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Teegee station 13: Rimworld.

Posted: Sat Jan 03, 2015 12:21 am
by Bluespace
Blessed mined until he dropped dead, caring nothing about food.
Anton slept like 100% of the time. Died, holding nothing but a pistol.
WeeYak's autism fully engulfed him, and he swept the floors until he passed out and starved to death too.
Tune in tomorrow when I attempt to create a working colony featuring everyone's favourite spacemen.
Spoiler:
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Re: Teegee station 13: Rimworld.

Posted: Sat Jan 03, 2015 1:08 am
by srifenbyxp
Am I that spessman?

Re: Teegee station 13: Rimworld.

Posted: Sat Jan 03, 2015 1:20 am
by Bluespace
You can be one of the starting 3 tomorrow. What job would you like to do?
The ultimate goal of the game will be to rescue all the headmins and SoS, then escape on the emergency shuttle without goon station raiders blowing us up.

Re: Teegee station 13: Rimworld.

Posted: Sat Jan 03, 2015 3:45 am
by tedward1337
Add me pls :^)

Re: Teegee station 13: Rimworld.

Posted: Sat Jan 03, 2015 4:26 am
by Saintish
fuck it, why not? I'll be a shaft miner.

Re: Teegee station 13: Rimworld.

Posted: Sat Jan 03, 2015 4:59 am
by Incomptinence
If no chef is cooking food you need to make the paste machine.

Also check their skills some backgrounds are innately worthless as anything but fodder and organ donations.

Re: Teegee station 13: Rimworld.

Posted: Sat Jan 03, 2015 5:06 am
by piemantheman
Man, building a house in the mountains takes forever.

Re: Teegee station 13: Rimworld.

Posted: Sat Jan 03, 2015 6:55 am
by srifenbyxp
Make me security!

Re: Teegee station 13: Rimworld.

Posted: Sat Jan 03, 2015 12:33 pm
by Skorvold
This is a great game, got any mods for it?

Re: Teegee station 13: Rimworld.

Posted: Sat Jan 03, 2015 1:10 pm
by Nienhaus
Skorvold wrote:This is a great game, got any mods for it?
Pretty easy to google. http://www.nexusmods.com/rimworld

Re: Teegee station 13: Rimworld.

Posted: Sat Jan 03, 2015 1:25 pm
by Skorvold
I was asking Bluespace if he was running any mods, smartass.

Re: Teegee station 13: Rimworld.

Posted: Sat Jan 03, 2015 1:31 pm
by srifenbyxp
Im going to get it once im done with my real dwarf fort.

Re: Teegee station 13: Rimworld.

Posted: Sat Jan 03, 2015 2:05 pm
by Kraso
gib me muh mining

Re: Teegee station 13: Rimworld.

Posted: Sat Jan 03, 2015 4:16 pm
by Bluespace
We're using fastfloors, EDB inventory and prepare carefully for mods.
Let's do this.

Oh no! Glorious /tg/station has been attacked by nuke ops, they detonated the nuke and our station was destroyed. Luckily Kraso, Tedward and Srifen got to a pod, along with some others. They managed to escape and land back on some jackass planet. Will we be able to build an escape shuttle and return to CentComm? Only one way to find out.
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We decide cutting into the rock is our best bet for survival, Kraso gets to work while Srifen and Tedward go out and collect what supplies survived the journey.
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Re: Teegee station 13: Rimworld.

Posted: Sat Jan 03, 2015 4:27 pm
by tedward1337
Hype train, choo choo.

Re: Teegee station 13: Rimworld.

Posted: Sat Jan 03, 2015 4:43 pm
by Bluespace
It has begun.
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Re: Teegee station 13: Rimworld.

Posted: Sat Jan 03, 2015 4:43 pm
by srifenbyxp
Space Camels?

Re: Teegee station 13: Rimworld.

Posted: Sat Jan 03, 2015 4:46 pm
by Bluespace
Space camels.
And you like hunting them too.
After a few rough nights, things seem to be doing a-okay. We have rudimentary power, a couple beds courtesy of engineer Tedward, and Srifen is using his energy gun to hunt spacemels.
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Re: Teegee station 13: Rimworld.

Posted: Sat Jan 03, 2015 6:28 pm
by Kraso
>building bedrooms larger than 2x1

Re: Teegee station 13: Rimworld.

Posted: Sat Jan 03, 2015 6:57 pm
by Bluespace
Our colony is picking up, we have a way to make food paste, some power, some made-up rooms, we're just digging for all that precious steel now. A little bit of turret power and some steel walls to funnel people in. Maybe we won't be here for too long.
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Re: Teegee station 13: Rimworld.

Posted: Sat Jan 03, 2015 7:10 pm
by srifenbyxp
all rooms should be at least 5x4 for maximum "pleasure near container."

Re: Teegee station 13: Rimworld.

