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

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Get yourself a mechanitor. The war queen can keep a nociosphere busy for the duration of its rampage, and sometimes even kill it for you.
Since I run mods, I wonder if I can use Rip and Tear on the doomball...
 
Since I run mods, I wonder if I can use Rip and Tear on the doomball...
It bounces around and basically instantly downs non-Hussar/Sanguophage pawns (those take two hits before going down), so good luck. Really just summon a war queen when you get the destabilisation message and let her handle the pain ball for you.
 
It bounces around and basically instantly downs non-Hussar/Sanguophage pawns (those take two hits before going down), so good luck. Really just summon a war queen when you get the destabilisation message and let her handle the pain ball for you.
Summon shamblers also works pretty well if you have good ritual quality. You can also cheese it by building a gay baby jail (tm) for it. Sphere can teleport 20 tiles so a 1x1 space 21+ deep into a mountain is safe. Just make sure everythig is walled up
 
Summon shamblers also works pretty well if you have good ritual quality. You can also cheese it by building a gay baby jail (tm) for it. Sphere can teleport 20 tiles so a 1x1 space 21+ deep into a mountain is safe. Just make sure everythig is walled up
Doesn’t it need a 2x2 spot to teleport to? AFAIK it’s the only creature in the game with a 2x2 hitbox rather than a 1x1.
 
So with the second Pain Ball hitting 80% instability and me having barely rebuilt at all since the last attack, I.... sent it into the path of a tribal war caravan that just finished trading with me... who had just left all their medicine behind for me as a gift... I don't think any of them survived and I technically didn't even attack them, so no reputation loss...

My colony just profited massively, yet I think it will haunt my pawns for a good long while...
 
enslavedchildparty.GIF
 
After 2600 hours I learned you can press alt to display detailed information about a specific tile.
 
I forgot how useless animals are at hauling, I bought two huskies for hauling on my tundra run to grab all the steel I had mined at the edges of the map, instead they just wander around the base and haul away building material when a pawn is trying to construct something. They are very cute though :)
 
I quite enjoy getting a pawn that's all fucked up and slowly rebuilding them to be better than ever. I had a cult escapee creep joiner early on who was missing an eye, an arm, and had the physically repulsive trait. He's now sporting a bionic eye, an archotech arm, an aesthetic nose, and an aesthetic shaper.

The bigger success story is the 75 year old waster I recruited as my designated crafter. When he attacked my colony, he had a bad back, cataracts in both eyes, total hearing loss, a painful gunshot scar on his head, and a few minor scars elsewhere. But thanks to my Unnatural Healer, all of his ailments are gone, he has two flesh tentacle arms (we're transhumanist so we're okay with that), and I performed Chronophagy a few times to bring him down to a spry 27 years old.
 
I forgot how useless animals are at hauling, I bought two huskies for hauling on my tundra run to grab all the steel I had mined at the edges of the map, instead they just wander around the base and haul away building material when a pawn is trying to construct something. They are very cute though :)
Yeah animals are "yeah okay you can haul I guess" but their main role has always been emotional support. Or if you tamed a thrumbo, meatshield.
 
I Like Oddysey, but Im not very narratively satisfied with the whole gravship launch site system. Where it implies the ship destroys the tile its leaving.
For one thing, that doesnt seem to be true, as colonists left out of a ship are lost, not dead. And factions dont seem to be upset when you launch while their caravans are in the area.
It also makes use of the gravship feel subtly punishing, as youre shrinking the world little by little with every launch. And to the extent that you interpret gravship launches to be destructive, it makes extensive use of the gravship unnecessarilly immoral.

Does anyone know a mod that sorts this out? Preferably without just turning the whole feature off.
I think the purpose of the feature is to prevent you from farming the same tile over and over again for loot, so maybe leaving the tile should just remove most of the point of interest attributes?

Did some experimentation in devmode.
Setting normal camps on POI tiles leaves a permanent Abandoned Landmark that prevents re-entry. Why didnt they do that with gravships instead of the destruction that they dont even really follow through on?
Maybe Im just being nitpicky, but this game is frustrating for verisimillitude sometimes.

