RimWorld the sci-fi colony sim Catch-All

Yeah I always run for the nearest mountain and dig my base into it. Only one entrance to defend that way.

UMOarsman wrote:

Just wanted to give a shout out to two mods I've enjoyed. One is called Colony Manager, which adds a "Manager" job similar to what's in Dwarf Fortress and allows you to set thresholds for certain gathering and crafting jobs. The "Manager" pawn will then assign tasks needed to build the items.

The other one (made by the same author) is Work Tab, which overhauls the Work tab to allow for sorting, bulk priority changes, and some other nice additions.

Just wanted to note that these appear to be really good mods.

I'm almost ready to start using them, but I still want to futz around with vanilla RimWorld before experimenting with the Workshop content.

Thanks much for the links!

b12n11w00t wrote:

Yeah I always run for the nearest mountain and dig my base into it. Only one entrance to defend that way.

Once my current colony dies off, I'm going to try this approach.

Just watch out for bugs nests

omni wrote:

Just watch out for bugs nests :)

Wait is that a thing? Did he really add a risk to mountain bases? That's hilarious.

Death by heatwave. The AC system was almost complete but my colonists starting collapsing one at a time. Of course then there was a raid for good measure

Kind of unfortunate that building underground doesn't give you some temperature regulation as I dug out most of my base.

On to the next.

I usually play in temperate hills biomes. With hills you get the best of both mountains (decent materials, somewhat defensible chokepoints) and plains (more land to spread out, good easy farming). Temperate means a goodly amount of trees for lumber and bushes for berries to jumpstart food production. I tried to mine out a colony into the side of a mountain in a much earlier build but digging out a colony takes a lot of time. By building on the surface (with a lot of trees around) I usually have a good base with 3 5x5 bedrooms, inside storage for perishable equipment, and the start of a kitchen by the end of the first day. The second day I can get power up and a fridge built. Third day is planting time: healroot first if I have a level 8 grower, then potatoes, then strawberries (if I have a level 5 grower). This is idealized of course, it never seems to work out quite like that, but usually things are up and running like I want them by day 4.

I find the game is really about managing colonists' moods. I try to really pay attention to what everyone's mood is and plan/take action accordingly. For instance, one reason I try to get a power system up before planting crops is so I can get some lights on inside to remove the "it's dark in here" mood malus.

b12n11w00t wrote:
omni wrote:

Just watch out for bugs nests :)

Wait is that a thing? Did he really add a risk to mountain bases? That's hilarious.

Yep, nasty things they are too, and their hives 'spawn in' as well, so it's not like they're there already and you discover them, apart from maybe in ancient ruins that you break into.

From the wiki:

Infestation
A bug hive has emerged! It will slowly spawn bugs as well as produce additional hives. If you don't want it to infest the whole area, muster your forces and destroy it. But beware - the bugs will defend their hive.
As of Alpha 14 (July 15th, 2016), hives must now be tended by insects, so if insects are all instantly killed by a turret wall, the hives will die out. Infestations are also easier to deal with and grow less exponentially and only appear deeper underground than usual.

b12n11w00t wrote:
omni wrote:

Just watch out for bugs nests :)

Wait is that a thing? Did he really add a risk to mountain bases? That's hilarious.

My best game involved a bugs nest. I had a pair of snipers with hunting (then sniper rifles) perpetually sitting in hallway nooks firing down at the bugs. They were perceptually unhappy (I think because they were inside in the dark firing a rifle all day). Eventually it got out of control and I devised a solution that I think many others used:

Spoiler:

I built a half dozen freezers and set them to super low. They all eventually froze to death. You can use this technique to farm the bugs (and their bug slime - which is edible) by freezing them to sleep then going in equipped for winter then raising the temps again.

The bug hives can get out of control pretty fast though so you need to prepare when deep mining.

Yeah I fought the bugs when they were first introduced but that was just a random on-field event, didn't know they could spawn in a mountain. That's awesome, also makes me a little wary about moving further in.

The mention above of "deep mining" brings up my only real gripe with the game - I wish there was a Z-axis to play with. I'm so used to delving deeply and greedily in DF that being limited to one level makes me feel... itchy.

I'm sure this will be a mod item eventually, and I'm not sure it's REALLY even needed. Just feels missing in my lizard brain.

Does everybody else get the "ominous" room on every map, that is full of cryo-sarcophaguses(sp?) and very high level enemies?

My second colony bit the dust on the 5th of Winter, Year 1.

A big pack of boars showed up and caught me completely unawares. Man, they are fast. I got two colonists of four back safely inside, and rescued one of the two incapacitated outside. But for several days the boars wandered outside the base and there was nothing I could think of to get the injured colonist back to safety. They just wouldn't leave. The colonist died outside while we waited. A day later the boars broke through one of the outer doors, then an inner door.

After a brief melee skirmish, all three colonists were down and incapacitated. Two days later raiders showed up and carried their unconscious bodies off to slavery.

MoonDragon wrote:

Does everybody else get the "ominous" room on every map, that is full of cryo-sarcophaguses(sp?) and very high level enemies?

I've always had at least one on the ground, and usually find another of some form while mining. I've had mixed results - either they are empty, or full of death.

omni wrote:
MoonDragon wrote:

Does everybody else get the "ominous" room on every map, that is full of cryo-sarcophaguses(sp?) and very high level enemies?

I've always had at least one on the ground, and usually find another of some form while mining. I've had mixed results - either they are empty, or full of death.

