I'd like to buy direct from the devs since they'll get a bigger cut but before I do, are there any (worthwhile) mods that are Workshop exclusive or is everything released on their site as well?
Huge turn off of this game, it is tedious as heck. It is like I am dealing with my moody students, except their survival doesn't depend on it.
They are all moody as heck. It is like they do not know they are trying to survive. I make wood floors and walls. Put lights, a bed and flowers. A big lit area for production tables and some joy. I cook food, but it is ignored. So I resulted in a ton of strawberries. Do you need meat for fine meals? That slowed everything down as even butcher table next to corpses they do not butcher even if the only thing under work is selected is Cook/Hunt.
They all go crazy in less then a week.
Huge turn off of this game, it is tedious as heck. It is like I am dealing with my moody students, except their survival doesn't depend on it.
Honestly I don't find it very hard to keep people happy. Check the Needs tab, what exactly is pushing their mood down? Colonists don't go berserk for no reason. There are a lot of things like shared bedrooms, cold bedrooms, disturbed sleep, lack of tables, etc that can stack up and cause a big hit. All of those are easily fixable.
You can get a pretty easy free mood boost by placing dining chairs in front of the production tables, which boosts their comfort levels to the point where it improves their mood. Also make sure they have a wide variety of joy activities to do, as the effectiveness of a particular activity will be reduced the more a colonist is forced to do it.
edit: Sorry, saw that this was already addressed further up.
For someone who doesn't play these games, whats the natural progession of learning how to play?
Can I learn everything in-game and through forums? Does it have a good tutorial system?
when your cook is incapable of violent, he wount butcher animals.They are all moody as heck. It is like they do not know they are trying to survive. I make wood floors and walls. Put lights, a bed and flowers. A big lit area for production tables and some joy. I cook food, but it is ignored. So I resulted in a ton of strawberries. Do you need meat for fine meals? That slowed everything down as even butcher table next to corpses they do not butcher even if the only thing under work is selected is Cook/Hunt.
They all go crazy in less then a week.
Huge turn off of this game, it is tedious as heck. It is like I am dealing with my moody students, except their survival doesn't depend on it.
Well, I think I can safely say there's nowhere to go but up after my first game. I started out with three colonists and a tame fox, paused the game and went through the steps the game lays out, setting out a room with a few beds, a stockpile and a farm area, and assigning the two weapons I had to the two of my three colonists with the best firearms ability. I also notice that there's some kind of walled-off room on my map and think "hey, I should have a look inside!", so I also queue up a block to be demolished from one of the walls so I can get in there and hopefully find some goodies. When I unpause, one of my settlers starts moving everything to the stockpile, another one just wanders around aimlessly, and the third starts digging their way into the secret room, looking forward to the treasures that might await.
On the plus side, the room had five ancient cryo tubes in it, presumably containing people who would have greatly enlarged my fledgeling community. Unfortunately, it also included a pair of thousand-year-old killer robots, who proceeded to murder all three of my colonists and my pet fox in quick succession.
Total in-game time spent: about two minutes
Lesson learnt: stay clear of walled-off rooms unless you're packing some serious heat
Watch a few early parts of Let's Plays, and guides as well, on YouTube. There are extremely useful for getting a grasp on the basics and why stuff might not be happening as expectedSpent a few hours on an easy mode, figuring out the basics. It can be frustrating wondering why something is or isn't happening, but I'm assuming it's just a result of the game's depth and complexity. I'm currently not sure what I'm doing wrong with basic construction resources (wood, steel). My guys seem to leave useful things lying around for ages, and then suddenly pick half of it up at once. I don't know why mining steel doesn't mean they pick it up for me to use. Or why mining sandstone doesn't mean I have it available as flooring. Probably there's another process of refinement needed, but the game isn't giving me any pointers. I think it doesn't help I only have one person out of five who's inclined to haul. I'm going to take most other jobs away from that guy and see what happens. Considering how obtuse the game is for beginners, the time I've given it and the basic skills I've developed speak to the game's power of attraction.
Spent a few hours on an easy mode, figuring out the basics. It can be frustrating wondering why something is or isn't happening, but I'm assuming it's just a result of the game's depth and complexity. I'm currently not sure what I'm doing wrong with basic construction resources (wood, steel). My guys seem to leave useful things lying around for ages, and then suddenly pick half of it up at once. I don't know why mining steel doesn't mean they pick it up for me to use. Or why mining sandstone doesn't mean I have it available as flooring. Probably there's another process of refinement needed, but the game isn't giving me any pointers. I think it doesn't help I only have one person out of five who's inclined to haul. I'm going to take most other jobs away from that guy and see what happens. Considering how obtuse the game is for beginners, the time I've given it and the basic skills I've developed speak to the game's power of attraction.
im sure everyone that purhcased the game so far will also get a steam key.
But if you want to be sure, just wait 8 more hours.
I'm really starting to love this game now that I've got a rudimentary grasp of the mechanics. It makes gameplay sessions feel more deliberate & focused.
Though I do think I messed up my walk-in food freezer setup though. I noticed that since my common room with dining table was on the opposite side of my compound, my lazy colonists were just eating their meals in the actual cooler where the prepared meals are stored. They would go on to get mood debuffs because they didn't eat at a table. So I figured I'd created another common room adjacent to the freezer/storage area.