Posted: Sat Jan 03, 2015 7:28 pm
by Bluespace
Tedward built some gay ass farm. Srifen continues to hunt like a real man.
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We found someone! He's healing up in his prisoner bed, he went a bit off the rails and thought we were syndicate. Wonder who it is.
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It's Bgobandit!
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Re: Teegee station 13: Rimworld.

Posted: Sat Jan 03, 2015 11:29 pm
by DrPillzRedux
>not having the alarm mod
>not replacing the stock sound with an air raid sound

pleb

Re: Teegee station 13: Rimworld.

Posted: Sun Jan 04, 2015 1:08 am
by Bluespace
We have a kitchen and fridge now, I'll post up a screenshot tomorrow.
Also we rescued Stickymayhem from a slave trader.

Re: Teegee station 13: Rimworld.

Posted: Sun Jan 04, 2015 2:26 am
by lumipharon
This game seems amusing, what mods should I use?

Re: Teegee station 13: Rimworld.

Posted: Sun Jan 04, 2015 4:47 am
by cedarbridge
lumipharon wrote:This game seems amusing, what mods should I use?
>not modding every game you own until they're too unstable to run
What are you, some console pleb?

Re: Teegee station 13: Rimworld.

Posted: Sun Jan 04, 2015 6:47 am
by srifenbyxp
I expect that I'll either be mangled after surviving a firefight or dead during one. In which case I prefer being dead, what'd think I do with my dwarfs when they lose the ability to stand or lost a few limbs? I send him down into the depths of hell to be demon food, no use wasting resources!

Re: Teegee station 13: Rimworld.

Posted: Sun Jan 04, 2015 7:49 am
by LunchboxKilla
Only need one hopper for paste you scrub

Re: Teegee station 13: Rimworld.

Posted: Sun Jan 04, 2015 10:16 am
by lumipharon
cedarbridge wrote:
lumipharon wrote:This game seems amusing, what mods should I use?
>not modding every game you own until they're too unstable to run
What are you, some console pleb?
I built a new computer pretty much specifically so I could mod skyrim more. 200+ mods and a week of tinkering later, I figure out it was an engine/hardcoded limits that were fucking me, not my hardware at fault. Ah well, it was still pretty fabulous, except for having to reload everytime I went into the open world.

Re: Teegee station 13: Rimworld.

Posted: Sun Jan 04, 2015 1:14 pm
by Skorvold
add me pls

Re: Teegee station 13: Rimworld.

Posted: Sun Jan 04, 2015 2:18 pm
by Bluespace
Onwards.
I lost a couple of screenshots but it's still early days.
Our base so far. Featuring air conditioning, multiple bedrooms, a fridge to store our bake potators, and finally a shortcut to our farm above.
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Some visitors from baystation's planetery outpost.
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Our sleepy survivors.
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Re: Teegee station 13: Rimworld.

Posted: Sun Jan 04, 2015 2:34 pm
by srifenbyxp
I just noticed I have a cowboy hat on, so now im Muldoon from Jurassic park. Waiting for the chance where I say clever girl before getting mauled.

Re: Teegee station 13: Rimworld.

Posted: Sun Jan 04, 2015 2:39 pm
by Bluespace
Goonstation raiders.
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We caught one! We will convert them to our cause.
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Re: Teegee station 13: Rimworld.

Posted: Sun Jan 04, 2015 7:22 pm
by tedward1337
>Pete

Cuban Pete is at it again.

Re: Teegee station 13: Rimworld.

Posted: Sun Jan 04, 2015 10:23 pm
by LunchboxKilla
Remove the door to the freezer room that goes out side or you'll start a fire on the refer unit or the door


Also if you don't want raider poking at it just remove doors, they love running to doors smacking them


Another thing is put those batteries some were else they create heat and fucking explode on awhim

Re: Teegee station 13: Rimworld.

Posted: Mon Jan 05, 2015 5:16 am
by srifenbyxp
Violaceus wrote:This looks like Dwarf Fortress
Devs themselves said they model the game around da might Dwarf, i've been meaning to play this but i'm too busy running around in Dwarf land slaying megabeast as normal request for the towns folks. An ancient terror can't terrorize you from all the way across the map. Speaking of mega beast and forgotten monsters does Rimworld has something of the equivalence?

Re: Teegee station 13: Rimworld.

Posted: Mon Jan 05, 2015 7:10 am
by LunchboxKilla
Not yet its in the works for somethings.

Re: Teegee station 13: Rimworld.

Posted: Mon Jan 05, 2015 7:25 am
by Incomptinence
More based on old df, z levels are not part of his current plan.

Re: Teegee station 13: Rimworld.

Posted: Tue Jan 06, 2015 2:54 am
by lumipharon
Jesus christ how horrifying. Playing my first game, still figuring out shit, base setup was pretty retarded as might be expected. There was a building with 7 cryopods in it a bit away from my base, that I had found out was filled with angry soldier guys, so after reloading I decided not to touch them.

