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

I'm starting to dislike this random conversation topic generator. Some things work better when they're abstracted.
 
I'm just waiting for Combat Extended to update.

Speaking of which, how y'all enjoying the new gear? Plate, flak jacket, charge lance, etc.

I'll need to rethink my hall death of traps. Let's try some IEDs this time.
 
Infestations don't spawn under -17 degrees Celsius. It's actually entirely possible to create your entire base in subzero temperatures as long as you have good muffalo clothes though they will have a permanent "Slept in the cold" mood thought.

Alternatively, disable them in the scenario editor.
 

Flat maps are boring, although I haven't played in a desert map yet, I may have to try that.

arm your people with explosives, it kills a lot of them at once.

I usually use shotguns, though grenades should work. Tried molotov's once, that was a huge mistake. My base turned into a volcano.

Infestations don't spawn under -17 degrees Celsius. It's actually entirely possible to create your entire base in subzero temperatures as long as you have good muffalo clothes though they will have a permanent "Slept in the cold" mood thought.

Alternatively, disable them in the scenario editor.

Might try the subzero idea, might work. I like the challenge they provide, however the new tunneling mechanic really bit me in the ass in my last game when they poped up in my infirmary after a raid and over half my colonists were recovering.
 
Is there a way to copy over a mod load order from one instance of Rimworld to another? I have all the mods working on my laptop and I want to transfer the load order to another machine.
 
Is there a way to copy over a mod load order from one instance of Rimworld to another? I have all the mods working on my laptop and I want to transfer the load order to another machine.

Just go to your mods folder and copypaste everything except Core (assuming you did it manuallly and not via workshop). Mod load order, screenshot it first and tick one by one.
 
Having a really irritating time setting up a mod list for 19.

For some stupid reason I keep getting a debug window on startup filled with errors even when I have no mods loaded. And prepare carefully always refuses to initialize even when it's the only mod I have on.
 
So managed to get the game working again.

Gotta love how even the wildlife hanging around the colony on their own can make for interesting stories.

This pack of scary giant spiders show up one week, but they ended up getting their asses kicked by Elephants and Slimegirls.
 
Nice. I'm guessing that's from "What the Hack?": Saw it in the workshop but haven't tested it out yet. And what are those workshops in the room with it, and that weird thing next to the chess tables?

The red table is making upgrades to install on the mechanoids. The one across is is actually hacking the mechanoid.

The green tower thingy is a psychic emanator, which is an artefact that gives a default +5 mood boost in a large radius. Can only be found in quests. It's in vanilla.

Having the Sparkling World quests mod means I have like 4 of them around the base.
 
Okay, I don't know what just happened, but Hugslib appears to be pitching a fit: Rimworld output log published using HugsLib

I've downloaded a few mods from the Steam workshop since I last played the game, but I haven't activated any of them. I have literally no idea what might have changed.

If you're having issues with mods, head to the Rimworld discord via link in the Ludeon forums. Lots of helpful people there! Go to troubleshooting specifically.
 
So I am not too sure on the exact number of mods I have in my B19 game currently, however my game takes over 12 minutes to load..... I may have a problem.:oops:
 
So I am not too sure on the exact number of mods I have in my B19 game currently, however my game takes over 12 minutes to load..... I may have a problem.:oops:
Could be worse my game takes over an hour to load then crashes after half an hour due to running out of ram, I really wish tynan would shift to 64 bit so that wouldnt happen.
 
I'm thinking about doing a challenge where I set up as a bunch of pacifistic monks living in a mountain valley with only turret defense, traps and animals etc, for defense. Maybe with exception of one or two pawns with melee as ceremonial guards or something. Basically the whole deal of these monks are rejecting the violent nature of the Rim, and wish to make peace with all on the planet as super hippies.
 
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