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RimWorld - Damned Colonists in Space

martyspider

Literate
Joined
May 5, 2024
Messages
8
Apologies if asked before, but for anyone playing this for the first time, would you recommend any of the DLC's?
Ideology is enjoyable to roleplay with but gameplay wise it's just kind of annoying juggling even more moodlets especially early.

Royalty is pretty half baked and not worth it on its own but the the system is improved with the rare good VE mod of it. With the downside of making it OP as fuck.

Biotech should have been base game tbh kidnapping every imp for slavery turning vamps into organ farms and molding child supersoldiers is pure Rimworld

Not giving Tynan more money for the 4th one I can tell adding it on top of the other 3 will just turn your run into a cluster fuck of clashing elements. Maybe on its own its fun
 

Cogemesiter

Novice
Joined
May 1, 2024
Messages
75
I’m gonna play Rimworld again but this time add in some mods that look decent (I currently have no DLCs), I’m gonna use one that turns inventory into a classic RPG one, a mod that improves performance, an improved HUD mod, and then one where you can create backstories for pawns. I’m going more for a relaxed playthrough.
 

Drakortha

Liturgist
Joined
Jan 23, 2016
Messages
2,039
Location
Terra Australis
Finally, after much deliberation..

With the Biotech expansion I bring you.. Supermutants!

I grew them from embryos using growth vats
i224cV2.jpeg


final result
g8oUcsb.jpeg


These are the genetics I went with.
Rv3Oj9h.jpeg


UPDATE

In autistic fashion, I'm fine tuning the genes further to make them as lore friendly as possible.

I'm replacing the "Super Immunity" gene with another gene called "Perfect Immunity". Since super mutants are actually supposed to be completely immune to human disease, because they are no longer humans.

The former gene only gives a multiplier to gaining immunity to said diseases, but they can still catch those diseases.

former gene
9aU6oPB.png

replacement gene
t32jJCq.png
 
Last edited:

Drakortha

Liturgist
Joined
Jan 23, 2016
Messages
2,039
Location
Terra Australis
The onslaught continues as Anomaly throws everything it has at my colony. This has been the best expansion for any game that I've played in recent memory. Biotech too. It is so fucking good.

My bio-engineered super mutants make great front line melee fighters. I've vat grown 6 of them now, including 2 Nightkins (they get revenant vertabraes installed at birth so they get the cloaking ability)

15fwc1B.png


If there's an incoming attack I wake them from their crypto caskets, throw some cheap steel armor on them and have them inject metalblood serum. They work well as a buffer between my colonists and attacking foes. Their one weakness is devourers, but I'm learning how to better deal with those bastards.

 
Last edited:

Jonathan "Zee Nekomimi

Hoarder of loli kats./ Funny ^._.^= ∫
Patron
Joined
Mar 4, 2019
Messages
8,272
Location
Brasilien
Codex+ Now Streaming!
Could someone help me out on trying to pin point a issue? Currently at the moment i can't right click and select a weapon for a pawn to equip without getting a error, already removed some of the possible conflicts but issue still persists.

