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RimWorld - Damned Colonists in Space

fredsteel

Erudite
Patron
Joined
Feb 2, 2018
Messages
236
Location
the Hanging Rat
Enjoy the Revolution! Another revolution around the sun that is.
Does anyone know if CreamApi works with this game? 40 dollars for DLCs seems kinda bullshit to me.
 

Norfleet

Moderator
Joined
Jun 3, 2005
Messages
12,250
I don't know what a "creamAPI" is, but I haven't observed any difficulty in obtaining the game at sea.
 

Lady Error

█▓▒░ ░▒▓█
Patron
Vatnik
Joined
Jan 21, 2021
Messages
9,215
Strap Yourselves In
Someone in another thread asked for my favorite mods, so I copied my mod list from the RimPy Mod Manager:

These are needed for many of the mods to work:

Harmony [https://steamcommunity.com/sharedfiles/filedetails/?id=2009463077]
HugsLib [https://steamcommunity.com/sharedfiles/filedetails/?id=818773962]
JecsTools [https://steamcommunity.com/sharedfiles/filedetails/?id=932008009]

These are my favorites:

Armor Racks [https://steamcommunity.com/sharedfiles/filedetails/?id=1875828205] - being able to quickly change into combat armor
Children, school and learning [https://steamcommunity.com/sharedfiles/filedetails/?id=1541438230] - colonists can have children and there is a school system
CM Color Coded Mood Bar [1.1+] [https://steamcommunity.com/sharedfiles/filedetails/?id=2006605356] - to quickly see moods behind the colonist pictures
Expanded Prosthetics and Organ Engineering - Forked [https://steamcommunity.com/sharedfiles/filedetails/?id=1949064302]
FishIndustry [https://steamcommunity.com/sharedfiles/filedetails/?id=758810805] - fishing can be fun, especially on maps with little food
Hospitality [https://steamcommunity.com/sharedfiles/filedetails/?id=753498552] - one of my favorites, assign beds as hotel and get money for it. Also a great recruitment tool.
Map Reroll [https://steamcommunity.com/sharedfiles/filedetails/?id=761315214] - when starting out, being able to reroll the map
Mass Graves [https://steamcommunity.com/sharedfiles/filedetails/?id=1542386771] - very useful, 20 per grave instead of individual graves
Pick Up And Haul - Unoffical [https://steamcommunity.com/sharedfiles/filedetails/?id=2009407891] - better pick up and haul mechanics
Quarry 1.1 [https://steamcommunity.com/sharedfiles/filedetails/?id=2007576583] - love this one too, build quarries to mine for materials
Rah's Bionics and Surgery Expansion [https://steamcommunity.com/sharedfiles/filedetails/?id=850429707]
Realistic Rooms [https://steamcommunity.com/sharedfiles/filedetails/?id=848972794] - requires less space for colonists to be happy
Common Sense [https://steamcommunity.com/sharedfiles/filedetails/?id=1561769193] - colonists do their work smarter
Stabilize [https://steamcommunity.com/sharedfiles/filedetails/?id=2023407836] - stabilize dying people on the spot instead of a hospital, very useful
Simple sidearms [https://steamcommunity.com/sharedfiles/filedetails/?id=927155256] - have a small sidearm and be able to switch in combat
Snap Out! [https://steamcommunity.com/sharedfiles/filedetails/?id=1319782555] - chance to help colonists snap out of mental breakdowns
Sparkling Worlds - Full Mod [https://steamcommunity.com/sharedfiles/filedetails/?id=1123043922] - glitterworld tech
Wall Light [https://steamcommunity.com/sharedfiles/filedetails/?id=1423699208] - love the wall lights that do not take up space
Work Tab [https://steamcommunity.com/sharedfiles/filedetails/?id=725219116] - my absolute favorite, assign priorities to each colonist's work type
Allow Tool [https://steamcommunity.com/sharedfiles/filedetails/?id=761421485] - quickly allow everything on the map
Defensive Positions [https://steamcommunity.com/sharedfiles/filedetails/?id=761219125] - assign defense positions and have them go there with one click
Research Tree [https://steamcommunity.com/sharedfiles/filedetails/?id=1266570759] - better layout of the research tree
Rimsenal - Core [https://steamcommunity.com/sharedfiles/filedetails/?id=725947920] - love the new weapons selection in this one

