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Everything posted by marmarmar34
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Rimworld does have an end goal to obtain, but a colony going out in a ridiculous blaze of glory can be pretty entertaining. Fortresses in dwarf fortress are doomed to fail, but their ruins exist to further deepen the lore of your world. In VS, it's just you versus the elements. Unless you're playing hardcore, the only thing you really risk is your potential productivity. It's absolutely awful going through winter without a decent stock of flax. Windmills are a huge milestone when it comes to progression, and gobble up stacks of linen just to be adequately productive. So while the degree for failure is significantly different, your fun hinders on you making the best of your time.
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Aside from the story stuff, I don't recommend going in blind. This game doesn't have the whole "losing is fun" stuff games like dwarf fortress and rimworld have. It requires having a plan, and a general idea of what you should be prioritizing. Otherwise, you're going to find yourself stuck indoors during winter bored out of your mind trying to pass the season as soon as possible.
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I believe temperature spoilage rate isn't factored into the container's shown spoilage rate, just on what bonuses the room provides. @OP I'd suggest putting all of your cellars a couple blocks underground. It may help with your strange room behaviors.
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I was fortunate to go in with iron plate, so I managed to get rid of him my first try. That being said, he sure was a nuisance to fight. Him spawning a constant wave of the most annoying enemy didn't help either. I swear, the hitboxes for locusts are ridiculously smaller than their model let's on.
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God I hope not, jellyfish freak me out! Gameplaywise they could be a neat addition though.
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My thoughts exactly. Getting spiked by a cactus can definitely hurt, but you're not going to die from it. You'd have to go through some extreme lengths for that to happen.
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The issue with permanent surface instability
marmarmar34 replied to A_British_Lass's topic in Discussion
Personally, I'd like for surface stability to be like a weather effect instead of a dead zone. Like if areas with low stability had a chance of a "mini temporal storm", where you'd see the rust effect along with your own stability dropping. It would have far more rifts open so surface drifters could annoy you. -
+1 to this! Showing server stats like ping, world age, and world gen preferences would be great! The server browser for Source game s would be a great starting point to take inspiration from!
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Oh snap! Is that an official teaser? If so, it looks like metal is going to be the alternative material sink for water wheels. How exciting! Edit: On a related note, have they mentioned an estimated release on the update? Only asking because I'm considering a modded world, but I'd much rather hold off as to not burn myself out lol.
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Shivers seem to do an amazing job at doing this already lmao. Albeit, far less subtle as they barrel at you from the darkness.
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"Hey wolf, ever heard of Huey Lewis and The News?"
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Bro's gunna snake tongue the devs!
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We hate wolves. You'll make a point to target pups with your bow later on, trust me.
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Constructive thoughts for the Elk
marmarmar34 replied to Discipline Before Dishonor's topic in Suggestions
I believe there's a mod that breaks branchy leaves if you go a certain speed. The change I would like to see is smoother terrain traversal. Currently, it feels like the elk just gets stuck on any little bump in the terrain. -
/worldConfig daysPerMonth Then put the desired month length after. Although apparently this does some weird stuff in the short term.
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How about replacing spears with halberds at iron+? That way, we can have our long range melee option without worrying about the damage scaling with throwing.
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Allow placing transmission and clutch and brake vertically.
marmarmar34 replied to Herstoria's topic in Suggestions
Please god this! It could just attach to a wall though? They can be unsupported anyway, just break the block you had to attach to. -
Found this block in a crate in the corner, Wildest thing I've ever seen! Does anyone have any idea what it does?
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That's more of a torque issue rather than a speed issue. You can still have weak winds transformed into insane speeds if you have enough overall torque.
- 13 replies
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- water
- water power
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(and 2 more)
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Oh I'm aware. I was more asking about how the current river mod works, and if it would integrate neatly in the base game.
- 13 replies
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- water
- water power
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(and 2 more)
Tagged with:
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So I Tried to go Caving in 1.21.6
marmarmar34 replied to Discipline Before Dishonor's topic in Discussion
I had a similar situation with one of my transporters, but it's been nothing but a boon in terms of loot. What I've done is cordon off segments of the cave tunnels with dirt/cobble and a fence gates. I've also made an abundance of oil lamps to keep as much of the tunnels lit for future delving. With how I have it now, I can selectively pick off lone nightmare drifters and get deeper and deeper. I've been using bronze tier armor and weaponry, so they still take a considerable amount of hits to kill. The bells are the biggest challenge, they seem to have a near bottomless reserve of health. So far, I've just got around dealing with them by leaving and coming back at a later time. -
Having a stealth bonus for improvised body armor would be neat! It's already covered in foliage, so it's a great candidate for such a bonus. Maybe an improvised helmet and leggings could be added to complete the set.
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Locating resources through traders
marmarmar34 replied to VintageStoryGamerX3's topic in Suggestions
I've been lucky to bump into those two materials by complete accident. Both times were from spelunking in caves to find translocators. I guess my advice would be to gear up and go cave diving. Who knows, maybe the place you teleport to will have what you need.