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RimWorld (New DF-like)

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Lee
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Re: RimWorld (New DF-like)

Post by Lee » Tue Jul 26, 2016 10:20 pm

Sandbags are good for surrounding turrets as well. Melee guys have to get through the bags first.
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Paingod
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Re: RimWorld (New DF-like)

Post by Paingod » Wed Jul 27, 2016 9:18 am

Sepiche wrote:My usual defenses are usually alternating walls and sandbags like this:
|s|s|s|s|

|= wall
s = sandbag

That gives some hard cover for them to duck behind, plus the sandbag cover bonus even when they're poking out to shoot.
I like that, and will have to try it. I've been building nice arrays of sandbags, but the troops still get plinked regularly. What my next step will be, I think, is to clear a large killing zone outside my base - no trees or rocks, just wide open grasslands.

Are high-level skills supposed to degrade? I found a guy with something like 16 in Mining, and I was watching him at work and his skill would go up while active, then down when he went home - effectively preventing him from gaining more levels.
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Sepiche
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Re: RimWorld (New DF-like)

Post by Sepiche » Wed Jul 27, 2016 10:24 am

Paingod wrote: I like that, and will have to try it. I've been building nice arrays of sandbags, but the troops still get plinked regularly. What my next step will be, I think, is to clear a large killing zone outside my base - no trees or rocks, just wide open grasslands.
They don't protect against everything, but they do lower the chance of getting hit when your people hide behind them. I think in one of the patches he added a tooltip that shows hit probability... I think if you select a unit and then mouse over another one it will show you the chance to hit. Might only show in combat though, I can't recall.
Paingod wrote: Are high-level skills supposed to degrade? I found a guy with something like 16 in Mining, and I was watching him at work and his skill would go up while active, then down when he went home - effectively preventing him from gaining more levels.
Yup, they start to degrade at level 10, and degrade more quickly the higher you go. That said it's never seemed too bad to me before, and as long as you have someone fairly focused on a skill it should still go up, although some are easier to get up than others.

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Paingod
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Re: RimWorld (New DF-like)

Post by Paingod » Wed Jul 27, 2016 12:18 pm

Sepiche wrote:
Paingod wrote: Are high-level skills supposed to degrade? I found a guy with something like 16 in Mining, and I was watching him at work and his skill would go up while active, then down when he went home - effectively preventing him from gaining more levels.
Yup, they start to degrade at level 10, and degrade more quickly the higher you go. That said it's never seemed too bad to me before, and as long as you have someone fairly focused on a skill it should still go up, although some are easier to get up than others.
Is there a point where it stops, or will it continually slide down to Level 10? Like if I had a Legendary sniper (19 skill?) and they were bedridden for a while, could they come out being just an Expert (10) with a gun again?
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Sepiche
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Re: RimWorld (New DF-like)

Post by Sepiche » Wed Jul 27, 2016 1:14 pm

Paingod wrote: Is there a point where it stops, or will it continually slide down to Level 10? Like if I had a Legendary sniper (19 skill?) and they were bedridden for a while, could they come out being just an Expert (10) with a gun again?
At worst it would slide back down to 10, but I think they would have to not be using that skill at all for a considerable time for it to drop that much (probably years). TBH until you reminded me I forgot skill decay was added a while back... it's just slow enough that it rarely becomes an issue.

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Re: RimWorld (New DF-like)

Post by Paingod » Thu Jul 28, 2016 11:42 am

Sepiche wrote:
Paingod wrote: Is there a point where it stops, or will it continually slide down to Level 10? Like if I had a Legendary sniper (19 skill?) and they were bedridden for a while, could they come out being just an Expert (10) with a gun again?
At worst it would slide back down to 10, but I think they would have to not be using that skill at all for a considerable time for it to drop that much (probably years). TBH until you reminded me I forgot skill decay was added a while back... it's just slow enough that it rarely becomes an issue.
I'd like a toggle for it. It certainly doesn't take years to lose skills, more like a couple days to fall from 15 to 14. I had a Mining specialist that was level 16 and just couldn't mine often enough (between sleeping, relaxing, eating, etc) to offset his skill loss each day and seem make any headway to 17.

And as a footnote: Medics are precious commodities and they should never engage in combat, tame animals, or perform any activity even remotely risky. I was doing great with my "Generally Good Kids" setup until my only skilled Medic decided to try and train an Ostrich, and the damn bird became very angry about it, ripping her apart and knocking her out cold. My next best was a skill 4 guy who, try as he might, just couldn't stop the infections from ravaging the medic's body. It was like watching the medic in Saving Private Ryan die all over again.
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Re: RimWorld (New DF-like)

Post by wonderpug » Fri Jul 29, 2016 1:08 pm

Do my villagers know how to dress themselves? I'm starting to hit cold weather for the first time, and I have some jackets stored in my stockpile. Will they grab and equip the jackets themselves when they feel they need them, or do I have to force equip the jackets on them?

