What are you playing?

Excerpt from smartest kitten EVAR's diary, ink still wet:
"Hour 15: Mother's milk just isn't doing it for me any more."
"Hour 20: Figured out how to use shiny metal paw-shaped gizmo to remove metal heads from beverage containers."
"Hour 21: Tummy feels weird, hard to stand on all four legs, good thing I can still write."
"Horu 22: hed hurtz so thstry"

--Patrick
 
So I've been playing the Nar Shaddaa Nightlife event in SWTOR and won a new shirt. I was tired of Master Ranos' silly looking robes, so I put them on her.

Either they didn't think this through, or they figured this would be the probably result.

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Oh, and H'rrao, my Cathar Vanguard Trooper, finally got a complete set of Remnant Dreadguard Trooper Armor. It's actually pretty wicked looking.

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Poor Zero. We hardly knew him. Brave, though.
If my character mysteriously loses ... parts ... you all know who to blame, and it will not be me for trying to install a cybernetic version of those parts.

And I'm noting this was not the first procedure I bungled, so maybe they should stop letting me do things.
 

GasBandit

Staff member
Halforums - Rimworld Edition - THE FINAL CHAPTER

11 Decembruary - Two bulk goods trade caravans and a sapper raid arrive simultaneously. The caravans replenish much needed medical supplies and steel, and the sappers are driven into chaos with mortars, then easily dispatched without injury to the defenders once the wall comes down.

12 Dec - it is discovered that Tinwhistler's legendary sword got mixed in with the crap the raiders were carrying and got smelted down with the rest. Aaaggh. Dave begins work on a new one. Hopefully Tin will have a new hand by the time it is done.

13 Dec - It is Dave's 64th birthday! He gets a new character stat - Frail. This means he has a 30% penalty to speed in just about everything.

14 Dec - Dei installs a bionic liver in one of the cats, whose own liver was pretty much shot.

15 Dec - Tinwhistler finishes work on a charge rifle so excellent it is a work of art. The art depicts himself slicing a Scyther mechanoid to death. Pretty rad.

1 Aprimay, 5511 - Null rings in the new year by insulting GasBandit, and getting his own bell rung pretty harshly. At least he's able to walk to the infirmary instead of having to be carried. Squidleybits finishes her first masterwork sculpture - it depicts Zero and Shego gettin' it on. Well, look who taught her to sculpt... Next she'll be making sculptures of herself making sculptures.

4 Apr - Dave finishes work on the replacement sword. It isn't QUITE as awesome as the one that got melted, but it's pretty excellent. Tin is still missing his right hand, however.

6 Apr - Man-hunting Rhinoceroses? You gotta be kidding me. Several make it past the sentries and attack the populace. Minor injuries are incurred, half of which are friendly fire. Well, lots of meat is harvested, at least.

9 Apr - Dirona is caught at the edge of a lightning strike and suffers burns. CeltZ fixes her up good as new. Another cat gets a bionic liver.

14 Apr - Zero insults Terrik in the hayfields. The two go at it, until Zero is knocked out. Both are really beat to hell and back though. Terrik decides to hide in his room for a couple days rather than go to the infirmary, delaying his convalescence.

2 Jugust - First day out of the hospital, Terrik picks a fight with DocSeverin. Fortunately it doesn't go on very long and the injuries are not as serious. A heat wave begins. The mountain storage areas are once again infested with giant bugs. Doc is still laid up in the infirmary when the insects break out. Despite everyone else being in formation, the bugs overwhelm the militia.
Pictured: The beginning of the end


2 Jugust, cotd - Zero bleeds out where he falls. Dei is dragged into the surf by an insect and bitten to death. Even among the colonists the civilians are able to rescue, infection runs rampant. Terrik regains his feet, staggers toward the infirmary, pitches over and dies halfway there. GasBandit bleeds out in his bed waiting for treatment. Dave dies despite treatment. Innumerable cats perish.

