/rwg/ Rimworld General

Not enough OP images editions.

>What is Rimworld?
Dwarf Fortress but with guns
>New patch notes
ludeon.com/blog/
>Mods
steamcommunity.com/app/294100/workshop/
nexusmods.com/rimworld
ludeon.com/forums/index.php?board=12.0

Previous thread
I'm new, what mods should I get?
ludeon.com/forums/index.php?topic=6261.0
ludeon.com/forums/index.php?topic=10571.0
>WIP list
Feel free to make suggestions for the list, I'll throw together a strawpoll to see what people want here.

Other urls found in this thread:

ludeon.com/forums/index.php?topic=29098.0
dropbox.com/s/kx5cyxyf2yqsg7v/Red Army CR Patch.7z?dl=0
twitter.com/AnonBabble

First for stop killing your colonists in surgery ludeon.com/forums/index.php?topic=29098.0

>no way to repurpose mechanoids
fucking furious

>build my first mountain base
>single block wide corridors
>an infestation happens

I've learned my lesson

Thrumbos for cuddle

There's the "More Mechanoids" mod which allows you to repurpose mechanoids, also adds tiny "crawler" mechanoids which are good clean/haul bots. Sadly it hasn't been updated to v16.

Sixth for niggers.

Seventh for can't say that here

reeee

Why does the electricity go down randomly without giving me any popup?

Screenshot?

You mean totally down or a bit? If just a bit, it's probably because the power given by wind turbines changes in time. If totally down, you probably just run out of it like a shitter.

...

Anyone know if the dev plans to update the game with a "culture" system, where you get to spend points over time on the degree of characteristics of your colonists as a whole?

e.g. spending a point to lower cannibalism penalties by 20%

cos your batteries are dead mate, get a generator or solar panels to charge them more

But the solars and turbine just freeze randomly and the batteries drain in seconds.

No wind, no sun.

Don't solars block turbines' "wind squares" in such setup?

Is that a sunlamp? That's probably going to drain your power, fast.

Nope.

so as long as the area for the turbine is free, it will generate wind energy, right?

even if hidden on like 3 sides by a mountain?

>Not enough OP images editions.
I'll consider making something. Any themes?

Yes it could be surrounded by walls on all four sides for that matter, as long as nothing is inside the radius it will generate power

tribal girls
kawaii blushing centipedes
pirates running off with your colonists

Yes, but make sure there are no roofs above the designated areas.

Do something with this. Like a pepe farm

Also, I've noticed I generate far less power in winter from solar power, might be reflective of shorter days or something so you might want to invest in a backup fuel generator for winters.

And this

thrumbo furry porn when
remember: anthro is shit-tier

buttttt

...

reported

What do I do about a psychic ship?

warning: thrumbo asking for hard wood

>tfw RomanceDiversified doesn't work with Psychology

Is it so bad that I just want a colony of hot lesbians?

Wouldn't even need that mod if it wasn't for the bullshit medicine nerf.

Is there a way to disable events/change scenario settings once youre in game?

so wtf is up with the shape of their torsos. is that supposed to be their legs or does their chest just do that

Yes it's.
Doesn't the batteries explode or something if i stack like 20 of them and they are full 90% of the time?

You may have noticed that nothing in this game has legs, this is because it is easier to just use still images for everything rather than have to animate everything for consistency, which I fully support because it makes adding shit in a lot easier

yes i understand that but the question still remains

That's why you make a battery room and divide them up by switches, or install RT Fuse.

I imagine those bumps represent their legs and fur at the same time. They are fluffy after all.

Not the batteries themselves but the ZZZZT disaster causes a fire at one of the wires and drains all your stored battery juice. So it's best to keep half your batteries off the network by way of a switch as backup power in case something happens.

That's not enough power generation for the sunlamp to stay on all day/night.

