RimWorld I see your 86 GB output log and raise you my 402 GB output log. |
- I see your 86 GB output log and raise you my 402 GB output log.
- Rimworld Output log - I guess thats why my HDD was almost full
- That feel when you're barely more valuable than a single component.
- Check the size of your output log....
- The Big List of Rimworld Tips
- Colonists are just so dumb...
- No don't steal my cursor during a raid!
- Outsource your problems to other problems
- -4 Awful Bedroom
- MUST.... NOT... TAKE!!
- Rimworld is like The Sims but with defense turrets and cannibalism.
- Cute puppies sleeping
- All based according to my experience
- Mods adding some features to the trading menu?
- Man, of ALL the luck. The ONE invader I wish I could say was in my posse. DUNDEE, WHY DID YOU HAVE TO DIE!?
- Outdoor Recreation Ideas
- Why is this the chosen path?
- Alright, lets talk about the MAJOR upcoming changes
- Ahhh, Rimworld at it's finest
- Sorry to post this here again, but we simply can't compete with 200K subscribers. We're looking for moderators on /r/RimWorldPorn. Please read and pass on if you know someone who might be interested. Thanks!
- The Great Duck War
- and it happened to me
- Infections are a force reset on naked brutality permadeath? Wtf?
I see your 86 GB output log and raise you my 402 GB output log. Posted: 13 May 2020 09:59 PM PDT |
Rimworld Output log - I guess thats why my HDD was almost full Posted: 14 May 2020 01:07 AM PDT |
That feel when you're barely more valuable than a single component. Posted: 13 May 2020 07:29 PM PDT |
Check the size of your output log.... Posted: 13 May 2020 07:26 PM PDT |
Posted: 14 May 2020 04:23 AM PDT This list of tips is something I've put together over the years by playing rimworld and reading the subreddit. So a big thanks to anyone who posts tips or takes the time to help others out. I'm sure the long time players have seen it a few times but I think it should help the newer people quite a bit. I've updated it for the current game removing and adding some stuff. Anything new is at the bottom of the categories list so start from there if you've seen it before. If you have any tips of your own please post them in the comments for everyone. Building
Combat
Management
Misc
[link] [comments] |
Posted: 13 May 2020 08:21 PM PDT |
No don't steal my cursor during a raid! Posted: 14 May 2020 03:02 AM PDT |
Outsource your problems to other problems Posted: 13 May 2020 08:31 PM PDT |
Posted: 13 May 2020 02:03 PM PDT |
Posted: 14 May 2020 03:55 AM PDT |
Rimworld is like The Sims but with defense turrets and cannibalism. Posted: 14 May 2020 05:43 AM PDT |
Posted: 14 May 2020 01:18 AM PDT |
All based according to my experience Posted: 13 May 2020 01:50 PM PDT |
Mods adding some features to the trading menu? Posted: 14 May 2020 04:18 AM PDT Im looking for a mod that adds some tweaks to the trading menu. Lets say you are buying a bunch of goods from a trader and you owe him 3000 silver. You have 12000 corn in your stockpile. Now instead of having to manually select how much corn you need to sell to owe the vendor 0 silver you get a button that does exactly that for you instantly. What would be great too would be a button to sell just enough of a good to get all the silver the vendor holds. [link] [comments] |
Posted: 13 May 2020 09:01 PM PDT |
Posted: 14 May 2020 07:08 AM PDT Outside of horseshoes, there's not a lot of options for outdoor recreation. I've put out stone chessboards in the past, which still has some degree of authenticity to it, but it still feels lacking. I couldn't find any outdoor related mods in the workshop either. Has anyone found any interesting mods? Have any creative suggestions? [link] [comments] |
Posted: 14 May 2020 12:52 AM PDT |
Alright, lets talk about the MAJOR upcoming changes Posted: 13 May 2020 01:42 PM PDT Alright, lets talk about the MAJOR upcoming changes So there are some major balance changes that are going occur in this next patch. Here is the source. TLDR: Important changes to psycasting, the empire, and manhunter packs. Disclaimer haven't played with the unstable version, just going with the log. Note every patch note is discussed below. Note This discussion pertains to the patch notes in 1.1.2632 unstable, and 1.1.2633 unstable. Manhunter
It makes sense where Tynan's action stems from. Meat stockpile for days was a little ridiculous. I disabled them in part because of this, and because the mechanic is cheesable by closing all door entry to your base. (Cheesable things in this game is a discussion for another day.) While manhunter packs removing the need to hunt or ranch is a valid concern on the surface, these mechanics aren't fleshed out enough to consider them a loss. The hunting mechanic is simply 1) Player considering whether the animal will become enraged. 2) Manual draft hunting. There is no automation aspect for hunting. Hunting with the colony manager mod adds proper depth to hunting, because the player has to put a fair amount of thought about setting it up. The ranch aspect is just zone management for grazing, setting a safe zone for raids, and learning to keep the animals out of your drugs. It's more annoying-micromanagement than anything, because you have to remember to change the zone during a raid, and manually slaughter them. Additionally, there is no neuter option (zoning male and females isn't an acceptable option), no way to automate slaughtering process without colony manager mod. And tamed animals just wander around like dorks, no player engagement outside of having a dedicated animal bitch. Colony manager mod adds enough depth + automation to ranching to make it worthy loss. Suggestion: Scaria infected animals don't rot, but give one fourth the usable products. All manhunter animals have Scaria. A manhunter pack of 100 elephants would give resource yield of 25 elephants; more than enough to feed the colony for a without going overboard. This also gives consistent resource rewards, instead of getting nothing from not being able to butcher a rotten corpse. Treating a downed Scaria-infected animal then killing/butchering removes the resource penalty, giving players options to min-max manhunter packs. This change would remove the ridiculous wealth gain from slaughtering so many animals, while still allowing players to ignore ranching. Pyscast
Thoughts: It's interesting that counter balance to psycasts was supposed to be authority. I just used the androids mod to print hypersensitive masochists. I also made them some of the androids nobles when I couldn't get enough silencers. I felt the authority+throne room+apparel+bedroom cost was enough for free psycasts when I wanted them too. I can get behind the mediation change, because silencers were too hard to use in the base game, and non-noble psycasters were a bit strong. (Empire penalty was easy to pay off.) However, this supports comes with a few changes I like to see.
