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Re: Rimworld

Posted: Sun Jan 15, 2017 2:29 pm
by capi duffman

Bottom post of the previous page:

Things that I've learnt for now:

-Heatwaves are real issues
-That cooler must be put on a wall for it to work.
-Those marble ruins must be left alone
-A wooden base is a bad idea
-Building only solar panels is a bad idea
-Ignoring addictions doesn't work.

Wish I could make pumps and flood the world with magma...

Re: Rimworld

Posted: Sun Jan 15, 2017 3:52 pm
by Lumbermancer
Do heatwaves happen only once per season? I managed through mine pretty well. I've put passive cooler in everyone's bedroom.

Re: Rimworld

Posted: Sun Jan 15, 2017 4:17 pm
by Davidchan
Heat waves are random, but they can occur once every 30 days. I know in a15 certain biomes and map seeds had very high chances of heat waves but aside from that it's more or less random. And yeah, passive coolers are the way to go during heat waves if you have the wood to spare, cooling your rooms to 60F/15C given they aren't too big. Not needing components or power is what really makes passive coolers amazing, you can toss them down anywhere in your base and expect reasonable temps for 5 days, in heavily forested biomes I don't even bother with coolers outside of my food storage.

Blended leather is also found in the Vegetable Garden mod I linked above, build a loom and set a task to blend the leather, it will grab 10 leathers from your stocks and convert them into the multicolored blended leather, you can fine tune the task to only pick certain kinds of leather if you prefer.

Re: Rimworld

Posted: Sun Jan 15, 2017 9:30 pm
by MMMiracles
I tried the crashlanding mod's hard scenario. It threw nothing but raw food and half-dead colonists at me to scavenge on the first few days. It then spawned an infestation hive next to an ancient room and broke it open, unleashing 2 scythers and a centipede who immediately ran for the colony shit-shack. All the colonists had to defend themselves with was some logs.

Logs are surprisingly effective at beating down mechanoids when you swarm them with 6 people. They'll sit downed outside the shit-shack while the colonists scavenge the surrounding ruins as a sign not to fuck with us or they'll get the log.

Re: Rimworld

Posted: Tue Jan 17, 2017 9:32 am
by capi duffman
Spoiler:
Image
Kitty needs to forget the pain. Also he later developed carcinoma over his unrestrained alcohol consumption.

Later some stupid pirates came with a sapper... who instead of breaching my defences, opened the ominous ruins with a centipede, three scythers and six chryocaskets.

Re: Rimworld

Posted: Sat Jan 21, 2017 12:11 am
by tedward1337
Spoiler:
I made a silly scenario based around the ss13 related mods for rimworld. Add any comments on it as you see fit.


Heres someone wearing the clown mask proudly :^)
Spoiler:
Image

Re: Rimworld

Posted: Sun Jan 22, 2017 1:48 pm
by Lumbermancer
Thank you digg.
Spoiler:
Image

Re: Rimworld

Posted: Fri Jan 27, 2017 3:09 pm
by Lumbermancer
What are you doing Pookie stop eating his head noooo....

Image

Anyway. I just learned that you can have multiple bases? How does that work? How does it relate to that "option" in options? I kinda ran out of components in my area.

Re: Rimworld

Posted: Fri Jan 27, 2017 3:33 pm
by MMMiracles
Lumbermancer wrote: Anyway. I just learned that you can have multiple bases? How does that work? How does it relate to that "option" in options? I kinda ran out of components in my area.
It's an option in settings, max of 5. Running multiple bases is just essentially running multiple maps at once with whatever colonies you don't have selected at the moment running in the background.

I probably wouldn't suggest it unless your colony is mostly self-sufficient and you don't have issues with performance on Late-Game saves. Being able to drop pod supplies between a main colony and farm/mining outposts is pretty fun, though.

Re: Rimworld

Posted: Sat Jan 28, 2017 10:29 am
by Luke Cox
I've got a mod that lets you start off as a pirate settlement, and another that adds more organs. My colony makes money by harvesting the organs of prisoners.