Took some fiddling around, where I first had a simple door connecting the two rooms. That didn't work as the freezer room kept losing cool air with people tromping back and forth, leaving the separating door open more often than not. (But hey, at least they're now sitting at the table to eat.) Then I did a redesign creating another one of those vacuum hallways. It should work in theory, but in spite of this my cooler room is still hovering well above freezing temp., putting my entire food supply in jeopardy.
I think I'm going to install a second AC unit in the room and see if that helps. If not I might have to just wall off my 2nd common room and relocate it somewhere else close to the food storage area.
Other than that, things are going well. I think it's cause I'm playing on Baby Mode (Chillax @ Base Builder difficulty).
- mining is mining. Hauling away the mined materials is hauling.
- materials are in your inventory when they are within a stockpile. materials that just have been mined lie on the ground outside of a stockpile. so they dont show up in the inventory. But if items on the map are not forbidden (which things youve mined arent by default), pawns will use them to constuct even if they are not in your stockpile.
- Stoneschunks you mined first need to be manufactured into stone blocks. That is done at the stonecutting workbench. For this you need to research stonecutting first.
- in the early game you should have at least 1 person determined to hauling. Set manual priorities and have him hauling at 1, everthing else higher (besides firefighting, and maybe bed rest). So he always hauls if there is something to haul. consider making hauling-first colonists as you see needed.
- same goes for a cleaner. HAve someone whos first and foremost job is to clean your base. This doesnt seem too important, but it plays a huge role in the happiness of your colonists. Its the least important job in the automatic order. so it only gets done when everything else allready is and nothing left to do. but it is done very quickly and eliminates a mood debuff for a very low cost that can be crucial especially early on and in harsh biomes where certain debuffs will be neccessary for a long time.
also yeah, beer is helpfull if your colonists are constantly on the edge of snapping. With beer they oftenly decide to get drunk. They are binging on alcohol and are not productive and cant be controled manually, but at least they are not wandering arround in a daze dropping all their stuff or attacking your colonists. They most they can do is passing out at the table dropping their gun.
your freezer problems can be several things.
when you are about to open such rooms theres usually a message that informs you about your colonist feeling an ancient danger. thats how you know not to open that room until you are properly prepared.
Yeah, I got the message, but to be honest it just kind of increased my curiosity (and with the game having only just started I didn't have much to lose).
My second game is going a lot better, with zero killer robots this time. One problem I'm having is that I've built a stonecutter's table, I have people assigned to the correct job for it, and I have a load of granite and limestone lying around the place, but I can't create bills on the stonecutter's table to build stone blocks. When I click the create bill button it just makes a noise but nothing happens. Anyone got any ideas of what I'm doing wrong?
sorry, im at a loss here.. stonecutter table only has one bill that should say "make stone blocks" and that isnt tied to any requierments that i know of.
that honestly sounds like a bug. maybe try restarting the game and see what happens.
are you playing with mods? If, try to disable and see if that makes it available. then it is some thing with one of the mods.
The tribe's resident warrior has been mauled by a rabbit. There is little hope for survival.
I can't see this changing in the final game. Suceeding despite the useless hand you've been dealt is kinda the entire point of the game.
If you think vanilla Rimworld is bad, realistic research mod pack + toxic fallout is a nightmare you can never escape.
Are there any mods that allow you to customize your colonists like you could in Dwarf Fortress?
Nah, this thing can be easily tweaked. There's no reason why getting denied by the a potential mate should stack 5 times. Just control the AI a bit better so when they get denied, they don't
Also, there's no support for colonists that go mental. They have the arrest feature, so why not chain up this mental dude into a room? They do it in real life. There has to be something that can medicate mental diseases.
+2 Comfortable Bed
+4 Well Fed
-4 Saw a funny shaped rock
-8 Stubbed a toe
-16 Firefly got canceled
-25 Loved one died...18 years ago
-7 Room has corners
-11 Floor isn't made of diamonds
+2 Comfortable Bed
+4 Well Fed
-4 Saw a funny shaped rock
-8 Stubbed a toe
-16 Firefly got canceled
-25 Loved one died...18 years ago
-7 Room has corners
-11 Floor isn't made of diamonds
You forgot about the loved one part
-15 Friend died
-10 Somebody died
lol
sorry, im at a loss here.. stonecutter table only has one bill that should say "make stone blocks" and that isnt tied to any requierments that i know of.
that honestly sounds like a bug. maybe try restarting the game and see what happens.
are you playing with mods? If, try to disable and see if that makes it available. then it is some thing with one of the mods.
I played a few years ago before they had weather, etc. Did the gameplay change much since then? I'll probably wait until it's 1.0 aka out of early access to play again but I was just wondering if there's anything significant to how the game evolves since then. For me it was like Civilization. I played 3-4 times then felt like I had experienced the core gameplay enough.
Thanks for the tips earlier in the thread about changing the priorities to manual and weight them yourself. Having someone set to cleaner has let me avoid some of the problems I was having with rampant sickness since the default has nobody cleaning unless you are letting everyone idle. I loaded some old save and the entire inside of my building was just wall to wall blood, go figure people are getting sick lol.