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Re: RimWorld (New DF-like)

Post by Sepiche » Fri Jul 29, 2016 1:13 pm

wonderpug wrote:Do my villagers know how to dress themselves? I'm starting to hit cold weather for the first time, and I have some jackets stored in my stockpile. Will they grab and equip the jackets themselves when they feel they need them, or do I have to force equip the jackets on them?
Yup. They're pretty good now at picking what they need out of the stockpile. The only hitch might be the items that have low durability... I'm pretty sure if the only option is a parka that's falling apart they'll use that, but not sure if I've been in a position to test that recently. Worst case though you can force them to wear anything they won't for themselves.

IIRC You can also go under the assign screen and specify what types of clothes you'll allow them to wear/not wear.

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Re: RimWorld (New DF-like)

Post by wonderpug » Fri Jul 29, 2016 1:34 pm

If I forced them to wear something, do I have to un-force that piece of clothing to give them free will over that body part again?

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Re: RimWorld (New DF-like)

Post by Sepiche » Fri Jul 29, 2016 2:38 pm

wonderpug wrote:If I forced them to wear something, do I have to un-force that piece of clothing to give them free will over that body part again?
Yeah. They won't replace anything you force unless you un-force it first, and depending on what item you've forced them to wear, it might block them from picking other things themselves.

Here's a little more detailed breakdown of how clothing layers work:
http://rimworldwiki.com/wiki/Clothing_Layers

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Re: RimWorld (New DF-like)

Post by Paingod » Tue Aug 02, 2016 7:29 am

Unagi wrote:Go with a dwarf-fortress approach to learning. Keep it at rough and normal story teller - and pick a temperal forest (just to give you a slightly good environment), maybe heavy mountains so you can use their placement on the maps for defenses, etc... - and then just start playing. You will likely get overwhelmed by some raid at some point but have fun doing so...
All too easy to lose to raids. I decided in my latest game to go non-ironman and see how it plays out later than I was getting to.

I've got some very skilled colonists, and a smattering of cannon fodder.

Some delightful episodes and events I've lived through...
  • Muscle Parasites. Non-lethal, and take forever to cure with herbal medicine. For what seemed like weeks on end my longest (and best) lasting colonists could only work half-days and wandered around in pain, hating the world.
  • The very first person I recruited was a pirate sharpshooter with high Social skill. His leg was blown off when he raided our base, and no one had any Social skill when I jailed him. He had to endure ages of bumbling recruitment attempts from my team medic before he finally agreed to join us just to make the talking stop. Not that he could walk, so he was fitted with a peg-leg. Later on, he lost his right arm and an ear to man-eating wild boars - and was fitted with a simple prosthetic and remains partially deaf. Mechanoids attacked and he lost his only good foot; he hobbled around on a stump and a peg-leg for months before a trader came along with a bionic leg. Now he's mobile again and I'm thinking of trying to make him into the Bionic Man.
  • Colonists losing bits and pieces over time - several lost ears, another lost arm, lots of infections - some barely survived.
  • Having tamed a family of cougars is really cool, having chickens at the same time less so.
  • Lightning and raider fires have decimated my crops several times, once almost leading to a brink of starvation as I hunted everything I could to survive long enough to harvest corn again.
  • No siege has ever successfully been set up against us - my sniper kills enough to get their attention, and then the brigade finishes it, but this puts us out of our kill zone and I have to rely on mountainsides for cover, which can be tricky.
  • Everyone now has a double-bed surrounded by carpet on marble tile floors with a soft chair, light, and plant in their rooms. Each room is 6x6 and cooled or hated as needed. For a long time, though, they all shared a single 6x6 room filled with single beds.
  • The evolution of my medical bay from a single shoddy bed to a two-bed suite with two medical monitors, two medical beds, and sterile flooring. It makes a difference. A big one.
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Re: RimWorld (New DF-like)

Post by Octavious » Tue Aug 02, 2016 1:23 pm

It's funny I think I get more enjoyment out of reading peoples stories of these games than actually playing it. I need to load this up this week and give it a shot. My daughter played it a ton last week and loves it.
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Re: RimWorld (New DF-like)

Post by Doomboy » Tue Aug 02, 2016 11:07 pm

So, I have been getting into this, and loving it. I could never get into Dwarf Fortress, the graphics and interface were just too primitive for me. But this game clicks.

I have gotten good enough at it finally, to get everyone a room and bed by the end of the first day, which is quite an accomplishment from my first fumbling attempts that had them sleeping outdoors for days, until I could build them a communal shelter that they all hated.

One thing I wish was in there, and maybe some one has made a mod (I didn't see it on the workshop anyway), is bathroom needs and water needs. Those seem like omissions that may be added later. But they seem odd to not be in there when there is such a detailed injury model.

So far I have it set on a pretty low difficulty, no sense getting wiped out by the first raid or anything.

