Rimworld

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Takeguru
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Re: Rimworld

Post by Takeguru » #301252

Bottom post of the previous page:

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
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Luke Cox
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Re: Rimworld

Post by Luke Cox » #301339

+1 on the organ harvesting bit. Especially later on in the game when you can procure Joywires to negate the mood debuff.
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Re: Rimworld

Post by capi duffman » #301347

Honestly the organ market should be rebalanced. They're expensive as fuck, so it's always worth your trouble harvesting... but that doesn't make a lot of sense.

The worth of human organs is higher than it should, when you consider how little effort it takes to grab someone and harvesting them, and for some reason, instead of decaying in hours flat, they behave like non organic material (just don't left them unroofed)
Sure, hearts should only be available in live victims, but the rest, as long as they remained undamaged should be ok as long as the corpse is still warm.

Also, I decided to make a psycho redneck community for kicks, cannibal, psychopaths and two of them brother and sister and married, I expect both long pork and all kinds of drug to flow like spice.
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Re: Rimworld

Post by Luke Cox » #301353

I disagree. The mood debuff is enough to make your colony fall apart if you don't manage it extremely carefully. Organs themselves in the real world are valuable as fuck, so the high cost in-game makes sense.
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Re: Rimworld

Post by lumipharon » #301544

In the real world you don't have a steady stream of random fucks attacking you for you to capture and harvest for spare parts.
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Re: Rimworld

Post by Luke Cox » #301565

Point is, organ harvesting in Rimworld comes at the cost of your colonists having mental breakdowns and killing each other. Plus, the more organs you try to harvest from someone the greater the chance of failure.
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Re: Rimworld

Post by Armhulen » #301585

Someone mod rim world to allow for carcass organ harvesting
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Re: Rimworld

Post by D&B » #301590

Made a tribal colony and it's much easier than the crash land.

Although I had some problems with storage and cooking. How can I make my chef grab food from my freezer and not the freshly harvested stuff?
Spoiler:
[20:26:02]ADMIN: PM: [censored admin]->[censored]: Welp. It was just a prank bro isn't a very good excuse when it comes to unprovoked nonantag murder, but since this is your first time doing it and you seem to understand the problem instead of a bannu I'm just going to leave you with a warning. Please PLEASE don't do this again in the future, as funny as crackhead broken bottle memes can be. Alrighty? Do you have any input on this?
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Takeguru
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Re: Rimworld

Post by Takeguru » #301595

You can add a max range to bills so you can force him to draw from the stockpile 10 tiles away instead of going across the map
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Re: Rimworld

Post by D&B » #301601

Oh shit how do I do that
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[20:26:02]ADMIN: PM: [censored admin]->[censored]: Welp. It was just a prank bro isn't a very good excuse when it comes to unprovoked nonantag murder, but since this is your first time doing it and you seem to understand the problem instead of a bannu I'm just going to leave you with a warning. Please PLEASE don't do this again in the future, as funny as crackhead broken bottle memes can be. Alrighty? Do you have any input on this?
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lying little shit with your bullshit stat
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Re: Rimworld

Post by capi duffman » #301928

So I had this testament to unrobustness called Eita, who wouldn't firefight while being a pyromaniac, who would always tantrum and pig on food or go on a burning spree.

The last straw was seeing him being taken out by a SQUIRREL. The squirrel was breakfast, he was dinner.
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Re: Rimworld

Post by Anonmare » #301959

I'm on a genocidal crusade against pyromaniacs.
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Re: Rimworld

Post by Wyzack » #301962

Send them on one man suicide raids on your enemies, or exile caravans across the map with no food
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Re: Rimworld

Post by D&B » #302421

>Item stash with doomsday launcher, Sniper Rifle and all that good shit
>Send my best two shooters
>They had a mortar launcher, 7 turrets, one shotgun armed peep and one with shield belt and normal steel longsword
>Make my two shooters dodge mortar launcher while they seek cover
>shitshitshitshit
>Suddenly
>Solar Flare event kicks in
>Laugh as I shoot the mortar to death and it explodes taking out the shotgun fella
>Make one of the shooters run away while the other one loots the sniper rifle
>After their shield is popped his head gets blown off