Optional:

advanced powergeneration v1 [https://steamcommunity.com/sharedfiles/filedetails/?id=1426296659] - more powerplant types
Rimsenal - Enhanced Vanilla Pack [https://steamcommunity.com/sharedfiles/filedetails/?id=849231601] - even more new weapons
Rimsenal - Federation Faction Pack [https://steamcommunity.com/sharedfiles/filedetails/?id=736172213] - new faction and new gear
Rimsenal - Feral Faction Pack [https://steamcommunity.com/sharedfiles/filedetails/?id=736207111] - new faction and new gear
Rimsenal - Storyteller pack [https://steamcommunity.com/sharedfiles/filedetails/?id=725952322]
Rimsenal - Security pack [https://steamcommunity.com/sharedfiles/filedetails/?id=736139206]
Vanilla Apparel Expanded [https://steamcommunity.com/sharedfiles/filedetails/?id=1814987817]
Vanilla Furniture Expanded [https://steamcommunity.com/sharedfiles/filedetails/?id=1718190143]
Vanilla Furniture Expanded - Medical Module [https://steamcommunity.com/sharedfiles/filedetails/?id=1718191613]
Vanilla Furniture Expanded - Production [https://steamcommunity.com/sharedfiles/filedetails/?id=1880253632]
Vanilla Furniture Expanded - Security [https://steamcommunity.com/sharedfiles/filedetails/?id=1845154007]
VGP Vegetable Garden [https://steamcommunity.com/sharedfiles/filedetails/?id=2007061826]
Any great mods I am missing that you would recommend?
 

Humanophage

Arcane
Joined
Dec 20, 2005
Messages
5,456
I only use interface mods and I am hardly very experienced, but I like the following:
Comments and no signs - you can write comments that you can see on the map; great for planning and reminders: https://steamcommunity.com/sharedfiles/filedetails/?id=2580713054&searchtext=comments+and+no+signs
More planning - lets you make the plan layer invisible or change its transparency, making plans usable. Still slightly awkward because the visibility button is hidden in a tab: https://steamcommunity.com/sharedfiles/filedetails/?id=881100382&searchtext=more+planning
Numbers - overview of all stats for your colonists in a single tab: https://steamcommunity.com/sharedfiles/filedetails/?id=1414302321&searchtext=numbers
SmartSpeed - adds a faster speed level: https://steamcommunity.com/sharedfiles/filedetails/?id=1504723424&searchtext=smart+speed
Heat map - adds a layer for temperature: https://steamcommunity.com/sharedfiles/filedetails/?id=947972722&searchtext=heat+map
InventoryTab - a tab where you can search items on your map, as well as a convenient list of everything: https://steamcommunity.com/sharedfiles/filedetails/?id=1509278793&searchtext=inventory+tab
CleaningArea - you can set which zone will be cleaned instead of it being the home zone: https://steamcommunity.com/sharedfiles/filedetails/?id=870089952&searchtext=cleaningarea

Also not really a mod, just a useful non-obvious trick. You can set an ambrosia field as a farming zone and prohibit sowing or cutting. This way, your colonists will automatically gather ambrosia like they do all the other ripe plants.

I agree that worktab is essential and I also like the colour-coded mood bar. I will eventually add Common Sense too. It seems to fix things which ought to be done by the AI, but have to be done manually.

My remaining issues with the interface:
1. It takes too long to deal with zones. This is especially annoying for moving animals. Go to a tab, draw a new zone, delete the old zone. Imagine if when moving, you had to go to a special tab and delete your old destination.
2. For forced commands, especially for forced mining, why can't you just make the pawn keep mining the area? You can sort of do it with zones, but then you risk forgetting. And then zones are awkward.
 

Jonathan "Zee Nekomimi

Hoarder of loli kats./ Funny ^._.^= ∫
Patron
Joined
Mar 4, 2019
Messages
8,073
Location
Brasilien
Codex+ Now Streaming!

Lady Error

█▓▒░ ░▒▓█
Patron
Vatnik
Joined
Jan 21, 2021
Messages
9,215
Strap Yourselves In
I was asked to post my most recent base:

Image1.png


Was just in the process of expanding it. For a long time it was U-shaped and created a killbox in the middle.

