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

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Posts

  • Phoenix-DPhoenix-D Registered User regular
    Fiatil wrote: »
    Strikor wrote: »
    I'm pretty curious just how far they'll go with the children thing. Kids in games tend to be untargetable and/or unkillable (because of some European laws, I think?) and that would be pretty out of place in RimWorld.

    Yeah I'm curious as well. And they just got unbanned from sale in Australia too....

    One of the update pics has a crib on fire.

    I also hope they worked on performance a lot. There's a bunch of screenshots with dozens of colonists, and being able to play at 1x speed at best isn't ideal..

  • FiatilFiatil Registered User regular
    I guess I'm lucky in that regard. I'm playing with 60 mods and can have 40+ NPCs on screen without my tics noticeably suffering. I know it's a fairly common complaint though -- it's definitely processor intensive to have that much.

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  • McGibsMcGibs TorontoRegistered User regular
    edited October 2022
    The update notes mentioned child soldiers, so I expect they'll be mortal or something real funky will have to happen.

    McGibs on
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    Phoenix-DLord_AsmodeusFiatil
  • RanlinRanlin Oh gosh Registered User regular
    McGibs wrote: »
    The update notes mentioned child soldiers, so I expect they'll be mortal or something real funky will have to happen.

    Cool, that's just what I wanted in my colony sim :/

  • Mr RayMr Ray Sarcasm sphereRegistered User regular
    edited November 2022
    Biotech has been out for a while, and its pretty good! I can confirm that children are entirely mortal and thankfully not nearly as annoying or useless as anticipated; they age (by default) four times faster than adults until age 13, at which point they count as adults. But they're not just useless resource sinks as children either; as they age they hit "growth moments" where you get to pick a new trait and passion for them, and they become able to do more things. But they can grab a gun and defend themselves from the age of three, so if you really want to have child soldiers, you can...

    In theory though, you're supposed to let them spend as much time as possible learning; the higher you get their "growth tier" in between their growth moments, the more options you have available when they "level up". Kids will take lessons in a classroom, watch an adult work, chat on the comms console, doodle on the floor with chalk or go exploring outside. But you can also schedule them specific work times if you want them to contribute more. Ironically due to the "Childlike wonder/joy/enthusiasm" mood buff that all children get, I find them most useful for corpse disposal. Second best use for them is this meme, only unironically:

    blxucde2utu3.jpg

    So yeah, don't put your kids on the front lines. They can't aim for shit. Use them as mortar crews instead!
    Ranlin wrote: »
    McGibs wrote: »
    The update notes mentioned child soldiers, so I expect they'll be mortal or something real funky will have to happen.

    Cool, that's just what I wanted in my colony sim :/

    If you really don't want kids, you can turn them off in the storyteller settings. You can also check "babies always healthy" if miscarriages or pregnancy-related complications are going to be triggering. Or if you're a psychopath you can turn on "Child raiders" which are off by default, although you might regret doing so when you realize that killing a child is a massive mood penalty for non-psychopaths.

    Mr Ray on
    Sir CarcassFiatil
  • KiTAKiTA Registered User regular
    I've got a decent number of Biome mods installed. In fact, I think I have all of them available in 1.4 installed. Had to disable Biomes! Islands because it has no options but turns on the ability to walk across oceans (with a massive penalty to movement). Which is fine, sort of, except suddenly faction bases spawning in the ocean, and I hear it makes some weird stuff happen with quests that spawn in bodies of water. (The boat mod it suggests you have isn't updated for 1.4. Or 1.1.)

    But man, I keep returning to good old Temperate Forests. I wanna try something else but at the same time, it turns out living in a volcano is hard. Something about 70 degree weather, y'know? On the flip side, there's some meadow that had giant sunflowers that was kind of absurd, cause every tree-flower grew in a season and spat out both food AND wood.