4 Jugust - in the chaos of the ongoing struggle with the giant insects, a psychic ship part crashes in the area. Nobody is able to deal with it. Ashburner goes berserk with grief over the death of his grandson, Terrik. He violently takes out his anguish on wounded cats. Kags obliviously wanders into the insect zone and is cut up badly. She is rescued, but the wounds are infected.

5 Jugust - the tunneling of the insects in the storage area causes a cave-in. Unfortunately, no bugs are harmed. AshburnerX, still berserk, attacks Tinwhistler, who knocks him out. Shego takes it upon herself to attack the bugs again, hoping to lure them into the turrets, but is downed. Tinwhistler is ambushed by the agitated hive, and taken down. The enraged bugs start tearing apart wind turbines and other local construction. Eriol dies of infection. Squidley tries to rescue Shego and is downed. The bodies of the first victims start to rot, as nobody has been able to construct graves for them yet. Null suffers a mental break and goes into a dazed wander. Shego and Tinwhistler die of blood loss. CeltZ is doing the best she can with herbs, as the proper medical supplies have long since been exhausted. The Psychic ship chunk emits a psionic blast that drives everyone even deeper into panic, anger, and hopelessness. Dirona has her own emotional collapse and goes on a beer bender. This proves to be fatal, because the beer is stored near the insect zone, and they've already tunneled in through the walls - she is cut down and bleeds out. Kags wanders out of her room in a feverish daze and is brought low by chitin and mandible. The insects break open Pez, Pat, and and Ravenpoe's sarcophagi, baring their bones to the elements.

6 Jugust - Insects break into the infirmary. The patients there are helpless, but the bugs seem more intent on destroying equipment. CeltZ gets on the radio and begs the neighbors for help. The nearby settlements send military aid. The grief of losing GasBandit drives Emrys berserk. She tries to beat up a chicken, and loses. The military aid arrives to find Emrys and CeltZ both berserk. They attack their would-be saviors viciously, and the neighbors open fire. CeltZ is killed, and Emrys knocked out.
Pictured: CeltZ, her burdens forever lifted.


7 Jugust - The fight between the assisting neighbors and the insects causes massive destruction and fires break out. DocSeverin dies of blood loss. Null can't take the pressure and goes for a drink, and shares Dirona's fate. The insects drive off the assisting forces. Squidley gets bitten down. Ashburner bleeds out in a medical bed.
Pictured: The insect hive in the storage room grows inexorably larger.


8 Jugust - The only one left alive is Emrys, and her mind has broken. She starts a fistfight with an Ibex and beats it to death. She then starts a fistfight with a boomalope and loses. Beaten into unconsciousness, she dies of starvation 4 days later.
Pictured: Do not assault the exploding animals, please.


The compound is deserted, but for the ever increasing numbers of giant insectoids. The story ends here, with the ruins of the colony becoming a monumental ant mound.


Let that be a lesson - do not dig to greedily, or too deep - not even just for extra storage space.
 
The compound is deserted, but for the ever increasing numbers of giant insectoids. The story ends here, with the ruins of the colony becoming a monumental ant mound. Let that be a lesson - do not dig to greedily, or too deep - not even just for extra storage space.
pcwk9.jpg
 
Hatoful Boyfriend

It's...meh? I don't know what I was expecting, but I guess I was expecting something more engaging. Certainly to warrant the high praise. The bird gimmick gets old fast, so I was just left with a dating sim. And...people really play those? I don't see the appeal. Anyway, I refunded this.

Max: The Curse of Brotherhood

This, on the other hand, is a charming platformer. It's not too difficult, but it's incredibly well-made. It's a rare good example of what a developer can do the Unity engine when it's not a shitty asset flip.
 

GasBandit

Staff member
Sooo to give the Darkest Dungeon DLC more time for balancing, I started another Rimworld game.

Sole "rich" explorer, again, named after myself, again. But with a twist - I threw in some more mods, the most important of which is Zombie Apocalypse. So there will be zombie raids on my town, and anyone bitten by a zombie will sicken and die, and turn into a zombie.

But that's not what made me decide to make this post.

Got an escape pod. Notification on it goes: "Escape pod: Relationship"

Oh? Someone I'm related to landed in the same place? What a coincidence.

