Rimworld

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onleavedontatme
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Rimworld

Post by onleavedontatme » #240360

I can't stop playing it help
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Re: Rimworld

Post by Super Aggro Crag » #240363

Why don't u ask your gf to help u
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Re: Rimworld

Post by Anonmare » #240367

Dude just, like, not play. Like, nigga, close your eyes
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Re: Rimworld

Post by Xhagi » #240373

Super Aggro Crag wrote:Why don't u ask your gf to help u
I have her too busy drawing catgirls.

RIP Kor tho.
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Re: Rimworld

Post by Kraso » #240572

Seek help.
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Re: Rimworld

Post by Lumbermancer » #240625

I was told Rimworld will never be on sale because the dev is autistic. Is this true?
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Re: Rimworld

Post by oranges » #240626

Lumbermancer wrote:I was told Rimworld will never be on sale because the dev is autistic. Is this true?
He thinks the value is what it's worth and that sales would be unfair to the people who have already paid that price for the game.

That said, if you're really too poor to afford the sticker price I'll sort you a copy. pm me.
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Re: Rimworld

Post by oranges » #240666

CosmicScientist wrote:
Lumbermancer wrote:I was told Rimworld will never be on sale because the dev is autistic. Is this true?
That would explain a bit of other things.
What other things would that be
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Re: Rimworld

Post by oranges » #240822

I don't
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Re: Rimworld

Post by ShadowDimentio » #240825

oranges wrote:
Lumbermancer wrote:I was told Rimworld will never be on sale because the dev is autistic. Is this true?
He thinks the value is what it's worth and that sales would be unfair to the people who have already paid that price for the game.

That said, if you're really too poor to afford the sticker price I'll sort you a copy. pm me.
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Re: Rimworld

Post by DrPillzRedux » #240827

rimworld is boring
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Re: Rimworld

Post by onleavedontatme » #240930

I reached the end game and it seems to consist of tabbing out while waiting for raids to die in my death hallway or traders to show up so I can buy enough plasteel to finally escape. Maybe I'll try dorf fort now.
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Re: Rimworld

Post by oranges » #240941

You should have the difficulty right up to maximum so you don't ever reach the late game.

Also avoid using kill boxes too much
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Re: Rimworld

Post by onleavedontatme » #241128

Yeah, you can't really afford to fight the enemy head on because

Your guys:
-Take ages to train
-Cause mood penalties when they die
-Are small in number
-Are very fragile
-Generally fulfill important roles that nobody else does very well because each guy can only do 2-3 things well, and likely flat out refuses to do several things.
-I get emotionally attached to because I'm dumb

Their guys:
-Outnumber you in a wave
-Often are better armed than you
-Are completely expendable because their faction doesn't care about food/mood/doctoring/population etc, there will always be another bigger wave afterwards, so they tend to just rush head on

I enjoyed the sieges, early small skirmish firefights and poison ship parts because it gave me time to plan and do other things than "hope I am sending enough bullets in their direction before the human wave of badguys that outnumber me 3-1 start beating people to death"
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Re: Rimworld

Post by Sometinyprick » #241142

have you stopped being a cheapskate and bought it yet?
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Re: Rimworld

Post by Wyzack » #241143

try combat realism. You need to keep your colonists supplied with ammunition but enemies can be suppressed and damage is seriously tweaked, basically limbs are more durable and organs bleed more. Once you get some good fortifications and a handful of automatic weapons and body armor you can swing outside your weight class much better against greater numbers, but also need to be more careful about rescuing your guys when they get really shot up.
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Re: Rimworld

Post by onleavedontatme » #241147

Sometinyprick wrote:have you stopped being a cheapskate and bought it yet?
I actually bought it right after we spoke.
Wyzack wrote:try combat realism. You need to keep your colonists supplied with ammunition but enemies can be suppressed and damage is seriously tweaked, basically limbs are more durable and organs bleed more. Once you get some good fortifications and a handful of automatic weapons and body armor you can swing outside your weight class much better against greater numbers, but also need to be more careful about rescuing your guys when they get really shot up.
Thanks, I'll check it out.
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Re: Rimworld

Post by 1g88a » #241214

Kor wrote:I can't stop playing it help
Play Dwarf Fortress instead
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Re: Rimworld

Post by danno » #241217

rimworld is DF but for scoobert nooberts
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Re: Rimworld

Post by DemonFiren » #241218

DF is a lot more intricate and fun, but still not autistic enough for me.
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Re: Rimworld

Post by Doctor Pork » #241250

im right there with you rimworld might be my GOTY
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Re: Rimworld

Post by Doctor Pork » #241324

CosmicScientist wrote:
Doctor Pork wrote:im right there with you rimworld might be my GOTY
>early access
>GOTY
Where did games go wrong?
Where did rimworld go right?
oranges wrote:pork, the nondescript, commoner king, literally so stealth you could just your normal name in OOC and nobody would know, long may he reign as the secret commander
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Re: Rimworld

Post by Lumbermancer » #241660

Can you remove designations easily? You can designate a mountain to mine or forest to cut down, but you can't seem to remove the designation in other way than canceling each tree/ore. Or am I missing something?

Is there ammunition for guns or they just go?

I caved in and bought the fucker.
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Re: Rimworld

Post by MMMiracles » #241663

Lumbermancer wrote:Can you remove designations easily? You can designate a mountain to mine or forest to cut down, but you can't seem to remove the designation in other way than canceling each tree/ore. Or am I missing something?

Is there ammunition for guns or they just go?

