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

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>rich explorer start
>find a neat little abandoned colony that straddles a river
>"Wow this will save me a lot of effort with the early building!"
>heavy rain starts
>seasonal flooding starts

I've made a terrible mistake

just wish i could make them into a onsen somehow
I'm sure it's just a matter of time, considering how many retextures there are for the old hot spring mod
 
How are you folks enjoying the update? What do you like/dislike? Haven't tried yet but the mod list is ready to go.
 
How are you folks enjoying the update? What do you like/dislike? Haven't tried yet but the mod list is ready to go.
Ships make nomad/raider playstyle a lot more fun (especially with Ideology stockpile events). They also encourage minimalistic approach to base building / resource acquiring which is a nice change of pace

New biomes / animals feel a bit niche, but thats probably due to me just going from place to place. Perhaps they become more interesting with permanent bases
 
>new race Starjack
>grey plain bald people
>hard-working but still weak and womanly
>Mfw it's literally a jak
Did Tynan make a wojak race on purpose or what?
 
I'm enjoying the new update, my favorite mod (fishing) has been integrated, and I enjoy Ludeons take on it. Color me surprised when the riverbed freezes over and prevents fishing and Watermill generation.

Haven't exceeded 5+ pawns, but I'm just comfy at that limit. One colonist developed the "stoner" trait from the flu, so I guess we are dealing drugs now. I'm going to grab the next half-dead raider, throw a joywire in them, and they can live in my grow op.

I miss my stack XXL mod though, but can't complain as gameplay is still there. Haven't given anomaly a shot, but I haven't been tempted into a true occult playthrough yet.
 
I'm liking Odyssey so far. Asteroids kind of suck as a permanent base unless you show up with a ton of resources to get things running and also have orbital tech researched for the oxygen pump. Orbital platforms on the other hand, rock. The life support unit puts out 3,200W of electricity, oxygen, and will also heat the room it's in as well. These don't require fuel and just work. I cheated my way into taking over one of the platforms owned by the orbital trader faction. Would be a difficult fight to do ordinarily, but not unreasonable given how OP the place is. Once the power grid was setup, it generates ~76,000W overall, and I haven't built a single generator on it. I don't usually see that kind of power level outside of rimatomics. There are also random quests that give you abandoned orbital platforms too. Show up with the tech/resources/builder to make a grav anchor, and you are golden. You'd still have to clear out the mechanoids/drones that are there, but that is probably easier than fighting the traders. Main downside is you can't repair the walls of the structure. They have 7400HP, so they will last a while, but once they are gone, they are gone. Haven't really messed with the planetside aspects yet though.
 
Are there any super notable aspects of Odyssey that would require a hotfix/patch soon? Asking because I want to pirate this shit immediately but I don't want to end up stuck behind a vital patch like I did with Anomaly. I'd buy it outright, but I'm really low on hard cash so this will do for now. (:_(
 
So far I haven't seen anything that seems buggy or not working as intended. That said, I've only messed with the space aspect of things so far. Idk if there are any problems with the terrestrial additions yet.
 
I sold my base to start again because I didn't have enough defenses and people to handle the raids, supply and overall fight difficulty. Made an asteroid base during that, too- it's a pain in the ass without much benefit. Being unable to scan for mining resources on the asteroid pretty much makes asteroid building more of a pain than it's worth. Should note that outside walls needs to be at least 2 blocks thick or else the vacuum of space will fill in the room.

If you had a large, steady supply of chemfuel though (like 3000), traveling between space bases and your ground base would be pretty simple with shuttles. Also, transport pods are able to send items up to space so that helped in a pinch.

I'm on a costal atoll now - great big circle in the middle of the ocean with little land to work with. Once I get heavy structures and drilling researched, I'm gonna build a chemfuel-focused launching pad base right in the middle that can have constant shuttle transfers to a space prison/Anomaly research station/space headquarters.
 
God they really need to increase how dynamic Rimworld is, but they're stuck on the idea that Rimworld is a "story generator" which somehow means everything only ever revolves around you and you alone. I cannot stress how meaningless having factions are when they all pretty much blend together as "hostile faction attacking, friendly faction trading, occasionally other things." Rim War was the closest we got and it's a buggy, laggy mess (last I used it), I hope the next update, DLC, whatever does something in regards to this.
In other news, well known modder Uuugggg, best know for Pick up and Haul, has passed away. And immediately people apparently tried to...what's the gay ass term? Phonebook him? But that news came from a janny so I doubt anyone actually did.
 