One thing I learned is that I can prevent infestations by building walls into all mountain areas (those below a rock ceiling) that are inside my base.
 

Humanophage

Arcane
Joined
Dec 20, 2005
Messages
5,456
I was asked to post my most recent base:

Image1.png


Was just in the process of expanding it. For a long time it was U-shaped and created a killbox in the middle.

One thing I learned is that I can prevent infestations by building walls into all mountain areas (those below a rock ceiling) that are inside my base.
Cheers! Looks pretty well-organised and large. I assume it's Randy, but which difficulty and start?

Here is mine, at the end of the initial year. It's my first time after a while and the first time with Ideology. I didn't pay much attention to the religious attire, but it seems my holy priestly attire is the burka (a whopping -0.40 speed).
3VH4g83.jpg
 

Lady Error

█▓▒░ ░▒▓█
Patron
Vatnik
Joined
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Messages
9,215
Strap Yourselves In
Cheers! Looks pretty well-organised and large. I assume it's Randy, but which difficulty and start?

I haven't played for a while, so took the builder difficulty and the regular three people start.

I tend to lose interest once I get most of the critical tech and the mechanoids start - was looking into the best way to disable them. Apparently it can be done in the settings before the game starts. Or maybe I need a mod for that.

You have no defenses for shootouts outside?
 

Humanophage

Arcane
Joined
Dec 20, 2005
Messages
5,456
I haven't played for a while, so took the builder difficulty and the regular three people start.

I tend to lose interest once I get most of the critical tech and the mechanoids start - was looking into the best way to disable them. Apparently it can be done in the settings before the game starts. Or maybe I need a mod for that.

You have no defenses for shootouts outside?
Fair enough. I'm on 3 colonists and strive to survive, but I decided against ironman because it is tedious to micromanage and I don't want to feel so paranoid about potential mistakes that I would abstain from playing.

On defences, for now, I just equip everyone with long-range rifles and attack preemptively while the raiders move slowly on the sand and across the brook. Also I move rhinos and timber wolves for melee as I run away. The rhinos are quite tanky and hard for raiders to kill. I recall from a while ago that the autoshotgun is fairly strong in close combat, but it is undesirable in my faith.
 

Jonathan "Zee Nekomimi

Hoarder of loli kats./ Funny ^._.^= ∫
Patron
Joined
Mar 4, 2019
Messages
8,073
Location
Brasilien
Codex+ Now Streaming!
Cheers! Looks pretty well-organised and large. I assume it's Randy, but which difficulty and start?

I haven't played for a while, so took the builder difficulty and the regular three people start.

I tend to lose interest once I get most of the critical tech and the mechanoids start - was looking into the best way to disable them. Apparently it can be done in the settings before the game starts. Or maybe I need a mod for that.

You have no defenses for shootouts outside?
https://steamcommunity.com/sharedfiles/filedetails/?id=2175327693
 

0wca

Learned
Joined
Jan 27, 2021
Messages
546
Location
Not here
Just finished my blindsight, psycaster, transhumanist playthrough (with mods obviously). Was pretty fun except for the mid-game to late-game drag.

Doing a raider playthrough now and I have 5-6 slaves doing the majority of the work in the camp while I just steal all the shit from nearby camps lol.
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,421
Location
Space Hell
Hey everyone, it's time for another update!

This update fixes a variety of bugs and includes a number of changes that should make the ideoligions system less restrictive and more flexible.

Key among those is a new way to play with Ideology content active, but without actually running the ideology system. The ideology system is great for players who want to do something different, but it could be overwhelming for someone on their first game or who just wants to relax. This new option allows running the game without the complexity of the ideologion system, but with almost all the Ideology content active, including the biosculpters, ancient complex quests, Gauranlen trees, public executions, and more. (Some buildings like skullspikes and loudspeakers are still buildable despite not doing much without ideoligions active - they make nice visual flair if you want them.)

We've also reworked how a few pieces of Ideology work to make common ideoligions reduce micromanagement and annoying situations, especially when you're hosting guests from NPC-generated ideoligions.

There are also a variety of bug fixes and other improvements - see the changelog below.

[EDIT] We've hotfixed an issue with the tutorial.

This update should be compatible with all saves and mods.

