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[Rimworld] 7 year olds can wield firearms. Biotech released!

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    TakelTakel Registered User regular
    Tip:
    You can use collapsing roofs to your advantage.

    Wait what? There's a suspicious pile of sandbags in the middle of nowhere with a roof over them in front of a pillbox. And there's a wooden support nearby. Why is that colonist with an incendiary launcher grinning like a jackass?

    Steam | PSN: MystLansfeld | 3DS: 4656-6210-1377 | FFXIV: Lavinia Lansfeld
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    ButtcleftButtcleft Registered User regular
    Takel wrote: »
    Tip:
    You can use collapsing roofs to your advantage.

    Wait what? There's a suspicious pile of sandbags in the middle of nowhere with a roof over them in front of a pillbox. And there's a wooden support nearby. Why is that colonist with an incendiary launcher grinning like a jackass?

    Hmm..can you craft molotovs?

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    DelmainDelmain Registered User regular
    Buttcleft wrote: »
    Takel wrote: »
    Tip:
    You can use collapsing roofs to your advantage.

    Wait what? There's a suspicious pile of sandbags in the middle of nowhere with a roof over them in front of a pillbox. And there's a wooden support nearby. Why is that colonist with an incendiary launcher grinning like a jackass?

    Hmm..can you craft molotovs?

    with mods, yes

    but molotovs are not consumed on use (unless something changed recently), so all you need to do is get one from a raid once

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    ButtcleftButtcleft Registered User regular
    Delmain wrote: »
    Buttcleft wrote: »
    Takel wrote: »
    Tip:
    You can use collapsing roofs to your advantage.

    Wait what? There's a suspicious pile of sandbags in the middle of nowhere with a roof over them in front of a pillbox. And there's a wooden support nearby. Why is that colonist with an incendiary launcher grinning like a jackass?

    Hmm..can you craft molotovs?

    with mods, yes

    but molotovs are not consumed on use (unless something changed recently), so all you need to do is get one from a raid once

    one for each person I want to use them, I assume.

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    DelmainDelmain Registered User regular
    Buttcleft wrote: »
    Delmain wrote: »
    Buttcleft wrote: »
    Takel wrote: »
    Tip:
    You can use collapsing roofs to your advantage.

    Wait what? There's a suspicious pile of sandbags in the middle of nowhere with a roof over them in front of a pillbox. And there's a wooden support nearby. Why is that colonist with an incendiary launcher grinning like a jackass?

    Hmm..can you craft molotovs?

    with mods, yes

    but molotovs are not consumed on use (unless something changed recently), so all you need to do is get one from a raid once

    one for each person I want to use them, I assume.

    well yes

    for molotovs though, I almost never want them equipped all the time. I never want someone to randomly get in combat and decide to throw a molotov at it

    I just keep them in an equipment rack nearby to my fire traps when I use them

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    ButtcleftButtcleft Registered User regular
    edited January 2017
    I just had a maddened ostrich take incapacitate half my colony.

    this is why I don't unlock my doors.

    edit
    Oh boy, now an trifecta of flash storm, eclipse and toxic fallout.

    edit2
    and now a herd of alpha beavers.

    I think I offended the RNGods.

    edit3
    Yep, offended someone.

    4 Man raid, with LMGs.

    edit4
    Aaaand now a psychic drone that's pissing off the males.

    edit5
    Aaand just noticed the raiders broke my windmills. So much for power, and my one grow light that I need desperately to get me through the fallout.

    Buttcleft on
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    DarkewolfeDarkewolfe Registered User regular
    edited January 2017
    My first settlement was brought to its knees and completely annihilated by a rabid raccoon. All three colonists took turns attempting to hunt it, then fleeing in terror as it turned on them, taking falls and bites the whole way.

    Edit: And our first new villager is a luddite cannibal. Things are going well.

    Darkewolfe on
    What is this I don't even.
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    KonphujunKonphujun Illinois, USARegistered User regular
    Buttcleft wrote: »
    I just had a maddened ostrich take incapacitate half my colony.

    this is why I don't unlock my doors.

    edit
    Oh boy, now an trifecta of flash storm, eclipse and toxic fallout.

    edit2
    and now a herd of alpha beavers.

