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Author Topic: RimWorld - basically the sci-fi Dwarf Fortress  (Read 436099 times)

Yoink

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2475 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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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2476 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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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2477 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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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2478 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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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2479 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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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2480 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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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2481 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 #2482 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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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2483 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.

Yoink

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2485 on: May 27, 2017, 12:50:38 am »

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.
Oh nice, installing this now.
Personally I'd prefer to have a mod which lessens the currently ridiculous impact that dirt has on a room's beauty (I mean c'mon, does every pawn have some hidden "clean freak" trait or what?), but this should do nicely to keep at least the fancy rooms looking, well, fancy.
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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2486 on: May 27, 2017, 01:12:42 am »

@ Yoink

What's so hilarious about being able to self-treat the wounds?

----
@ Ultimuh

May I recommend XXL Stack mod? it increases amount of resources in one stack, which is pretty good, IMO. If you ever get frustrated at managing the stockpiles, use XXL Stack in pair with Stack Merger. Also, Hospitality has not yet updated for A17.

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Yoink

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2487 on: May 27, 2017, 01:57:51 am »

What's so hilarious about being able to self-treat the wounds?
Well, I haven't tested to see what the feature's limitations are, but I can already imagine pawns performing the usual critfails and decapitating themselves or something...


Unrelated: having an irritating temperature bug. I have two coolers for my new walk-in freezer, powered by a generator specifically for the two coolers, and yet the room remains at a temperature just slightly cooler than outdoors. Coolers are facing the right way, of course, and their settings are turned to a very low temperature, I cannot see any reason for it not to work. :-\   
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Broseph Stalin

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2488 on: May 27, 2017, 02:15:58 am »

Well, I haven't tested to see what the feature's limitations are, but I can already imagine pawns performing the usual critfails and decapitating themselves or something...


Unrelated: having an irritating temperature bug. I have two coolers for my new walk-in freezer, powered by a generator specifically for the two coolers, and yet the room remains at a temperature just slightly cooler than outdoors. Coolers are facing the right way, of course, and their settings are turned to a very low temperature, I cannot see any reason for it not to work. :-\   

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2489 on: May 27, 2017, 10:49:53 am »

What's so hilarious about being able to self-treat the wounds?
Well, I haven't tested to see what the feature's limitations are, but I can already imagine pawns performing the usual critfails and decapitating themselves or something...


Unrelated: having an irritating temperature bug. I have two coolers for my new walk-in freezer, powered by a generator specifically for the two coolers, and yet the room remains at a temperature just slightly cooler than outdoors. Coolers are facing the right way, of course, and their settings are turned to a very low temperature, I cannot see any reason for it not to work. :-\   
I had this one too during the unstable build. Try tearing down both coolers and re-building them. Maybe wall up that segment and put them somewhere else if possible.
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