Rimworld: Anomaly - Void Gods, Golden Cubes and Wall Lights (1.5)

Fill in the caves/paths to the side of your base with walls, or alternatively slap some turrets by the walls of each one. As it is, you have no real defences there, meaning if you get assaulted those are massive weak points.

All the important bits are already covered. Raiders (as in not sappers), already just go through the front door with the deadfall traps. I should totally fill them in with some IEDs for shits and giggles though.

Also, your base feels kinda pointlessly scattered - might want to try and build it more compact, which would make it easier to defend it and cover it in case of a fire from a mortar and/or lightning strike/zzzp.

Oh it's perfectly compact. It's the farms that needs rearranging. Might put them closer to the bottom, but that would require relocating my freezer and I can't be bothered to do that.

Btw, is travelling bugged for yall? I can't seem to move my pawns whatsoever so I have to rely on devmode to get around. It's cheating yeah, but not moving is annoying.
 
We got an update today. Here's the patchnotes:

Just updated to 0.18.1712!

I figure I'll just post the raw git changelog since the last update so y'all can see a bit how the sausage is made.

------------------------

Fix: Pawn column shift click doesn't work on Linux.
Fix: It's possible to create a starting pawn with blank name.
Fix: If you resurrect a pawn, his luciferium addiction is gone but the buffs stay forever.
Changed cold bog texture a bit because it was too similar to tundra.
Cleaned up PawnsFinder.
Fix: Errors during saving if you kill a pawn and then remove his outfit from the outfits database.
Fix: Scrolling is slow and reversed on Linux.
Fix: JobDriver_TakeToBed can cause 10jobs10ticks errors if the other pawn is also trying to find a bed at the same time.
Fix: It's not possible to deliver resources to 2 blueprints in the same cell in one go.
Fix: Pawns can wear multiple clothes of the same type after changing the game language.
Added "Remove hediff" debug action.
Fix: Downed pawns can't watch TV in their bed without falling out from it.
Blight now spreads 50% faster.
Fix: Min construction skill requirement applies to install blueprints.
Optimized Dialog_DebugLogMenu so it doesn't lag.
Add Battle Royale combat-power tester.
Disable Steam flag in Unity in order to prevent Unity from automatically connecting to Steam.
Fix: Some ground tiles get silently converted into inconsistent water tiles when generating a map.
Fix: Mineable items could show up as both the request and the reward.
Add a few more log categories.
Categorize debug logs more easily.
Make psychite pekoe a little less immediately dangerous to use.
Add patch operation to test for mod existence.
Fix: Birch has leaflessGraphicPath defined twice.
Fix: It's not possible to reinstall infinite chemreactor.
Fix: Uninstalled CompSpawners can sometimes cause errors.
Fix: Cave plants can spawn in hydroponics basins.
Fix: Now that frames are passable it's possible to construct walls on top of pawns and items. Refactored how blocking things are handled. Cleaned up GenConstruct.
Reduced the probability of tornadoes by 50%.
We no longer send the area-revealed letter if the revealed area is on-screen and it is less than 600 cells.
Added forced trait to Xia 'Xue' Xue: Beautiful.
Fix 3099: Too many iterations. - error during all melee raid.
Fix: StartErrorRecoverJob() can sometimes cause errors.
Added debug command: "Spread blight".
Removed copyrighted name.
Balanced tornado damage.
Tornadoes now deal less damage to downed pawns.
Refugees from downed refugee quests no longer spawn without legs.
Support clicking transition logs to select pawns.
Tweak downed/dead/damaged icons in battle log.
Fix: Many combat log messages make no sense for mechanoids.
Simplify usages of GrammarUtility.RulesForPawn().
Fix 3093: Mace and Club lack tool labels for main attack
Fix 3145: Inspect string for uninstalled firefoam popper contains empty lines.
Fix: Combat log can show up with a small font size.
Ensure that non-pawn death messages show up properly.
Properly record turret ranged attacks.
Fix 3109: Tutorial, dragging character from Left Behind to Selected resets Randomising Characters tutorial
Fix 3101: Melee fighters don't always use their melee weapon as excepted
Fix: butcherProducts prevents butchers from hauling meat to stockpile
Fix: Command+key system-wide hotkeys are caught by KeyBindingDefs.
Removed unused PawnKindDef XML node: MechanoidBase.
Fix: Released prisoners stay in bed longer than necessary, and are still in restraints.
Tweak world features a little further to generate more applicable forest names.
Fix: GameEnder.gameEnding is never reset, even if new colonists join the colony.
Fix 3055: Attempting to get melee damage for a non-melee verb VerbProperties(LMG) when clicking Info icon on colonist
Fix 049: Tried to add health diff to missing part BodyPartRecord(LeftFootSecondToe parts.Count=0)
Fix 3014: Fog does not render correctly on all ores
Add specialized rainforest namer.
Fix: Charge rifle missing weapon bulk stat.
Modify bedroll description to make it clear that cloth isn't necessary.
Fix: RectTriggers send incorrect signals after save/load
Reverted minor tornado visuals change.
Fix: Colonists can join parties outside their allowed area.
Fix 3113: Psychoid pekoe research cost is way too high.
Animal migration incident can no longer use thrumbos.
Caves are no longer so big all the time.
Tornadoes no longer damage natural walls.
Reduced the amount of wood per tree.
PlayerItemAccessibilityUtility now takes into account items you can craft.
Fix: The form caravan command appears in the landing site screen and overlaps other buttons.
Fix: Colony name dialog never shows.
Fix: Per-maneuver flavor text isn't properly connected.
Tweak a few messages on the Shredded maneuver type.
Add tornado combat event log messages.
Fix: Flavorful combat tests don't work in a subtle way on non-weapon-based damage types.
Improve debug instrumentation for failed grammar resolutions.
maneuver_->damaged_
Split smash/scratch damage into its own rulepack for tornado use.
Fix: Flavorful combat tests don't work on non-weapon-based damage types.
Flesh out Bite maneuver text.
Add combat log entries for the power beam.
destroyed -> destroyed_past, damaging -> damaged_present, destroying -> destroyed_present
Display proper combat text for orbital bombardment.
Fix 3000: Team skills don't always show the correct values
Add rulepacks for the remaining mortar type damages.
Rebalance new tale interest.
Allow miniguns to target empty ground.
Caravan request incidents now ask for only those resources which the player has or can get soon.