In my current colony, the damn monkey keeps vomiting everywhere. He was sick, but I think he does it for fun now. Stupid monkey.

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Re: RimWorld (New DF-like)

Post by Paingod » Wed Aug 03, 2016 8:25 am

Doomboy wrote:In my current colony, the damn monkey keeps vomiting everywhere. He was sick, but I think he does it for fun now. Stupid monkey.
You can check his Health tab to see if he's really sick, or just playing. Colonists tend to vomit a lot the first day if they have cryo-sickness. Not all of them start with it.
Octavious wrote:It's funny I think I get more enjoyment out of reading peoples stories of these games than actually playing it. I need to load this up this week and give it a shot. My daughter played it a ton last week and loves it.
Speaking of which, my peg-legged bionic man lost his bionic limb to a synth attack. A piece of toxic wreckage fell from the sky, and when we went to go clean it up a Centipede and two Scythes popped out. He was the worst casualty, and I was pretty bummed out that the leg I spent so much money on was destroyed... but hey, no infection, no bleeding so it was a win. He was refitted with a second peg-leg and ran around like that for a week - two peg legs at a slow wobble - until a tribal merchant (of all things) stopped in with exactly 1 pair of bionic legs to sell. Now Evan (the bionic man) has two bionic legs and runs like the wind (140% movement). He's awesome.

Wolf, my animal trainer, seems to be slowly going insane as I force him to build my first-ever minigun. He's gained several Crafting levels in the process and isn't happy about it at all. When he's done, he'll be my best item maker and will go on to start churning out more advanced gear for us.
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Re: RimWorld (New DF-like)

Post by baelthazar » Wed Aug 03, 2016 1:18 pm

Paingod, is this a pic of your MVP recruit?

Enlarge Image

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Re: RimWorld (New DF-like)

Post by Paingod » Wed Aug 03, 2016 2:28 pm

:lol: Might as well be!

I look forward to giving him a minigun and power armor. He'll be quite the sight.
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Re: RimWorld (New DF-like)

Post by Paingod » Mon Aug 08, 2016 7:13 am

The continued saga of Evan, my double-peg-legged wonder...

Since completing the research tree, I've been focused on trying to stabilize the colony and prepare to make ship parts to get off this hell hole. Evan continues to impress. I don't recall when it happened, but Evan lost an arm and was outfitted with a prosthetic. He ran around with just one arm and two bionic legs for some time until I got the arm in from a trader. My trainer-turned-crafter finished his Minigun, but it's horribly inaccurate - so Evan ended up with a Good Charged Rifle, which appears to be an energy weapon. A trader stopped in with a bionic arm for sale, as well as a few misc organs. I snatched up the arm for Evan and a lung for someone with cancerous tissue. My medic had no difficulty removing the prosthetic arm Evan had and attaching the bionic arm. His only organic limb left is his right arm. A Mad Rhino attack left him without a nose, so his total missing body part count is two - an ear and his nose. This poor bastard... but on the bright side, he struck up a relationship with a captured Pirate by the name of "Stinkbug" and they moved in together. Everything went well and they even planned a marriage. Immediately when the ceremony was announced, another Pirate raid struck and everyone had to throw down their raised beer bottles and run to the walls for defense - they must have objected to the union. The marriage never happened, and Evan and Stinkbug still show as "Engaged" ...

He is, by far, led the most interesting character life I've had in any game. He wasn't even one of the starting crew.
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Re: RimWorld (New DF-like)

Post by Zarathud » Tue Aug 30, 2016 8:28 pm

New version released, making my extensive work in the prior version obsolete. That's ok, I wanted to retweak my base design anyway. My initial colonists aren't as great, but they've added 4 refugees quickly. Now if only one of them could cook, and more than one could mine out the mountain!

This one has its hooks into me badly.
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Re: RimWorld (New DF-like)

Post by Unagi » Wed Aug 31, 2016 7:53 pm

Me too. I started a scenario with 1 rich explorer. Ended up being an 18 year old female, without clothes. The first 'wanderer' to join was a 58 year old male, who was a Go-Go Juice addict. Ya can't make this stuff up.
He shortly went into withdrawal symptoms and kept making advances on the girl - rejected each time, which just made him a mental wreck. Some smokeleaf fell from the sky and when the old man took it (I prescribed it for his piss poor mood), he would just become incapable of moving and she needed to move him to a bed and feed him, where he would continue to make advances on her. All the while she is out killing animals trying to make enough hide to stich up a t-shirt.
Wow.

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Re: RimWorld (New DF-like)

Post by GreenGoo » Sun Sep 04, 2016 12:54 pm

Neat.

Will probably pick this up next sale.

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Re: RimWorld (New DF-like)

Post by ColdSteel » Sun Sep 04, 2016 1:11 pm

GreenGoo wrote:Neat.

Will probably pick this up next sale.
Don't hold your breath because the developer doesn't believe in sales. The game has never been on sale and perhaps never will be.
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Re: RimWorld (New DF-like)

Post by GreenGoo » Sun Sep 04, 2016 2:49 pm

That's fine.