Relationship: "GasBandit's lover"

Oh, how sweet! Apparently my lover from back on the glitterworld followed me out into the boonies to...

"Name: Emmy"
"Designation: Sex Slave"



I uh... so I have a sex slave, do I?

Well, she's here, so all I can do is treat her nice, right? So I build a double bed, rescue her, use some glitterworld medicine to patch up her injuries...

And she doesn't join the colony. Soon as she's able to walk, she shakily gets out of bed and limps out the door and starts to head for the horizon.

Let me get this straight. You'd rather go out into the night. Alone. Unarmed. Naked. Seriously wounded. During a zombie apocalypse. Than stay with me. After travelling god knows how many decades in a sleeper ship to get here... you are basically just going to crawl out into the hills to die.



So.. what was I supposed to do? I grabbed my pulse rifle and "arrested" her, turned the bedroom into a prison, and made sure she stayed in bed to heal. Naturally, I also set her prisoner options to get the best food and medicine, and to be recruited ASAP. I confined her to that room until she agreed to join the colony.

Stop looking at me like that.

I DON'T HAVE A SEX SLAVE.

... do I?



OH SHIT
 
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I made a RimWorld game with my family. My daughter is basically Dr Doolittle while also making very strange art. I've more or less locked my husband in a room and set him to research forever. My son just runs around shooting animals and providing food.
 

GasBandit

Staff member
I made a RimWorld game with my family. My daughter is basically Dr Doolittle while also making very strange art. I've more or less locked my husband in a room and set him to research forever. My son just runs around shooting animals and providing food.
You'll know your daughter is a true great master artist when she creates a masterpiece sculpture of herself creating a masterpiece sculpture.
 
In real life, my daughter was really mad that I got her dog killed, and yelled at me for letting animals follow her and then die.

In game life, her dog bravely threw herself in front her owner, as a giant Megasloth became enraged that anyone dare try to tame it.

And then, the feels.

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GasBandit

Staff member
Wow, you pissed off a Megasloth? I've never had a megasloth counterattack, even when I shot at it for hours.

Also DEFECTION RISK? Ha ha ha holy shit, I had to actually look that up, that's another thing I've never experienced!
 

figmentPez

Staff member
One of my old friends messaged me on Steam the other day to gift me Inside and Abzu because he had codes from Humble Bundles and saw those games on my wishlist. I had almost bought Abzu myself, and Inside has held my eye for a while, but hasn't even hit 50%-off yet. (Interestingly, I also had Limbo gifted to me, way back.)

If I weren't already in the middle of playing so many other games, I'd start on those. Hopefully I'll get to them soon.
 

GasBandit

Staff member
So here's the list of mods I'm using in my Rimworld game. The vast majority of them are QOL and balance improvements, and the ones that add new items do so in a balanced way.

I've added a few for my latest playthrough.
1) Efficient Light http://steamcommunity.com/sharedfiles/filedetails/?id=727862986
Changes lamps from using the ridiculous vanilla 75w to a more reasonable 25w

2) Cheaper Components http://steamcommunity.com/sharedfiles/filedetails/?id=725488168
Reduces the amount of steel needed to machine a component to 10, and reduces the work time to a less idiotic amount.

3) Organized Research Tab http://steamcommunity.com/sharedfiles/filedetails/?id=882641145
Makes it easier to see what you need to research to get what.

4) Stack Merger http://steamcommunity.com/sharedfiles/filedetails/?id=857164561
Adds a super low-priority task to the "hauling" job that causes hauling pawns to consolidate stacks of items if possible. How this was not in vanilla, I'll never understand.

5) Rimfridge http://steamcommunity.com/sharedfiles/filedetails/?id=933372949
Introduces new buildable Refrigerators (that unlock by researching coolers) that act as 1 or 2 space frozen storage zones. A must have, imo. Great for the kitchen, so your cook isn't constantly running back and forth to your walk-in freezer.

6) Extended Traits http://steamcommunity.com/sharedfiles/filedetails/?id=930207055
More traits for people to be generated with, both good and bad. Makes for even more variety in newcomers.

