RimWorld the sci-fi colony sim Catch-All

Naked Brutality *really* depends on luck at the start. My current naked Brutality run is going well, up to 10 pawns now. But I tend to go for.. less harsh environments - i'm not crazy

my previous try ended abruptly when a tortoise i was hunting with a bow took revenge, and downed my one pawn. All I could do was watch him slowly bleed to death over 20 in-game hours.

I really like to find Mountainous plots, with both a road and a river, with at least 40/60 for growing period, and a special feature of caves. love the landscapes those maps produce, and the fun of visiting trading parties getting wiped out by bugs

I finally have a reasonably stable Naked Brutality colony going. It was *very* touch and go at the beginning.

The first new colonist I took on was being chased and I figured "no big deal." My founder was able to shoot a couple of arrows into the raider before he got too close and began to melee. One bonk on the noggin and my founder went down. I thought my new colonist could finish off the raider. Unfortunately, my new colonist was non-violent.

I got to watch my founder get hauled off screen by a raider who was going to bleed out in a couple of hours.

I had fun hiding from every threat until I was able to rescue someone who could fight.

Yep, wouldn't be the first time I've had to kite an enemy round and around a bear in the hope that they'd start fighting instead of going for my pawn

I wasn't sold on the new caravan/quest system until the naked brutality run I just finished.

A faction requested five sniper rifles for two resurrection serums, which was a heck of a deal. Because my colony was smack in the middle of some very mountainous terrain, I had to drop pod one of my pawn in with the rifles. He made the trade and then began his 20-odd day journey home.

During the reactor warm-up, one of my pawns caught a charge lance shot to the torso and died. Then another pawn decided went a little cray-cray and decided it would be a really good time to OD on go-juice.

That one trade literally saved a quarter of my colony.

IMAGE(https://steamcdn-a.akamaihd.net/steam/apps/1149640/header.jpg?t=1582547283)

https://store.steampowered.com/app/1...

Well this dropped straight out of nowhere.

Cool!

Today's also the day when the 1.1 major update Tenian announced--and made available on Steam's unstable Beta branch--last week is GA. Haven't messed with it yet because I currently playing a heavily modded 1.0 colony.

The update seems pretty massive with a good deal of new content and a lot of effort to make modding even easier and more seamless.

  • UI now looks sharp at UI scales over 1.0. Great for 4K monitors.
  • New Quests tab provides information about available, active, and historical quests.
  • Added a new data-driven quests generation and management system. This should make it straightforward for modders and us to add or change quests without programming.
  • UI now uses colored text to highlight important words like character names, places, and rewards.
  • Improved the mod management interface and code.
  • Mods now have a global package ID which lets them refer to each other.
  • Mods can now define other mods they must be loaded after or before. Added a tool to automatically sort the mod list.
  • Mods can now define other mods that they depend on. Shortcuts allow the player to easily download required mods.
  • Mods can now define other mods that they are incompatible with. The interface will warn players about incompatibilities.
  • Added loading screen tips. These are short bits of text helping the player understand an obscure aspect of the game. They’re displayed during loading.
  • Loading screen now displays present and active expansions and mods.
  • Added room stats gizmo, which displays the stats of the room containing a selected building, at a glance.
  • Added recon armor, a lighter variant of marine armor.
  • Added EMP launcher weapon. It fires EMP grenades a long distance.
  • Added smoke launcher weapon. It fires smoke grenades a long distance.
  • Added smoke grenadier enemy.
  • Added a planet population slider to the planet generation parameters.
  • Added animals: Bison, donkey, duck, goat, goose, guinea pig, horse, sheep, yak.
  • Added ‘tortured artist’ trait. The character has a permanent mood debuff, but gets art inspirations from low mood.
  • Added a bunch of new backstories across multiple categories.
  • Added heatstroke alert for colonists and tame animals.
  • Added taming inspiration, which makes the next tame attempt very likely to succeed.
  • Added fertility overlay, which shows terrain fertility in an easy-to-see way.
  • Added terrain affordance overlay, which shows where you can build what in an easy-to-see way.
  • Added barricades, which are like sandbags, but can be constructed of metal, wood, or stone. Changed sandbags to be constructed of textile stuff instead of steel.
  • Added an option to choose which kinds of letters pause the game.
  • Added recipes to burn entire stacks of drugs at once.
  • Added wooden hand and wooden foot.
  • Added a variety of new tribal backstories.
  • Added a letter to the player when a colonist is kidnapped, noting that there will be chances to get them back.
  • Added asexual trait.
  • Bisexual trait is no longer hidden.
  • Context menu now shows icons next to each option depending on what’s being chosen. E.g. When choosing a building material, see icons for the material. When choosing a drug to administer, see icons for the drugs. And so on.
  • Info cards can now include hyperlinks to other info cards. This is used in various places. For example, the info card for animals (and people) links to the type of meat and leather you can get from them. Info card for plants links to what you harvest from them. Info card for surgeries links to each ingredient. Info card for buildings links to the building materials. And so on.
  • Info card now visually displays the object being inspected.
  • Added weapon biocoding, which makes a weapon only usable by one individual.
  • For modders, added ModUpdating.txt, a file included with each version from now on with notes on what they might need to update to keep their mod working.
  • Added Greek language localzation created by some wonderful volunteers.
  • Added new Pikeman long-ranger mechanoid.
  • Generation of ancient ruins is much richer now. They will have far more interesting shapes.
  • Added new buildings: Column, large stele, grand stele, urn (ancient ruins only).

