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Why do only Europeans play Rimworld?
>>
Dead game
>>
To be fair, you have to have a very high IQ to play Rimworld.
>>
Lack of final objectives or depth mechanics makes the game very uninteresting after you‘ve managed to learn how to handle food and raids
>>
>>399590385
The final objective is to build a space ship and leave the planet.
>>
>>399590650
No shit. And its unsatisfying af to just build a few ship parts, click a button, watch the credit roll and nothing.
>>
>>399590385

Sounds like you need to crank up the difficulty.
>>
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>>399589440
>>
>>399591884
It's got a dumb wave defense before the ship launch now
>>
i'm starting a new tribesman game with randy. i've been playing with cassandra but the game has just gotten so boring. probably because i landed in a tropical map, so there's no challenge with food.
>>
When can I make my own robots?
>>
>>399593138
download mods
there's one where you can make/buy roombas/hauling drones
and an expansion to that mod that adds roombas for each skill
>>
>>399593138
https://ludeon.com/forums/index.php?topic=3612.0
>>
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>Headshots your colonist.
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>>399593350
>>
imagine a s.t.a.l.k.e.r. mod with artifacts, bandits, vodka and emissions.
>>
>>399593451
>centipedes
just walk away nigga
>>
>>399591902
at what difficulty does the AI not walk into killboxes?
>>
>>399593695
sapper
>>
>>399589440
Go die in a fire.
>>
What a coincidence, I am just starting a new colony and I think this time I'll actually try to get off the planet. I keep getting to like 10 people and restarting because my colony is shit. I'm actually going to plan this one out before I start building. Usually I try to find an abandoned buolding or something and build off of it, but the end product is shit.
>>
>>399593850
I'm new and like 30 hours in and haven't bothered with this. Always want to try something else.
>>
I love Rimworld, but these threads are /vg/ tier at this point
>>
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>>399592634
They mocked Wojack. They laughed at him for getting his head caved in with the barrel of a rifle. They laughed at his 2/10 brain efficiency. They shouldn't have. Now he's the one laughing.
>>
>>399593695
Randy extreme will usually end up fucking you before the 3rd year is up unless you're savescumming, playing in a babby biome or absolutely amazing.
>>
>>399595023
I love 4chin, but these posts are reddit tier at this point
>>
Wish there was more story to this.
>>
>>399598039
Game needs to figure out how to make these mental breaks feel less retarded. Pyromania is the worst cause you gotta micromanage that shit.

It's not fun.
>>
What was all the list of the good QOL mods?
>>
>Want to try game
>Pirate it first to see how moddable it is
>Oh shit, can literally make Twi'lek sex slaves
>Try to do Alien Race mod
>It's literally the only thing that fucks the game, makes it so I can't even spawn new colonies
>Try to look up fix
>Mod maker seems so stuck up his ass about it that there's no fix to do with the mod itself, even though it's the one causing problems
Really debating if I should bite the bullet and buy it to fix this shit. It's good, right?
>>
They use it as escapism to a better world.
>>
Because the finnish are autistic
>>
>>399598402
while you are at it buy it for me too anon
>>
>>399598346
I never understood why people hate pyromaniacs that much, they're super easy to deal with. Just have a colonist follow them around and put out all their fires
>>
How do I hide my wealth factor from increasing size of raids?
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>Toxic fallout
>Build emergency roof
>Pemmican supplies run out
>Eat the chickens as a last resort
>Still not enough
>Cannibalize prisoners
Now it's the dead of winter and the fallout's gone but I've got nothing.
>>
>>399598402
watch it be on sale for the first time ever on christmas day, effectively throwing away 3-15 dollars.
>>
>>399600140
Nigga like grow crops that's what the sun lamps are for.
>>
>>399601026
>Tribal
>Sun lamps
>>
>>399601143
>he doesn't have his sun god shrines around every plantantion
>>
I wish I could just play a colony in progress instead of start a new one each time
>>
Why the hell is there such a scarcity of components and iron? Like I understand they can't just give you a ton of them, but it feels like there's way too few resources to work with. I NEED to spend my starting components to get stuff like power and temperature, and then there's a constant demand for more power and more components with events like machine break down demanding more and more, and then in the end I have only a handful of components to use on other things. Like what's the point of giving me the ability to craft guns and armor when it costs me 3-8 of my super valuable components and there's only a chance it'll end up being better than the stuff that drops from raiders anyways? It feels like 80% of the vanilla experience is just constantly waiting+requesting traders so you can buy more components and iron.
>>
>>399599445
people don't want to pause the main part of the game and waste time micromanaging another peon to be beside the fire at all times.
>>
>>399601276
What if there was a mod where whenever somebody lost a colony their base would be uploaded to a server and then you could start as wanderers that find that player's base but it's all decayed so stuff will be broken and missing.
>>
>>399601362
Maybe they expect at the point where map resources are running low that you have 3 colonists ready to go out with your trained boar haulers to bring back resources from another map.
>>
>>399591884
I like to switch to FTL once I launch the ship then back if I fail the FTL run.
>>
>>399601362
Download set up camp mod
>embark to tile next to base
>strip mine
>repeat
Boom ez components though a bit time consuming
>>
>>399601362
Pick a hex with a big rock on it. I usually do and never have that problem.
>>
>>399601712
The default is that you're only allowed 1 colony though, so the only way to mine from other maps is to do it when you enter a map for another reason and then mine before time runs out and you're booted out of the map.
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>Can't build biotic limbs, have to wait for RNG trader to have what you need
>Can't just patch up clothes, have to remake them from scratch when they're damaged
>AI so dumb it can't even stack items properly, can see one stack of 30 wood beside another 30 instead of together in a pack of 60
>Basically zero security options, you get a turret and sandbags
>Can't even have children
>Can't see the stats of people before you decide to save them
>Promised to improve the art, then gave up
>Upgrade tree is uninteresting and short

I like it, but there's a lot of disappointing stuff here. How much time is left before this game leaves EA?
>>
>>399601821
oh right
>>
>>399589440
I'm from North Carolina.
>>
>>399601849
All of these issues can be fixed easily with mods.
>>
>>399602007
I'll give the cash to the modders then desu. They seem to be doing the dev's work for him. What's the art mod btw?
>>
Suggest me some good mods that work with .18, I keep finding cool looking mods that are .17 only.
>>
>>399602178
I believe there's an art one that adds more sculptures and there's probably one that adds more art descriptions.
>>
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Just started a new rich explorer run. I'm actually planning this base out in advance instead of just building. What do you guys think? The big one is going to be the workshop and the two little ones will be a kitchen and freezer.
>>
>>399602253
I think he meant a mod that improved graphics, although a mod that improves how art works in game would also be great.
>>
It'd be good if they implemented a 'conquest' mode where your job isn't to escape, so much as take over the planet. Maybe less of a focus on base building and more on diplomacy.
>>
Why the fuck does my game run so bad now?
>>
>>399601414
What makes me even madder than dealing with a pyro is random mad animals that turn out to be rabbits or rats. You've got to pause to find where they are and move a colonist to intercept, and then most likely go to patch up the colonist's one or two scratches so they don't get infected. It's not dangerous, it's just annoying.
>>
>>399601715
sweet idea
>>
>>399602282
>no steam geyser right outside the base

do it again
>>
I want a mod that makes your colonist not sleep in the freezer...
>>
>>399601715
that's actually not a bad idea, FTL is indeed fun and can be modded too.
>>
>>399602323
Yeah I meant this. But that mod sounds neat as well.
>>
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>>399602930
there's one close by, but I feel like it will get attacked. Gonna have to see about turret placement
>>
>>399589440
Actually fuck off with your general to /VG/ or just stop shilling it in general
>>
>>399603182
I encourage you to pirate the game, anon.
>>
>>399602992
Designate a sleeping spot then if you can't build beds. If they fall asleep somewhere, draft them then move them next to the bed/sleeping spot, undraft and set priorty to the bed/sleeping spot
>>
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Damn, finally had and I didn't notice this until after I saved him. The previous escape pod had a 14 in shooting, but he didn't wanna join. How long will 3x luceferium last me?
>>
>>399603182

What are we suppose to discuss on /v/ if discussing videogames is shilling?
>>
So what are some essential things to start out with? I'm trying to make a custom scenario with different starting objects without being too cheaty
>>
>>399601849
>AI so dumb it can't even stack items properly, can see one stack of 30 wood beside another 30 instead of together in a pack of 60

This is frustrating as shit, especially when you're trying to stock medical cabinets and you've got five stacks of 1, 5, 2, 2, and 1 luciferium spread out and have to manually set one cabinet high priority so someone stacks it right.

>Can't just patch up clothes, have to remake them from scratch when they're damaged
I'd rather just be able to salvage the resources from damaged clothing since I've always got spare sets for colonists when they hit 50%. It's a crime to have to incinerate hyperweave shirts because they're at 49% and sell for nothing.

>Can't build biotic limbs, have to wait for RNG trader to have what you need
Get a com array and summon exotic traders every 2-3 days, in addition to pretty much always carrying the items you want after a time or two, they come with a full stack of silver to trade with unlike making a run to a nearby settlement. I had a full bionic arm/eye colony like that once.

I kind of like the idea of not being able to build certain things and having to engage in trade to get them. I did a game as a tribal nation before where I never developed electricity and had to buy armor and guns, which really changed how I played since I couldn't just outfit everyone in armor vests/power armor by the end of the first year. I think if the dev does add in the ability to build specific bionics, it should be like medicine production and still require an expensive but common item that can only be traded for and not produced. As a bonus, you could add in harvesting bionics from corpses like that, in the sense you get a small amount of the generic item you can eventually use to reassemble actual bionics.
>>
>>399602930
I fucking hate steam geysers, they're always inconveniently placed where I'd want to build something else and you can't even delete them with the dev tools.
>>
>>399603495
18 days
>>
Who buys organs? The pirate trader didn't want any from me, though he bought 1/2 prisoners (not sure why the other one wasn't sellable).
>>
>>399603121
if you put quadruple walls on the choke points, it'll be fine
>>
>>399603862
Was the pirate trader the one you have to call with the comm station?
If so you may not have had your organs in a stockpile with an orbital trade beacon. Just traded away a bunch of organs myself to a pirate trader
>>
>>399603862
Exotic mostly, also slavers sometimes. As for the prisoner, were they asleep? I've found myself unable to sell sleeping animals so it might be the same.
>>
>>399603495

Luceferium: Not Even Once.
>>
>>399604228
Luci is a cheap way to turn average soldiers into sniper gods and helps them stay alive if they get injured, it's pretty useful
>>
>>399604228
Sadly it's the only way to fix brain damage, which basically makes any character completely worthless outside of being a janitor.
>>
>>399604134
nah, he was a rando
haven't even tried using the trade beacons, guess I'll do that next
>>
>>399604401
whats the point if they die anyway? There's not a way to make luciferium, is there?
>>
>>399589440
It's because it's a bit of an autistic game and europeans have a lot of german/scandinavian blood that includes a predilection for autism. Especially the Germans.

