Rimworld
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[🚨 SPOILER] Defeated Sightstealer Assault
Marked as a spoiler because its a monster from Anomaly. The thing is, these things are not scary, because they don't have the AI necessary to capitalize on their invisibility. They act like typical raiders, meaning you can place your tough melee guys in a chokepoint, and they'll come to get their skulls bashed in.
It would probably be better if they instead acted like predatory animals, milling around on the map, and occasionally hunting one of your colonists. If they'd then avoid groups of colonists, while also always attacking in a group themselves, they'd be a truly terrifying monster. Basically, you'd have to hide out in your base, or go out to hunt them. And if you do choose to wait them out, there would be no indication that they've left.
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Rimworld and Dwarf Fortress
I love Rimworld and play it a lot. I frequently see posts and articles comparing the two. I got Dwarf Fortress, watched tutorials, printed out flow charts, and really gave it a try for several hours.
But I didn't get into Dwarf Fortress :( some of the mechanics are weird. Many things are not intuitive or don't make sense. Like seeds that are needed for growing mushrooms are defaulted to be used in cooking and the setting to turn that off is difficult to find.
I finally realized an analogy today. Rimworld is like The Sims while Dwarf Fortress is like Sim City. Rimworld you directly control people and micromanage a colony. Dwarf Fortress is Sim City - you zone things and say generally what you want to happen, but don't control your meeples directly.
Thoughts on the comparison? Any other folks like Rimworld but not Dwarf Fortress?
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The Problem has Been Solved
Follow up to my last post , the problem has been resolved using a killbox. Admittedly, I had to reload several times before I got it right. So in about 5 out of 6 universes, the colony died.
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So Double Raids Are a Thing Then?
2nd playthrough, Cassandra Classic, strive to survive, Tribal start.
This game can be brutal, huh? I love it!
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The garden
nearly 16 are now "infected" I've been studying this thing for like 2 years, my scientist mentioned they could "solve" it some time ago. But now even they have been adding to the garden. I'm wondering if my curiosity has doomed them all.
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so glad the archonexus quest doesn't warn you when you settle too close to another faction
the text says: 'me watching the civil outlander union become hostile (I settled 4 tiles away instead of 5'
stupid white text on white background
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[Anomaly Spoilers] A beautiful wedding
I tried to make my duplicate as different from the original as possible, but they fell in love anyway
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Welcome to Save Our Ship 2.7. After 2 years in development, hopefully it will have been worth the wait.
Video
Click to view this content.
audio ideas for this meme
- electric man 2 second factory
- holding out for a hero
- portal science is fun
- paper mario soft light
- dr stone thousands of years may have passed - fits well thematically
- tf2 the calm
- THE MOST MYSTERIOUS SONG ON THE INTERNET
edit: fixed stupid youtube embedding
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your caravan clearly has no food
edit: they are allowed the food, they just don't want to consider it
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[🚨 HEAVY SPOILER] Nightmare Scenario
this is actually going on right now in my save and I am having much fun
for those with poor eyesight, the meme says: my lone sanguophage scrambling to search for a cure as all of my colonists are slowly taken over by The Cube
titles I thought of while making this meme:
- highway to hell
- hello distressingmemes
- Nightmare Scenario
- you will be next
- i'm making the final cut, it's down to the wire
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Mod to manage entire colony's work bills?
I'm looking for a mod that'll let me set up a master list of work bills that can be done by multiple pawns across multiple workstations without having to edit the bills list of each one. Does this exist?
I currently use a mod (one of Dub's I want to say?) that can clone and link bills, but you still have to set up each workbench individually and remember to link anything new you add so it still gets tedious in a large colony. Something used to do this iirc, possibly Fluffy's Colony Manager, but I'm sure it didn't in the previous verstion or two and I've only started getting into 1.5 in the last week so I'm not sure if anything new has popped up.
Alternatively, if this isn't already a thing and anyone's up for making it I'd be happy to throw some money your way.
Thanks.
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memes that won't make sense in a year
for anyone ootl, the original wall light mod had the clickbox for the object cover the wall, whereas the base game one has it in front of the wall
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[🚨🚨 SPOILER 🚨🚨] Rimworld 1.5 Anomaly I got lucky with a revenant attack
YouTube Video
Click to view this content.
I did a void provocation and kept my colonists grouped together. Then traders arrived and the revenant spawned inside the area of my proximity detector
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[🚨 SPOILER] Hit by an Ice Age
It started 26 days ago, I've had to bring in my scores of animals and slaughter 4/5s of them just to ration out the hay I had. Construction has begun on two internal farms to supply more hay, currently feeding everything off of my very generous mushroom farm.