I eventually have 8 or so spessmen, good guns, and some turrets and shit, so I feel confident enough to have a crack at them, for loot and hopefully a few prisoners.
Things go pretty well, my brave sword guy with bionic legs who opened the caskets gets fucked pretty bad, but he gets dragged back to base. My gunners hiding behind sandbags with turret support take out the soldiers, with various injuries.

As I go to drag the three prisoners off to the brig, and tend to the wounded, suddenly DEATH FROM ABOVE, 5 angry pirates drop on top of my base. I have three guys in medbeds, a brig full of hungry prisoners, and the pirates have gotten past my turrets. I kill them all but it's bloody as shit, 2 more guys critically wounded, and more general injuries.

My peons keep feeding the now 5 prisoners food before feeding themselves, so I fucking run out of food, and everyone's too busy being injured/being doctor to fetch more. My primary doctor replaces a missing limb on one person, before having a mental breakdown from sleep deprivation and starvation.

When he's taken in, and getting doctored (by the person he augmented) THAT person DROPS DEAD from starvation, which pushes more people's moral down. Meanwhile in the brig half the prisoners have died from a combination of bloodloss and starvation, and pretty much the only person uninjured and completely unphased is commissar Lumi, probably thanks steadfast trait. Heroicly she hunts for more food for her downed comrades when SUDDENLY a fucking boar goes berserk RIGHT NEXT TO HER, and ass fucks her into crit because it runs faster thenher, and attacks faster then she can aim.

After Mauling Lumi, the boar smashes its way into the brig looking for more blood, sending my guys fleeing, and all the prisoners who can still walk try to escape, as the boar mauls them to death.

RIP RIP

Re: Teegee station 13: Rimworld.

Posted: Tue Jan 06, 2015 3:57 am
by LunchboxKilla
This game is like "Oh your having fun? Too fucking back here have 1000 point raider followed by a blight that killes your entire crops. Oh you lived the raider barely? power outage and tribal but fuck rush

Re: Teegee station 13: Rimworld.

Posted: Tue Jan 06, 2015 7:39 am
by srifenbyxp
obligatory
Spoiler:
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Re: Teegee station 13: Rimworld.

Posted: Tue Jan 06, 2015 10:22 am
by Stickymayhem
Your game is broken if me and tedward haven't hooked up yet. Not impressed.

Re: Teegee station 13: Rimworld.

Posted: Tue Jan 06, 2015 11:21 am
by Bluespace
I wanna do more of this i'm just super busy with college till thursday.

Re: Teegee station 13: Rimworld.

Posted: Tue Jan 06, 2015 1:22 pm
by srifenbyxp
Awe shit, am I going to have to stream this game on twitch and once again get myself banned a second time for some white on chocolate action like on AA2?

Re: Teegee station 13: Rimworld.

Posted: Tue Jan 06, 2015 4:31 pm
by LunchboxKilla
I'll do a twitch with muh mods on Friday eve sounds good yes?... I wanna try my hand at it and wit will be my first time.

Re: Teegee station 13: Rimworld.

Posted: Tue Jan 06, 2015 5:33 pm
by tedward1337
Stickymayhem wrote:Your game is broken if me and tedward haven't hooked up yet. Not impressed.

Re: Teegee station 13: Rimworld.

Posted: Tue Jan 06, 2015 8:26 pm
by Timbrewolf
>tfw you will never be rescued because all spessmens keep dying

Come on guys.

Re: Teegee station 13: Rimworld.

Posted: Tue Jan 06, 2015 10:58 pm
by lumipharon
M24 is pretty bitter, I've had some of my BRAVEST and HEAVILY ARMORED, and COWARDLY peons 1 hit killed by m24's.

Also in my 2nd game, I discovered that pirates can use mortars. And that said mortars can destroy my entire food supply in one hit. Honk.

Re: Teegee station 13: Rimworld.

Posted: Tue Jan 06, 2015 11:41 pm
by LunchboxKilla
lumipharon wrote:M24 is pretty bitter, I've had some of my BRAVEST and HEAVILY ARMORED, and COWARDLY peons 1 hit killed by m24's.

Also in my 2nd game, I discovered that pirates can use mortars. And that said mortars can destroy my entire food supply in one hit. Honk.
Wanna know something that is even more messed up? they can shell your base even if your balls deep inside a mountain.

Re: Teegee station 13: Rimworld.

Posted: Wed Jan 07, 2015 3:28 am
by lumipharon
Hm, 3rd game now, and I'm not running out of food, or getting wrecked by a rogue rodent.

An evil AI thing crash landed near my base, with some psychic drone. I unleashed the lynch mob on it (this time making sure people had clear lines of fire) And sure enough, two big worm thing came out with mini guns.
My two melee ranges flanked and took one each, and stunlocked them so they couldn't fire, and my shooters slowly ground them down. Got a neato AI core for my troubles, and the only injuries was one of the melee guys who got shot by friendlies a couple of time.

Then I captured three pirates, who literally had 1 leg (well, 1 leg and 2 footless legs) between them. Peglegs it is.