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>>2302069
Isn't the entire rhetoric of the empire that it fell down to its own weight? In a world without FTL you cant just keep everything on and connected. Maybe im obsolete with the lore but unless anomaly added mentions of the empire in there i don't see horax directly interested on them.
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>>2305487
I’d definitely like a river, maybe a road, and some coastline!
I’ve seen some people get whole islands. I’d like that too, but from what I’ve seen it’s mostly island and less mainland. I wouldn’t mind making a moated castle but like a whole village on the isle…? Nah!
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>>2305817
>xenotypes
>tails aren't actual limbs that can be cut off but a simple stat buff
>hand genes like trotters aren't actual hand replacements but simple buff debuff to manipulation instead of basing off pawn's hands
Tynan is a hack
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File: 1752531715125785.jpg (2.9 MB)
>want to do a nice river biome estuary game
>plant tick rates eating performance alive
>insane wealth scaling forcing all colonists to be fighters or use of lame ass cheese
>late game toxic fallout+blight spam forcing hydroponics
>droppods coded to land on whatever the most valuable thing you have is
It really feels like he forces you to play only an undergrounder military compound if you want to have fun. Anyway yeah I get you the RW thread kind of sucks right now because of two people just circle jerking constantly and they just ignore everything that isn't coomposting.
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>>2305889
I mean there are alternatives. Gravship completely breaks the game on default setting because it resets time and success adaptation scaling. And there is a wealth cap after which you can smack anything the game sends your way, and before you say not really I'll say 50+ cataphract cyborgs with miniguns and sniper rifles.
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>>2305964
>50+ cataphract cyborgs with miniguns and sniper rifles.
yeah forcing you to play a specific way just like I said.
>Gravship completely breaks the game on default setting because it resets time and success adaptation scaling.
Ah we have two ways to play the game now wonderful.
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>>2307304
Alright I'll bite. Tell me how it's the same basing and hiding in an instance like a flesh cave or stockpile basement and never dealing with raids or most incidents ever, intentionally keeping your wealth under wraps or having so much actionable wealth you laugh off almost any vanilla max point raid? And fuck tynan, I'm just curious what's your reasoning.
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File: 1556401177000.gif (751.8 KB)
>Oskar finally releases the new "ancients"
>Its just a worse version of the bunkers but now they're quest
>Purely focused on the super soldier mechanic
>The one mechanic everyone ignored in the first version
>Cant even stay in the bunkers and connect them using the underground rainway or start in one
What the fuck?
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>>2305817
>The horrible overpriced DLC killed this game for me
Dude just pirate them. Rimworld DLCs are some of the easiest to just pirate. I havent paid for a single DLC so far and I can live perfectly fine knowing that the hack faggot isn't getting a single cent.
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>>2307543
I... I pirated them. They are still under-cooked, boring and tedious and bloated. My issue is that instead of making substantive updates to the base game, Tynan made redditors pay 100USD for mods.
And the fact that childbirth is a dlc.exclusive feature and if I want kids I need to install the sexmod or have mechanitors and pigmen in my game.
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>>2303483
I can respect them if we have our own comfy thread that doesn't have coom shit and they go there if they need to coom
Maybe we can have a general here and have the thread OP have a link to the /vg/ thread to those who want to do that stuff and they have a link to ours for those who don't
>>2307540
How do you stomach oskar stuff shitting up loading times?
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>>2307621
>>2308232
tried it for a bit, insofar looks alright but don't have as much desire to play it as rimworld or songs of syx since the setting seems kind of bland. on the surface just looks like df at home but I never played df outside reading the generated history so I can't give a good comparison like an actual df player could.
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>Reinstall Vanilla Expanded Skills
>That one thing about it
You know? I wanted to have some fun with skills and I don't know when this was a thing, but the more passions a character has with this mod the learning speed of skills that don't have passion is lowered by a lot to he point of hitting ZERO percent.
Worst is that there used to be a sub-mod that reduced that nerf, but sadly it seems it got removed.
What a bummer.
>>2307761
Wholesome.
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File: Screenshot from 2026-01-09 22-55-26.png (251.8 KB)
>right at the end of my SCP anomaly playthrough
>about to hop in the gate and save the world
>Kind, psi-bonded wife of 4 years decides to start cucking my self-insert with the retarded 0 Social mining grunt
I didn't do the obvious thing and side with Satan Mastercomputer, but I will be leaving my eight antigrains under their bed* as a gift before I exile myself from the colony
*formerly our bed
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>>2307540
Not being able to move around stuff or edit the bunkers really did piss off my autism.
The super stuff should have been its own separate thing. Making it genes is better and more performance friendly, but it does not need to be tied to vaults.
Wish we could go full underrail, that would have been sick.
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Space rat empire mod (OA): It was worth it for a run for some variety. Meat production replaced by the yellow flowers, their reactor also acts as a battery, so you can have solar for real, it's not all about geothermal, and uranium and synthread finally has some use. Lots of clothes for fashion, but you'll get shot if you wear them.
Ultimate Storyteller mod: Keeping this one forever. Seems random enough for now, but still sends raids.
SRTS: Keeping this one too. Solves the problem of being stuck on one side of a mountain range, and if you want to declare one faction your enemy and remove from the planet, you can do it in the late game. I saw no reason to pay for Odyssey for now when this is there.