I would double the walls for better insulation. Also put the sunlamp so every square of it's 100% light is over dirt so you maximize your growing area because that's the main reason you use a sunlamp. To grow stuff indoors.

So i put power switch infront of each battery? Playing vanilla.

More like 1 switch for each group of batteries. I'd have 2 sets of 3 considering your need of a sunlamp and heaters in the arctic.

look at literally every animal in this game, they all have the same weird shape because it's supposed to represent legs, dogs, alpacas, gazelles, wargs, thrumbos, boomrats, turkeys, literally everything has that shape because it's supposed to represent legs

Do this.

Alright thanks for the tips, This is the best dirt spot i found nearby when i started, it was freezing outside and almost got hypo while building this.

the leg bumps on thrombos are different and it looks wierd

not really, they're just taller

Go melee it, but make sure you shoot the last couple of percentages away, because it'll explode. You could just shoot it, but melee is faster.

Could build walls around your turbine and solars, then roof the entire area you're in so your miners don't have to trudge through the snow.

Parka: -40 degrees protection, 120 material
Tuque: -10 degrees protection, 25 material.
Means 145 per person so get hunting or start growing cotton (5 cloth per plant)

Parkas are shit, avoid them unless you're doing an extreme (regularly sub -50) settlement. They give a global work speed malus.

Should i put this in the op next time?

Look at his screenshot. Outdoors -86C.

It would be a good idea. It's fun to bitch about surgeries but it's def. a necessary mod for people that don't want to go out of the way to get successful surgeries.

Yes, but unless it's the highest point I would still stay away from parkas. Duster/jacket and a tuque made of wool should get you into the -60s.

OK thank you! the problem is I have barely enough potatoes to sustain these two hungry bitches, got some parkas from some friendly raiders already tho.

no, the front curve of the body goes in and out and i cant tell if one is feet or not, or what's with the posture

Can my colonists shoot through 2-3 layers of sandbags if I use that for defense?

If it's -86 degrees during the day I'm curious as to what it's like in the middle of the night. Also it doesn't say cold snap so it's not nearly the lowest it'll go.

I found that temperature didn't fluctuate that much on an extreme cold embarkation, but that was in A15.

>Sea ice base
>Surviving solely off of sacrifices to Shub-Niggurath to get more delicious goat meat
It's a work in progress for sure, I ran out of building materials and can't build a church or pews just yet. I'm thinking of gathering up enough goatmeat to move a portion of our congregation (when we get enough worthy adherents) to go south and form a new colony for wood and steel.

Does anyone actually use the auto-hunt feature? It seems stupid and dangerous.

I use it against everything but muffalo and deer.

I think the peak was at -95. I took fresh start with same seed, these two sluts were going nowhere and need to prepare better for winter!

I don't know how to handle Psychic/Poison ships.

Even with sandbags set up, I always seems to lose 1-2 colonists getting rid of them.

Be careful of cold snaps, on an ice sheet it's entirely possible to reach -160C.

>Medieval times is still incompatible with combat realism

IEDs/Traps.

You could also build a wooden wall around it and use incendiary launcher / molotovs / inc. IED to set it on fire and cook the mechanoids alive.

Or you could just snipe the mechs from afar with a precision rifle.

user who linked me redist heat beta 16

The mod section in the game is saying it's out of date?

Surround them with melee troops and trained animals such as wargs, dogs, elephants, etc., then have one person give it a tap so they come out and get everyone to give them the old bloody bukkake beatdown treatment.

Just don't let them fire off their guns and you'll be fine, scythers are squishy as fuck so they'll probably die before they can even do anything, and centipedes are shit at melee. Alternatively, if you have snipers, you can outrange them.

What are the odds these all work together without exploding? Top is Colony Manager bottom is PrisonExtensions

Do this if you have the material to spare.

Otherwise make use of snipers or mortars and try to take out the scythers/ship.