I don't need the game and he doesn't need the sale.

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Lee
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Re: RimWorld (New DF-like)

Post by Lee » Sun Sep 04, 2016 3:22 pm

GreenGoo wrote:That's fine.

I don't need the game and he doesn't need the sale.
Your loss, great game for a really good price. Not that I want to go down that road with you again. :P
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Re: RimWorld (New DF-like)

Post by GreenGoo » Sun Sep 04, 2016 3:25 pm

I have somewhere around 300 games in my steam account alone.

I'll survive.

It's not like I can give every quality game my full attention as I'd like anyway. I only have so many years left and new games come along all the time.

:wink:

As I said, the developer has made a decision that means he won't get a sale from me (or other similarly minded people) and I don't feel any pressing need to own his game. We've both made our decisions, so it's all good. No hard feelings for either of us, I'm sure.

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Lee
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Re: RimWorld (New DF-like)

Post by Lee » Sun Sep 04, 2016 3:37 pm

I know, I am just giving you crap GreenGoo. I just can't say enough good things about this game. I bought it a couple of years and played it too death and really enjoyed it, but the game has come along way since then even. For anyone who likes Dwarf Fortress games, I think this is a must buy.
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Re: RimWorld (New DF-like)

Post by GreenGoo » Sun Sep 04, 2016 4:18 pm

You guys clearly love it which is why it's on my wishlist in the first place.

If, one day, I'm completely bored and nothing in my inventory grabs my attention and I'm going through a gaming funk, I might just splurge on it. My normally rock solid will power has crumbled on less interesting things before.

In the meantime, I'll read this thread and enjoy the game vicariously through you guys.

Maybe my son will decide to buy it on a whim, then I get to play it for free. :D

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Re: RimWorld (New DF-like)

Post by Zarathud » Sun Sep 04, 2016 5:44 pm

Its a very good game, but I can wait until the kids are completely bored to get them into this genre. I found Dwarf Fortress too hard to follow, but this really has the right mix.

My Nurse/Warden Mia is a pyromaniac, and will often relieve the stress from taking care of the sick and prisoners by getting naked as she starts fires around my base. I have many people who can repair her mess, but no capable medical staff. My two inadequate cooks are finally poisoning the others less often.

There's a wall that spooks out my diggers. I'm going to break it down and see what happens.
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Re: RimWorld (New DF-like)

Post by IceBear » Thu Dec 15, 2016 10:34 am

Whoa...that's expensive DLC http://store.steampowered.com/app/367682/ $487.00 CDN . I'm guessing a decimal place is in the wrong position

Edit: Nope, apparently that was a backer level that they are selling

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Re: RimWorld (New DF-like)

Post by Unagi » Tue Dec 20, 2016 8:49 pm

Massive game-changing Winter Update:
Partial change list:

Spherical planet
World map is now modeled as a sphere covered with hexagons (and a few pentagons).
New map generation to make nicer mountain ranges, hill clusters, and continents.
Nice backdrop with stars and sun.
Time of day is modeled on the planet view; local time of day corresponds to how the sunlight hits the planet.
Time zones are now modeled, out of necessity.
New planet generation parameter: temperature. You can make worlds that are overall hotter or overall colder.
New planet generation parameter: rainfall. You can make worlds where there is overall more or less precipitation.
New biome: sea ice.
Factions can now have many bases; non-player factions generate with lots of bases.

Multiple simultaneous maps
There can now be multiple local maps active at once. For example, you can have your colony running as well, as a group of soldiers attacking an enemy base, at the same time.
The character bar at the top of the screen shows all of your colonists and allows you to change which map you're looking at. It groups characters togehter by the map they're on.
You can settle multiple colonies at once. However, for balance and performance reasons, the default limit is one colony at a time. This can be increased in the options menu if you want to experiment, but we don't recommend it.

Caravans
Player can now gather up groups of colonists, prisoners, and animals, and form caravans to travel across the world surface.
Caravans are formed using a special "create caravan" dialog, which allows you to easily decide what people, animals, and items should be included in the caravan up to its carry weight limit. The colonists do the busywork.
Caravans appear as units in the world map, where they can be ordered around similarly to drafted soldiers in the local map.
Caravans can be ambushed by enemy factions or manhunting animals. This produces a temporary local map.
Caravans can incidentally meet friendly traders and trade.
Caravans can visit other faction bases and trade with them. Faction bases have more stock and better prices than traders who come and visit your colony.
Caravans can attack faction bases. The game generates a simple faction base map with defenders and loot, and you raid it. If you defeat the defenders, you can move in and take over the base (for now, generated bases are quite simple.)
Caravans can settle and form new colonies.
You can abandon your bases to shift to new ones.
Caravans move at different speeds depending on the biome, the time of year (cold biomes close off with the winter snows), local hilliness, the movement speeds of people in the caravan, and whether there are wounded to carry.
It is possible to abandon people and items from caravans. Abandoning people will, depending on the context, produce sad thoughts from their friends and relatives, especially if you abandon them in circumstances that seem impossible to survive.

