are treated by the game like mods, so you don't even need to crack them to pirate. Though I still suggest you buy only the base game for convenience.
>Barrage of poorly thought out DLCs instead of fixing the glaring issues
>glaring issues
such as?
nta but
>no multithreading
if there was ever a game that needed it it's RW
read the patchnotes
>pawn rendering
it's a fricking start butthole
buy my book
>buy my book
is it multithreaded?
It's actually pretty great. The new system is more flexible and much easier to work with than the spaghetti code we had previously.
Reminder that no multithreading for pawn AI and events is on purpose for the sake of the story.
I frequently run 50+ colonists and the worst I get is micro stuttering, but it still runs without slowdown
you really need a CPU that is much more powerful than what they recommend for it.
>Primitive raid
>Game grinds to a halt because LE STORY throws more pawns at you than the game can easily process
Incredible idea, really.
Anyone who has played the game for a bit knows that one bad raid while your are not keeping your colony's wealth under control and its over so no one who has played the game for a bit believes that bullshit tweet.
Tynan is such a gay. Just give people what they want instead of forcing your gay vision on everyone.
A rimworld game with less than 10 pawns is excruciatingly boring and tedious. I don't think he plays his own game enough.
Replace Stuff isn't in vanilla. You could say the same for like 50+ other QoL mods.
moron
>Death-on-downed chance now applies to several non damage health state changes. (Heatstroke, hypothermia, tox gas, lung rot)
It's over
Unless something has changed death-on-downed chance applies only to raiders.
Yeah exactly, the surest ways to incapacitate someone you want to capture has now been nerfed.
>Heatstroke, hypothermia, tox gas, lung rot
>the surest ways to incapacitate someone
lol
Correct me or shut the frick up you stupid Black person
>Correct me
Ok
>Heatstroke
No way to apply this reliably even in heatwaves.
>hypothermia
Even less of a way to apply this reliably, even in cold biomes.
>Tox gas
Takes too long to stack up to dangerous levels even if the raiders for some reason stay in the clouds or in the toxic areas.
>lung rot
Not only it takes a lot to stack up to dangerous levels just like with Tox gas but I can't even begin to comprehend in what way you could have possibly weaponized corpses so that they rot at the exact moment a raid happens and at the exact moment the raiders are next to them.
There you go.
Ever heard of a killbox you moronic double-Black person?
Yes, and they are irrelevant to the argument
>Heatstroke, hypothermia, tox gas, lung rot
>the surest ways to incapacitate someone
If you are killboxing raiders then you are already dealing with them before any of those effects get into play.
If by "dealt with" you mean killing, then yes, but we're talking about INCAPACITATION. Cranking the heat up in a killbox with some fires, and then venting it by breaking a wall WAS, until today, the surest way to incapacitate raiders.
Do you finally understand?
>If by "dealt with" you mean killing, then yes, but we're talking about INCAPACITATION
Again
>Heatstroke, hypothermia, tox gas, lung rot
>the surest ways to incapacitate someone
None of those effects were EVER the surest way to incapacitate someone.
By dealt with I mean dealt with because you don't actually control if they die or not when you "deal with" them. Sometimes they will drop down dead (chanced) and sometimes they will go down but stay alive.
Try actually playing the game before pretending to know what the frick you are talking about, please.
What the frick are you rambling about? Yesterday, when someone passed out from Heatstroke, 100% chance they're just downed. Now, there's a chance they die, the same as if they've been shot.
If you never used heat to incapacitate someone you've never played the game.
>when someone passed out from Heatstroke
Not someone, raiders
>the surest ways to incapacitate someone you want to capture has now been nerfed
Heatstroke was never a surest way to incapacitate raiders to capture them.
Why are you so hellbent on dying on this hill? You made a very dumb statement about one of the changes to fit in and it backfired because it came from total lack of knowledge of the game.
Just move on already, this is an anonymous website no one is going to know or even remember that this happened, autist.
>Just move on already
>he said while typing up paragraphs of replies
I got specifically asked by him to correct him though.
>Correct me
>A 100% chance to be downed from heatstroke is as sure as it gets
And a 0% chance of it happening because the effect cannot be reliably applied to the is direct opposite of sure. Nice cope attempt, though.