Re: Rimworld

Posted: Sat Jan 28, 2017 4:12 pm
by tedward1337
Brutal
Make sure that they don't get all bad moods from harvesting organs

Re: Rimworld

Posted: Sun Jan 29, 2017 6:29 am
by Luke Cox
Most of them are psychopaths, and the ones that aren't are drugged up with joywires

Re: Rimworld

Posted: Sun Jan 29, 2017 9:09 am
by Alex Crimson
Someone was working on a WH40K total conversion mod for this game, which looked pretty damn fun. Would be amazing if vehicles were also added. The mods for this game are really something.

The only thing i dislike about this game is that the AI invaders seem so damn simple and easy to abuse.

Re: Rimworld

Posted: Sun Jan 29, 2017 11:44 am
by Luke Cox
I've seen a Call of Cthulhu conversion mod on the workshop. Has anyone tried it out?

Re: Rimworld

Posted: Sun Jan 29, 2017 11:49 am
by Lumbermancer
Spoiler:
Image

Re: Rimworld

Posted: Mon Jan 30, 2017 12:18 am
by Luke Cox
I'm listening

Re: Rimworld

Posted: Mon Jan 30, 2017 12:20 am
by tedward1337
Can anyone recommend a good conversion mod? I'm interested in the cult one tbh

Re: Rimworld

Posted: Mon Jan 30, 2017 8:41 am
by Lumbermancer
Luke Cox wrote:I'm listening
Got nothing to say. I've seen the screenshot in rwg, people play it there.

Re: Rimworld

Posted: Mon Jan 30, 2017 8:15 pm
by Alex Crimson
tedward1337 wrote:Can anyone recommend a good conversion mod? I'm interested in the cult one tbh
Ive seen it in a few modpacks so i dont think its a total conversion mod. The closest thing ive seen to total conversion is the SK Hardcore one, and thats more just making things crazy hard than "converting" anything.

The Warhammer 40K mod if anyone cares: https://ludeon.com/forums/index.php?topic=28422.0

Re: Rimworld

Posted: Sat May 27, 2017 10:49 pm
by D&B
I know how to set up basic stuff but I'm scared of setting up electronics.

Any advice or general know how before I start doing that shit?

Re: Rimworld

Posted: Sat May 27, 2017 10:53 pm
by onleavedontatme
Don't put machines outside or the rain will make them explode.

Geothermal is the best energy because it doesn't require batteries (which just explode at random)

Don't bother with sun lamps + trays for indoor farming, it takes way too much energy. Better to just stock up during the growing seasons and refrigerate it.

Re: Rimworld

Posted: Sat May 27, 2017 10:59 pm
by Takeguru
You can farm by putting down sun lamps in rooms with dirt floors all year round if you keep the room heated

Hydroponics are good for devilstrand because that plant likes to die to events all the fucking time

Re: Rimworld

Posted: Sun May 28, 2017 12:25 am
by Doctor Pork
D&B wrote:I know how to set up basic stuff but I'm scared of setting up electronics.

Any advice or general know how before I start doing that shit?
Avoiding the battery problem is simple, build battery houses that you keep detached from you settlement. Keep them far enough away so when they explode violently you can pretty much just let them burn. Or download the fuses mod which can absorb short-circuits to a point.

Re: Rimworld

Posted: Sun May 28, 2017 1:20 am
by Alipheese
Electronics not wires require a roof.
Batteries are only good when you don't have geothermal yet. Once you got a few geothermals remove batteries to ignore the bzzzt event.
Keep animal cents from crops with zoning rules. They will eat them and you will want to slaughter the entire map.
Mods are fun.
A good hospital will significantly help your colony even if it's just 1 bed.
Best tip of all. Play how you like and enjoy playing. Thats what matters.
.
.
.
Oh it's repukan? Nevermind just power game with kill boxes and minx/max those butchers with asceticism.