The centipedes are pretty easy on their own unless you're fighting on their terms. They tend to use weapons that are EXTREMELY inaccurate at distances at the cost of them being tanky.

Their main danger is fighting them alongside their sniper scythers. Especially so when they have inferno cannons as pawns set on fire will flee cover and get shot by the scythers.

I always wonder why the colony ship was carrying so many AIs and homicidal mechanoids.

It never rains chunks of farm or mining equipment or prefab housing.

What's the best way to get U shaped mountains? I want to be comfy.

finally I can get rid of these fucking prisoners, they keep going berserk for some reason which is great for training my doctors' skills but not great for productivity when I need to make them not be dead all the time

inconsiderate fleshbags

Just keep rolling for mountain biomes. That's what I do, you tend to find good seeds pretty often.

Here's a post to one of my older seeds. Pretty comfy, I gotta say. You may need to dig a bit to access the cave since water literally surrounds its entrance.

that's fucking horrifying

>medieval and Cthulhu mod
My nigga.

This work with a16? And how do I survive in a cold place?

Working on some potential bug analysis but came here to see if anyone else had this weird issue. My guys are randomly getting injured for no apparent reason, usually while they sleep. Like all of a sudden they're "hit" by something and they have several cuts, bruises, and rarely a broken bone or two. So far it's not lethal and my guys get patched up quickly by my doc. I have 80+ mods installed, im pretty sure its not a Star Vampire from the Call of Cthulu mods as they'd pop up if they attacked. Anyone ever heard/witnessed this issue before?

Boreal forests are not too cold, don't worry. Things you need to take into consideration is making sure you have heaters ready around summer time and that you prepare a larger stockpile of food for the longer winter.

If you can, make parkas/coats from leathers you find, especially muffalo wool. Then you won't need to even worry about getting cold.

If you can manage the shorter crop seasons, this biome is the comfiest. Just have all your colonists huddling around in your rec room by a heater for maximum comfy.

It's also A16, too.

Ghosts!

O fug,what is the fluffytail doing.

The ghost is a dick. I have my error log ready this time to see if anything goes off when my colonists are spooked.

Anyone tried the dubs hygiene mod?

Looking at that particular map, note the two steam vents. Wall those in and use them as free heaters.

Is there a way to have colonists wear specific armor kinda like in Dwarf Fortress without forcing?
Or do I have to sit there and create custom outfits for every soldier I have as well as ban them from use for any other soldier with different armor?

so if i have only sibling colonists in a map will they fuck?

>battle caribou when

The Tower isn't big enough of a home for us all now, and people are starting to complain about living conditions. We need to start planning expansion sites, housing blocks, maybe some bunkers or a perimeter. Anyone have ideas on what I should start laying down? We haven't built much but we have the resources now.

What map size did you use? I got a different map when I change from the default size.

Incest is unfortunately a small chance, despite Tynan and the "what a cool story, mark" meme. That, and I don't think siblings fug each other because of coding issues or something. Some user mentioned that a while ago (I should try a creept twin cannibal thing sometime).

Basically, they just like each other a lot and sleep in the same bed. Kinda comfy, actually.

I wanted to get comfy in the tundra properly so I made a CR-compatible version of Red Army.

dropbox.com/s/kx5cyxyf2yqsg7v/Red Army CR Patch.7z?dl=0

There's an "outfit" menu that you can work with. I'm not sure if it goes into specific materials, but you can tell your colonists to only wear certain apparel.

I was pretty happy to find that the "sharing bed with someone I don't like" actually diminishes as relationship rises. Old colonists who've been through it together don't mind doubling up and saving space/decorations.

everything was default, even in the world gen.

Maybe a prison cell?

>I was pretty happy to find that the "sharing bed with someone I don't like" actually diminishes as relationship rises
So you're saying that I can put my colonist and his mom in the same bed and avoid a large mood penalty?

This changes... some things...

why does everything always seem to happen when a sermon is going on

thanks cthulhu