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RimWorld

#1

GasBandit

GasBandit

Making a new thread , because I think there are enough rimworld posts in the "what are you playing" thread to mean that RimWorld merits its own thread :p

Now... for actual content... stay tuned.


#2

GasBandit

GasBandit

So, my previous zombie playthrough concluded successfully, in that my colonists all got tired of fighting zombies nonstop, built a spaceship big enough to carry not only themselves but all their bonded animals (and the game doesn't require that, you can just completely abandon your loving pets and it won't bat an eyelash, but that's cold, man), and took off for parts unknown.

I'm having too much fun playing with mods and learning more about the game's various functions, so I'm going to give Darkest Dungeon more time to get its DLC balanced and start a new HF-type playthrough. Yes, yes, rest assured I still have all your names in my list. The people who have gamed with me get naming priority, but beyond that, I'll be naming people based on their attributes.

So, for the new playthrough... instead of the story of a lone Glitterworlder who grew bored of city life and headed out to the frontier alone (see RimWorld - Halforums Edition in the "What are you playing" thread), we'll be coming at it from the other direction - tribals.

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RIMWORLD - HALFORUMS (TRIBAL) EDITION

The mechanoids destroyed our tribe's home. Now there's only the five of us. Time to start anew.

As I'm playing as tribals this time, that means I won't have the luxury of things like electricity and guns at the start of the game... just neolithic tech. Additionally, research in most areas will cost double or more the time to complete, as our primitive brains try to come to grips with the scientific concepts of the industrial age, and worse, the space age. We'll be extremely vulnerable to the offworlders with their thunder-sticks and worse, the blood machines.

At least there won't be zombies this time.

Our five initial tribespeople are:

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I've already got some playtime on them, but not enough for a proper post I think, so I'll play some more tomorrow and then start the story...


#3

bhamv3

bhamv3

Terrik's shooting skill is higher than I thought it would be, given what we know of him.


#4

Denbrought

Denbrought

Tribal is such a fun start, probably my favorite of all I've tried so far.


#5

PatrThom

PatrThom

Terrik's shooting skill is higher than I thought it would be, given what we know of him.
He's very good at shooting.
He's just not very good at aiming.

--Patrick


#6

Terrik

Terrik



#7

GasBandit

GasBandit

You can say anything you want about Terrik, because he's incapable of caring.

Literally no fucks to give.

*Actually "caring" in this context means incapable of tending to the wounded, but that also is quite apropos. And incapable of "social" also amounts to not having fucks to give.


#8

GasBandit

GasBandit

Also, just as a note for those who don't own the game and aren't familiar with the context of the skill levels, the numbers mean this:

Skill Description Total exp/to next level
0 Barely heard of it 0 1000
1 Utter Beginner 1000 2000
2 Beginner 3000 3000
3 Basic Familiarity 6000 4000
4 Amateur 10000 5000
5 Strong Amateur 15000 6000
6 Practitioner 21000 7000
7 Skilled Practitioner 28000 8000
8 Professional 36000 9000
9 Skilled Professional 45000 10000
10 Expert 55000 11000
11 Strong Expert 66000 12000
12 Very Strong Expert 78000 13000
13 Master 91000 14000
14 Strong Master 105000 15000
15 Planet-Class Master 120000 16000
16 System-Class Master 136000 17000
17 Revered Master 153000 18000
18 Visionary 171000 19000
19 Legendary 190000 20000
20 Godlike 210000 21000

Additionally, the little "flames" next to the skills denote interest level. No flame means the character is uninterested in that skill, and learns it at 1/3rd speed. A small flame means they are interested, and learn at the normal rate. A large flame means they are passionate about that activity, and get a 50% boost to exp gain in that skill.

From skill level 10 and up, skill exp will slowly decay over time, faster at higher levels, so that a skill not used regularly will gradually fall back to level 9. Level 20 requires you to basically do nothing but work that skill every moment you aren't sleeping or eating just to maintain it, but a level 10 will only fall to level 9 after weeks of complete neglect.

After a person has gained 4000 exp in a skill, they suffer an 80% penalty to further exp gain in that skill for the rest of the day, and then the counter resets the next day (IE, you can only learn so much in one day before returns start REALLY diminishing).


#9

Gruebeard

Gruebeard

Does Dei get an effective boost to her Social skill for being the only woman?


#10

GasBandit

GasBandit

Does Dei get an effective boost to her Social skill for being the only woman?
I rolled everyone's special traits randomly, one of hers was "silver tongued," which boosts social interactions. This makes her the tribe's official negotiator/merchant/interrogator, though if he has to, Poe can fill in in a pinch - though his "too smart" trait will hamper him because he'll have a tendency to "ACKSHYUALLY..."

Also, she probably won't be the only woman for very long. As new people will join the tribe for various reasons. Last playthrough, I actually had 2 females per male in my community by the end. Which is probably why TailorSwift didn't divorce Rambo when he started sleeping with her sister. Pickings were kinda slim for the ladies.

I just hope I don't run out of female names.