>And a 0% chance of it happening because the effect cannot be reliably applied
So your issue isn't that anything I said was incorrect, it's just that it doesn't apply to your specific play-style. Thanks for wasting all our time you moronic triple-Black person.
>So your issue isn't that anything I said was incorrect
Incorrect. My issue is that all you said is, in fact, incorrect.
Which is exactly why you immediately pivoted to the irrelevant killbox goalpost which ironically fully defeats any potential explanation or design that could be used to SOMEWHAT apply the effect even if not to the degree in which it can be reliably used for incapacitation.
It's extremely simple, really
>you said that the surest way to incapacitate raiders was gone because of the changes to those 4 effects
>those four effects were never the surest way to incapacitate raiders
See? Instead, you asked me to correct you, which I did.
It's really very simple. They used to reliably down raiders, now they do not. That's all I've asserted. Exactly what it says in the patch notes.
>They used to reliably down raiders
No they didn't, because you could never reliably apply those effects to raiders.
Of course you could, with hotboxes. Do you not know how to build a hotbox, anon?
>Hotboxes
Cool, new goalpost moving cope just dropped.
Hotboxes are not used for dealing with active raiders.
There are not hypothermia hotboxes, toxgas hotboxes or rot hotboxes.
>Hotboxes are not used for dealing with active raiders.
Of course they are. Again, your shitty playstyle has no relevance.
>Of course they are
No they aren't.
I assume you googled a bit and found it just to not realize that it's something made to deal with infestations until after you posted.
>with no ventilation
For the raiders to get in there must be an entrance and thus, ventilation.
I seriously don't understand why morons keep arguing about a game that has been solved for half a decade already.
>For the raiders to get in there must be an entrance and thus, ventilation.
Like I said, the only hiccup is that you have to get in behind them and build a door real fast to seal the room.
So the only hiccup is that by the time you remove the ventilation they broke the next door creating more ventilation. And that's assuming they don't straight up turn around and vaporize the pawn constructing the door because the pathing allows them to do that now?
Have any of you ACTUALLY played the game at all? LMAO
Again, your being too shit at the game to pull off this relatively easy move is not relevant.
You create a snake path with alternating sandbags or some other obstacle they have to climb over to slow them down. Literally just search for the hot box strategy for rimworld on youtube, it's well documented, you're just digging yourself into a hole here, it's embarrassing. Just admit you were wrong.
Easily done, you just built a stone door with Leave Open ticked on, and then when all the raiders are inside, untick, jog someone in and out and it closes.
Man, I've been doing that strategy wrong this whole time. I could have saved so much micromanagement.
You've been consistently disproven and ratio'd the entire thread dude just give up.
Factually wrong.
Feel free to provide one video of this hotbox strategy working reliably and by itself. Not mixed in with a killbox.
And then, provide one with hypothermia, toxgas and rotstink, as those are also "the most reliable way of incapacitating" too.
I'll wait.
>Feel free to provide one video of this hotbox strategy working reliably and by itself. Not mixed in with a killbox.
Why can't it be mixed in with a killbox? Now who's creating arbitrary goalposts?
>Why can't it be mixed in with a killbox?
?????????
>the surest ways to incapacitate someone you want to capture has now been nerfed
>If by "dealt with" you mean killing, then yes, but we're talking about INCAPACITATION
Try to keep the argument straight LMAO
None of those are mutually exclusive. You're grasping at straws now.
Hotbox
Toxbox
I couldn't find one for rotstink, but I assume that's as simple as just leaving dead bodies to rot in a narrow corridor. I'm also fairly certain a hypothermia box isn't possible without mods. However, the principle of killing with heatstroke and tox gas chambers is sound.
>First video
Bad example as the raiders no longer start a fire like that precisely to avoid that.
>Second video
Clearly a killbox mixed in. And the survival rate is exaclty the same as normal combat (a 30%)
>I couldn't find one for rotstink, but I assume that's as simple as just leaving dead bodies to rot in a narrow corridor
You couldn't find one because it requires perfect timing. It's by far the most unreliably.
>No hypothermia video
Close but no cigar.
>actually, unironically arguing that killboxes are NOT LE BAD while replying to a post quoting a post of yourself saying that killboxes ARE LE BAD
Absolute zozzle
>BUT THERE'S A KILLBOX AT THE END!!1!
