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Author Topic: RimWorld - basically the sci-fi Dwarf Fortress  (Read 430223 times)

Grim Portent

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #3390 on: October 03, 2019, 02:32:44 pm »

Mod in babies. Neat, they act similar to actual babies and toddlers.

Mod in pot brownies. Neat, my pawns can get mega stoned when they're sad.

Why is this toddler building a resistance to smokeleaf?
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There once was a dwarf in a cave,
who many would consider brave.
With a head like a block
he went out for a sock,
his ass I won't bother to save.

pisskop

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #3391 on: October 03, 2019, 02:45:50 pm »

Right, but drugs can be religious or so ingrained into a culture that children do partake in in it.

Maybe pot brownie consumption is a new lunar cycle celebration?
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Pisskop's Reblancing Mod - A C:DDA Mod to make life a little (lot) more brutal!
drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
I track my running!

Grim Portent

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #3392 on: October 03, 2019, 04:39:27 pm »

I mean it's basically the same thing that happened when all my dogs in my first successful base started getting liver disease from drinking my beer without me realising it.

Took me about three dogs getting sick to realise what was going on and set up an animal exclusion zone around the booze.  :P
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There once was a dwarf in a cave,
who many would consider brave.
With a head like a block
he went out for a sock,
his ass I won't bother to save.

Blue_Dwarf

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #3393 on: October 03, 2019, 05:53:20 pm »

Took me about three dogs getting sick to realise what was going on and set up an animal exclusion zone around the booze.  :P
Joke's on you, animals will leave your exclusion zone if too hungry or hot/cold. And drink more booze.
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Crafting Statistics 42.06Farming Statistics

Blue Dwarf has been happy lately. He did some !!science!! recently. He admired a fine forum post lately. He was enraged by a forum troll recently. He was upset by the delayed release of the new version of Dwarf Fortress lately. He took joy in planning a noble's death recently.

SQman

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #3394 on: October 07, 2019, 06:34:38 am »

Spoiler (click to show/hide)

Damn Anomalian knights dropped right into my dining room! If that wasn't bad enough, one drop pod landed on Belle, ripping off her ear. We quickly ran into the bedroom complex, leaving doors open to shoot through. Once everyone outside was dead the shock squad of Ehtele, Robertson, Montse and Itsy stormed into the dining room and annihilated the attackers with their swords, axes and whatnot.

Unfortunately we were too late to save the dining room and the kitchen, though fortunately the freezer is okay. We'll rebuild in no time, we'll make Belle a new ear, and Zima, who had her kidney blasted with a plasma lance, will get fixed.

Soon after the raid I got a notification that someone from outside of the colony wants to marry Wilkins. For the third time. Why does everyone find this old man so attractive? I'm not giving him away; he's the best animal handler we have.

Nighthawk

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #3395 on: October 07, 2019, 05:21:48 pm »

Spoiler (click to show/hide)

Damn Anomalian knights dropped right into my dining room! If that wasn't bad enough, one drop pod landed on Belle, ripping off her ear. We quickly ran into the bedroom complex, leaving doors open to shoot through. Once everyone outside was dead the shock squad of Ehtele, Robertson, Montse and Itsy stormed into the dining room and annihilated the attackers with their swords, axes and whatnot.

Unfortunately we were too late to save the dining room and the kitchen, though fortunately the freezer is okay. We'll rebuild in no time, we'll make Belle a new ear, and Zima, who had her kidney blasted with a plasma lance, will get fixed.

Soon after the raid I got a notification that someone from outside of the colony wants to marry Wilkins. For the third time. Why does everyone find this old man so attractive? I'm not giving him away; he's the best animal handler we have.
Age is just a number, and animal handling is an extremely desirable skill in a partner. Imagine all of the tamed fluffy creatures you can make fur coats out of.

Also, do you have multiple races in one colony, or are those just really wacky hairstyles/helmets? Somewhat newbie player here, so I might not recognize late game stuff, but I'm curious to know which mods you're using.
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SQman

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #3396 on: October 08, 2019, 07:24:43 am »

Connor, Wilkins and Belle are humans; Red is a crystalloid; Zima, Robertson and Montse are kijin; Ehtele and Viresse are astoriel; Itsy is an arachne; Krev'uth is a forsaken; Jo'ane is a drow.