    I think I offended the RNGods.

    edit3
    Yep, offended someone.

    4 Man raid, with LMGs.

    edit4
    Aaaand now a psychic drone that's pissing off the males.

    edit5
    Aaand just noticed the raiders broke my windmills. So much for power, and my one grow light that I need desperately to get me through the fallout.
    Darkewolfe wrote: »
    My first settlement was brought to its knees and completely annihilated by a rabid raccoon. All three colonists took turns attempting to hunt it, then fleeing in terror as it turned on them, taking falls and bites the whole way.

    Edit: And our first new villager is a luddite cannibal. Things are going well.

    Stories like this are what make this such a great game.

    Everything: Konphujun(#1458)
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    ButtcleftButtcleft Registered User regular
    Konphujun wrote: »
    Buttcleft wrote: »
    I just had a maddened ostrich take incapacitate half my colony.

    this is why I don't unlock my doors.

    edit
    Oh boy, now an trifecta of flash storm, eclipse and toxic fallout.

    edit2
    and now a herd of alpha beavers.

    I think I offended the RNGods.

    edit3
    Yep, offended someone.

    4 Man raid, with LMGs.

    edit4
    Aaaand now a psychic drone that's pissing off the males.

    edit5
    Aaand just noticed the raiders broke my windmills. So much for power, and my one grow light that I need desperately to get me through the fallout.
    Darkewolfe wrote: »
    My first settlement was brought to its knees and completely annihilated by a rabid raccoon. All three colonists took turns attempting to hunt it, then fleeing in terror as it turned on them, taking falls and bites the whole way.

    Edit: And our first new villager is a luddite cannibal. Things are going well.

    Stories like this are what make this such a great game.

    Thankfully, cause the 1 streamer I watch played Rimworld, I knew how to deal with toxic fallout.

    I immediately threw up walls to connect all my structures, and pen in a large area of soil, then roofed it all, so I could move about inside base without getting fallouty.

    Then I used a grow light on tilled soil (mod) to grow strawberries to feed the colony and the herbivores until the fallout ended. Luckily a trader came through and I braved some fallout to trade for rabbit meat so I could keep my wargs fed.

    Fallout is now over, fresh clean skies and beautifully pure air are once more mine to enjoy!

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    TakelTakel Registered User regular
    I'd get rid of the Wargs as soon as possible personally. Those things are too picky eaters, eating only meat or corpses which means you need a lot more food to feed them compared to anything that can eat kibble. In addition to that, they have a moderate hunger rate.

    Of course, if you're constantly fending off raids you probably have a huge pile of corpses to be disposed of. Make a corpse shed, keep it refrigerated and have your animals haul corpses into it and they'll have their own food box. Just make sure no non-psychotic pawn walks in there because they'll be scarred for life.

    If you're not using a mod to allow 24hr crop growth, it pays to micromanage the sun lamps and switch them off past 6pm or whenever the sun sets on your map and switch them back on after the sun rises and solar panels start to get more than 50% efficiency. Halving the power bill without impacting effectiveness is a massive win.

    Steam | PSN: MystLansfeld | 3DS: 4656-6210-1377 | FFXIV: Lavinia Lansfeld
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    Mr RayMr Ray Sarcasm sphereRegistered User regular
    Fleeb wrote: »
    Basil wrote: »
    Darkewolfe wrote: »
    Alright, gonna buy this. I don't want to mod to hell and back yet, I'd like a generally pure early experience. Are there mods you consider, "the game shouldn't release without this functionality?" I don't want to pile on mods and diminish my early challenges, but I don't want to fight a poorly tuned system.

    The one feature the game entirey lacks which I shan't play without is starting colonist customization, found in the mod called Prepare Carefully.

    Random is great and all, but I like to have a familiar face around.

    You can stay within the point limit for perks and skills or go wild as you please.

