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RimWorld - Damned Colonists in Space

axx

Savant
Joined
Jan 9, 2017
Messages
791
There's no place like home...
TmA0oGWW1uHCfX_UrU47ePL0wsK93UCICX4ilR38btQ.png
Do pedobears live there?
 

whydoibother

Arcane
Patron
Joined
May 2, 2018
Messages
15,125
Location
bulgaristan
Codex Year of the Donut

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,151
Location
Space Hell
the greatest QoL addition was, of coruse, romance option, so you can now manually set colonists in pairs, which is the greatest space-conserving feature in this DLC
 

Drakortha

Liturgist
Joined
Jan 23, 2016
Messages
1,638
Location
Terra Australis
It just occurred to me how sus Biotech actually is. Imagine buying the Rimworld base game for the first time and then 2 hours into your first colony you learn that you need to buy an additional DLC before your colonists can become pregnant and reproduce like the animals already can. Yikes..

It should have been included in the base game 1.4 patch, meanwhile the Biotech DLC could have been strictly just about Biotech for those that want it. I imagine they considered doing it like this, but it's likely they couldn't stop seeing those dollar$ signs, since it makes Biotech go from being just optional DLC to mandatory QoL for a huge chunk of players.
 
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whydoibother

Arcane
Patron
Joined
May 2, 2018
Messages
15,125
Location
bulgaristan
Codex Year of the Donut
It should have been included in the base game 1.4 patch
But then the DNA would need to be included too. And thus the custom races and perks. And thus 90% of the DLC content.
Its a bit like with Paradox games. A lot of game altering stuff in paid expansions, and you can't port them to the base game without gutting the expansions.
 

Drakortha

Liturgist
Joined
Jan 23, 2016
Messages
1,638
Location
Terra Australis
It should have been included in the base game 1.4 patch
But then the DNA would need to be included too. And thus the custom races and perks. And thus 90% of the DLC content.
Its a bit like with Paradox games. A lot of game altering stuff in paid expansions, and you can't port them to the base game without gutting the expansi
They could have baseline DNA in there and your typical traits like skin color and hair color. At least your colonists could reproduce that's the main thing that the base game has needed for years. Then they could offer up the Biotech DLC to those who want to delve deeper into all that gene modifying, custom races and perks and all that bullshit.
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,151
Location
Space Hell
Children are awesome - theyare filling hauling niche roles perfectly after theylearn how to walk. And then you can tailor them to required specialists - they can get traits of your choosing and with trigger-happy they are perfect greanade throwers. I always give tox-launcher to some brat to assist grownups from safe distance. And tox-shelling is awesome - -breathing=slowing down, -sight=bad targeting, and other nasty things.
 
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
It just occurred to me how sus Biotech actually is. Imagine buying the Rimworld base game for the first time and then 2 hours into your first colony you learn that you need to buy an additional DLC before your colonists can become pregnant and reproduce like the animals already can. Yikes..

It should have been included in the base game 1.4 patch, meanwhile the Biotech DLC could have been strictly just about Biotech for those that want it. I imagine they considered doing it like this, but it's likely they couldn't stop seeing those dollar$ signs, since it makes Biotech go from being just optional DLC to mandatory QoL for a huge chunk of players.
all the DLC have been cash grabs from a dev that has already made insane amounts of money
bought the base game, never shelled out a dollar for the dlcs and I won't ever do it
 

Jonathan "Zee Nekomimi

Hoarder of loli kats./ Funny ^._.^= ∫
Patron
Joined
Mar 4, 2019
Messages
6,158
Location
Brasilien
Codex+ Now Streaming!
who needs to purchase the dlc when u can just get the files, delete a single line on the about folder file and enjoy all the features with no problemo.
:positive:
Space Satan what's the seed for the pedo mountains world?
 

Technomancer

Liturgist
Joined
Dec 24, 2018
Messages
1,407
A word of advice - set kids to no drungs policy, for some reason they are becoming psychite addicts in no time.

They are fast addicts because of body size stat. Kids are smaller so their tolerance for drugs is much lower as well. Their high lasts longer but they are more likely to develop addictions or OD.
 

Hellraiser

Arcane
Joined
Apr 22, 2007
Messages
11,145
Location
Danzig, Potato-Hitman Commonwealth
I'm sorry but all this seems a bit too much.
Modder's megalomania isn't exclusive to modders.
I mean I appreciate the devs are still working on this but uuuh how about adding the common qol mods like Pickup and Haul first?
Or fucking vehicles
Road Warrior expansion plox, with appropriate vehicular combat mechanics, kitbashing vehicles from wrecks or salvage, and being able to drill for oil/seize oil rigs to power the bad boys. Also add a hairstylist job/station so that I can give mohawks or tatoo heads to my raiders, plus appropriate ad hoc post-apoc helmets.

