One insanely addictive game. Dwarf Fortress for the masses. Curious what mods people are using, I know we've got some players here. Anyone explored the overhaul mods yet? I know there's Cthulhu,...
One insanely addictive game. Dwarf Fortress for the masses.
Curious what mods people are using, I know we've got some players here. Anyone explored the overhaul mods yet? I know there's Cthulhu, Lord of the Rims, and a couple others. I spend most of my time modding trying to find mods that have a good balance factor and add depth to the gameplay. The entire VGP collection, M-13's Power, Fertile Fields for terraforming, RIMkea for furniture, Expanded Roofing just to deal with thick roofs. I'm still looking for a good joy-objects mod.
Balancing out higher tech tiers is a bit trickier. Glittertech isn't bad, adds some deadly new enemies to spice things up. Sparking Worlds is pretty groovy but a bit OP. RIMsenal is my fav weapons pack since each set of weapon tech has its own research and manufacturing benches. RimWriter really fleshes out the library and lets you train skills, write journals. RBSE for medical/bionics. Hospitality and Prepare Carefully are a must for recruiting and tailoring your characters.
I have another 30 or so quality of life mods running as well (interface, new views/menus, etc).
Could I ask you to expand on that a little? I have kept a lazy eye on RimWorld for a while since the theme, setting and the mechanics interest me a great deal but to be honest the fact that the...
Dwarf Fortress for the masses.
Could I ask you to expand on that a little? I have kept a lazy eye on RimWorld for a while since the theme, setting and the mechanics interest me a great deal but to be honest the fact that the game tends to be mentioned together with Dwarf Fortress pushes me away quite hard.
Not that I don't like Dwarf Fortress. I actually deeply admire it. That said, I have tried to get into DF numerous times but it just doesn't seem so much like a game or a hobby than a lifestyle to me. I just can't put in the hours that it seems to need to stop being tedious or overwhelming. I keep marvelling at the things that the game apparently does, and I want to experience it, but life just gets in the way.
Is RimWorld more accessible? After saying that it is for the masses, you spend the rest of your comment talking about mods and balancing the game. This has me worried.
Luckily there are mods for that and for most 'annoying' things that automate the pain away. That one even lets you save your bills and load them in another new game later, so you only have to do...
(jobs) for workbenches cannot be easily copied to other workbenches
Luckily there are mods for that and for most 'annoying' things that automate the pain away. That one even lets you save your bills and load them in another new game later, so you only have to do them once.
I used BWM before beta 19, when I switched to Export agency. Frankly I like the linked jobs in BWM best, since changing one changes it on all benches. Export just lets you dump bills to a tag and...
I used BWM before beta 19, when I switched to Export agency. Frankly I like the linked jobs in BWM best, since changing one changes it on all benches. Export just lets you dump bills to a tag and the re-import the tag on new benches/saves, but it doesn't auto-update since there's no 'linked' jobs. I rarely refresh all my benches so I don't mind trading that linking for the ability to load bills from prior games in a new game.
Oh, and Export saves surgery bills too, which is quite a time saver - you can build operation templates.
It's a lot more accessible. It's like a sci-fi DF with decent graphics and more importantly, menus. The thing that mostly bugged me with DF wasn't the ascii graphics. What bothered me most was the...
It's a lot more accessible. It's like a sci-fi DF with decent graphics and more importantly, menus. The thing that mostly bugged me with DF wasn't the ascii graphics. What bothered me most was the menus and the ui, because those were just illogical. I could never really get in to it, even if I very much wanted to.
It's a whole different thing with Rimworld. The basic idea is the same; autonomous characters living by your instructions and rules, but the gameplay is just so much more easier, and more intuitive to get into for a first time player. It's not nearly as complex and comprehensive in the simulation aspect that Dwarf Fortress is, but hey, nothing else is either. It's a really great game in its own though.
Rimworld is a 'deep sim' - the entire game is built to be incredibly deep in the simulation aspects. This allows for a level of.... chaotic interactions and developments you rarely see in any...
Rimworld is a 'deep sim' - the entire game is built to be incredibly deep in the simulation aspects. This allows for a level of.... chaotic interactions and developments you rarely see in any game, in any genre. I think the launch trailer sells the storytelling results this brings very well. Every playthrough of this game will be radically different, forever - and that's before you even add the mods to the mix. That depth is the hallmark of dwarf fortress.
There is a micromanagement aspect to it that (thankfully) is nowhere near as painful as dwarf fortress. It's probably more than most people are used to seeing in titles like the Sims or Cities:Skylines. There will be a learning curve for new players. There are also a lot of interface mods that streamline things a great deal from the vanilla game, but it's best to play vanilla first unmodded so you grok of how it all works.