Empire
Fine by me, though we just lost all reasons to be against the Empire. (At least make Empire pawns give more human leather.) Faction relation penalty for illegal pyscasts was not a big deal as long as faction relations were above zero. It was viable to outfit your level 4 noble with level 5 and 6 psycasts and pay the faction fee. (Level 4 gives access to skip, and doesn't have the fine floor requirement.) This change does allow me to use my stockpile of linked mono-swords, which is nice. Weapon cost and specific pawn requirement is enough. Tynan did mention that he was going to address the path to be against the Empire, so I'll wait and see. I understand where Tynan is coming from with the amplifier removal change. Free removal can make it a bit too easy to get amplifiers, even with save rerolling. Who cares about brain damage on a prisoner? At the same time, you should be able to remove them and get something. Instead of completely, eradicating this option, surgery should give you pieces of an amplifier that you can assemble into an amplifier. Neuters the option while giving some reason to be against the Empire. Maybe lock research into resetting bladelink weapons behind acquiring linked empire weapons to make a techprint… Minor, but notable changes.
This is fine only for downed pawns/guests. Not prisoners. (Don't need more notification sounds.) Number should be in proportion to the market value of the gear. Makes sense factions would be annoyed that you didn't help a guest/downed pawn and looted them.
Fine. We get to craft our own version of power psyfocus gear. I still think that power armor should still satisfy noble requirement. Should be our choice if we want to pay the pysfocus opportunity cost, or happen to have a lot nobles in power/cataphract armor...
While this is a good UI change to help manage multiple mortars, mortars aren't worth using; a barrage of 10 mortars is very meh. In 1.1.2587 mortar explosive radius was reduced from 3.5 to 2.9. Suggestion: Reduce the force miss radius and increase the explosive radius. Increase damage fallout from the center of the hit. That way we can get minor damage, with occasional sweet hits. Less feel bad misses. UI should also make it apparent how much mortars/damage a mortar shield can take. Feels unlimited until you EMP it, and how charge cycles work isn't apparent. There is no point in claiming them either; after they shut down since can't be removed. Players should be able use mech bullet/mortar shield, but the power per damage cost scales exponentially over a day. (Resets 1 day after the first damage, linear cooldown scaling with each hour.) Exponential scaling is important, so the player will never be able to stop a raid/mortar shells forever. Exponential scaling ensures that damage will even overpower a rimatomics nuclear reactor.
YES!.
Good. Player choice = yay!
That's fine. Once had a remove a carcinoma from a noble's spine. It was caused by a nuclear stomach. I was fine with extra mouth to feed even though the noble didn't do work. Enjoy your vacation old man. Reworking the free labor part aspect will require you to think about the court allies. Or you can just make all court allies incapable of dumb labor and call it a day. Not sure how you are going to balance shitty guest(s) && threat. Note that the multiple mech cluster will drop threat shouldn't need to be nerfed with crappy guests, as it can be game ending. Mood boost from mech clusters should be +12, but lasts 1/2 of day. Reason: Observed corpse x3, ate without a table. Doesn't stack.
Good quality of life change that I didn't think about asking for.
The design intention of entropy link seemed to be: give a specific pawn more entropy power. This helps new spell helps. I don't think entropy link should be replaced however, as I don't want to keep dumping entropy. Entropy dump should be usable on pawns without amplifiers, with a limited effect. (As offensive effect/attack, but not overpowered). I do agree that Entropy Link needed a rework, as it was niche to use. Suggestion Entropy link should be a more powerful way to manage entropy. Range should be unlimited, so it's easier to position pawns in combat. And line of sight should NOT be needed. Entropy Link should be able to be used on multiple targets without amplifiers, distributing entropy among targets. But it can't be used on non-colonists, and non-prisoner pawns. Casting entropy link on self resets the link duration for all targets, and Entropy link cast cost scales with number of a links. I advocate for this specific set up so I can turn prisoners into psycast batteries for my wizards. Not really concerned about the negative effects on their health. This is something I really wanted to do, and was disappointed that this wasn't viable. [link] [comments] |
Posted: 14 May 2020 02:46 AM PDT |
Posted: 14 May 2020 04:10 AM PDT |
Posted: 14 May 2020 06:01 AM PDT |
Posted: 14 May 2020 02:33 AM PDT |
Infections are a force reset on naked brutality permadeath? Wtf? Posted: 14 May 2020 04:16 AM PDT Like why is this a thing? If in the first few days or even weeks/months I get a raid/angry critter/etc. and get scratched ONCE it's instant death if it gets infected. Even if I tend to it IMMEDIATELY, if it gets infected I might as well just delete the save and start over. They'll be dead in 24 hours regardless. Can't make medicine until mid/lategame, basic self tending won't save you, it's just a death sentence with no ability to outplay it. Wtf? Even if the MOMENT the fight ends you immediately tend the wound and go to bed, you're dead. 20-something year old, healthy system, just insta-dies to an infection. What? This is the third or fourth game it's happened. Is there some hidden herb or something I'm missing that instacures it or something? [link] [comments] |
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