RimWorld the sci-fi colony sim Catch-All

omni wrote:

It's also the bar by which I measure pretty much every other Early Access title. Other than Factorio, nothing else has come close.

That is Nuclear Throne my dude and it ain't even close.

I was super happy with The Long Dark's march through EA.

Same for Kerbal Space Program.

Sorry, I maybe should have prefix that with "IMO"

Neither TLD or Nuclear Throne are really my style of game, I don't think. I did get Kerbal, most it takes too much brain power for me to figure out, and that's mostly what I'm short of by the time I sit down to game.

1.0 release is tomorrow! \o/

I know there isn't some massive all singing content addition compared to b19, but it's been such a long, fun journey to ride along, I'm glad it's reaching a conclusion (but sad in some other ways). There are a few QoL mods that i got used to using, that didn't quite make it into the full base game, so I'll probably wait for those to be updated for final release version before having a first 'post release' play through.

Woo!

Yeah, I'm super-stoked for 1.0.

But as you said, it takes time for the Workshop mods to catch up. So I'll likely dive in when the bulk of my list gets updated*.

* I absolutely can't play the game anymore without the super-fly walking animations.

Price has increased, to $35.

Also, Launch Trailer:

Great trailer.

It'll be strange to see actual reviews start dropping for this game.

Can't wait.

Wow, that was awesome.

I'll add it to the big pile of games that I want to play but lack time for. It's one of the few games I've bought during EA (Nov 2013 in this case). I've played through a couple of times, but not in the past few months.

Keep an eye out for Kelly Hrdina appearing in your games.

I bought this a few months back but came to my senses and got a refund when I realised I had so much to play at the time that I'd be better served waiting for a Christmas sale and a smaller backlog. Fingers crossed on both counts because I'm still super interested. I don't think it's ever been on sale but it has to happen eventually... right?

It's worth the $35, truly, at least if you like this kind of game. It looks like Prison Architect, but IMO it plays far better.

Like omni, I think this is one of the better early access games I've bought. I've mostly stopped doing EA at all, preferring to wait for finished titles, but Rimworld has been solid throughout.

Oddly, I actually liked the game a little better a few revs ago. The whole caravan thing and the new final assault thing... I'm not fond of either change. The caravans just seem entirely unnecessary, extraneous, and that final assault has me worried enough in my current playthrough that I haven't even started the ship yet, when normally I'd be about finished. Those last few features have felt like the dev looking for something to throw in because the game didn't feel finished yet, rather than something that organically should have been there all the way along, but he hadn't gotten around to. I think I'd have preferred more effort into special events for the basic game, personally.

But, regardless, it's a damn fine title and well worth your gaming dollar. And it's extremely moddable, so anything you don't like can almost certainly be changed.

kergguz wrote:

I bought this a few months back but came to my senses and got a refund when I realised I had so much to play at the time that I'd be better served waiting for a Christmas sale and a smaller backlog. Fingers crossed on both counts because I'm still super interested. I don't think it's ever been on sale but it has to happen eventually... right?

Define eventually. The dev has stated in the past that he won't put it on sale, ever. Ever is a long time, though, but certainly not in the next 3-5 years.

kergguz wrote:

I bought this a few months back but came to my senses and got a refund when I realised I had so much to play at the time that I'd be better served waiting for a Christmas sale and a smaller backlog. Fingers crossed on both counts because I'm still super interested. I don't think it's ever been on sale but it has to happen eventually... right?

Just uh, just buy Oxygen Not Included.

Sure, he might not put it on sale, but other sites surely will if they have some keys in stock. Just a quick glance and already I see humble are selling it for less than steam (although still more than it was available for yesterday).

In any case, I'm in no rush. It looks great, but then Oxygen Not Included is also great, scratches a similar itch and I already own that and could play it. In the meantime I will have to enjoy it vicariously through you guys!

Looks like it's time for me to give this a try. I played about 2 hours 2 years ago - so I don't really have more than a vague idea what to expect.

Malor, ditto on the concerns about creating an 'End Game Event'. That's not how I play the game. I'm not even looking for there to be an end, other than me getting bored of playing that colony, and starting a new one/taking a break. Likewise as you mentioned, it's fully moddable, so no doubt soon enough, you can tailor things to exactly what you want.

I don't even really pay attention to the caravan aspect, or multiple bases, or.. or.. or..

I prefer to just have a rough start, an official in-game version of the Solo Nothing start, naked Brutality, is exactly where I'm at. Will maybe give it until the start of next week, see which of my preferred mods have been updated, and then crack open another DisasterTown and watch the stories unfold.