I've got well over 150 mods active. The outer walls of the colony are reinforced walls made of crysteel; the southern border is defended by crysteel automatic turret bases fitted with laser guns; the genetic labs are currently hatching a reptile/dinosaur hybrid; the colonists are fed a healthy diet of kiwi and watermelon-flavored soylent red and soylent purple made of insect meat; the colonists' mounts of choice are Dilophosauruses.

It takes about twenty minutes for the game to boot, so unfortunately I can't just start it and play whenever I feel like it. All the extra features are worth it though.

Nighthawk

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #3397 on: October 08, 2019, 01:14:22 pm »

It takes about twenty minutes for the game to boot, so unfortunately I can't just start it and play whenever I feel like it. All the extra features are worth it though.
Yeah, I've got a healthy handful of mods (30 or so, maybe?) and my boot times are over 2 minutes even on an SSD. I might check out those race mods if they work well together, though. I was always kind of disappointed to have a colony on a random planet on the edge of space with nothing but boring humans as settlers.
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Dostoevsky

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #3398 on: October 08, 2019, 03:18:21 pm »

Though you've probably heard it already, canonically (with what little canon there is) humans are the only intelligent species in the universe. Them and AI, I guess.

That said, I do agree and usually run with a bunch of additional species. Many of the species mods out there are more of the star trek approach (i.e. functionally human with different aesthetics). Nothing really wrong with that (see: Vulpine, Ikquan, Slither, Klickmala, Racc), but can be nice to have some mechanical differences as well.

A few that are a bit more different mechanically:
  • Outpost 21 Goblin and Kobold races, basically a little more productive / less stressed, but more fragile
  • Yabils are an alternative/addition to the above if you want something a little less 'fantasy'
  • Android Tiers adds a fair bit of extra research/production, but handles androids well. Generally don't require sleep, but other limitations (e.g. very dumb & slow... or vastly superior but, uh, misanthropic)
  • Geth is similar advantage, but different problems - no clothing/armor and very limited diet
  • Dragonkin, several different varieties and advantages, but their temperature preferences and mental stress can be a little tricky/troublesome
  • Gerzee, an interesting take on a 'gentle giant' species, with a good set of bonuses and maluses
  • Skaven and Ungor, mainly interesting as a different set of hostiles
  • Equium, can't eat meat which depending on one's normal setup/biome can be rather challenging

Most of the above are fairly 'light' mods, too. One issue with some of the species mods out there is that they add a pile of new clothing and/or equipment that isn't always well implemented or balanced. Can lead to overly-cluttered workshops, or pretty overpowered weapons being readily available.

While not playable pawns, there are also some excellent mods that make the world a little more alien. Alpha Biomes & Alpha Animals, Fantastic Flora, RimFortress (adds some of DF's plants). Or, for a more vanilla-friendly take, "The Grass is Redder on the Other Side" is a simple recolor mod that's surprisingly effective at changing up the feel. Dinosauria and Megafauna take from Earth's past instead of going full alien for their additional creatures.

Finally, of course, there's always Genetic Rim and the various compatibility patches for other creature mods, to make your own horrific menagerie of weird monsters. Adds a bunch of research and buildings and you won't generally find the new creatures in the wild, though, so may not be worth installing if you don't want to spend a lot of time gene-splicing.
« Last Edit: October 08, 2019, 03:23:48 pm by Dostoevsky »
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A Thing

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #3399 on: October 10, 2019, 09:08:26 pm »

Since it hasn't been mentioned yet, another one worth looking at that adds a couple new races is Xenohumans. They're definitely more on the "a bit different from humans but not that much" side of things though. It makes a bit of sense considering the mod seems to be trying to add races fitting in with the mutants mentioned in the lore primer that somehow never show up in game.

I haven't used them much as colonists, but I kind of just enjoy having them around since it always felt weird that the lore primer mentions xenohumans and they never show up in game.
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Wasteland 1 & 2
"Power Couple: Markus Athing & Cyborg 45"

Makes me curious, can cyborgs have future babies too?
On the offchance they can, I know who I want my daddy to be
(finished)Age of Decadence
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