Thanks to everyone who helped test on the official dev Discord! And as always, please don't hesitate to review Ideology on its Steam page!

Cheers,
Ty

New feature
- Added a new play option that allows playing with Ideology content active, but without the ideoligions system active. This is appropriate for someone on their first game, or who isn't trying to do something specific with ideoligions. Ideology content includes things like: Ancient complex quests, biosculpter technology, Gauranlen trees, ancient debris, etc.

UI improvements
- Reworked ideoligion setup UI. Classic, custom and load buttons are now selectable elements that take effect when the player hits "next".
- The old "classic" mode is now called "classic-like" and is one of the "mild" presets.
- Meme tooltips now list all prevented precepts instead of just saying how many there are.
- Randomizing precepts no longer brings up a confirmation dialog if the user has not edited precepts.
- We now draw a thin faint box around ideoligion preset selectables, precept and meme boxes. Looks better.
- Ideoligion building missing alerts now specify what building it is a variant of. It also displays where you can find it in the architect menu or which buildings produce it.
- A "Show all" checkbox on ideo dialog shows all hidden precepts.
- Updated meat eating precept and thought labels and descriptions to better match gameplay.

Tuning - General
- Added a 0.75x factor to pawn points for colony slaves when calculating threat point (wealth points was already adjusted for slaves). This means having slaves won't attract larger threats as much as colonists.
- Reduced mechanoid CenterDrop raid arrival mode weight at 1000+ points 3.5 -> 1.3. Mechanoids are now more likely to arrive by walking in to the map edge.
- Reduced mechanoid RandomDrop raid arrival mode weight at 1000+ points 1.9 -> 1.3. Mechanoids are now more likely to arrive by walking in to the map edge.

Tuning - Ideoligions
- Meme FleshPurity no longer forces the anti-biosculpting precept. This should allow players to use biosculpting to recover limbs for their purists so they don't end up being all amputees after a while.
- Bigotry precepts don't have associated memes any more, so won't appear unless specifically configured by the player. This reduces annoyances around dealing with bigoted guests and recruits.
- Remove the carnivore precept requirements from the Rancher meme. Reduce Rancher meme's plant work speed factor from 0.9 to 0.70. Reduce Rancher meme's impact from 3 to 2. This reduces annoyances and fiddliness with carnivore food restrictions, and balances the meme more simply, with an upside to animal raising matched by a downside to crop raising.
- Remove the 'no recent animal slaughter' negative thought from the rancher meme, along with all associated code and content. This particular thought was too limiting for players and not worth having.
- Remove most meme associations from vegetarian and carnivore precepts. These shouldn't appear unless player specifically configures them. This should reduce annoyances around food requirements of specific guests or recruits.

Misc
- Added a debug tool for spawning meals with specific ingredients.
- Reworked eclipse precept artwork.
- Updated "name in game" player names.
- The system now ensures all mods adhere to their forceLoadBefore and forceLoadAfter lists.
- Only log warning message if quest script is unaffected by points and population. The user is warned with "[not now]" if affected by points or population.
- Added fail message for generating single quest.
- Improve some charity quest-related message texts.
- In classic mode, ensure factions generated after initital world gen use the same classic ideoligion.
- Raid sample debug outputs now correctly uses lastRaidFaction and resets it afterwards.

