Rimworld

Tuco

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Yep. And when you're feeling complete in the next round - you'll have learned more, and will restart again. Ultimately trying to perfect the base. lol
Felt good in Factorio to get to a point where my base was basically perfect.

Only took some 1200 hours.

 
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Daidraco

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Felt good in Factorio to get to a point where my base was basically perfect.

Only took some 1200 hours.


Well gah'damn Tuco. I didnt know you sounded like Jim Raynor. You get royalties from that?
 

Tuco

I got Tuco'd!
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Well gah'damn Tuco. I didnt know you sounded like Jim Raynor. You get royalties from that?
Not only do I not get royalties, about 100 different Starcraft unit responses have lived in my head rent free for decades.

JACKED UP AND GOOD TO GO
 
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Tuco

I got Tuco'd!
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Hour 1 of returning to the workforce after playing Rimworld all Christmas break like a degenerate. I wonder how my colony is doing...
 
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Tuco

I got Tuco'd!
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My new base is taking shape.... Lots of chests to move.

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mkopec

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I always liked watching people play this game. In fact I watched a few 100+ episode play through from Rhadamant from Twitch on Youtube. Hes got some sweet modded RP ones and Its pretty entertaining, but when I tried to play this game I fucking hated it. Something with the micro management BS I hate. But Like I said, Ill watch someone else play it all day long, lol.

 
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Tuco

I got Tuco'd!
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I always liked watching people play this game. In fact I watched a few 100+ episode play through from Rhadamant from Twitch on Youtube. Hes got some sweet modded RP ones and Its pretty entertaining, but when I tried to play this game I fucking hated it. Something with the micro management BS I hate. But Like I said, Ill watch someone else play it all day long, lol.


Rimworld is definitely in that weird zone between automation and micromanaging. I remember reading that Tynan says the target colonist count is around 15? So larger and more productive colonies start to require more effort to micromanage. With some mods like Colony Manager, setting colonist priorities and configuring containers it works better, but there's still some modding that doesn't exist to automate other stuff.

Biggest thing I wished it had was a way to select containers to sell stuff to traders passing by. Kenshi has that and it's nice.
 

General Antony

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I played it some, it's real fucking autistic. Beginning is fun when you have a small colony but then your supposed to manage 1000s and make armies and shit i usually just peace out when that happens.

Also it had some dumb ass research where you could lock yourself out of being able to progress if you picked the wrong stuff first.

Resources were very constrained. A map usually has 1 or 2 things that you're supposed to specialize in and then trade for everything else. Feels bad when trying to learn the game that you're locked out of a lot.

There's a demo on the store page just try it.
 
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Tuco

I got Tuco'd!
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I played it some, it's real fucking autistic. Beginning is fun when you have a small colony but then your supposed to manage 1000s and make armies and shit i usually just peace out when that happens.

Also it had some dumb ass research where you could lock yourself out of being able to progress if you picked the wrong stuff first.

Resources were very constrained. A map usually has 1 or 2 things that you're supposed to specialize in and then trade for everything else. Feels bad when trying to learn the game that you're locked out of a lot.

There's a demo on the store page just try it.
Real fucking autistic you say... Might be worth a look then.
 
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General Antony

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One of the interesting things it encourages is having pops work and live away from the core of the colony. It's a lot more efficient to house a fisherman near a lake Athens edge of the map and then have a hauler collect the resources to bring back to the majority. The services available to that one guy will be lower and he'll be less happy but it will allow you to support more people overall than wasting time running everyone across the map for things.

But it's a lot of autism.