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>>2305889
>insane wealth scaling forcing all colonists to be fighters or use of lame ass cheese
I used to be like you, getting pissed off about it
until I learned it's ok to just lower the difficulty. I wish the tools to tailor the difficulty to my playthrough were a bit better, but you can already get a fun and challenging run with what we have
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>>2320040
Water is great defense, it slows them down. And we hauled the stones from the other shore so that they have no cover if they stop and shoot.
They usually come from the west where we have positions built out, or from the northeast, where we hide behind the rocks. If it looks like they'll make it across in numbers, we run inside.
>>2320678
Yes, I had to turn it down to Strive after we ate a doomsday while trying to hide in the gene bank building once.
By the endgame it was ok again because OA has some busted weapons, as faction mods usually do. I still considered it more balanced than the regular ratkin weapons expanded, because these ones are at least deep behind techprints. We spent most of the run on their assault rifle equivalent.
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>>2316352
Why would the fucking emperor be some bog standard bleb sanguophage when you can have all the good stuff without the useless shit and downsides to fuel the useless shit? Archogenes have no metabolism cost, you can slap ageless, deathless and scarless to a pawn without all that sanguophage crap.
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Are there any mods that rebalance shop prices and quest rewards to make the rare shit more expensive/harder to aquire? It upsets my autism when I can get something like archeotech from some trivial quest or buy it for the price of a harvest of potatoes or two.
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>>2321886
half the point of the setting is that the rare precious ultratech stuff isn't really rare or precious, you're just in the ass end of nowhere - and to the duke of earl that stuff is mundane (and to the starving primitive, you can't eat a power cell)
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How are the big 40k mods in terms of changing gameplay? So far I've just been going with an all DLC minus Anomaly run, adding random mods to patch shit that pissed me off or felt lacking (storage, diplomacy, roadbuilding, vehicles, genecrafting, RimWar and so on) but when this playthrough is done i'd like to start over with mods that really shake up the game for the better.
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>>2323321
Rimdark adds muhreens and a gene system to create them from thunder warriors all the way to primarchs, also adds an empire faction that works like the royalty empire with ranks and such, I enjoy it.
Grimworld adds a LOT of apparel and items and factions, most of them bloat. It also adds a shitty monument to every starter map with the names of the patreon donors, which I think is very gay. I don't play with it.
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>>2326524
it's objectively correct though, vegan's problems are with animals being incapable of giving consent, if humans laid eggs they'd be fine with those, and they also would consider consensual cannibalism acceptable except it's illegal and the whole prion thing (which isn't in rimworld for some reason)
why doesn't it make sense to you?
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>>2326526
vegan literally means not eating any animal products, humans are mammals therefore eating human spunk isnt vegan
otherwise milk would be vegan because cows go to the milking machines themselves to relieve themselves
https://www.merriam-webster.com/dictionary/vegan
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>>2326529
do you not understand the consent part
like cows have been bred to overproduce milk to the point where they'll literally die if they're not milked, that doesn't mean they agree to have it sold on the consumer market
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File: SoyBooru.com - 134915 - bald closed_mouth glasses hand rope tranny transgender_flag troon variant_rolljak.png (11.4 KB)
Im going to upload a screenshot but i feel i did something so deranged in a game
I installed altered carbon, i put a neural stack on a (male) 3 month old toddler because his leg was shot off in friendly fire, i was going to transfer this stack into a sleeve and i had already built the thing to make one but then i got an event for a psychic storm and two archons spawned and got immediately gunned down by my ships, and one of the archons (female) didn't die but was incapacitated and so i just ripped the cortical stack from the toddler and put it in the archon.
So i basically made tranny adam warlock
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>>2329508
>by my ships
*By my ship's uranium slug turret
I made a little platform protuding out of my ship and covered in turrets to shoot tribals to kidnap
The colony is led by a sanguophage with two lobotomized elderly women without legs on a blood sucking sarcophagus, we regularly mince up tribals to make chemfuel or food, i wiped out two tribal factions in search of both organs and sleeves for the dead colonists to transfer their cortical stacks to
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yes I WILL savescum when you send 100 tribal niggers at me
yes I will reload when my favorite guy in full marine armor gets oneshot by a barely human spearchucker
yes I will go into devmode and lightning bolt the nigger horde into ash
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>>2345639
I think all the DLC stuff is fairly creative and unique. While most xenotypes are more miss than hit none of them are just rip offs from generic scifi or fantasy.
Anomaly, despite being kinda shit, feels especially fresh. Every single entity is something new I never saw like that before the game.
Tynan kinda sucks ngl but he is really good at worldbuilding.
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>>2305821
>tails aren't actual limbs that can be cut off but a simple stat buff
>hand genes like trotters aren't actual hand replacements but simple buff debuff to manipulation instead of basing off pawn's hands
And there aren't any mods to fix that?
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>>2349029
Its definitely worth getting
At some point I'd say it was even worth buying until we saw what a hack Tynan truly is with his DLC's.
Play the base game at the start and if you like it consider DLCbloat along with mods.
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How do the expansions work? I don't have any. Biotech and Odyssey seem interesting to me. Are they all combined from the base crash landing start? Or is the spaceship part a separate game start? Are the biotech features included automatically in the other expansions?
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File: he died as he lived - completely retarded.png (2.8 MB)
>>2349715
Each DLC usually adds some new starting options, but all the content is still available regardless of which start you pick. You can do the Anomaly Researches start from that DLC and still build a spaceship, for example.