They love these kind of build'em up games. Or games that are like working but as a videogame.
>>
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so i started a rich splorer run (playing on rough for first time, so i expect to get my ass handed)
and this scape pod event came and i rescued this little shit, now he's able to walk but i can't seem to be able to heal him, his gonna be dead in 20 hours what do?
>>
>>399604540
Needed a prison to keep him there, sometimes they just fuck off
>>
>>399589440
idk maybe they aren't aware that its basically dwarf fortress for toddlers
>>
>>399604517
I always felt like simulation games were the pinnacle of strategy. Shame most of them are flawed in some manner.

bannerlord when
>>
>>399604487
Nope, but you can buy some from pirate traders or get it off of raiders so keeping 1 guy alive off of luciferium is expensive, but possible.
>>
>>399604540
He's leaving. Sometimes they just get up and walk off after wasting your meds. If you really want to recruit someone, you have to imprison and recruit them; the recruit chance is pretty high for neutral faction captives.
>>
>>399604661
It's never happening mate. Your better off moving on with your life.
>>
>>399598402
It's cheap, and it's a fun game even though it's in early access. I'd play it even without the promise of more content being added.

I'm like you and I pirated the game. Wanting to try out some mods on older versions of the game, especially steam mods, are what convinced me to buy. (Protip for devs: added-value stuff like online content, mods, etc that you can really only access easily by purchasing is a really good way to turn pirates into customers.)
>>
is this a good meme?
>>
>>399604813
not really, raiders will start attacking walls if they have to go too far
>>
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>>399604639
>>399604706
I followed him until he fainted
>>
How do I deal with insomniacs? I have one and they won't sleep in a bed even if I assign them one, they just work till they're exhausted, faint and get no sleep regen, then starve, wake up, do like an hour of work then repeat
>>
>>399604661
competitive multiplayer games are the pinnacle of strategy
single player sim/strategy games only seem deep on the surface, they always become braindead once you've put a few hundred hours into them and figured out the systems
>>
>>399604887
well, they're coming from the north or northwest
>>
What are the essential mods to make this game even playable? Rimwjobworld I can't seem to get a download link for, and that's what got me to install the game again. It's also not even on the steam workshop.
>>
>>399604984
What's the purpose in making them navigate that? How will you damage them? Is it just a minor timewaster?
>>
>>399599445

because they also go pryo when those colonists are busy/incapacitated.
>>
>>399603597
steel, components, food
anything else is optional
>>
>>399604813

Is the hair sticking out from under the hats a mod or a feature in the last update?
>>
>>399604929
did you capture or rescue him?
Sometimes they'll join if you rescue them, but usually you'll have to capture. Not sure how it works with escape pod colonists, but if you have the hospitality mod you might see 'recruit' under the guest tab if its even there. That may only work with visitors for the hospitality mod tho
>>
Tynan needs to integrate a bunch of mods into the game. Not subjective balance kind of things, but the utilities and such.

The mods like hugslib, or all those extra tabs providing more info, or a minimap, or the colonist overview mod, or edb prepare carefully

And it'd also be nice if the build menu were cleaned up. I don't like opening floors and having a 6 tiled floor options, 1 for each type of material. How about choosing the type of floor, and then choosing the material to make it out of?
>>
>>399589703
wut
>>
>>399601362
it's intentional. steel and components are basically the progress gating mechanism. trade for them whenever possible and mine any of it you come across. if you're late game remember to use deep mines and do component manufacturing
>>
>>399605040
it's the classic killbox strategy I thought
layer with traps and shoot whoever survives at the end

>>399605080
mod
https://ludeon.com/forums/index.php?topic=36597.0
>>
>>399605040

stick a bunch of heaters/coolers dumping heat in there to create a hell tunnel.
>>
>>399605201
Or just use the furnace mod and roast them alive
>>
>>399604984
You don't need the tower defense maze. Its only delaying the fight.
>>
>>399604953
Have your main melee man unequip any weapons and knock him unconscious, repeat every night.
>>
>>399604953
Find a thing they can do and put that station in their bedroom then pretty it up. Restrict them to that area and other essentials like the kitchen, hospital and the rec room if you have one. That way they shouldn't get into too much trouble.

I recommend execution if you can spare the manpower. Especially if they aren't something important like the primary doctor/builder/shooter
>>
Is there a current download for rimjobworld for 0.18?
>>
>>399601362
More frequent orbital traders
+
richer orbital traders

My transactions are worth 20,000 silver at a time. Capitalism is wonderful.
>>
>>399604813
Put doors in your trap maze so that your colonists don't have to walk over traps to re-arm them.
>>
>>399598402

RimWorld pirate version is exactly the same as the one in steam minus steam workshop. Alien Races mod should run fine. What issues are you having?
>>
>>399605195
Killbox would be if you had a firing squad of turrets and well-covered pawns waiting at the end to fuck 'em up. You could try roasting them but you'd need some way to cap off both ends of the tunnel once they were inside and they'd just kick down the walls. I think your best bet with that would be to fill it with traps of some sort that they have to run through, and then have doors elsewhere so your colonists can avoid using the tunnel.
>>
This game will never be truly great without z levels.
>>
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>>399605441
like this and traps to the sides?
>>
>>399605538
z levels would just be clumsy, and they are wholly unnecessary.
>>
>>399605594
>Not being able to build vertically in a base building game is acceptable

non.
>>
>>399590650
I'd rather play Factorio than play rimworld. Also, it's a cheaper game. Rimworld is way fucking overpriced
>>
>>399605538
if you think this matters at all you have no understanding of game design
>>
>>399605679
Correct, it is perfectly acceptable.
>>
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meteor hit a boomrat lmao
>>
>>399605751
I've got hundreds of hours in the game. It would matter drastically. You could build tall instead of out, making for more compact bases and would have far more minerals at your disposal, to say nothing of the gameplay opportunities digging too deep could bring.

>>399605802
Fuck of Tygan.
>>
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>>399605097
i took him home healed him until he was ok and the fucker still wanted to leave, tried to convice him to stay and he got offended, then i said fuck it and tried to arrest him but he refused and got killed.
Also i captured a raider.
>>
>>399605712
I've put 277 hours into the steam version of rimworld and more before it hit steam, the price is fine. Are you poor by any chance ? I'm not rich but 22 is really isn't a lot to ask for.
>>
>>399605929
rimworld is built and balanced around one z level, multiple z levels only makes the game better from a simulationlist perspective, and rimworld is pretty shitty and basic as a simulation, if you want that play dwarf fortress
>>
>>399589703
It's a singleplayer game so yeah.
>>
>>399606009
Always just capture right off the bat. The only people you should never capture are friendlies from other factions.
>>
>>399606052
And that's why Rimworld will never be great or reach its true potential.
>>
Somebody post the tribals getting fucked by artillery shells and a mine in a killbox webm
Shit is ideal
>>
>>399598402
It's great.
>>399601496
Tbh pirate bases should just be player bases but filled with NPC pirates, that'd make attacking them actually fun
>>
>>399606124
>everything has to be an autistic real life simulator
No.

I like my space Western.
>>
>>399606124
saying that its true potential is to be something different than what it is doesn't make sense
rimworld aims to be a game
df aims to be a simulation
>>
>>399606247
>>399606261
Why do z-levels = simulation again?
>>
>>399606124
True potential or what you want.
>>
>>399606357
because it wouldn't really improve the gameplay (unless you redesign the game), it would only make it more realistic, a deeper simulation
>>
>>399606357
Unnecessary complexity that adds very limited gameplay opportunities and is only desired because "muh realism."

>B-B-B-BUT HOW CAN YOU SAY A THIRD DIMENSION ADDS LIMITED GAMEPLAY?
Because literally all you can do with it is build up or down instead of left or right, and dig up or down instead of left or right.

>b-b-b-but sniper towers
You can have those in 2D as well without needing Z-levels.
>>
>>399593695
higher difficulty just increases enemy numbers
>>
>>399606513
>because it wouldn't really improve the gameplay

Exactly how?

>it would only make it more realistic, a deeper simulation

Again, how?

>>399606514
You're a retard if you can't see how many more option being able to build up and down would give you in constructing a colony.
>>
>>399601849
>>Can't build biotic limbs, have to wait for RNG trader to have what you need
EPOE mod
>>Can't just patch up clothes, have to remake them from scratch when they're damaged
Mod for this
>>AI so dumb it can't even stack items properly, can see one stack of 30 wood beside another 30 instead of together in a pack of 60
Stack merger mod
>>Basically zero security options, you get a turret and sandbags
Turrets extended, barbed wire, there's tons of mods for this
>>Can't even have children
Rimjobworld or that other one
>>Can't see the stats of people before you decide to save them
Refugee stats mod
>>Promised to improve the art, then gave up
I dunno check the workshop I'm sure there's something
>>Upgrade tree is uninteresting and short
Explosives mod, genetic engineering, call of Cthulhu cults, vegetable farm, any major mod really

You're welcome
>>
>>399606682
>You're a retard if you can't see how many more option being able to build up and down would give you in constructing a colony.
Being able to build different shapes is not a gameplay opportunity, you retard.
>>
>>399602007
>just make your own game then lmao
>>
>>399606739
Oh, you actually are retarded.
>>
>>399606784
>can't name a single advantage to Z levels
>"everyone who disagrees with me is retarded"
>>
>>399606682
>Exactly how?
Rimworld isn't a game where space matters or being compact matters. You can build a big, sprawling base with almost no penalty. Digging underground and exploring caves is an interesting game mechanic yes, but really entirely unsuited to Rimworld and it's space western theme and more suited to, thats right, Dwarf Fortress. It wouldn't feel like Rimworld if you spent the late game digging a mine to hell
>>
>>399606513
>>399606514
Being able to mine for more resources underground would be great though. It would probably make base making too easy though.
Honestly even in Dwarf Fortress the vast majority of z-layers are just for more things to mine out. You'll end up using 3-5 for actual base stuff and that's to hold all your shit and because you have so many dwarves. in Rimworld you would just be able to shrink your base down a bit by having your bed rooms on one z-level and everything else on the other one.
>>
>>399606072
will do, also the raider just died couldn't do nothing or maybe i didn't want to.
>>
>>399606832
>Can't conceive of why the possibility of multi-story structure or being able to dig into the earth might be a good idea for a base building game
>Insists they aren't retarded.
>>
>>399606890
that's what deep mines are for
>>
>>399601849
>Promised to improve the art, then gave up
the creator is actually an arrogant prick who thinks the artstyle is perfect and can be quoted on saying he will never change it
>>
>>399606890
>Being able to mine for more resources underground would be great though
Not really.

