RimWorld - a game about worlds on the rim of the galaxy, not licking buttholes

  • Want to keep track of this thread?
    Accounts can bookmark posts, watch threads for updates, and jump back to where you stopped reading.
    Create account
I took her tongue out thinking that might help, but instead she had a mental break and now I have to go through the whole recruiting process again after arresting her.
Pawns will go to rejoin whatever faction they were in when released from prison, this includes your colonists. In other words, if you arrested Butcher Pete for stabbing a baby, you can release him again right after and he will rejoin the colony. However, they get a mood debuff for having been jailed, and do not get catharsis afterwards.
 
>Kamala loses horrifically
>The same week, Rimworld gives me 200 coconuts.
What did they mean by this?

Screenshot (2).png
 
Started a new, moderately-modded play-through. So far the funniest moment occurred fairly early on: two of my original three ended up hooking up and then getting engaged in fairly short order. The woman ended up breaking things off with the guy, who that afternoon hooked up with the other original colonist and that evening got her pregnant. They've since stayed together and gotten married.

Random observations in no particular order:
- I actually like the Royalty "entertain the Stellarch" win condition more than the default "build a spaceship" one.
- Ideoligeons always seem to be more of a pain in the ass than they're worth; I keep giving them a chance and they keep disappointing me.
- Shit like sanguinophages, mechanitors and some of the transhumanist equipment are too expensive/pain-in-the-ass to be worth it, but most of the other xenotypes aren't too bad.
- Raising kids is interesting in that if you put the not-too-expensive resources and pawn time in, you can create very powerful customized pawns, but it *is* a little tedious. Also having to save kids from wild animals is funny, but only the first couple times.
- Tilled fields mod is great but OP; it'd be nice if there was a more balanced version of it.
- Medieval Times is similarly OP, but things like the corpse bonfire and the tailor station allowing you to disassemble clothes to get some material back are just too useful to give up.
 
Started a new, moderately-modded play-through. So far the funniest moment occurred fairly early on: two of my original three ended up hooking up and then getting engaged in fairly short order. The woman ended up breaking things off with the guy, who that afternoon hooked up with the other original colonist and that evening got her pregnant. They've since stayed together and gotten married.

Random observations in no particular order:
- I actually like the Royalty "entertain the Stellarch" win condition more than the default "build a spaceship" one.
- Ideoligeons always seem to be more of a pain in the ass than they're worth; I keep giving them a chance and they keep disappointing me.
- Shit like sanguinophages, mechanitors and some of the transhumanist equipment are too expensive/pain-in-the-ass to be worth it, but most of the other xenotypes aren't too bad.
- Raising kids is interesting in that if you put the not-too-expensive resources and pawn time in, you can create very powerful customized pawns, but it *is* a little tedious. Also having to save kids from wild animals is funny, but only the first couple times.
- Tilled fields mod is great but OP; it'd be nice if there was a more balanced version of it.
- Medieval Times is similarly OP, but things like the corpse bonfire and the tailor station allowing you to disassemble clothes to get some material back are just too useful to give up.
Taking Transhumanism as a starting meme in a fixed ideoligion is shit. Colonists start whining for age rejuvenation long before you're ready to set it all up, and they get horrible mental breaks constantly. Start with a fluid ideoligion instead. It is so hilariously OP. Development points are not hard to get, and you can basically toss in new memes whenever you want. Don't take Transhumanist until you've advanced far enough along the tech tree to have biosculpters, don't take Tunneler until you've actually tunneled underground and built a partial underground base, et cetera. You can basically satisfy the conditions before taking the meme and sidestep the mood hit entirely, or use a semi-primitivist set of initial memes and slowly swap them out for technological ones as you advance.
 
That makes a lot of sense, actually. I don’t think I’ve tried a fluid ideoligion, only fixed. That said, I still find all the work converting pawns who’ve joined to my ideoligion to be kind of tedious. I know I can take an ideoligion that is itself tolerant of other faiths, but there’s no guarantee that those other faiths will be, and irritatingly often seem to lead to mental breaks because we cut down a tree or mined some rocks or, heaven forbid, haven’t executed someone in a while.
 