The "Naked Brutality" option is a hoot. One pawn, no tools or resources. My first colony lasted all of five minutes and was brought to an end by a manhunter chinchilla.

It instantly became my favourite scenario.

I haven't played it in a very long time. What are some recommended mods? Mostly QoL ones.

It's a bit subjective and personal choice, but I'm going to start a new 1.0 Naked brutality in a mo, with the following mods:

HugsLib - A base mod that other mods rely upon. Has to be early in load order, but sticking it at the top, I've never had any other load order issues.

Allow Tool - Easier to let you forbid/allow item types. Also adds a 'haul urgently' command, and work task, so if you want you can have certain pawns that will drop everything to haul that thing for you, if you want.

Medical Tab - makes it easier to increase/lower the quality of medicine used per pawn - I tend to use herbal medicine for minor issues, but if someone is in danger of dying, I can quickly bump up the treatment level.

Hospitality - This isn't just a QoL thing. It makes it so visitors and traders to your colony want to sleep and eat there, rather than just hang about outside for ages. They'll rate your hospitality which will increase or decrease your standing with them, and the may even leave gifts. May not be for everyone

I've used the above previously, and the below I'm going to use for the first time

Xeva's Rimhair - More hair styles, why not.

Facial Stuff - Mentioned by Aaron more than once, so gotta give this a shot.

RimFridge - There can be times when pawns 'eat without a table' because they can't be bothered walking the distance from the main foodstore to the dining area. Annoying. So I'm going to try and plonk little fridges down.

More Vanilla Turrets - I like the idea of having pawn-controlled turrets. These might prove to be too useful, so I may end up disablig this one.

I guess a lot of people use Prepare Carefully, so they can customise their starting pawns before starting the game. Going for naked Brutality, however, the whole idea is that it's a challengeing start...

The one mod I'm presently using is MadSkills, which makes skills work more how I think they should. You can gain or lose points within a skill level, but you can't lose the level from lack of practice/degradation. Once you're an L14 researcher, you'll be one permanently.

If I were writing it myself, I'd allow a loss of one or maybe two levels from the peak the character had ever reached, but the infinite-degradation-back-to-10 thing I don't agree with. In my version, once you hit 20 skill, you'd never be able to drop below 18. You could get rusty, but in the timeframe that this game deals with, you couldn't lose that much knowledge.

But I didn't see a setting for that in this mod, so I configure it to not allow level loss at all.

edit: I'd also like to track down a cooking mod so that cooks could do more meals at a time. It takes a fairly ludicrous amount of labor to feed ten people. There was a mod during the betas that let you cook four meals at a time (at the cost of four times as many ingredients), so the labor and hauling times were reasonably efficient. But I haven't found an updated version of that mod.

My first official game of Rimworld is underway. I decided to go with Phoebe on medium difficulty. I just accepted the 3 default colonists rather than look at the reserves.

Nix is my workhorse. She’s me dr, animal handler, hunter, grower, plant cutter, smith, tailor, crafter, cleaner.

Queenie is my builder, hauler, researcher and backup cook.

Danger is a pain in the butt because he refuses to do any ‘dumb labor’. He is also incapable of caring and being social. He is my cook, miner and artist. I also realized he has an alcohol problem (didn’t even know I had any) when he walked off his cooking job at a time when I really needed food.

I started off by building a barracks with 3 beds, a torch lamp and wood stove. Nix and Queenie both want private bedrooms but that would have to wait. Then I built a storage shed and sang bag area. I needed a lot of wood, so I started chopping trees. My rations wouldn’t last forever so I planted some rice.

After a while I figured there had to be a way to plant some trees to keep the wood supply going and found the research item. That prompted me to built my workshop with research, butcher, sculpture, stone cutter and tailor tables. Hunting brought in some needed food.

To help with happiness i added a horseshoe pit and chess table, but I don’t think anyone has played chess even though they are intellectual. My barracks was also fitted with a table and chairs to make eating more pleasant. A dresser helped make the barracks a little more pleasant. I noticed that the heat was making my people less happy, so passive coolers were installed. Danger doesn’t do much, but his art significantly boosted the barracks and my workshop.

Nix really wanted a private bedroom, so I built one with it’s own art, cooler, dresser and shelves. She also got my first custom floor instead of walking on dirt.

During this time I had a couple invasions by a single person which were pretty easy to handle. Nix and Queenie are both decent with guns. Danger guards them with his knife in case the enemy gets close.

My biggest hurdle was food, because my builder (Queenie) didn’t have a high enough skill to build a refrigerator. I just couldn’t get ahead. I had to get her building some more floors and such just to get her skill up. It took a while. Then I ran out of steel. I found an old wall to salvage some from along with some compacted steal to mine. Finally I was able to build a winder generator and cooler to keep my food cold. It was sporadic, so I needed to research batteries to get a more reliable power supply.