Code:
Root level exception in OnGUI(): System.NullReferenceException: Object reference not set to an instance of an object
[Ref 5C20B491]
 at Tacticowl.DualWieldExtensions.CanBeOffHand (Verse.Def def) [0x00001] in <28388b8f57de49e6953234b7bceb4685>:0
 at Tacticowl.DualWield.Patch_FloatMenuMakerMap_AddHumanlikeOrders.GetEquipOffHandOption (Verse.Pawn pawn, Verse.ThingWithComps equipment) [0x00078] in <28388b8f57de49e6953234b7bceb4685>:0
 at Tacticowl.DualWield.Patch_FloatMenuMakerMap_AddHumanlikeOrders.Postfix (UnityEngine.Vector3 clickPos, Verse.Pawn pawn, System.Collections.Generic.List`1[T] opts) [0x001ba] in <28388b8f57de49e6953234b7bceb4685>:0
     - TRANSPILER PerformanceOptimizer.Main: IEnumerable`1 PerformanceOptimizer.Optimization_FasterGetCompReplacement:Transpiler(IEnumerable`1 instructions, MethodBase method)
 at RimWorld.FloatMenuMakerMap.AddHumanlikeOrders (UnityEngine.Vector3 clickPos, Verse.Pawn pawn, System.Collections.Generic.List`1[T] opts) [0x07231] in <f0ac5eb9b52e4cc396c70fc9a4ee15e5>:0
     - TRANSPILER Luapo.ghoulWorkAble: IEnumerable`1 GhoulWorkAble.HarmonyPatches:AddHumanOrderFood_Transpiler(IEnumerable`1 instructions)
     - TRANSPILER PerformanceOptimizer.Main: IEnumerable`1 PerformanceOptimizer.Optimization_FasterGetCompReplacement:Transpiler(IEnumerable`1 instructions, MethodBase method)
     - PREFIX OskarPotocki.VFECore: Void VanillaWeaponsExpanded.FloatMenuMakerMap_AddHumanlikeOrders_Patch:Prefix(Pawn pawn)
     - PREFIX com.HemogenExtractor.rimworld.mod: Boolean HemogenExtractor.HemogenExtractorPatches:Prefix_AddHumanlikeOrders(Vector3 clickPos, Pawn pawn, List`1 opts)
     - POSTFIX GeologicalLandformsMod.Main: Void GeologicalLandforms.Patches.Patch_RimWorld_FloatMenuMakerMap:AddHumanlikeOrders(Vector3& clickPos, Pawn& pawn, List`1& opts)
     - POSTFIX Neronix17.TabulaRasa.RimWorld: Void TabulaRasa.Patch_FloatMenuMakerMap_AddHumanlikeOrders:PostFix(Vector3 clickPos, Pawn pawn, List`1 opts)
     - POSTFIX OskarPotocki.VFECore: Void VanillaWeaponsExpanded.FloatMenuMakerMap_AddHumanlikeOrders_Patch:Postfix()
     - POSTFIX OskarPotocki.VFECore: Void VFECore.Patch_FloatMenuMakerMap+AddHumanlikeOrders_Fix:Postfix(Vector3 clickPos, Pawn pawn, List`1& opts)
     - POSTFIX KB_Chill_Out: Void KB_Chill_Out.FloatMenuMakerMap_Patches+FloatMenuMakerMap_AddHumanlikeOrders:Postfix(Vector3 clickPos, Pawn pawn, List`1 opts)
     - POSTFIX KB_Go_To_Sleep: Void KB_Go_To_Sleep.FloatMenuMakerMap_Patches+FloatMenuMakerMap_AddHumanlikeOrders:Postfix(Vector3 clickPos, Pawn pawn, List`1 opts)
     - POSTFIX PeteTimesSix.SimpleSidearms: Void PeteTimesSix.SimpleSidearms.Intercepts.FloatMenuMakerMap_AddHumanLikeOrders_Postfix:AddHumanlikeOrders(Vector3 clickPos, Pawn pawn, List`1 opts)
     - POSTFIX com.github.toywalrus.itemrequests: Void ItemRequests.FulfillRequestFloatMenuOption:ModifyTradeOption(Vector3 clickPos, Pawn pawn, List`1 opts)
     - POSTFIX OskarPotocki.HeavyWeapons: Void HeavyWeapons.Patch_FloatMenuMakerMap+AddHumanlikeOrders_Fix:Postfix(Vector3 clickPos, Pawn pawn, List`1& opts)
     - POSTFIX NotoShabby.rimworld.mod.RPGInventoryRemake: Void AwesomeInventory.Common.HarmonyPatches.AddHumanlikeOrders_AwesomeInventory_Patch:Postfix(Vector3 clickPos, Pawn pawn, List`1 opts)
     - POSTFIX NotoShabby.rimworld.mod.RPGInventoryRemake: Void AwesomeInventory.HarmonyPatches.AddPickupOption:Postfix(Vector3 clickPos, Pawn pawn, List`1 opts)
     - POSTFIX OskarPotocki.VanillaPsycastsExpanded: Void VanillaPsycastsExpanded.Technomancer.Psyring:EquipConditions(Vector3 clickPos, Pawn pawn, List`1& opts)
     - POSTFIX eagle0600.dressPatients: Void DressPatient.Order_DressPatientOrCorpse:DressPatientFloatMenuOption(Vector3 clickPos, Pawn pawn, List`1 opts)