    I found it an essential mod to make sure you don't have to choose between wasting a ton of time randomizing colonists or taking what's there to almost always get one or two thoroughly crippling pain-in-the-ass colonists. Not really tempted to use it to make uber-colonists, but I did always go through and remove any insanely negative traits and make sure there were no stupid builds where a character couldn't do any useful work.

    Not to mention that being able to save a starting group is a huge timesaver as well.

    But having a tribe full of cannibal psychopaths is so much fun to play :lol:

    But if you take Prepare Carefully, you can just save a starting group with those traits and have it whenever you want, no need to futz with a silly random trait generator.

    I feel like custom tailoring my dudes would be kind of missing the point a bit in a game so heavily based on RNG. I'm happy to have a team of randos, I just want to make sure I've got at least a doctor, one who can grow and one who can cook.

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    TakelTakel Registered User regular
    eh, to each their own. I use a 'standard' set of three colonists while I'm still waiting for particular mods to finish updating then I alter the starting trio so I don't spend 40 minutes rerolling to make sure I end up with three decent ones that cover hunting, cooking, medicine, growing and crafting.

    Regardless, the influence the starter three will diminish rapidly as you get more colonists and you have to specialise each to a particular task. And the strengths of the starters may not be what they're doing later on as even better specialists arrive into your colony or they have.... accidents.

    Steam | PSN: MystLansfeld | 3DS: 4656-6210-1377 | FFXIV: Lavinia Lansfeld
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    DarkewolfeDarkewolfe Registered User regular
    Mr Ray wrote: »
    Fleeb wrote: »
    Basil wrote: »
    Darkewolfe wrote: »
    Alright, gonna buy this. I don't want to mod to hell and back yet, I'd like a generally pure early experience. Are there mods you consider, "the game shouldn't release without this functionality?" I don't want to pile on mods and diminish my early challenges, but I don't want to fight a poorly tuned system.

    The one feature the game entirey lacks which I shan't play without is starting colonist customization, found in the mod called Prepare Carefully.

    Random is great and all, but I like to have a familiar face around.

    You can stay within the point limit for perks and skills or go wild as you please.

    I found it an essential mod to make sure you don't have to choose between wasting a ton of time randomizing colonists or taking what's there to almost always get one or two thoroughly crippling pain-in-the-ass colonists. Not really tempted to use it to make uber-colonists, but I did always go through and remove any insanely negative traits and make sure there were no stupid builds where a character couldn't do any useful work.

    Not to mention that being able to save a starting group is a huge timesaver as well.

    But having a tribe full of cannibal psychopaths is so much fun to play :lol:

    But if you take Prepare Carefully, you can just save a starting group with those traits and have it whenever you want, no need to futz with a silly random trait generator.

    I feel like custom tailoring my dudes would be kind of missing the point a bit in a game so heavily based on RNG. I'm happy to have a team of randos, I just want to make sure I've got at least a doctor, one who can grow and one who can cook.

    Yeah, now that I've played it I definitely don't think that setting up standard colonists is "keeping within the pure early experience." It's absolutely something you can do once you've played a bit and have new challenges you're working on, but so far the most impactful thing that's happened was having to deal with my starter colonist's wake-up addiction. She was just about to start manufacturing the wake-up she needed when she went berserk.

    It's also been interesting having to deal with work prioritization and the skill distribution I end up with.

    What is this I don't even.
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    DarkewolfeDarkewolfe Registered User regular
    edited January 2017
    Do you have to manually tell them to harvest every single potato square?

    Edit: Also, I hate to say it but the best thing I've accomplished so far in this game is beating the first caveman trader who came to town to death and taking all his smokeweed and beer. Really cheered up the team.

    Darkewolfe on
    What is this I don't even.
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    DarkewolfeDarkewolfe Registered User regular
    Hmm. One of my first settlers, the husband of another first settler, has permanent brain damage and is happy won't leave the bed. They're a vegetable, I guess? That sucks.