Anyone else playing with Save Our Ship 2? I discovered it a few weeks ago, and it's brilliant. It's like a whole extra game!

I'm no stranger to a crazy 100+ modlist, but that's not one that I recognise!

When I cycle back round for another Rimworld run, i'll definitely check it out!

Oddrune wrote:

Anyone else playing with Save Our Ship 2? I discovered it a few weeks ago, and it's brilliant. It's like a whole extra game!

I've seen playthroughs of it and it looks fantastic.

I need to finish my current colony and then I want to do a run through of a bunch of new mods and content the Vanilla Expanded crew put out. *Then* I want to do a SOS2 run through.

Let's see if this works. Here's a link to a Steam screenshot.

After getting several of my colonists injured during salvage operations, I decided to create a small gunship that I can use for close assault. Yes, you can move the small ship to another map without taking the main ship. It's brilliant.

:O

I captured a ship!

It messed me up pretty good though. Many injuries and a lot of hull damage. Most systems are okay, though I suffered some damage to the engines. Not pictured in that screenshot is the spinal laser cannon the enemy ship used to have. I was hoping to capture that too, but it was just too much for my shields. I had to destroy it before it destroyed me.

Their opening move was a volley of EMP torpedoes against my shield followed by a 38 strong boarding party. My little assault corvette was essential in repelling the boarders before they breached the hull. I like the way the opposing ships are on different maps. Capturing the ship means killing its crew, hacking its systems and moving the thing whole (well, sort of whole) to your map, where your pawns can take their time with it.

Anyway, time to break this hulk down for parts.

1.3 New features, and a new DLC!

https://store.steampowered.com/news/...

Only 2 days to go!

https://store.steampowered.com/news/...

Also, the dryads sound really awesome. Much, much excite from Omni.

And then Oscar throws down three new Vanilla Expanded faction (and gameplay) mods he and his team have been working on and asks which one they should finish first.

Checking in.

After months of skepticism, I bit the bullet and parted with my money. I wasn't sure about the game at first, but I'm slowly falling in love. Still very confused, still amazed at just how complex this thing is.

Despite the complexity, it's not terribly difficult to pick up. I feel comfortable setting up my colony up to food and research production, but get a little lost after that. I usually research batteries then build a wind turbine before something inevitably goes wrong and I don't know how to fix it.

Keen to keep plodding along!

A_Unicycle wrote:

After months of skepticism, I bit the bullet and parted with my money. I wasn't sure about the game at first, but I'm slowly falling in love. Still very confused, still amazed at just how complex this thing is.

Welcome aboard! I have 2k+ hours in this game and I'm still figuring things out! This is definitely one of those games that you learn by watching your carefully constructed colony destroyed by raiders and all the colonists you got invested in get murked in various ways.

Once you get tired of Vanilla you can start adding mods and move on the DLCs. The Rimworld modding community is absolutely amazing.

I just got the Ideology DLC today and even after all the hours I put in I can see the its going to add layers and layers to the game.

Welcome aboard! I have 2k+ hours in this game and I'm still figuring things out! This is definitely one of those games that you learn by watching your carefully constructed colony destroyed by raiders and all the colonists you got invested in get murked in various ways.

Very much so! While I watched a few initial guides, I was starting to get lost in the intricacies. I've learned so much more just watching what my colonists want to trying to figure it out. It's genuinely a fantastic learning curve.

For example, I didn't realise the pyromaniac trait would trigger above a colonist's "breaking point". I thought she was relatively happy, but had sunk down to around 50%. While I did research firefoam poppers in anticipation for her going on a burning spree, I wasn't able to place them due to my other colonists getting grumpy at my ugly decor...With those things contributing a whopping -25 to beauty.

Well, let's just say I made the wrong call. Beauty is nice, but having a colony that's not ash and coal is nicer.

