Rimworld

khorum

Murder Apologist
24,338
81,363
The IED's require mortar shells as mats tho. I remember trying to make some for the bug infestations last game.
 
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Tenks

Bronze Knight of the Realm
14,163
606
You can smelt the slag once you've got machining researched. Then much later you can mine it en masse via deep mining nodes.

It takes a LOT of steel to get there tho and the best mid-game way to do it is trading. I think my next game I'll seat the colony super close to a friendly settlement and just trade furs/apparel for steel since mining/smelting prolly comes out behind when you factor in time etc.

Slag -> Steel seemed like such a long process. I wasn't sure if investing that much time for a colonist was actually worth it for such paltry steel gains.
 

khorum

Murder Apologist
24,338
81,363
Slag -> Steel seemed like such a long process. I wasn't sure if investing that much time for a colonist was actually worth it for such paltry steel gains.
Yeah pretty much.. after I did a quick caravan test it's prolly easier just to craft clothing and trade it for steel at other towns. The only caveat is the random encounters along the way and if you don't bring a gg caravan you're gonna get smoked.

My gorillionaire's junkie whore of a wife up and OD'd and now he's having breakdowns every few mins after she died soooo guess my next colony is gonna be as close to several friendly settlements as possible.
 
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sadris

Karen
<Donor>
21,131
80,758
Everytime I log on to the forums, I find new mods to install. They're like crack in this game. Most of them are ui helpers though. Which goes to show how bad the base ui is.
 
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khorum

Murder Apologist
24,338
81,363
I'm still playing with no mods a few playthroughs in. I JUST managed to get to the spaceship ending on rough with the default storyteller.

I thought for some reason you could start over with that same crew you launched somehow but I guess not.

im guessing caravanning to that AI ship is much harder huh?
 
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iannis

Musty Nester
31,351
17,656
I installed hardcore sk. I'm part of the GARBAGE TIER botnet now, my comrades.

It's kinda neat but also kinda annoying. It's like this guy expects you to massacre every living thing on the map for leather.
 

iannis

Musty Nester
31,351
17,656
This looks like fun to play in between my binging through the Dark Souls games!

It's an insidious game. It looks kinda dumb but then you play for ten minutes and realize the sun just came up, it's been two days, and you're late for work.
 
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iannis

Musty Nester
31,351
17,656
I'm like 60 hours in the game and have never even tried to make a caravan lol.

I've always got so much to do I feel like I can't spare the personelle for a caravan.

At the very least get dubbs Hygiene mod. You make you little dudes shitters! And if they poop their pants they get sad! And your dude coloists will pee on the floor sometimes right next to the fucking toilet.

so stupid. but it makes me laugh.
 
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Lambourne

Ahn'Qiraj Raider
2,710
6,518
I'm still playing with no mods a few playthroughs in. I JUST managed to get to the spaceship ending on rough with the default storyteller.

I thought for some reason you could start over with that same crew you launched somehow but I guess not.

im guessing caravanning to that AI ship is much harder huh?

You can use the "Prepare Carefully" mod to recreate your characters, if you want to give them another run.
 
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Funkor

Molten Core Raider
733
618
Okay, testing. Idle Pawn fix seems broken.


But Make Love Not War is great.
Oh yeah that mod is excellent for making huge colonies that span years and years. A streamer Disnof was able to get 50ish colonists going for years and could still run it at speed 3 without too much hitching. Annoying that the social system contributes so much to lag with huge colonies.

Zhentar's mods serve as some good meta fixes for performance too:
[A16] Zhentar's Experimental Performance & Memory Fixes
[A16] Zhentar's Vanilla Fixes v1.4 & Vanilla Tweaks v1.3 (updated 1/20)
 

imready2go

WTF is a Raider?
<Gold Donor>
1,206
5,363
It's all fun and games until one of your married gals decides to have an affair with the 19-year old you just rescued. (Not enough components to build more cryo tubes? Guess who gets left behind when the ship launches, bitch.)

Damn this game likes to fuck with you in every conceivable way.
 

iannis

Musty Nester
31,351
17,656
oh god damn it, they pushed a17 today.

This means that I'm spending an hour just sorting through mods.
 

Xarpolis

Life's a Dream
14,092
15,592
The name of this game is pretty racially funny. It's a game like GTA, where you have to put EVERY vehicle on dubs. Spinners are bonus points.
 

