RimWorld the sci-fi colony sim Catch-All

Copingsaw wrote:
OG_slinger wrote:

The frequency and size of raids is linked to the wealth of your colony. You'll still have raids during the winter months, but if your colony is struggling then those raids will be small and infrequent regardless of the season.

Thanks for the detailed answer. Follow-up question: Is your wealth strictly about how much silver (or gold I guess?) you have or is more complicated than that?

If it hasn't changed since alpha it's a little bit more complicated than that. As you build and grow that increases your wealth as well. Think of it this way, a base made of steel with full power, auto doors and large farms of all types of fruit/veg is more valuable than a wood shack and a potato farm.

b12n11w00t wrote:
Copingsaw wrote:
OG_slinger wrote:

The frequency and size of raids is linked to the wealth of your colony. You'll still have raids during the winter months, but if your colony is struggling then those raids will be small and infrequent regardless of the season.

Thanks for the detailed answer. Follow-up question: Is your wealth strictly about how much silver (or gold I guess?) you have or is more complicated than that?

If it hasn't changed since alpha it's a little bit more complicated than that. As you build and grow that increases your wealth as well. Think of it this way, a base made of steel with full power, auto doors and large farms of all types of fruit/veg is more valuable than a wood shack and a potato farm.

Yes, I just found the wealth tab at the bottom of the screen and that I think clears it up a bit.

Copingsaw wrote:
b12n11w00t wrote:
Copingsaw wrote:

Thanks for the detailed answer. Follow-up question: Is your wealth strictly about how much silver (or gold I guess?) you have or is more complicated than that?

If it hasn't changed since alpha it's a little bit more complicated than that. As you build and grow that increases your wealth as well. Think of it this way, a base made of steel with full power, auto doors and large farms of all types of fruit/veg is more valuable than a wood shack and a potato farm.

Yes, I just found the wealth tab at the bottom of the screen and that I think clears it up a bit.

Wealth is calculated by a combination of items and buildings.

You can also click on the icon in the bottom right that looks like a bar chart. That will enable something called Room Stats. If you move your cursor over any room it will tell you how your colonists (and others) their surroundings.

One of the stats is Wealth and that's based on how you deck out the room. A room with rough hewn walls, no floor, and a crappy bed is going score low on wealth. But give it some granite walls, marble floors, some carpets, lights, heat, a nice bed, a table and chairs, and some artwork and it will score high on wealth.

All those things also boost the morale and happiness of your colonists. So you basically have to find a sweet spot between giving your colonists some creature comforts and making your colony a magnet for raids.

Some people keep their colonists living in poverty while they race to build a spaceship while others let them live like kings (and just invest in more defenses). It's up to you as to how you play it.

One thing, though. Unless you're on a map with a sh*tton of plasteel you're going to have to do a lot of trading to get the resources you need to build the spaceship. And that means you're going to have to stockpile a lot of trade goods. And all those trade goods will increase your colonies wealth.

Thinking about whether to buy this now or play other things. How does this compare to Gnomoria, which seems in a similar genre? Easier or harder to grasp the nuances and complexity? Not having played DF or anything else in this genre, I enjoyed that quite a bit, and it's always seemed a cheap little gem not many people knew about.

Rimworld has seemed to blow up immediately in popularity, so I am curious about the hook in relation to Gnomoria. Gnomoria at times has been as low as $2 or so.

I haven't touched Gnomoria in over a year, but wouldn't mind buying Rimworld if it offered a better experience.

Gnomoria was only that low when in a sale and still in development, the price increased when it released. Rimworld on the other hand has had a set price after the kickstarter and I don't think they are planning to increase it, maybe you final release, who knows.

I do love Gnomoria, and I think the z-axis ( although technically 3D y-axis) mining does introduce a mechanic you won't find in Rimworld. I feel that Rimworld did a better job at the emergent story than Gnomoria did, and I feel more attached to the colonists than I did with the Gnomes.

I'm pretty sure that if you enjoyed Gnomoria, you'll absolutely love this, I sure am!

omni wrote:

Gnomoria was only that low when in a sale and still in development, the price increased when it released. Rimworld on the other hand has had a set price after the kickstarter and I don't think they are planning to increase it, maybe you final release, who knows.