The mods I'm adding are mostly for content, not balance. The base game is rather brutally well balanced. A lot of people who make mods make them a little too cheat-mode for my taste, so I tend to stick to ones that maintain the core game's higher difficulty. The ones I listed do that well enough for me.
I used to be heavily into Dwarf Fortress, but I fell out after some of the changes, like removing all surface lava and making all underground lava lead to hell. Also the addition of barrows, which...
I used to be heavily into Dwarf Fortress, but I fell out after some of the changes, like removing all surface lava and making all underground lava lead to hell. Also the addition of barrows, which I could never get the hang of.
One insanely addictive game. Dwarf Fortress for the masses.
Curious what mods people are using, I know we've got some players here. Anyone explored the overhaul mods yet? I know there's Cthulhu, Lord of the Rims, and a couple others. I spend most of my time modding trying to find mods that have a good balance factor and add depth to the gameplay. The entire VGP collection, M-13's Power, Fertile Fields for terraforming, RIMkea for furniture, Expanded Roofing just to deal with thick roofs. I'm still looking for a good joy-objects mod.
Balancing out higher tech tiers is a bit trickier. Glittertech isn't bad, adds some deadly new enemies to spice things up. Sparking Worlds is pretty groovy but a bit OP. RIMsenal is my fav weapons pack since each set of weapon tech has its own research and manufacturing benches. RimWriter really fleshes out the library and lets you train skills, write journals. RBSE for medical/bionics. Hospitality and Prepare Carefully are a must for recruiting and tailoring your characters.
I have another 30 or so quality of life mods running as well (interface, new views/menus, etc).
Could I ask you to expand on that a little? I have kept a lazy eye on RimWorld for a while since the theme, setting and the mechanics interest me a great deal but to be honest the fact that the game tends to be mentioned together with Dwarf Fortress pushes me away quite hard.
Not that I don't like Dwarf Fortress. I actually deeply admire it. That said, I have tried to get into DF numerous times but it just doesn't seem so much like a game or a hobby than a lifestyle to me. I just can't put in the hours that it seems to need to stop being tedious or overwhelming. I keep marvelling at the things that the game apparently does, and I want to experience it, but life just gets in the way.
Is RimWorld more accessible? After saying that it is for the masses, you spend the rest of your comment talking about mods and balancing the game. This has me worried.
Luckily there are mods for that and for most 'annoying' things that automate the pain away. That one even lets you save your bills and load them in another new game later, so you only have to do them once.
I used BWM before beta 19, when I switched to Export agency. Frankly I like the linked jobs in BWM best, since changing one changes it on all benches. Export just lets you dump bills to a tag and the re-import the tag on new benches/saves, but it doesn't auto-update since there's no 'linked' jobs. I rarely refresh all my benches so I don't mind trading that linking for the ability to load bills from prior games in a new game.
Oh, and Export saves surgery bills too, which is quite a time saver - you can build operation templates.
It's a lot more accessible. It's like a sci-fi DF with decent graphics and more importantly, menus. The thing that mostly bugged me with DF wasn't the ascii graphics. What bothered me most was the menus and the ui, because those were just illogical. I could never really get in to it, even if I very much wanted to.
It's a whole different thing with Rimworld. The basic idea is the same; autonomous characters living by your instructions and rules, but the gameplay is just so much more easier, and more intuitive to get into for a first time player. It's not nearly as complex and comprehensive in the simulation aspect that Dwarf Fortress is, but hey, nothing else is either. It's a really great game in its own though.
edit. added and reformatted stuff
Rimworld is a 'deep sim' - the entire game is built to be incredibly deep in the simulation aspects. This allows for a level of.... chaotic interactions and developments you rarely see in any game, in any genre. I think the launch trailer sells the storytelling results this brings very well. Every playthrough of this game will be radically different, forever - and that's before you even add the mods to the mix. That depth is the hallmark of dwarf fortress.
There is a micromanagement aspect to it that (thankfully) is nowhere near as painful as dwarf fortress. It's probably more than most people are used to seeing in titles like the Sims or Cities:Skylines. There will be a learning curve for new players. There are also a lot of interface mods that streamline things a great deal from the vanilla game, but it's best to play vanilla first unmodded so you grok of how it all works.
The mods I'm adding are mostly for content, not balance. The base game is rather brutally well balanced. A lot of people who make mods make them a little too cheat-mode for my taste, so I tend to stick to ones that maintain the core game's higher difficulty. The ones I listed do that well enough for me.
I used to be heavily into Dwarf Fortress, but I fell out after some of the changes, like removing all surface lava and making all underground lava lead to hell. Also the addition of barrows, which I could never get the hang of.
That makes it sound like the game has bad UI/UX.
Rather like Skyrim and Witcher 3 did, with similar solutions.
I love this game. I remember buying it back in the Alpha days!