     - POSTFIX com.alphamemes: Void AlphaMemes.AlphaMemes_FloatMenuMakerMap_AddHumanlikeOrders_Patch:AddDragRelicToAltar(Vector3 clickPos, Pawn pawn, List`1& opts)
     - POSTFIX Haecriver.InjuredCarry: Void InjuredCarry.Patches+FloatMenuMakerCarryAdder:AddFloatMenuOption(Vector3 clickPos, Pawn pawn, List`1 opts)
     - POSTFIX temmie3754.retend.1: Void ReTend.Patches:Patch_FloatMenuMakerMap(Vector3& clickPos, Pawn& pawn, List`1& opts)
     - POSTFIX rimworld.rimquest: Void RimQuest.HarmonyPatches:AddHumanlikeOrders(Vector3 clickPos, Pawn pawn, List`1 opts)
     - POSTFIX ChickenPlucker.CapturedPersonsPatches: Void CapturedPersons.AddHumanlikeOrdersPatch:Postfix(Vector3 clickPos, Pawn pawn, List`1& opts)
     - POSTFIX com.weaponstorage.rimworld.mod: Void WeaponStorage.Patch_FloatMenuMakerMap_AddHumanlikeOrders:Postfix(Pawn pawn, List`1 opts)
     - POSTFIX s1.HealthyCryptocasket: Void CarryHealthyToCryptoCasket.HarmonyPatcher:FloatMenuMakerMapPostfix(Vector3 clickPos, Pawn pawn, List`1 opts)
     - POSTFIX Tacticowl: Void Tacticowl.DualWield.Patch_FloatMenuMakerMap_AddHumanlikeOrders:Postfix(Vector3 clickPos, Pawn pawn, List`1 opts)
     - POSTFIX legodude17.mvcf: Void MVCF.PatchSets.PatchSet_Brawlers:AddHumanlikeOrders_Postfix(List`1 opts, Vector3 clickPos, Pawn pawn)
     - POSTFIX Linkolas.Stabilize: Void Stabilize.Patches+FloatMenuMakerCarryAdder:AddHumanlikeOrdersPostfix(Vector3 clickPos, Pawn pawn, List`1 opts)
     - POSTFIX com.calltradeships.rimworld.mod: Void CallTradeShips.Patch_FloatMenuMakerMap_AddHumanlikeOrders:Postfix(Vector3 clickPos, Pawn pawn, List`1 opts)
 at RimWorld.FloatMenuMakerMap.ChoicesAtFor (UnityEngine.Vector3 clickPos, Verse.Pawn pawn, System.Boolean suppressAutoTakeableGoto) [0x000d1] in <f0ac5eb9b52e4cc396c70fc9a4ee15e5>:0
     - POSTFIX OskarPotocki.VFECore: Void VFE.Mechanoids.HarmonyPatches.FloatMenuMakerMap_ChoicesAtFor_Patch:Postfix(List`1& __result, Vector3 clickPos, Pawn pawn, Boolean suppressAutoTakeableGoto)
     - POSTFIX net.pardeike.rimworld.mods.achtung: Void AchtungMod.FloatMenuMakerMap_ChoicesAtFor_Postfix:Postfix(List`1 __result, Vector3 clickPos, Pawn pawn)
 at AchtungMod.MultiActions.AddColonist (AchtungMod.Colonist colonist) [0x0001f] in <c48846fe21134b1d9cad8f1931a7d35c>:0
 at AchtungMod.Tools.Do[T] (System.Collections.Generic.IEnumerable`1[T] sequence, System.Action`1[T] action) [0x00014] in <c48846fe21134b1d9cad8f1931a7d35c>:0
 at <0x2280772d320 + 0x002ca> <unknown method>
 at AchtungMod.Controller.MouseDown (UnityEngine.Vector3 pos, System.Int32 button, System.Boolean longPress) [0x00090] in <c48846fe21134b1d9cad8f1931a7d35c>:0
 at AchtungMod.Controller.HandleEvents () [0x000cf] in <c48846fe21134b1d9cad8f1931a7d35c>:0
 at AchtungMod.Selector_HandleMapClicks_Patch.Prefix () [0x00005] in <c48846fe21134b1d9cad8f1931a7d35c>:0
 at RimWorld.Selector.HandleMapClicks () [0x0000e] in <f0ac5eb9b52e4cc396c70fc9a4ee15e5>:0
     - PREFIX net.pardeike.rimworld.mods.achtung: Boolean AchtungMod.Selector_HandleMapClicks_Patch:Prefix()
 at RimWorld.Selector.SelectorOnGUI () [0x00000] in <f0ac5eb9b52e4cc396c70fc9a4ee15e5>:0
 at RimWorld.MapInterface.HandleLowPriorityInput () [0x0000f] in <f0ac5eb9b52e4cc396c70fc9a4ee15e5>:0
 at RimWorld.UIRoot_Play.UIRootOnGUI () [0x000e6] in <f0ac5eb9b52e4cc396c70fc9a4ee15e5>:0
     - POSTFIX Krkr.RocketMan: Void RocketMan.KeyBinder:OnGUI()
 at Verse.Root.OnGUI () [0x00046] in <f0ac5eb9b52e4cc396c70fc9a4ee15e5>:0
     - TRANSPILER net.pardeike.rimworld.lib.harmony: IEnumerable`1 VisualExceptions.ExceptionsAndActivatorHandler:Transpiler(IEnumerable`1 instructions, MethodBase original)
     - POSTFIX UnlimitedHugs.HugsLib: Void HugsLib.Patches.Root_OnGUI_Patch:OnGUIHookUnfiltered()
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch4 (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.OnGUI_Patch1 (Verse.Root)

