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Author Topic: RimWorld - basically the sci-fi Dwarf Fortress  (Read 868135 times)

Mephansteras

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1050 on: September 24, 2015, 07:06:09 pm »

All games are Factorio.
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My Name is Immaterial

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1051 on: September 27, 2015, 11:12:52 pm »

It's been a while since I last played, so I decided that today would be a good day to start playing again.
After a few 4? 6? straight hours, I've remembered why I like this game.
My small colony of four had been suffering a famine, thanks to poor decisions on my part, and a few unfortunate events. Then, they were all knocked out or killed by a muffalo attack, in the aftermath of which, a poison ship piece decided to land right next to my base and kill off all the plants. Edit: Oh, and my power's on the frizt thanks to a volcanic winter.
I'm really digging the new content that's been added since I last played. Does anyone know if breeding is possible?
« Last Edit: September 27, 2015, 11:14:55 pm by My Name is Immaterial »
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Sonlirain

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1052 on: September 28, 2015, 03:42:57 am »

I know you can get chickens that lay eggs. if you have a male chicken it will cause the chickens you own to lay fertilized eggs that hatch by themself (even when kept in a freezer) so if you see fertilized eggs jsut forbid them and they should hatch.

I think breedng other animals is possible but i don't think its all that practical for the games timescale. I beat the game (by evacuating) in 3 game years so breeding anything bigger than chickens is not too practical.
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Aseaheru

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1053 on: September 28, 2015, 06:37:42 am »

Bunnies work, and I have had a few litters of dogs in less than three years.
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Sonlirain

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1054 on: September 28, 2015, 07:45:16 am »

Yeah but chickens work the best. Every egg they lay is worth 5 food. And they breed really fast. The main problem is getting some because you need to trade for the initial pair.
And then keep watch what your chickens do because i experienced a chicksplosion when a fertilized egg stack suddenly hatched.
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Aklyon

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1055 on: September 28, 2015, 07:58:19 am »

Did the game have trouble with the chicksplosion?
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Schaep

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1056 on: September 28, 2015, 08:17:18 am »

No, but the interface isn't well adjusted for managing large groups of animals and if you don't pay attention they'll burn through your feed stocks in no time. When you suddenly go from a couple dozen to a couple 100 chickens it's a big hassle to separate all the males for selling/butchering/preventing more eggsplosions.

Breeding works quite well for dogs I've found but for other animals it goes too slowly to be useful until you're at the point where you don't need them anymore to begin with.
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n9103

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1057 on: September 28, 2015, 10:52:10 am »

Many mods out there make managing your colony easier, e.g. an adjustable filter on your colonist and animal screens.
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ChairmanPoo

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1058 on: October 11, 2015, 10:35:09 pm »

So which mods do you people favor?
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Girlinhat

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1059 on: October 12, 2015, 04:24:50 am »

Superior Crafting was fun, but is dead.  Rimsenal is great, the weapons are kinda OP but they make sense for the world, and are expensive.

forsaken1111

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1060 on: October 12, 2015, 06:20:08 am »

Here's a list of what I used last time:

Spoiler (click to show/hide)
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n9103

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1061 on: October 12, 2015, 12:04:04 pm »

I'm currently on Quan's list of mods, though that's only because the UOM author more or less imploded.
UOM still exists in a few copies various people had and have hosted, and there's been a change of developer/modder, but there's a fairly long time until there's a release, as the new dev/mod had a lot of things they wanted to change, most of it relating to optimizing/minimizing lag.
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LoSboccacc

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1062 on: October 12, 2015, 02:08:48 pm »

how's conveyors?
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ChairmanPoo

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1063 on: October 15, 2015, 09:11:40 am »

This is my current mod setup. I had to rebuild it from scratch as I screwed my previous one.


Spoiler (click to show/hide)

As far as I can tell there are no conflicts present in the mods above

Edit: scratch that, it's broken again. I swear I've spent more time debugging this modpack than playing the game.

Oookkeee... it seems the problem is that you cannot lump together too many rib replacements



PD: More mechanoids mod works as well. But for some reason now mechanoids break out of their crypts on their own and fuck my shit. So I might have to disable it.


Some mods which do result in conflict if added to the above:
- Combat realism and combat realism defense: particularily with Medieval mods
- Biodiversity (not sure where the conflict resides. It worked fine in the previous iteration
« Last Edit: October 15, 2015, 01:41:45 pm by ChairmanPoo »
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bQt31

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1064 on: October 31, 2015, 11:33:04 am »

Is TynanSylvester dead? What's the ETA on his return or Steam release?
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