Colder weather was coming so I got some cotton planted, hoping I could use it for warmer clothing. I also had some animal skins and furs from hunting. In her spare time, Nix started making jackets and parkas. I also added potatoes as another source of food.

It is now the 13th of Septober. I made it through a cold snap that saw sub 0 temps. It has since hit the 50s again. I wish I had hunted more of the large buffalo things that showed up because I didn’t realize they would leave. I’ve found some smaller animals to hunt but they just don’t bring in the food the big guys do.

I’m having a pretty good time with this. It is a bit more open ended than games I typically play. I tend to like things with more concrete objectives. It’s why I never stick that long with games like SimCity. But I am interested to see where this game goes. I doubt I will start a second right away though.

I'm approaching winter number 2 and my colony has gotten into a bit of a rut. For a while I had a 4th colony member - a guy I saved from pursuers, but he had a drug problem and died when he couldn't get what he needed. So with my 3 people, I've got plenty of food and power, keeping the living spaces at a good temperature, food frozen. Once in a while 1 raider attacks me.

I don't get a lot of research time in as 1 of my 3 people doesn't do much. The other two need to do a lot of chores. So, working towards the end game is slow going.

Now there is some type of nuclear rain, but I'm letting my people run around like usual because I'm not too concerned if they die and I'm not exactly sure how to handle this. Maybe I should have connected the bedrooms, kitchen, freezer and workshops with covered hallways so they could stay indoors. I think I then could have defined an area for the indoors and limited access to that area. Is this correct?

I've done a couple missions where I travel via caravan. I was nervous to at first because I didn't want anyone to die but they went OK.

I'm playing Phoebie on medium. Is there something I'm missing to make my game more interesting? Slave traders went through earlier, but I didn't want to buy a slave. It didn't seem right. Do things get more interesting with more colonists? Then I could research more.

Phoebie is deliberate 'chill', with only rare random occurrences, which, by also playing on medium, isn't going to be much, probably.

But talking about getting towards the 'end game' with 3 colonists? That's pretty far of the mark as far as my experiences go. It's not uncommon to end up with 20+ in a colony, and have massive raids to deal with, both by humans, and AI.

Nuclear Rain could just be a random event that will eventually pass. I also don't bother with slaves - buying or selling. It could just be, that on Chillax, you're not getting enough/big enough raids in order to capture prisoners and try to recruits them, waiting for other random events of crashed escape pods or chased escapees, yeah, that'll really slow down your hiring process. I think most of my pawns come from captured raiders, I also sometimes still try and recruit pawns that aren't all that great, but could do maybe one thing, freeing up a better pawn to do other stuff. Chances of everyone surviving for the entire game are practically zero, so I don't worry too much about them dragging down the colony or not pulling their weight - just put the out first during fights

You can change Storyteller and difficulty mid-game though, so it sounds like you maybe just went for a bit too relaxed for an initial play through, to actually keep things interesting for you. Personally, I rarely venture away from Classic Cassandra, and just raise/lower the difficulty as I see fit.

My first and only game that created the ship and left the colony only had 6 or 7 people. Maybe I just had a good balance? This was also back in alpha 14 or something. I have seen screenshots and stuff of people with 20+ colonists and that just doesn't sound fun.

Maybe I'll switch to Cassandra and see how that goes. Worse thing that can happen is everyone dies

Yeah, the good thing is you can adjust difficulty (AI storyteller and General diff) up or down and back again mid-game without disrupting your save.

robc wrote:

Maybe I'll switch to Cassandra and see how that goes. Worse thing that can happen is everyone dies :-)

I've had colonies where the pawns were so bad that was the best thing that could happen

But talking about getting towards the 'end game' with 3 colonists? That's pretty far of the mark as far as my experiences go. It's not uncommon to end up with 20+ in a colony, and have massive raids to deal with, both by humans, and AI.

I think 8 colonists is the most I've ever had, and I won several times during the betas.

Yep, it's entirely feasible, maybe even easier. It depends if you're actually aiming for the rocket launch or just having a massive colony. I tend to border between 10 and 15 on late game runs, but I have far more colonies that I dont play to completion, that dont get up that high.

I just hit my 25th colony wipe in Naked Brutality. That game mode is no joke. It's probably not helping that I'm cranking the world heat up and setting the colonist up in a harsh biome.

I think the furthest progress I've made is one harvest of rice and a couple of deadfall traps. That colony died from a combination heat stroke and food poisoning (crappy cook).

I think I'm going to back off the heat and try a colony in a more hospitable biome to see if I can make this work.