Travel victory
New game ending: A friendly person offers a ship, but it is distant, across the world map. If you travel there, you can escape the planet and complete the game. But, traveling there will take a long time and you'll need to stop at various points to build up supplies or solve problems.

Transport pods
You can build transport pod launchers and transport pods. These let you launch their contents long distances across the world map, over oceans or mountains.
Pods can be targeted on empty world tiles, to send a caravan of people and gear there.
Pods can be targeted on enemy bases, where you can perform "drop-in" raids and drop right on top of the base, or drop outside it - just like raiders do to you!
Pods can be targeted on existing combat maps or other bases you control. This allows you to do things like resupply an ongoing siege with artillery shells (just like raiders do when besieging you), reinforce a weak caravan that just got ambushed, or send supplies and people between two bases you control.
Pods are loaded by selecting several and creating a "launch group". An interface like that for creating caravans appears, allowing you to define what and who should be included. The colonists do the detail work.
Transport pods require chemfuel, which can be bought, founded, drilled from the ground, or refined from wood or food using the new refinery building.

Usability improvements
New research screen! Research projects are laid out visually according to their dependencies in a left-to-right arrangement similar to the Civilization games. Modders need to manually place their projects, but if two overlap the game will automatically move them apart.
Redesigned how medical system generates text feedback. Tooltips now contain much more information with less ambiguity. Wound tendings are now of any percentage quality (not just good/poor).
Game now warns you when you order slaughter of a bonded animal (because of the mood impact).
Added visual feedback thought bubbles for when pawns gain certain good and bad thoughts, so it's easier to see when something just bothered or pleased them.
Rich soil is darker in color and so easier to see.
Added a “hold fire” toggle on drafted pawns that makes them not automatically shoot at enemies.
In order to avoid annoying players by having animals always follow their masters, even into combat, players can configure when animals will follow their masters. There are two toggles: Follow while drafted, follow while hunting/taming

Drugs and health
Drug rebalance. Increase drug addictiveness in general. Drugs can now damage the body in various ways: Alcohol can cause brain damage or liver cirrhosis or liver cancer, smokeleaf can cause asthma or lung cancer, psychite can damage kidneys, wake-up and go-juice can damage the brain, and generalized overdoses can cause brain damage.
Drugs are more lucrative on the market.
Added a third toggle in drug policy saying whether you can use the drug to feed an addiction, separately from joy usage.
There is now a random chance of a overdose when taking drugs, even if just taking one dose.
Added a way to administer specific drugs to people, including prisoners, animals, and downed people. So you can give Luciferium to someone who needs it.
Malari-block reworked into Penoxycyline, which prevents a wide variety of infections (not just malaria).
Drug chemical effects are modulated by body size. So elephants need a lot of beer to get hammered; squirrels not so much.
Luciferium occasionally heals old wounds/scars. Luciferium is harder to get (less of it in old shrines, higher prices).
Stats now stack differently (more additive, less multiplying) to reduce some exploits.

Misc
Reworked surgery failure into three modes - minor, catastrophic, and ridiculous. Ridiculous hits all body parts, minor and catastrophic hit parts near the surgery site.
Reworked trade prices across the board. Simplified trade price calculations and added rich tooltips to feed them back.
The mood effects from room impressiveness have been redesigned and rebalanced. Characters now have consistently reasonable thoughts about the quality of their personal room, so there is a reason to make better rooms (though high-quality rooms aren't absolutely necessary). Mood effects from eating in or convalescing in nice/poor rooms are also more reasonable and better-fed back.
Rebalanced plant growth timings.
UI can now be scaled to arbitrary scaling factors, for players who play in really high resolution.
Rescued people (especially space refugees etc) should sometimes join the colony. If the environment isn’t survivable (e.g. bad temperature, toxic fallout) they should always join the colony.
Animals carrying inventory now have visible packs on.
Added new separate bills to stonecut each type of stone.
Prisoners are now temporarily marked "guilty" when they do certain actions, like killing a colonist or attempting escape. Guilty prisoners can be executed without mood penalties.
Faction names are now much more interesting and varied, and are separate from specific community names.
New Peaceful difficulty mode, for players who just want to build stuff. Disables major involuntary threats like raids.
Rename Megatherium -> Megasloth
New alert: Unhappy nudity
Backstories can be translated now
New translation tool gives a readout of exactly what translation data remains to be written and what data is unused.
Added proper chick peeping sounds.
You can now only request one trader per 4 days from a faction.
Colonists now get mood boosts for defeating big enemies or enemy faction leaders.
Cleaning and harvesting jobs are now given in batches (more efficient and sensible AI).
Default medical care for non-colonists is now herbal meds. Switches to best meds on recruit.
Rebalanced most range weapons so more time is in cooldown and less is in aiming - especially for light weapons.
Pawns generated below age 20 now have no adulthood backstory.
Hundreds of other balance improvements, exploit solutions, AI improvements, and bugfixes.