!!FUN!!
Spoiler:
[20:26:02]ADMIN: PM: [censored admin]->[censored]: Welp. It was just a prank bro isn't a very good excuse when it comes to unprovoked nonantag murder, but since this is your first time doing it and you seem to understand the problem instead of a bannu I'm just going to leave you with a warning. Please PLEASE don't do this again in the future, as funny as crackhead broken bottle memes can be. Alrighty? Do you have any input on this?
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[20:27:06]ADMIN: PM: [censored admin]->[censored]: Okay then. Have fun.
[20:31:29]ADMIN: PM: [censored admin]->[censored]: Excuse me?
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lying little shit with your bullshit stat
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Re: Rimworld

Post by Davidchan » #302992

Armhulen wrote:Someone mod rim world to allow for carcass organ harvesting
Close Also handy.
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Re: Rimworld

Post by Davidchan » #412640

Someone made a Lizardman mod, you can now kill the dirty tribal lizards, eat their corpses and make their skins into your hats. Or be a filthy lizard and raid hoomuns.
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Re: Rimworld

Post by DemonFiren » #412643

did you mean: be a reptilian master race and enlighten the savages?
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non-lizard things:
Spoiler:
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Re: Rimworld

Post by Davidchan » #412647

DemonFiren wrote:did you mean: be a reptilian master race and enlighten the savages?
That's a funny way of spelling T. Rex Kibble.
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Re: Rimworld

Post by DemonFiren » #412649

t-rexes are overrated as hell tbh
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non-lizard things:
Spoiler:
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Re: Rimworld

Post by FantasticFwoosh » #412671

Capture a lizardman and make them join you, turn their skins into masterful and expensive hats after you've finished using them as a bullet sponge, they have low intelligence so you can probably dazzle them easily.

Spoiler:
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Re: Rimworld

Post by Davidchan » #414110

Do you honkthe night?
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Re: Rimworld

Post by iksyp » #448971

does anyone even still play this other than me
also defensive tips for the earlygame where i can't build a walk in holocaust oven plz
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Re: Rimworld

Post by Xeroxemnas » #448988

iksyp wrote:does anyone even still play this other than me
also defensive tips for the earlygame where i can't build a walk in holocaust oven plz
Have a skilled marksman use a bolt action rifle, he can basically solo all the cunts.
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Re: Rimworld

Post by iksyp » #448991

Xeroxemnas wrote:
iksyp wrote:does anyone even still play this other than me
also defensive tips for the earlygame where i can't build a walk in holocaust oven plz
Have a skilled marksman use a bolt action rifle, he can basically solo all the cunts.
i do this but my issue is once they start their attack, if they have melee units that can close the gap all of my pawns are going to be wounded
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Re: Rimworld

Post by Xeroxemnas » #448996

Can you build turrets? If so they are an excellent stand-in until you can get more personnel.

I'm a savescumming faggot so don't take my advice lmao.
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Re: Rimworld

Post by Davidchan » #449003

Certain mods at a lot of early, cheap defenses that are good against ungas.

Beyond that depends on your base layout, get lots of fall traps and a long corridor with sandbags or some other shield you can shoot over and have your marksman pick them off. Otherwise the old wood floor maze + molotov does wonders.
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Re: Rimworld

Post by Anonmare » #449005

Layout is everything. Earlygame, you'll want chokepoints and a dark room to shoot out of. A target in darkness has reduced accuracy to hit them.

Like, build a pillbox room and take out the walls (make sure to leave the corners standing) facing towards the chokepoints and put sandbags in their place if you're playing vanilla or whatever. Add deadfall traps around the outside of the sandbag perimeter as well to screw over meleefags
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Re: Rimworld

Post by Mickyan » #449018

Anonmare wrote:A target in darkness has reduced accuracy to hit them.
This got changed like two years ago
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Re: Rimworld

Post by PKPenguin321 » #449093

iksyp wrote:does anyone even still play this other than me
also defensive tips for the earlygame where i can't build a walk in holocaust oven plz
i like to go for a mountainous area by the river. i find a place where the mountain meets the river and then use that mountain as a big fuckin wall. i wall up all the holes in it and have raiders push in through the river. the water slows em down and you can take shots at them.

alternatively try this mod: https://steamcommunity.com/sharedfiles/ ... =722085442
it gives embrasures (walls that cant be passed through but can be shot through, from both sides). these are really good against melee units like animals or tribals, but i still like them since they give a viable alternative to killboxes and since pirates/mechanoids can still shoot through them from the other side there's still risk involved in using them.
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Re: Rimworld

Post by Bawhoppennn » #449102

Great game when using a bunch of mods (not that it's bad vanilla though). Some of them are kinda OP, like tilled soil (free 200% fertility), but then you can drag the balance down again by adding mods that add more dangerous raids/events.
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Re: Rimworld

Post by Wyzack » #449234

I have been playing with so many mods for so long i actually have nothing of value to suggest for a vanilla player other than reevaluate why you are holding yourself back from the limitless potential of this game.