The starting options are just for variety (and sometimes give you access to the related DLC mechanics a little earlier).
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>>2353783
Asteroids have mountain roofs without bugs. Stations have central drop only if there's no unroofed edge. Neither have breacher or siege raids that may involve 9000+ tribals or mech mortars or thermites. Face it, you've been given the tools but failed to use them.I bet you didn't get the book either
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>>2353788
I must have something that changes that then because this was NOT THE CASE at odyssey launch for me. Also again, still doesn't change them just going through hull, which was what I was initially talking about.
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>>2353789
Yeah, sure. All the missing incidents and raid types and objectively broken or overpowered shit that remain unpatched or unchanged in anomaly and now odyssey special areas since their respective launches but this one raid type that apparently has you coping since 2015 got changed in a way only you perceive. And gravships breaking the core mechanic of wealth and damage scaling whenever they jump remain untouched. heh.
Face it. You've been given the tools but failed to use them.
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>>2353810
I prefer flesh caverns actually since they remind me of your mom when I'm done with her but sure, repurposed mech stations are pretty neat as safehouse for my raiding gravships. So, you going to keep yapping and samefagging or you got something resembling real conversation in you?
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>>2354547
"diplomacy"/faction stuff where you don't just start out with -50 for reasons, with more unity between the existing DLCs.
Link odyssey and royalty, link biotech and ideology, and so on more.
also >>2354564
While the game starts up quicker now it sure doesn't like a lot of the same things once you start getting bigger numbers of things.
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>>2354695
kek this is why in addition to CE I have combat readiness check as one of my default mods.
https://steamcommunity.com/sharedfiles/filedetails/?id=2314304057
Has settings for different things but basically weapons and armor are what count toward raid points, not you having a hospital that has a clean floor or because joey made a legendary stool for the kitchen.
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File: Screenshot from 2026-03-06 12-50-01.png (48.8 KB)
Is it normal for the fallen empire to be at war with random quest refugee groups? As soon as the quest ended and the refugees stopped being semi-members of my colony, the royal tribute collectors just gunned them all down.*
Dumbest part is that one of them is sadwandering, so I can't just move them all to some other part of the map before the quest finishes so they'll leave from a different map edge.
*inb4 based
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>>2357939
Its completely disconnected from the rest of the game, which is fine, if you dont mind. But its really not going to affect you in any way if you dont make a playthrough strictly based on the DLC, in any case i have it disabled personally, its not terrible and the gameplay of it is fun but Its a separate game and you have to keep that in mind
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>psykers
>rogue, god like AIs
>technological miracle planets
>no ftl travel
>some weird alternate dimension stuff than can be accessed through unholy rituals
Is it just me or is Rimworld set in the 40k universe during the golden age of humanity?
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>"damn its been a while since I played rimworld, maybe I should replay it"
>have to go through 100's of mods to see which were updated or not because some have separate mod pages, others are abandoned and/or obsolete
>then go through workshop and other sources to see some newer mods which may exist
>"fuck it i will play vanilla"
>vanilla has some shit that is atrocious since early access like
>inability to make nutrient pasta in bulk without zone shenanigans
>or inability to quickly compare certain stats
>or a fucking in-game wiki to compare how different material will affect an item
>as well as those pesky "exceptions" like thrumbfur duster giving significantly better stats
I still haven't played odyssey
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>>2357939
Anomaly is personally my favorite. So much useful shit added on top of fun things to fight. I do recommend Biotech solely due to xenotypes. There are mechs and kids if you care, but xenotypes alone are worth it in my opinion. Odyssey as well due to the stuff it adds to the world to encounter/the variance. Those are my 'if you like the base game and just want to add stuff that adds variety more than anything' picks. Ideology is nice if you are into minmaxing/rping when playing. Royalty adds fun stuff to play with like Anomaly, but a lot less. And if you complain about needing to do alt research/capturing entities, you will be annoyed with psycasts being unreliable without being tribals if you don't want to have a royal. I don't get it. Basically just having monster prisoners, but there is dumber things people bitch about with Rimworld. Plus permits being locked behind royals too
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>>2365610
Totally understandable. I'm sure I will have a small one for mid/endgame in a 'normal/typical' playthrough. I don't know. I was excited for gravships at first, but I bounced off them pretty hard. Definitely will have good use for themed runs for sure though.
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>>2365736
The real gamechanger is actually the shuttle from ody. Even if you don't modincrease its capacity you can send multiple shuttles to trade and psycast return. And when you setup a couple the only running cost is chemfuel which is so renewable and widely available it's plain silly. Add to that how the game is not meant to calculate wealth each time you jump treating it as a new colony for time progression and how limited ship space means naturally limited wealth and you get something special. Absolutely retarded since you can avoid engaging with most challenges if you so decide but special.
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>>2365795
The shuttle is super nice for speeding up trading. I didn't mind caravanning, but the shuttle makes it a non-issue when doing anything off map. Does far skipping on the world map (or inside a tile even) bring the shuttle with you? I never thought about if that was the case or not before. I already used farskip heavily when a colony allowed such.
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>>2365976
No, the shuttle still needs to pilot back. But you can get the farskipper into position in hours instead of days+ and you can cast it regardless if the caravan is too overloaded to move. Convenient if you're selling something pricey but low volume and bringing back a shitload of say steel or cloth. Or if you just landed somewhere you can send a few random shuttles somewhere and bring back chunks, ore or wood.
