Did they make Hardworking Animals vanilla now or something?I'm annoyed that boars can't haul anymore, but Randy has been showering me with Huskies and Labs in my current game, so I'll allow it for now.
Not that I know.Did they make Hardworking Animals vanilla now or something?
So the HWA mod author deliberately made boars unable to haul?Not that I know.
You would rather my muffalos were getting struck by lightning?!Horsey, nooooooooooo!
I am also saddened by the lack of muffalo in this post.
Muffalooooooooooooooo
Perhaps you should be comforted. Any muffalo in a Randy Random game.... are gonna have a bad time.Horsey, nooooooooooo!
I am also saddened by the lack of muffalo in this post.
Muffalooooooooooooooo
Yeah, thatYou would rather my muffalos were getting struck by lightning?!
What? No! Just that they aren't there. You know, muffaloing around and stuff.You would rather my muffalos were getting struck by lightning?!
*and woolMuffalo are only good for food.
The RimWorld artists that create erotic statues out of butter. Obviously.Who uses milk in RimWorld?
And the Rimworld artists that create butter statues commemorating their own creation of a butter statue of two other colonists gettin' it on, natch.The RimWorld artists that create erotic statues out of butter. Obviously.
*And milk*and wool
The thing that Randy did last game that annoyed me was that I kept declining to help people fleeing from other factions, then he had something like 4 pacifist wanderers with one awesome trait and the rest shit join me over the course of the next season. And I'm too nice to just turn them into hats.Fuck Randy, that masochistic dick.
Depends on if, after the raid was squashed, are the robots still actively attacking you, or did they become complacent to sit?All right, RimWorlders. I have a question. Here's the lead-in.
I have a colony with (I believe) 10 people, two of which are not combat. I have a completely walled in base with one unfinished kill maze. At the south east side of my base is an ancient danger that I hadn't yet breached. So there was a raid. Sappers. Then this happened.
My question is, now that the bad things are loose, how would you deal with them? I have a few ideas, but want to hear yours.
Edit: And for some reason people typing in Twitch chat is not showing in OBS. Again.
Restrict your people from getting in their aggro range with zoning and finish your kill box.All right, RimWorlders. I have a question. Here's the lead-in.
I have a colony with (I believe) 10 people, two of which are not combat. I have a completely walled in base with one unfinished kill maze. At the south east side of my base is an ancient danger that I hadn't yet breached. So there was a raid. Sappers. Then this happened.
My question is, now that the bad things are loose, how would you deal with them? I have a few ideas, but want to hear yours.
Edit: And for some reason people typing in Twitch chat is not showing in OBS. Again.
1) Making the thing out of wood is pretty much what I started doing on mine.Speaking of the kill maze, I find that putting lots of rows of doors in every three squares lets you lay out traps throughout the maze without stepping on them yourself. Most of the time enemies will start to flee before they even get through. (I've also seen people make all the inside walls out of wood and roof it so they can block people in and set everything on fire as they try to flee, thus roasting them from overheating, but that's a bit much for me )
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