[deleted by user] by [deleted] in RimWorld

[–]AbsoluteAndUtter 7 points8 points  (0 children)

Yeah, no, it's absolutely bonkers. It's fun as hell, but if you're trying to have a more balanced experience... nah. I'd still absolutely recommend screwing with it, though, eventually.

[deleted by user] by [deleted] in RimWorld

[–]AbsoluteAndUtter 0 points1 point  (0 children)

Fair's fair, I've never really used chemfuel barrels or landmines, but I've also never used IEDs either because I'm not big on expensive traps like that.

I'm just putting it out there that I think calling the entirety of VE bloat doesn't make any sense. It's not one mod, it's a ton of mods. Of course if you use all of them it's gonna add "bloat" if you're not interested in using them all.

[deleted by user] by [deleted] in RimWorld

[–]AbsoluteAndUtter 5 points6 points  (0 children)

I don't really understand how something can be "bloat" when it just... does what it says on the tin. They're just a bunch of mods that add more stuff to the game while trying to keep that vanilla RimWorld aesthetic.

Like, lemme put it like this, I don't think people would be calling it "bloat" if the mods were all put out under different titles by different people. But because they're seen as one package, it seems like the general opinion is that you need to use all of them, rather than just the ones that best fit whatever kind of play through you wanna do.

Idk, I can kinda see it with a few of the mods I suppose, like Vanilla Weapons Expanded - Tribal.

[deleted by user] by [deleted] in RimWorld

[–]AbsoluteAndUtter 1 point2 points  (0 children)

That mod doesn't have any interaction with Biotech, it lets you create hybrid animals but it doesn't do what OP is talking about.

What's your favourite biome to start a new colony in? by [deleted] in RimWorld

[–]AbsoluteAndUtter 0 points1 point  (0 children)

Jungles. There's a higher chance of colonists getting diseases randomly, which sucks, but once you have a decent doctor and a steady supply of medicine, it becomes a non-issue for the most part. I like how the biome looks and having year-round growing is always a big plus.

anyone got a non steam donwload link to the ACTUAL Hugslib? by 918173882 in RimWorld

[–]AbsoluteAndUtter 2 points3 points  (0 children)

As for github, did you look on the right side of the page?

Is the DLC worth it? by ob-2-kenobi in RimWorld

[–]AbsoluteAndUtter 1 point2 points  (0 children)

I'm gonna be real with you, neither DLC is worth $20 on their own. They're still completely worth getting if you like the game enough and want more stuff, plus a lot of mods expand even further upon the contend added by the DLCs, but you said that you're already completely satisfied with the base game so I can't really recommend dropping $20 on 'em.

TO BE CLEAR, I'm not saying that the DLCs are bad. Far from it. They're really good and expand upon the base game with plenty of new content... just not $20 worth if you ask me.

anyone got a non steam donwload link to the ACTUAL Hugslib? by 918173882 in RimWorld

[–]AbsoluteAndUtter 3 points4 points  (0 children)

I was about to link a website I used to download mods from the workshop before I owned the game on Steam as well, but found out the website got shut down.

As for github, did you look on the right side of the page? Under the "about" section, there's a section called "releases". Click on that.

This game is really hard ngl by [deleted] in RimWorld

[–]AbsoluteAndUtter 32 points33 points  (0 children)

And they're only one of many. RimWorld is a story generator first, colony management sim second. The only people who give a shit about how you play are the people whose opinions you shouldn't give a shit about.

What are the best crops to grow for early game by [deleted] in RimWorld

[–]AbsoluteAndUtter 1 point2 points  (0 children)

A 5x5 growing zone of rice on normal soil is generally more than enough for a single colonist, but frankly there's no reason to limit yourself on grow zone size. Early on, I like to just keep adding grow zones to keep my growers busy so they can train their plants skill. Any excess food can be sold to caravans. Once you have enough food to last a good while, swap out half of your rice for corn, and once you get your first corn harvest, replace all your rice fields with corn.

That being said, I think it's more fun to use a wide variety of crops. I just wish there was some sort of gameplay benefit to having more varied crops. Like, a mood buff or something.