Re: Rimworld

Posted: Sun May 28, 2017 1:32 am
by Doctor Pork
Alipheese wrote: A good hospital will significantly help your colony even if it's just 1 bed.
This is the realest fucking shit in this thread.

Re: Rimworld

Posted: Sun May 28, 2017 1:47 am
by bandit
Kor wrote:Don't bother with sun lamps + trays for indoor farming, it takes way too much energy. Better to just stock up during the growing seasons and refrigerate it.
Sun lamps and trays are actually good for medical herbs, because if you get sick when it's not growing season and you don't have supplies, gg you

Re: Rimworld

Posted: Sun May 28, 2017 2:14 am
by Alex Crimson
Ive rarely needed to make a dedicated hospital room early on. Usually just having an extra bedroom and converting it as needed is enough. Also one of the best mods ive used is the one that adds floor mats. No more dragging endless amounts of dirt through your rooms. Helps immensely for hospitals. The mod that adds Hauler/Cleaner bots is also amazing.

As for farming, id say it depends on your base location. If you have pretty bad temperatures then id say having an indoor setup is worth the crazy Sun Lamp power costs.

Re: Rimworld

Posted: Sun May 28, 2017 2:56 am
by D&B
How do I shear alpacas.

I rescued this guy from a crashed pod and he's pretty good at handling (got two turkeys and boomrats first try) and the alpaca but I don't know how to shear it for warm clothing.

Also is it worth rushing healing plants when my best grower is level 5? I'm low on medicine because two of my peeps have muscle mtatine or something and one has mental mentanite or something.

Re: Rimworld

Posted: Sun May 28, 2017 8:38 am
by Lumbermancer
When it grows enough the handler will shear it automatically.

Re: Rimworld

Posted: Sun May 28, 2017 1:29 pm
by D&B
Oh shit nice.

Is it even worth it trying to recruit raiders after beating the shit out of them?
How do I manage eggs? I think my turkey is on 89% fertilization
Is it possible to use mods in a pirated version?

Re: Rimworld

Posted: Sun May 28, 2017 1:49 pm
by Lumbermancer
Depends on their skills.

Have a separate stockpile for fertilized eggs in a heated area, remove fertilized eggs from cooking menu. Make sure your animals don't eat them either.

Fuck if I know.

Re: Rimworld

Posted: Sun May 28, 2017 2:30 pm
by Doctor Pork
D&B wrote:Oh shit nice.

Is it even worth it trying to recruit raiders after beating the shit out of them?
How do I manage eggs? I think my turkey is on 89% fertilization
Is it possible to use mods in a pirated version?
Depends on the raider and depends on how high your highest social skills is. Otherwise you end up with an eternal mouth to feed who doesn't pull any weight.

Also yes, I think so if you install the mods manually. But really if you can come up with the cash it's worth it imo.

Re: Rimworld

Posted: Sun May 28, 2017 2:46 pm
by D&B
I see. If they're captured would executing them cause combat that can damage the warden?

I have no moni

Re: Rimworld

Posted: Sun May 28, 2017 2:56 pm
by MMMiracles
D&B wrote:I see. If they're captured would executing them cause combat that can damage the warden?

I have no moni
Executing a prisoner has no potential retaliation from the prisoner, but you're in for a hefty mood debuff to the entire colony if they're not considered guilty (within 24 hours of capture).

Executing prisoners is low-tier, anyway. Send a message by releasing them after replacing their legs with peg-legs, maybe take an organ or two. Your doctor gets bonus practice, no major colony debuff, and they get put back into rotation for potential raiding pawns. Bonus points if you get them addicted to a drug before letting them leave, so they come back with said drug if they're picked for a raid.

Re: Rimworld

Posted: Sun May 28, 2017 3:28 pm
by Wyzack
I thought you did get a colony wide debuff for removing organs?

