Thanks, I did set it up early, but a mad turkey took it’s toll… I’m now up to 5 settlers, but there’s so much to do, and research seems important but there’s raids and heat waves and crops to cut and food to cook and dusters to make and statues to make and sand bags to lay and traps to place and, ok, you know better than me, there’s lots to do, I’m going in again, wish me luck!
I know the feeling. I feel like there’s never enough time in the day for the first 3-6 peeps. Then I start hitting 7-8, everything is going swimmingly and a big ass raid or some disaster strikes. Good thing i have some skills to handle it.
Seriously though I am usually using the hell out of my researchers to the point where they start complaining about not seeing the sun anymore!
I had played this for a few weeks about two years ago then stopped playing. After it won a few awards with the full release this year I decided to pick it back up again. After playing for a few hours I asked myself why I stopped playing. After playing this whole weekend I remembered why I stopped. This may be the only game that I enjoy so much I play way longer than I should. I played for many hours this weekend and I feel really bad and guilty for playing it so much. Also, since there is no story I don’t get a feeling of satisfaction after a session. Instead, I feel like there is too much left undone and I need to get back to it ASAP in order to tie up loose ends… finish that new bedroom for the guy we just convinced to join us… finish researching televisions so my pawns can recreate with a force… tell Mal to prioritize chopping down those trees so we can fuel the generator… the list goes on. This sounds so stupid, but I’m gonna say it anyway: this game is too good and I need to stop playing it.
No, actually, it makes perfect sense.
I saw a comment in the top games of 2018 about Rimworld where the person mentioned one of the reasons he picked it up was due to reading stories about the game here. As one of the contributors of those stories I almost replied to apologize for the damage to personal relationships and setbacks to life goals that those stories may have helped to cause.
This is a really poorly considered review. What the hell is this nonsense:
"Each character gets three traits, things like obsessive, lazy or misogynist. One of the modifiers is “gay” but “straight” isn’t—that’s just the default, which is painfully heteronormative and outdated for a game about the far flung future. Other aspects of queerness are included but in equally reductive ways, like a character’s backstory discussing that they’re transgender, proof of which being their “dressing up in their mother’s clothes as a child”. All of which leaves a bit of a bad taste in the mouth. "
Why is PC Gamer politicizing a video game mechanic?
I appreciate a comment like that in a review. It lets me know that the reviewer is unprofessional and concerned about other things besides the game so I can discount the review entirely.
This is exactly right. The point is made clearer with the reviewer stating the game is still fun, indicating much of the score discounting is a result of bubbles with the games nomenclature.
Because they’re just referencing a hit piece from several years ago. I’m as SJW as they come, but that was a lame knock against the game considering they even have gay, whereas most games still don’t recognize anything except hetereo relationships.
I finally picked this game up last week. It has a really step learning curve thanks to the awful documentation.
How come the tutorial doesn’t explain about the manual work prioritization screen!? It’s like one of the most important things.
Luckily the wiki is pretty helpful so after several false starts I finally got a colony up, recruited a tribesman and then took in a refugee. I just reseached and built a couple of gun turrets. I thought I’d try them out with having my best hunter go after Rhino, which lead to the whole pack of 3 going after the hunters (yes I know I was warned) and the turrets didn’t save him. Oh well that’s why you can reload.
So question one of the message I got was about a space ship located in the tundra and if I got there I’d be able to get off the planet. Is that the normal victory condition or do I really have to build one?
That is one way to do it. I’ve always built mine. I’ve never gone to find the downed one so I don’t know how complete that ship is.
I believe either are victory conditions, but trekking halfway across the world does seem the more difficult of the two.
I am tempted to pull up my last save before takeoff to try the caravan victory. I did have a few hundred survival meals stockpiled.
During the beta I played a game where I set the colony limit to 2 and started to leapfrog across the map using drop pods to move people and resources from one colony to the next. I didn’t very far before an update tempted me to start over.