I do love Gnomoria, and I think the z-axis ( although technically 3D y-axis) mining does introduce a mechanic you won't find in Rimworld. I feel that Rimworld did a better job at the emergent story than Gnomoria did, and I feel more attached to the colonists than I did with the Gnomes.

I'm pretty sure that if you enjoyed Gnomoria, you'll absolutely love this, I sure am!

Thanks. What I was looking for.

Gnomoria has been $2 before on Humble according to price trackers, and as low as $5 on Steam this year post going 1.0. I think the regular price on Amazon has been $8 for awhile.

(That said to keep this little gem in mind when you might want a change from Rimworld).

Oh yeah, it's far cheaper than Rimworld, even at full price. Certainly well worth the £1.50 or something I paid for it. I've tried recommending it, I've tried gifting out 10+ copies during Steam sales, but it never seemed to get much traction around here.

I'd say Rimworld is more accessible though, purely because of the graphics/interface. Not that they are spectacular in themself, but they are slightly more approachable than Gnomoria. I also don't know how much of a tutorial Gnomoria 1.0 ended up with - when I picked it up there was zero and I just worked things out by trial and error. Rimworld has the benefit of an active Wiki, Let's Play and Twitch community so you can pretty easily pick up how to play the game, massive mistakes to avoid, etc, if you so choose.

Carpets are additive with the flooring beneath? For some reason I thought they replaced it.

Just got a permadeath game far enough along to face up against a pod containing two mechanical centipedes both armed with inferno cannons. My thriving colony is no more. Didn't take long either. Everyone burned to a crisp while their bullets just bounced off the centipedes. Whats worse is that as soon as we were all down a friendly colony decided to come and help. They got their asses handed to them even quicker.

Whats up with the inferno cannon? How can I stop such a weapon?

Copingsaw wrote:

Whats up with the inferno cannon? How can I stop such a weapon?

My preference is to build a kill box around a crashed pod/ship before I activate it with some grenades.

If they're already active then you can kite mechanoids with a good sniper. The sniper rifle has the inferno cannon beat by a good 15 or 18 tiles rangewise.

If they're close, then you can use two colonists with EMP grenades to mostly permastun them while everyone else just blasts them with whatever they have.

OG_slinger wrote:
Copingsaw wrote:

Whats up with the inferno cannon? How can I stop such a weapon?

My preference is to build a kill box around a crashed pod/ship before I activate it with some grenades.

If they're already active then you can kite mechanoids with a good sniper. The sniper rifle has the inferno cannon beat by a good 15 or 18 tiles rangewise.

If they're close, then you can use two colonists with EMP grenades to mostly permastun them while everyone else just blasts them with whatever they have.

I wouldn't want to run up against them in a perma-death game. There are a couple scenarios I've edited out completely because I usually die against them at least the first time, and even though I don't play permadeath, I feel like restarting after I have a death events. The toxic ship, infestations, and the bug ships are disabled on my playthroughs right now. I'll probably re-enable them when I feel like I've got a better handle on all the other random stuff you're likely to run up against

Pro tip: don't "rest your eyes" for ten minutes, you may not like what you come back to.

omni wrote:

Oh yeah, it's far cheaper than Rimworld, even at full price. Certainly well worth the £1.50 or something I paid for it. I've tried recommending it, I've tried gifting out 10+ copies during Steam sales, but it never seemed to get much traction around here.

Count me in as another Gnomeria lover!

Well, I like this game.

UMOarsman wrote:
omni wrote:

Oh yeah, it's far cheaper than Rimworld, even at full price. Certainly well worth the £1.50 or something I paid for it. I've tried recommending it, I've tried gifting out 10+ copies during Steam sales, but it never seemed to get much traction around here.

Count me in as another Gnomeria lover!

I've put 100s of hours in that game and have made some really wacky stuff in it. I'm a huge fan of Rimworld; each for different reasons though.

I would like to see Rimworld go into layers (digging down / building up) but I understand 100% why it never will and I've made my piece with it.

It's worth noting that the main dev on this game is something of a gamergater for those who aren't comfortable with such things.

