>Ok. What essentials am I missing?
JobSplitter
Hunt for Me
Where is my weapon?
Defensive positions
Work Priorities Refactored
Mining Priority
Growzone Priority
Haul Explicitly
Separate Tree Chopping Priority
Work Tab
Wall Light
Personally, I also really like to play with Realistic Darkness, Realistic Rooms Rewritten, and Dub's Bad Hygiene. Also, since I personally prefer playing in colder regions, Middle Layer Slave Strap is literally a necessity to prevent your slaves from freezing to death all the damn time.
I also think that while the rest of Vanilla Expanded is mostly absolute and pointless bloat, Vanilla Ideology Expanded mods are solid additions.
Dub's Bad Hygiene is probably the most... iffy mod of the bunch, because it is unfortunately quite seriously broken in terms of ballance - the mood buffs hot water provides (and it's very easy to obtain it, even on Primitive Tribe start) are riddiculous, and later on in the game, the sludge-into-biofuel processing basically trivializes power management.
But I find the process of building a really fricking comfy marble spa worth the questionable ballancing.
By the way you sounded like you were ever in need of more storage space, I wouldn't have guessed you were already using cheat mods for infinite stack space.
Maybe I'm biased as a 4X player, but my desire to replay is held back by the irrelevance of the world map. Imagine having all that world space every time you generate a game, all those factions dotting the map, and not having meaningful interactions with most of it. Why doesn't proximity to a certain faction impact anything at all? Why can't eliminating one base mean it is harder for that group to raid you? Plus there's the fact you COULD go around the map exterminating a faction by painstakingly hunting down every faction base, it feels like it should be a player goal. But the actual tedium of doing so puts it almost completely out of reach unless you want to do a multi hundred hour playthrough, or neglect every other survival factor in the process.
They need to make travel and caravans viable. Make secondary or support locations that provide your home with some kind of service but doesn't need as much micromanaging as your home tile. Make more missions that aren't just "raid this dot for X commodity" or "here's a bonus stage swarming with bugs and mechs but you'll get exactly 1 useful tool from it."
I feel like the game could be more complete if that map mattered.
Thanks. I doubt Tynan is up to it though, it would require a pretty big under-the-hood revamp of the current (kind of lackluster) mission structure. As well as upend his current balancing.
I feel like at some point he's going to produce a "Politics" expansion of some sort to overhaul the entire world generation and faction systems. It's shocking how outdated they are compared to the rest of the game and easily its weakest aspect.
no thanks, i'm not into rimjobs or autism
You should really try it. Feels wierd but nice.
No, the DLC's nobody asked for broke the game. I had almost 3k hour in the game prior to that but now I'm never touching it again
Frick Tynan
How did it break the game?
Ok. What essentials am I missing?
CAI5000
Rocketman
not sure if I like fog of war but I always welcome less dumb AI and performance
will check them out, thanks
>No RimJobWorld
???
Get Camera+, Replace Stuff and Pick Up And Haul
>Ok. What essentials am I missing?
JobSplitter
Hunt for Me
Where is my weapon?
Defensive positions
Work Priorities Refactored
Mining Priority
Growzone Priority
Haul Explicitly
Separate Tree Chopping Priority
Work Tab
Wall Light
Personally, I also really like to play with Realistic Darkness, Realistic Rooms Rewritten, and Dub's Bad Hygiene. Also, since I personally prefer playing in colder regions, Middle Layer Slave Strap is literally a necessity to prevent your slaves from freezing to death all the damn time.
I also think that while the rest of Vanilla Expanded is mostly absolute and pointless bloat, Vanilla Ideology Expanded mods are solid additions.
Dub's Bad Hygiene is probably the most... iffy mod of the bunch, because it is unfortunately quite seriously broken in terms of ballance - the mood buffs hot water provides (and it's very easy to obtain it, even on Primitive Tribe start) are riddiculous, and later on in the game, the sludge-into-biofuel processing basically trivializes power management.
But I find the process of building a really fricking comfy marble spa worth the questionable ballancing.
runtimeGC if you're going for a long run.
>no sexy thumbnail
no I won't
i don't think i have the energy in me to start again and make another set of stockpile zones
Huh? You use zones instead of shelves?
yes i use big ol stockpile zones for the warehouse and freezer, would shelves be better?
Are you joking? You can fit 3 times the amount of supplies on shelves that you could on the floor tiles that shelf inhabits.
You can't put animal corpses on shelves though, so it doesn't completely replace them.
oh can you? i always use the stackxxl mods so i never had a problem
By the way you sounded like you were ever in need of more storage space, I wouldn't have guessed you were already using cheat mods for infinite stack space.
Rimworld fans be like:
this gameplay is fire
Oh baby, you know I love my storage solutions
Holy damn look at that
Posting porn on a blue board is ban able Mr! Enjoy your vacation.
L-look at all that potato storage
Holy shit, Anon
Hawt.
Give me a foxgirl mod the real one, with genes and biotech shit and I'll play it today
Thanks, I'm gonna check it out right now
I will never stop building mountain bases.
You can take the dwarf out of the fortress but you can't take the fortress out of the dwarf
Maybe I'm biased as a 4X player, but my desire to replay is held back by the irrelevance of the world map. Imagine having all that world space every time you generate a game, all those factions dotting the map, and not having meaningful interactions with most of it. Why doesn't proximity to a certain faction impact anything at all? Why can't eliminating one base mean it is harder for that group to raid you? Plus there's the fact you COULD go around the map exterminating a faction by painstakingly hunting down every faction base, it feels like it should be a player goal. But the actual tedium of doing so puts it almost completely out of reach unless you want to do a multi hundred hour playthrough, or neglect every other survival factor in the process.
They need to make travel and caravans viable. Make secondary or support locations that provide your home with some kind of service but doesn't need as much micromanaging as your home tile. Make more missions that aren't just "raid this dot for X commodity" or "here's a bonus stage swarming with bugs and mechs but you'll get exactly 1 useful tool from it."
I feel like the game could be more complete if that map mattered.
That actually sounds fun and doable
Thanks. I doubt Tynan is up to it though, it would require a pretty big under-the-hood revamp of the current (kind of lackluster) mission structure. As well as upend his current balancing.
>jojo.jpg
I feel like at some point he's going to produce a "Politics" expansion of some sort to overhaul the entire world generation and faction systems. It's shocking how outdated they are compared to the rest of the game and easily its weakest aspect.
it's so fricking boring tho
>b-but dowload 130 micromanagement mods
no
i'll just listen to rimworld AARs when i want to pretend it's fun
I'm waiting for Dwarf Fortress to update with Adventure mode.
Im playing kenshi while I do leagues atm which is essentially rimworld.