The scarcity of resources is a deliberate gameplay choice. Even if you had underground resources the spawn rate would be lowered to preserve scarcity because the game has been designed around that scarcity.

It's not just going to be a free never-ending supply of steel that you think it is.
>>
>>399606869
Rimworld is about building a base. Not having z levels greatly compromises on your ability to build a base.
>>
>>399607007
>Rimworld is about building a base.
No it isn't.
>Not having z levels greatly compromises on your ability to build a base.
No it doesn't.
>>
Do people just generate dirt on their own? I have my entire base paved over and dirt just... appears everywhere
>>
>>399607086
not that OP but that's just dumb
explain why we don't just have a 1D game then
>>
>>399605826
F
>>
>>399607007
Rimworld is only partially about building a base. Rimworld is mainly about managing the events that take place in your base. The spatial element, the actual layout of your base, matters little. All the elements that deal with space like events and raids would pretty much have to be entirely redesigned if the game became 3D, for little benefit really
>>
>>399607126
Set someone to clean. How does dirt get into your house?
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>>399607126
yes. have someone prioritize cleaning. Having a clean area makes a big difference to mood
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>>399606982
>The scarcity of resources is a deliberate gameplay choice.

I guess this somes up why Tygan thought the game should be. Pure survival until you can scrounge enough together to make a ship. Trouble is, looking at the most popular mods tell me people want more than that, they want to build a utopian future city, or at least a organ-harvesting factory.
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>>399607086
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>>399606936
>Have to spend a ton of resources to mine out a tiny 3x3 area when each chunk of resources can easily be much bigger than 3x3 and are usually awkward as hell shapes
>Takes forever
>Can't just move the drill so you end up wasting resources every time you place another drill
>Have to constantly rebuild more drills and deconstruct old ones because their effective range is so tiny

Deep drills are a terrible inclusion and I hate them. It's honestly just better to try mining with a caravan.

>>399606982
The scarcity of resources is balanced so poorly. The majority of scarcity just depends on where you build since building in a mountainous area gives you a huge amount of stuff to work with, and then the lack of renewable resources is just to drag the rest of the game out since there really isn't any good source of progression towards end game yet, forcing you to simply wait around until resources fall into your lap.
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>>399607207
why not have a go at managing multiple conlonies? instead of just building the ship, why dont you travel to it, why not wipe out everyone on the planet?
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>>399607126
people/animals go outside, and when they come back in, their feet are dirty
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>>399607168

I have 4 people and a fairly large base, so cleaning is pretty low on the priority list. Nobody is ever below content or happy, though, but I was hoping that it'd kinda fix the dirt problem if I just paved everything over.
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>>399607291
sounds like you haven't used them in the latest patch, they're more efficent and faster than mining steel out of the wall
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>>399607305
Managing multiple colonies sounds like a fucking nightmare with the current tools desu. That would be interesting, but the game just plain isn't made for it.
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>>399605594
z- levels like DF has would be a bit clumsy, but not that bad. Mostly DF just goes autistic with it

Rimworld could do it with 3 z-levels:
Ground+1
Ground
Ground-1

This way you can have an upstairs and a basement.

You could even get away with just a basement level.
>>
>>399607128
>not that OP but that's just dumb
Gripping rebuttal, chap.

>explain why we don't just have a 1D game then
Now THAT is just dumb.

What fucking point are you even trying to make with this dumb question?

A 1D game would literally just be a fucking line.

RimWorld has height and width. A 1D game would only have height, or only have width. If you can first explain to me how RimWorld can function with only height or only width I will then, and only then, embark on defending RimWorld's second dimension. Until you do that I think the suitable answer is that
RIMWORLD NEEDS A SECOND DIMENSION TO FUCKING EXIST, YOU FUCKING RETARD.

Strictly speaking RimWorld is already a 3D game because you have deep drills and roofs, anyway. I acknowledge this isn't what's being asked for.
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>>399607126

Are you sure you're paving the area directly under your doors? I see a lot of people forgetting to do that.
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>>399607268
Arguments have already been given.

RimWorld is not about building a base. You can beat the game without ever building a single structure if you're gud.

Not having Z-levels just prevents your autism tower and insults your sense of aesthetics I guess. You can still build a perfectly functional base without Z-levels.
>>
>>399603723
https://steamcommunity.com/sharedfiles/filedetails/?id=722086956&searchtext=steam
>>
Is there a list of essential mods? Also has the game changed much since say a year ago?
>>
>>399607291
>>The scarcity of resources is balanced so poorly. The majority of scarcity just depends on where you build since building in a mountainous area gives you a huge amount of stuff to work with, and then the lack of renewable resources is just to drag the rest of the game out since there really isn't any good source of progression towards end game yet, forcing you to simply wait around until resources fall into your lap.
Correct, and I have lots and lots and lots of complaints about RimWorld and its shitty retarded anti-fun developer. I just don't think these problems are fixed with Z-levels.

Z-levels are a clumsy hackjob anyway. I'd rather the dev just make a whole new game designed to be 3D from the ground up than force me to use the inevitable shitty UI that always accompanies Z-levels.
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>>399607453
Yeah, I'm OCD about it. Looking over things, hydroponic trays might be the culprit, but there's an awful fuckload of dirt for just a few trays. It's either that, the unshoveled snow in a few areas, or colonists just create dirt as they go. Maybe I should totally isolate someone in a clean room for a week in order to test it out.
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my save got corrupted. rip spider temple
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>>399607442
you must be able to atleast understand that 3D literally adds another dimension to gameplay
how is that not appealing
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>>399607086
Rimworld is totally about building a base. That's why stuff like room mechanics is so important. Plus, the largest advantage you have by far against raids (And what the developers definitely want you to do) is make defensive fortifications (Both outside and inside of your base, due to raids/drops/infestation). You're not supposed to make a massive, sprawling city, but a huge amount of Rimworld is to create a structure or series of structures to house everything so you can progress.
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>>399607517
>Arguments have already been given.
No good ones.

You are literally foaming at the mouth trying to justify a game not having a features that most would expect from a base building game. And don't say it isn't, cause that just makes you look more retarded and crazed.
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>>399607676
room mechanics aren't important. you can build rooms in any fucked up shape you want. You have ample space to build absolutely anything, there's nothing to gain by adding multiple stories
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>>399607086
>Rimworld is about building a base
Wow, I guess all those building mechanics that make up 80% of the game are just fluff.
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>>399607758
of course, if they didn't add mechanics to go with it
what if raiders could scale or dig under walls, for example
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>>399607086
>Rimworld isn't about build a base
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>>399607413
That'd be the absolute maximum permissible extent for Z-levels in RimWorld for me, but I'm opposed to even that.

It's simply not necessary. It doesn't add anything. It's just a band-aid for people who are too dumb to plan their colony properly and get stuck with the bedrooms far away from the workshop and think "oh if only I had Z-levels I could fix my fuck up."

>>399607629
>you must be able to atleast understand that 3D literally adds another dimension to gameplay
No it doesn't.

Name a gameplay opportunity created by 3D. Being able to build slightly differently shaped bases is not a gameplay opportunity.

Z-levels simply do not add enough compared to the complexity budget they take up, not to mention how much of an unintuitive hackjob they inevitably are.

>>399607676
>Rimworld is totally about building a base.
Yeah, that's why you can beat the game without ever building a single structure.

>>399607719
>No good ones.
Now THAT is not an argument.

I laid out my arguments and you just ignored them. "I don't think it's a good argument" is not a counter-argument.
>>
>>399607719
>ignore given logical arguments
>"they aren't good arguments"
you're an idiot
>>
>>399589440
I played it for like 2 weeks but got bored with it.
>>
>>399589440
anyone got any graphics mods?
Coz I aint paying diddly for a game that is a shit clone of dorf with graphics and graphics are made by a blind man who has never held a pencil
>>
>>399607629
>sonic games are better when they are in 3d

no
>>
>>399607442
I want z-levels to make my stockpiles and workshops more efficient and compact my base down so it sprawls less.

For example:
Communal housing with bedrooms on the top floor
Kitchen on main floor
food stored in basement

Or a workshop with input material stored on the top floor and output material in the basement and the workshop itself in-between them.

Doing this can help cut the distance your pawns travel by an order of magnitude. No more walking down the hallway to get wood, then walking down another hallway to deposit crafted items. No more putting your workshop right in your stockpile, no more juggling space to have your kitchen near your food stockpiles near your high traffic areas.

The only reason not to do it is because it'd be hard. You'd have to redo the AI, redo how the player sees the map, redo all the electrical/piping systems to work across z-levels.

It'd be a great feature but I think it's too much for one guy to do it.
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>>399607852
Kek, no son.
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>>399607812
well yes then you're adding a new mechanic and then changing the game to suit that new mechanic. The game as it stands right now would not benefit from z levels. If you think it would thematically make sense to add them as a new feature and redesign the game around it well I have to say you're wrong there aswell because designing bases and mining is really not what rimworld is about
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>>399607758
>Room mechanics aren't important
>Your colonists literally murder each other if they aren't given a nice place and get extremely upset if they don't have their own room
>Your food supply rots away if it isn't given its own freezer
>Your working areas gain huge penalties if they don't have the right conditions

The only way room mechanics aren't important is if you play purely caravan style so the "Extremely low expectations" mood buff is on all the time, otherwise no, room mechanics are definitely important.
>>
>>399607775
>>399607814
>I guess all those building mechanics that make up 80% of the game are just fluff.
Yup.

The core of the RimWorld experience is about being stranded on a "Rimworld" and either surviving or escaping.

Part of that is base-building and part of that is everything else, like the world map and the factions and the diplomacy and the trading and all the other mechanics that aren't fucking base building.

It's pretty fucking clear that the developer's intent is not to make an autistic 1:1 simulation of sci-fi colonies (hence why there's no sewage, or water, or any of a million other things that would be included in an actual base-building game). He just wants to deliver cool stories.

He's said as much himself.

And that's why he's put in ways to beat the game without building bases at all.
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>>399607912
I guess I gotta wait until they do or add something worth the money.
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>>399607885
>I want z-levels to make my stockpiles and workshops more efficient and compact my base down so it sprawls less.
Consider gitting gud instead.

Stop floating so many resources.

>The only reason not to do it is because it'd be hard
No, it's because it's only ever going to be used as a crutch by idiots who can't design good bases. That's ALL it adds to the game.

Oh, except for being a massive dead weight dragging down the complexity budget and also forcing a garbage hackjob UI on us too.
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>>399607828
>Logical arguments
Literally non-existent here. Your unironically trying to dismiss z-levels on the grounds that Rimworld, "a top-down construction and management simulation " is not primarily a base-building game.