    I have most if not all of the VFE mods installed and running, which I'm torn on a bit. The big problem I have with them is the factions, which aren't updated for Biotech yet -- so none of them sell genepacks and they're 100% Baseliners, but they still crowd out all the vanilla factions. I do wish there was a mod that made factions have a little more diversity of xenotypes and maybe something like "almost baseliners." Baseliners are fine but the idea that there's no "half-Impid" or "baseline but with blue skin" type deal is odd to me. I am glad to see a lot of the random race mods, including the waifu mods like bunnygirls et all, being ported to Biotech's system. Anything that dials all the weird scripting stuff for those back is a good thing.

    https://steamcommunity.com/sharedfiles/filedetails/?id=1434137894
    Also, this mod is the best thing ever for people like me who reroll forever until you get a good pawn. I don't believe in picking from a list so this just lets you auto-reroll until say, the Tough trait appears.

    StrikorFleeb
  • StrikorStrikor Calibrations? Calibrations! Registered User regular
    I have also found myself returning to Temperate Forest lately! 30-40 day growth seasons so there is some snow but also a solid growing season so I don't just cheese with greenhouses everywhere. Snowy trees mod for added prettiness. Plus the traders who show up in the winter without a coat don't automatically freeze to death and get mad at me. They still run face first into mechanoid clusters and get mad at me but hey, at least it helps clear the map out a bit.

    Another nice feature about that mod is you can also set it up to automatically exclude pawns with certain traits. I usually throw Gourmand, Pyromaniac, and Wimp on there. Undergrounder as well when I'm trying to roll a builder since for some reason it seems to frequently roll construction passion with Undergrounder.

  • Mr RayMr Ray Sarcasm sphereRegistered User regular
    Yeah, I guess once you've played in the "extreme" environments a couple of times you learn how to overcome that particular challenge and all they do is slow you down. I still occasionally pick a less than optimal biome if it fits in with my concept. I.e, I'm currently doing High-life Fyrefest attendees who were shot into space so a desert environment seemed fitting. But its a bit like Naked Brutality; I've done it, and I know I can do it again if necessary, but really all its doing at this point is slowing me down. Which is also why all of my ideologies have "Very Fast" research if possible.
    KiTA wrote: »
    I have most if not all of the VFE mods installed and running, which I'm torn on a bit. The big problem I have with them is the factions, which aren't updated for Biotech yet -- so none of them sell genepacks and they're 100% Baseliners, but they still crowd out all the vanilla factions. I do wish there was a mod that made factions have a little more diversity of xenotypes and maybe something like "almost baseliners." Baseliners are fine but the idea that there's no "half-Impid" or "baseline but with blue skin" type deal is odd to me. I am glad to see a lot of the random race mods, including the waifu mods like bunnygirls et all, being ported to Biotech's system. Anything that dials all the weird scripting stuff for those back is a good thing.

    I've currently got a half-Impid little girl in my colony, and her Xenotype shows up as "Hybrid". She got the fire spewing gene, the cold vulnerability and pessimism, but not the heat tolerance, running speed or red skin. So she basically just looks like a normal three-year-old, except she can breathe fire. It would definitely be neat if you could have random pawns show up as hybrids sometimes!

  • Phoenix-DPhoenix-D Registered User regular
    Xenotypes are apparently less flexible than Humanoid Alien Races, so expect to see a lot of mods still using that. Doesn't matter for me right now, I'll be on 1.3 until...probably about when 1.5 comes out, given my mod list :)

