- Joined
- May 3, 2015
Drop pods and infestations are the worst. I run mods just to stop them from happening.
Can't you just set them as disabled incidents during scenario creation?
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Drop pods and infestations are the worst. I run mods just to stop them from happening.
I've never played with custom scenario settings so I didn't know that. Probably easier than finding a new mod every updateCan't you just set them as disabled incidents during scenario creation?
I've never played with custom scenario settings so I didn't know that. Probably easier than finding a new mod every update
He has literally never said this. You are both wildly misrepresenting what he has said and/or outright lying.The developer has stated quite openly that if you're playing Rimworld as a colony management game you're playing it wrong. He wants every game to end in you escaping. That's your one, singular goal. The escalating challenge is designed to force you towards escape without giving you a chance to breathe or relax enough to get seriously invested in the actual world you're on. I'd say that the base game actually accomplishes this pretty well.
Update is out todayI hate this game.
But I can't stop playing it.
Prepare Carefully mod needs a 1.3 update.
Update is out today
Try mods again, I'd suggest adding 5 or so at a time until you come across a buggy one. They used to be jank and inconsistent, but I'm running ~20-30 right now on Linux and have no problems at all.Are the DLCs worthwhile? Did they breathe a bit of new life into it? I haven't played Rimworld in a year or so. I don't have the tism for a 100+ modlist, as they few times I did try it just threw up more errors than I cared to troubleshoot, though RimPy did help some with that. I play close to vanilla with a few QoL mods (fluffy's mods are pretty cool) and a couple content mods (GiddyUp and Megafauna+Dinosauria ftw, ride em cowboys! Also dubwise mods are great) I saw in youtube vids. If anybody has any good rec's for mods, I'm open to suggestions.
I consider pathfinding and hauling mods QoL, and have a few. I was going through the workshop and adding stuff after I posted this. I also like Run'n'Gun & Run'n'Hide. There were a few mods I loved that hadn't been updated in forever, like Mechanical Defense and a couple of prison mods. Thats one of the reasons I kinda got bored with the game. But I'm feeling the itch to play it again, now. But I have trepidation about even starting it because its been so long that the mod updates for the 15 or so I do use is gonna be a pain.Try mods again, I'd suggest adding 5 or so at a time until you come across a buggy one. They used to be jank and inconsistent, but I'm running ~20-30 right now on Linux and have no problems at all.
I personally only really go for QoL mods. I think the only major gameplay change mod I have is combat extended. But there are plenty of flaws the base game needs fixed that mods fix. Tynan (or anyone at Ludeon) literally doesn't know how to program so there are tons of mods for fixing pathfinding and hauling behaviours of the colonists. Things like making sure colonists don't trap themselves while constructing, or close off a part of a construction, or making it so colonists actually use their inventory to haul items so they don't have to go back and forth as much.
Tynan is such a shitty programmer that I really see no issue personally with adding mods that fix his mistakes.
The dlc are pretty good, ideologies are a lot of fun imo. Wasn't super into royalty but I am liking the ideologies a lot so far. It makes playing really weird playstyles much more possible. Currently running a colony of techno-objectivist cannibals.
Very comfy, I like the "hallway" design you've implemented with the two mountains. I can never reject my DF roots and always end up embarking onto mountains and living in them.
Comfy, would live in if I was stranded on a remote planet.
Unironically though Josh please separate your kitchen and your butchering room and people will stop getting food poisoning so much.