>>399607989
Dude, just stop.
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>>399607934
designing bases aren't the focus, but it certainly contributes to the gameplay
what's the point of playing the game like the Sims if they don't even care about the place they live in
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>>399607940
Perhaps I should have been clearer, the shape and layout of your rooms is unimportant. Your rooms can be whatever wherever so long as they have the right items in

>>399607885
Your suggestion would make sense except for the fact that the only logistical problem you ever run into in Rimworld is pretty much cooking, your guys run fast and they work fast, it's incredibly forgiving about having work points far away from each other
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>>399608046
Another kek. They will not do anything with that department. screencap this.
>>
>>399589440
Is it actually called that.
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>>399608067
>"a top-down construction and management simulation "
you're the only person who said that. It's tagged as a 'colony managment game', which is what it is. The core gameplay isn't building, no matter how much you wish it is, building is a smaller part of it
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>>399607940
>he doesn't put all his colonists in a barracks
>he uses freezers
Git fucking gud scrub. Try a tribal playthrough for once in your life.

Grains rot incredibly slowly and don't need to be frozen. Meat should be made into pemmican if you're not going to consume it immediately. If you need to horde for winter then - guess what - ambient freezing temperatures will freeze your food for you.

Freezers are just the brainlet solution to a non-problem. You can get by just fine with an open-air stockpile. Put a roof over it if you're not going to be able to grow to stop food deteriorating.
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>>399607989
The game developer is giving you two options to win, clearly.
One is to find the crashed ship, and the other one is to make a ship yourself.
You're being retarded and saying that, since one option exists, the other one isn't important in the slightest.
The crashed ship is clearly not supposed to be the main game mode, and even IF you're trying to win the game that way, you're clearly supposed to build a base around that ship anyways since you have to survive for 15 days and you should build around the ship to live that long.
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>>399608169
Building your colony and making it comfy is literally the best part of this game and why I like it

why the fuck do people like you play this game if you don't like the base building? Fuck, just play real lives or something
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>Start new world
>Make starting house
>Hate design
>Close game
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>>399608227
why you like it and what the game is designed to be are two different things
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>>399608181
>Tutorial literally tells you how to make a freezer as one of the first tips
You're clearly missing the point, when the game's tutorial tells you to build a freezer, it's pretty clear the developers intent is for you to be able to make a freezer.

You can ignore all the other mechanics in the game as long as you have hydroponics and electricity too, but I'm not going to call you a brainlet because you don't have a base in a -100C area with nothing but 2 colonists living off of hydroponics forever.
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>>399608202
>You're being retarded and saying that, since one option exists, the other one isn't important in the slightest.
No, that's what you people are saying.

>because one of the many things in this game you can do is build a base, it's a base-building game and nothing else
The dev is on record saying that he views Rimworld as a story generator. He wants the game to produce cool stories with that old Firefly space-western flavour. That's his goal for it.

Base-building is part of that. Z-levels are not. Having a fucking basement adds nothing to gameplay, or to the actual mission of the game. It's just something that autists who cannot face their base design failures demand. And if you gave them Z-levels they'd fuck it up anyway.
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>>399606023
He meant it's overpriced compared to what you get. Factorio is cheaper, much more in-depth, and in generally just the better game of the two even if they're not exactly the same type of game.
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>>399608169
You have to be a special type of deluded to actually think Rimworld isn't primarily about building bases.

You are trying to deny the blatantly obvious just because you don't want a feature added to a video game.

>>399608250
We are at the point where people like you are unironically trying to say Rimworld is not a base-building game. I'm just trying to keep you from embarrassing yourself.
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>>399608365
>when the game's tutorial tells you to build a freezer, it's pretty clear the developers intent is for you to be able to make a freezer.
And yet one of the three starting scenarios starts you without freezer tech at all. And there are tons of ways to avoid food rotting, from using ambient temperatures and vents to cooking pemmican, to just fucking packing up and migrating to somewhere less cold and living off the harvestable plants.
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>>399608391
>No, that's what you people are saying.
No one else here is telling you the caravan style of gameplay is stupid. You're the one who keeps talking about how base building isn't important or the developer's intent because you can win without building anything. I don't see anyone talking about how caravans and travelling aren't important.
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>>399606009
now my base caught fire because a lightning and my pawn can't extinguish fire lmao
>>
nice argument guys
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>>399608275
but that is literally what the game is designed for

what the fuck do you even know about this game? You literally think base building is a sideshow in a colony game, you're retarded.
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>>399589440
Americans only buy games that go on sale.
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>>399608556
>Wood

Never ever. Stone or plasteel is the only way to go when it comes to walls. Also, different stone has different hardness and health values. Granite is best.
>>
>>399608470
It is about building bases. Primarily, though? Primarily it's a colony simulator. Building bases is a part of that. If it were a base design game, then space would matter, logistics would matter. In Rimworld, random events matter, colonist behaviour matters. How you design your base is basically up to you, it'll function no matter what stupid shape you make it
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>>399608498
No seriously, what's your point. One of the game mechanics is being able to make a freezer and the game's tutorial tells you how to do that, therefore it's the developers intent for you to be able to make a freezer. I'm not saying you HAVE to make one, but the developer clearly wants you to use it as your main option of keeping a reliable food bank.

Once again, the developer's intent and what you HAVE to do are completely different things. There are a ton of mechanics the developers want you to be able to use (That's why they added them in the first place) but you don't NEED to use them.
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>>399606357
>>399606513

What you did was make a 2D game 3D and no, the gameplay of the simulation does not even matter the differnce unless your are playing some cuck voxtal game like Kingdoms and Castles.
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>>399608524
>I don't see anyone talking about how caravans and travelling aren't important.
Then why are people insisting that it's a base-building game and to disagree is tantamount to being retarded when I could, by the same logic, insist that Rimworld is a caravanning game? Or a diplomacy game? Or a combat game? Or whatever.

It's none of those things. It's a space western "story" generator. And as retarded as I think that idea is (and it is retarded) that is the explicit intent of the dev.
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>>399608685
you're an idiot
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>>399608615
>Posting your blatantly stupid opinion with a furry bara picture
This clearly has to be bait at this point.
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>>399608665
>One of the game mechanics is being able to make a freezer
I guess it's a freezer-building game then?

>There are a ton of mechanics the developers want you to be able to use (That's why they added them in the first place) but you don't NEED to use them.
This has been my point all along.

Rimworld is not and has never been nothing but a base-building game. To attempt to argue that it MUST have Z-levels otherwise it is a shitty base-building game is fucking stupid, because it was never intended to be a base-building game. Base-building was only ever part of a greater whole.

And that's why the dev didn't put in fucking Z-levels in the first place.

That and he's shit.
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>>399608615
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>>399608781
Whenever I start getting replies like this >>399608727 I just start furposting because fuck all of you faggots.

Hopefully I'll get banned and won't be able to get sucked into the black hole of stupidity that is this autism any longer.
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>>399608840
god damnit you made me spit up my drink
>>
wow what
i remember there being more steam here!
>>
>>399608805
You're looking at things with too much of a black and white perspective. The game can be a base simulator in that base building is important but not be the entire game.
>>
I don't understand why people are so adamantly AGAINST z levels. Were it implemented in such a way that it didn't make your computer combust, what would be the problem?
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>>399608906
>The game can be a base simulator in that base building is important but not be the entire game.
That's
what
I've
been
saying.

And adding Z-levels to the very marginal benefit of the base-building aspects will only detract from the everything else aspects.
>>
>>399608906
he's not looking at it with a black and white perspective he's looking at it with a wholistic perspective in that a game is more than the sum of its parts, or the sum of one part which some players happen to like more than the rest
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>>399608857
>Autistic furfags hate z-levels for literally no reason

Heard it here first folks. Straight from the horses mouth.
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>>399608936
I very precisely remember the developer saying that z levels are currently impossible with the games current engine. So this whole discussion thing is just pointless
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>>399608985
That's certainly not what you've been saying. You've said the game is not a base building simulator and I literally just said it is, just that it's not the entire game.

>And adding Z-levels to the very marginal benefit of the base-building aspects will only detract from the everything else aspects.
But when the game is 80% base building (Or hell even just building any sort of structure) then that adds to the game as a whole.

Plus, give ONE good reason why z-levels would make caravans worse. I seriously don't see why unless if you're worried about drop bears or something. The only thing I can see is being able to make a cool temporary tree house or something.
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>>399608936
I'm just arguing because it's a bad game design decision and people who think so are close-minded idiots. Having Z-slices in a 2D game makes it alot less accessable (having to understand the game is taking place at multiple hidden levels at once) so if you do it you better have a damn good reason for doing so. It wouldn't benefit the gameplay of Rimworld in its current state at all, people who think so don't understand its design goals
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>>399609071
Yeah, but that isn't what people are arguing about. Those against claim it will make the game too easy or will somehow detract from the other aspects of the game because its apparently not a base building game.
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>>399609085
If you're travelling then z-levels won't even matter to you. Having to press a button to move down one z-level doesn't matter unless if you plan on going downwards. Having to look up only matters if there's like, crazy zombie vultures in the sky or something.
>>
>>399609142
>the game is 80% base building
try 40% if you're being generous. If you spent 80% of your time building shit you're probably playing on the relaxed AI on the easiest difficulty
>>
>>399609142
>You've said the game is not a base building simulator and I literally just said it is, just that it's not the entire game.
These statements are equivalent.

>But when the game is 80% base building (Or hell even just building any sort of structure) then that adds to the game as a whole.
No it doesn't, because Z-levels don't even add anything meaningful to the base-building. You can't even make structures that LOOK cool because of the fucking shitty Z-level UI. You'd need a third party viewer to even see them properly - just like Dwarf Fortress. Ever wonder why all the "cool" DF layouts are always built on a single Z-level?

>give ONE good reason why z-levels would make caravans worse
Because you can't see the entire map at one go. Every time you get ambushed you'll have to stop and go through every slice to make sure there are no snipers on the high cliffs.
>"but that sounds like fun gameplay!"
I assure you that fighting the UI just to understand what the fuck is going on will not be fun for long.

>>399609235
See above. Z-levels just make it harder to see anything and everything which sucks in every conceivable situation.
>"why don't you just gitgud then, are your babby eyes too shit to use Z-levels"
No, and I've played Dwarf Fortress and I can manage fine. It's just clumsy and awkward and shit, and why would anyone repeat that mistake?

If you want a 3d game, make it in 3 dimensions instead of stacked 2d slices.
>>
>>399609085
>Z-levels force a terrible UI on the entire game because you can only view a slice of the world at a time. That's going to make travelling, combat, and pretty much everything else suck.
You should try playing Dwarf Fortress. The game has a shitty UI don't get me wrong, but z-levels work perfectly fine, you just press a button and that's it. The only dumb part is when you're trying to build really complicated mechanisms or something.