Output log
https://gist.githubusercontent.com/...32255fca439b7e829044517436f5ea/output_log.txt

EDIT: After further fiddling, it's working to a extend. More testing need it. Game still crashing when i try to visit a event place.
 
Last edited:
Joined
Dec 12, 2013
Messages
4,349
One of my colonists proposed to his gf. Was rejected. Went on a tantrum, destroying random objects. The very first object he laid his eyes on were chemtrails in a storeroom. Luck had it all chemtrails were stored close to each other in the old part of a storeroom, the only part that still had wooden walls. There were also incendiary shells stored nearby.... Explosion was big, but somehow nobody died* and fires were extinguished quickly. However, I lost 1000 of chemtrails**, 1000 of wool and worst of all: 9 advanced components.

* Only 1 person hospitalized, ironically the girl when she was 3 yo had managed to lose toe due to running around naked during the winter and then had her hand completely maimed during an encounter with a crazy donkey. I though she was a lost case then, but she managed to hold up without further deliberating injuries until reaching adulthood. Explosion happened literally on the same day as her birthday.
** It's ironic because tantrum was in a big way caused by me accepting the quest in which all males would get a psychic mood penalty in an exchange for a eternally chemtrails producing machine :)


On a more positive note I managed to recruit 3 mares and I am going to buy stallions for them. I am planning on making fortune selling horses, guinea pigs, furniture and sculptures.
 