  • VicVic Registered User regular
    Mr Ray wrote: »
    Yeah, I guess once you've played in the "extreme" environments a couple of times you learn how to overcome that particular challenge and all they do is slow you down. I still occasionally pick a less than optimal biome if it fits in with my concept. I.e, I'm currently doing High-life Fyrefest attendees who were shot into space so a desert environment seemed fitting. But its a bit like Naked Brutality; I've done it, and I know I can do it again if necessary, but really all its doing at this point is slowing me down. Which is also why all of my ideologies have "Very Fast" research if possible.
    KiTA wrote: »
    I have most if not all of the VFE mods installed and running, which I'm torn on a bit. The big problem I have with them is the factions, which aren't updated for Biotech yet -- so none of them sell genepacks and they're 100% Baseliners, but they still crowd out all the vanilla factions. I do wish there was a mod that made factions have a little more diversity of xenotypes and maybe something like "almost baseliners." Baseliners are fine but the idea that there's no "half-Impid" or "baseline but with blue skin" type deal is odd to me. I am glad to see a lot of the random race mods, including the waifu mods like bunnygirls et all, being ported to Biotech's system. Anything that dials all the weird scripting stuff for those back is a good thing.

    I've currently got a half-Impid little girl in my colony, and her Xenotype shows up as "Hybrid". She got the fire spewing gene, the cold vulnerability and pessimism, but not the heat tolerance, running speed or red skin. So she basically just looks like a normal three-year-old, except she can breathe fire. It would definitely be neat if you could have random pawns show up as hybrids sometimes!

    Xenotype heritability does seem a little odd. It might be that player xenotypes are less stable than the base ones, but I could swear that I've had children born of two parents of the same xenotype still not inherit the full gene set. This seems to basically doom them to extinction.

    I've solved this for my own game by including the colonist editor mod and just swapping the kids over to the xenotype I was aiming to give them. My attempts to recruit more to my custom xenotype through use of xenogerms met with a similar result, I got bored trying to extract all of the genes and it appears that I can't actually turn them into the same xenotype anyway, just recreate a (non-heritable?) copy of it.

  • StrikorStrikor Calibrations? Calibrations! Registered User regular
    I've had to use dev mode to change one kid's hair color from white to brown when both of her parents have dark hair. Their second kid has the same hair color as the dad though so I don't know what happened the first time.

    The dad also threw a fit the moment the second kid was born because he is a big important royal who demands his own bedroom and that damn freeloading 3-minute-old needs to move out and get his own place! So now the newborn's bedroom is the 2x3 closet because I am not giving a 7x7 apartment to a newborn. The complete lack of interaction between official DLCs is just bizarre.

    DixonMr Ray
  • Mr RayMr Ray Sarcasm sphereRegistered User regular
    Yeah, there's some odd interactions and edge cases that weren't considered for sure. Some that I've heard about so far:
    • Royals throwing a tantrum because they don't want to share a room with their own kid as @Strikor mentioned above
    • Children not inheriting skin color correctly from parents resulting in two white parents giving birth to a black kid or vice versa (this is because whether or not you inherit a particular gene is random, and if you don't inherit either parent's genes for skin/hair color its just randomized...)
    • Pawns who have grown up in a player's colony from birth suddenly having children, brothers or sisters showing up in raids or caravan groups
    • Quests demanding that I send X number of people on a combat mission, where X is equal to my total number of colonists and two of them are three years old
    • Xenotypes that require psychite or some other drug to live can still have a "drugs are bad" ideology and get mad if you give them drugs even if they're literally dying from lack of said drugs

    For what its worth, I started off just keeping my babies in a crib in the hospital. More recently I've upgraded to putting them in the "kid room" which has a learning desk, some toys and a comfy chair for feeding the babies, but honestly they're babies for so little time and kids get a free mood boost anyway, so its not really worth making them dedicated rooms until they're adults.

  • KiTAKiTA Registered User regular
    edited November 2022
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    Heh. Can't blame me for trying!

    As an aside: Properly raised children are pretty darned amazing.

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    KiTA on
    Strikor
  • Mr RayMr Ray Sarcasm sphereRegistered User regular
    Oh absolutely, the payoff for having a semi-useless colonist hanging around using up resources for a while is that if you let them have a good childhood and spend most of their time doing kid things, you get to shape them more or less how you like. My 13-year old just reached adulthood as an iron-willed hard worker, which would otherwise be an incredibly rare combo.