>>399609271
Are we playing the same game? On a harder difficulty you should be spending MORE time building your base, since how you build it is even more important and your base design is the only way you won't die to the hordes of enemies. That is, unless if you just make a mountain base with a killbox or something dumb (But even then you should still be spending longer on harder difficulties)

Or maybe I should just guess that you're not considering paused time as gameplay time or something?
>>
>>399609421
>These statements are equivalent.
See, exactly, a black and white view. You seem to think that if the game isn't 100% base building it isn't a base building simulator.
>>
>>399609085
My response is that all your arguments are fucking retarded and you should kill yourself.

You say Rimworld isn't a base-building game when it clearly is.

You say z-levels will make for terrible UI when it won't.

You say it will make the game too easy when it won't

At the same time, you say it won't add anything meaningful to the game, when it obviously would. Seriously, how can something be considered cheating while also being inconsequential?

You've got nothing.
>>
>>399609428
when you play on hard you barely have any time to build because you're managing all the stupid shit the AI is throwing at you. Micro-managing your dudes and your build order are way more important than the design of your base
>>
>>399609428
>You should try playing Dwarf Fortress.
I have.

>The game has a shitty UI don't get me wrong, but z-levels work perfectly fine, you just press a button and that's it.
They work fine because you can mostly ignore the terrain outside your fort meaning you can control the amount of Z-level complexity you're exposed to most of the time, and also because the combat in Dwarf Fortress is largely out of your control anyway.

Even so it's a pain in the ass from time to time.

Z-levels make more sense in Dwarf Fortress but they're still not an optimal solution. It'd be far better to have just made the game in 3D to start with. But then the game would probably be impossible to make for Toady anyway. Thus Z-levels have a valid reason for existing in Dwarf Fortress.

I mean you only have to switch over to adventure mode to be exposed to how annoying Z-levels can be.
>>
>>399609523
none of those responses are arguments
you lack the ability to reason and can only call people retarded
>>
>>399609621
Isn't your build order base building?
>>
Does it bother any one else that smooth stone floor gives beauty but wood floors do nothing ?
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>>399609523
>You say Rimworld isn't a base-building game when it clearly is.
>You say z-levels will make for terrible UI when it won't.
>You say it will make the game too easy when it won't
>You say it won't add anything meaningful to the game, when it obviously would.
I can't believe you actually typed these out thinking that they constituted arguments.

If it sounds like I'm repeating myself it's because all you ever fucking do is say "nuh uh ur wrong" when I give you actual fucking reasons for what I believe. I can't do anything with that, so I'm just left to restate myself.

Try expanding more on your points and maybe I won't just ignore your posts in future.
>>
>>399609621
> Micro-managing your dudes and your build order are way more important than the design of your base

I don't think you've ever even picked up this game, let alone beaten it without a base.
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>>399609718
>Furry trash
I have no idea what you're arguing with someone else but please delet this
>>
>>399609718
I made my points time and time again in this thread. And you'll stop responding to me when I say so.
>>
>>399609687
well yeah, but the point is it's more about when you get what structures down than the design and layout of your rooms, which is why I say more spatial freedom really doesn't add anything to it

>>399609729
I don't think you've ever played on a setting that wasn't easy, playing it on hard is more like playing a bad RTS than playing Banished or Sim City
>>
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>>399609523
You need an isometric view for z-levels.
>>
>>399609783
This. You're being a cunt to everyone else because one person was a cunt to you. Fuck off.
>>
>>399608227
I like building a colony and i get invested in their lives, and i can watch/imagine it happen it real time when i get immersed and unintentionally RP.

i think that adding mutiple levels will just detract from the experience for me. if i want to base build ill play and RTS/a simcity like game.
Stop being so autistic about this.
>>
>>399589440
>rimworld

i-is it ok to talk about this here?
>>
>>399609085
EASY
instead of shift down/up arrow
why not
whoa...
make it..
WS
>>
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>>399589703
WHAT THE FUCK YOU SAY NIGGA
>>
I hate the lack of endgame content.
>>
>>399609702
That's why I have the more flooring mod
>>
>>399610107
>Adding z-levels would detract from my ability to role-play with my characters?

How? Legitimately curious.
>>
>Run out of components in base map
>Try to settle 2 hexes away to make a mining colony
>HURR UR FACTION CAN ONLY HAVE ONE BASE

does this game want you to suck dick for essential resources come on
>>
>>399610343
can change it in options
>>
>>399610343
No because there's literally a slider in the options menu to increase the bases you can have
>>
>>399610343
Thankfully you can use the in game options to enable 2 colonies (Even mid game I believe) or use the set up camp mod.

>>399610452
>>399610462
The game devs totally want you to suck dick for essential resources though since that's not the default option. Even if it's easy to change.
>>
>>399610547
Look up the quarry mod, you can make it so it gives you infinite resources.
>>
>>399610547
I thought it wasn't the default option because even thinking about creating a new base causes the game to lag like hell
>>
>>399610628
That kinda sounds like cheating though. I know mods that change gameplay are always kinda wonky because they can make things easier to varying degrees so at some point a mod goes from "Quality of life" to 'Breaks the game and ruins the point" but infinite resources sounds a bit too broken.
>>
Is there anything at all I can do to have my colonists haul while also actually do other work atleast until I can get a few janitor pawns/pets trained? Seems like there's 2 settings "haul everything ever and never get anything done" or "never haul anything and let precious crops and shit deteriorate outside until I force someone to go fetch it"
>>
>>399610628
Whats the point in playing then? insufferable cunt
>>
European diaspora too
>>
>>399610756
There's a late game tech that lets you make components from steel. Otherwise, those are supposed to be rare materials that you trade for.

>>399610869
You probably overfarming if you're spending too much time hauling shit. if you want to be efficient, you should set up a roofted stockpile right next to the fields, corn and other corps can last long without freezing them.
>>
Are those caravan requests and other things asking you to travel worth it most of the time? Nothing like loosing your best 2 colonists to try and rescue a useless refugee and getting ambushed on all sides
>>
>>399610869
Unfortunately no. Your best bet is to switch your pawn's priorities when you want a mass hauling job to get down and then change it back when you want work to get done. There was a mod that let you designate items for hauling with varying priority that was super helpful, but I don't believe it's out for the latest version yet sadly.
>>
>>399610898
You still need miners to work the quarry and can set the chances of actually getting ore as low or high as you want.

You can also make the quarry only work for so many jobs.

>>399610898
Why so salty?
>>
>>399610992
Huh that makes sense, my farms are far from my freezer and I never checked the spoil date on most crops, thanks
>>
>>399611032
You know you're in defense mode when you can't even reply correctly. Slow down anon
>>
>>399609901
Can you make DF look like that?! How?
>>
People say that this is similiar to Dwarf Fortress. Is DF really hard to get into? Is it fun? I do enjoy Rim World tho.
>>
>>399610992
>Otherwise, those are supposed to be rare materials that you trade for.

They should be made to look more important
>>
>>399611512
>literally the name of the program in the picture name.
>>
>>399611531
The cost and the fact that you only get 1-2 of them when you mine them didn't tip you off? Did you seriously expect to shit out electronics and wires from pure steel while in a crashlanding scenario.
>>
Why do nutrition packs have to suck so much in terms of cost/benefit?
>>
>>399611526
DF is a lot more awkward to get into. The game itself isn't actually that hard unless if you decide to build in the most hostile location possible, but the game's UI is hard to get around and it takes some time to get used to it. It's still a fun game though, but Rimworld was clearly designed around "How can we take Dwarf Fortress and make it easier to digest". Even the Work tab in Rimworld clearly takes inspiration from Dwarf Therapist, a program made to make managing your dwarves much easier.
>>
Do marble floors or walls provide and beauty whatsoever?
>>
>>399611861
Floors yes same as other stones, walls no.
>>
>>399611861
Marble gives the most beauty when making stone furniture, but smoothed stone flooring/walls don't give beauty, so make them out of cheaper stones (Granite is a good choice for the high HP)
>>
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>>399606023
28$?
What the fuck
I'm not paying that mate.
>>
>>399611972
>smoothed stone flooring/walls don't give beauty
I'm stupid, I mean walls don't give beauty and smoothed stone flooring always gives the same beauty. I'm tired.
>>
So why the fuck is an entire world generated if I can only play one 1 (one) 2x2km square?
>>
>>399612101
Well there's a reason it defaults to 30% world generation.
>>
>>399595023
Who gives a shit? As long as there aren't tripfags fagging around it's better than the shitty shitposting threads
>>
>>399612101
You can travel with a caravan
>>
>>399592634
This is gonna be an inside joke for the rest of /v-s lifetime
>>
>all these brainlets that can't into z-levels
What's the matter? A third dimension too hard for you? No wonder you play this pleb shit instead of the patrician choice: df.
Let the retarded babbys have their pathetic 2d management sim. I'd rather play a game with some depth anyway
>>
>>399612101
Because it started out trying to be dwarf fortress but the dev is a hack and gave up. Now he just gets modders to do his work.
>>
>>399599445
or euthanize them
>>
>>399608936
>were it implimented in a way that violates the laws of physics, what would be the problem
You sound like some fucking retard who does shit like defend KEEN as they fuck up space engineers, or something.
Fuck.
Z-levels are impossible from a perfomance standpoint, that's the end-all be-all.
Now fuck off.
>>
>>399613782
>Z-levels are impossible from a perfomance standpoint, that's the end-all be-all.
Not him, but do you want to explain why? Dwarf Fortress seems to do it just fine.
>>
>>399615507
You wot
When I last played you had to pull all kinds of shenanigans so you'd have more than literally 1 fps past the early game
>>
>>399616420
I don't know how 'early' we're talking, but I started playing DF recently. I've got about 60 dwarves in my fort right now (and I've been doing my best at making them busy) and the game runs fine. And yes, I have activity on multiple different layers
>>
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These threads over the last few days insipred me to make a new fort, r8 and h8
>>
>>399616652
>different coloured walls
>unaesthetic as fuck
>nothing comfy about it
Functional but not inspiring.
>>
>>399616620
Yeah, that's about the max you can go without the framerate starting to dip hard. I'd cap at around that number, cap animals, close off caverns, make sure there were few stairways connecting layers, close off big mining shafts and such, and generally try to limit pathing in any way
>>
>he doesn't listen to period-appropriate music
Currently just started as tribals lads.

https://www.youtube.com/watch?v=cV-p2DYK7Gc
>>
>>399616731
Functional is good enough
>>
>>399616870
If you're not building comfy, why build at all?
>>
>>399605712
if factorio is so great why is it less popular compared to rimworld
>>
>>399617004
Appeal to popularity fallacy.
>>
>>399616908
To make sure my colonists get through the winter
If I want to build fancy bases I'll play DF, for me RW is much more about the challenge of actually making it on higher difficulties
>>
How to make cash
The only things my guys are good at is construction and growing, I could grow trees and sell tons of dining chairs maybe
>>
>>399617175
Armchairs.
>>
>>399617192
Made from basic cotton? I could grow loads of that
>>
>>399617231
Yuppers.
>>
>crashlanded ancient ship
>two centipedes
>dread the worst
>it's miniguns
Thank god, these things are useless but the rocket launchers wreck me
>>
>>399616814
So if Dwarf Fortress can handle 60 dwarves doing different shit on 5 different layers, why couldn't Rimworld handle it with so many settlers less?
>>
>>399600309
>>399608604
daily reminder that rimworld will never go on a sale becasue tynan believes you should give him $30 for an early access indie game (also he refuses to hire more staff, despite being a millionaire at this point)
>>
>>399617378
Yeah, Tynan is a fucking retard.

