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Author Topic: RimWorld - basically the sci-fi Dwarf Fortress  (Read 864187 times)

Zangi

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1200 on: June 10, 2016, 07:25:00 pm »

So... I just watched my dogs eat a human corpse I had stored in the freezer over the past few days.  Awesome.

There was a dead rotten chicken in there...  they may have eaten that too.  Because I didn't set-up a refuse stockpile.

EDIT: And no wonder why plant growth was uneven, the cows were eating my crops.
« Last Edit: June 10, 2016, 07:27:53 pm by Zangi »
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forsaken1111

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1201 on: June 11, 2016, 11:09:23 am »

Selecting a crafter and right clicking the bench should allow you to do this for one item. Or suspending the order temporarily.
Very irritating when you want to produce about 15 assault rifles. Especially isnce about 1/3 of the way through they'll decide they're gonna do something else.
That is strangely accurate to real life though. Sometimes I'll decide I want to do a craft project and about 40% done I lose interest. :P
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Aseaheru

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1202 on: June 14, 2016, 06:42:17 pm »

No, but you can respawn the stuff you used.
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Flying Dice

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1203 on: June 14, 2016, 06:45:22 pm »

Sorry for the doublepost, need to bump.

Is there a way of deconstructing things in godmode so you get the resources back? The realistic research mod has no way to disassemble vehicles, AND I can't target them to be shot at.

It's been a looooong time since I last played (really need to fix that), but can't you target areas for bombardment with mortars?
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Aseaheru

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1204 on: June 19, 2016, 04:34:58 pm »

 While playing with the realistic research modpack thing, yaknow, the one we have been talking about for a while, I just got a cargo pod event of wooden feet. Enough for four people.

 I think the AI is trying to tell me something...
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Girlinhat

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1205 on: June 19, 2016, 08:42:18 pm »

So in the 'realistic research' pack, I've found how to win.  Incendiary Launchers with thermobaric charges.  They do about a 5x5 diamond shape explosion that hits upwards of 500 damage in the center.  You need FSX produced from boomalopes, but once you get it going you can just throw fire at range.  I took out a crashed ship in two hits, and killed scythers in 1 hit.  Manhunter alpaca were taken down 3 at a time.

It wrecks loot, but things like steel and silver have no HP bar so they aren't destroyed.  You lose things like weapons and corpses but can gain silver/gold relatively easily, and still have some leftover guns surviving to melt for new metal.

I was looking for a way to abuse HE ammo, but it looks like only the installed KDV turret can use HE and it doesn't even make an actual explosion, just a unique damage type.  So I turned to mass rocket fire from thermobarics.

MarcAFK

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1206 on: June 19, 2016, 11:43:17 pm »

PTSD,
Having only read the first and last pages of this thread I'm rather uninformed, however from what I've seen this does in fact appear very dorfy and am I right to assume it's basically in a playable state? Mods you say? Colour me interested.
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wer6

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1207 on: June 20, 2016, 03:28:10 am »

You can very much play the game, mods and mod packs are both a thing, and they are very extensive. The game is of course still being updated as well, if you interested in it.
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Girlinhat

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1208 on: June 20, 2016, 08:34:43 am »

PTSD,
Having only read the first and last pages of this thread I'm rather uninformed, however from what I've seen this does in fact appear very dorfy and am I right to assume it's basically in a playable state? Mods you say? Colour me interested.
Get it.  I've sunk SO MANY hours into the game.  It scratches a basebuilding itch other games don't.  It kinda plays like dwarf fortress, with the construction and logistics, but it's also on a MUCH smaller scale.  Instead of dozens of dwarves, it can be as low as like 5 colonists, and progress is a lot more important to watch.

Be aware the game's official stance is 'you shouldn't win'.  By vanilla, it's not a game to be played and won.  It's a game to guide you through a story, with wins and losses, and sometimes the story ends in escaping the planet, sometimes it ends in fire and starvation.

Aseaheru

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1209 on: June 20, 2016, 11:43:38 am »

The siegers or your dudes?
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Astral

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1210 on: June 20, 2016, 12:02:53 pm »

I'm rather enjoying the realistic research mod with the Jack Arbiter storyteller, as it can let you get anywhere from 10-20 colonists before it starts throwing nasty stuff at you. The only things I added in were Prepare Carefully and the Quantum Storage mods, and I might try disabling the No Raider ATV and No Infestation minimods that were included for additional challenge next time. I've researched everything and am currently working on building the ship, something I've never made it to in previous games. Deep Mines are awesome, as they're practically free resources for when you've mined the whole map (and quite a bit depending on mining skill).

Sieges are just a matter of manning the mortars or the flak turrets and bombing them back. Everything else gets torn to shreds by the KPV machine guns with explosive rounds (including centipedes).

Spoiler (click to show/hide)

I'm a little scared to think of how hard it would be to start this in an arctic shelf, tundra or desert without Prepare Carefully to give some parkas and basic tools for your starting colonists at the very least.
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The Scout

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1211 on: June 22, 2016, 07:51:15 am »

So I've tried running the Arbitration modpack and I've only got one complaint. Colonists don't appear to have the button for swapping firing modes when equipped with guns, the reload button, nor the ammo counter. Also, they refuse to pick up arrows for bows?
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Aseaheru

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1212 on: June 22, 2016, 10:15:29 am »

 Did you restart the game after activating the mod? Is the community core thing updated?
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Aseaheru

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1213 on: June 22, 2016, 11:04:41 am »

 Its a good idea to restart the game after loading in any mod, or even going to that menu.
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The Scout

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1214 on: June 22, 2016, 12:06:53 pm »

Did you restart the game after activating the mod? Is the community core thing updated?
Restarted and using the latest CCL version.
Edit: Yep, something is definitely up. NPCs loadouts aren't actually generating their ammo or sidearms.
Spoiler (click to show/hide)
« Last Edit: June 22, 2016, 12:43:40 pm by The Scout »
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