- Blight now spreads 50% faster

tynan why
 
Nope. Still on A17, except I forgot to turn updates off and am scared to open Steam without unplugging my modem first.
 
How often does the game throw two large event at you at the same time? Cause i got a mech assembler and siege event within 6 hour of each other. The position was great tho, assembler right in the siege camp, so 1 shot triggered each other. :D
 
New Update.

Updated to 0.18.1717! This is now a non-dev build, so performance should be a lot better.

Please keep all feedback coming!

Raw changelog:

Player content update.
Language data update.
Made ship much easier to build.
Remove badly-written death messages for non-pawn targets.
Fix: Combat log resolution errors when animals use bite attacks against non-pawns.
Add grammar resolver debug output for custom rules.
Fix: Scythers tend to use melee weapon tools instead of blades.
Use appropriate utility function to determine awakeness.
Fix: Sleeping targets are considered mobile by the combat system.
Fix: Greedy buff and debuff activated at the same time
Reduced all gun production research project research costs by 30%.
Fix 3162: AI Ship can spawn on tiles that normally can't be built on
Add map generator debug run.
Increased research speed by 10%.
Move research costs into the ship reactor.
Fix: Healer mech serum prioritizes missing rib over brain injury.
Fix: Token names that were never renamed properly.
Fix 3159: Possible naming error in RulePackDef_Transitions
Fix 3158: Megasloth1258011 started 10 jobs in one tick. newJob=WaitDowned (Job_5242720)
Added forced traits to Kena 'Kena' Réveil.
Fix: Doctors don't tend to wild men.
Fix: When a single battle log entry fails to generate it causes a continuous error spam.
Fix 3155: Chemical interest may start full-on psychite binges
Removed logging hack from GrammarResolver.
Tuned resurrection serum.
Fix: CompAnimalInsanityPulser can send a message about enraged animals even if there are none.
Fix: Simple helmts automatically build themselves out of uranium and silver and other inappropriate materials.
Fix: You can build floors on marshy soil.
Fix: RunWild mental break doesn't send any letter.
Changed IEDs research description.
Fixed some power bugs.
Made sure fire can't attach to things without CompAttachBase.
Swamps are now auto-choosable.
Fix: -quicktest can sometimes cause errors.
Added more info to patch operation failed errors so it's easier to see which one failed.
Changed double bedroll description to make it clear that cloth isn't necessary and to match the single bedroll description.
Fix: PrisonCell thought typo.
Fix: ThoughtDef.Label doesn't handle stage labels properly.
Fix: Spread blight debug command is visible even if dev mode is off.
Fix: Entering the escape ship with all your pawns and with enemies on the map will result in the ship being torn down.
Small changes to PatchOperationFindMod behavior.
Add command for mortars to remove their current shell.
Fix: Several creature types are significantly overvalued in terms of combat power.
Reduce cost of advanced components.
 
Now we just need to wait on the mods to catch up. I could essentially use the old mod files as a reference and make my own versions that work with 18, but that's far too much work. I did it for one with the unstable build and that was enough.
 



Hey, is the deadman's apparel check new or is this a mod I added and forgot about?
 
Uh.
Sorry, why do you have 3 coolers in one room? Do they work faster together or something?
Not exactly. Each individual cooler can only remove n amount of heat: If the weather is really hot and the room is too large or not sufficiently insulated, the temperature can climb upwards despite the cooler working full-time. To cool an 11x11 storeroom down enough to make a good walk-in freezer (I aim for -20o​C) you need at least two if the walls are stone and the local climate is mild, more during a heatwave.
 
I've had it since A17, but since I have over fifty mods installed I'm afraid I don't have a clue either.
 
I have 23 mods active, but the only option I have is allow non-deadman's apparel. No option for deadman's apparel.

So... Maybe a mod? Unless one of my mods removed it for some reason and it's actually in vanilla.
 
I can't wait for Psychology to be fully updated. I can't play my Meguca colony without that.

They are all gay, all gay i swear! Except Sayaka. She is bi.
 
I can't wait for Psychology to be fully updated. I can't play my Meguca colony without that.

They are all gay, all gay i swear! Except Sayaka. She is bi.

You don't even need Psychology, you can just set in the scenario editor for everyone to have a 100% chance to be gay. That's how all the cannibal and psychopath runs are possible anyway.
 
But Sayaka can't love girls because Hitomi said so!
Anyway i prefer to wait for Psychology. Kind of my main mod for a new game.
 
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