I would gladly pay twice as much to buy Rimworld from anyone fucking else.
>>
>>399617325
It probably could, I'm not involved in this discussion
I think the question is more if they're even worthwhile for a game with a smaller scope like this one
It's a lot of work to implement it correctly, and for the most part 2d seems sufficient, and I'd rather not have to bother with the aspects 3d bring
>>
>>399617378
30 bucks is a fair price, unzip your kippah
>>
>>399600134
not the same type of game, leave
>>
>>399617489
My problem with the 2d is that your only choice of a fort is to make them hugefuck wide. You can't make an underground complex or a tower of doom.
It limits replayability and flexibility
>>
>>399601849
what are mods
>>
Can I do something with unconscious centipedes
>>
>>>399617378
>30 bucks is a fair price, unzip your kippah
not him, but when you can get better products (factorio) for less money it kinda makes rimjob overpriced.
>>
>>399617551
i can get AAA games for less that that. not saying that they are better, just that rimworld is overpriced.even fucking pubg costs 30% less here, factorio is twice as cheaper
>>
>>399617789
Yes, and DF is free which means that every other building game ever is overpriced
$30 buy once have it all, about the price of going to the movies once, for hundreds of hours of content, no big bad industry jewery whatsoever, and you're still bitching about it being too much
Come the fuck on
>>
>>399617775
SHUT IT DOWN.
>>
>>399617997
Tynan's a cunt and fuck his shills.
>>
>>399617997
>>>399617789 (You)
>Yes, and DF is free which means that every other building game ever is overpriced
No because DF doesn't have the same level of quality treatment. Factorio does however.
>$30 buy once have it all, about the price of going to the movies once, for hundreds of hours of content, no big bad industry jewery whatsoever, and you're still bitching about it being too much
I dont watch movies. Dont give a fuck about movies. Comparing it to a completely different industry makes no sense and its not an argumet.

You can get better games for less money, so why pay more for less?
>>
>>399589440
>Want to play this
>never goes on sale
>updates regularly so if I pirate I'll be playing an outdated build
It looks fun but not $30 US for early access fun.
>>
>>399617175
Beer and drugs
>>
>>399617997
>about the price of going to the movies once
or 2 days of work in eastern europe.
>for hundreds of hours of content
debatable. i get bored after ~15h every time and start again next update. also mods provide more content than anything tynan did in last 3 alphas. it's like minecraft all over again, where community does better shit than the devs.

i'm just going to pirate it until tynan decides to make a sale.
>>
>>399589440
Poor mans Factorio, except it costs more.
>>
>>399618240
But Factorio isn't a better game and you could argue the genre is different too. Riwmorld is more about survival, faction relations and eventual goal of getting to space, instead of creating an automated factory.
>>
>>399618305
>updates regularly so if I pirate I'll be playing an outdated build
what? there were literally TWO updates this year and they're always on torrent sites few hours after release.
>>
>>399618240
>No because DF doesn't have the same level of quality treatment.
DF is 1+1/2 guys slaving away for years
Factorio is like 2 guys slaing away for years
Rimworld is one guy slaving away for years
Effort-wise they're on par
>Comparing it to a completely different industry makes no sense and its not an argumet.
It puts in perspective how much of a cheap fuck you're being
>You can get better games for less money
That's a wonderful copout argument if you're a jewish comrade who wants to avoid spending money on something he enjoys and spends a lot of time on
I'll stop this argument now because it's pointless, I just want you to know that you#re despicable anon-kun
>>
>>399618409
Oh, really? I just shoved it on my wishlist a year ago assuming the updates would stay frequent. I guess the dev pulled a starbound.
>>
>>399618515
hi tynan
>>
>>399618321
I don't even care if people pirate it, I did the same with it for a few releases years ago
I just hate these disingenuous arguments, at least you have a point with it being disproportionally expensive for eastern yuro
>>
>>399618549
Last massive update moved it to Beta, it will be getting more frequent updates as there wont be any major content updates anymore. Hes finishing the game.
>>
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>Mad animal: Tortoise
>>
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>unforbid everything on the map
>my favorite colonist wanders into a bug nest for that sweet sweet jelly
>lost an eye
I have no one to blame but myself
>>
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>escape pod
>check out stats
'no'
>>
>>399618618
Well when that Early Access sign disappears and the game goes on sale I'll buy it. Until then it stays on the wishlist like so many other games which never escaped early access hell.
>>
>>399589440
>a top-down rip-off of a side-scrolling rip-off of minecraft
>>
>>399618794
We're eating mystery meat tonight
>>
>>399618359
Factorio is a better game. Much better.
But Factorio is about surviving on an alien planet, with hostile aliens, with the goal of sending rockets to space.

And different industry isn't the same as different genres. Thowe two things are worlds apart.

>>399618515
>DF is 1+1/2 guys slaving away for years
>Factorio is like 2 guys slaing away for years
>Rimworld is one guy slaving away for years
>Effort-wise they're on par
I think the factorio team is much more than 2 but you're kinda proving my point. 2 people generating more and better content and selling it for a lesser price proves that rimjob is overpriced
>It puts in perspective how much of a cheap fuck you're being
No. Each industry has its costs. Film making has higher costs compared to video games. Whether this cost is justified of not is a different question.
>That's a wonderful copout argument if you're a jewish comrade who wants to avoid spending money on something he enjoys and spends a lot of time on
Thats not how the world works. When you go buy computer hardware for your PC wont you by the part that gives the most bang for buck? Or will you pay more for less? Why should games be different?
>>
>>399618618
>DF
>in development for 11 years and won't be finished for another 20
>free game

>rimworld
>"let's add drugs and call it a day"
>updates twice a year
>mods add more content
>costs $35 and never goes on sale

B R A V O T Y N A N
>>
>>399619054
You see anon i think DF is better than factorio which makes the latter hilariously overpriced, infinitely even so
>>
>Idiot bugs collapse roof on themselves
>YOU DID IT
>Charge my base
>>
>>399619179
>UnReal World
>In developement for 25 years and won't be finished for another 20
>free game

Good arguement lad.
>>
>>399601715
>I like to switch to FTL once I launch the ship then back if I fail the FTL run.
That sounds cool. I wish I too had autism.
>>
>>399619990
I'm sure you have a very stable life with alot of friends who think you're the life of the party and they want to spend alot of time with you since you're such a fun guy.
>>
The 30$ pricetlag should really go to the modmakers because they're the ones making thegame good&playable. Fuck Tynan
>>
>>399620338
That's the most autistic thing I have read all day, and I have read this thread.
>>
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>>399601362
>long range scanner
>deep mining drill
>create components from the now-infinite steel
>>
>>399620079
Sure, but what does that have to do with anything?
>>
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>start with one colonist only
>get two crashed pods in two days
>one dies before i can get to it
>other doesn't join because i decided to rescue instead of capture
>raid starts, so i hope i can capture something
>raider runs straight through a cave with megaspiders
>only colonist gets muscle parasites
>>
Why is the AI so retarded? My builders spend most of their time constantly switching tasks for no good reason.
>>
>>399621219
Because you havent set up manual priorities correctly. If you want someone to mine a wall instead of building things, set mining to 1 for them while keeping constructing at 2 or 3.
>>
>>399621219
Got any examples?
>>
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>>399589440
>only Europeans play Rimworld?
So this is official. America is Europe now.
>>
>>399621452
More owners than players???
Do they track pirated copies or something?
>>
>>399621265
>>399621274
I meant switching between construction tasks.
Sometimes they randomly switch what they're building half way through.

It would also be neat if when hauling mats if they would start constructing the last thing they hauled to instead of walking back to the first item
>>
>>399621548
You can buy the game but not play it you doofus.
>>
>>399621548
>Geography tab displays share of users from different countries amongst owners of the game (blue bars) and people that have played the game in the last two weeks (red bars).

It's actually two separate graphs rolled into one.
>>
New player here.

How do I force colonists to use dead animals for cooking? I tried editing the recipes for meat only, but then it says not enough material, even if I have like five corpses in storage.
>>
>>399621794
you have to build a butchers table to butcher them into meat.
set the butcher task to butcher forever
>>
>>399621794
Do you put entire cows into your pan when you cook a steak anon?
>>
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>>399589440
Ausfailian here, play it regularly. It's pretty fucking tops, mate.
>>
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>>399617289
Damn, you weren't kidding
Thanks
>>
How is gnomoria, I want to pirate it
>>
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>>399622663
It's okay if you don't mind playing dead games.
>>
>>399600134
No thanks, i like user interfaces.
>>
>>399622716
you mean no more updates?
>>
>>399622857
Developer abandoned it after 1.0. It's playable, but people wanted more content and bugfixes.
>>
Should I buy it for mods or do they work with pirated copies?
>>
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> cargo drop lands right on top of my cooler, destroying it instantly
>>
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No
>>
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>>399623829
Fucking Randy
>>
Is it worth it to control the temperature of non-bedroom rooms?
>>
>>399623585
Pirate of course. You can't download mods from workshop, but most of them are uploaded to other sites anyway.
>>
>>399622773
>No thanks, I'm a retard.
Got it.
>>
>>399624039
If your colonists spend time in those rooms, yeah. No one likes relaxing or crafting in low temperatures.
>>
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>>399623829
>>399623887
>volcanic winter
>fallout
>solar flare
>>
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>>399624152
What have I done to deserve this
>>
Pheobe on a high difficulty is the patrician's choice.
>>
>>399624435

holy shit what difficulty is this?
>>
>>399624539
Randy on Rough
>>
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>>399624435
Your furrymod might be a place to start, degenerate.

Yeah, I see those raccoon men.
>>
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Show me your mod lists, guys
>>
I had a lot of fun with it back when it became popular, I'll play it again when it launches
>>
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me
>>
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look at this base
>>
What are some essential gameplay improving mods?
>>
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>>399625854
Okay, I'll bite
>Raped by animal x3
>>
>>399602663
>You've got to pause to find where they are and move a colonist to intercept, and then most likely go to patch up the colonist's one or two scratches so they don't get infected. It's not dangerous, it's just annoying.
It opens the possibility of a pathetic death. Those make interesting stories.