So it doesn't count.
Also
>not showing it actually functioning as intended and being reliably
ALSO
>modded
>You can't reliably apply heatstroke to raiders
This was your argument, it has been soundly defeated.
Factually wrong. My argument was that heatstroke AND hypothermia AND toxgas AND rotstink weren't the most reliable method for incapacitation and capture. Which is exactly the case.
>want to know how many humanoids even make it to the end of the hallway?
Actually no, I want to see the thing at work. But then again, it's clearly a modded playthrough so it's not even relevant to the discussion.
Jesus Christ, I just read through this thread and I can't believe stupid morons like you still exist. No self-awareness and zero critical thinking capabilities, making me question if you can even be called a conscious being. You're more like sea sponge or anemone, and even those are smarter than you.
Convince me otherwise if you think I'm wrong, but I know you can't.
>no argument
😉
Thank you for proving me correct as I obviously didn't reply to you to argue with you. If anything, I was making an observation and ending with a theory, which, again, you have proven true.
lmao mad
go incapacitate some raiders or something
want to know how many humanoids even make it to the end of the hallway? Zero. Because they fall to the ground of heat stroke. I'm not about to spend the effort making a webm for some moron on the internet throwing the goalpost around like a frisbee.
I never said killboxes are either good or bad. You're making less and less sense, anon.
here anon, the hotbox I've used on my most recent 1.4 save.
>BUT THERE'S A KILLBOX AT THE END!!1!
yeah, for the mechanoid raids.
soulless.
>Android Tiers
>10+ T4s connected to Skymind, all 20s stats
>Your pawns are now the killbox
Hotboxes are a thing. You leave stacks of wood in a small room with no ventilation and light it on fire when raiders come through. The only hiccup is that you have to get in behind them and build a door real quick so they can't get out, and you have to double or triple wall it with granite so they can't just dig their way out either. Fires in enclosed spaces put the temperature up real fast and reliably cause heatstroke in moments depending on how bad the fire is. It's been a strategy for dealing with raiders since forever.
>Not someone, raiders
I am fully aware that we have been talking about raiders this entire time.
>Heatstroke was never a surest way to incapacitate raiders to capture them.
A 100% chance to be downed from heatstroke is as sure as it gets, making it the surest.
NTA but you're not even reading his posts at this point. Stop trolling in a poorly made Rimshill thread, Tynan. No one likes 1.5
>No one likes 1.5
I'm liking it so far.
Only thing that has frustrated me is that there is an oskar mod I use for the infestation repeller and it is one of the only mods that homosexual won't update to 1.5.
I'll be honest, the last time I played was before the first DLC came out and I forgot I had like 10 pages of subscribed mods.
I don't really feel like navigating through it...
just unsub from all of them and start over from scratch
Start up with 0 mods then add like 10 at a time, start a colony and if no issues add another 10.
I WANT MY LEVEL Z
i quit this game much sooner than i expected when i realized that when you tell your colonists to go hunt for food, the morons shoot at the animal nearest to them from farthest distance they can, resulting in them missing nearly every single shot and effectively chasing 99% of the the wildlife (food) right off the map resulting in there being basically none left for them to eat and the only way to get around this is to fricking micromanage and do the hunting myself by walking up close to the animal and angling the shot so when they run away they arent running straight off the fricking map. the entire hunting mechanic is more than worthless it literally just fricks your game up and makes you lose all the food. why even have it?
fricking terrible game design why the hell is this shit so praised
homie just tame them
literally cage them, feed them, breed them
suck and frick sneed them
stop being a neanderthal hunter and embrace animal husbandry
sure thats not the only way to get food. but the point of a game like this is the fact that you have freedom to do different things. except you dont in this case because the hunting isnt designed well
anyway, since this was moronic, eventually all i was doing was farming for food
and then after a while i realized i was having the same few random events happen over and over again with zero challenge and zero variation
and if i turned the difficulty up the same shit happens over and over again but with too much challenge
i had more fun playing prison architect or even fricking theme park world
that's not saying much, theme park world was awesome
Looks all over the place. I have over 2k hours in rimworld and this is the first DLC I ain't buying, not yet atleast. It looks too much like an event-driven experience with a little side content you could've found in mods.
