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Friday Fun Thread for October 21, 2022

Be advised; this thread is not for serious in depth discussion of weighty topics (we have a link for that), this thread is not for anything Culture War related. This thread is for Fun. You got jokes? Share 'em. You got silly questions? Ask 'em.

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RimWorld dropped a new DLC today, Biotech. Who is playing it?

I tried this game for the first time last weekend, how do you keep everyone from dying the first time a wild animal attacks?

You start with two guns which is plenty for early animal attacks. Make sure to have one colonist who has good shooting skill (more than one is better). And out of your starter three, definitely only have one (at most) who is incapable of violence. On your two best shooty colonists, give them the guns. When you get the notification that an animal is attacking, immediately draft those two colonists and position them so that they will be able to shoot at the animal as it charges your base. You might need to engage in some fisticuffs when the animal closes the gap, but you should be able to at least wound it before it gets into melee with you. Then make sure your colonists get to a bed to rest (you might need to mess with their work priorities to get them to do that), and have your person with the best medical skill treat their injuries.

Another good low-tech solution is a spike trap killbox. Make a maze-like pathway out of walls (preferably granite as they are the sturdiest), and line the whole thing with spike traps. Animals that try to get to you will go through the trapped pathway, and the traps will fuck them up. Do note that you have to have your base kind of walled off for this to work, though. And human enemies will often be smart enough to try to destroy your walls instead of dealing with the trap maze. But it can be a ridiculously effective defensive technique even so.

Also, it's pretty normal to be overwhelmed by the various things that can go wrong in early playthroughs. Each time I first played the game I'd get to a point where I was fucked, try to figure out what I should've done to prevent that, and made sure to cover those bases in the future.

Medical skill to treat wounds, kiting the opponents (or using the run-n-gun mod to skip that), building an early killbox, using the scenario editor to start with cataract armor and a monosword.

One thing you can do is stand in the doorway, running inside when the animals get close and opening the door to take potshots when they wander off.

Pick starter colonists who can actually fight.

I'm still waiting for my list of 200 mods to update, which is actually just an excuse on my part to not lose dozens of hours of free time by getting back into the game.

Yo. Also playing all the other expansions for the first time as well. Haven't gotten to any of the fun gene modding stuff yet, but I did have fun making an ideology which values supremacy, human supremacy, and body modification.