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>>2366487
>Please tell me you lifted this shitshow from google and just posted it for laughs.
No it's literally my base. Where else am I supposed to store the crap? I don't want to turn it all into chemfuel yet because of the risk.
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>>2366489
Ah, the India school of crapping on the mainstreet is functional approach to urbanization. Gotcha.
Fucking hell anon. Move the hospital and kitchen to where there rooms are, put rooms there and move the crap bottom left. Doesn't look asshitand saves time on hauling and cleaning as well. You're still getting fucked by first breacher, orbital or serious mortar raid. Hell, a nig with a molotov will ruin your sorry ass but it's a start.
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>>2366496
There's 3 toilets actually. There's a few port holes to deal with breacher raids (I'm using CE so they get mowed down by machine gun and sniper fire pretty fast). I have a mortar to deal with mortar raids + I just send out snipers which works pretty well. Mech clusters are a real PITA though.
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File: Screenshot from 2026-03-25 20-06-19.png (2.6 MB)
Managed to hold off the raiders just long enough for their target's evac shuttle to arrive.
Grabbed the neuroformer reward and blasted off in the Star Toad right as they began to overwhelm my defenses.
The gravship is pretty cheesy, but fun.
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File: Screenshot from 2026-03-30 01-42-13.png (1.9 MB)
I actually feel guilty about this. This is clearly just a based traveler on the land who wants nothing more than to be left alone.
I bet he'd even mod your guns for you if you ask nicely, as a favor.
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File: party hard.png (1.8 MB)
>drop VE Gravship due to the loading time bug
>start in orbit
>realize how barren, feature poor and empty vanilla Odyssey content is
Life is truly suffering.
AND THERE IS STILL NO ACTUAL FUCKING MARSX UPGRADE FUUUUUUUUUUUUUUCK
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>>2370606
Some people on /vst/ specifically seems to have a hatred for vanilla expanded in general. I'll agree that some of the mods are completely superfluous, but others are quite good. It seems strange to say that all of it's shit. S'pose that's just the hyperbolic nature of siberian basketweaving forums.
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am i the only one who feels bittersweet about ferny's list? like on the one side its good and has alot of content, but at the same time he is obsessed with ''vanilla balance'', useless prop and vanity mods, his communication is in style of ''nope doesn't fit the ''style'' ''+ zero explanation
like who is going to make a simulationist modpack with the appropriate modpack mods to fill the blanks?
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>>2370877
>this cook only shits and spits in your hamburger, if you order the hotdog it tastes great!
Have some standards dude. Not all of his mods are terrible, but not of them are that good either, at least not enough to infect your game with traced art and vibecoded pajeet mods that the guy commissioned for 5 bucks
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So the Beam Repeater, which bypasses enemy force shields, can't be used if you're wearing a force shield, but the Beam Graser, which does not bypass enemy force shields, can be used while wearing a force shield?
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File: Screenshot from 2026-04-06 14-43-41.png (57.1 KB)
>The kin at the temperate forest are free. You can just take them home. I have 40 kin.
Seriously, my main guy's social list is like:
His wife
10 cousins-once-removed
40 kin
His best friend
This is retarded.
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>>2374703
>>2374319
>>2374703
What even is the "storytelling opportunity" of this? Even if you have a more reasonable amount of relations turn up, what are you supposed to do with them? You can't usually recruit them, and they don't do anything unique other than being a -4 mood penalty if they die (so slightly worse than eating a meal in your lap or on the ground). If we weren't including children until Biotech, I would have gladly accepted abstracting familial relations in general, Tynan.
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>>2380270
It is quite interesting that Rimworld is fun in spite of itself rather than because of it. I agree that it's shallow and repetitive, but I for some reason haven't put it down for longer than a year at a time.
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I acquired Odyssey and completed a very enjoyable playthrough. I now want to add 1 more DLC and then do another playthrough, cumulatively adding one more DLC as I go.
I'm deciding on acquiring another DLC, either Biotech or Ideology
I know Biotech adds a shitload of content but on the other hand, I downloaded a suicide vest mod and I want to use slaves as walking IEDs.
Which one should I acquire first?
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Having played through wandering village, i feel like it does a better job of offering replaybility than rimworld despite being smaller scoped and contaning less content
>both propose a story where you travel to leave the hostile environment, but in rimworld traveling isn’t engaging or fun, nor realistic especially on 100% planet generation
>proposes scenarios with specific challenges, which unlock in game skins or/and further challenges to tackle and different gameplay styles to use
I get that Rimworld is about ‘muh story’ and all the limitations are for you to impose on yourself, but there is no sense from gameplay perspective to make ideology that isn’t efficient or a biome that isn’t easy.
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>>2381290
Problem with ideology is the tenants are either busted or pretty much irrelevant flavor. As for biomes only two that offer something different are ice sheet and super extreme desert which make you depend on raiders on start and plays the same as any other minus possibility for a mountain base after a year or few and jungles, swamps and such which are just a pain in the ass if you don't stock up on meds.
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>>2382930
I think the beta has been up for a couple of weeks. I like it.
>>2384143
>Don't feel pain, so won't fall over easily
>Have in-built armor on every bodypart, so no lucky brain or liver shots.