Particularily like anything that adds more aesthetic fortifications like trenches and embrasures, as well as manned turrets. Recently played with the Warhammer 40k overhaul as an outpost of imperial guardsmen, ended up running a tau labor camp in order to source minerals to create our wargear. Got bored and made a run for the landed ship since it was in a desert relatively close rather than polar ice caps a billion years away. Got stuck in, fought off waves of eldar and tau with the odd mechanoid wave in there until the ship was ready to launch and then escaped. Good fun. Probably going to try a Medieval times mod run with no outlanders pirates or mechanoids
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Re: Rimworld

Post by Davidchan » #449263

I'm giving the dust another few weeks to settle before I hop back in and see which mods are still functional and which ones are dead (such as our very own SS13 mod that hasn't been updated since B16), last I played I was having a blast with the dinosaur mod + animal prosthetics + saddle up mod that let my primary combat squad of my merc faction run around on raptors and trikes like it was some Ark:SE RTS. Then got wiped out by a 50~ man Orion raid full of power armor, mortars and so many damn explosions.
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Re: Rimworld

Post by Wyzack » #449574

I might be imagining things but I think I saw the SS13 mod in the list of junk updated to 1.0 while i was perusing the workshop. There is at least 200 new updated 1.0 mods every time I check. I can't really consider the game complete until Combat Extended gets updated which probably wont be for half a fucking year, but once it is we can finally rejoice that we will never have to wait a year for that shit ever again.
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Re: Rimworld

Post by Qbmax32 » #449577

Wyzack wrote:I have been playing with so many mods for so long i actually have nothing of value to suggest for a vanilla player other than reevaluate why you are holding yourself back from the limitless potential of this game.

Particularily like anything that adds more aesthetic fortifications like trenches and embrasures, as well as manned turrets. Recently played with the Warhammer 40k overhaul as an outpost of imperial guardsmen, ended up running a tau labor camp in order to source minerals to create our wargear. Got bored and made a run for the landed ship since it was in a desert relatively close rather than polar ice caps a billion years away. Got stuck in, fought off waves of eldar and tau with the odd mechanoid wave in there until the ship was ready to launch and then escaped. Good fun. Probably going to try a Medieval times mod run with no outlanders pirates or mechanoids


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Re: Rimworld

Post by iksyp » #449591

>new tribe
>modded my game to make it better
>wtf why do all these raiders have guns, why are there 4 of them
>check colony wealth
>25k
well time to look thru my modlist to see which one is skyrocketing my wealth
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Re: Rimworld

Post by PKPenguin321 » #449662

iksyp wrote:>new tribe
>modded my game to make it better
>wtf why do all these raiders have guns, why are there 4 of them
>check colony wealth
>25k
well time to look thru my modlist to see which one is skyrocketing my wealth
>get the "harvest organs post-mortem" mod
>thinking that it'll just give one or two organs on a successful autopsy
>set up bills so colonists will automatically autopsy raiders
>check the autopsy room
>SO MANY ORGANS THAT THEYRE SPAWNING THROUGH THE WALLS
>COLONY WEALTH UP x20
that was a fun time
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Re: Rimworld

Post by Davidchan » #449845

iksyp wrote:>new tribe
>modded my game to make it better
>wtf why do all these raiders have guns, why are there 4 of them
>check colony wealth
>25k
well time to look thru my modlist to see which one is skyrocketing my wealth
Glitter tech is notorious for this.
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Re: Rimworld

Post by MMMiracles » #449849

Glitter tech is also notorious for being a prime example of bad balance.
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Re: Rimworld

Post by iksyp » #449859

it ended up being medieval times that rocketed my wealth
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Re: Rimworld

Post by Cobby » #449860

nice thing about mods is that they've historically seen themselves implemented into the game if they're well received.
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Re: Rimworld

Post by Wyzack » #449862

Qbmax32 wrote:
Wyzack wrote:I have been playing with so many mods for so long i actually have nothing of value to suggest for a vanilla player other than reevaluate why you are holding yourself back from the limitless potential of this game.