    What is this I don't even.
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    nexuscrawlernexuscrawler Registered User regular
    People with plant cutting on will harvest on their own when stuff is ready

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    DelmainDelmain Registered User regular
    People with plant cutting on will harvest on their own when stuff is ready

    I'm pretty sure plant cutting is only wild plants. Growing should be for harvesting things grown in grow zones, unless something changed

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    DarkewolfeDarkewolfe Registered User regular
    Yeah, I dunno. It was a prioritization problem it appears. Couldn't figure out what was wrong, but they just let a whole field of potatoes rot.

    Now I need to figure out why things are saying they aren't getting enough power when they definitely are. Do you need to build redundant power conduits for sufficient throughput?

    What is this I don't even.
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    KonphujunKonphujun Illinois, USARegistered User regular
    Darkewolfe wrote: »
    Yeah, I dunno. It was a prioritization problem it appears. Couldn't figure out what was wrong, but they just let a whole field of potatoes rot.

    Now I need to figure out why things are saying they aren't getting enough power when they definitely are. Do you need to build redundant power conduits for sufficient throughput?

    each power generator can only support a certain amount of power draw. Do you have everything hooked up to one generator?

    Everything: Konphujun(#1458)
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    jdarksunjdarksun Struggler VARegistered User regular
    Just getting into this, despite my eternal love for Dwarf Fortress and all things related.

    I probably should read a guide or something. Is there a way to craft ranged weapons? I'm researching Beef Jerky, so maybe not like guns just yet.

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    ButtcleftButtcleft Registered User regular
    jdarksun wrote: »
    Just getting into this, despite my eternal love for Dwarf Fortress and all things related.

    I probably should read a guide or something. Is there a way to craft ranged weapons? I'm researching Beef Jerky, so maybe not like guns just yet.

    make a crafting spot, then set a bill for short bows.

    Also, can someone please tell me why, when I get on the comms with other settlements, the options to request a caravan or gift silver to improve relations are greyed out? I'm kind of stymied at the moment cause I need some exotic and bulk goods caravans and I cant order them from anyone.

    No I'm not hostile with them.

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    DarkewolfeDarkewolfe Registered User regular
    Konphujun wrote: »
    Darkewolfe wrote: »
    Yeah, I dunno. It was a prioritization problem it appears. Couldn't figure out what was wrong, but they just let a whole field of potatoes rot.

    Now I need to figure out why things are saying they aren't getting enough power when they definitely are. Do you need to build redundant power conduits for sufficient throughput?

    each power generator can only support a certain amount of power draw. Do you have everything hooked up to one generator?

    Yes, but it says it can output 1000 and I have well under 1000 demand.

    I think my favorite part of this game is the sarcophagi. It makes me happy that my settlers are memorialized.

    What is this I don't even.
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    ButtcleftButtcleft Registered User regular
    Darkewolfe wrote: »
    Konphujun wrote: »
    Darkewolfe wrote: »
    Yeah, I dunno. It was a prioritization problem it appears. Couldn't figure out what was wrong, but they just let a whole field of potatoes rot.

    Now I need to figure out why things are saying they aren't getting enough power when they definitely are. Do you need to build redundant power conduits for sufficient throughput?

    each power generator can only support a certain amount of power draw. Do you have everything hooked up to one generator?

    Yes, but it says it can output 1000 and I have well under 1000 demand.

    I think my favorite part of this game is the sarcophagi. It makes me happy that my settlers are memorialized.

    Depending on when you make them, they can be decorated with the grizzly death of the inhabitant

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    ButtcleftButtcleft Registered User regular
    edited January 2017
    My Pregnant cat killed itself by overdosing on Smokeleaf and Coccaine

    Another cat has cirrhosis of the fucking liver from excessive drinking

    What the actual fuck.

    Oh, and I was massively focusing on defense after i got the third drop of cargo pods full of medicine and neurowhatever, because I just knew bad shit was gonna happen.

    Turns out, I was right. 6 man raid, with LMGs, grenades and other goodies, just as a friendly Caravan arrives. They run into eachother and start fighting outside my walls.

    Just as the raiders start to win, a herd of Maneating Boomalopes arrive and bulrush the raiders, blowing up and burning all the loots and many of the raiders. The few surviving raiders run and leave, just as a flash storm hits and sets the rest of the map on fire.