BTW they should also add water collecting and thirst mechanics so that Xtreme Desert is even more extreme, plus think of the Fremen LARP potential.

BRB gathering 'spergs to spam Tynan about this.
 
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Jonathan "Zee Nekomimi

Hoarder of loli kats./ Funny ^._.^= ∫
Patron
Joined
Mar 4, 2019
Messages
6,158
Location
Brasilien
Codex+ Now Streaming!
Road Warrior expansion plox, with appropriate vehicular combat mechanics, kitbashing vehicles from wrecks or salvage, and being able to drill for oil/seize oil rigs to power the bad boys. Also add a hairstylist job/station so that I can give mohawks or tatoo heads to my raiders, plus appropriate ad hoc post-apoc helmets.

BTW they should also add water collecting mechanics so that Xtreme Desert is even more extreme, plus think of the Fremen LARP potential.

BRB gathering 'spergs to spam Tynan about this.
no need for oil, we already have chemfuel.
 

Hellraiser

Arcane
Joined
Apr 22, 2007
Messages
11,145
Location
Danzig, Potato-Hitman Commonwealth
Road Warrior expansion plox, with appropriate vehicular combat mechanics, kitbashing vehicles from wrecks or salvage, and being able to drill for oil/seize oil rigs to power the bad boys. Also add a hairstylist job/station so that I can give mohawks or tatoo heads to my raiders, plus appropriate ad hoc post-apoc helmets.

BTW they should also add water collecting mechanics so that Xtreme Desert is even more extreme, plus think of the Fremen LARP potential.

BRB gathering 'spergs to spam Tynan about this.
no need for oil, we already have chemfuel.
Chemfuel rigs then, and chemfuel spills from damage vehicles that catch fire from incendiary weapons.

:evilcodex:
 

whydoibother

Arcane
Patron
Joined
May 2, 2018
Messages
15,125
Location
bulgaristan
Codex Year of the Donut
must say the ideia of fixing some of the decorative wrecks would be nice for assembling caravans without the need for animals.
The Ideology Expanded mod has a Scavenger meme that allows you to move them, and people get negative mood if they haven't seen ancient junk, and positive if there's a lot of junk around.
In a run I did with it, I had a bunch of cars and barrels that I picked up from all the map tiles I visited for quests, basically used them like sculptures to pretty up the place.
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,151
Location
Space Hell
There's also a new power source - blood.
Hemogen packs could be used to convert them into chemfuel. So with a stable blood farm you can have a stable "income" of chemfuel.
 

Jonathan "Zee Nekomimi

Hoarder of loli kats./ Funny ^._.^= ∫
Patron
Joined
Mar 4, 2019
Messages
6,158
Location
Brasilien
Codex+ Now Streaming!
must say the ideia of fixing some of the decorative wrecks would be nice for assembling caravans without the need for animals.
The Ideology Expanded mod has a Scavenger meme that allows you to move them, and people get negative mood if they haven't seen ancient junk, and positive if there's a lot of junk around.
In a run I did with it, I had a bunch of cars and barrels that I picked up from all the map tiles I visited for quests, basically used them like sculptures to pretty up the place.
i know, but i mean to make then work again, not just for deco.
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,151
Location
Space Hell
Affair event was already in original game.
Really? Never saw this or even seen anybody refer to it. Only ever seen ppl sleep with their partner, though they can break up and find someone new.

Can you show what the event looks like

Romantic Social Interactions​

  • * = Stack limit per pawn
    ** = Creates a thought that affects the mood
    Thought nameOpinionMax cumulated opinion or stack limit per pawnNullifying traits
    Rebuffed me**-105None
    Failed to romance me-155*None
    Broke up with me**-501*None
    Affair**-701*None
    Divorced me**-701*None
    Rejected my proposal**-301*None
    I rejected their proposal-151*None
    Honeymoon phase**401*None
    Got some lovin'**103*None

Affairs​

If the opinion of another person is high enough and the opinion of the pawn's lover/fiancé/fiancée/spouse is low enough, a pawn may start an affair with another pawn. Their lover/fiancé/fiancée/spouse will suffer a massive -70 opinion of the adulterer.

This is disabled for Ideology if specific setting for the ideoligions is set to have free range of spouse.
 

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