I caved in and bought the fucker.
'Cancel' tool in the Orders tab can clear marked orders.

Guns don't need ammo, grab Combat Realism if you want to deal with ammo management/more lethal firearms.
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Re: Rimworld

Post by Lumbermancer » #241720

SOCIAL FIGHTING.
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Re: Rimworld

Post by Lumbermancer » #241728

Oh well.
Spoiler:
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Re: Rimworld

Post by Anonmare » #241760

>No firebreaks

Hmm...
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Re: Rimworld

Post by Lumbermancer » #241764

Fire...breaks?
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Re: Rimworld

Post by onleavedontatme » #241765

Barriers of stone or metal to stop fire spreading too far
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Re: Rimworld

Post by Lumbermancer » #241766

How will that affect movement of my guys?
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Re: Rimworld

Post by onleavedontatme » #241767

It will actually speed them up if its stone floors, and it will only slow them a little if you leave stone doors in the stone walls
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Re: Rimworld

Post by Lumbermancer » #241768

Oh, floors. I thought you wanted me to build walls around everything.
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Re: Rimworld

Post by PKPenguin321 » #241771

Why is this in the hut? Video Games board is thattaway
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
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Re: Rimworld

Post by Lumbermancer » #241776

I already reported the thread asking to get it moved. Alas...
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Re: Rimworld

Post by lzimann » #241791

Lumbermancer wrote:I already reported the thread asking to get it moved. Alas...
I was just lazy to actually do it.

Anyway, I kinda like this type of game, but since I'm not really organized I get kinda lost in what to do and give up fast on it... but it can be fun to play around sometimes.
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Re: Rimworld

Post by Anonmare » #241792

I eventually found out that drugs solve all your problems forever.
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Re: Rimworld

Post by onleavedontatme » #241794

lzimann wrote:
Lumbermancer wrote:I already reported the thread asking to get it moved. Alas...
I was just lazy to actually do it.

Anyway, I kinda like this type of game, but since I'm not really organized I get kinda lost in what to do and give up fast on it... but it can be fun to play around sometimes.
Put my thread back where it came from right now
Anonmare wrote:I eventually found out that drugs solve all your problems forever.
If by "solve problem" you mean "give all your colonists cancer before they have mental breaks and then murder each other" sure
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Re: Rimworld

Post by Anonmare » #241795

Hush meme man, lemme enjoy things before they crash and burn. It's already bad enough some of my best guys are rebelling against my cult.
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Re: Rimworld

Post by Fatal » #241805

There's like a million mods on the steam workshop to play with if you get bored of the regular game, so really it's pretty good value
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Re: Rimworld

Post by Doctor Pork » #241922

Kor wrote:
If by "solve problem" you mean "give all your colonists cancer before they have mental breaks and then murder each other" sure
Learned this one the hard way. :unknownman:
oranges wrote:pork, the nondescript, commoner king, literally so stealth you could just your normal name in OOC and nobody would know, long may he reign as the secret commander
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Re: Rimworld

Post by Wyzack » #241927

I mean smokeleaf is pretty much a "get out of bad mood free" card and i have yet to see any drawbacks manifest
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Re: Rimworld

Post by Doctor Pork » #241932

Wyzack wrote:I mean smokeleaf is pretty much a "get out of bad mood free" card and i have yet to see any drawbacks manifest
POLITICAL AGENDA IDENTIFIED? SMOKELEAF?

YOU KNOW WHAT OTHER LEAVES MAKE YOU CALM WHEN YOU SMOKE THEM? HMMM. COINCIDENCE? YOU DECIDE.
oranges wrote:pork, the nondescript, commoner king, literally so stealth you could just your normal name in OOC and nobody would know, long may he reign as the secret commander
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Re: Rimworld

Post by Lumbermancer » #241939

While I don't mind the lack of ammunition, because I feel that combat is a secondary or even tertiary activity, the lack of seeds and ability to plant all the plants all the time is kinda too casual even for me.
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Re: Rimworld

Post by Davidchan » #241965

Seeds are in the pipe for implimentation, iirc. One of the devlogs mentioned how pretty much all the farming is a place holder right now.

I somehow missed a16 coming out and look forward to getting back into it. Had a blast in a14 with mods in an arctic/ice biome and a zombie mod that sent hundreds of zombays at me a day. Sadly lots of those mods don't work anymore, but the syndicate mod is still a thing adding ss13 tator gear as end game weapons.

Combat is still clunky as ever with you just rnging bullets at each other till you hit something vital, or you go melee and wonder what the fucking point is when a guy with level 12 melee and power armor and a titanium sword loses to some scrub pirate wielding a wooden club and naked.
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Re: Rimworld

Post by Lumbermancer » #241969

Is there a design document or a milestone plan somewhere to look up planned features and changes?
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Re: Rimworld

Post by Davidchan » #242190

Can't even find the log, coulda swore tylan mentioned it around a11 release. Either way he's active on the forums and has repeatedly said he wants to make the game till he can't afford to continue it and while he has an idea of where it should end up he doesn't want to write it down as if its some kind of prerelease promise he may or may not be able to deliver upon.
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Re: Rimworld

Post by Wyzack » #242211

Tynan is a p coop guy, I have faith
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Re: Rimworld

Post by Shaps-cloud » #242218

Ludeon uses an iterative, evidence-based, dynamic development process that changed direction often.
What the fuck does this even mean
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Re: Rimworld

Post by Davidchan » #242219

It's a fancy way of saying they live and die off player feedback from their updates.
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Re: Rimworld

Post by Lumbermancer » #242220

Ludodevelopement.
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