>Can't be set on fire for a stun, EMP is a much weaker version
>Can't be recruited to offset eventual losses
>Can't sell or use equipment as they drop nothing
At least they're high raid-ponts, but even with them having the highest ones in vanilla, they feel under-priced. Five tribal chiefs are not combat-equivalent to a centipede blaster, but according to raid-points they are. Hell a Janissary easily beats up two chiefs, even if he's supposed to lose, so the system isn't that good at considering how concentration of equipment and skill affects difficulty.
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>>2384369
In theory it can perma-stun, but if you use anything that does damage (Zeushammer, EMP rounds unique), then it's pretty worthless. My guess is that you're intended to have a pawn dedicated to the EMP lifestyle, and that pawns with implants are meant to be much more common, so that they have something to do in the non-mechanoid raids. Either that or you should keep an EMP launcher at your killbox (which themselves don't feel intended, but it's the only way to deal with later threats)
The need to have a dedicated EMP guy feels in line with fire at least, since it should more so work as an anti-player rather than anti-raid tool. You can't dedicate one guy to be expendable molotov chucker, but the raid certantly can (of course you can make it work, but hellcats and incendiary launchers are a bit more fiddly than a charge rifle). Problem is that EMP means nothing to a player, and five out of six hostile factions aren't usually bothered by it. Hell two factions (Pirates, tribals) can't be bothered since they don't have implants that interact with EMP. Fire on the other hand will stun everyone but mechanoids, can be an addition to rather than a replacement for a gun, and does actual damage besides.
EMP under-barrel grenades on uniques were a step in the right direction, but they should have been craftable like the hellcat.
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>>2386238
Hey, social mechanics are for trade AND recruiting prisoners. That's like one or two more uses of that system and skill per in-game year!
If you were to reshuffle Rimworld's skills, what would you do? It feels like half the skills are only useful on one pawn, or even worse, only useful in some colonies, like animals.
Either you'd split up the more useful skills into more niche subskills to get them in line with the more important ones (so crafting into things like armorer, weaponsmith, componentsmith ect.). Or you'd give every colony a reason to have one or several high-level artists (Having them be entertainers, mass-boosting recreation so that you can fulfill that more efficiently, or something).
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>>2387107
>to get them in line with the more important ones
Meant the less important ones, but whatever.
Big challenge for splitting would probably be plants. I don't know if it's universal, but I feel like I always need several plant pawns, and there isn't much splitting to be done there. I was going to say that combat skills shouldn't be touched since they need to be universal, but I wonder if they must be now that you don't get 10 TPS if you have a pawn-count in the double digits. Maybe you could have combat pawns and civilian pawns. You'd have to tweak the intended-colony-size formula so that you don't just get unwavering loyal and dies on down past a certain point.
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>>2387107
>It feels like half the skills are only useful on one pawn
That's a good thing though, you want specialists.
It's why the game kind of shits the bed when you have a colony of like 20 people. There's no tension when you have redundancies, but your one farmer getting his brains blown out in a raid right before the harvest? That's cinema.
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File: 54 militors.png (771.5 KB)
Is it normal for psychic ship chunks to just have militors? I've gotten two in a row now that was nothing but. I'm assuming it's some strange mod conflict that's causing it, but for all I know this might be possible but rare.
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>Yttakin raiders from quest are too strong for my colonists whose greatest weapon is a greatbow
>Shoot an elephant and manhunt take down one and grievously maim another, winning the loot and the leather
it's moments like this that makes me love the game
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>>2387231
'a shitload of militors' is a valid way for a mech raid to spawn. Seen it several times, and I don't think it's a bug.
>>2387234
>>2387237
I modded those genes to change +8/+4 to +4/+2, but I savescum a lot so small bonuses are more impactful than normal for me (because I can keep stacking them since my pawns don't die).
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>>2387849
Problem with lmg is that is has short range and long cooldown with the only saving grace being stop power which is niche AF. Can be alright with named weapons that fix that but then you need to ask yourself why wouldn't I use charge rifles, incinerators or chain shotguns for assaults. Or one of those named helcats the game keeps throwing my way/
>what is attack corpse/tree/rock in the back
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>>2387236
>solo colonist
>outlander trade caravan comes
>shoot a thrumbo and run inside
>caravan kills it, losing a couple members and one gets injured
>rescue & patch the guy up while feeding him his former comrades
>end up with a net positive relations gain with his faction
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File: the most useless pawn ever created.png (80.4 KB)
>wont fight
>wont clean and haul shit
>will start fires but wont extinguish them
this had to be one of the funniest shit i ever rolled, i also got couple other
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File: 1777720476043486.jpg (383.3 KB)
coomers on /vg/ directed me here.
do you guys know any mods to make resources scarce? so i don't constantly get bombarded with sites like 2000 steel + tip, and i don't get marine shit carried to my doorstep. i wanted forced nomad experience, with high tech shit like components only spawning in ancient complexes, with next to none available ore on the map and without direct pipeline from everything to an orbital trader..
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>>2390089
it's pathological exploratory behaviour. your brain wants something new, but once you've learned the novel parts, it knows the rest and doesn't want to engage anymore.
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File: 1754578216603621.png (61.9 KB)
>bored to tears of my mod list
>install the progression modpack to try it out
>playing someone else's mod list feels soulless
its a conundrum
>>2389438
rimsort has been my go-to since before anomaly came out, don't know why you'd still use rimpy.