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Re: RimWorld (New DF-like)

Post by The Meal » Thu May 25, 2017 2:40 pm

Alpha 17 is out.

Code: Select all

Alpha 17 – On the Road released!
Posted May 24th, 2017 by Tynan Sylvester
Alpha 17 – On the Road has been released! This version brings roads and rivers to the world, new world quests, new tools for modders, new combat tools, smarter AI, and rebalancings and adjustments across the whole design.
I’m afraid that this build is not compatible with saved games from previous versions, or mods from previous versions. However, you can continue to use the old version until you’re ready to update. If you’re on Steam, to continue using the old version, go to your Steam Library, right-click on RimWorld, click Properties. Open the Betas tab and use the drop-down menu to select the alpha16 version. Restart Steam to force an update.
If you downloaded the game DRM-free, you can update whenever you like by re-downloading from your existing download link. Your link is always the same and always gives the latest version.
In the old builds, balance problems meant that some exploit-y strategies did work and obviated some of the challenges in the game. Since those problems are now fixed, you may find the game a little bit more difficult. It wouldn’t hurt to play at one notch lower difficulty to start with in Alpha 17. You can always increase the difficulty later, even during the game, through the options menu.


A summary of the changes in this alpha follows:
Roads and rivers
World now generates with roads and rivers
There are five road types: path, dirt road, stone road, ancient asphalt road, ancient asphalt highway
Some roads generate with things alongside, like concrete barriers or ancient lampposts
There are four sizes of river: huge river, large river, river, and creek
Rivers generate more in rainy areas, move towards the sea (ignoring tiny lakes) and merge as appropriate
Rivers and roads generate on local maps as expected.
Stone roads generate using local stone and a new flagstone terrain type.
Visitors, caravans, traders, and raiders tend to arrive and leave on the roads.
World generation is more chronological now. First continents form, then rivers, then an ancient society is shallowly simulated to generate ancient roads, then modern settlements and roads are generated (alongside ancient roads, often).
World quests
New “site parts” world site generation system. It allows assembling together a world destination from several ‘parts’. Mixing and matching will allow us to create a huge number of combinations.
New world quest incident: Item stash. An allied faction tells you about a stash of randomly-generated reward items, guarded by a random threat. You can send a caravan to defeat the threat and collect the reward.
New world quest incident: Bandit camp. An allied faction asks you to defeat a bandit camp, and offers you a reward if you do so.
New world quest incident: Caravan request. An allied faction asks you to deliver a particular resource to a particular base in a particular time frame, for a special reward.
New ‘long-range mineral scanner’ building slowly scans for precious resource lumps nearby in the world. You need to send a caravan to collect them. Lumps may be defended.
New caravan incident: Payment demand. Raiders demand items or slaves from your caravan; if you refuse, they attack.
Other new stuff
Added smokepop belt. Emits a cloud of accuracy-reducing smoke when the wearer is shot. Smoke also prevents turret targeting.
Characters can now tend their own wounds (with a penalty to effectiveness).
Added bowler hat.
Corpses now leak black corpse bile while rotting.
Vents can be opened and closed with a flick action.
Add option to render hats only on the main game map (but not on the portraits in the pawn bar).
Bills can now be temporarily paused when satisfied, until automatically reactivated at a lower level. This reduces the need for pawns to repeatedly return to the work bench each time the count falls just one below the target count.
You can now create your own packaged survival meals (with appropriate research and ingredients).
All pawns now have “head butt” attacks they can use if they’re missing all other attacking body parts.
Added a “caravan packing spot” so you can tell your caravans where to assemble.
When trees burn, the leave behind burned tree stumps.
When structures and plants burn, they leave behind ash.
Carpets and wooden floors can now burn.
New training lessons for explaining shield belts, and how door opening speed is affected by material type.
Added ambrosia sprout incident. This sprouts a grove of the pleasurable, nutrition, and addictive ambrosia fruit trees nearby.
New ‘wimp’ trait makes pawn incapacitated from even a relatively small amount of pain.
New chain shotgun weapon
Modding
Modders can now add “def modifiers” which, instead of replacing a whole def, change specific fields of that def. This allows multiple mods to change the same def without wiping each others’ changes (unless they change the same field, of course).
Information on how to use def modifiers is in this forum thread: [url]https://ludeon.com/forums/index.php?topic=32735.0[/url]
Various enums are now defs so modders can add new ones (TrainableIntelligence , DamageArmorCategory, ImpactSoundType, ReservationLayer, BillRepeatMode, PrisonerInteractionMode, FleshType).
GUI tables (like most of the main tabs along the bottom of the screen) are now defined by data, making it easier to add, rearrange, sort, and change columns on the UI.
Increasing skill relevance
Mining skill reworked: Steeper speed penalty for low skill. Mining yield is now slightly dependent on mining skill.
Trade price spread made much wider, but social skill also has a much greater effect on it.
