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 think for me it is about adjusting Rimworld into a fun game, which after your first few dozen hours you will realise it is not, it is trying to fight you and make your life miserable, yes even you Randy Random. Mods can smooth over some of the issues for example you may use character editor to ensure at least one of your pawns on start isnt an absolute smoothbrain and is useful or else your game will drag. Not fail, just drag, it won't be fun.

You should also be going into the difficulty settings and changing things until it feels challenging and right for you, for me it was the size of the raids as soon as you get at least five dollars worth of wealth. I also stop mortars from being spawned, I never used them, I fight everyone out in the field with about 50-70% threat size. And if the enemy spawns mortars in? Dev mode > Destroy. 1v1 me idc.

"What's that? They're manufacturing whiskey? We should send 90% of the worlds population in raids within a year with zero consequence to ourselves"

Yeah makes zero sense, one part of Rimworld they need to work on is the simulation of things OFFSCREEN rather than onscreen, because it is really not good, you're making that 300 person army each year living on two gibbet cages and 200 pemmican? Uh huh. It's poor, and it's the last step in making Rimworld truly revolutionary. (That or multithreading)

Reduce raid sizes, give a +1 to happiness, set colony death and enemy death on downed to 0.8 so its not every time, disable unwavering prisoners. etc whatever, it's your game, the way default rimworld plays with killboxes, killzones is frankly embaressing and I got bored of that quickly after my first two full runs. Imagine playing diablo but every time a unique or good rare dropped you had to trash it because oh no the game will get hard. Please, wealth management sucks its the oblivion/skyim level scaling of difficulty there's a better middleground.

Also I have 1000 hours in this shit. I could talk about all it's flaws but this game is still great (Also yes you can own the base game on steam and then pirate the dlc, figure it out)
 
I actually enjoy the events where you're fighting the environment for dear life. It's bullshit raids that I can't stand.
Bugs, zzzts, flash storms, drop pods, 400 tribals with accompanying mercs, every centipede on the planet showing up at once, these are a few of my favorite things but FUCK TOXIC FALLOUT RIGHT IN THE ASS it's the first thing to go in any scenario.
 
Am I the only one that found toxic fallout to be a nothing burger? Was just a few days of no going out. Unless you niggers are settling in a full toxic fallout biome for some reason.
 
Toxic fallout is unironically comfy af, I always hoard food anyway (fuck wealth management) so all my colonists get to chill inside the mountain fort until it passes. If I'm building proper buildings that are separated with paths I make sure they're close enough so I can build roofs over them and seal it all inside a single building when toxic fallout comes.
 
(This is from Vanilla Anomaly Expanded: Insanity)
View attachment 8665718

What kind of queer demands to leave suicide out of his high stakes psychological horror game?
The majority of the 'Vanilla Expanded developer Discord' jannies are troons or troon adjacent, I mean that literally, 2 of the 3 community managers are MtF terminally online unemployed furries.

There are a handful more troon (adjacent) mod developers who do nothing but release furry content and fuck up the VE mod release timeline with shit like attached.

I've been in that Discord for over 5 years and it has only gotten worse.

Luckily, the main dev, Oskar is not having any of that tranny shit itself in the Discord chat.
 

Attachments

  • preview.png
    preview.png
    820.2 KB · Views: 60
  • downloadfile.jpg
    downloadfile.jpg
    54.4 KB · Views: 60
Toxic fallout is unironically comfy af, I always hoard food anyway (fuck wealth management) so all my colonists get to chill inside the mountain fort until it passes. If I'm building proper buildings that are separated with paths I make sure they're close enough so I can build roofs over them and seal it all inside a single building when toxic fallout comes.

That is assuming you play as a mountain base, any other manner where you need to go outside to move around and Toxic Fallout is ass, at even small percentages there are chances to develop problems with pawns later on like cancer or dementia.
 
Am I the only one that found toxic fallout to be a nothing burger? Was just a few days of no going out. Unless you niggers are settling in a full toxic fallout biome for some reason.
The problem with toxic fallout and other incidents such as drop pod raids and infestations is that they have the exact opposite effect that Tynan presumably intended. They just heavily incentivize one boring mono-build that can handle all possible scenarios instead of diversity in base layouts.
 
That is assuming you play as a mountain base, any other manner where you need to go outside to move around and Toxic Fallout is ass, at even small percentages there are chances to develop problems with pawns later on like cancer or dementia.
I think the rule of thumb is so long you keep the exposure at below 20%, they won't develop any long term problem whatsoever. At least, I haven't seen dementia or cancer for the 5-6 quadrums I played this save with a toxic fallout source nearby. (One of those percentage chances thing on the overworld, and a mechraid thing.)
 
I think the rule of thumb is so long you keep the exposure at below 20%, they won't develop any long term problem whatsoever. At least, I haven't seen dementia or cancer for the 5-6 quadrums I played this save with a toxic fallout source nearby. (One of those percentage chances thing on the overworld, and a mechraid thing.)
Nowadays with all expansions there is a lot of equipment and bionics that help reduce toxic fallout or the right genetics. And it is limited to 11 or so days max, back then it could last quadrums.
 
tbh I just disable zzts, toxic fallout and underground bug spawns at the start of the game. I don't enjoy those mechanics so I don't play with them.
 
tbh I just disable zzts, toxic fallout and underground bug spawns at the start of the game. I don't enjoy those mechanics so I don't play with them.
Same, though I tend to alternate between the bug spawns depending on if I want a "bug kill room" in an otherwise outside base.
 
tbh I just disable zzts, toxic fallout and underground bug spawns at the start of the game. I don't enjoy those mechanics so I don't play with them.
In case you didnt know, even Tynan put in a vanilla way to turn off zzts via hidden conduits. Lol lmao. I take that as an admission that nobody finds that shit fun.
 
I wouldn't mind zzts if there was a way to prevent them legitimately with good cable layout but no they're just a random "lol parts of your power system randomly explode and catch fire for no reason" mechanic
 
I wouldn't mind zzts if there was a way to prevent them legitimately with good cable layout but no they're just a random "lol parts of your power system randomly explode and catch fire for no reason" mechanic
It happens when electronics get rained on. I never get zzsts, I put all my electronics under roofs and use Hidden Conduits which are immune) outdoors.
 
It happens when electronics get rained on.
Nah, that's a different thing. Back when you have conduits only, having a zzzt happen randomly at any point of your circuit is a specifically a random event a storyteller can give you.
 
Again, zzts happen when anything electronic is exposed to rain. Put your devices under roofs and only use hidden cables and you’ll never get them. Trust me.
 
Back
Top Bottom