7) Prepare Carefully http://steamcommunity.com/sharedfiles/filedetails/?id=930207055
Lets you customize your starting colonists and their equipment. Optionally uses a "points" system so that you can do so while arguably not "cheating" so long as you balance out the points before and after (IE start with less money but have better stats, etc)

8) Trading Spot http://steamcommunity.com/sharedfiles/filedetails/?id=948572545
Lets you pick the spot that trade caravans gather when they arrive. Again, how this was not in vanilla... what, they just watched the caravaneers just slam all your bedroom doors all night and thought "yep this is how this is supposed to work?"

9) AllowDeadMan'sApparel http://steamcommunity.com/sharedfiles/filedetails/?id=879105471
Storage areas already have a checkbox for "Allow Non-Deadman's apparel," this adds the other one - specifically so it can be UNCHECKED to disallow deadman's clothing. Makes everything less infuriating when organizing clothing.

10) Change Dresser http://steamcommunity.com/sharedfiles/filedetails/?id=878965937
Adds "dresser" and "mirror" furniture that can be used to store clothing and alter the appearance of your pawn's hair/body and recolor their hair/clothes. Be advised, though, clothing in a dresser won't show up for sale to caravans and trade ships.

11) Where's the Gravel? http://steamcommunity.com/sharedfiles/filedetails/?id=892937516
Changes the color of gravel tiles so they can actually be distinguished at a glance from regular soil. Important, given that gravel has lower fertility and will cause plants to grow slower.

12) RT Fuse http://steamcommunity.com/sharedfiles/filedetails/?id=892937516
Creates "Makeshift Fuse" and "Circuit breaker" buildables that must be researched individually (researching fuses requires already having electricity researched, researching circuit breakers requires fuses and the multiwhatsit addon for the high tech research bench) that, when attached to your electrical grid, will each mitigate 3000w (3 batteries) worth of damage in a "Bzzt..." event. They don't prevent the event, they simply lower the power of the explosion (or eliminate it if you have enough), and the batteries will still all completely discharge their stored power. The fuse must be repaired with a component after each use, but the circuit breaker just needs to be toggled back on by a pawn to reset it.

13) A Dog Said... http://steamcommunity.com/sharedfiles/filedetails/?id=746425621
Enables surgical options for animals that mirror (or perhaps in some areas exceed) those available for humans, as well as introduces animal-specific prosthetics and bionics. Now you can put limbs back on those poor animals that can't move because they lost all their limbs!

New mods start here ->

14) HugsLib http://steamcommunity.com/sharedfiles/filedetails/?id=746425621
While not altering the game itself, this mod is required for many of the mods listed below.

15) See Deep Ores http://steamcommunity.com/sharedfiles/filedetails/?id=949894479
Allows you to determine the identity of the ores revealed by the deep scanner without having to build a drill on them only to disassemble the drill and waste materials when it turns out that it's something you don't want.

16) Allow Tool http://steamcommunity.com/sharedfiles/filedetails/?id=761421485
Adds functionality to the toolbar to more easily get what you want done. For example, mark items as urgently needing hauling without having to micromanage pawns, automatically mine all adjacent connected resources of the same type you click on, etc.

17) Set-up Camp http://steamcommunity.com/sharedfiles/filedetails/?id=932951772
Allows caravans to stop and camp at will, creating small (75-90) size maps for them to rest, hunt, reorganize, etc. Camps are temporary and their map is deleted when the last pawn leaves (unless you set the "permanent camps" option).

18) Refugee Stats http://steamcommunity.com/sharedfiles/filedetails/?id=935262269
Gives you a small preview of the configuration of the refugee asking for shelter, so you are in a better position to decide whether you want them or not. No more "Thanks for defending me from those pirates, by the way, I don't haul, cook, clean, research, or craft and also I'm incapable of violence. Good to be aboard!"