I can't even bring myself to upgrade my monolith because I'm almost wiped out by a bit of cold water. My long term plan is to create a clone army of bionic super soldiers to help defeat the anomalies as we embrace madness. Instead I've got a friendship ranch full of badly specialised pawns.
Does anyone know if there's a mod to extract genes from anomalies to implant them into my pawns? I know about the spine, but after some extra fun to be gained from studying them.
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[🚨 SPOILER] Your opinion again about spoilers please, for how long? Please share your thoughts
For how long should spoiler indicators be used? (From release date)
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[🚨 SPOILER] Your opinion about spoilers please
Is a spoiler warning like this enough to warn us not to look at content, or should spoilers be behind a NSFW tag?
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[🚨 SPOILER] hmm yes the anomaly DLC is perfectly balanced
the chart is the highest cover values in the game for non-anomaly items, from the rimworld wiki
I altered the rimworld screenshot to move the cover effectiveness text to the top but I didn't alter any of the data
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looks like the next transport pod crash will be sleeping in the freezer
I used current-tense and past-tense in the same sentence, too late to redo it now
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nice roll for a mechanitor starting scenario
it's been a few quadrons for kaleun on the rim. it's a bit crowded now, 9 people and 8 mechs living in a couple of shacks... but we'll have to make due for now. she's a hard worker, sanguine, has a bunch of hobbies with no time to work on, but at least she's passionate about them :)
(random plus generated, looking for passion in social & intellectual - this was roll 9900)
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🚨 SPOILER WARNING 🚨Anomaly preview #3: Cultists, hate chanters and rituals
store.steampowered.com RimWorld - Anomaly preview #3: Cultists, hate chanters and rituals - Steam NewsThis Anomaly preview talks about the new rituals you can perform and the followers of the void.
🚨 SPOILER WARNING: Read ahead at your own risk! These preview blogs WILL SPOIL some of the surprises in the expansion. 🚨
This Anomaly preview talks about the new rituals you can perform and the followers of the void.
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Going for my second ice sheet run
I'm allowed to mine one mountain tile for 120 days. After that I'm on my own. Started with 2000 wood and basically all other resources relative to 8 starting colonists instead of 3. Using a mod that allows me to call for trading ships. My goal is to make a ship and get all 8 starting colonists to survive
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Anomaly preview #2: Containment facilities, creatures, and release date (link in comments)
🚨 SPOILER WARNING! Reading this preview blogs WILL SPOIL some of the content in Anomaly. Read at your own risk! 🚨
Anomaly preview #2: preview
Anomaly releases on April 11, 2024 - that's in two weeks!
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Mod Idea: Resources in Construction Queue
For years I've been looking for a mod that does a simple thing - showing the resources needed for all placed construction blueprints, ideally in parenthesis on the vanilla resource list next to the corresponding resource.\ \ I'm tired of selecting all the placed floor tiles and then multiplying it by the number of resources per tile by hand. Especially because you can only select a limited number of entities at once. You have to fiddle around with the camera to section of portions of your blueprints if they exceed this limitation. It would save a lot of hassle for larger builds if the number of resources in construction or production queue would be visible at a glance.\ \ Additionally the aproximate amount of days your food will last should also visible on the resource list.
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My latest base. I had to abandon it due to stuttering but I think it's my nicest base yet
The main mod for this colony was Vanilla Factions Expanded Empire which greatly improves the Empire. I think I got my main pawn to Archcount.
One of my design goals was no rectangular rooms which I think I achieved. The rooms in the bottom left were intended to be guest rooms for royals so they'd be fairly copy and paste aside from colour scheme.
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Is there a mod that allows item crafting only when X resources are in storage?
I'd like to use a mod that allows me to create crafting bills that only trigger when I have more than X resources in storage. As an example, if I set up a bill that requires 4 Components, I'd like to set a limit of 50 Components, so that items only get crafted, if I have more than 50 Components in storage. Does anyone know of a mod that allows this constraint to be set?
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Steam page for new Anomaly DLC is up!
store.steampowered.com RimWorld - Anomaly on SteamDarkness stirs on the rim. Survive flesh infestations, cultist attacks, shambling undead, blood rains, invisible hunters, and other sanity-shredding perils. Capture and study entities to harness the power of the void. Conduct psychic rituals and awaken an evil machine god.