Anyone in here who loves rimworld but hasn’t voted on the quarterlies, get over to the thread and vote, darn it! :)
Thanks for the reminder.
We need one more #1 vote! Come on people, we can’t let rimworld down…
Note this won’t make it #1 but it would be a new position for it that would help a lot.
Well I almost never do. Up until last night I was still mixed on the game. But at quarter to three I was still playing and next thing I new it was 8:30 holy crap. I guess I do have a chemical fascination treat as long as it is the right chemical.
For those of use who juggle mods like there is no tomorrow, I mean that cool hair isn’t going to show up by itself, this is actually kind of big.
1.0 technical update brings multi-version mod support
JANUARY 20 - TYNAN
I’ve just released a technical update to version 1.0 of RimWorld. It should be 100% compatible with all existing savegames and mods. The new version is 1.0.2150.
Steam will auto-update. If you’re playing the DRM-free version of the game you can go download it now from your permanent personal download link which was emailed to you.
Aside from updating translations and player content, and fixing a handful critical bugs, the new version’s main purpose is to add support for multi-version mods. Previously one entry in Steam workshop could only work with one version of RimWorld. This causes problems when we release a new version: Players can’t continue on the old version since some mods are updated, but can’t continue on the new version since not all mods are updated.
Now, mods will be able to support multiple versions simply by putting version-specific files in directories named for the target game version. Other files from the mod’s base directory are used in all versions, as before.
For modders, here is how to set your mod up for multi-version support:
In the mod’s About.xml file, don’t use <targetVersion> any more. Instead, write a list of supported versions like this:
<supportedVersions> <li>1.0</li> <li>1.1</li> </supportedVersions>
When you upload to the Steam Workshop, your mod will be properly tagged with all supported versions.
Version-specific content should go in a folder named after the version being targeted. For example, if you make a folder called “1.0/Defs”, version 1.0 of the game will load Defs only from that folder, while other versions of the game will load from “/Defs”. (Note that if you add a version-specific folder like “1.0/Defs”, the default “/Defs” folder will be ignored when playing on 1.0.)
You can do this with the “Defs”, “Assemblies”, and “Patches” folders. Other data types, like textures, are always shared between versions (for now).
If you do not need the multi-version content loading, you place the “Defs”, “Assemblies” and “Patches” folders in the mod’s root folder, just like before.
Steam update news/notes.
A little bit ago I finished my second full playthough (the one in the ice and snow). This time I went for the deactivated spaceship on the other side of the continent. I cooked up 300+ prepared survival meals, purchased a bunch of pack animals, and set out with everything we could carry. Things generally went fine during the trip–stopped off at a variety of places to purchase supplies, etc., and I had so much foraging that generally food wasn’t a problem, and I didn’t really get ambushed either.
The stuff really hit the fan when I settled on the space ship in the jungle. Turns out that jungle is a royal pain to build in. My plan was to set up a barracks and some walls and then wait out the 15 days with a couple mortars and a bunch of charge rifles, slaughtering the pack animals as needed. I had a heck of a time setting up walls in the soft soil, but the problem wasn’t the raids and sieges–it was constant tantrums the entire time I was there. My people had become soft, living in their luxurious holes in the frozen north, and were mentally unprepared for the realities of a camp in the jungle. I ended up savescumming a bit, but eventually everyone made it onto the ship, even if some had to be dragged by force–a third of my people went native, berserk, or just quit, so I arrested them, and when they became incapacitated (somehow…) I just shoved them in the sleep caskets. All in all, it was really not that much fun. (And I should have sold off the dogs along the way–they just ate all the food once we got there, and I ended up slaughtering them anyway.)
So I don’t necessarily recommend pursuing that ending unless you’re ready for more of a second act than a climactic conclusion (though I guess it was that, too).
I love this game so much.
It’s for that reason when I was trying the drop pod hopscotch method of traversing the continent among the initial building supplies I’d always include some of my best art. Large sculptures are only 10kg.