That makes a lot of sense, actually. I don’t think I’ve tried a fluid ideoligion, only fixed. That said, I still find all the work converting pawns who’ve joined to my ideoligion to be kind of tedious. I know I can take an ideoligion that is itself tolerant of other faiths, but there’s no guarantee that those other faiths will be, and irritatingly often seem to lead to mental breaks because we cut down a tree or mined some rocks or, heaven forbid, haven’t executed someone in a while.
Heathens go in the brainwashing pod. :tomgirl:
 
That makes a lot of sense, actually. I don’t think I’ve tried a fluid ideoligion, only fixed. That said, I still find all the work converting pawns who’ve joined to my ideoligion to be kind of tedious. I know I can take an ideoligion that is itself tolerant of other faiths, but there’s no guarantee that those other faiths will be, and irritatingly often seem to lead to mental breaks because we cut down a tree or mined some rocks or, heaven forbid, haven’t executed someone in a while.
This seemed obvious once I finally realized it, so maybe you're already doing this, but using your ideologion's moral guide and altar make conversion so much easier. Conversion ritual in a decent worship room can take huge chunks off of certainty or even instant convert sometimes, while the moral guide's convert ability takes off a lesser but still significant chunk every three days. Just note that the conversion ritual still resets the moral guide's ability cooldown, so it's best to start with the ritual then use Convert every three days until you can ritual again. Most prisoners only take me one ritual and an assortment of Converts though, as long as your prison is shitty and your moral guide and worship room are decent.

A poorly timed Crisis of Belief mental break is still super annoying though...love working to convince a pawn to join our specific ideoligion only for them to be 1% away, freak out, and join an ideoligion that's never even existed in the colony instead.
 
It took my retards like 10 minutes to kill this fucking alpaca :lossmanjack:

View attachment 6963169
vanilla hunting can be painful as the pawn will aim to be at the most extreme range of their weapon when hunting (which is long if your using the vanilla hunting rifle). Problem is weapons like the bolt action also have a long warm up and cooldown which means the animal can often move out of range before the pawn has an opportunity to fire meaning you can have a situation where the pawn doesnt take a shot for half a day because of these shenanigans.

Also if your pawn is garbage at shooting it means they will hit jack shit at extreme range.

This seemed obvious once I finally realized it, so maybe you're already doing this, but using your ideologion's moral guide and altar make conversion so much easier. Conversion ritual in a decent worship room can take huge chunks off of certainty or even instant convert sometimes, while the moral guide's convert ability takes off a lesser but still significant chunk every three days. Just note that the conversion ritual still resets the moral guide's ability cooldown, so it's best to start with the ritual then use Convert every three days until you can ritual again. Most prisoners only take me one ritual and an assortment of Converts though, as long as your prison is shitty and your moral guide and worship room are decent.

A poorly timed Crisis of Belief mental break is still super annoying though...love working to convince a pawn to join our specific ideoligion only for them to be 1% away, freak out, and join an ideoligion that's never even existed in the colony instead.
keep in mind prisoner interactions are also governed by how happy the prisoner is and how much they like the warden. So if converting a prisoner they are happy, like the warden and the warden has decent Social then you will get a much higher certainty loss per interaction than with an unhappy prisoner that hates your warden. But theres also a benefit of crisis of belief nuking their ideology certainty if they mental break in their cell.

Whats interesting is that things such as being treated also improve relations with a pawn so a doctor/warden can actually be a strong combination if your doctor isn't autistic. It is unfortunate that ideology basically adds another timer to recruiting prisoners but ideologies can be sufficiently powerful to the point that its worth the extra time to convert anyway. It might possibly be an incentive to have magnificent prison cells for long-term conversion/recruiting.
 