    Randy really seems to like throwing mechs at me in my current run. In the space of a couple of days I had two mech clusters land, and then a regular mech raid with one of those wall-destroying thumper cannons. The AI seems pretty good at finding the weakest point in my defences to attack; they broke through the walls in a spot not covered by any turrets and right next to my mortars. Which led to a bit of an "oh shit" moment when a stray inferno cannon shot set fire to my stockpile of mortar shells... the subsequent explosion caught my best builder and artist and blew both his legs off. RimWorld!

  • KiTAKiTA Registered User regular
    Ok, definitely want to try this kid system more. Might try the dinosaur people the VFE guys put out, they lay human eggs instead of live birth and I'm 99% sure that's straight from a Junji Ito manga.

    I just realized you can, unless it's caused by mod conflicts or something, take IVF samples from prisoners in the default game. So I don't even need to get some of these weirdos in my base, I can just capture some from a handy dandy raid, steal some IVF samples, and either toss them into a test tube incubation system or... hey can you implant that in a surrogate mother who is ALSO a prisoner? And if so, does the kid become a colonist or, well, doesn't matter, that's what the recruit button's for...

    Oh wait Rimworld has me considering war crimes again.


    VFE Psycasts has a weird World of Warcraft style talent tree. I was hesitant but it's fun. My last run my main guy was a Technomancer, which allows you to repair things for free, upgrade quality to Excellent, and reverse engineer (so reverse engineer a gun and you gain the research to create said gun automatically). I then snagged the Necromancer tree which has this absurd mass AOE paralysis thing, the same thing as the crash-landed pod people you have to keep alive for 30 days while in bed, except this one's for like, 2 hours. Still, you can do it to an entire enemy force and then just pick and choose which ones to capture for recruitment or turning into hats or genepacks, which ones you want to strip before their clothing becomes tainted, et cetera. There's also a resurrection thing. Another tree has natural healing boosts + natural immunity boosts + regrow limbs and body parts things... Some broken stuff, for sure.

    Oh and the Tribal-exclusive (although you can buy the "books" from the outrider tier factions and above) one has a magic "I tame you" button. Which is absurd.

    I think the Teleportation one allows you to create portals between any two points, including two bases if you run more than one, maybe? That seems crazy. There also seemed to be a "I'm teleporting my caravan back home right now, bye" one. Haven't tried it yet tho. Another is a time mage one that's all about using years of age as a currency. Steal some from prisoners et all. Some big "everyone dies of old age now" button that I haven't tried yet.

    My current ideology in game is a Transhumanist Psychic Monastery. Kind of a weird playthrough, partially cause I wasn't spreading around the Psychic powers enough. I'm considering something like... tree loving Samurai for the next one? Not sure. Definitely going Tribal instead of Naked Brutality, tho, having 5 people at the start is just more interesting than playing wheel-of-traitor/monster/etc like with NB starts.

  • StrikorStrikor Calibrations? Calibrations! Registered User regular
    Psychic Focus is fantastic for Psycasts Expanded because it more than doubles your XP gain (since the XP gain is based on psyfocus gain).

    My last game was Psychic Vegans because why not, and I had my main dude at over 300% psyfocus gain per day. The current one is a dirtmole mechanitor living in a mountain with his robots and getting high and the gains feel soooo slow by comparison.

  • Phoenix-DPhoenix-D Registered User regular
    edited November 2022
    The Chrono mage stuff doesn't let you target wild pawns, I guess because they're considered animals?

    Annoying because I wanted to age sap them. They kept wandering into my base and eating my food which was bad enough, but trying to eat the kids was the last straw.

    edit: that said, the next time I had a raid I was able to use the two chrono mages on the prisoners, and that is the most evil thing I've done in Rimworld? Cast Age Reversal- de-age another colonist 5 years, age 10. Cast Age on a prisoner 5 times-> De-age 2 years, age prisoner 10. then every 3 days Cast Timeskip Meditation->age 5 years, level up.