Mick

<Gold Donor>
860
535
A17 Patch Notes:
https://www.youtube.com/watch?v=x8eyPE2yuoE
A summary of the changes in this alpha follows:

Roads and rivers
  • World now generates with roads and rivers
  • There are five road types: path, dirt road, stone road, ancient asphalt road, ancient asphalt highway
  • Some roads generate with things alongside, like concrete barriers or ancient lampposts
  • There are four sizes of river: huge river, large river, river, and creek
  • Rivers generate more in rainy areas, move towards the sea (ignoring tiny lakes) and merge as appropriate
  • Rivers and roads generate on local maps as expected.
  • Stone roads generate using local stone and a new flagstone terrain type.
  • Visitors, caravans, traders, and raiders tend to arrive and leave on the roads.
  • World generation is more chronological now. First continents form, then rivers, then an ancient society is shallowly simulated to generate ancient roads, then modern settlements and roads are generated (alongside ancient roads, often).
World quests
  • New "site parts" world site generation system. It allows assembling together a world destination from several 'parts'. Mixing and matching will allow us to create a huge number of combinations.
  • New world quest incident: Item stash. An allied faction tells you about a stash of randomly-generated reward items, guarded by a random threat. You can send a caravan to defeat the threat and collect the reward.
  • New world quest incident: Bandit camp. An allied faction asks you to defeat a bandit camp, and offers you a reward if you do so.
  • New world quest incident: Caravan request. An allied faction asks you to deliver a particular resource to a particular base in a particular time frame, for a special reward.
  • New 'long-range mineral scanner' building slowly scans for precious resource lumps nearby in the world. You need to send a caravan to collect them. Lumps may be defended.
  • New caravan incident: Payment demand. Raiders demand items or slaves from your caravan; if you refuse, they attack.
Other new stuff
  • Added smokepop belt. Emits a cloud of accuracy-reducing smoke when the wearer is shot. Smoke also prevents turret targeting.
  • Characters can now tend their own wounds (with a penalty to effectiveness).
  • Added bowler hat.
  • Corpses now leak black corpse bile while rotting.
  • Vents can be opened and closed with a flick action.
  • Add option to render hats only on the main game map (but not on the portraits in the pawn bar).
  • Bills can now be temporarily paused when satisfied, until automatically reactivated at a lower level. This reduces the need for pawns to repeatedly return to the work bench each time the count falls just one below the target count.
  • You can now create your own packaged survival meals (with appropriate research and ingredients).
  • All pawns now have "head butt" attacks they can use if they're missing all other attacking body parts.
  • Added a "caravan packing spot" so you can tell your caravans where to assemble.
  • When trees burn, the leave behind burned tree stumps.
  • When structures and plants burn, they leave behind ash.
  • Carpets and wooden floors can now burn.
  • New training lessons for explaining shield belts, and how door opening speed is affected by material type.
  • Added ambrosia sprout incident. This sprouts a grove of the pleasurable, nutrition, and addictive ambrosia fruit trees nearby.
  • New 'wimp' trait makes pawn incapacitated from even a relatively small amount of pain.
  • New chain shotgun weapon
Modding
  • Modders can now add "def modifiers" which, instead of replacing a whole def, change specific fields of that def. This allows multiple mods to change the same def without wiping each others' changes (unless they change the same field, of course).
  • Information on how to use def modifiers is in this forum thread: https://ludeon.com/forums/index.php?topic=32735.0
  • Various enums are now defs so modders can add new ones (TrainableIntelligence , DamageArmorCategory, ImpactSoundType, ReservationLayer, BillRepeatMode, PrisonerInteractionMode, FleshType).
  • GUI tables (like most of the main tabs along the bottom of the screen) are now defined by data, making it easier to add, rearrange, sort, and change columns on the UI.
Increasing skill relevance
  • Mining skill reworked: Steeper speed penalty for low skill. Mining yield is now slightly dependent on mining skill.
  • Trade price spread made much wider, but social skill also has a much greater effect on it.
  • Added “animal gather speed” stat which makes some pawns faster at gathering wool or milk.
  • Added “animal product yield” stat which makes some pawns more/less likely to waste the product when gathering wool or milk.
  • Removed post-process curve from melee hit chance so it uses the simple level-by-level tuning. It’ll be much harder to hit things now at low melee skills. Note: Default hit chance is 0.6 for pawns without skills. This equals the chance of a pawn with melee skill 6.
  • Added a melee dodge stat, so better melee-skilled pawns will have more advantage. Pawns don't melee dodge while aiming or firing ranged weapons.
  • Work tab boxes are easier to identify skill level for visually.
  • Added small crunching sound that plays when you assign a pawn to a skill they're terrible at.
AI
  • AI has more intelligent ranged shot target selection with random elements. Harder to exploit, and looks less dumb, doesn't shoot at chickens as much.
  • Raider with mega-weapons will now avoid friendly fire
  • Sapper groups will now choose another sapper if the first one is killed, making them much more persistent.
  • Sapper groups will now continue digging even while defending from attack.
  • Animals flee when harmed.
  • Added a new state to caravan lord job, “bloody exit”, which makes the exit individually, as aggressively as possible. This makes it a bit hard to rob caravans.