Pyros, on the other hand, are just irritating because they are 100% random even on a full mood. There's no story to it, the guy just starts lighting fires for no rhyme or reason, whereas real pyromaniacs have specific triggers that set them off. It would be ideal if psychological breaks were based on their surroundings and recent events, rather than just a sum of good or bad vibes and a dice roll to determine when they break down.

>You assholes better keep this place fucking spotless or I'm gonna burn it all down.
>pyro trigger: dirty home lot
>>
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Literally what is the advantage to having a city base instead of just one huge building?
>Huge building
>It's roofed everywhere
>Extremely easy management of temperature, literally just build vents everywhere
>Comfy

>Gets fucked by fires if you built it out of wood

>City
>Unroofed streets, where your colonists will often exist in
>Slow movement unless you make paved tiles or concrete tiles
>Temperature management is a bitch to deal with, have to build a heater or a cooler for every single building, your colony's electric power cries
>Much more inefficient when it comes to spacing

>Not as fucked by fires as the huge building
>>
>>399625867

prepare carefully and map reroll
>>
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>>399589440
b but japan loves rimworld well!
>>
>>399626245
Aesthetics
>>
What biome should I play? I just did a forest biome with 50/60 growing days and it was boring as shit
>>
>>399626295
>Those geothermal generators
I feel like someone cheated a bit.
>>
>Want a nice comfy tribal game
>Something catastrophic happens early into the game and there is no way to deal with it or recover

Last time everyone got the plague before I'd even finished researching beds.

The RNG in this game is fucking retarded.
>>
>>399626510
>the rng in this game is retarded
>fucking savescummers!
>>
>>399626542

There wasn't any point in save scumming. I got the fucking plague within the first month of the game and probably had it since the first week.

There was nothing to lose except the time it takes to set up a game. But everytime I try tribal some dumb shit like this happens.
The time before this I had a heatwave in the first week that sent temperatures to 60c and killed everyone.
>>
>>399626719
Yeah, the game is fucking broken and Tynan refuses to even admit there's a problem.

>losing is fun! what an interesting story!
No, fuck off.

The biggest problem with RimWorld is it takes fucking forever to accomplish anything. It's literally my idle game that I leave running while I play fucking WarThunder or watch a movie or do something else. It's a fucking joke. It takes hours and hours and hours.

And then LOLPLAGUE.

It's why I always play for 5 hours after an update, remember why I dropped it, and then regret giving the fucking hack of a cunt of a developer money.
>>
>>399589861
and to watch rick and morty
>>
>>399626719
>The time before this I had a heatwave in the first week that sent temperatures to 60c and killed everyone.
Tribals dont have to research an improvised cooler, they can build it from a scratch. Its supposed to be a hard starting point so you complaining about it is kind of pointless.

>>399626848
Well I'm glad that new Call of Duty game came out so you can enjoy that instead.
>>
>>399626896
>Well I'm glad that new Call of Duty game came out so you can enjoy that instead.
I have 500 hours in this piece of shit game and a similar amount in Factorio and Cities: Skylines, as well as an unknown amount in Simcity 4 and Banished.

Do not condescend to me, newfaggot.

Rimworld by FAR has the most problems out of all of those games. It is, by far, the worst.
>>
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>>399626848
What a lil shitter you are
>>
>>399626896

Improvised cooler doesn't do anything against 60c temperatures. It takes it down to the mid 50s which will still kill a person.

There is a difference between hard and just plain unfair.
>>
>>399627009
>anyone who doesn't enjoy sinking hours into an autismfort long after killboxes render the game an interactive screensaver is a shitter
>>
>be really snobby about which people to recruit
>have to send my good guys into battles
>bitch when one dies
I am not a smart person
>>
>>399626447
there's a mod which lets you create geothermal vents he probably used that
>>
>>399627072
>playing Rimworld to win
lol
>>
>>399627039
Build more of them.
>>
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>>399626245
A combination of >>399626334 and modularity when renovating and dealing with drop pod invasions. It's easier to place sandbags in 3-wide "streets" to give your colonists real cover vs improvised cover, and you also don't have to worry as much about the invaders destroying your high quality furniture and all that. Easier to set up ambush points for them, too, because buildings are stuffed with shit and the streets are wide open so there's no movement penalty.

Also, if you don't cover the streets, auroras can help night owls in a pinch and you only get that mood bonus if there's an outdoors somewhere they have to work. Overall, if you really want an all-indoor superstructure, just build a dorf style mountain base and save yourself the effort of building walls.
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>>399589440
Why does anybody for that matter?
>>
>>399627115
>all i expect from games is to let me live out my power fantasies
Why don't you just turn on devmode then you tremendous faggot?
>>
>>399627039
if you're playing in an area where a heatwave will send the temps to 60c what are you even doing complaining about unfairness
>>
>>399627148
Dwarf too hard :(
Me no understand number grafik
>>
>>399624075
>No thanks, I just like the video part of video games
keep chopping that tree with a handaxe then moron
>>
>>399627148
Because dorf gets old after a while and years of nocontent
Toady being turbo autismal is both the games biggest blessing and curse
>>
>>399617004
>less popular
>sold more and has more total players
>>
>>399627198

It was a temperate forest biome which is boring as fuck but on tribal you can't really start anywhere else. It's not like I started in a desert.
>>
>>399627274
>years of nocontent
Just updated
>>
>>399626848
The game is pretty shallow if you're only in it or the buildan, it's more about surviving as long as possible and thus preparing for all manners of disaster
>>
>>399627436
Yeah, after 1,5 years (I think) we got ability to raid other sites for artifacts. Not even genocide raids.
>>
will i get raided if i'm friendly with every faction?
>>
>>399611023
20 hours in with most stuff researched, its not really worth it since caravan punish you too much.
>>
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>>399625542
What mod is this?
>>
>>399627598
You cannot be friendly with mechanoids or pirates, so yes.
You can wipe out the pirate presence by destroying all their bases, which will stop their raiding, but they will never improve relations with you. That leaves only mechanoids, and those raids are the most profitable and easiest to dispatch anyway.
>>
>>399627470

RimWorld in it's vanilla state is shallow and there honestly isn't a huge amount to the game. But it has mod support which from the looks of it can actually add new mechanics to the game.

At the moment though, most of the mods themselves are shallow and largely redundant. Instead of adding something new most of the content mods just add more of the same to the game.
With time we'll hopefully get more mods that add new mechanics to the game and fix some of the annoying and broken aspects of the base game.
>>
>>399627845
>and easiest to dispatch anyway.
wut?
>>
>>399627845
>easiest to dispatch anyway.
I know magapedes ca be easily defeate with kiting, but scyrhers? How do you deal with them easily, EMP?
>>
>>399627183
>not playing games for fantasy fulfillment
If you want to achieve something, try getting a job or pursuing a hobby.
>>
>>399626848
>It's why I always play for 5 hours after an update
Are you playing vanilla or something?
>>
>>399628018
EMP yes, but also take advantage of their derpy AI in melee. They always try to stay at range, so if you force them into a melee confrontation, they'll keep trying to run away unless you corner them, and if you give your colonists fast melee weapons, they will never get a hit off as their melee cooldown is easy to interrupt due to bulk. Just try to keep at least 3 colonists on each scyther in melee or they'll have openings to deal damage.
>>
>>399627863
I run the Hardcore SK modpack, which changes the research tree so that makes for actual technological progression worth a damn.
>>
Will Tynana ever add fishing?
I want to play as a comfy coastal fishing village
>>
>>399628452

I'm talking more of the huge content patch ones. Like the vegetable garden one. It and it's many addons add like 200 fucking plants to the game and a thousand different meals you can cook with them.

None of them actually add anything to the game except clutter up menus. There is no reason to grow any of those crops or cook any of that food because it's just the default stuff the game has with a different name.
>>
>>399628473

isn't there a mod that adds that? I'm pretty sure there is
>>
>>399627863
>epoe
>adds more bionics and allows you to craft them, making the goal of achieving an entirely bionic colony feasible, makes harder difficulties more interesting with storytellers that send constant raids and compounding catastrophes

>rimsenal
>adds more storytellers that send constant raids and catastrophes, also more variety of hostile factions and gear

>more vanilla turrets
>turtle up and be comfy behind your auto turrets until you get dropped on

>rimworld shields
>portable shields you can take with you on raids, portable power source you can get from rimsenal

>expanded incidents
>more variety of shit that can happen

>change dresser
>change how your colonists look

>simple sidearms
>more weapons, more tactical options, and enemies have it too

>combat extended
>makes tactical decisions in gunplay more important

>rimfire / bt's weapon pack
>bunch of guns that fill more niches and look cool

>a dog said
>make bionic wolves, rhinos and panthers to stomp and chew up your enemies

>giddy up
>colonists can ride bionic wolves, rhinos and panthers as they stomp and chew up your enemies

>battle mounts for giddy up
>colonists can ride bionic wolves, rhinos and panthers into battle and shoot your enemies while they're getting stomped on and chewed up
>>
What is the best lighting mod? Standing lamps are ugly as fuck and I need something that looks slick.
>>
>>399628639
It's hard to add actual mechanics to a game through modding.
>>
>>399628672
There are at least 2. I know one is an add-on for a bridges mod by "RF" or "Rainbeau", the other is just fishing by someone else, but hasn't been updated for awhile.
>>
>>399629274
>>adds more bionics and allows you to craft them, making the goal of achieving an entirely bionic colony feasible, makes harder difficulties more interesting with storytellers that send constant raids and compounding catastrophes
"more bionics" is pretty shallow. It's like having more things I can make walls out of. I don't really care because they all boil down to a +X to stat.

Call me back when I can have bionics that actually do interesting things that change how I play the game.

>rimsenal
Unbalanced garbage with shit art.

>more vanilla turrets
This one is good, but it should be part of the fucking base game.

>rimworld shields
Same as above.

>expanded incidents
Same as above.

>change dresser
Autistic shit for LARPers

>simple sidearms
Same as above above.

>combat extended
Autistic shit for retards who don't understand balance.

>rimfire/bt's weapon pack
Nothing new, just reskins of existing mechanics to make the game seem less barebones and devoid of content.

>a dog said
Same as above. Nothing new.

>giddy up
This one you've got something. This one is actually a good mod that genuinely adds new, worthwhile mechanics.
>>
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post bases
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>>399629274

Why the fuck isn't there some sort of hauling mod yet? I mean, has no one thought of this yet?