Fixes
- Fix: Rendering bug (all rectangles are white) on intel graphics.
- Fix: Error generating sampled raid info under faction's min points to generate combat encounter.
- Fix: NullReferenceException when attempting to trade from shuttle.
- Fix: "Assign owner" tooltip for animal beds mentions humanlike owners.
- Fix: Getting raid sample info for non-hostile factions re-selects a hostile faction, giving inaccurate results.
- Fix: Torture crown is automatically equipped by colonists.
- Fix: Classic mode ideoligions don't start with some classic precepts.
- Fix: Blindness from resurrector mech serum is not cured by biosculpter regen cycle.
- Fix: Resurrector mech serum plays resurrection sound on item pickup, not on application.
- Fix: Error when generating pawn from factions that do not have allowed cultures, or their allowed cultures do not have styleItemTags.
- Fix: Faction ideoligions are not reset on going back from colonist selection screen if the player first chooses classic, then another option.
- Fix: Mods without forceLoadBefore/forceLoadAfter cannot be enabled.
- Fix: Mods with forceLoadBefore/forceLoadAfter cannot be disabled.
- Fix exploit: Player is able to claim ruined furniture on non-home maps and draw out an enemy attack on the claimed furniture. Now ruins are only claimable if there is no non-downed hostile pawn on the map.
- Fix: RitualObligationTrigger_EveryMember doesn't recache active obligations on ideoligion reform.
- Fix: Non-site psychic emanation and suppression ship parts don't have their gender randomized.
- Fix: Bugs related to copying an ideology for reform process.
- Fix: Shelves, chairs and stools don't have style dominance.
- Fix: Ideoligion info available on ritual begin dialog in classic mode.
- Fix: Loading classic mode game gives the player non-classic rituals.
- Fix: Execution requires altar or ideogram in classic mode.
- Fix: Inverted check when checking if a player can claim factionless buildings.
- Fix: Jumping resets "Fire at will" toggle.
- Fix: Exception using some mods. Added LastAnimalSlaughterTick property as obsolete.
- Fix: NullReferenceException slaughtering animals without Ideology installed.
- Fix: Research warning doesn't check for minor ideoligions.
- Fix: Fluid ideoligion with proselytizer gains development points for all conversions, including conversions to other ideoligions.
 

Zombra

An iron rock in the river of blood and evil
Patron
Joined
Jan 12, 2004
Messages
11,843
Location
Black Goat Woods !@#*%&^
Make the Codex Great Again! RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. I'm very into cock and ball torture I helped put crap in Monomyth
RimWorld is officially banned in Australia

The computer game is classified RC in accordance with the National Classification Code, Computer Games Table, 1. (a) as computer games that "depict, express or otherwise deal with matters of sex, drug misuse or addiction, crime, cruelty, violence or revolting or abhorrent phenomena in such a way that they offend against the standards of morality, decency and propriety generally accepted by reasonable adults to the extent that they should not be classified."

https://www.pcgamer.com/rimworld-is-officially-banned-in-australia-but-it-probably-wont-affect-pc/
 

Nutria

Arcane
Patron
Joined
Mar 12, 2017
Messages
2,261
Location
한양
Strap Yourselves In
Noooooo you can't let kids play a game where taking drugs leads to a spiral of addiction where life becomes all about having to access to the drug and then finally you run out and can't fight off marauding bandits while you're in withdrawl and get raped to death. What if they learned the wrong lesson from that?
 

whydoibother

Arcane
Patron
Joined
May 2, 2018
Messages
17,519
Location
bulgaristan
Codex Year of the Donut
After a long break, I started a new game. Added some Lovecraft and dark fantasy stuff, and the scenario was Amnesia: The Dark Descent, where you start as a single guy and there's some custom items and techs to build unedad beasties. Going well, so on, so on, the interesting bit comes when my necromancer hit the jackpot and managed to impregnate a prisoner I was keeping to drain blood from. Okay, I guess I have to recruit her now, she can clean and haul stuff. Some time later, the baby is born, and its part of the pirate faction. I guess it got moved to their faction when the pregnancy happened, even though the mother was recruited while pregnant. And now I have to build a baby crib in the jail, to arrest the baby, to have daily debates with the baby and convince the baby to join the colony. It even has the retarded cannibal ideoligion of the pirates.

Rimworld.
 

Nutria

Arcane
Patron
Joined
Mar 12, 2017
Messages
2,261
Location
한양
Strap Yourselves In
You'd better send this information to the United States Supreme Court. It proves that apparently life really does begin at conception.
 

Lady Error

█▓▒░ ░▒▓█
Patron
Vatnik
Joined
Jan 21, 2021
Messages
9,215
Strap Yourselves In
Playing it again. Deactivated infestations and mechanoid bases, but still get mechanoid attacks or infested spaceship parts falling down. Which is fine.

Much more interesting to get raided by the interplanetary corp with all sorts of goodies (weapons, armor, glittertech implants, new recruits). I think I have some mending mod that removes the tainted attribute from their gear.

Best part was finding cures for two colonists who received brain damage. One was a simple glittertech cure, but the other could only be brought back to normal with a brain stimulator.

My plan is to eventually raid the nearby villages/bases, which are all hostile anyway. Never really did that in previous playthroughs or with catastrophic results.
 

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