Rimworld

Lets have another comfy rimworld thread

I started playing yesterday and my first game is going kinda good, I think I'm going to make it, my new slave will be doing clothes 24/7

I'm guessing you win the game when you build the spaceship?
Also can you actually run out of resources?

What mods should I use after first "win" or whatever fuck happens if randy don't give me more psycho robots or tornadoes?

Also the game for lazy people

magnet:?xt=urn:btih:0E64CB6F4681C1ACAD918458E825465BD5DA814B

revolting art style

this

...

this better not be dolphin porn you faget

Is not 2018 yet, you still can't post here 00s trash

>playing df style games for the art style

Z-levels

This game is awesome, it triggers DF tards because is not DF and triggers underage millenian scum because it doesn't look like a AAA game and is too complicated for them

I love the game but I just can't understand sex mods for it, this is not the kind of game

Hope Rimatomics gets CE support soon.

Thinking about buying this game. Would you recommend it?

>buying
No

They have enough money and the game is early access for years, just get it from OP

>rimworld player calling DF players tards

rich, let me know when you graduate from preschool

And yet yo come to every rimworld thread to cry about it because no one talks about your autistic ascii worthless life time simulator

>Making an Idol share a bedroom with commoners
I'm surprised she didn't snap sooner.

>Would you recommend it?

Depends, its worth all the money and you have a easier time modding thanks to workshop doing it for you.

Oh no..

Why are DF fags so autistic that they come into literally every rimworld thread and complain?

Why are they so autistic that they don’t understand people like to play different games in the same genre?

Motherfucker. It's been like 10 years, how long will this meme last?

eternity, if we're really unlucky

Lets end this. Together.

Is my defense alright? Also sappers are gay.

I kinda need to set up something like this but you need more choke since a lot of enemies have more range than turrets

Anyone else using rimjob world? My pawns keep getting (dummy privates) as their birthday present each year. Im pretty sure its a bug, but its great knowing they wont get a serious condition their junk just stops working.

There is something magical about having a tribal start and ending with an army of cyborgs created by the two surviving original tribesmen. One of them was my researcher and doctor while the other crafted all the parts, in the end only that doctor wasn't 90% enhanced biotics.

Shame that it's such a huge leap from tribal to space tech with little in between.

It's just as it is named a dummy a placeholder, because once your pawn ages their junk changes from i.e. normal/tight anus to loose but since they don't do that every year it just appears as "dummy privates". Happened to me multiple times as my still surviving pioneers aged.

>the crap on the floor in the room isnt in the shape of loss
one job

rim of madness is the best, is there a list of all the cult god spells? also what are elder things good at? they seem like dead weight

Just like how 'frail', 'bad back' or 'cataracts' appears on oldies.

So the body parts degrade? Tight -> loose? Sometimes the body part disappears as well on the health tab. For instance one of my colonists got the dummy privates and his schlong fell off or something. Right now im implanting buttholes into my colonists for some fun. Also !ade a futa.

>It's another the cook would rather let everyone in the colony starve to death than haul more firewood into the stove episode

>Not using an electric stove

it's rimworld players falseflagging to keep the thread alive

Assuming I have the resources to spare, what's the best weapon to give to my low shooting skill colonists?

The imperial Guard mod is a must, Op turrents

Honestly refusal to do certain activities is some of the dumbest shit, I get that someone who is terrified of fire isn't going to go out to fight fires but refusing to haul shit when your life depends on it?

Should just make it so you can force pawns to do something even if they don't want to at a mental break penalty depending on length and severity.

Anything that shoots fast and many so they get more skill exp, an machine pistol or something works fine.

assault rifles or miniguns

turrets explode when destroyed so space them out, and add a choke to the opening.

just downloaded, what are the must-have mods for this game ?

My steel turrets always exploded which was useful for manhunter packs, but I've never seen plasteel turrets explode, is it just random chance?

click on them, they have hp

Get as many hair mods as you can, then delete the ones you don't like.

>Zombie spawns
>Lightning immediately strikes it
>It just gets angry
>Takes out 3 cougars and half a small pirate raid before finally being put down
That was some Blood stuff right there

Huh? I meant when they were destroyed.

doesn't this (not) general have a mod list or something ?

If your colonist has a normal junk it won't show up in the health bar, I tested this with prepare carefully. So most probably the colonist that has a tight one degraded into normal.

The wiki says 50% chance for all turrets but I thought they always exploded.

can you make your niggers not grab the chunks for stonecutting?

Honestly I just play vanilla, aside from cosmetic mods and the colour coded mood mod. It depends on how wacky you want shit to be.

These are my must have quality of life mods:
>Better workbench managemet - better UI elements
>Runtime GC - cleans performance
>Tick multithread - performance
>JT replace walls - automatically replaces walls when constructing
>Fluffy breakdowns - regular maintenance of benches/apparatuses only consumes component when broken down
>Static quality plus - various game tweaks
>Ogre stack / Stacks XXL - tweakable resource stack
>While you're up - makes the colonists pickup whatever item near them to a stockpile near their next destination
>Avoid friendly fire - less bullet wounds on your colonist's back
>Linkable doors - be free of your ocd and make 2 even 3 tile wide doors without looking like a chump
>Corners - make Apone proud and check em
>Save storage and outfit settings - whether you're a lazy fuck or an autistic prick this will be your friend
>Haul to stack and Stack merger - makes your colonists haul stackable resource to the already stacked one and if that fails stack merger makes them tidy up your stockpiles
>Facial stuff - revamps the head/face mechanic entirely
>My little planet - customizable planet size for performance purposes
>Ugh you got me - stops social fighting before it turns to murder
>Furnace - you'll need this if you're dealing with too many corpses
>Minify Everything - able to reinstall any appliance/furniture/bench
>Hardworking animals - let's your haul trained animals haul their ass and work constantly

Cont...

