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Post bases.
What has been going lately in your playthrough?
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I've been replaying it lately but it always gets frustrating fast, I don't like doing killboxes and many options are lacking. Also the way raids strength is determined is retarded, it forces me to rush the right researches and items.
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>>727726489
>I don't like doing killboxes
It does have a lot of by-the-book busywork, true.
>many options are lacking
Such as? What options whould you add to the game? There are mods, you know.
>the way raids strength is determined is retarded
Maybe try a different storyteller?
>forces me to rush the right researches and items
Maybe motivation is a good thing. But a different story mode/storyteller could fix that for you, I think.
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>>727726302
Why do people still play this? The gameplay is very shallow.
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buy an ad
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>>727727267
How could you say it's shallow? It had plenty of depth, mechanics to handle, and possibilities.
As a story making game Rimworld is king.
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>>727728326
I'm broke.
And I'm really interested in other players' experiences.
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Really? No one?
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i need one of those mod wabbajack things that autists put together for this game
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>>727726302
cant be bothered to launch the game, but i had a cool ocean base using a bridge mod or something at some point
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Recently had to shuttle a colonist back from a remote base to deal with an infection, between making the chemfuel and refueling it at the remote base I got them in the medical pod at exactly 100%, barely saving them.
Only real big mod installed is VE tribals After I saw a youtuber do it, researching all the stupid industrial tech with the 4 day cooldown with its storyteller is kind of grindy and not super fun, been building a grav-ship and doing that quests just to kill time.
Once i get up to spacer tech level I am going to do the royalty ending since i like the idea of going from the animal age to high society space royalty.
MVP is my creep joiner who decided to trigger their betrayal drawback while they were already in my prison. Her deadlife dust deals with almost every raid, just basically sieges and infestations just by raising up my graveyard full of megasloths, bears, and Rinos (just above the central walls, off screen), even sappers typically get close enough to pull the zombie aggro.
That might be an issue during the royalty event as I might not have time for the ability to charge/to put the corpses away in time between raids but I think I can manage
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If you make maze killboxes with spike trap spam you didn't beat the game.
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>>727733269
Here's the gravship on its mission to get more grav cores
Initially it was only intended to be a platform for short assault missions
But due to various reasons I had to retrofit it for longer stays so there are work facilitates in cramped places.
With my next grav core I am planning on extending the wall on the other side then finish building out the platforms to let me dock on the edge of space platforms and let my pawns still get on/off the ship (and move around inside of it).
I'm really not near any meteors at my main base so I might need to scan for more to get vaccstone
The lack of large thrusters is annoying.
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>>727726302
Are the DLC worth it?
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Can I get a qrd on all the new DLC? Royalty was the last one to come out when I was still playing, and that didn't really change the game much.
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>>727734509
everything but anomaly is worth it
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>>727734705
This. Anomaly has a lot of cool stuff in it but a lot of the encounters are balanced like shit. Looking at you metal horrors.
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>>727734705
this except Anomaly is probably the only worthwhile one, ideology straight up ruins the game
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>>727726302
i'd never done the original 'go to the ship and activate it' ending.
so i made a big gravship base and flew there
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>>727726489
is this really just how every rimworld thread is destined to be on v? bitching about kill boxes, z levels, and raids?
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>>727734646
biotech and ideology enhance the core gameplay greatly and are both must have. odyssey is really fun but it just adds optional space ship stuff. anomoly is mid like royalty.
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>>727735049
It needs 3 Z levels before it can even fuckin dream of competing with Dwarf Fortress. 1 down and 1 up
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>>727734646
Ideology: Powergame by making all your pawns like the play-style you were going to have anyway (also larp as random flavorful cults if you are into that thing), lets you have little festivals and parties.
Biotech: Pawns can have kids, you can create genemods, you can also make a pawn that creates and controls their own mechoids. Also a number of the Genemod races they make feel hand crafted to be good raiders and horrible pawns and most of the hostile factions are made up mostly of those races (you can turn them back to normal in game set up if you want though)
Anomaly: Adds a lot of monsters and new techs, but to get them you have to opt in to seeing way more monster raids and worse monsters and events to fuck you. It's a fun campaign but it doesn't add much if you don't opt in to either the campaign or the "ambient horror" option which is just the campaign stuff again but without the progression.
Odyssey: Make your own ship that you can fly around the map, also more interesting biomes and "Go to location and do thing" quest. Including going to space. You can also make your own shuttle which basically invalidates caravans for trade
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my current mess of a base
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>>727726302
>What has been going lately in your playthrough?
Rape... lots and lots of rape... the kind I can't even post on /v/...
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I was trying to use CE after a long time of not using it.
I feel like I have to sandbag myself for so long while research is being done. I don't remember industrial armor feeling this pointless.
I think I'll stay with something like yayo's going forward. Mostly so I can actually play the game rather than just huddling in filth for fear of the mechs showing up too soon.
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Going through a run where I don't reload if someone dies. My main colonists got her brains shot out by a fucking militor through sheer bad luck, and most of the colony suffered mental breaks, had to execute one of my own because he was a pyromaniac and I had the litteral child now leading the colony just take everyone and settle someplace else. Worked pretty well overall.
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>>727734794
contrarian faggot retard
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Any unusual cool way you guys torture your prisoners?
I like to extract ovum from some of my legless prisoners and have a bad genie dude come in the room and fertilize the ovum in front of them before reimplanting it.
That's the only time they see the Genie. Whenever it's someone else coming in they know it's just to get their blood taken or slop forcefully fed to them.
But when the Genie walks in they know terror. I can only wonder what goes through my prisoners' minds when they see the shine of his bald head illuminating his shadow standing in the doorway, or see him get his pants down to jack off with his elongated fingers into their freshly harvested ovum, knowing that it's going back inside soon.
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Enjoyed the DLC actually, want to get back to playing with it more.