I waste so much time hauling shit I give all my characters the bonus movement speed trait.
The game sorely needs things like sacks, wheel barrows and even animal drawn carts for hauling larger numbers of items.
>>
>>399629274
>Giddy up
This really needs to be part of the base game, having rideable mounts like horses for caravan speed or horseback combat is the next logical step for the animals skill.
>>
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>>399629756
What a contrarian retard you are
>>
>>399629383

There's a ceiling lights mods called Dubs Skylights.
>>
>>399630113
That would trivialize the game a lot.
>>
>>399630113
That#s what armies of boars and dogs are for
>>
>>399629756
See? It's not all bad.

Also...
>industrial rollers
>basically factorio conveyer belts

Each of those mods will change how you play and approach the game if you enter with some knowledge of their contents. Vanilla does fine introducing a barebones experience, but once you learn it, there isn't much depth. Yet, adding mods with just "more of the same" isn't always precisely more of the same, since stats vary between items and more items means more focus on inventory management and exploring those stat differences. It might not seem significant on the outset, but becomes interesting as it introduces new problems to solve with logistics and efficiency testing.


>LARPers
It's a game about "generating stories". If you're not into role-play, you really shouldn't be playing the game or judging what is or isn't "balanced". Hell, when you play ANY video game on PC, you have the power to control everything that happens through memory editing applications. Restraining yourself from doing so is either a demonstration of ignorance or an exercise in role-playing, so figure your shit out before casting judgment.
>>
>>399630113
animals are like little wheelbarrows
>>
>>399605007
Loverslab you godamn mongoloid
>>
>>399589440
Is that game about rim jobs?
>>
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>>399630505

But the only animals I have are bunnies. I really like them!
>>
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>>399589440
>go to a place , distand land
>claim it and extrac his resources
>build houses , kill the natives of the planets that attack you
sounds pretty common to me
>>
>>399630585
I mean, there's the mod called Rimjobworld which lets you install bionic and hydraulic anuses/vaginas and rape people so you could say that.
>>
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>>399630624
Just have a zone for buns and a zone for pups
>>
>>399589440
we are used to raid in real life.
>>
>>399630502
Industrial rollers is clunky garbage.
>>
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Having never modded rimworld, am I missing out on much?
How do i get started?
>>
>>399630985
these
>>
>>399630985
You're missing out on everything. I can't even play vanilla anymore.
>>
did combate extended got updated?
>>
>>399631172
>Rimjobworld
Stop it.
>>
>>399630505

I told you to make a Brothel. JUST DO IT
>>
>>399630985

Don't dive in head first. Start small with stuff you would like changed and go from there.

I dived in head first and honestly had so many mods that most of them never get used and they were just cluttering up the game. I ended up disabling most of them because of it.
>>
>>399630735

>Those "I have see a coprse, agh" at the end

Those are stupid, any way to remove that from the game?
>>
So what is the deal with livestock?
How do I feed them effectively? They eat crops if i let them so I should restrict them to haygrass fields?
Indeed they were pretty good at removing corpses

>>399631278
It adds an important and realistic need even in real life, though you should adjust the sex need drop over time to 50% or something, because having to masturbate every day is not really realistic
>>
Who else turned mental breaks off?

They add nothing to the game.

I just wish there was a corresponding mod that made mood matter in the absence of mental breaks.
>>
>>399630904
Works fine for me. Just use pullers to move items from stockpiles to belts and pushers to move items from belts to inventories. Pullers tend to pull entire stacks, so just make belt carousels where you need resources distributed to specific stations.

It's no Minecraft transport pipes mod, but it's the only thing any modder has dared try so far, and it works for the most part.
>>
>>399631405
Ah yes, I forgot I too have a hydraulic anus and I get raped by my roommate in the kitchen because hes slightly horny.
>>
>>399631283
It's vanilla I can't even imagine how I would do that or what it would do. How about a poker parlor?
>>
>>399631507
>Ah yes, I forgot I too have a hydraulic anus
Kek is this a thing?
>>
>>399631405
haha yeah totally not realistic haha
>>
>>399631426
The best counter to mental breaks is two bouncers with wooden clubs and a good doctor.
>>
>>399631584
Im RimJobWorld yes.
>>
>>399631384
Just disable the entire break system. It's worthless garbage anyway.

>>399631405
Pastures, obviously.
>>
>>399631405
>How do I feed them effectively? They eat crops if i let them so I should restrict them to haygrass fields?
They can eat the grass from the ground, if you set a large area somewhere safe from predators they can use that to eat and graze until winter. During summer you'll want to accumulate hay that you can then lock them up in a room with a heater and hay and let them live until you can let them out again in the spring
>>
>>399631426
use the Psychology mod it's great, it adds new mental breaks suitable for whatever caused the colonist to break, that don't necessarily boil down to destroying your base. Though be careful it has a bug with prepare carefully when you edit your starting colonists

>>399631507
If he is inclined to rape (rapist trait) what do you expect when people are left in a lawless planet?
This kind of sexual violence is common in any work of post apocalyptic themed media
>>
>>399631617
Yeah but it's also dumb.

>ate food off ground
>welp, time to murder somebody
>and the only way i can be stopped is for someone to literally break my legs to the point i can no longer stand because my desire to murder this random person who has nothing to do with my current problems is just that extreme
I'd rather just fucking turn them off.
>>
>>399631686
any good mod for fences to make pastures?
I play in boreal forest though, don't know if it will work naturally
>>
>>399631727
>Psychology mod
aka the "everyone is a faggot" mod.

No thanks.
>>
>>399627830
androids
>>
>>399631524
>Gambling place
Well that was on medieval times at some sort so it's ok, but no pool
>>
>>399631727
>This kind of sexual violence is common in any work of post apocalyptic themed media
I'd get that if only raiders would be able to rape my colonists, but when a cornerblock of my whole colony rapes an another important figure that's not realistic. Other colonists wouldnt allow that, my colony is too high-culture for kitchen rape.
>>
>>399631823
Try the "fences" mod.
>>
>>399631405
You can effectively feed and maintain livestock by restricting them to a small indoor area with nothing but a critical priority stockpile for "hay" and a decently sized haygrass farm. Your haulers will move any hay there, and the animals will eat it and never leave the designated area.

The goal it to just keep them away from the farm, as the plants, if grazed as they grow, do not give as much nutrition as harvested.
>>
>>399631664
>Just disable the entire break system

How?
>>
>>399631837
you're right but don't let that stop you, you can completely disable that "spectrum sexuallity" bs from mod options
>>
>>399631745
It's true, I wish the mental breaks had more cohesion with the rest of the systems, like social. Ideally, someone on a murderous rampage would target their most socially hated enemy, but that isn't even checked when they break.

Tynan is not a very thorough designer in case you haven't noticed.
>>
>>399631975
Mods.

>>399631984
Thank God. I might actually consider it now.

>>399632072
The mental breaks really have no place in the game. The entire fucking system needs to be redone. I once wrote a long post on the forum about how to fix it but who cares lol? Not Tynan. He's got his millions.

He's such a fucking shit dev.

>shit art
>shallow gameplay
>mods are the only thing worthwhile about his game
>breaks mods every update anyway
>updates just add features that the mods had, not even new systems to make modding better

C U N T
>>
Pic related in case most people don't know, you can remove scyther blades to sell for good profit and manually power down the mecs, instead of bashing the downed centipede for hours untill it dies

>>399631907
so a completely realistic function to manage, absolutely part of the game's spirit
again, that is the same with a pyromaniac colonist or similar colonist that causes damage to the others, maybe you should arrest and expel them
Unless they have the rapist trait or are assigned a "comfort prisoner/colonist" they won't rape

Raiders ARE able and will rape your colonists when if they are downed, again very fitting for the theme of the game
>>
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>want to actually support the game after playing pirated version for a while
>see steam store
>29,99
what the fuck
>>
>>399632468
The dev is an incompetent jew.
>>
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>>399631172
>>399631213
>>399631295
thanks lads
>>
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>>399632468
>>
neue brot
>>399632691
>>
>>399631903
>try to make you nice construction webm
>mad animal breaks my recording
Can you operate on animals in vanilla?
>>
>>399632362
>The entire fucking system needs to be redone.
How would you do it?

Personally, I'd like to see a dorf style madness effect, such that any interaction or behavior has some strangeness added to it.
>mad artists will create horrifying, maddening art
>mad doctors will carve smiley faces or random scars into wounded patients
>mad hunters will find the biggest, baddest beasts on the map and relentlessly attack it with their fists
>mad socialites will host parties in terrible places or at the worst times, and attempt to crash any party that wasn't started by them
>mad animal handlers will train the beasts to do strange things, like haul colonists instead of items
>mad cooks will add luciferium or some addictive substance to everything they make
>mad blacksmiths will create weapons with extreme stats, like ridiculous damage at the cost of a 1 minute cooldown
>>
>>399632362
Mental breaks are fine, don't really happen if your colony is happy. Art is nice and fits the game. Gameplay is anything but shallow. Mods add extra I have 200+ hours with 0 mods installed. SAD ANON.
>>
>>399632725
You can anesthetize, tend their wounds, feed them while downed on an animal bed, or kill them, but that's it.
>>
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>>399629756
I can't tell if you're purposely bullshiting or actually this much of an insufferable retard.
>>
>>399632468
>>399632545
Poor fags.
>>
>>399632725

No idea, I haven't even played on vanilla due these threads
>>
>>399633205
Why?
>>
>>399632980
I'd give each potential type of mental problem it's own bucket.

Then I'd create things that put points in the buckets.

The "normal" pawn would only have a stress bucket, and they would have tendencies on how they handle stress. Once their stress bucket is full their "tendency" would occur. So if they're a stress eater the fuller the bucket the more that they eat. If they're a workaholic the more stressed they are the faster and harder they would work but the quality that they produce would go down. If they're depressive the more stressed they become the less they work. Pawns could have multiple tendencies or none at all.

If stress continues to climb it might culminate in what we understand as a "break," but these would be R A R E. They develop over MONTHS of stress. But the thing is, once they start happening they get worse and worse and worse. They don't release stress. So shit has to go really wrong over an extended period of time for this to start happening but once it does you're in trouble.

Pawns would get stressed out by the usual moodlets, but also things like "not very much food in the stockpile" or "we only juuuust beat that last raid" or "we don't have very many turrets" - so you would have short-term stressors that represent all the little things that make life just that little bit worse every day, like an uncomfy bed, that give minor amounts of stress, and you have long-term stressors that contribute far more stress but only if you leave them unaddressed for quite a while.

Then you'd have pawns with additional buckets (like pyromaniacs, who have a stress AND a pyromania bucket). A full stress bucket might contribute to the pyromania bucket, but the pyromania bucket might also be filled by people wearing red clothes, or cutting down trees, or eating meat, or other random fucking shit - to represent that these people are fucking mad. And so on for the other traits.

It's a far better system, and not that much more complex.
>>
>>399633262

mods are fun
>>
>>399633549
You should make a game
>>
>>399633669
I write and draw furry art instead.

A man can only have so many hobbies.




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