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RimWorld - Damned Colonists in Space

Jonathan "Zee Nekomimi

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but doesn't mostly of the interplanetary high tier dudes come with that acid dissolver implant so u can't get their gear?
 

Lady Error

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Orbital bombardment or beam is way too overpowered. Had 70 people attacking my colony, one beam and 60 of them were dead. Though you cannot build those in vanilla, right?
 

whydoibother

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Orbital bombardment or beam is way too overpowered. Had 70 people attacking my colony, one beam and 60 of them were dead. Though you cannot build those in vanilla, right?
Can't built it in vanilla, and doesn't work well against hive infestations or mechanoid raids iirc. Also its an expensive thing that sits in your warehouse until you need it, raising your colony wealth without contributing, and negative events are tied to colony wealth.
But yes, its overpowered, which is why its a rare item you have to do quests for or travel to buy it. If you mod in the ability to produce it, or to produce Luciferium for example, the game becomes much easier. Not less fun, necessarily, just easier.
 

Lady Error

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Yeah, it's actually cheap to build too (not sure which mod), only two advanced components and some material. I have another mod that lets you have sidearms, so the button for the orbital stuff can be equipped as an alternative weapon.

It's fun though, I agree. Thinking of giving all my 20-30 colonists one, lol.
 

Norfleet

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That doesn't happen, plants in Rimworld all go to "sleep" at night and are unaffected by light levels at those times regardless. Also, I don't think lightning strikes mechanically alter the light level anyway.
 

Lady Error

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So I built a transport plane (mod) and have been raiding nearby bases. It's kind of underwhelmingly easy though, even without orbital strikes.

The only real challenge left are the raids on my own colony, eg. 300 man-hunter cats recently.
 

JarlFrank

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Steve gets a Kidney but I don't even get a tag.
I use a custom start mod where I give myself 10 initial colonists whom I want to keep alive and not recruit anyone else during the game (other than slaves for cleaning).

But since raids scale not only with number of colonists but also wealth of your colony, it means I'm getting tougher and tougher raids while the amount of colonists I have available to defend my colony stays the same. RIP.

I gotta rely a lot on turrets and animals.
 

whydoibother

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I use a custom start mod where I give myself 10 initial colonists whom I want to keep alive and not recruit anyone else during the game (other than slaves for cleaning).

But since raids scale not only with number of colonists but also wealth of your colony, it means I'm getting tougher and tougher raids while the amount of colonists I have available to defend my colony stays the same. RIP.

I gotta rely a lot on turrets and animals.
I think raids only take colony wealth into account, but for most of the early to mid game the colony's wealth is mostly its colonists. And they grow in prize as their skills grow, iirc you can see the price in the Form Caravan interface.
 

Jonathan "Zee Nekomimi

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That doesn't happen, plants in Rimworld all go to "sleep" at night and are unaffected by light levels at those times regardless. Also, I don't think lightning strikes mechanically alter the light level anyway.
it indee does. Came with one of the dlc's improvements.

So I built a transport plane (mod) and have been raiding nearby bases. It's kind of underwhelmingly easy though, even without orbital strikes.

The only real challenge left are the raids on my own colony, eg. 300 man-hunter cats recently.
post some pics on the screenshot topic.
 

Norfleet

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it indee does. Came with one of the dlc's improvements.
Okay, so I tested it with the dev console, ordering a lightning strike on a spot while paused: No light occurred until I unpaused and the fire spawned as a result. Even this, however, would not help your plant growth (since the plants would be on fire) at night, since plants still just go to sleep and refuse to grow even when given 24h lighting with modded sunlamps.
 

Jonathan "Zee Nekomimi

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Lightning is created either naturally through thunderstorms, or artificially with the flashstorm psycastContent added by the Royalty DLC. These do 10 Flame damage in a 3x3 area (1.9 block radius) and start fires in the area of effect. Dry thunderstorms can be especially dangerous, starting fires around the map without rain to put them out. The flashstorm psycast should be used with caution, preferably in areas without vegetation or during rain. Lightning can also be spawned in with a debug command in development mode.

Lightning is bright enough to momentarily power solar generators and grow plants.
https://rimworldwiki.com/wiki/Environment
 

Lady Error

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post some pics on the screenshot topic.
I think here is a more appropriate place for that.

Image3.png


Image2.png


Image4.png


35 colonists at this point. I built inside the mountain because I deactivated infestations.

Just had 70 Scythers attack my killbox and did not even need orbital strikes. The only problem was friendly fire from the railgun that took off the leg off one of my own. Have two EMP cannons, one double autocannon and three Uranium slug turrets as well. The green patch is chokevine to slow down attackers and then five rows of traps.

Surrounding thermal plants with a wall seems to keep off almost all attackers.

And oh yeah, the children of colonist couples are the main source of new recruits. They also go to school and improve their skills that way. The hotel was also initially a good source of new recruits, but it did piss off all friendly factions for a while - until I started destroying the bases of their enemies.
 

Lady Error

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Finished my long run from the stone age to arcotech. Wiped out all hostile factions and launched 43 colonists into orbit. Had something like 8 mech attacks in the 15 days after powering up the engine. By the end I almost ran out of uranium for my turrets and iron/wood for the traps.

For the final mech attack one of the allies sent 40 people over even without request. Having 40 of my own, 80 attackers and 40 friendlies was when the game finally began to stutter a bit.
 

DakaSha

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got the dlc finally, and have been playing again.
Also have been using a lot of the QOL mods people wont shut up about. Which content/mechanic DLC is worth using? The shit that adds fun without turning it into a kitchen sink retard show
 

Lady Error

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Which content/mechanic DLC is worth using?
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]

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]
 

Lady Error

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I copied this from a mod that lists all the mods I have, Modron. Not nearly autistic enough to type all that out myself.
 

Grunker

RPG Codex Ghost
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Colony Wealth mechanics is why I always drop this game. You play with things that mitigate it, game becomes kindda boring, you play with it, everything feels like a rush to compete rather than doing fun stuff with the game's systems.

Poured so many hours into the game because I love the core systems, but I never play it for more than one colony without getting tired of that mechanic and dropping it again.
 

Lady Error

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Just choose a storyteller mode that does not require you to compete as much.
 

Grunker

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Just choose a storyteller mode that does not require you to compete as much.
Isn't that the whole point phoebe chillax ?

Hence:

You play with things that mitigate it, game becomes kindda boring

Basically, it's too much of a binary. You can either play with what amounts to level scaling or what amounts to a sandbox.
 

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