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Author Topic: RimWorld - basically the sci-fi Dwarf Fortress  (Read 431563 times)

Broseph Stalin

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2610 on: August 09, 2017, 10:03:40 am »

I've been using it for one day and I'd say it's worth it for the ability to equip both a ranged and melee weapon at once. It comes with the use of ammunition on as default though, so make up your mind if that's something you want before you start. It can be changed in the mod options menu in the main screen settings.

I started using ammo but I'm unsure if I like it. So far I've been too cautious to actually fire any of the guns and I have a guy working full time all day everyday to craft arrows for my bows.
I've started playing with ammo off, not because it's annoying to micromanage but it leads to a ton of clutter. Raiders show up with two to three kinds of ammo each all in different calibers. If you don't use those calibers then they're all trash that either litters the ground after raids or you spend all of your time managing.
I don't really miss it, I always used FMJ for the primary weapon because AP rounds don't really outperform them by much and AP for the sidearm since clothes will often stop them. Hollowpoints are mostly useless since getting shot when you're unarmored really sucks regardless of what kind of bullet it was. The one thing that really sucks to lose is the beanbag rounds for the shotgun.

Edit: Also loving the prison labor mod. Quasi-unrecruitable tribal with higher cooking than your entire colony combined? Slave chef.
http://steamcommunity.com/sharedfiles/filedetails/?id=972057888 Prison Labor
http://steamcommunity.com/sharedfiles/filedetails/?id=960196012 Combat Extended
« Last Edit: August 09, 2017, 10:11:24 am by Broseph Stalin »
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n9103

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2611 on: August 09, 2017, 10:19:42 am »

Names tend to get used more because there are several different places that have more or less the same thing.
Most people probably have the game on Steam these days, so Rimworld's Steam Workshop is one.
Most development goes on over on the official forums, so that's two.
And probably most mods are rehosted on Nexusmods at some point, though in my experience, most things aren't regularly updated, but that's three.

If you're the kind that's always keeping the game on the latest version, then Workshop is the best option, because you generally only get to have the latest version of a workshop mod. (double-edged sword, to be sure)

If you'd much rather pick and choose a complete and intricate set of mods for a specific version, then the forums are better, as there's no auto-updating there.

Nexusmods is a somewhat inferior version of the official forums, but if you've got an ooold version, and want to find what mods are still even available for it, then I'd say they might be the best bet, as older versions on the official forums tend to have a limited lifespan, whereas the Nexusmod page isn't going anywhere soon.

Broseph Stalin

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2612 on: August 10, 2017, 10:26:14 am »

A colonists sister who's shown up in a caravan before was just wandering by and wanted to know we needed any help. I accepted her and she entered the map freezing, starving, and completely naked. Family members pretending they don't desperately need you to bail them out, Rimworld is the best life simulator.

Aseaheru

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2613 on: August 10, 2017, 11:18:26 am »

 Procedural firearms generation would be neat to see, particularly if it worked on components of firearms instead of just going "huh, which guns from this list to bring?"
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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2614 on: August 10, 2017, 12:26:35 pm »

How compatible is Combat Extended with other mods? I've got a list that's medium long made by trawling through the "recent" page on the Workshop, but I also want the combat to stop being " just pump bullets downrange, everybody's a damage sponge. " However, I also don't want to compromise what I have so far, as I like most of my mods.
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Yoink

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2615 on: August 10, 2017, 03:03:52 pm »

A colonists sister who's shown up in a caravan before was just wandering by and wanted to know we needed any help. I accepted her and she entered the map freezing, starving, and completely naked. Family members pretending they don't desperately need you to bail them out, Rimworld is the best life simulator.
Hahaha, oh man. Did she make it to safety?
Sounds like something I would do.

How compatible is Combat Extended with other mods?

I've only just started using it, but it doesn't seem to work with my melee hunting mod which is bloody annoying.
I tried changing the load order of the two mods, but still nothing. At least my colony is going quite well and is proving to be reasonably entertaining (even after running out of charge rifle ammo!), and for the time being we seem to have our food situation under control.

This colony is a pretty big departure from my previous ones in terms of design, actually. Then again, my usual, sprawling town-style designs tend to be about as defensible as a wet paper bag, haha. Might post some screenshots later. Kinda miss my other colony, though - keen to get back and continue adding to the scenic/horrible graveyard along the river bank.
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scriver

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2616 on: August 10, 2017, 03:21:57 pm »

There is an option to enable melee hunting built into the Combat Extended mod. It's in the CE mod settings, which you get to from the main menu options menu.
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StagnantSoul

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2617 on: August 10, 2017, 07:06:51 pm »

Might get this game in the near future, feel like the majority of my DF survival skills can be loosely translated. Sure does look fun, hoping the mods are awesome.
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Broseph Stalin

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2618 on: August 11, 2017, 12:19:36 am »

Hahaha, oh man. Did she make it to safety?
Sounds like something I would do.

