Teegee station 13: Rimworld.

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Takeguru
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Re: Teegee station 13: Rimworld.

Post by Takeguru » #121623

Bottom post of the previous page:

Oh, CR changes the improvised turrets.

You don't get them until you can build the workbench that lets you disassemble mechanoids
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Wyzack
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Re: Teegee station 13: Rimworld.

Post by Wyzack » #121634

Got it, and finally got a good spawn. Loving the mod
Arthur Thomson says, "Since there are no admins I would loging with another account and kill you"
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Arthur Thomson catches fire!
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invisty
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Re: Teegee station 13: Rimworld.

Post by invisty » #121637

Just recently got this. Does there exist a good summary of quality mods somewhere?
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Skorvold
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Re: Teegee station 13: Rimworld.

Post by Skorvold » #121645

What kind of stuff are you looking for?
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Wyzack
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Re: Teegee station 13: Rimworld.

Post by Wyzack » #121646

I can recommend glitter tech, although it does add two new supertech factions that can raid you which adds a bit of difficulty. Careful start mod adds a dwarf fortress like embark prep, and realistic combat seems pretty great so far
Arthur Thomson says, "Since there are no admins I would loging with another account and kill you"
Caleb Robinson laughs.
Arthur Thomson catches fire!
tusterman11 wrote:Can you stop lying? I just asked you and you are was a piece of shiit on me!!!
Kor wrote:I wish Wyzack was still an admin.
EngamerAzari's real number one fangirl <3
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invisty
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Re: Teegee station 13: Rimworld.

Post by invisty » #121650

Skorvold wrote:What kind of stuff are you looking for?
Things that improve the existing variety of features, as opposed to add-ons that add entirely new gameplay mechanics. A mod that improves the variety of map generation would be super cool.
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MMMiracles
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Re: Teegee station 13: Rimworld.

Post by MMMiracles » #121654

Quick list of essential mods that are generally just QoL improvements all around:

EdB Interface
Gives you a colonist bar for quick-swapping between colonists as well as status' for sleeping, incapped, dead, ect

EdB Prepare Carefully
Lets you change what you'll start with, ranging from any specialized colonist to any in-game item

EdB Mod Loader
Lets you easily control the mod order stuff is loaded in, needed for other mods that have core requirements

Although this does change a lot in how battle mechanics works, its so much better than the vanilla system as of right now. Weapons are really weak-feeling and this mod really helps fix that issue with making bullets actually, k'now, hurt.
Combat Realism
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Re: Teegee station 13: Rimworld.

Post by lumipharon » #121655

Wyzack wrote:I can recommend glitter tech, although it does add two new supertech factions that can raid you which adds a bit of difficulty. Careful start mod adds a dwarf fortress like embark prep, and realistic combat seems pretty great so far
I dunno if it's changed from when I last played, but those fuckers could sometimes raid you really early on.

I once had like, 7 guys and maybe 4 shitty guns between them.
Suddenly 20 fucking commandos with death lasers and shit drop down and just assblast me off the map.

I also changed some setting in that mod - I halved the range of the super kill cannon thing, since literally 1 guy could wipe out entire armies with it, because you could kill them from outside their aggro range (also it just utterly fucking destroyed anything you looked at).
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Skorvold
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Re: Teegee station 13: Rimworld.

Post by Skorvold » #121664

Really all this game needs is multi-z and I'd play it all the time.
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Wyzack
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Re: Teegee station 13: Rimworld.

Post by Wyzack » #121688

I researched machining but i still cannot build improvised turrets. I feel this might become a big issue once larger pirate raids start showing up
Arthur Thomson says, "Since there are no admins I would loging with another account and kill you"
Caleb Robinson laughs.
Arthur Thomson catches fire!
tusterman11 wrote:Can you stop lying? I just asked you and you are was a piece of shiit on me!!!
Kor wrote:I wish Wyzack was still an admin.
EngamerAzari's real number one fangirl <3
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Takeguru
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Re: Teegee station 13: Rimworld.

Post by Takeguru » #121697

Okay, do you have the table set up?
Check the bills in that

I'm running an assload of mods, so I don't know if it's actually CR that's doing it
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Wyzack
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Re: Teegee station 13: Rimworld.

Post by Wyzack » #121700

Oh didn't realize I had to build them first, that makes sense I will try that next

EDIT: yup there it is. You think they would bother to mention that somewhere on the mod page
Arthur Thomson says, "Since there are no admins I would loging with another account and kill you"
Caleb Robinson laughs.
Arthur Thomson catches fire!
tusterman11 wrote:Can you stop lying? I just asked you and you are was a piece of shiit on me!!!
Kor wrote:I wish Wyzack was still an admin.
EngamerAzari's real number one fangirl <3
certified good poster
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Re: Teegee station 13: Rimworld.

Post by Malkevin » #122807

MMMiracles wrote:If you don't have it yet, Combat Realism is probably one of the best mechanical reworks of the current combat system, actually makes some of the 60+ tribal raids beatable if you aren't just turtling with a killbox.

There's extreme satisfaction of watching one colonist mow down the 15-20+ melee raiders that thought rushing a guy with an LMG was a smart idea. Any of the ones that manage to survive the first round of ammo usually end up running for the nearest slag/rock rubble and hiding.
Is there a mod that adds Red Coats and Pith Helms?
And welsh colonists, fun sheep optional - thanks.

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Takeguru
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Re: Teegee station 13: Rimworld.

Post by Takeguru » #126339

Well, I feel bad now.

This poor girl needs both of those brain implants to even remain conscious, it may be better just to take the implants back out and euthanize her, just so she isn't starving to death every time she leaves the front door
Spoiler:
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EDIT

Oh and not long after this screenshot my batteries decide to dump all 20k stored power into the freezer wall conduits and the fire made my mountainhome 500+ degrees in the freezer itself, about 250 or so in the surrounding rooms as well.
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Skorvold
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Re: Teegee station 13: Rimworld.

Post by Skorvold » #126538

I'm constantly rebounding between Rimworld and Dorf Fort. On one hand, Rimworld is incredibly easy to use and functions similarly to Dorf Fort, on the other, we have the horrible dorf fort UI, but a nice sense of complexity and expansiveness that Rimworld doesn't (and most likely won't) have.
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Malkevin

Re: Teegee station 13: Rimworld.

Post by Malkevin » #126583

I thought the combat and turtling behind turrets that end up being completely worthless against a skirt wearing coon with a long bow made RimWorld a really bad game.
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Takeguru
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Re: Teegee station 13: Rimworld.

Post by Takeguru » #126585

CR does an okay job of fixing that. People are far less tanky, even with power armor.

Turrets are gated behind research with it so you can't immediately rely on them

Oh, and the occasional sapper raid makes digging into a mountain less of a "I win" strategy
Mechanoids will avoid your killbox on occasion as well and just choose to tunnel in and blow through your walls
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oranges
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Re: Teegee station 13: Rimworld.

Post by oranges » #126640

Fires in side the mountain homes are FUCKING DEADLY! Holyshit, one of them killed about 5 of my colonists.

PS:
https://ludeon.com/forums/index.php?topic=11056.0 this is a neat mod to add some (IMO) more realistic vent and cooling mechanics.
Last edited by oranges on Thu Oct 15, 2015 9:15 pm, edited 1 time in total.
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oranges
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Re: Teegee station 13: Rimworld.

Post by oranges » #126642

I'm gonna have to try combat realism, it sounds like a good addition. I just have a massive killbox to deal with people right now and it feels kinda silly.
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