    The result is the mage stays about the same age while other colonists get younger. By aging the prisoners...eventually to death. Three separate prisoners died when I aged them from mid 30s to 98 over the course of a quadrum.

    Phoenix-D on
    Fleeb
  • KiTAKiTA Registered User regular
    Aww, the permanent portals the Skipmasters have don't have pathfinding AIs. I was hoping to have the ability to put fast travel points between the two main buildings of my base. Have to manually do it.

    Edit: OH. I bet I could do this at event maps to bring in serfs to drag stuff back to the base.

  • stopgapstopgap Registered User regular
    I just got into this within the last month. I've been looking at it for years but always wanted to buy it on sale, eventually decided it wasn't worth waiting any longer.

    This game has its hooks in deep. There have been some tragedies and this current run has been very interesting. Anyone else still playing?

    steam_sig.png
    FiatilMr RayElvenshae
  • StrikorStrikor Calibrations? Calibrations! Registered User regular
    Too much. I'm in an unending loop of starting a new colony, getting a few years in, then deciding I don't like the way I did something and start over.

  • Mr RayMr Ray Sarcasm sphereRegistered User regular
    edited November 2022
    stopgap wrote: »
    I just got into this within the last month. I've been looking at it for years but always wanted to buy it on sale, eventually decided it wasn't worth waiting any longer.

    This game has its hooks in deep. There have been some tragedies and this current run has been very interesting. Anyone else still playing?

    Always. Rimworld is my forever game. When I'm not sure what else to play, or I just want to chill out and play something I already know inside-out, Rimworld is my go-to.

    My current run I'm doing a "Starship Troopers" inspired run, the concept being that the Federation sent a battlegroup to attack the Fallen Empire using sleeper ships, but something went wrong and their soldiers got scattered all over the planet by mistake:

    y5oae8l8i08o.png

    I tweaked the start so that my initial three started with basic weapons and armor, and set myself the ground rules that:
    1. I must be hostile to the fallen empire no matter what, and never accept any of their quests (so no noble titles and take the "defector" quest at the first opportunity)
    2. I must recruit any Citizens of my ideology as a priority whenever I find them.. which has already lead to failing a quest where I was supposed to hold some prisoners for a local chief, but it turned out one of them was a Citizen... yoink!
    3. I must focus on turning my base into a doom fortress and arming my people as a priority
    4. The only good bug is a dead bug

    I usually lean towards super happy individualist, diverse and accepting colonies, so this has been a little different. As supremacists, they're pretty aggressive about trying to convert any guests or visitors to Federalism, which can often lead to social fights. I've given them a "Federation Day" dance party festival which has a 50% chance of attracting a new follower of my Ideology... I imagine they're blasting "A Good Day to Die" through the speakers and it attracts any Citizens nearby who are listening.

    Mr Ray on
    FiatilElvenshaeAl_watFleeb
  • KiTAKiTA Registered User regular
    Time Psychics are so broken, haha.

    I don't know if it glitched or if this is just new in the Biotech update, but I've been keeping my Naked Brutality starter pretty young to avoid the Transhumanist penalties for aging. Well, I zapped age one too many times thinking it would cap her off at 13, only nope, 12 and some change, and now officially a kid.

    Well what now?

    Well, kids gain traits and passions upon growing, right? So one unfortunate tribal walking through my map, and my colonist is now 10 and some change, almost 11, and I still have a few zaps from the visitor (a hostile act, but word of fortelling restores some faction score) to lower her down to 6 or 7 before he dies of an age related heart attack.

    Perfect growth gives you like 3 passions and 1 or 2 traits out of 6. She's already got 3 good traits, adding 3 more + 9 additional passions on top of the 8 she already has (counting double passions as 2), and well... HAHAHAHA

    And this is BEFORE I got to the absurd bionics and the gene modifying and the like to make her even stronger.