I've only just started using it, but it doesn't seem to work with my melee hunting mod which is bloody annoying.
I tried changing the load order of the two mods, but still nothing. At least my colony is going quite well and is proving to be reasonably entertaining (even after running out of charge rifle ammo!), and for the time being we seem to have our food situation under control.

This colony is a pretty big departure from my previous ones in terms of design, actually. Then again, my usual, sprawling town-style designs tend to be about as defensible as a wet paper bag, haha. Might post some screenshots later. Kinda miss my other colony, though - keen to get back and continue adding to the scenic/horrible graveyard along the river bank.

The dear sister made a beeline for a bowl of stew, a muffalo wool parka, and the fanciest unoccupied house. She's been a real big help with her winning combination of incompetence and refusal to do manual labor.

Speaking of family drama a chased refugee begged the colony for help, she showed up with her brother, uncle, and daughter leading a team of pirates. She was shot many many times as she tried to run through a hail of friendly gunfire to get to the exit but she lived. After we captured or mercy killed all the survivors the only relative to live was the daughter who happens to be the leader of the pirate faction and miraculously capable of surviving without 99% of her blood. The instant that three prisoners were well enough to stand up they launched a jailbreak, the ensuing massacre left one of the prisoners a trauma savant who we're putting to work making blocks until he can handle more complex work. The pirate leader has been put to work for two quadroons now, once a noble conqueror she now cleans the floors of the colony she sought to destroy.

Zangi

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2619 on: August 11, 2017, 12:37:08 pm »

Prison Labor
Quarry
No Random Deaths

Hard labor for my yuge prison workforce.  Waiting for prisoner uprising.  I think I'm prepared enough.
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Tellemurius

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2620 on: August 11, 2017, 01:11:16 pm »

wait

We can make the prisoners work now? oooooooh.

Neonivek

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2621 on: August 11, 2017, 03:31:27 pm »

wait

We can make the prisoners work now? oooooooh.

I am surprised Prison Slave Labor wasn't a thing until now...

Given the USA loves its prison slaves.
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Zangi

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2622 on: August 11, 2017, 04:46:59 pm »

Eh, it is still in Alpha, but definitely works.

Plus, having to redo/check the mods for compatibility every time the game updates to a new version probably isn't a picnic.
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Broseph Stalin

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2623 on: August 11, 2017, 05:11:43 pm »

wait

We can make the prisoners work now? oooooooh.
"Prison Labor" mod. You just leave doors open to areas you want them to work (while making VERY sure that there is no clear path to the exit) and they get to it. There are settings to tweak what kind of work prisoners can do, I turned everything on because despite being unbalanced it's pretty fun to capture pirates and to utilize their talents in exchange for keeping their organs.

Edit: So for the rest of eternity I'm going to make sure I have a chef and a backup chef. The chef is bedridden with the flu and now everyone has food poisoning.
« Last Edit: August 11, 2017, 05:48:53 pm by Broseph Stalin »
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Yoink

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2624 on: August 11, 2017, 08:13:01 pm »

her winning
Speaking of family drama a chased refugee begged the colony for help, she showed up with her brother, uncle, and daughter leading a team of pirates. She was shot many many times as she tried to run through a hail of friendly gunfire to get to the exit but she lived. After we captured or mercy killed all the survivors the only relative to live was the daughter who happens to be the leader of the pirate faction and miraculously capable of surviving without 99% of her blood. The instant that three prisoners were well enough to stand up they launched a jailbreak, the ensuing massacre left one of the prisoners a trauma savant who we're putting to work making blocks until he can handle more complex work. The pirate leader has been put to work for two quadroons now, once a noble conqueror she now cleans the floors of the colony she sought to destroy.
Oh nice,  that's amazing. I wonder what she did to piss them off.
The only way I can see that that story could be any better is if the pirate leader was the one who got savant'd, haha. I think I  definitely need to try this prison labour mod.

Prison breaks tend to pretty much always end badly... they usually trigger soon after you capture the prisoner(s), and if I have enough able-bodied workers left to take prisoners, I probably have enough left to shoot down limping, half-dead escapees. :))


Edit: were you using the hospitality mod when you got that cluster of relationships?
« Last Edit: August 11, 2017, 08:14:32 pm by Yoink »
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