Jonathan "Zee Nekomimi

Hoarder of loli kats./ Funny ^._.^= ∫
Patron
Joined
Mar 4, 2019
Messages
8,272
Location
Brasilien
Codex+ Now Streaming!
Well u got partly yourself to blame for storing chemfuel, and HE shells close to each other. On my games i always make a "shack" storage room surrounded by two sets of walls or on a cave/dig site of the colony i'm not using much temporary until proper storage is made. Also make a dedicated room near the manufacturing for high grade and valuable rare components (from the proper to other base materials for assembling stuff).
 
Joined
Jan 29, 2006
Messages
2,006
Location
Delegating telepathy. Yes, no, maybe.
Codex USB, 2014
Yes separate the chemfuel, please. luckily I could reload my way out of catastrophe a bunch of times before I got the message.

Fun game isn't it, gamers?

I played a bunch of it yesterday or so again (after a while).

I don't game often, but when i do I make Chinese Death Sessions.
 
Joined
Dec 12, 2013
Messages
4,349
It's not like I was completely careless. Storeroom and shelves were made out of stone and so was the floor, but it was not enough. BTW having all chemfuel be together actually saved me. If it was spread around the storeroom, the chain reaction would make the whole room burst into flames. My fire was quite contaminated in the corner. If not for advanced component I would consider the whole situation hilarious.
 

Beastro

Arcane
Joined
May 11, 2015
Messages
9,783
Location
where east is west
One of my colonists proposed to his gf. Was rejected. Went on a tantrum, destroying random objects. The very first object he laid his eyes on were chemtrails in a storeroom. Luck had it all chemtrails were stored close to each other in the old part of a storeroom, the only part that still had wooden walls. There were also incendiary shells stored nearby.... Explosion was big, but somehow nobody died* and fires were extinguished quickly. However, I lost 1000 of chemtrails**, 1000 of wool and worst of all: 9 advanced components.
 

Jason Bright

Educated
Joined
Mar 14, 2023
Messages
139
Played this game for a good long time before I bought the Ideology dlc only to find it pretty underwhelming compared to what I hoped for. I then bought Royalty to try and revive my interest but it petered out pretty quickly after that.
How do you guys prevent boredom with this?
 

Zombra

An iron rock in the river of blood and evil
Patron
Joined
Jan 12, 2004
Messages
11,891
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
How do you guys prevent boredom with this?
I make up my own goals and victory conditions beyond just "grow a big colony" or "escape the planet". Like I had a character who used to own a cattle ranch, his victory conditions were to build 5 barns, successfully breed 5 different large animal types, and build colony silver reserve to 10000. Another character wanted revenge for his family's murder by killing the leader of a certain pirate faction. And so forth.

And of course mods keep the game fun and fresh because any time I say "I wish this game would _____" it turns out there is a mod to do that.
 

Ascetic

Novice
Joined
Oct 30, 2019
Messages
34
After not playing this for a few years, the base game is still really good, but the overall design direction since release is pretty underwhelming now, with it playing too much into the "wow wacky hehe i did war crimes" stuff and less into any sort of serious simulation or strategy elements. For instance, the overworld travel, raiding, settling, etc. mechanics are still total ass.

- Biotech: I think this is overall good, though you really need to tweak the starting factions, otherwise you end up with almost all mutant raids, which makes it harder to get human colonists -- and thus harder to make babies; ironic for the DLC that adds pregnancy.
- Royalty: Mostly just a bunch of gimmicks, though I'll admit to being biased against psionics in games like this.
- Anomaly: I don't mind some of the new enemy and raid types but overall too silly for my tastes.

As for Ideology, it's seemingly right up my alley -- and probably still "worth it", even just as a modding framework -- but it's ultimately so damned lazy and poorly designed. They basically just took all of the previously existing strong strategies, like transhumanism, cannibalism, and mountain bases, and made them completely OP while removing all of their drawbacks. Meanwhile everything else is just trash. And not even "trash" in that it's difficult, it's just not even interesting.