Enemies get cover from chunks.

You can forbid them, or set the radius of the cutter table to be small so they only take from nearby stockpiles

>Notifications archiver - never miss a notice
>Smarter food selection - manage your pawns and prisoner's food consumption (fucking prisoners eating my lavish meals)
>Blueprints - copy pasta construction
>Feed the colonists - bulk food production
>Quality builder - makes sure the best worker does the quality enabled stuff
>Simple sidearms - lets your pawns equip secondary weapons i.e. an emergency knife
>Allow tool - I can't believe this isn't in the main game yet (fuck you get this)
>Achtung! - better drafted placement control
>Map reroll - embrace Kain's ideals and roll your destiny(area)
>Configure maps - control what spawns in your planet (rock types, water level, mountain levels, etc.)
>Faction control - choose how many factions, how they are placed, and base density become a truly desolate rimworld or fucking coruscant
>Prison labor - make your prisoners work long and hard for their soylent greens
>Colonist bar - adds customization and more information to your colonist bar
>Just ignore me - enables construction even if there's a colonist idling on the blueprint
Anything else will significantly change the core gameplay.

>modding the game to make it easier
how fucking dumb are you

>faction wants peace talks
>only have fifteen days to get there
>travel there would take seventeen days
okay then

Put sandbags in front of turrets
looks like you put roofs over them so that's good
I also prefer to put them at the sides, so the raiders are aiming there while you put your dudes in front
Make the entrance tile wide and put sandbags there, chokes harder and doesn't allow them to hide behind walls to peek

I will reply to this obvious bait only once and only once.
Quality of life ≠ breaking the game balance.

Some of those aren't entirely free from changing gameplay.
Mostly thinking of ogres stack as space management is quite important, even if burdensome.

Fair point, I will whittle it down to only those I see as essentials.

tedium is not difficulty, DF fag

Why is he carrying a used paper roll in his pocket?

>Clear buffs to certain mechanics like hauling
>Removing tedious aspects doesn't make things easier :^)))
Of all the retarded drivel you could post...

>hmm my game isn't hardcore enough now that hauling isn't gay
turn up the difficulty, either directly or with other mods, and then it balances out? I don't see the problem

Depends on the kind of 'tedium'. Some micromanagement like what Better Workbench fixes makes it a lot better instead. Bigger stacks is slightly cheating but not really changing anything major. It just looks cleaner.

babysitting your colonists is the only gameplay that exists in this game. if you automate everything the game's basically playing itself

Some of those don't automate anything though.

True but sometimes it's just retarded. I was once trying to get my crafter to work on something and he kept putting the item he was working on on the floor, then working on something else on a different bench. Then ignoring me whenever I kept hitting "Prioritize crafting"

That's how communists recognize each other.

yeah some of them just flat out change the game rules to make it easier

I just had a thing where I had like 10 empty graves and a bunch of dead raiders, it wouldnt let me bury them(no grave configured), even though i set them all to allow all corpses and made sure of allowed zone
why did this happen?

You see user some of us realize that we're playing a single player game and don't have to compensate for their micro epeens by torturing ourselves with shit gamedesign

>Got to the part where I have to build the ship
>Don't know how to build it
Do I just construct all the parts in a circle or do I need to do it in a certain order?

management in a management game isn't shit game design

I ended up getting another two robots and neither of them had any genitals.

hey fags
name a good alien race mod
hard mode: no pic related

Obviously a generalized statement that depends entirely on the situation at hand, plenty of management can be shit management and there's already systems in the game to simplify the management
>stockpiles where colonists automatically haul shit to, why not have to do it manually for every single item
>colonists auto-equipping new clothes, why no have to do it manually
repeat forever

Sure, I too will not recommend invisible micro ant people.

However, Elder Thing is a pretty good alien race and technically Vampires if you are into that as well.

aren't elder things just all incapable of everything without any upsides?

Because they play DF?

Well, if you want a list that doesn't affect gameplay, I'd say:
>Better workbench management
>Tick multithread
>Runtime GC
>Linkable doors
>Save storage and outfit settings
>Facial stuff
>Notifications archiver
>Blueprints
>Allow tool
>Colonist bar
Those are entirely UI or cosmetics but I'd argue in favor of
>Haul to stack and Stack merger
and
>Just ignore me
as well as the gameplay changes they make are minimal and also don't automate anything.

I'd play an ant mod
Is there one?
Protect the queen in the core, have tons of workers but they're all useless or really specialized, quuen breeds new ones and they croak swiftly, starting new colonies encouraged, stuff like that

Do a vanilla win first to get the basics

Lighter than fast if you're a FTL fan.

The ship escape isn't really a great win to me though.

...

The poison ship was bad enough Randy.

> Avoid friendly fire
Fuck me, why haven't I heard of it before.

They might be in a restricted zone.

>Hare Revenge
Run

go to Veeky Forums already!!!!
there is a dying general that needs replacement

Every general on Veeky Forums is a dying general. Also, no thanks.

>STOP TALKING ABOUT VIDEOGAMES!!!!!111
>ONLY TWITTER AND E-CELEB THREADS SHOULD BE ALLOWED!!!

I doubt this game has enough staying power to keep a general going. When I first started playing I had to use the fucking Indie general for it.

Besides, Veeky Forums generals always turn into cancer and memes.

/v/ is not for discussion about vidya gaems its for shitposting and funny comic dumps

if general with literally 10 posts in 5 hours stays alive why not rimwarld :^)

Fpbp

help me with layout of base idk how to plan it