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Author Topic: RimWorld - basically the sci-fi Dwarf Fortress  (Read 833754 times)

CABL

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2430 on: April 24, 2017, 12:44:42 pm »

I decided to grow psychoid plants and make flake out of them. I heard it's a pretty good way to make a profit. I also sell armchairs to the traders. What is/are your method(s) for making silver?


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Sean Mirrsen

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2431 on: April 24, 2017, 01:05:08 pm »

What is/are your method(s) for making silver?
Alpacas. Flippin' alpacas. Get a few rounded up to breed and you'll be basically up to your ears in wool. Even if you can't craft through their output, just selling the wool in bulk is a pretty decent income.
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kilakan

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2432 on: April 24, 2017, 01:41:48 pm »

camels are equal levels of hilarious for camelhair.  Plus, their level of heat and energy resistance is so high that in full camel hair clothes/duster/cowboy hat people can run around on fire all day without taking damage.  It's actually kinda amusing, heat wave of 150C?  Napalm launching mechanoids everywhere?  No problem as long as you have uncle kila's patented fire-proof camel hair clothes!
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Baffler

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2433 on: April 24, 2017, 03:48:34 pm »

In  this game I'm growing huge fields of devilstrand, turning it into cloth, and carrying it along to the nearby outlander town. It's a good challenge, since devilstrand takes so long to grow, requires a highly skilled grower, and large fields are extremely vulnerable to fires and other calamity.
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ChairmanPoo

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2434 on: April 24, 2017, 04:36:41 pm »

camels are equal levels of hilarious for camelhair.  Plus, their level of heat and energy resistance is so high that in full camel hair clothes/duster/cowboy hat people can run around on fire all day without taking damage.  It's actually kinda amusing, heat wave of 150C?  Napalm launching mechanoids everywhere?  No problem as long as you have uncle kila's patented fire-proof camel hair clothes!
Maybe they metabolize food into asbestos?
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sprinkled chariot

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2435 on: April 24, 2017, 05:06:51 pm »

This special feel when two vat grown soldiers childhood colonists with space marine background, insane shooting skills, power armour, and futuristic plasma weaponry  and augmented eyes get beaten by 9 tribals.
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Aseaheru

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2436 on: April 24, 2017, 05:47:52 pm »

 Selling drugs is a great way to make cash, tho if you want to keep yer people off of it than you have some issues.
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Kazagarth

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2437 on: April 24, 2017, 05:55:54 pm »

(Phi) this mod seems to have been around a bit, but it adds sort of multiplayer functionality. I'm sure it must be well known, but its pretty cool being able to chat with others

https://steamcommunity.com/sharedfiles/filedetails/?id=732930564

You can (again) chat with people, trade and even send colonists to other people (but that part says its experimental).
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Akura

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2438 on: April 24, 2017, 08:26:07 pm »

Selling drugs is a great way to make cash, tho if you want to keep yer people off of it than you have some issues.

You can set drug restrictions, I think in the Assign menu. You can forbid them from consuming drugs or specify what drugs and how often they may take them. Be aware that colonists with the Chemical Fascination(or similar) trait will ignore this, especially if they go on a binge. Animals also ignore this, considering I've had chickens raid my luciferium supplies.
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Neonivek

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2439 on: April 24, 2017, 09:01:45 pm »

One of the best ways to make money IMO is... selling meals.
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Majestic7

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2440 on: April 25, 2017, 02:10:53 am »

I like to sell sculptures and clothing, only keeping the greatest quality items. Other good moneymaker is crafting bows, since wood is usually plentiful unless you are in a hostile biome.
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Aseaheru

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2441 on: April 25, 2017, 02:31:36 am »

 Well, sculptures are a bit of a given.
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Sergius

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2442 on: April 26, 2017, 10:20:33 am »

Selling drugs is a great way to make cash, tho if you want to keep yer people off of it than you have some issues.

You can set drug restrictions, I think in the Assign menu. You can forbid them from consuming drugs or specify what drugs and how often they may take them. Be aware that colonists with the Chemical Fascination(or similar) trait will ignore this, especially if they go on a binge. Animals also ignore this, considering I've had chickens raid my luciferium supplies.

To avoid this I place all my drugs in a sealed room with no doors. At least one wall segment is cheap wood that I can deconstruct whenever I want to sell it (pretty sure junkies also ignore forbidden doors).
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deoloth

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2443 on: April 26, 2017, 12:07:49 pm »

I have not touched this much yet, but it is hilarious when I hear my brother talk about how weed and meth keep raining from the sky.
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The Scout

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #2444 on: April 26, 2017, 03:35:04 pm »

Anyone well-versed on how to stop diseases from killing your entire colony? Running the Hardcore SK pack and it seems to always favor giving my minions some disease with ~40-50% progress and only 20% immunity. I can't afford to mushroom tincture 6 people while they aren't working.
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