19) Balanced Neutroamine Production http://steamcommunity.com/sharedfiles/filedetails/?id=903253578
Allows you to grow and refine your own Neutroamine (which is required for drug/medicine manufacturing) instead of having to buy it from merchants at exorbitant prices. Neutroleaf is even harder to farm than Devilstrand (requires skill 12 to sow), and refining it into Neutroamine requires research that prereqs drug manufacturing research.

20) Simple Sidearms http://steamcommunity.com/sharedfiles/filedetails/?id=927155256
Allows pawns to carry more than one weapon, IE, a gun and a melee weapon. When their opponent closes the distance, they will automatically switch to the melee weapon (since meleeing with a ranged weapon counts as punching) and switch back automatically when appropriate.

21) AC-Enhanced Crafting http://steamcommunity.com/sharedfiles/filedetails/?id=927155256
Gives you finer controls over bills added to workstations. Lets you limit specifically by colonist name, rename the bill, etc.

22) JTReplaceWalls http://steamcommunity.com/sharedfiles/filedetails/?id=936562361
Lets you replace an existing wall with another kind of wall, skipping the disassemble-existing-wall step.

23) Hardworking Animals http://steamcommunity.com/sharedfiles/filedetails/?id=933324235
Makes animals who are trained to haul things do it more often, instead of occasionally when the mood strikes them. This is balanced out by increasing the training level of "haul" from 7 to 9.

24) SS Damage Indicators http://steamcommunity.com/sharedfiles/filedetails/?id=942369931
Damage motes (little numbers will briefly appear and float up then disappear for how much damage was done on an attack, also calls out melee misses).

25) Headgear Frame http://steamcommunity.com/sharedfiles/filedetails/?id=942369931
Alters the way wearing hats works so that pawns' hair is still seen below the hat (assuming the hairstyle is long enough for that to be realistic) and pawns graphically "remove" (but still have) their hats to sleep in bed.

26) Heat Map http://steamcommunity.com/sharedfiles/filedetails/?id=947972722
Adds a toggleable overlay that depicts room temperatures by color, with green being 20c, and it going up to red or down to blue from there.

27) Better workbench management http://steamcommunity.com/sharedfiles/filedetails/?id=947972722
Lets you tell your bills to be more picky about counting what you have, IE, "make shirts until you have 10" can be changed to "until you have 10 of normal quality or better," etc

28) Zombie Apocalypse http://steamcommunity.com/sharedfiles/filedetails/?id=937683051
You will periodically be attacked by small, medium, or large groups of zombies. Zombies move at walking speed and only melee, but any human they bite will sicken and die within 24 hours (unless bitten on an extremity that you immediately amputate), and rise again as a zombie.

29) Packed Lunch http://steamcommunity.com/sharedfiles/filedetails/?id=926660910
Adds an item called "packed lunch" which can be made at kitchens, that basically lets you put a meal in a sack for people to carry with them instead of regular meals on trays. Eating a packed lunch with no table does not invoke the "ate without table" mood debuff, so it's good for travelling or performing tasks far away from your dining room. Lunches must be packed 1 by 1, still rot in 3 days like regular meals, and the job of packing a lunch takes about twice as much time as it did to cook the meal in the first place.

30) [SS]Lovely Hair Style http://steamcommunity.com/sharedfiles/filedetails/?id=817996020
Anime-looking hairstyle options for female pawns.

31) My Cute Ear http://steamcommunity.com/sharedfiles/filedetails/?id=931408176
Even more anime-looking hairstyle options for female pawns, including rainbow-colored "Mary Sue" hair and hair with "animal ears."
 
Rimworld

Strick, the bravest little racoon.

Shortly after starting a new colony after getting tired of my many blunders in my first, a racoon self tamed and joined us. I was in the process of trying to tame a grizzly so I kinda forgot about him to be honest.

Fast forward a season or so later and we're getting attacked by pirates wielding shivs. This rabid little champion darts out of nowhere and goes for the pirate's throat getting his left eye cut out and nose cut off in the process. Still he soldiers on.

Another raid and he loses his left front paw and right rear one. At this point one of the colonists Barry takes a shine to the little scrapper and while healing him names him Strick.

