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RimWorld - Damned Colonists in Space

dextermorgan

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My favourite Rimworld play-though was a few years back. I basically dug into a massive mountain and fortified the one entrance, and then dug out a massive atrium and started constructing the spaceship. I barely succeeded, because those metal slug monsters appeared and started forcing their way inside. Nowadays I assume the raiders have become so advanced that they'd just dig their own alternative entrances or something.
Mountain bases are not really viable because any tile with overhead "mountain" terrain can spawn an infestation and those are nasty as fuck.
Those granite wall people are probably trading for it. But even wooden walls can guide most enemies where you want them to go. I don't really like killbox design myself.
Seriously, people that play Rimworld with killboxes are reddit brainlets. What's even the point.
The damage model pretty much forces you to set up some sort of defensive zone, otherwise there's a good chance a 5-member raid of natives wearing loincloths can close the distance and wipe your team as each of them is capable of eating multiple bolt-action rifle or pistol shots and keep coming at you. In other words, you can focus fire on a single unarmored enemy and fail to take him down before they're all on top of you.

If you mean deathtraps (such as the burn/trap labyrinth), then yeah, you're right. But playing it without some kind of killbox setup is just stupid.
 
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Jonathan "Zee Nekomimi

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is viable if you make your base in sections and have a specific room prepared to attract hive spawn/grow. I pretty much play underground bases mostly of my time and don't much problem with insects pass the early/mid game when i'm still preparing the base.
 

Norfleet

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Mountain bases are not really viable because any tile with overhead "mountain" terrain can spawn an infestation and those are nasty as fuck.
This can be prevented as long as you keep the inside of the base very cold, IIRC. Infestations apparently don't like cold places.

If you mean deathtraps (such as the burn/trap labyrinth), then yeah, you're right. But playing it without some kind of killbox setup is just stupid.
Is the Psychic Drone defense still good? I remember if you only accepted Psychically Deaf pawns and intentionally just left the drone ship part intact, even building a temple around it, until it got to max strength, everyone who showed up would just go insane before they even got to your base.
 

dextermorgan

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This can be prevented as long as you keep the inside of the base very cold, IIRC. Infestations apparently don't like cold places.
Yeah, this works but the temperature needs to be extreme (around -20C).

Is the Psychic Drone defense still good? I remember if you only accepted Psychically Deaf pawns and intentionally just left the drone ship part intact, even building a temple around it, until it got to max strength, everyone who showed up would just go insane before they even got to your base.
Never tried this one. Sounds like it would work but you'd still have to have a way to deal with robotic enemies.
 

lophiaspis

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Oct 24, 2012
Messages
379
I was going to play rimworld today but decided against it. What are the best mods right now?
If you haven't played before, I recommend vanilla. Then when you find things that annoy you and ask questions like, "Why aren't there toilets?" or "Why can't I repair damaged clothes?", look for the mods and install them to create your perfect version of the game.

I have played Rimworld a lot since it was released in early access, but it has been a while since I last loaded it up. I tried flicking through the mods earlier today but it became a bit bothersome. I basically just want some extra weapons, some interesting new factions, and maybe a cool gimmick or two. The last mod I played was a Cthulu one, which was kind of amusing, but again that was a long time ago.

A Rimworld of Magic plus Lord Of The Rims: The Third Age. Goes well with Prepare Carefully, War Crimes Expanded, *cough*Rimjobworld*cough*. It’s like Hogwarts if Harry Potter was a Nazi cannibal.
 

Grunker

RPG Codex Ghost
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Is there a mod to make certain alerts pop into the middle of the screen or make extra noise or something? I play on a high resolution and yesterday I missed a capsule drop with a good pawn in it :(
 

Jimmious

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Steve gets a Kidney but I don't even get a tag.
No? There's no mod for better alerts? :negative:
If by better you mean louder and more annoying I don't think there's something... There are mods though that might do things that you'd like...
For example with Smart Speed you can set the game speed to slow down on specific Events - one of them could be a crashlanding
 

Grunker

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No? There's no mod for better alerts? :negative:
If by better you mean louder and more annoying I don't think there's something... There are mods though that might do things that you'd like...
For example with Smart Speed you can set the game speed to slow down on specific Events - one of them could be a crashlanding

That seems promising! Thanks
 

Grunker

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No? There's no mod for better alerts? :negative:
If by better you mean louder and more annoying I don't think there's something... There are mods though that might do things that you'd like...
For example with Smart Speed you can set the game speed to slow down on specific Events - one of them could be a crashlanding

hmm, it doesn't seem to work. I've tried setting it to both 'slow' and 'half' but events just happen as normal
 