For instance, I created a Christian, Proselytist, Male Supremacist, Body Purist faction with a slight Baseliner Preference. I expected it to be challenging, but the issue is it's not even fun. Because even ignoring the fact that they called a male lead patriarchal society "Male Supremacy", it doesn't really do anything. Proselytist just gives you a bonus to conversion speed, but doesn't actually change the way you play, since you typically want to convert people anyways. Religions are basically just aesthetic flavor.

And Body Purity is total trash. The related trait was always bad, but I figured they revamped it for the DLC. No, still garbage. It's not even that it's unbalanced, it just doesn't make any sense. You get literally no bonuses for anything and terrible maluses for everything. I made the mistake of recruiting a Genie who, because of his (non-removable) xenogenes, gets a permanent -20 mood debuff.

For reference, that's one of the worst debuffs in the game, the equivalent to things like "mind-shattering pain" and "son/daughter died", which even then are temporary. In reality, the debuff should go down over time, as the colonist "moves on", but they just didn't make any effort to make this or many other ideologies interesting to play.

Why are all forms of prosthetics, even simple ones, treated the same when most mainstream anti-transhumanist groups don't actually believe that? Why are there no options to tweak the "severity" of the ideology, like some of the other ideologies do? Why doesn't my legless colonist get a mood bonus for not replacing his legs, in the same way that other ideologies get bonuses when they do things that go along with their beliefs?

Meanwhile you can become an immortal cyborg with the Transhumanist ideology with no drawbacks and pure upside.

To me, it feels like the game has gone the same direction as something like Crusader Kings II -> III, where you had a serious, deep strategy game that allowed for some meme-y stuff for simulation's sake -- but then they just fully succumb to low IQ fans who only care about "i grew drugs and made human leather hats hehe so random". It also seems like some of the controversies over the dev's previous anti-PC additions to the game had an effect.

For example, apparently you were previously able to alter skin color through genes, but they removed it. Because being a psychotic eugenicist cult with an economy based in human leather is fine... as long as it's not racist!

Fortunately, the base game + mods is still a good experience. And I've heard chatter that there may eventually be an update to the overworld mechanics.
 
Last edited:

thesecret1

Arcane
Joined
Jun 30, 2019
Messages
6,874
Yeah, the lean towards memes is real, and leads to what I feel to be serious content bloat in the DLCs. So much worthless crap. It's not even that the ideas themeselves are bad, it's that they aren't incorporated well into the overall design (or are incorporated in the easiest way). There shouldn't be ideologies that are flat out useless shit that only gives you drawbacks, becoming nobility should be harder than saving someone from a raging squirrel (actual quest, btw) and shouldn't boil down to getting free goodies (I mean you're a part of an interstellar nation now, why can't you interact with it more?), most bio stuff boils down with fiddling with numbers a little (props to the ones that amount to more, but I still think the whole system could've been taken in a much more interesting direction), and the anomaly stuff is also rather questionable in some of the execution. And it's not like there's no room to improve in the main game either. I get that he doesn't want to do z-levels, but can we get a bigger map that runs well instead, at least? How about a second look at some of the random events, seeing as some of them seem to exist just as a fuck you to the player? There's lots of things that could use some expanding upon, yet instead it feels as though we're just getting more and more content bloat instead
 
Joined
Dec 12, 2013
Messages
4,349
I came here to tell you that due to inspired taming I now have a pair of thrumbos, a pair of megalosths and my trained bears are great at hauling things. Making big bucks selling donkeys and I finally caught stallions for my mares.
saving someone from a raging squirrel (actual quest, btw)
Some quests feel like they came straight from antialcohol add campaign targeting DM and their players:
zQTz7hL.jpeg
 

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