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Author Topic: RimWorld - basically the sci-fi Dwarf Fortress  (Read 413622 times)

Akura

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2595 on: May 19, 2017, 05:56:52 pm »

None of those are vanilla. Also, none of those are vanilla :P.
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Egan_BW

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2596 on: May 19, 2017, 06:31:53 pm »

is vanilla vanilla
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ChairmanPoo

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2597 on: May 20, 2017, 03:35:18 am »

You can supplement your income with cocoa to buy stuff from traders. But the Great Old Ones demand blood, and lots of it.  Best use for prisoners imo
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Ygdrad

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2598 on: May 24, 2017, 04:02:52 pm »

A17 is here! Good time to be reminded what vanilla or only-slightly-modded rimworld feels like.
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CABL

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2599 on: May 25, 2017, 03:35:38 am »

I guess it's time to try to make my "Psychotic Imperialistic Amazons (aka women-only, psychopath-only, and no tribal recruits, or even simple trade with them)". Hospitality mod is not yet updated for A17, and that's kinda terrible. It's really hard to get good recruits in vanilla, hell, it's still kinda hard with Hospitality. But Hospitality helps a lot with the recruitment, and also makes Social skill more useful. Maybe I'll try to use scenario editor to give myself a small chance of people being psychopaths. Wish me a good luck, folks!
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Yoink

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2600 on: May 25, 2017, 05:48:55 am »

So, what's the main thrust of this update, anyway?
Might give it a try at some point. Current colony is kind of stagnating as I wait for my people to finally finish building the huge motel building I ordered built to better house my guests. I haven't been playing Rimworld much at all for quite some time, partially because having two sites makes my computer chug and yet I am reluctant to abandon my old one forever. :-\   
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Akura

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2601 on: May 25, 2017, 04:31:31 pm »

Main thrust appears to be road and river generation, both on the overworld and local map. Caravans presumably can travel on the overworld faster along a road, and if you embark on one, it's basically free stone blocks. The start of a quest system is also in place. Most importantly, a new hat: the bowler hat.
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Aseaheru

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2602 on: May 25, 2017, 05:21:32 pm »

 Yes, they do move faster on roads. However, standard stone roads dont give stone when taking them apart, thanks to flagstones. However, asphalt roads are free steel from all the concrete blocks and lampposts.
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Yoink

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2603 on: May 25, 2017, 08:42:49 pm »

Ooh, sounds interesting!
Soon as Hospitality gets updated I will probably make some sort of roadhouse/travel lodge/inn. For now thought I might let the game update and check out some rivers.
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Ultimuh

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2604 on: May 26, 2017, 01:57:05 pm »

Bought the game and finished the tutorial. Or at least did all the stuff until it said I was ready for actually playing the game.
I kind of know the basics now, as it didn't seem to be very difficult to learn.

My question is.. Anyone know of any mods that are interesting but still beginner friendly?
Modding might seem quite early for someone who just bought the game, but I'd like some interesting.. things.. Whatever they may be.
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Karnewarrior

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2605 on: May 26, 2017, 05:15:15 pm »

Bought the game and finished the tutorial. Or at least did all the stuff until it said I was ready for actually playing the game.
I kind of know the basics now, as it didn't seem to be very difficult to learn.

My question is.. Anyone know of any mods that are interesting but still beginner friendly?
Modding might seem quite early for someone who just bought the game, but I'd like some interesting.. things.. Whatever they may be.
Harvest Mod?

It adds like 20 new plants, and a bunch of new ways to cook them. Doesn't stop you from cooking 1bil simple meals, but it's nice to have stocks of bread, and flour, and cookies and cornbread and such.
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Aseaheru

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2606 on: May 26, 2017, 05:38:48 pm »

 Thought it was the vegetable garden mod that did that. Might be both...
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Yoink

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2607 on: May 26, 2017, 10:56:43 pm »

Started a new colony, with mostly useless starting colonists for the true Rimworld experience.
I noticed a new option on the health screen: an option to toggle "self-treat". I'm sure this will lead to much hilarity.
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Booze is Life for Yoink

To deprive him of Drink is to steal divinity from God.
you need to reconsider your life
If there's any cause worth dying for, it's memes.

Broseph Stalin

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2608 on: May 27, 2017, 12:11:30 am »

Bought the game and finished the tutorial. Or at least did all the stuff until it said I was ready for actually playing the game.
I kind of know the basics now, as it didn't seem to be very difficult to learn.

My question is.. Anyone know of any mods that are interesting but still beginner friendly?
Modding might seem quite early for someone who just bought the game, but I'd like some interesting.. things.. Whatever they may be.

Hospitality; control where visitors go, allow them to buy things, and build relations with them. Let's you decide whether or not people join your colony. Doesn't add too many complicated mechanics.
LT-Doormat: build door mats. They clean pawns feet as they walk over them so you have dirt all over the mat and not all over your base.
Stack Merger; When you have two half full stacks of resources pawns will turn them into one full stack.
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