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    Wednesday, May 13, 2020

    RimWorld Waiting

    RimWorld Waiting


    Waiting

    Posted: 13 May 2020 02:32 AM PDT

    When you plant 129 tiles worth of psychoid leaves

    Posted: 12 May 2020 08:21 PM PDT

    Bio-engineering || Vanilla Factions Expanded - Insectoids, coming soon!

    Posted: 12 May 2020 05:29 PM PDT

    Update: Dragon is now 94 years old and his cancer has been successfully removed!

    Posted: 12 May 2020 09:29 PM PDT

    Cooling properties of Rimworld clothing

    Posted: 12 May 2020 10:01 AM PDT

    I'm back with the first of the mechanoids!

    Posted: 12 May 2020 05:01 PM PDT

    Was trying to figure out which mod the magical glowing tree came from, but turns out it's vanilla!

    Posted: 12 May 2020 11:24 PM PDT

    Sometimes I unrestrict horses to help with hauling. And first thing this guy does he finds the nearest fridge with beer and gets hammered..

    Posted: 12 May 2020 11:40 AM PDT

    Thought experiment: Just who exactly is the player playing as?

    Posted: 13 May 2020 12:21 AM PDT

    So there's apparently a theory that the storytellers are Archotechs using the planet as a plaything/petri dish/etc.

    So what does that make the player?

    We have the ability to tell our pawns what to do and when to do it. We can tell them to stop banging their hot wife/husband and come haul this trinket so it stops degrading in the rain. We can tell them what they can wear and where they can go. We can tell them to turn a prisoner into an organ donor and then a pile of nutrient paste to feed the remaining prisoners. We can tell them to stand in a doorway and body block the rampaging hordes of mad animals/robots/insects/raiders with nothing but a flak vest, bucket hat, and a rod of uranium to defend themselves with as their comrades try to shoot over them and not through them. We can do everything except tell them what to think.

    The only time we CAN'T control them is when they're on a mental break. So does that mean they've lost their mind or that they've broken our control through sheer force of will granted only by sheer misery?

    So what are we, the players? Junior Archotechs? And why are we attached to the crashlanded party/lost tribe/rich bastard explorer/poor sap tricked into surgery and left naked and alone?

    And of course, yes I know it's just a game and I should really just relax, but thought experiments can be fun! Plus I like to really build myself into a story, you know?

    submitted by /u/Avder42
    [link] [comments]

    My colonist had a mental break because he was starving, while eating.

    Posted: 12 May 2020 11:16 PM PDT

    Should have zoned him out of the beer stockpile.

    Posted: 13 May 2020 12:46 AM PDT

    The final layout of Hunie Castle prior to Stellarch visit. Really happy that I somehow managed to make it this far on merciless and savage Randy.

    Posted: 13 May 2020 05:19 AM PDT

    So you want some alternatives to Combat Extended?

    Posted: 13 May 2020 03:26 AM PDT

    Hey people, so you are not satisfied with the vanilla combat but don't want to design your whole modlist around one of the most expansive, most incompatible mods out there? Then you are in the right place.

    First of all, let's get this straight. Combat Extended is no doubt an amazing mod. It touches and tweaks many core aspects of your Rimworld experience, so it ramps up your modlist's compatibility issues to eleven. Unless you are designing your modlist specificially around it, you'll spend more time fiddling around things than actually playing the game. Most people don't want that, your boy here included. So I've compiled some suggestions for you, which I am currently using together with my 300 mods.

    1) Yayo's Combat 3 : Makes people with lower shooting skills worse, and people with higher skills better. Applies a 50 percent global accuracy increase across the board (don't worry, your 20 lvl shooters are still not one shot gods but they are hella better), fixes the broken vanilla armor system so it is now impossible to get rng deaths in full-clad marine armor, increases the projectile speeds and highly customizable. Your enemies will get these improvements too, so beware. Compatible with weapon and armor mods.

    2) DocPawnOverhaul : Makes humans human again. What does that mean? It means you'll dread those combat injures now. Higher bleeding rates, higher everything. Get your pawns into cover. Coupled with Yayo's Combat, it makes armor a far more valuable commodity.

    3) Gunplay : You think firefights in Rimworld don't have enough visual oomph? Then amazing modder Automatic got you covered. Makes "projectiles come from the barrel of the gun and not from inside of the colonist", adds some sparklies to bullet puffs among other things. Compatible with weapon mods.

    4) Mortar Accuracy : If you are not giving mortars not much of a role in your combat strategies because of their inreliability, give this one a go. It doesn't make your mortars dead-accurate but it makes those shooting and intellectual skills useful when it comes to mortar accuracy. And it makes weather actually matter. No more missing the side of a barn with ten mortars. Customizable. Compatible with most of the artillery mods.

    5) Ammunition : Adds an universal ammo system to the game, tied into technology tiers. Bows use primitive ammo, charge guns use charged ammo and flammenwerfers use chemical ammo. Works with EVERYTHING. If you see some bows using industrial ammo, it got you covered with its settings where you can attach ammo types for individual weapons.

    6) Simple Sidearms : You think not being able to equip your pawns with one weapon at a time is silly? You hate smashing your enemies with the butts of your weapons when they are in CQC range? Then Simple Sidearms got you covered with its vast customization options. Give assault rifles to your rocketeers, give melee weapons to your assaulters and give nades to everyone.

    7) Dub's Rimkit : It is on the list mostly because of its medpacks which cover the belt slot. They have finite uses and they allow you to stabilize your wounded pawns on the field, without fiddling around with medical sleep spots. Packs have different tiers such as primitive medicine bags, standard medkits and finally, glitterworld kits.

    8) Awesome Inventory : Assign loadouts and combat-costumes to your pawns. User-friendly interface, amazing options. Goes great with Ammunition, allowing you to stock up on ammo and not get dry in the heat of things.

    Suggested load order:

    - Humanoid Alien Races and other race mods

    - DocPawnOverhaul

    - Gunplay

    - Yayo's Combat 3

    - Dub's Rimkit

    - Your weapon and armor mods

    - Ammunition

    - Simple Sidearms

    - Awesome Inventory

    Mortar Accuracy's place doesn't matter. Preferably, load it after artillery mods if you have any.

    And that's it! Hit me up in the comments if you want some weapon and armor packs suggestions too.

    submitted by /u/AffanDede
    [link] [comments]

    Don't let torn out eyes and dementia stop you from true love

    Posted: 12 May 2020 11:39 PM PDT

    Will the WindTurbine on the right work? (Dont upvote)

    Posted: 12 May 2020 08:54 AM PDT

    I have done the impossible

    Posted: 12 May 2020 05:56 PM PDT

    Add this mutation chance pretty please

    Posted: 12 May 2020 01:04 PM PDT

    Me when a poor soul wanders into my territory

    Posted: 12 May 2020 01:11 PM PDT

    A kind soul that doesn't care about people

    Posted: 12 May 2020 08:53 PM PDT

    this playthrough is going to be fun

    Posted: 13 May 2020 03:02 AM PDT

    How My Doctors Apply Eye-patches Apparently

    Posted: 12 May 2020 11:35 PM PDT

    Bedroom Preferences

    Posted: 13 May 2020 07:04 AM PDT

    Pact of Lavego - Medieval - Start of year 5

    Posted: 13 May 2020 06:50 AM PDT

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