    StrikorMr Ray
  • stopgapstopgap Registered User regular
    So quick story time, my first run that included the fallen empire DLC. I had a ridiculous start, very interesting people. But my favorite is my mercenary Lord, he's an aesthetic and can't do everything, but I've got a psychic that doesn't care about how fancy his throne room is, it's kind of great.

    steam_sig.png
    Strikor
  • StrikorStrikor Calibrations? Calibrations! Registered User regular
    KiTA wrote: »
    Time Psychics are so broken, haha.

    I don't know if it glitched or if this is just new in the Biotech update, but I've been keeping my Naked Brutality starter pretty young to avoid the Transhumanist penalties for aging. Well, I zapped age one too many times thinking it would cap her off at 13, only nope, 12 and some change, and now officially a kid.

    Well what now?

    Well, kids gain traits and passions upon growing, right? So one unfortunate tribal walking through my map, and my colonist is now 10 and some change, almost 11, and I still have a few zaps from the visitor (a hostile act, but word of fortelling restores some faction score) to lower her down to 6 or 7 before he dies of an age related heart attack.

    Perfect growth gives you like 3 passions and 1 or 2 traits out of 6. She's already got 3 good traits, adding 3 more + 9 additional passions on top of the 8 she already has (counting double passions as 2), and well... HAHAHAHA

    And this is BEFORE I got to the absurd bionics and the gene modifying and the like to make her even stronger.

    Great now I'm wondering if you can de-age a pawn so much that they fall on the ground and need to be put into a crib. Psychic baby!

  • KiTAKiTA Registered User regular
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    My last Transhumanists kept becoming darn near invincible due to a combination of tech, implants, and genes. Which would result in them ending up naked and covered in blood (not theirs) after getting swarmed by raiders and coming out victorious after their clothing was literally ripped to shreds around them. ... Which annoyed them.

    Ergo, might as well toss that into the religion.

    So an ideology of self improvement until you're a naked chrome demigod, standing alone over piles of your enemies. I'm not sold on the details tho. Human Primacy is supposedly OP as heck, but maybe Supremacist or Individualist or Isolationist might be better? I was thinking of going some form of tribal (for the full "tribal to spacer demigod" path) but Neolithic... eh?

    Thoughts?

  • StrikorStrikor Calibrations? Calibrations! Registered User regular
    Human Primacy by itself isn't OP but rather the Production Specialist since you can use them to crank out masterwork and legendary items and furniture with ease for no real downside. Tribals can be fun but I would definitely not recommend them with Transhumanist because they will start whining and demanding things like Neural Supercharge and age reversal long before you even have electricity.

    Supremacist has a few nice things going for it, though. The first is that they don't care about seeing dead bodies which, let's face it, there is never a shortage of. That saves you a lot of mood penalties. The second is the shooting specialist - give that to a trigger happy pawn and they'll shoot super fast and can even boost the shooting skill of everyone nearby as an ability. Melee Specialist isn't nearly as good, sadly.

  • KiTAKiTA Registered User regular
    Strikor wrote: »
    Human Primacy by itself isn't OP but rather the Production Specialist since you can use them to crank out masterwork and legendary items and furniture with ease for no real downside. Tribals can be fun but I would definitely not recommend them with Transhumanist because they will start whining and demanding things like Neural Supercharge and age reversal long before you even have electricity.

    Supremacist has a few nice things going for it, though. The first is that they don't care about seeing dead bodies which, let's face it, there is never a shortage of. That saves you a lot of mood penalties. The second is the shooting specialist - give that to a trigger happy pawn and they'll shoot super fast and can even boost the shooting skill of everyone nearby as an ability. Melee Specialist isn't nearly as good, sadly.

