Back to this again.
:sigh:
Back to this again.
:sigh:
Hm. That list still works.
I’ll be starting another new colony after all; ended up disabling those winemakers and another race with an associated morphing xenotype which I don’t care for.
One of those xenotypes came in with that group of escaped slaves; her two forms, which appear to swap at random, have wildly different stats.
I can play again!
This list can handle more factions for some reason. So, I’ve added more factions.
Somehow missed these guys:
All those ESCP mods require this:
heh, I’m starting to feel like Rimworld is in some sense a mod management game with a colony sim minigame to keep you busy between tweaking mods.
Depends on the number of mods. ISTM most don’t venture far beyond Vanilla Expanded whereas I currently run with a total of 1103.
Heh. I think I figured out what was going wrong there: something at the spawn point was blocking my lone android’s mini solar panels. Apparently the game didn’t know what to do with them all so it gave up.
BTW: the opening “war never changes” dialog in FCP not only overrides all other scenario staring dialogs but also breaks the scenario editor. The author has said that the next version will address this but who knows when that will be.
If it’s not disappearing rock, it’s disappearing ore.
If it’s not disappearing ore, it’s terrain inexplicably changing from natural to man-made. Which cannot be removed.
New colony spawned with so much perishable food that I had to build a tractor beam thing to quickly move the stuff from a temporary walk-in freezer to the permanent one.
Now I’m wondering if one of those can be used to quickly load a shuttle in preparation for leaving an encounter map.
I also ran a ludicrously long modlist, but I used a mod manager and never had any issues (except for one mod I downloaded that was in Beta and caused performance issues)
I’ve been using RimPy and RimSort but run into issues, anyway; moreso with the latter than the former.
Game just crashed while trying to train a synthetic animal so it’s time to start a new colony again.
Just noticed another city builder released toward the end of February. Sort of like Banished on a mountainside.
Now I’m seeing graphics glitches.
Remember Microsoft’s bouncing cards? Like that but the trail direction moves with the camera and the entire screen is involved, including the menu. There’s no end; only thing to do is back out to the main menu and reload.
The glitch has hit twice so far; lost one colony when it hit before I could save.
Here’s a somewhat amusing AI-powered expansion for Interaction Bubbles:
Which has submods:
Is there a just-the-essentials Rimworld Medieval collection?
Go Medieval finally came out and the reviews are soft. A Rimworld Medieval mod seemed like it might be fun, especially as a big fan of the tribal start. There are so many collections to choose from and the popular ones seem to get carried away with mods.
Something crashed my current colony, I guess during autosave. Which also crashes when attempting to load.
Went back one autosave and all rock other than marble is gone. Fortunately, there was hardly any rock on the map to begin with and we settled in some ruins which have a shitload of stuff left by the previous occupants. Including something like 20,000 units of assorted stone blocks.
That Interaction Bubbles expansion is an interesting concept but it requires either a connection to an LLM site or a local LLM generator. Seems to me that the external connection is too unreliable and I have no idea how to go local.
Colony still going with no significant issues.
We just entered winter and there is plenty of food left behind by the previous occupants, plus what was brought back from encounter maps.
Took in three Nivarians as noted in the Quests section there. Those people are quite unusual; they have their own research table (which consumes resources) and their furniture self-assembles after the the proper research and enough materials have been delivered. Two of the Nivarians decided to hook up and a Nivarian frost-drake recently wandered in; we’ve been trying to tame him.
Checked on all the cryptosleep caskets on the map after getting the hospital established. One occupant was still alive and non-hostile; she decided to stay with us after her rescue.
A small contingent of royals wanted to visit for a few days. I couldn’t figure out what I was doing wrong with the leader’s prospective bedroom so had to refuse. As far as I could tell, all requirements as described were met but the option to accept remained greyed out.