I posted a little bit about it on the Idle Thumbs forums here: https://www.idlethumbs.net/forums/to...

IHateDRM wrote:

It's worth noting that the main dev on this game is something of a gamergater for those who aren't comfortable with such things.

I posted a little bit about it on the Idle Thumbs forums here: https://www.idlethumbs.net/forums/to...

Based on that interactions it looked like he was only agreeing about the journalistic integrity aspect of that whole mess. I've been following him since the kickstarter campaign and haven't seen anything that would lead me to believe it's anything more than that. But obviously make your own decisions there.

Yeah, I would be careful to lump people into one huge pile based on a single comment like that.

Two extremist views, so the mostly reasonable thing is probably somewhere in the middle, right?

Any in-depth discussion probably belongs in the Kool-Aid thread, but it's one extremist view (unless you consider the position that death threats and harassment are unacceptable to be an extreme position).

I've already spent my money and am too many hours in for a refund so it's a moot point, but appreciate you sharing that info so folks can make informed buying decisions.

[Edit to add link]

I'm focusing on a course at the moment and have pretty much stopped playing everything, but I'm still reading along and enjoying the stories here greatly!

It's more then one comment for sure though. Here's been defending it for a while: He has stood up for Total Biscuit in the comments of a gamasutra article. Was glad that Hatred got greenlighted on steam because he was worried that his games would be censored. Once popped into a forum thread on his own forums about rather or not 8chan hosts child pornography to post a meme and then just kinda leave. Because I guess he didn't see the need to comment on any of that? And those forums are just kind of an all around awful place where you get to here about how feminism is comparable to fascism. Forums that he does in fact run.

Now none of those things have ever been a direct endorsement, but I'm also not basing this on one comment. If none of this is enough for you to feel uncomfortable with the game that's fine, you're welcome to look into the context of all this and decide for yourself. But it was more then enough for me to feel uncomfortable enough to not buy the game.

I will however leave it at that so as not to derail the thread too much.

So anyway...

I'm getting to the stage now that I should really be thinking about building the space ship. I have literally no idea how to do that

How much of what materials should I be looking at stockpiling before I start building this thing? Are there any things to avoid - i.e making it too big, too small, wrong shape?

I guess I should find a video of the space ship building...

Had a weird thing happen last night - A Psychic Drone Ship landed RIGHT in the middle of my base. I thought it was going to be a nightmare to get rid of. Hid all my guys inside buildings apart from a loner sniper who could trigger whatever was inside. After shooting a nearby Geothermal Generator with his first two shots, he finally landed on on the ship - thankfully, only two Scyther spawned out. Strangely, as soon as they appeared, they headed straight for my outer wall, dug through it, and promptly buggered off the side of the map, never to be seen again. Not a shot fired, not even an angry glace. Weird. At least I got a free Persona Core from destroying the ship.

Oh God I've fallen for this game hard. I'm playing on ultra-care bear super happy fun time mode, but having a great time.

Moved all weekend.
Decided to relax with some rimworld.
Stupid berserking The Nose. Why you gotta ruin everything.

I keep making elaborate trap systems that kill my colonists.

Trap entry ways are all about door placement. Even then, though, the pawns still insist on walking across the traps.

omni wrote:

Trap entry ways are all about door placement. Even then, though, the pawns still insist on walking across the traps.

Explain. I was just making a trap tunnel that I could shoot down.

Make sure that the easiest path (for your colonists) is straight through the doors - auto-doors, paving, in a straight line - will encourage them to avoid the traps (more than just the "threat-value" of the traps themselves).

Wink_and_the_Gun wrote:

Make sure that the easiest path (for your colonists) is straight through the doors - auto-doors, paving, in a straight line - will encourage them to avoid the traps (more than just the "threat-value" of the traps themselves).

So it's just a "Don't send them over traps" thing then. Roger that.

A page, or two, or three, ago... I tried to show it "ascii-style" what I was trying to describe RE: "trap maze" and kill-zone funnels.

Even with my best laid plans for trap laying - rearming the traps is where the pawns' intelligence falls over. Maybe auto-doors would help there, will have to try it.