  • Raiders will no longer compulsively attack doors.
  • Base defense AI is touchier; stealth raids will be much much more difficult (and probably infeasible most of the time).
  • Doctors now tend heavy bleeding injuries and diseases near lethal severity first.
Misc
  • Plants now have different graphics when they are harvestable - you can see the berries/cotton/corn on the plant ready to be taken.
  • Buy/sell price spread for trading is much wider (150%/50%).
  • Drugs are now slower to produce, slower to grow, and heavier.
  • Cannibalism is harder on mood.
  • Integrated incidents (ambush, manhunters, etc) better with caravans and temporary maps. Incidents can now target both of these, and the story state (incident cooldowns, etc) is passed back and forth between a caravan and its map to maintain continuity.
  • Plant generation algorithm for map start reworked to generate plants in more interesting patterns, with denser areas and more clear areas interspersed, and groves of trees in sparse biomes.
  • New graphics for some floor types and things (stone floors, stone chunks, etc).
  • Made crop growing cycles significantly longer, especially for long-cycle plants like corn.
  • Shifted all medical potencies so that normal medicine has potency of 1.0. (This increases surgery success chances).
  • Added global sell price factor for apparel (70%).
  • Because it was way OP, chemfuel can no longer be made from haygrass.
  • Reworked surgery success chances. We now feedback room surgery success chance on medical bed. Rebalanced room surgery success chance calculations and fixed a bug where it was 100% when outdoors. Removed surgery success chance exponents.
  • Colonists wearing human leather clothes now get a negative thought (unless they have a bloodlust or cannibal trait, in which case they get a mood bonus).
  • Balanced blood loss recovery time to be much slower (50 real seconds -> 4 game days)
  • Buffed mortars so players use them: Cheaper/faster to build, faster shooting, greater accuracy, cheaper shells
  • Armor now takes a constant fraction of incoming damage instead of absorbing all prevented damage. This solves an issue where good quality armor would be destroyed sooner.
  • Sun lamps now turn themselves off when plants are resting
  • Equipment rack is now a general shelf which can hold pretty much anything.
  • Small items like gold and silver are now 10x smaller, not 20x, so it's more feasible to build things from them.
  • Jade is not small any more.
  • Other bases regenerate their trade stock less often.
  • Changed flammability for fur and leather to 100%, and for meat to 50%.
  • Manhunter pack incident can now use any kind of animal.
  • Rebalanced all trader stock generation.
  • Traders will generate with fewer extreme quality items.
  • Pawns missing heads will have visually missing heads.
  • It's no longer possible to create a settlement directly adjacent to an existing settlement.
  • Caravans now enter/leave tiles when touching the tile boundary, instead of when in the center of the adjacent tile.
  • Redesigned how capacities are calculated from body part efficiencies with an entirely new collection of algorithms, to stop various nonsensical cases and simplify how health conditions can affect the body.
  • Gear tab now displays item stack masses.
  • Caravans now generate a lot tougher.
  • All caravans now buy art. Art is lighter (e.g. easier to sell) and has a sell price bonus so it's now a better trade good.
  • Catharsis thought is more powerful but shorter in duration.
  • Redesigned stats so that in almost all cases, high numbers are better.
  • Rebalanced the beauty system to be much more dependent on art; random furniture has less or no beauty effect.
  • Ship part crash incident now scatters rubble and chunks around the crash site.
  • Healroot grows wild now, in some biomes
  • Added caravan route planner. It allows placing several waypoints, and measures the time to travel the route along them.
  • There is now a progress dialog while the planet mesh is generating (so people don't think the game crashed).
  • Date system reworked. Seasons are now arbitrary "quadrums" which cover 1/4 of the year and are the same on the whole planet.
  • Fixed various memory leaks.
  • Many exploits mitigated or prevented by various design tweaks.
  • Many, many, many other bugfixes, tunings, and redesigns.
 

Caliane

Golden Baronet of the Realm
14,517
9,983
Rimworld... BETA.



Tynan Sylvester said:
It’s finally in Beta! This is build 0.18.1722 of RimWorld. That last number is the number of days since I first started working on RimWorld in February 2012. 1722 days – almost five years. It’s come a very long way since the first public look in September 2013. It’s time to start bringing it to a close, which is why version 0.18 is Beta 18 instead of Alpha 18.

The “Beta” designation means that we’re on the final stretch before the 1.0 release, and that there won’t be major content additions like whole new game systems. Of course we will almost certainly add more content, before the 1.0 release or after. We will also continue seeking feedback so we can fix those little bugs and design problems that only become apparent after tens or hundreds of hours of play. RimWorld has become an exceptionally complex game, and it takes a long time and a huge amount of play to understand how to improve it. So it’ll keep evolving for a while.
 
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Kiroy

Marine Biologist
<Bronze Donator>
34,598
99,819
Anyone who doesn't play this and has any sort of interest in builder / survival games should download asap. This is the game that keeps on giving and even once you get bored you'll find yourself coming back a few months later with just as much enthusiasm. Always great for a few days of mindless gaming whenever your in an entertainment drought.
 
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