Space Satan

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Rimworld is doing much better than most sims it seems. Doing quite stable with ~10000 cuncurrent players
boF9TSD.png
 

Jimmious

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Steve gets a Kidney but I don't even get a tag.
No? There's no mod for better alerts? :negative:
If by better you mean louder and more annoying I don't think there's something... There are mods though that might do things that you'd like...
For example with Smart Speed you can set the game speed to slow down on specific Events - one of them could be a crashlanding

hmm, it doesn't seem to work. I've tried setting it to both 'slow' and 'half' but events just happen as normal
I'll try to take a look when I get the chance, didn't play for some time now and I don't remember the specifics
 

ChaDargo

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Feb 19, 2018
Messages
425
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Texas
No? There's no mod for better alerts? :negative:
If by better you mean louder and more annoying I don't think there's something... There are mods though that might do things that you'd like...
For example with Smart Speed you can set the game speed to slow down on specific Events - one of them could be a crashlanding

hmm, it doesn't seem to work. I've tried setting it to both 'slow' and 'half' but events just happen as normal


You might try right clicking on the Pause/Play/FF buttons in the bottom right and clicking on "half" or "ignore." I never slow the game down but I use that when the game won't speed up during the auto slowdown moments (there's a mod for that but it doesn't play nice with Smart Speed)

You could also try https://steamcommunity.com/sharedfiles/filedetails/?id=1551734715 It keeps you from unpausing when an event pauses the game and you panic/absentmindedly hit pause, thus inadvertantly unpausing the game (which I have done way too many times).
 

Space Satan

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Even with 2 or 3 tile pathways insects can close their distance very very fast and chomp your colonists. I had 2 close combat specialists in uranium plate armors and still they lost several limbs holding insect tide. The worst part is that you can't shoot effectively in the tunnels, because it is usually dark and your melee specialists standing in the front or in doors, and there is a high risk of friendly fire.
That's why I tend to avoid mountain bases. Yeah sappers can't breach you but you still can't build geo generators and have to rely on chemfuel or biofuel gens. And they suck unless you have infinite chemfuel or energy cell artifacts.
And when you reach ship power generators you still have to build them outside because they cannot be built in the roofed areas or under the mountain. Sieges and sappers could be dealth with even in open area forts.
 

Nutria

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Strap Yourselves In
you can't shoot effectively in the tunnels, because it is usually dark

It got patched ages ago so that lighting doesn't have any impact on shooting accuracy, iirc. But as for everything else you said, yeah, I'm not gonna risk my guys' losing limbs and eyeballs fighting insects if I can help it.
 

Norfleet

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Jun 3, 2005
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12,250
Never tried this one. Sounds like it would work but you'd still have to have a way to deal with robotic enemies.
Yes, but robotic enemies, at least the last time I played, lacked any special attack types and only come at you straight up. They don't siege you, so you don't have to hide under a mountain to avoid being killed unavoidably or needing an absolutely massive counterbattery to stop them before they can fire. Ordinary meatbags that can use special attack types can no longer bother you because they will go insane before they can reach the base.
 

Nutria

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Strap Yourselves In
Yeah, I basically treat Rimworld as a Vietnam trench-warfare simulator so the lack of floodlights is kind of annoying.
 

Grunker

RPG Codex Ghost
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My most succesful playthrough yet ended with an attack by alpha beaves :lol:

A psychic ship carrying 3 centipedes, two with incendiary rockets and one with a charge rifle came right after a siege and a transport pod raid directly in the middle of my base. They managed to ravage my Away Team pretty badly (all ships so far had been fairly easy so I underestimated this one). Then a game of mortar-and-retreat-started, but the firepower was too much and they slowly killed everyone because I was being wittled down by the psyhic pules. After losing every single pawn except one, I somehow managed to kill all three with that hero sniper (who was actually a Brawler with like 5 in shooting :lol: ) that kited the somewhat damaged centipedes nearly getting blasted by the rockets. Then right after that a Black Hive attack where she soloed 8 enemies by her lonesome, went down and was saved by a Man in Black. I then managed to tame a wildman pawn but for 17 days didn't see a single chance to get more pawns - and none of the pawns I had could construct (1 had 0 skills, the others were forbidden by traits). Queue an invasion of mad alpha beaves 10-15 strong. With a semi-ruined base and all traps destroyed there was nothing I could do to stop the furry onslaught. RIP Tiffy the Hero Sniper :salute:
 

Space Satan

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Yeah, wealth can kill you. Mechanoid drops, fucking sappers, raiders with shield belts. You'll have to invent more and more creative ways to stop this wave and madness. And the problem that randomness can still wipe your power-armored clad colotist because some naked guy with a club or revolver delivered a lucky hit and you got yourself a permanent brain damage.
 

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