    The storyteller loves just throwing elephant levels of shit at my fan. at least this time i wasn't required to intervene in anything but keeping the haven inside my walls from burning.

    Buttcleft on
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    nexuscrawlernexuscrawler Registered User regular
    Darkewolfe wrote: »
    Konphujun wrote: »
    Darkewolfe wrote: »
    Yeah, I dunno. It was a prioritization problem it appears. Couldn't figure out what was wrong, but they just let a whole field of potatoes rot.

    Now I need to figure out why things are saying they aren't getting enough power when they definitely are. Do you need to build redundant power conduits for sufficient throughput?

    each power generator can only support a certain amount of power draw. Do you have everything hooked up to one generator?

    Yes, but it says it can output 1000 and I have well under 1000 demand.

    I think my favorite part of this game is the sarcophagi. It makes me happy that my settlers are memorialized.

    yea I alway make a little mausoleum building with nice statues and stuff for them

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    jdarksunjdarksun Struggler VARegistered User regular
    Did you know that boomalopes explode? I found that out recently! Now my wood structures are on fire.

    This is fine. :D

    Is there a way to do Dwarf Fortress-style "take from stockpile" - or should I just refrigerate all my 'piles?

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    Raiden333Raiden333 Registered User regular
    edited January 2017
    jdarksun wrote: »
    Did you know that boomalopes explode? I found that out recently! Now my wood structures are on fire.

    This is fine. :D

    Is there a way to do Dwarf Fortress-style "take from stockpile" - or should I just refrigerate all my 'piles?

    You can set stockpile priorities.

    Like, for example, you can tell your freezer stockpile to be High Priority but only accept food that will spoil, and that way your pawns will prioritize putting spoilable food in there, even if it's already in another stockpile with a lower priority.

    Raiden333 on
    There was a steam sig here. It's gone now.
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    nexuscrawlernexuscrawler Registered User regular
    burned down your first colony jd?

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    ButtcleftButtcleft Registered User regular
    edited January 2017
    I'm starting to consider sending a caravan of my own out cause I cant figure out why I cant request caravans from the people on comms or give them silver for better rep.

    Buttcleft on
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    DarkewolfeDarkewolfe Registered User regular
    Raiden333 wrote: »
    jdarksun wrote: »
    Did you know that boomalopes explode? I found that out recently! Now my wood structures are on fire.

    This is fine. :D

    Is there a way to do Dwarf Fortress-style "take from stockpile" - or should I just refrigerate all my 'piles?

    You can set stockpile priorities.

    Like, for example, you can tell your freezer stockpile to be High Priority but only accept food that will spoil, and that way your pawns will prioritize putting spoilable food in there, even if it's already in another stockpile with a lower priority.

    Where is this setting?

    Also, the single greatest threat to my colonies is a rabid squirrel on day 2. I either lose someone, or they end up in the medical ward for a week when I need them.

    What is this I don't even.
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    Al_watAl_wat Registered User regular
    Darkewolfe wrote: »
    Konphujun wrote: »
    Darkewolfe wrote: »
    Yeah, I dunno. It was a prioritization problem it appears. Couldn't figure out what was wrong, but they just let a whole field of potatoes rot.

    Now I need to figure out why things are saying they aren't getting enough power when they definitely are. Do you need to build redundant power conduits for sufficient throughput?

    each power generator can only support a certain amount of power draw. Do you have everything hooked up to one generator?

    Yes, but it says it can output 1000 and I have well under 1000 demand.

    I think my favorite part of this game is the sarcophagi. It makes me happy that my settlers are memorialized.

    You can toggle the power source for things like turrets. Sometimes the default power connection point chooses a dumb spot. When you select the built power drawing object there shouod be a button to toggle power connection point.

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    TakelTakel Registered User regular
    Buttcleft wrote: »
    I'm starting to consider sending a caravan of my own out cause I cant figure out why I cant request caravans from the people on comms or give them silver for better rep.

    Do you have silver in a stockpile that's covered by an orbital beacon?