>>727726489
>>727727147
Mods can reduce the need for killboxes. I generally try to avoid them if at all possible. Not fun or aesthetic at all.
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>>727743445
And which mods, would you say, reduce the need for killboxes?
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I always do the tribal start and work my way to completing the tech tree
I had five children from my original colonists that I borged out completely and started the Archonexus quest with. Got bored and started a mechanitor run and I'm having a lot more fun. I also managed to snag a sanguophage and make my colonist one as well, we have a few dudes witb peg legs for our blood farm
If you've never done it, turn up the landmarks to max in world settings and take a look at some of them, it allows for some really unique bases, all sorts of random stuff. This is an abandoned warehouse that was full of an assortment of steel, chemfuel, packaged survival meals, and medicine
I chose to settle, recently got my mechanoids rocjed because a local faction was pissed I kept dumping toxic waste on them lol
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>>727743528
Focus on mods with better defensive measures (embrasure, different turrets), mods that improve wall effectiveness (stone doesn't burn, unarmed damage nerfed against stone), and mods that change how raids are scaled (safely tucked away, floors are worthless for example).
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>>727726489
dev mode

it's not cheating when the game itself is rigged :^)
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>>727726302
current playthrough is centered around a human boy taken in by an all female thrumbo tribe, where he use his superior human intellect to bring them out of the stone age and they use their superior thrumbo bodies to crush his pelvis repeatedly and frequently
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>>727747114
cringe
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>>727735564
Nice.
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I will never understand how Rimworld and Stardew Valley could be such fucking blatant ripoffs and still are somehow held in high regard.

There were a bunch of Dwarffort clones that all came out in the same period and Rimworld was just the one that ended up winning, despite being the exact same as the rest.

The hurdle of installing a tileset by putting it into the dwarffort folder apparently floated this game to being a multimillion dollar property.
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mechanitor start in a boreal forest mountain basin, the plan was to leave as soon as i could get a gravship but i keep getting sidetracked by other shit, my base is starting to be quite cramped and some of my choices (like wooden barriers for flood protection) have aged poorly. made two clones of my starting colonist, started keeping slaves because of excess food production but am either going to sell them or kill them off in gladiator duels once i get a fabrication mech, and also cutting down on livestock since their food doesn't grow reliably enough.
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>attack enemy base
>2 shacks and some crackheads
>Get "oscarslop base expanded" mod
>Now it's 5 shacks randomly placed!
It's all so tiresome.
Please shill me on a mod that makes npc bases actually interesting.
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>>727749572
>Stardew
Harvest Moon has been a dead series for longer than it was alive at this point dude
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>>727734001
Kill box still work?
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Are there any good mods to handle pawns equippment weapons when enemies are on the map? Or like if you hit an alarm icon they'll arm up first and remember to get their old tool back after?
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More bases without killboxes.
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Starting a family with perma loli xenotypes
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>>727726302
I love rimworld but if I play it I'll lose 400 hours or more within a 1 or two month period destroying my life



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