Added “animal gather speed” stat which makes some pawns faster at gathering wool or milk.
Added “animal product yield” stat which makes some pawns more/less likely to waste the product when gathering wool or milk.
Removed post-process curve from melee hit chance so it uses the simple level-by-level tuning. It’ll be much harder to hit things now at low melee skills. Note: Default hit chance is 0.6 for pawns without skills. This equals the chance of a pawn with melee skill 6.
Added a melee dodge stat, so better melee-skilled pawns will have more advantage. Pawns don’t melee dodge while aiming or firing ranged weapons.
Work tab boxes are easier to identify skill level for visually.
Added small crunching sound that plays when you assign a pawn to a skill they’re terrible at.
AI
AI has more intelligent ranged shot target selection with random elements. Harder to exploit, and looks less dumb, doesn’t shoot at chickens as much.
Raider with mega-weapons will now avoid friendly fire
Sapper groups will now choose another sapper if the first one is killed, making them much more persistent.
Sapper groups will now continue digging even while defending from attack.
Animals flee when harmed.
Added a new state to caravan lord job, “bloody exit”, which makes the exit individually, as aggressively as possible. This makes it a bit hard to rob caravans.
Raiders will no longer compulsively attack doors.
Base defense AI is touchier; stealth raids will be much much more difficult (and probably infeasible most of the time).
Doctors now tend heavy bleeding injuries and diseases near lethal severity first.
Misc
Plants now have different graphics when they are harvestable – you can see the berries/cotton/corn on the plant ready to be taken.
Buy/sell price spread for trading is much wider (150%/50%).
Drugs are now slower to produce, slower to grow, and heavier.
Cannibalism is harder on mood.
Integrated incidents (ambush, manhunters, etc) better with caravans and temporary maps. Incidents can now target both of these, and the story state (incident cooldowns, etc) is passed back and forth between a caravan and its map to maintain continuity.
Plant generation algorithm for map start reworked to generate plants in more interesting patterns, with denser areas and more clear areas interspersed, and groves of trees in sparse biomes.
New graphics for some floor types and things (stone floors, stone chunks, etc).
Made crop growing cycles significantly longer, especially for long-cycle plants like corn.
Shifted all medical potencies so that normal medicine has potency of 1.0. (This increases surgery success chances).
Added global sell price factor for apparel (70%) and furniture (70%).
Rebalanced drug economy so it’s viable to buy neutroamine, make drugs with it, and sell them.
Because it was way OP, chemfuel can no longer be made from haygrass.
Reworked surgery success chances. We now feedback room surgery success chance on medical bed. Rebalanced room surgery success chance calculations and fixed a bug where it was 100% when outdoors. Removed surgery success chance exponents.
Colonists wearing human leather clothes now get a negative thought (unless they have a bloodlust or cannibal trait, in which case they get a mood bonus).
Balanced blood loss recovery time to be much slower (50 real seconds -> 4 game days)
Buffed mortars so players use them: Cheaper/faster to build, faster shooting, greater accuracy, cheaper shells
Armor now takes a constant fraction of incoming damage instead of absorbing all prevented damage. This solves an issue where good quality armor would be destroyed sooner.
Sun lamps now turn themselves off when plants are resting
Equipment rack is now a general shelf which can hold pretty much anything.
Small items like gold and silver are now 10x smaller, not 20x, so it’s more feasible to build things from them.
Jade is not small any more.
Other bases regenerate their trade stock less often.
Changed flammability for fur and leather to 100%, and for meat to 50%.
Manhunter pack incident can now use any kind of animal.
Rebalanced all trader stock generation.
Traders will generate with fewer extreme quality items.
Pawns missing heads will have visually missing heads.
It’s no longer possible to create a settlement directly adjacent to an existing settlement.
Caravans now enter/leave tiles when touching the tile boundary, instead of when in the center of the adjacent tile.
Redesigned how capacities are calculated from body part efficiencies with an entirely new collection of algorithms, to stop various nonsensical cases and simplify how health conditions can affect the body.
Gear tab now displays item stack masses.
Caravans now generate a lot tougher.
All caravans now buy art. Art is lighter (e.g. easier to sell) and has a sell price bonus so it’s now a better trade good.
Catharsis thought is more powerful but shorter in duration.
Redesigned stats so that in almost all cases, high numbers are better.
Rebalanced the beauty system to be much more dependent on art; random furniture has less or no beauty effect.
Ship part crash incident now scatters rubble and chunks around the crash site.
Healroot grows wild now, in some biomes
Added caravan route planner. It allows placing several waypoints, and measures the time to travel the route along them.
There is now a progress dialog while the planet mesh is generating (so people don’t think the game crashed).
Date system reworked. Seasons are now arbitrary “quadrums” which cover 1/4 of the year and are the same on the whole planet.
Fixed various memory leaks.
Many exploits mitigated or prevented by various design tweaks.
Many, many, many other bugfixes, tunings, and redesigns.
Not a pathological narcissist.

