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Author Topic: RimWorld - basically the sci-fi Dwarf Fortress  (Read 813709 times)

CABL

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2175 on: December 31, 2016, 06:07:00 pm »

Someone, somewhere, at some point in the future is going to google 'sniper rifle can't craft materials' and find your post.  They'll hope for an answer, but you didn't provide one.  They'll only see "Problem solved" and they won't know how to solve it...



I don't really know how to solve it. I just mined more components and everything was instantly solved. I'm gonna erase my post. I'm sorry.
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Tack

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2176 on: January 01, 2017, 12:18:34 am »

That in itself is a solution. Or a step towards the real solution.

Deleting the question is actually worse.
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Yeah, he's a banned spammer. Normally we'd delete this thread too, but people were having too much fun with it by the time we got here.

The Scout

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2177 on: January 01, 2017, 03:26:30 am »

I can't seem to get the 16a Hardcore SK working. Trying to load a map fails despite reinstalling several times, both the mod and the game. http://pastebin.com/u6yf6dmP
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woosholay

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2178 on: January 01, 2017, 04:19:30 am »

The pack is pretty bug ridden atm, wait out a few days and leave feedback in the mod's thread on ludeon forums.
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Akura

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2179 on: January 01, 2017, 09:29:06 am »

Had to kill another chick because they go into the medicine storage and ate a Luciferium pill. That was my last one!... not that I had planned to actually use it. I had considered letting it live to see the effects of Luciferium withdrawal on a baby chicken, but by the time I thought of that, someone had already shanked it. I would have enjoyed seeing a baby chicken succumb to nanite psychosis and go violently berserk, and without the ethical complications because it was the damn bird's own goddamned fault. But seriously, I would think that a chicken would understand that something behind at least three doors, inside a refrigerated room, and presumably in some kind of packaging, IS NOT FOOD.

I wonder if there's a mod that allows animals to be given cybernetic weapons and something that allows them to be trained for Obedience/Release, because I have a lot of chickens and need something to do with them.

Bought a few dozen beers from traders. Apparently, someone fed most of it to a wounded fennec fox. I also thought that animals don't have incest, but I noticed that Big Boy, the fennec fox that fathered all the baby fennecs in the colony, mating with one of his daughters.
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Neonivek

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2180 on: January 01, 2017, 12:32:37 pm »

There is Akura.
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ChairmanPoo

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2181 on: January 01, 2017, 03:13:44 pm »

Sidenote: I highly recommend the "Call of Cthulhu" mods, specially the Cult mod. Makes shit actually very interesting.


For instance, I had two or three prisoners from a medieval raiding party which I was having a hard time to convert to my group, so I thought, "fuck this, death to you, life for my crops", and promtly sacrificed them all to Shub-Niggurath, one after another. For which I was rewarded with a fertility boost to my fields. And not only that: I was left with three mostly intact human bodies, and I thought that, since I was already sacrificing prisoners to the Great Old Ones, might as well go all the way, right? So I butchered the bodies, and made them into meat jerky. Which might fuel a reprisal expedition to fetch prisoners from the original raiders, and sacrifice them in turn...
« Last Edit: January 01, 2017, 03:24:04 pm by ChairmanPoo »
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Neonivek

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2182 on: January 01, 2017, 03:47:26 pm »

There is Akura.

Ok... I know I am quoting myself here... but what the HECK am I talking about here? What is Akura? Who is Akura?
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The Scout

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2183 on: January 01, 2017, 03:53:01 pm »

I wonder if there's a mod that allows animals to be given cybernetic weapons and something that allows them to be trained for Obedience/Release, because I have a lot of chickens and need something to do with them.
There is Akura.
There you go. Currently trying to help fix whatever is plaguing tropical rainforests in Hardcore SK.
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Tiruin

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2184 on: January 02, 2017, 11:51:49 pm »

I don't really know how to solve it. I just mined more components and everything was instantly solved. I'm gonna erase my post. I'm sorry.
There was nothing wrong with your post there. :O Girlinhat was being humorous--as was CP. :P Although the tone could sound a lot worse--they're pretty cool dudes. No worries in your post there :)

...Although I'd love to know what was missing, since usually the machining workbench requires a mix of steel, wood, and components, with the last one being pretty heavy on steel if you lack steel OR components (and only until you have deep drilling to mine out stuff too x__x)

There is Akura.

Ok... I know I am quoting myself here... but what the HECK am I talking about here? What is Akura? Who is Akura?
Akura is the person up there o_o
*reads*
...I think your lack of a comma confused you too as it did me when I first read that. :P
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Broseph Stalin

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2185 on: January 03, 2017, 09:57:31 am »

If mining more components fixed it then I'd wager some of the necessary components were tied up in some other labor.

Broseph Stalin

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2186 on: January 05, 2017, 07:09:04 pm »

I've got an outlander town getting pissed off because people keep showing up and drinking themselves to death. It's not my fault his people don't understand moderation, it's also not my fault if their dead bodies make excellent fertilizer/wolf food and I keep selling them back their personal possessions.

Unrelated: Camping Stuff is a great mod. The tents are super handy for when you have to stop and forage during a long caravan trip, set up an impromptu siege camp, or do other cool stuff.

Neonivek

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2187 on: January 06, 2017, 12:03:56 pm »

Oh I am going to recommend for anyone who likes to use lots of mods, especially ones that add research!

Get "Research List"

It will fix the game's tendency to push research off the screen. I am sure that will be patched later, but for now this will do.
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Ygdrad

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2188 on: January 07, 2017, 01:35:11 pm »

Just bought the game after an extended "free trial".
Anyone know of a mod aside from "combat realism" for making your colonists carry a spare meal in their inventory? My main issue on 400x400 maps is that too often someone will make it two thirds of the way to their destination across the map to do something and then give up and come back for food and still end up with starvation mood hit because it takes so long to come back. This wastes a ton of time and achieves nothing :/

Edit: I've run into an interesting bug which seems to have spared my last colonist. This entrance setup messes with enemy AI in such a way that they kept walking up and down where the selected tile is while getting shot by the turrets. The enemy wont even shoot the turrets most of the time. The only things to have shot them so far were pirates with incendiary launchers and they just killed themselves with them at that range.
Spoiler (click to show/hide)

If I were to venture a guess as to why this is happening, I'd say it's because they get targeted by or engage a turret and decide to take cover from it by its nearby wall, but then get in line of sight of the other turret and switch to the other wall for cover.
« Last Edit: January 07, 2017, 01:56:31 pm by Ygdrad »
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n9103

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2189 on: January 07, 2017, 04:12:25 pm »

afaik, the colonists have been carrying a spare meal for a couple versions now.
If anything they're a bit too eager to eat the spare meal, which for my bases means they get a "no table" mood hit as often as not.
I recall a mod back in a14 or so that had backpacks or somesuch and you could force pawns to pick up items. Can't recall if they were forced to continue to hold the items until told otherwise, or if they would use food they were holding in the pack.
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