What do you mean by on the ground and while mining? Can you change z levels in this game?

I dealt with my first one by cracking it open when a large caravan was visiting. They shot each other up and I picked up the pieces.

Nah, I just mean one building outside, in the open, and usually find more hidden inside mountains. There is no z-level mining in this game, Something I miss greatly from Gnomoria, but I'm getting used to it.

Godzilla Blitz wrote:

After a brief melee skirmish, all three colonists were down and incapacitated. Two days later raiders showed up and carried their unconscious bodies off to slavery.

Note to self, perhaps I should reconsider leaving non-perishables zoned outside in the open.

I take everything inside that can break down in the elements (wood, clothes, etc.). And obviously I've got all my food & medical in a freezer room. But I just let various rocks, minerals, and compacted machinery sit out there in my front yard 'cause it doesn't break down. (Thinking of putting a stripped car up on jacks out there to compete the look.)

Yet this isn't the first time I've heard of colonists being holed up and trapped inside by an evil lurking out there ala The Myst.

Seems like if I had a nice stash of building equipment and electronics inside, then under emergency circumstances I could build an indoor defense network on the fly and invite baddies in for a little party. #sheriff Rosco P. Coltrane laugh

Build a wall - #MakeRimworldGreatAgain

Add nice killing fields for intruders with turrets and mazes.

I have one route in with the "maze" walls, doors, and dead fall traps. Another with the "reverse funnel" - a looong wide corridor, that expands outward on my end - it leaves enemies with no cover as they approach my wall/sandbagged entrenched positions, set further back from the widest end.

I plan on making another (smaller) "reverse funnel" on the end of the deadfall trap corridor, to help clean up those that make it through that gauntlet.

^^^ pics, please.

I made a simple, small but effective 'Killbox' at my one entrance with my first colony. Excuse the terrible image quality, had to snip it from a VOD.

IMAGE(http://i.imgur.com/GkjwLdc.png)

6 turrets was probably overkill. The extra little wall into the square ensures that they have to come further in, and usually they make straight for the middle turret on either side, that allows a nice cross fire situation to get going. at most, one turret suffers minimal damage. If the threat was bigger, I could also move colonists up there behind the sandbags, but for a lot of the time, I didn't even need to draft my peeps.

Aaron D. wrote:

^^^ pics, please.

Bad guys enter here.
.......I...I
.......I...I
.......I...I
.......I...I (long enough that a sniper can't hide)
......I.....I
.....I.......I
....I.........I
...I...........I
..I.............I
.I...............Iwwwwwwwww

All this area is a killing field

Sssssssssssssss (sandbags)
Closer-ranged guys here.
wsswwsswwsswwss (walls and sandbags)
Longer-ranged guys here.

The deadfall setup is scalable too, but if you make it reaaaally long, the AI will probably path around it.

O = open
W = wall
D = door
T = trap

Bad guys enter at "OoD"
wwwwww
OoD (D could be a W instead)
Wtw (first trap hit)
Wtw
DoD
Wtw
Wtw
DoD
Wtw
Wto (last trap hit - but you can keep zig-zagging this setup)
Wwwwwww

The idea is to keep it short enough that the AI will take a chance stepping on the traps, rather than just bash your doors down, bypassing the traps. If you make this too long, they'll just go for the doors.

Substitute the "normal" doors for auto-doors, on the ones your colonists will use to go in/out regularly.

You're also only doing 2 walls/traps (between doors) so your colonists have access to reset the traps.

I didn't use turrets in my setup... I couldn't spare the components...

You can even combine the 2 with the trap-zag at the start, and the funnel at the end.

I'm holding off on picking this up until a decent sale comes along but in the meantime this game is fun to watch be streamed.

Thanks so much, Wink_and_the_Gun!

Those are some FANTASTIC defensive-planning tips.

omni wrote:

I made a simple, small but effective 'Killbox' at my one entrance with my first colony. Excuse the terrible image quality, had to snip it from a VOD.

IMAGE(http://i.imgur.com/GkjwLdc.png)

6 turrets was probably overkill. The extra little wall into the square ensures that they have to come further in, and usually they make straight for the middle turret on either side, that allows a nice cross fire situation to get going. at most, one turret suffers minimal damage. If the threat was bigger, I could also move colonists up there behind the sandbags, but for a lot of the time, I didn't even need to draft my peeps.

Love it! Putting it into my colony now.

I had another exit, but with doors in it - it seems that at least the early raiders would favour a longer walk with no doors than trying to hack down the door, if indeed the spawned closer to the door-entrance than the 'open' one.

I considered making the passageway wider, but it worked ok funnelling them in single file. I basically didn't want them spotting or being shot by the turrets until they were all the way in and it was too late, otherwise they may have tried to snipe the turret from afar. Obviously this set up relies on power, so won't work in all circumstances.

I have remade pretty much that exact layout, but with the walkways in marsh/swamp, which meant the raiders walked even slower towards the death turrets.

This is helpful stuff on defense, everyone. Thanks! My biggest note to myself after the death of my second colony was "figure out defense" and this will get me started and more. Looking forward to Colony 3!

I'd take Wink's advice more than mine, I'm still in newbie land, picking starting locations that are 'easy mode' so resources are plentiful.

In my latest stream-world, I got so wrapped up in making buildings and getting a good source of food and medicine, that I completely forgot about a research bench... guess those turrets are a while away for me yet this time around