Re: Rimworld

Posted: Sun May 28, 2017 4:30 pm
by Doctor Pork
Wyzack wrote:I thought you did get a colony wide debuff for removing organs?
I thought so, but I thought it was just for the harvester. Maybe it changed for a17? I know they have mods for it in a16.

Protip: Strip wounded prisoners/raiders before killing them and you won't get the debuff for your crew wearing "dead man's clothes".

Re: Rimworld

Posted: Sun May 28, 2017 4:34 pm
by K-64
I typically only take prisoners if either the stats are good or if I'm feeling especially sadistic. For the latter, I replace all their limbs with the lowest tier prosthetics, strip them and then release them. That way if they ever do come back, they'll be worse than useless to the raiders... and it's fucking funny

Re: Rimworld

Posted: Mon May 29, 2017 7:47 pm
by Alipheese
D&B wrote:I see. If they're captured would executing them cause combat that can damage the warden?

I have no moni
As said before. You have to manually install but besides that it works perfect on pirated versions.

Re: Rimworld

Posted: Tue May 30, 2017 5:33 am
by D&B
>Raider alert
>Jump to location
>They passed out from go juice overdose

In other news, I got a new prisoner

Re: Rimworld

Posted: Tue May 30, 2017 5:51 pm
by capi duffman
You need money and have smokeleaf or you don't care about mood? Start harvesting organs, it has many advantages.
Organs do not rot and they're worth a lot.
They're obviously useful if your colonists develop some bad illnesses.
Your doctor gets the needed practice.

Also, don't outright kill them, either harvest one vital organ or euthanize them to get practice.

Even after harvesting one lung and one kidney you can sell them as slaves, and they're worth a good chunk of silver, so, if you can ignore the thought penalty, they're worth the trouble.

And last, but not least, human meat is expensive, and it doesn't give penalties for making kibble with it.

Re: Rimworld

Posted: Tue May 30, 2017 6:06 pm
by Armhulen
Wait, why not harvest every organ?

Re: Rimworld

Posted: Tue May 30, 2017 7:13 pm
by capi duffman
They die once you remove any vital organ.

Re: Rimworld

Posted: Tue May 30, 2017 7:15 pm
by Armhulen
So? Every single organ, carcass is free food... I mean this is some serious value if you're making the most out of your captures

Re: Rimworld

Posted: Tue May 30, 2017 7:25 pm
by capi duffman
You cannot harvest once they die, so you cannot extract one of those, if we're talking about money, they're worth more alive than as chow.

Then again, you cannot eat silver...

Re: Rimworld

Posted: Tue May 30, 2017 7:26 pm
by Armhulen
capi duffman wrote:You cannot harvest once they die
who made this retarded mechanic

Re: Rimworld

Posted: Tue May 30, 2017 7:31 pm
by capi duffman
Is particularly bitchy with the scythers and the other silicons. If you nail one alive you can extract their blades, and they're worth a fuckton, but good luck only leaving them unconscious, and without breaking the blades.

Re: Rimworld

Posted: Tue May 30, 2017 7:34 pm
by Armhulen
are you able to put blades on your guys and make then like preying mantis people or something


please i need it

Re: Rimworld

Posted: Tue May 30, 2017 7:49 pm
by lumipharon
Yes you can.
Also yeah, not being able to remove organs from corpses was always dumb -if they've only just recently expired then why the fuck not?

Re: Rimworld

Posted: Tue May 30, 2017 8:56 pm
by Anonmare
A good way to deal with shitty pawns is to have them arrested and leave the door to their cell open. You're rid of a shitty colonist and without any mood penalties to boot

Re: Rimworld

Posted: Wed May 31, 2017 1:42 am
by Takeguru
I am absolutely shitfucked that you still can't reclaim bionics from dead people

They should be even easier to recover from the dead than normal organs, they aren't gonna rot

Re: Rimworld

Posted: Wed May 31, 2017 8:31 am
by Luke Cox
+1 on the organ harvesting bit. Especially later on in the game when you can procure Joywires to negate the mood debuff.