    Steam | PSN: MystLansfeld | 3DS: 4656-6210-1377 | FFXIV: Lavinia Lansfeld
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    Raiden333Raiden333 Registered User regular
    Darkewolfe wrote: »
    Raiden333 wrote: »
    jdarksun wrote: »
    Did you know that boomalopes explode? I found that out recently! Now my wood structures are on fire.

    This is fine. :D

    Is there a way to do Dwarf Fortress-style "take from stockpile" - or should I just refrigerate all my 'piles?

    You can set stockpile priorities.

    Like, for example, you can tell your freezer stockpile to be High Priority but only accept food that will spoil, and that way your pawns will prioritize putting spoilable food in there, even if it's already in another stockpile with a lower priority.

    Where is this setting?

    Also, the single greatest threat to my colonies is a rabid squirrel on day 2. I either lose someone, or they end up in the medical ward for a week when I need them.

    WR1Qd7w.png

    There was a steam sig here. It's gone now.
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    TakelTakel Registered User regular
    Rabid rats/squirrels/bunnies etc... are actually deceptively dangerous. They're very small targets so it's hard to hit them with the survival rifle or pistol unless that pawn is a godlike shooter and they do have the chance to bite off toes or fingers not only lowering the associated attribute but also causing permanent pain until you lop off the limb and replace it with bionics.

    That random early rabid tiny animal is actually full red alert for me. I make sure everyone is together and the place is brightly lit until that critter is dead from bullet wounds or from getting pistol/rifle whipped and stabbed to death.

    Steam | PSN: MystLansfeld | 3DS: 4656-6210-1377 | FFXIV: Lavinia Lansfeld
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    nexuscrawlernexuscrawler Registered User regular
    yeah for squirrel attacks I've found the best approach is to have 3 guys hold a doorway and kill them one by one. Once someone gets swarmed they're fucked.

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    DarkewolfeDarkewolfe Registered User regular
    Raiden333 wrote: »
    Darkewolfe wrote: »
    Raiden333 wrote: »
    jdarksun wrote: »
    Did you know that boomalopes explode? I found that out recently! Now my wood structures are on fire.

    This is fine. :D

    Is there a way to do Dwarf Fortress-style "take from stockpile" - or should I just refrigerate all my 'piles?

    You can set stockpile priorities.

    Like, for example, you can tell your freezer stockpile to be High Priority but only accept food that will spoil, and that way your pawns will prioritize putting spoilable food in there, even if it's already in another stockpile with a lower priority.

    Where is this setting?

    Also, the single greatest threat to my colonies is a rabid squirrel on day 2. I either lose someone, or they end up in the medical ward for a week when I need them.

    WR1Qd7w.png

    Thank you for taking this screenshot. I looked all over and missed this.

    What is this I don't even.
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    ButtcleftButtcleft Registered User regular
    edited January 2017
    I have made a long switchback that I'm slowly filling with traps, ending in a pill box with 8 turrets.. where I also station every shooter I have, with LMGs

    1) I really wish there was an option to build with whatever stone material was available.

    2) I am spending an inordinate amount of medicine healing my own fucking people who keep triggering the traps.

    Regardless, its already dealt with several raids, and a herd of maneating RHINOS. sadly one of my colonists got its arm ripped off, but..eh. Also got tired of failed attempts at recruiting prisoners, so I've started harvesting one lung, and one kidney, then the heart. Then chuck the body in the freezer for the wargs.

    Buttcleft on
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    nexuscrawlernexuscrawler Registered User regular
    Is there a way to get people to like each other again?

    I have a father/son-in law pair who keep getting in hilarious fistfights in the dining room

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    ButtcleftButtcleft Registered User regular
    Is there a way to get people to like each other again?

    I have a father/son-in law pair who keep getting in hilarious fistfights in the dining room

    I had that between my artist and a planter.

    the planter had a LMG, I am so happy it was just a fist fight.

    Filled the barracks with blood though.

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    nexuscrawlernexuscrawler Registered User regular
    course the father in law is the docotr too so he keeps patching up the guy he just beat up

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