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>>2386238
>no mods
>3 pawn start, 1 is married, the rest have 0 relations
>finish odyssey quest
>finish anomaly quest
>married pawn still married (can't divorce off-map) and never ever saw his wife
>all starting pawns now have some random 15 cousins and 10 uncles
What a story.
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>>2391637
I don't think you can delete off-map relationships with dev mode (since they're only attached to one of the characters, which will be the off-map one 50% of the time), but you can with this mod:
https://www.nexusmods.com/rimworld/mods/326
Lazy mechanic. I feel 0 guilt for cheating to bypass it.
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>>2392056
Even if the relationship is attached to the off-map pawn? As I understand it, only one of them will actually be the source of the relationship, and that pawn has to be directly targeted with the removal if you're using dev mode.
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>>2392248
WVC is a great mod, but if you just need mechanoids to shutdown if they aren't working Smart Work Mode is a better option. Also get some optimization mods, even with recent fixes and setting up separate threads for some inconsequential processes TPS death is still a real threat.
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>>2393115
As I said WVC is a great and convenient mod, but I'm too used to the old Mechanoid Idle Optimization mod from 1.4 and WVC is just too much for me.
>Not sure what you can even get for performance in 1.6 now that rocket and fish are superfluous
There are still sevearl good performance mods that are still maintained
>Slower Pawn Tick Rate
It adjusts several headifs so they don't tick as often saving in performance.
>Performance Optimizer
Still works and is maintained, yes it's Tarachunk but it works.
>Generate No Relation and WorldPawn cleaner
A must have mods if you don't want your colony to start choking from all the cousins, uncles, ex-wives and random passersby your pawns met during a trade caravan.
>Graphics Settings+
It's a must if you're using pre-generated .dds files to speed up load times since RimWorld doesn't load external ones, but this is mainly for mad-men that run 300+ modlists with a ton of textures.
>Missile Girl
A new and experimental replacement for RocketMan, don't know much about it and I don't use but if you want give it a try, but honestly from a first glance it seems a bit fucky.
Also a few more misc mod recommendations, I would replace In-wall coolers and vents with Replace Stuff, it comes with both it's own overwall coolers and vents and it allows you to replace walls and buildings without having to deconstruct them first, useful if you're running a cold biome colony, Better work bench management which allows you to re-order your task list by just dragging them, and if you're planning on running a Mech colony "Mechs can haul to charger" is an absolute godsend and has prevented countless militors from sitting out in the field waiting to dormant recharge to 15% so they can move to the charger.
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>>2393156
Sure that's reasonable but I'm thinking I don't need additional mods to fix performance issues caused by those giant modlists if I'm intentionally avoiding using such a modlist. If that makes sense lol.
>dubs mint menus
Good catch, I forgot that one.
>Replace Stuff
Intentional choice to not include it. Yes it's great but I plan to lean into space for this one and I know better than to believe I won't use it to cheese vacuum, cold and those super solid blocks I already buffed further with [solid walls].
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>>2391637
Well now you have the story of a man who scoured an entire rimworld and faced off against the darcotechs just to fail t find his wife, along his erstwhile companions of the octomom clans :)Given some sanity checks and something to actually do with them, maybe it'd work, but I don't know what you'd do to make it even slightly interesting.
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>>2302069
returning player here. Is the progression mod pack worth using, or is it just bloat? I kind of just want to play with a single pawn, and play it sort of like factorio.
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>>2396467
>[Pack that advertises 1000+ mods as feature]
>Is this bloat?
If you're serious, then I haven't played, but reading through and checking the modlist, it looks very unfocused. I suppose it gives you the entire gambit of caveman to cosmos, but if "animal" tech level isn't bloat then I don't know what is. It also doesn't give you any clear direction on what to do with your colony. It just seems to be Rimworld+ (featuring 2 hours of load time on start). Whatever you are going to play, you probably could get the exact same experience with a mod pack a fifth the size. (Hell even progression/generation packs tend to be much slimmer)
There are also quite a few balancing choices I wouldn't have made thrown in, but you can't get away from that with bigger packs.
Do people play pre-industrial a lot? A lot of rimworld's systems feel like they cater to industrial and early spacer. I don't think the average medieval knight died with two fingers, one eye, and no ears while being judo-chopped through their plate-armor.
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>>2399634
Animal is the name Oskar gave to the tech level of wild men, pre-tribal (based desu)
>>2396467
I'm >>2391580, I tried the progression pack for a bit but didn't really enjoy it, like the other anon said its too unfocused and has too many meme mods, try one of the collections from Rat Knight or Samuel Streamer, they're more focused.
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>>2399657
>Wild men are animal
I agree there (honestly didn't know it was vanilla though). I'm just against it being something to prop up with mods. The entire point of animal tech level in these sorts of packs is to get to neolithic tech level as fast as humanly possible. There isn't a point in it being player-accessible as you can do next to nothing, so it's bloat.
It also doesn't help that the scale of things that Rimworld is set up to handle only really goes between neolithic and spacer, so introducing something that's supposed to be more shit than a piece of wood and loincloth, but better than a naked pawn gives basically no wiggle-room
It's sort of similar to the mods that try to make Ultra and Archotech tech levels a thing. The design-space for items beyond cataphract armor and monoswords becomes really small
>Rat Knight or Samuel Streamer packs instead of Progression
Seconding.
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>>2396467
i've played it for a quite a while now. Well it is good. It is bloat but I dont mind that much.
One the one side some of the Ferny's mod are really good and fill a niche that hasn't been filled before.