    Does changing the Culture to Tribal set tech levels et all to Tribal, or do I need to make a custom Naked Brutality start instead?
    vkq5v3iwy1nr.png

  • StrikorStrikor Calibrations? Calibrations! Registered User regular
    You would need to make a custom scenario and change New Arrivals to New Tribe. I don't think Culture does anything other than name selection.

  • Lord_AsmodeusLord_Asmodeus goeticSobriquet: Here is your magical cryptic riddle-tumour: I AM A TIME MACHINERegistered User regular
    edited December 2022
    I've never done an aggressive/travel based run, I was thinking of trying a run as supremacist raiders, and push to get the growth vats ASAP so I can vat grow an army of genetically superior Clone soldiers.

    Lord_Asmodeus on
    Capital is only the fruit of labor, and could never have existed if Labor had not first existed. Labor is superior to capital, and deserves much the higher consideration. - Lincoln
  • Mr RayMr Ray Sarcasm sphereRegistered User regular
    Strikor wrote: »
    Human Primacy by itself isn't OP but rather the Production Specialist since you can use them to crank out masterwork and legendary items and furniture with ease for no real downside. Tribals can be fun but I would definitely not recommend them with Transhumanist because they will start whining and demanding things like Neural Supercharge and age reversal long before you even have electricity.

    This is the problem I had with my own Tribal Transhumanists. You're also (without mods) stuck with a permanent research penalty for being Tribal, so its going to take you a looooooooong time to research all of the stuff you need to keep your people happy. Which isn't a problem early game, but there comes a point where everyone's expectations flip over from low to moderate and suddenly everyone wants a neural supercharge. Then they tick over to "high" and suddenly everyone wants age reversal.

    In general I've gone off research as a mechanic in RimWorld. I understand that there has to be a sense of progression and its more satisfying to unlock things over time vs being given all of the toys at once, but at this point for me it just creates extra waiting while I tech up instead of doing whatever else I wanted to do. So generally I'll give all of my ideologies "very fast" research and throw them a few starter techs. I.e, this time around it made sense for my troopers to start with some knowledge of gunsmithing, mortars, flak armor and IEDs, but I still need to tech up to Fabrication, skill up my colonists and acquire some advanced components before I can start making any of those things en-masse.

  • KiTAKiTA Registered User regular
    edited December 2022
    So uh.

    Has anyone played with that mod Faction: V.O.I.D. ? It looks like half memes? Maybe? Or is it just one of those crazy hardmode mods?

    KiTA on
  • StrikorStrikor Calibrations? Calibrations! Registered User regular
    Definitely a crazy hardmode mod. I haven't personally used it but from what I have seen of it, it can make a massive mechanoid raid look like a cakewalk.

    Phoenix-D
  • KiTAKiTA Registered User regular
    Strikor wrote: »
    Definitely a crazy hardmode mod. I haven't personally used it but from what I have seen of it, it can make a massive mechanoid raid look like a cakewalk.

    Yeah on day 2 they send a "Friendly" raid to demand you leave the planet of like 5 guys, all with weapons that output 60-90 DPS, a full 20 stats across the board, bionics that put them at 500-800% every stat, and gear that has them at ~200%+ armor. Apparently this is the easiest the mod gets.

  • KiTAKiTA Registered User regular
    Published my first mod today.

    https://steamcommunity.com/sharedfiles/filedetails/?id=2904065442

    Well, calling it a Mod is a bit of a stretch. It's just a silly XML hack for RimFridge that gives you an infinite size fridge as an option. Based on the "Shelf of Holding" thing.

    Sir CarcassFleebPemulisDonnictonSeal
  • FleebFleeb has all of the fleeb juice Registered User regular
    OOoooo Vehicles Expanded has been released!

    CampyFiatil
  • SealSeal Registered User regular
    Is there a mod out there that allows me to make surgery templates for captured prisoners or new colonists? I want my doctor(s) to gain experience but I don't like clicking 20 times per prisoner giving them the Pinocchio treatment before I release/eat them.

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