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Author Topic: RimWorld - basically the sci-fi Dwarf Fortress  (Read 867314 times)

Aseaheru

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1770 on: September 21, 2016, 11:09:45 pm »

 The main two that do work with it are rather expansive though.
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Majestic7

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1771 on: September 22, 2016, 12:51:27 am »



You can increase relations to hostile factions by capturing their members, treating their wounds and releasing them. If they make it over the edge of the map, you get a relationship increase. So you can potentially salvage the situation that way.
Oh interesting, I did not know that. Thanks!
Bit late now since they've already started raiding me and dying in their droves, but oh well. :P

That is the point - when raiders are left wounded but alive after you repel them, capture those guys, treat their wounds and release them when they can walk. That will slowly increase the relations.
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forsaken1111

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1772 on: September 22, 2016, 06:37:41 am »

Last time I did that, I got all of the available factions to positive relations so the game spawned wave after wave of mechanoids instead. I don't know if it still does that but I guess it didn't have any other valid enemies to spawn when a raid event triggered
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Aseaheru

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1773 on: September 22, 2016, 10:37:56 am »

So leave the pirates hostile.
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Urist McScoopbeard

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1774 on: September 22, 2016, 10:57:59 am »

Boneyards are a great deterrent.
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Yoink

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1775 on: September 23, 2016, 07:26:19 am »

Hey, it just now occurred it me- is the "low expectations" moodlet caused due to this being my tutorial colony?
If so, that is a hilarious little touch, haha. I'd been wondering why everyone seemed to have that despite lacking any sort of optimist trait.
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TheBronzePickle

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1776 on: September 23, 2016, 07:38:46 am »

It's actually related to your colony wealth, I'm pretty sure.

When you don't have a lot of wealth, the game basically gives you a bit of a helping hand so that everyone doesn't go mad from the fact that they're lacking a lot of niceties.
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Yoink

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1777 on: September 23, 2016, 07:44:11 am »

Ohh, okay. Well I won't say no to that, although I think the main "nicety" that people complain about is tattered clothing.
...And all the mud and vomit coating everything except the pool hall, I guess. >.>
At least I mostly sorted the clothing issue. I wish there was a way to dump things like clothing manually. Thanks!
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ThtblovesDF

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1778 on: September 23, 2016, 07:47:35 am »

Clothing is to annoying to deal with, really. Tons of clothes around, but I can't be bothered to go around, undress them, redress them... So I just forced joywires into everyones brain.
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scrdest

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1779 on: September 23, 2016, 08:16:18 am »

Ohh, okay. Well I won't say no to that, although I think the main "nicety" that people complain about is tattered clothing.
...And all the mud and vomit coating everything except the pool hall, I guess. >.>
At least I mostly sorted the clothing issue. I wish there was a way to dump things like clothing manually. Thanks!
Regarding cleaning: take your most useless colonist, enable manual priorities if you haven't, and increase the priority on that. It's surprisingly critical.

Also, you CAN manually dump clothing IIRC, same as all equipment.
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Yoink

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1780 on: September 23, 2016, 09:02:43 am »

Well, I know you can make them remove their clothing and drop it on their floor, but is there a way to chuck worn-out stuff in the same dumping ground as, you know, dead people and rock chunks etcetera?

Yeah I've tried setting dedicated cleaners... there's always better stuff they could be doing, though. I have ten people but it never seems enough. o_o

Edit: Goddamnit.
For some reason, when my huge growhouse was built, three tiles of roof were left, well, un-roofed. Even after I manually added it to the roof building area, nobody would build the damn thing. Now I was waiting out a dry thunderstorm, seeing it start a few harmless fires out in the forest, when suddenly... pow. Lighting right through that three-tile gap in roof. Onto the power conduit for my hydro basins. Like a freaking sniper. Zeus the sniper. Damnit.

Now hopefully someone can sprint down down there before any serious damage is done.
« Last Edit: September 23, 2016, 09:07:00 am by Yoink »
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scrdest

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1781 on: September 23, 2016, 09:06:45 am »

Yeah I've tried setting dedicated cleaners... there's always better stuff they could be doing, though. I have ten people but it never seems enough. o_o
You don't have people who refuse or are clinically incompetent at everything? Teach me your ways of pleasing RNGesus, sensei.
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Yoink

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1782 on: September 23, 2016, 10:00:57 am »

I guess it depends how you define "clinically incompetent". >.>
I have one person whose only normal duties are cleaning and hunting, so that's something. My hunters seem to be magnets for eye injuries and this guy's eyesight is still miraculously unharmed, so he's one of the two decent hunters I have, y'know.

Also I just captured some space refugee with an annoying voice and an aversion to recreational substances. What a cunt.
Crammed him in the same tiny steel room that our other prisoner, the tribal chief, is in. Wonder how they'll get along. Assuming the new addition, Pete, doesn't die of his (partly infected) wounds before I can sell him into slavery, that is.

Just spotted one of the many foxes the colony has sneaking in and eating his food as he slept. :))

Edit: Haha, looking at a critter's social screen, the game lists animals you've traded to factions that have since become hostile as enemies.
Amusing little touch, that.
« Last Edit: September 23, 2016, 10:02:34 am by Yoink »
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Booze is Life for Yoink

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If there's any cause worth dying for, it's memes.

n9103

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1783 on: September 23, 2016, 10:06:50 am »

RE: Clothing
Not sure if it's in vanilla, but you can modify the "Anything" uniform to not allow clothing under 50% condition and they'll dump any tattered clothing as soon as something in better condition is available.
I don't *think* it'll make them go naked if they're wearing tatters and there's nothing better, but don't rely on it.
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Zangi

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #1784 on: September 23, 2016, 10:14:06 am »

Hmmm... there is no megamodpack for A15 yet is there?
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