Has anyone here made an ideology for their slaves? If you haven't I highly recommend it. It's extremely good even if it is a little cheesy.

At its most basic level all you need to do is pick pain as a virtue and possibly cannibalism, then manually set the beneficial precepts like nutrient paste, heavy scarification, don't care about tainted clothes, corpses, likes insect meat and human flesh, all of that.

What you end up with is a group of people who will live in a pod, will eat the bugs, and will be happy. If for whatever reason they aren't happy even though you're stacking a ton of mood buffs, heavy scarification lowers their pain threshold substantially so one man with a mace can bludgeon them into submission pretty quick with less risk of killing them outright. That's a lot cheaper than a brain implant and EMP nades. Upkeep is so low it might as well be free if you combine it with an effective xenotype. Nutrient paste triples the already plentiful food from bug and raider corpses.
 
Apparently there are some rumors that Brainzz the guy who's working on Harmony (the thing that handles alot of conflict resolution between mods so compatibility is greatly improved) and the zombieworld mod is working on a 3.0 release of harmony which could basically break compatibility with mods requiring an update similar to when a major version of Rimworld drops. So its gonna be a tossup between compatibility being fucked again for a while or Rimworld remaining on Harmony 2.x.

He refuses to update his zombieworld mod for 1.5 bitching that he doesn't want Tynan making anymore money from his mods and since Harmony encompasses a shitton more games than Rimworld now he is dedicating his efforts solely there.
 
Apparently there are some rumors that Brainzz the guy who's working on Harmony (the thing that handles alot of conflict resolution between mods so compatibility is greatly improved) and the zombieworld mod is working on a 3.0 release of harmony which could basically break compatibility with mods requiring an update similar to when a major version of Rimworld drops. So its gonna be a tossup between compatibility being fucked again for a while or Rimworld remaining on Harmony 2.x.

He refuses to update his zombieworld mod for 1.5 bitching that he doesn't want Tynan making anymore money from his mods and since Harmony encompasses a shitton more games than Rimworld now he is dedicating his efforts solely there.
I'm not sure who to get angry at: Tynan for being a greedy fucker or Brainzz for being a spiteful fucker.
 
Why was Rimworld subreddit turned into such Vanilla Expanded cult of personality and anime coomers central?

I know that mods are what a lot of people into when it comes to this game because the base game can be quite bare bones. But it gets annoying when now nearly every questions seem to be people asking about mod bugs or conflicts without realizing those stuff weren't in vanilla game. Or another anime mouse girl fanart.
 
I'm not sure who to get angry at: Tynan for being a greedy fucker or Brainzz for being a spiteful fucker.
Personally, I respect principled spite far more than greed. Spite, especially spite rooted in principle, is a much maligned and poorly understood motivator. But it is not necessarily a negative one. And pretty much everyone with any interest knows Tynan is greedy, by now.
 
Or another anime mouse girl fanart.
Hey, I have a soft spot for the ratkin mod, okay. I do prefer the mod that gives them vanilla faces though. Anime features when everyone has simple dot eyes is just off.
Personally, I respect principled spite far more than greed. Spite, especially spite rooted in principle, is a much maligned and poorly understood motivator. But it is not necessarily a negative one. And pretty much everyone with any interest knows Tynan is greedy, by now.
Fair enough. As much as Tynan loves to wax poetic about game development, he's only released one commercial product.
 
Do the DLCs ever go on sale? Really don’t feel like paying $20 a piece
They do, with the biggest discounts either being 15% for the DLCs or 20% for the main game. Anomaly has yet to get a discount but that was released last year, and I'm guessing Ludeon only starts giving them discounts after their first anniversary.
 
You can pirate the DLC and stick them into your data folder as if normal (just make sure it's an absolute latest copy of rim/dlc), there will be an 'about'.xml, remove any steam app ID's from there within each respective folder, ie ideology, biotech

I say this because I never bought ideology, and still don't even think I'd want to pay for that dlc.
 
Back
Top Bottom