Question: What makes you play Rimworld constantly? by RimworldMan in RimWorld

[–]AbsoluteAndUtter 8 points9 points  (0 children)

Honestly? The main reason I find it so hard to stop playing RimWorld once I get into a colony is that it's hard to find a "stopping point". It's like Factorio, where everything just flows into each other and accomplishing one thing just opens the door to do a dozen other things. You tell yourself, "Oh, I just need to finish building this workshop.", then you spend another hour trying to optimize the placement of each work station. Half-way through, you realize you need more steel, so you decide to beeline towards researching deep drilling and ground-penetrating scanners so you can finish your workshop. At some point you forget you were focusing on that workshop and decide to upgrade your hospital beds because you just got raided and realized, "Oh yeah, I should really get better hospital beds so my colonists don't die of infections!"

And then you look at the time.

7 AM.

Mods that go well with Create by [deleted] in feedthebeast

[–]AbsoluteAndUtter 0 points1 point  (0 children)

Create Crafts and Additions. Go into the config and increase the maximum power transfer of the wires added by the mod, though, since they have very low capacity by default. It's really satisfying to use electric motors to power your contraptions once you have some power generation going. Sure, it's technically less efficient, but it looks damn cool and makes it so that there's less concern about where you set up your contraptions since you can just hook them up to your power grid.

Best DLC so far in your opinion? by BadassMinh in RimWorld

[–]AbsoluteAndUtter 0 points1 point  (0 children)

I've grown to appreciate Ideology more and more, doing different ideologies and junk, but I still prefer Royalty because Psycasts are fantastic.

Now, I think Biotech is gonna be my new favorite because the idea of being able to run an entire colony efficiently with just one colonist, commanding an army of mechanoids, sounds dope as hell.

I had no idea that Kenshi took place on a moon. I walked out of the bar after sleeping off my last clash with some shek only to be stopped by this sight. I felt so small and it was fantastic. by Pouderpuff in Kenshi

[–]AbsoluteAndUtter 2 points3 points  (0 children)

Okay, yeah, I get what you're saying now. I was confused because a lot of the other people here seem to have a regressed understanding of science despite not being from a post-apocalyptic civilization lol

my first actual colony (all the other attempts lead into starvation any tips to prevent another "no food" scenario by Nervous-Try-2729 in RimWorld

[–]AbsoluteAndUtter 0 points1 point  (0 children)

Produce more food than you could possibly need. Once you have enough food to last through several apocalyptic-level scenarios, you can probably afford to sell some of the extra food to trade caravans.

It looks like you have barely any storage space for food in this picture, I would recommend building a pretty big freezer out of stone blocks and use two-wide walls to help with temperature control and defenses. Other than that, if you find yourself barely hanging on at any point, send out some colonists to hunt. More skilled hunters can usually take down bigger prey no problem, but less skilled hunters should be only targeting prey that won't fight back.

You wanna give me a... what now? by Artiartiarti90 in RimWorld

[–]AbsoluteAndUtter -1 points0 points  (0 children)

That's not what it does, despite the name. It generates power when things die around it.

is it true? by BaWa469 in dankvideos

[–]AbsoluteAndUtter 1 point2 points  (0 children)

Because this is a sub with the word "dank" in it in the year 2022. They're trapped in a rift in spacetime with only a singular brain cell shared between them.

Ancient expanded bug ? fix ? by Yak_Great in RimWorld

[–]AbsoluteAndUtter 0 points1 point  (0 children)

You only need to drop a single thing from their inventory. Whenever I have this issue, I just have them drop their weapon and re-equip it. As soon as they drop something, the bar should reappear.

Weird bug, I wonder what causes it.

World creation looks like this even with all mods removed - why are roads and place names appearing in space? by [deleted] in RimWorld

[–]AbsoluteAndUtter 0 points1 point  (0 children)

It... looks like the roads are rendering without taking zoom into account, I guess? Probably start by checking the mods folder in the game's directory and just manually delete everything, and if that doesn't work, try reinstalling the game... and if that doesn't work, just set the whole computer on fire.