However the guys obsession with vanilla balance and vanilla like mods is bothering me. Vanilla by itself is shit, as it is a not open-ended (it forces you to finish the game eventually).
Also it seems that fame and hugboxing has gotten into his head. He seems condacending and yapps about his vibe and vision and how critics aren't the ''target audience''
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>>2399253
Factorio is awesome, but I also want a game where I can make a comfy inn or casino or do other stuff outside of pure automation.
>>2399634
Yeah... I agree here. Basically everything pre industrial looks like it would be better handled with a more catered modlist. I disabled the randomized research projects mod, and the research tab gave me a heart attack. I get you can just pick and choose, but it's a bit ridiculous.
>>2399657
I was looking at some of Samuel's packs. I might try one of these.
Before now, I haven't played the game since royalty. What's with all these mods called "X Vanilla Expanded"? It just sounds like an oxymoron lol
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File: Some Big and Small Xenotypes.png (706.2 KB)
>>2401808
>What's with all these mods called "X Vanilla Expanded"?
It's what it says on the tin. Vanilla Nutrient Paste expanded expands on the vanilla idea of nutrient paste, for instance. It sells itself on being very vanilla-adjacent, so while Big and Small adds things like half-spiders, naga and centaurs. Vanilla expanded xenotypes are (in theory at least) just modifications of existing xenotypes, so Sanguophage expanded adds slight variations on the vampires and adds more things to the vampires.
The series isn't universally loved, some additions are certantly worse than others, or completely superfluous, but some are really neat. It's an ongoing thing; >>2370606 >>2399626, with Oskar being the name of the main VE modder. Psycasts expanded is interesting, if very OP as it turns psycasters from having niche utility to being combat monsters (depending on what you spec in to). It's perhaps not representative of the quality of some of the mods (clothing and weapon ones are just bloat), but it's an interesting start in VE.Is the escaped youths with potential start supposed to be impossible? Having an instant raid of two Janissaries when you start with a bolt-action rifle and a couple of knives seems incredibly lobsided, even if you start with combat-focused pawns. Had to cheat by giving the Janissaries poor revolvers instead of charge lancers and assault rifles, and even then it's just barely doable. Seemed like a good theme for freak experiments who managed to escape captivity
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>>2393156
>Missile Girl
>Seems a bit fucky
Wasn't Rocket Man built on false pretenses and bad code? I wouldn't trust anything that's attempting to be a spiritual successor to it with anything.
>>2401808
>I was looking at some of Samuel's packs
Both he and Rat Knight make youtube videos with their packs, so you can get a better feel for them before installing them for yourself.
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File: Quick turnaround.png (388.9 KB)
>Takuya, we've been together for a long time, we've seen a lot together. Will you marry me?
>NO you gaunt creep
>...
>...
>Takuya, how about now? We're both ten minutes more mature, will you marry me?
>I thought you'd never ask, YES!
Briliant storytelling Tynan!What does his book actually say? We joke about it and Rimworld being a story generator, but Rimworld has so many design oddities, and Ludeon has only released one game. Who is Tynan Sylvester to lecture people on game design?
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>>2406689
>I previously worked as a level and systems designer at Irrational Games in Boston, primarily on BioShock Infinite. I also did contract level design for Epic Games’ Unreal Tournament, Digital Extremes’ Warpath, and Groove Games’ Close Quarters Conflict. Before that, I created many Unreal Tournament levels, with several winning cash awards. I also started a total conversion mod for UT2004 called Elemental Conflict and led a team developing it for about 14 months.
I expected a different set of games under his belt considering what Rimworld ended up being, desu.
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speaking of bizarre relationship spam and "story generation"
>host some minor faction refugees
>host an empire noble
>one of the refugees (71 years old, dark skin) is the daughter of the noble (24, pale)
>the refugees betray the colony and get killed
>noble is devastated his daughter died and leaves
bravo, tynan. completely nonsensical.
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>>2407304
>be me
>decide to go slumming in the boondocks for the hell of it
>dip my dick in some chocolate now and then
>that personal biosculpter sure is convenient
>welp it's been ages better do it again.jpeg
>holy crap i had a daughter all this time
>she was walking the planet for decades looking for me
>some dickhead blew her head off with a chainshotgun for no reason
>>w y upset bro
As far as procedurally generated content goes this one is alright
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>>2407308
You sound like you could a fuckabout yourself, it's just like a walkabout except you make babies while doing it. And maybe a biosculptor treatment to remove that stick from your ass.
Hell, anon. Of all the things you could complain about in vanilla rw; wealth scaling, awful combat, uninspired design based around aping off mods for dlc, forced resource draining mechanics because what else are you going to do, barebones diplomacy or factions in general, lack of any real framework for larger colonies, often braindead pathfinding, needing mods to fix shit as basic as goddamn hauling... you bitch about something that's actually a neat story when you look at it.
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>>2407310
neat my ass, it's a bogus random connection with literally minimal gameplay connection at all, a single negative thought in the case of a single event.
but clearly since you got emotionally invested in just hearing about it it's a good story, can't argue with results. i yield, tynan, i will buy the book.
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>>2407302
cryptosleep making children older than their parents makes for some interesting relations
one of my favorite combos was one such mother-daughter pair with a fast learner & a neurotic builder with like 14 shooting base
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>>2413237
Food storage is honestly less important than you'd think. You only need your number of colonists times how long you think your chef might be out of action in meals. For raw food, corn lasts a year without a fridge (and none last less than half a year), and animals last indefenetly, and if you don't want to manage animals and don't want to run just on vegetables, then pemmican exists for a reason.
