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/rwg/ - Rimworld General Anonymous 12/08/2025 (Mon) 16:42:39 Id: 5e4068 No. 1999497
secret tribe edition >Is the DLC worth it? Some like it and some don't. You should probably pirate it first to try it out. (I did) >Is the Book worth it? No. >Is Dwarf Fortress welcome here? Absolutely not. >What mods for performance? Performance Optimizer and Slower Pawn Tick Rate. ► Links: --------------------------------------------- >Where can I buy Tynan's "amazing" book? https://amazon.com/gp/product/1449337937 >Where to get the game if you want to try it first: https://gog-games.to/game/rimworld >Patch notes: https://ludeon.com/blog >Mods: https://steamcommunity.com/app/294100/workshop https://loverslab.com/files/category/238-rimworld https://catalogue.smods.ru/game/rimworld >How do I know which mods eat the Game's performance? https://docs.google.com/spreadsheets/d/1qwwKyUbSHFGM6yqw_e4tyWFbIYDxAibOvbcTrNOQ3bo https://docs.google.com/spreadsheets/u/0/d/14xvMkf9zo1EjMMNkRNCWoE8QWVHQWd11v69tuyXT10A >Use RimSort for simple mod management: https://github.com/RimSort/RimSort (switch from Topological sorting to Alphabetical) >If you're having issues with load order, read this: https://rwom.fandom.com/wiki/Mod_Order_Guide >What mods should I get? https://rentry.org/rwg-recommended-mods >Mods by /rwg/: https://rentry.org/mods-by-rwg Previous: https://archived.moe/vg/thread/549290828/
Spacer Baseliner Christian Hacienda/megabuilding 200+ modlist Yup, it's RimWorld time.
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>>1999677 >megabuilding take the tribe pill
>>1999725 Can you do anything interesting with the magic trees yet?
Shame we didn't stay here half chan is just inferior
>>1999725 Looks like shit. The most efficient way to play is if the pawns never go outside except maybe to farm.
I've come to realize I don't like this game. The meat of the game is getting raided repeatedly, which quickly becomes not fun. Surviving raids depends on you building a cheesebox instead of having a real battle, which isn't fun. The overworld seriously lacks life. NPC settlements don't do anything. Razing them doesn't reduce the faction's strength. Also NPC parties don't travel the map like you do, they just spawn in your base. Ideology sucks. You don't have to allocate and balance points and create a "build" for your colony, it just lets you pick whatever. It's a cheat menu. Would any game where you balance points to create a build not become a piece of shit if it just let you put infinite points in everything? There's a real lack of event variety even with all the DLCs, you see the same events over and over relatively early. The game with all the DLC is 153 dollars and it's still lackluster.
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>>2000062 uh sure? If you're talking about gauranlen, there are also mods that add content like tribal mechs and stuff. >>2000116 mods fix all of these problems. Also playing rimworld as a challenge is gay.
I miss playing this game.
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>>2000218 what's stopping you from playing? Come home, white pawn.
>>2000116 >Surviving raids depends on you building a cheesebox instead of having a real battle So you've never had a raid come up from the water or drop on you directly into your base, thereby making it impossible for you to use that cheesebox? >Also NPC parties don't travel the map like you do They do, you just don't see them and they're "events" rather than actual beings. You'll get intercepted by raiders or traders when out as a caravan. But yes, mods fix every complaint you have.