I see you've learned why a lot of players will outright kill or banish pyromaniacs!

Let me know when one of your colonists has a mental break and decides that he's going to destroy that stack of vitally needed components or that mortar shell that you belatedly realize was next to a bunch of chemfuel.

.... how did I not know about this game.

OG_slinger wrote:

I see you've learned why a lot of players will outright kill or banish pyromaniacs!

Let me know when one of your colonists has a mental break and decides that he's going to destroy that stack of vitally needed components or that mortar shell that you belatedly realize was next to a bunch of chemfuel. ;-)

Oh absolutely LOL. I think I'll be re-rolling any pyromaniacs in the near future.

However, I really love the idea of just playing the hand you're delt. It's so interesting! I find the first 10 minutes or so a little bit of a slog, but once I get the game rolling, trying to juggle all the weird quirks my colonists have is fun

Unless there's a cascade of emergencies, I find pyromaniacs fairly manageable. Just draft someone to follow them around putting the fires out immediately. Then again I pause and micro manage a lot, otherwise that would be harder.

Giggling at your profile picture as you say that...

Little things like that I need to learn. It's throwing me off that I can't always just tell someone to do something immediately.

OG_slinger wrote:

I see you've learned why a lot of players will outright kill or banish pyromaniacs!

I think this PSA on the Seven Deadly Sins of Rimworld covers it well.

Slothful and Ugly are more annoying than actually problematic. No Dumb Labor is only problematic if you have too many (or if the pawn has no useful skills). With Royalty installed, some pawns even gain the 'no dumb labor' trait as they rise through the feudal ranks. Gourmand is worse, but at least it comes with an upside.

I don't suffer pyros or chemical fascination pawns though. They don't get invited to stay.

Anyway, I really like Rimworld. It's like Dwarf Fortress, but in Firefly's world with a real interface and strong modding community. My biggest complaint is that it's single-threaded, so it starts to bog down in advanced colonies.

Maybe I'll do a colony of all pyros. Refugees banished by you inhumane lot

A_Unicycle wrote:

Little things like that I need to learn. It's throwing me off that I can't always just tell someone to do something immediately.

That's where setting manual priorities really helps as well as some mods, specifically the Allow Tool, which lets you assign things to be urgently hauled.

Oddrune wrote:

Slothful and Ugly are more annoying than actually problematic. No Dumb Labor is only problematic if you have too many (or if the pawn has no useful skills). With Royalty installed, some pawns even gain the 'no dumb labor' trait as they rise through the feudal ranks. Gourmand is worse, but at least it comes with an upside.

I don't suffer pyros or chemical fascination pawns though. They don't get invited to stay.

The Uggies get aesthetic noses and the Annoying Voices get bionic jaws. I've never minded Gourmands because it's been a while since I had a colony that was scrapping by food-wise.

Pyros are either annoying or they break at the worst possible time and kill your colony.

I'm coming around on Chemical Fascination pawns. I've been running larger and larger colonies and booze and drugs are a requirement to keep everyone going, especially after big raids. Plus the Vanilla Brewing Expanded mod adds all sorts of party favors for your colonists to enjoy, some of which don't even destroy their kidneys. Hmm, now I think I need a Tropico colony that cranks out coffee and cigars...

It's all starting to click and this game has consumed me...

Now if only Randy would stop sending hoards of angry Yorkshire terriers at me!

Pretty brave going for Randy as a newcomer, but more power to you!

On the flip side, it's nice of him to provide some free food.

omni wrote:

Pretty brave going for Randy as a newcomer, but more power to you!

Randy's a meme lord.

To paraphrase The Terminator Cassandra can't be bargained with, can't be reasoned with, doesn't feel pity or remorse or fear, and she absolutely will not stop--ever--until your colony is dead.

omni wrote:

Pretty brave going for Randy as a newcomer, but more power to you!

On the flip side, it's nice of him to provide some free food.

I kept hearing how this was the right way to play, so I figured it was in the spirit of the game to do so! I did start my first few colonies with the first AI though

Anyway, 2 things!

1) When should I consider grabbing the DLC? I'm still poking around with the core systems so I'm not in a rush.

2) Started this colony at about 15 hours of play, I've been successfully not dying for 5 hours now!

I've had one death and hurredly bought a slave to fill their spot, but it turns out they are a pyromaniac so I've been trying to re-install a bunch of walls to be fireproof.

I know it's a bit hard to see from the pic, but any glaring faults or things I should do?

IMAGE(https://i.imgur.com/rPkc5gu.png)

Edit: I'm aware of the medical emergency and lack of food/medicine! Making moves toward fixing that! Mostly in the hydroponics. Winter wiped out my crops. Nasty cold snap and solar flare combo...