So far I haven't seen anything that seems buggy or not working as intended. That said, I've only messed with the space aspect of things so far. Idk if there are any problems with the terrestrial additions yet.
I have. So far i've noticed some weird issues with herbal meds having issues being stored on shelves but not other meds, some weirdness with the way flooding works - had a few incidents of water flooding and then somehow going through thick granite walls to flood rooms, notably one of my generator rooms. Its been causing some really bizarre shorting out of the electrical system. As in the flood eventually receded but its still acting like the room is flooded and causing constant shorts and power issues, even when removing the existing generators and adding new ones. It has to be something weird going on on the backend, makes me think something got flagged as flooded and somehow wasn't unflagged when the water receded. Also having really weird temperature issues, for example its 27C in winter in glacial plains, ice sheets and tundra and never seems to go down outdoors in those regions

Also, not sure if this is a bug or intended but I started a new colony in a temperate region with a large tree grove, so the whole map is loaded with tons of trees, but the instant I accepted the quest for the gravship engine it drops out of the sky and.....generates a shockwave that completely destroys all trees and plant life on the entire map instantly, to the point nothing is regrowing on its own. Quickly leading to all animals dying of starvation. I find it hard to believe that is the intended way its supposed to work. I'm well aware of the whole map getting destroyed on launch thing but the key phrase there is on launch, this is just having the engine itself land. It instantly made the entire colony unviable from day one

Chin of Campbell said:
Only problems I've run into are mod-related ones and I've not gone into space yet.

Really can't overstate how much I love the landmarks system. There's a ruined city near my village that I send the eager young warriors into to scavenge supplies and test their mettle against the dangers within.
I explored one of those types locations yesterday, in a glacial plain area. Found a bunch of crates with good medical supplies, a map to another ruined area and a cryptocasket with a 93 year old with dementia who couldn't walk and burned to death almost immediately when he tried to crawl away from an insect who spawned immediately after opening it and started spewing fire. For some reason he was carrying a bunch of gold and jade. Also found a massive room with nothing but a huge amount of ancient toilets, after digging my way through the ice to get to the room. The idea that you have to mine your way through bases frozen into the ice is a nice touch at least
 
I’ve been having fun with my gravship. I first made this hideous blob-thing to move around and gather stuff with so I could then make a pretty and awesome version, but I’m rapidly approaching the endgame and am still just haphazardly adding rooms to the thing. I’m not helped by how the orbital trade cartel got furious with me for littering on an asteroid and banned me from doing business with trade ships so I can’t get rid of any of the loot that’s stacking up in my warehouses. Half my ship is really just storage for my hoard at this point.
 
Seeing toilets in the ruins convinced me to add dubs bad hygeine to my barebone modlist. It breaks my immersion too much otherwise.
Hopefully the plumping system doesnt interface badly with the gravship system.
The Lite version of the mod is good if you just want to plunk down toilets/showers/sinks without having to get autistic about water towers, pipes, waste management, etc.
This is even funnier if you have both Dubs Hygiene and VFE Mechanoids installed along with this mod. Now you can fulfill India's dreams of a poo-powered spaceship!
 
This is even funnier if you have both Dubs Hygiene and VFE Mechanoids installed along with this mod. Now you can fulfill India's dreams of a poo-powered spaceship!
You don't need VFE Mechanoids for this, the biofuel refinery can already turn shit barrels into chemfuel. Bad Hygiene has worked very well with gravships in my current run since you can have everything including the well and pump built into your ship, though the water tower sprite looks a bit out of place indoors.

For full mod vs lite: Full eats about twelve tiles in total over the lite version if you want a complete system (well, pump, tower, water treatment and hot water tank plus gas boiler), 1050 total power drain but only 250 if you leave water treatment off when the source isn't polluted. Radiators will heat a large gravship substantially more efficiently than heaters and are immune to solar flares if you use a gas boiler, which with enough colonists will be self-sufficient via the septic tank poofuel. I wouldn't rely on solely poofuel for your thrusters, at best it'll keep the hot water running and a few chemfuel generators.
 
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