If you have a six-person colony but a hundred prepared meals and several thousand more in raw nutrition in your stockpile then you're just wasting your planters', hunters' and animal handlers' time, and you've unnecessarily increased your wealth, if you subscribe to wealth management as part of your base defense philosophy.
The only scenarios where keeping food becomes more pressing is when either food only comes in unpredictable and largely uncontrollable "spurts" like an extreme desert where you can only eat animals and visitors who wander in (Ice sheet has 99 problems, but refrigeration aint one), or if your chef has a tendency to be unavailable for longer stretches. One of those two can be mitigated by just training a second chef, and I've yet to see a desert map with absolutely no arable land.
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>>2413237
Realistically minimal modified by where you live. Freezers encourage hoarding which increases wealth which leads to yet more food etc. And it's all fun and games until three dozen centipedes drop to push your shit in because you stockpiled on squirrel lunchmeat and some chocolate. Plus there's additional hassle to consider with power and component drain.
What I like to do it mostly hunt earlier game and have just about or slightly more hydroponics than I need for my daily dose later.
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>>2414922
Unless you want variety (which I assume you dont' since you say overhaul), there isn't a reason to use VPE. I like base game psycasts, but I like the variety VPE has. I don't really minmax, so it is balanced enough. People get trees based on who they are and xp gain tunrd down to 0 from meditating.
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Anyone have good mods to personalize pawns and give them a bit more of a story?
Tried Pawn Chronicles since I liked the concept of having story paths going on based on what my pawns do, think and feel, but it nukes tps (500 mod modlist without can run at 4x speed with 900 tps 60 fps no problem, but with it I can't get past 100 tps, meaning that you get sub-60 fps on even 2x), and the writing is so flowery and strangely put that it gets hard to parse.
>The conviction is gone. [PAWN_nameDef] held to their principles until the world broke them against it. What remains isn't peace - it's exhaustion wearing peace's face. [PAWN_pronoun] no longer argues about violence. [PAWN_pronoun] simply does what is asked.Although how much could you expect of a Dane? They can't even speak their own language
I currently just document interesting happenings in worldbuilder, and duck in to character editor if something extreme enough happens and something should be changed as a result (someone becoming a body purist after a particularly harrowing experience with a bionic monster going insane, the colony pianist becoming depressive after going deaf, and so on). That feels a bit cheap and I could just be game-mastering a ttrpg instead, so I'd want the game to be the one pulling the trigger on those sorts of things. I may have built myself a dollhouse, but I at least want my dolls to become depressed alcoholics without my intervention.
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>>2406693
you'd think that with how much time he's spent working on shooters that the combat mechanics in rimworld would be a lot deeper than just rolling dice and moving your guys around to make use of cover/different weapon ranges
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>>2345856
Weren't Yttakin called Wookies by people before the DLC even released? Not to mention the vampires, dwarves, sexy cat-people, genetic drugged-up supersoldiers, pig hybrids and literally just neanderthals.
I'll grant you that impids and wasters are a bit more unique and interesting, and some are perhaps less generic than others, but I think modders have proved that there are much more interesting concepts that you can do with xenotypes.
Also:
>Tynan is really good at worldbuilding
It was interesting when Kojima blamed everything on nanomachines and supercomputers, but Tynan isn't Kojima
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Are there any mods that make the behaviour of AI factions more believable? In vanilla, it seems like their only purpose is to attack when the game master says so. There's no rhyme or reason. Diplomacy is non-existent.
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So hey the guy who made Zombieland went full retard and updated with AI and is purging comments/screaming at people bringing it up.
I mention this because he also makes Harmony and you should probably go ahead and backup harmony off the github just in case:
https://steamcommunity.com/workshop/filedetails/?id=2009463077
https://github.com/pardeike/HarmonyRimWorld/releases
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What are the things you absolutely use dev mode for, to make things less annoying?
For me, it's removing marshes to build stuff on it, moisture pumps are a thing, but they're way down the tech tree and super fucking slow.
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>>2419649
20melee or shooting getting some random "OH NOW HE HAS NO EYE" despite full armor coverage and CE and it was a bow or something sometimes just annoy me enough where I open character editor and say you know what no that pawn didn't get hit. Not even from a savescumming point of view more nah fuck you thats retarded.
I have also removed geysers or moved them for aesthetic purposes.
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>>2419649
Getting rid of dumb deaths. A pawn is bleeding out on the floor after a raid and the colonist going to rescue him fucks off to have a "sad wander" because he was insulted by his ex 3 days ago, leading the pawn to die. I remove some of their injuries to slow down the bleeding until someone else can pick them up
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>>2419649
freezing traders that are pretending they can't hear my colonist going "HEEEEEEEEEEEEY WAIT UP"
i also used to fix random brain injuries (easy to miss, apparently go juice lets you just keep trucking after getting half your head hollowed out) but then i learned that chronophagy works just as well
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>>2419649
Removing pregnancies. These fucking bozos can't seem to get the hang of condoms, I swear to god. Even on reduced fertility Ideo and avoid pregnancy set in social tab, there would be at least one baby a year per pair. I'm not wasting medicine to fix something that shouldn't have been a problem in the first place.
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