I also said this last time and tynan whipped out the "3 stacks in a shelf" change and that was it, he had me.
The only reason why I would think of paying for this game is for the ease of comfort and reliability of using Steam to download mods and wanting to play modded Rimworld. Having to download all the shit individually and repeatedly doing that shit for a new update for the mod/game is so fricking annoying that it makes me not want to play modded Rimworld or lingers that tempation.
I use rimpy and it is pretty effective for downloading steam mods but you have to know what you're doing or it will frick your modlist up really hard if you're going to a new update.
So if you get Anomaly are you forced to have something strange and spooky happen every single time? Like that just seems tiresome more than exciting.
No, but you can pirate it pretty easily, and RimPY gets you access to the workshop mods. If you simply must buy it, buy the base version without the DLC, Royalty, Ideology, Biotech and ANomaly don't add anything crucial to the gameplay, just bloat.
>biotech
>bloat
I would agree with you on royalty because I always tell the royalty faction to frick off but biotech adds some really good shit. The fact you can have children with biotech alone makes it worth having. Having to rely on outsiders joining to increase your numbers sucks.
Children can be added by mods. That said, this is only if you must buy and price is a concern. I can't imagine why you wouldn't just pirate the game and the DLCs
The DLCs are implemented as normal mods. Just buy the base game and then nab the expansions elsewhere.
>buy
>its on sale right now for 0$
fixed that for you
Why is this 5 years old game still so damn expensive?
I can buy both Kenshi and Stardew for the same price of the Rimworld base game.
If I added all of Rimworld DLC into the mix, it exceeded some "Super deluxe turbo hyper edition AAA" games price.
Here is a picture of Tynan "buy my book" Sylvester, for your reference. I hope this explains everything.
Mega for game and all dlc?
z-levels
I think they would be really cool but they will probably never be added in an official capacity.
Maybe in RimWorld 2
>Z-levels are added in RimWorld 2
>There are no automatic raid notifications, but you can have pawns do watchtower duty
Been biting into the new expac blind. Started a new embark and ideoligeon. I have a bad habit of wanting to take on too many challenges and now I'm stuck doing a challenge run when really I just want to see what the new DLC has to offer. I'll probably tweak my precepts and start fresh again tomorrow. I saw a zombie, though!
any must have coomer mods?
I'm also curious about this and any general quality of life shit. Haven't played Rimworld in years and think I might take a gander again but every time I do all the mods I used to use are long abandoned and everything's different
Obviously RJW
But you already knew that
No tynan has moronic balancing ideas. Rimworld was never finished and he wanted to walk away. Instead of going through with the orginal premise, he "polished" the existing content, patched out bunch of unintended "fun" and started calling it a story generator instead of a colony sim. He started a new game but it sucked so bad he refused to show anyone. After realizing he was a one trick pony he begrudgingly started working on rimworld again - releasing an overpriced dlc. The backlash caused him to patch in more content for the dlc and he's been peddling expansion packs ever since.
All in all it's not a very interesting story but when he walks around acting like he is the jesus of game design. It makes the entire situation very comical.
>ctrl+f "about.xml"
>no results
Come on, nu-/v/.
If you own the base game, you can just pirate the DLCs from GOG, edit the about.xml file to remove the steamAppId line, and the game will think you own all the expansions.
Or just use creamapi.
>no results
user error
base game + creamAPI
haven't played since the beta versions
mod recommendations?
RJW
Milkable Humans
Something in 1.4 changed how nerve staples work for me. Now if I nerve staple someone (questionable ethics mod) they are automatically a slave. When did that happen? It never worked like that in 1.3 and I need a way to nerve staple people without enslaving them. I can't have everybody be a slave, and if all but one are slaves and that one guy who isn't dies, wtf happens?
No. It is not even worth a pirate. Also has trannies in it.
Are they milkable?
Anything is if you're brave and believe in the heart of the cards
I BELIEVE IN MYSELF, I BELIEVE IN MY COLONY, THESE HANDS WERE MADE FOR MILKING AND IT IS MY DESTINY TO CRACK OPEN THAT CRASHED ESCAPE POD FROM A GLITTERWORLD AND GET TO WORK
No it doesn't, it has males and females, genitals aren't a hediff and there's no pawn trait for gender identity. You must be thinking of dwarf fortress.