Particularily like anything that adds more aesthetic fortifications like trenches and embrasures, as well as manned turrets. Recently played with the Warhammer 40k overhaul as an outpost of imperial guardsmen, ended up running a tau labor camp in order to source minerals to create our wargear. Got bored and made a run for the landed ship since it was in a desert relatively close rather than polar ice caps a billion years away. Got stuck in, fought off waves of eldar and tau with the odd mechanoid wave in there until the ship was ready to launch and then escaped. Good fun. Probably going to try a Medieval times mod run with no outlanders pirates or mechanoids


hmu with your modlist
aight will post later today when i get home
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Re: Rimworld

Post by PKPenguin321 » #452577

>mods are finally all updated to 1.0
>start up a new save after carefully reenabling everything in meticulous order
>pawns don't sleep, will just work until passing out
>pawns don't do recreation and stress out
>pawn gets stuck in the "Fleeing" state and can't move even when drafted and even when downed/revived with dev mode
>quit and wait for mods to update again
That's the rimworld experience for me at this point
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Davidchan
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Re: Rimworld

Post by Davidchan » #452583

mAI has been super buggy since 1.0 to the best of my knowledge, if you're using that there is a chance your pawn is bugged and flagged as a mAI.
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PKPenguin321
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Re: Rimworld

Post by PKPenguin321 » #452627

Davidchan wrote:mAI has been super buggy since 1.0 to the best of my knowledge, if you're using that there is a chance your pawn is bugged and flagged as a mAI.
nope, i dont use that one. im guessing my issue is from conflicts rather than any one mod, but honestly i'm not sure
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Davidchan
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Re: Rimworld

Post by Davidchan » #452636

A list/load order helps to trouble shoot, beyond that best of luck with that google search.
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Re: Rimworld

Post by PKPenguin321 » #452674

Davidchan wrote:A list/load order helps to trouble shoot, beyond that best of luck with that google search.
if you wanna dig around, be my guest... https://file.house/x3Z_.html <- save this page and open it with chrome
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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Davidchan
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Re: Rimworld

Post by Davidchan » #495528

Been playing this again, wish the guy who did the Syndicate Weapons/Classic mods would update to 1.0, I miss being able to hose down tribals with L6s and running in with eswords to finish off the survivors.
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Re: Rimworld

Post by PKPenguin321 » #495573

Davidchan wrote:Been playing this again, wish the guy who did the Syndicate Weapons/Classic mods would update to 1.0, I miss being able to hose down tribals with L6s and running in with eswords to finish off the survivors.
it's been updated for a while, it's just changed ownership
https://steamcommunity.com/sharedfiles/ ... 1497039037
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 Bawhoppennn » #495578

The multiplayer mod works so well (and is so fun) that it's scary.

https://github.com/Zetrith/Multiplayer/releases
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Re: Rimworld

Post by PKPenguin321 » #495600

Bawhoppennn wrote:The multiplayer mod works so well (and is so fun) that it's scary.

https://github.com/Zetrith/Multiplayer/releases
Heard vaguely of this, is there a server browser or do I need friends? Doesn't look like there's one at a glance
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 MMMiracles » #495620

PKPenguin321 wrote:
Bawhoppennn wrote:The multiplayer mod works so well (and is so fun) that it's scary.

https://github.com/Zetrith/Multiplayer/releases
Heard vaguely of this, is there a server browser or do I need friends? Doesn't look like there's one at a glance
There's direct connect and I believe a very basic server list, it uses the framework steam gives for hosting/connecting I believe. It has almost no sync issues with the vanilla game (caravan events/faction calling via comms console are disabled due to sync issues) and supports XML mods fully. Some DLL mods work too as long as the gameplay element they add have no external UI for players to interact with. The guy who made the mod went MIA but it was opensource so people already picked it up again and there's an unofficial API for making your mods multiplayer compatible.

It honestly feels like a vanilla feature with how well its done, I've had 3-4 hour sessions with 3 other friends with zero desync issues and we were able to come back to the save on a later date. Really fuckin' good mod.
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