>>2000322 >So you've never had a raid come up from the water or drop on you directly into your base, thereby making it impossible for you to use that cheesebox? Yes, but most of them aren't like that. >They do, you just don't see them and they're "events" rather than actual beings. They're not there, it's just a random dice roll. Compare it to Mount & Blade, a game that's way shallower than Rimworld. That game has parties constantly going around the overworld, you can see NPC parties when traveling and if you run into them it's because you actually ran into them and not because the game threw a JRPG "random encounter" at you. A system like that would add so much life and depth to the game, as: (a) They would have to come from somewhere, i.e. a settlement, and destroying that settlement could prevent the forces from mustering (creating a point to destroying enemy settlements) (b) Add to depth by making your location matter more because raider parties would have to physically get there, i.e. easily accessible colonies near a road and/or enemy settlements get more raid parties and remote colonies get them less (c) Allow you to spot the raid on the map before it actually arrives, alleviating the stupid issue of "my pawn was outside gathering and 50 raiders just spawned next to it" (d) Allow you to intercept the raid in a field battle, like a siege raid that would otherwise shell your base. (e) Allow faction parties to fight each other, making settling near a friendly faction actually provide protection, and allowing you to come to the aid of a faction in battle for relation gains. What are some good mods that add the kind of depth I'm looking for? Most of them seem like minor QoL improvements and adding anime characters to the game.
>>2000236 Which mod are these xboxhueg trees from?
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>>2000413 >(a) rimwar is what you're looking for, it kills TPS though. Definitely play on a small world size. There's also a lite version mod that adds faction resources which increase/decrease over time and are spent on raids, I forgot the name though. >(b) I definitely have seen a mod that changes the raid timer based on how hidden your colony is >(c) there are multiple mods that add a warning system, even fog of war. >(d) rimwar >(e) one of the event mods adds something like this sorry that I can't give you actual mod names for most of the points, the issues you're describing never bugged me so I never bothered looking into it. There are definitely mods that fix all of them though. Also consider the Empire and Vanilla Outposts Expanded mods if you want more strategical depth. Also Also consider Combat Extended or Yayo or VCR to make combat more interesting and less RNG Also Also Also get some AI mod like CAI or Smarter Raider AI. Alternatively stop using killboxes, it's the most common gameplay trap that causes people to get bored of the game because it trivializes EVERYTHING. There's a reason Tynan tried his hardest to add counters ever since v1.0 dropped. >>2000418 better trees
>>2000413 >A system like that would add so much life and depth to the game, as: My nigger, you are absolutely correct. >>2000413 >add the kind of depth I'm looking for Well, a few. https://steamcommunity.com/sharedfiles/filedetails/?id=3220299022 https://steamcommunity.com/sharedfiles/filedetails/?id=2379076640
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>absolutely mowing down raiders >graves EVERYWHERE, extremely visible >raiders still come shit waddling in with their annoyingass selves I wish I could put out a sign that says "I will shoot you nigger go away" in whatever language they communicate in to make them get the goddamn picture to go on somewhere else and bother somebody else. I wish I could hang their rotting corpses from every single tree on the map as a visible message to FUCK OFF without my gay weak bitch little colonists getting the ick or whatever soyboy emotion from it. I wish there was a option to just nuke the planet after you leave, let every single annoying raider eat shit and enjoy going to hell along with their doomed dumpsterbin of a planet.
>>2000589 It'd be nice if raider graves actually acted as a deterrent. Say a new raid comes in and the only way to get to you is to walk over 100 graves of their fellow faction members. Have a flag that causes a dynamic number of them to flee automatically when exposed to that environment. Since there isn't one (in the base game), the correct response is to simply harvest the corpses' organs and incinerate the rest so you don't waste valuable colony space.
>>2000589 >>2000624 So many people died here, surely there's something extremely valuable in that colony I MUST get it
Is 1.5 worth pirating? I skipped 1.4 because it didn't seem that interesting to me but 1.5 looks interesting. >>2000589 >Mutilating a dozen raiders: nothing >Saw corpse x3: -7 Almost as bad as tainted clothing, which is something I removed because I hate it so much.
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>>2000624 Raiders need more interactions than just suicidally attacking a colony, they should be making demands and bullying you into giving up what they want, violence should be the last resort to force you do to what they want. Pic related lasted for hours, raiders were actually starving because they don't carry food on them and burnt down all of mine, from a roleplay perspective what the fuck were they doing? And that's the logic behind every raid
>>2003032 They could have atleast ate some wildlife or something. Absolute silly billys. Atleast the game has their hunger being tracked as well for realism purposes.


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