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Re: RimWorld (New DF-like)

Post by GreenGoo » Wed Dec 27, 2017 7:47 pm

GreenGoo wrote:
Sun Sep 04, 2016 4:18 pm
You guys clearly love it which is why it's on my wishlist in the first place.

If, one day, I'm completely bored and nothing in my inventory grabs my attention and I'm going through a gaming funk, I might just splurge on it. My normally rock solid will power has crumbled on less interesting things before.

In the meantime, I'll read this thread and enjoy the game vicariously through you guys.

Maybe my son will decide to buy it on a whim, then I get to play it for free. :D
Humble Bundle has it for 10% off.

:P

Probably not pulling the trigger though.

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Re: RimWorld (New DF-like)

Post by Freyland » Wed Dec 27, 2017 9:15 pm

Actually, that's probably just your HB Monthly 10% discount showing up. And I, too, just can't bring myself to drop the cash on it. If I do, it will have to be through Steam for possible refund purposes.
I don't remember where I read this, Cort, maybe it was in the last patch notes, but they said the UAZ really handles the best when... the wheels are actually touching the ground.
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Re: RimWorld (New DF-like)

Post by GreenGoo » Wed Dec 27, 2017 10:04 pm

Freyland wrote:
Wed Dec 27, 2017 9:15 pm
Actually, that's probably just your HB Monthly 10% discount showing up. And I, too, just can't bring myself to drop the cash on it. If I do, it will have to be through Steam for possible refund purposes.
Damn it, you're probably right.

My nasty side feels like buying it discounted then sending the receipt to the developer. :D Of course he gets his full share (whatever that is) so it's no skin off his wallet, but I'm still technically getting it for less than he wants to sell it for.

I'm petty, but I'm not that petty. :D

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Re: RimWorld (New DF-like)

Post by Sepiche » Thu Dec 28, 2017 3:22 pm

No accounting for taste obviously, but I'll re-iterate: Rimworld is the best of all the Dwarf Fortress clones I've played, and as far as I'm aware I've played all of them to some extent.

The mechanics are very well designed and thought out, it's well coded, extensible via a huge mod community, and it is finally getting close to it's official release.

If survival/base building games like Dwarf Fortress are your cup of tea, and the sci fi twist to Rimworld doesn't turn you off, it's worth every penny of it's asking price.

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Re: RimWorld (New DF-like)

Post by jztemple2 » Thu Dec 28, 2017 4:03 pm

I picked this up in early 2015 from the publisher and rolled it over to Steam, but I have just four hours in it. I'm waiting for it to leave Early Access; any idea when this might happen?
"A plan is a list of things that go wrong. I like to keep my lists short. Just be ready." - Rico Rodriguez

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Re: RimWorld (New DF-like)

Post by Fitzy » Thu Dec 28, 2017 4:24 pm

jztemple2 wrote:
Thu Dec 28, 2017 4:03 pm
I picked this up in early 2015 from the publisher and rolled it over to Steam, but I have just four hours in it. I'm waiting for it to leave Early Access; any idea when this might happen?
"Soon". They recently switched the designation from alpha to beta. Which might mean nothing, but the comments seem to suggest means they are mostly done with major features.

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Re: RimWorld (New DF-like)

Post by The Meal » Fri Dec 29, 2017 11:38 am

jztemple2 wrote:
Thu Dec 28, 2017 4:03 pm
I picked this up in early 2015 from the publisher and rolled it over to Steam, but I have just four hours in it. I'm waiting for it to leave Early Access; any idea when this might happen?
Tynan has announced that he's no longer adding new (major) features.

Also, I may have a few more hours in this game than you. (◄ Click profile)
Not a pathological narcissist.

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Re: RimWorld (New DF-like)

Post by jztemple2 » Fri Dec 29, 2017 6:34 pm

Question, how do I know the temperature of a room? I have a cooler in the wall and have set the temperature I want, but how do I know what the actual temperature is?
"A plan is a list of things that go wrong. I like to keep my lists short. Just be ready." - Rico Rodriguez

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Re: RimWorld (New DF-like)

Post by Sepiche » Fri Dec 29, 2017 6:39 pm

jztemple2 wrote:
Fri Dec 29, 2017 6:34 pm
Question, how do I know the temperature of a room? I have a cooler in the wall and have set the temperature I want, but how do I know what the actual temperature is?
Bottom right of the screen shows the current temperature... I can't remember if it's what your mouse is hovering over, or what you have selected, but that's where it would be.

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Re: RimWorld (New DF-like)

Post by Zarathud » Fri Dec 29, 2017 6:51 pm

It's a very good game. Quite fun.
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