You are a foolish naive creature, I feel bad for you. There are several pawn backgrounds in the vanilla game made by paypiggies that amount to "Vivian was a fatherless boy but he played with dolls so he went to a glitterworld with his mother and turned into a girl".
>You must be thinking of dwarf fortress.
Dorf doesn't have trannies in it YET, as far as I know, but the homosexual is working on them.
I really wish there were colony sims out there not made by mentally ill hacks.
Oh right, the custom pawn backgrounds, I thought you meant mechanically. I just kill those if they show, they're all cringe.
It's been a while, but I think 'le archotech' is how Tynan explained psychic powers in general, it's how he explains everything.
>Oh right, the custom pawn backgrounds, I thought you meant mechanically. I just kill those if they show, they're all cringe.
That's one way to cope with the homosexualry. I just made it a point for myself to ignore every troony game in existence. Rimworld is a bad game, and if I treated it the way I treat games now, I would have seen the diamond solid red flag that is having trannies in your game and wouldn't have wasted time and money on it.
>It's been a while, but I think 'le archotech' is how Tynan explained psychic powers in general, it's how he explains everything.
I know that the powers are unlocked by an archotech gizmo, but I didn't know it was the archotech doing them.
Also this is another bit of Tynan's homosexualry - the literal fricking Deus Ex Machina AI that handwaves 70% of the setting as "you're too dumb to get it anyway".
Someone please make a non-gay colony sim.
Stardeus is another colony sim, but it's pretty new and hasn't got much content yet. I don't think it has homosexuals in it.
It has the minor red flag of being overpriced, and I'm not too huge a fan of playing as an AI managing the people, I kinda liked the roleplaying aspect of colony sims where I just look upon the game as a survival situation. Nonetheless I am grateful for the recommendation. I'll be keeping tabs on that game.
For me, the red flag is that Paradox is the publisher.
Only flaw of Paradox I'm familiar with is that they make you pay 6 gorillion dollarydoobles for every DLC of ehich they release 1630 per game, and that is kinda rolled in together with the price red flag.
RIP Prison Architect
Buy my book.
Was he always stading in front of a storage unit in this image?
How did a chad like this end up creating the most immersive storytelling game ever? He should be fricking stacies all over the place not writing funny code.
Riddle me this: If psychic skipping can teleport something as small as dust particles, can reach as far as the core of the system's star, and it can skip somwthing as heavy as living beings, why can't psykers just skip enemies into the sun? Or even just into orbit? Or even just skip an enemy's head off his body?
The idea is that the pawn isn't actually the one doing the skipping, they're using their attunement to an archotech or something to perform the psychic ability, supposedly the archotech has rules on what you can and can't do with skipping.
Is that explained anywhere or is that your headcanon?
the frick is this game so expensvie for? it's fricking prison architect in space
Does it have a fun and engaging planet system yet? Fun drops off a cliff when you start trying to branch out from your initial colony
The artist of this game knows how to draw some QTs.
Started the game and realized more than half of my modlist isn't updated yet. Decided to play with only a third of what I usually play with and once I was done setting everything up I realized there's no point playing before all the mods are updated.
I just wish someone would make a 3D Rimworld already.
post mod list
Can't be bothered to post it all, it's about 100 or 150 mods. Rougly have 250+ mods but I haven't cleaned out all the outdated ones from alpha and beta and forks of mods no longer being updated.
>he wants z-levels
Z-levels were the worst thing to happen to DF and will only serve to ruin Rimworld too.
I don't want z levels in rimworld. I want a new game that copies rimworld and has z levels.
+1 and -1 Z levels would be acceptable just so bases can be more compact, but anything more than that is unnecessary.
is combat extended good?
Buy the base game to make mod installation easier and then pirate the DLC. You just put them in a folder in your base
The more they add the more the community divides. I can feel it. This last Dlc announcement killed a lot of support for this game.
no
mega with anomally dlc?
Buy the base game and dl the DLC. The DLC hardly get updated after release so it's not a pain to manually manage them.
The DLC are decent, but nowhere near as value as the main game.
Yes
That fun time you'll get is worth way more than $100