Suddenly, a volatile boomalope is enraged and charges the camp, barreling toward our food stuffs. Luckily we manage to catch it outside of the main camp but, as the name implies, it goes boom starting a small fire that threatens to spread to our crops. While 3 of my 5 colonists ignore the blaze and another decides this is the best time to butcher the thing's corpse (he's ascared of fire and won't firefight at all.), Strict charges in and, in a valiant is misguided attempt to be the hero the colony has all come to know he is, manages to burn basically everything else that is still attached to him.

strick.jpg


His pain level is listed as extreme.

1 - SRdDfad.gif
 
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Ones I'm using that you aren't:

Rumours And Deception (This is where the defection risk comes from): http://steamcommunity.com/sharedfiles/filedetails/?id=796643425

Have you ever wondered why your colonists don't talk about each other? Did no-one wonder about sending that shifty cannibal Alex to bury the dead? How come Ray likes the abrasive psycho that beat up her friend, just because she's never been insulted directly? And why is no-one ever apologetic about anything they've done?

If you want more social complexity, or just plain gossip and intrigue in your stories, then look no further! Rumours and Deception adds several new colonist social interactions, traits and thoughts that largely focus on people talking about people.

Hospitality: http://steamcommunity.com/sharedfiles/filedetails/?id=753498552

Have you been wondering what the point of visiting factions is? Look no further, this mod is the answer.

- Convince visitors to join your faction!
- Increase faction relationships!
- Treat visitors well by providing them with rooms, guest beds and joy activities!
- Sell junk by placing it in their zone!
- Rescued characters can decide to join you!
- Joining wanderers or refugees are firstly selected from related / well-known characters!
 

GasBandit

Staff member
Ones I'm using that you aren't:

Rumours And Deception (This is where the defection risk comes from): http://steamcommunity.com/sharedfiles/filedetails/?id=796643425

Have you ever wondered why your colonists don't talk about each other? Did no-one wonder about sending that shifty cannibal Alex to bury the dead? How come Ray likes the abrasive psycho that beat up her friend, just because she's never been insulted directly? And why is no-one ever apologetic about anything they've done?

If you want more social complexity, or just plain gossip and intrigue in your stories, then look no further! Rumours and Deception adds several new colonist social interactions, traits and thoughts that largely focus on people talking about people.

Hospitality: http://steamcommunity.com/sharedfiles/filedetails/?id=753498552

Have you been wondering what the point of visiting factions is? Look no further, this mod is the answer.

- Convince visitors to join your faction!
- Increase faction relationships!
- Treat visitors well by providing them with rooms, guest beds and joy activities!
- Sell junk by placing it in their zone!
- Rescued characters can decide to join you!
- Joining wanderers or refugees are firstly selected from related / well-known characters!
I thought about using the hospitality mod, but I want to say, I think there was another mod I was using that said it directly conflicted with the hospitality mod. Ah well.
 
I thought about using the hospitality mod, but I want to say, I think there was another mod I was using that said it directly conflicted with the hospitality mod. Ah well.
I do recommend Rumours and Deception if you want to make another HF game. :p
 
And have to chart all those social interactions?! It's go at a snail's pace!

Besides, I think everybody's had enough of that.

... haven't they?
You're aware that your various playthroughs are the only way some of us poor peons can still see gameplay and/or can read stuff to keep their sanity while at work, right?

MOAR!
 

GasBandit

Staff member
You could just do it for your own amusement.
In my mind, without it being a "show," that crosses a line from putting on a show to just being creepy and obsessive. Or, maybe I just don't want to be Dark Helmet alone in his room playing with his dolls :p[DOUBLEPOST=1498491613,1498491523][/DOUBLEPOST]
You're aware that your various playthroughs are the only way some of us poor peons can still see gameplay and/or can read stuff to keep their sanity while at work, right?

MOAR!
Anyway, you'll have another story soon enough :p Won't be long before I start the Crimson Court playthrough of Darkest Dungeon... and from what I hear, there's going to be MUCH more death than before. The crimson curse sounds punishingly unfair.
 
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