Edit: While Im requesting mods, does anyone know if theres a mod that makes gene editing a lot more extensive and minute in detail? Like baseliners having random endogenes that make minute changes that can be harvested and stacked upon similar endogenes to create greater changes.
Im not very good at coding so I prob wouldnt be able to implement this mod myself, but I think this would make genetic editing alot of fun.
 
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Vanilla Expanded mods are the definition of pure bloat, I don't know why redditards keep recommending them. Some modules are good, but ones like the cooking or animal ones have so much unnecessary shit in them it's silly.
 
Vanilla Expanded mods are the definition of pure bloat, I don't know why redditards keep recommending them. Some modules are good, but ones like the cooking or animal ones have so much unnecessary shit in them it's silly.
It's so much junk that isn't even vanilla. The random stuff they add seems desperate to fill every possible void of content with no thought to how it fits into gameplay.
 
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It looks to me like most of it is just designed to be strictly superior versions of vanilla stuff. I do have some parts of it, namely the chemfuel expansion (because the pipe network and storage tanks are nice for biofuelled gravships) and sometimes the nutrient paste thing (because the small paste dispensers are much more convenient to fit into prison cells). But then there’s stuff like psycasts and combat overhauled where it’s just plain overpowered, or farming, where it’s just bloat.
 
It looks to me like most of it is just designed to be strictly superior versions of vanilla stuff. I do have some parts of it, namely the chemfuel expansion (because the pipe network and storage tanks are nice for biofuelled gravships) and sometimes the nutrient paste thing (because the small paste dispensers are much more convenient to fit into prison cells). But then there’s stuff like psycasts and combat overhauled where it’s just plain overpowered, or farming, where it’s just bloat.
With the psycasts, Im certain there could be a way to implement it without my guys becoming Gods by year 3. But I could never find a way to do it.
Make the psycasts more expensive or discard the trees for psytrainers. I think on one run, I just made up my own rules on how I gain access to the spells, just to make it interesting.

Im prob gonna start a new run soon with heavier modding. Im a little concerned though since, in my current run with only 7 or so mods, Im already running into several bugs that force me to backtrack on saves.

Edit: I managed to finally finish Oddysey's main quest. I decided to disable the mechs, and a few days later I got a quest giving a heavy reward to deal with a (disabled) cluster.
You'd think preventing this sort of cheesing would be a higher priority for the devs.
 
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It's so much junk that isn't even vanilla. The random stuff they add seems desperate to fill every possible void of content with no thought to how it fits into gameplay.
It really does seem like a 'content for the sake of content' sort of deal, like the mod devs are very bored and are implementing everything that's been thrown at the wall. As for the name, the cope I've seen is it started out as a vanilla plus sort of thing, but gradually got more and more expanded/bloated but the name was 'stuck' and that's why they never changed it...when yes, they could have easily just changed the name.
It looks to me like most of it is just designed to be strictly superior versions of vanilla stuff. I do have some parts of it, namely the chemfuel expansion (because the pipe network and storage tanks are nice for biofuelled gravships) and sometimes the nutrient paste thing (because the small paste dispensers are much more convenient to fit into prison cells). But then there’s stuff like psycasts and combat overhauled where it’s just plain overpowered, or farming, where it’s just bloat.
I have always meant to try out their chemfuel module, same with Rimefeller, but I usually stick with my Rimatomics cause nuclear autism. At the moment I currently am using the non-lethal weapons module which I do like as a slave/prison colony where the slaves outnumber the actual colonists, last uprising I had resulted in my power armored guards caving the slaves heads in, so it's nice to be able to taze them.

My last ultra modded playthrough from a year ago I installed most of VE on a whim and realized I wasn't touching 90% of it and it was just more bullshit to scroll past in a menu.
 
With the psycasts, Im certain there could be a way to implement it without my guys becoming Gods by year 3. But I could never find a way to do it.
Make the psycasts more expensive or discard the trees for psytrainers. I think on one run, I just made up my own rules on how I gain access to the spells, just to make it interesting.
There's another mod("Vanilla Psycast Expanded - Biotech Integration") that ties each psycast tree to a gene and distributes them to appropriate xenotypes. I used that and turned xp gain down very low in VPE's settings, and it did a pretty good job keeping things sane.
 
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