#11

PatrThom

PatrThom

You can say anything you want about Terrik, because he's incapable of caring.
Literally no fucks to give.
*Actually "caring" in this context means incapable of tending to the wounded, but that also is quite apropos. And incapable of "social" also amounts to not having fucks to give.
This explains his optimism.
I just hope I don't run out of female names.
You won't. Plenty to choose from in the "inactive" category.

--Patrick


#12

GasBandit

GasBandit

This explains his optimism.

You won't. Plenty to choose from in the "inactive" category.

--Patrick
You say that, but I've gone through the user list and compiled it. There's 22, even counting people who haven't posted in years. Maybe 9 that have posted in the last year.

My list of male names, however, is 60 names.

And Tribal-start games tend to be... higher attrition. Mechanoids aren't really fazed by bows and spears.


#13

MindDetective

MindDetective

My wife has gone by HeartDetective, if you want another name for the list.


#14

PatrThom

PatrThom

Still, there have to be many, many more female names. I mean, HFBOT is user number 4400. That's 4118 more user names than you've compiled.

--Patrick


#15

GasBandit

GasBandit

Still, there have to be many, many more female names. I mean, HFBOT is user number 4400. That's 4118 more user names than you've compiled.

--Patrick
Spammers and lurkers increase the user numbers.


#16

PatrThom

PatrThom

Spammers and lurkers increase the user numbers.
...and likewise the pool of names.

...

You know what you should do, is you should run Rimworld: JCM edition.
"JCM falls in love with JCM, but a sudden invasion by pirates brings JCM's long-lost mother, JCM, who dies defending JCM."

--Patrick


#17

Dave

Dave

Also, just as a note for those who don't own the game and aren't familiar with the context of the skill levels, the numbers mean this:

Skill Description Total exp/to next level
0 Barely heard of it 0 1000
1 Utter Beginner 1000 2000
2 Beginner 3000 3000
3 Basic Familiarity 6000 4000
4 Amateur 10000 5000
5 Strong Amateur 15000 6000
6 Practitioner 21000 7000
7 Skilled Practitioner 28000 8000
8 Professional 36000 9000
9 Skilled Professional 45000 10000
10 Expert 55000 11000
11 Strong Expert 66000 12000
12 Very Strong Expert 78000 13000
13 Master 91000 14000
14 Strong Master 105000 15000
15 Planet-Class Master 120000 16000
16 System-Class Master 136000 17000
17 Revered Master 153000 18000
18 Visionary 171000 19000
19 Legendary 190000 20000
20 Godlike 210000 21000

Additionally, the little "flames" next to the skills denote interest level. No flame means the character is uninterested in that skill, and learns it at 1/3rd speed. A small flame means they are interested, and learn at the normal rate. A large flame means they are passionate about that activity, and get a 50% boost to exp gain in that skill.

From skill level 10 and up, skill exp will slowly decay over time, faster at higher levels, so that a skill not used regularly will gradually fall back to level 9. Level 20 requires you to basically do nothing but work that skill every moment you aren't sleeping or eating just to maintain it, but a level 10 will only fall to level 9 after weeks of complete neglect.

After a person has gained 4000 exp in a skill, they suffer an 80% penalty to further exp gain in that skill for the rest of the day, and then the counter resets the next day (IE, you can only learn so much in one day before returns start REALLY diminishing).
This is something I've wondered about. You realize that your playthroughs have done more to sell me on this game than anything else, but I'm waiting for when I come back from vacation or it goes on sale.[DOUBLEPOST=1499452244,1499452173][/DOUBLEPOST]
Spammers and lurkers increase the user numbers.
I could always host another big contest. :-D


#18

GasBandit

GasBandit

...and likewise the pool of names.
I'm not really looking to build a community of non-participants :p

This is something I've wondered about. You realize that your playthroughs have done more to sell me on this game than anything else, but I'm waiting for when I come back from vacation or it goes on sale.
You may have a bit of a wait, even during the summer sale the price didn't come down very much. I guess it's just in high demand, still.

You could always also enjoy the game vicariously, I always stream it when I play it :p


#19

Dei

Dei

I'm not really looking to build a community of non-participants :p


You may have a bit of a wait, even during the summer sale the price didn't come down very much. I guess it's just in high demand, still.

You could always also enjoy the game vicariously, I always stream it when I play it :p
It didn't go on sale at all actually. :p


#20

PatrThom

PatrThom

Yeah, if the price had come down I might've scraped the bottom of my wallet a little harder, but it didn't.

--Patrick


#21

GasBandit

GasBandit

It didn't go on sale at all actually. :p
I didn't pay close attention as I already have it.


#22

Dei

Dei

I really wish my colonists would stop naming the food.


#23

GasBandit

GasBandit

I really wish my colonists would stop naming the food.
"Dumbass has named Muffalo 9 'Derpy' after being nuzzled! They have formed a bond!" FUCK

At least an upcoming patch is supposed to do away with the dumb -5 penalty to social standing for "killed colony animal" for non-bonded animals.

YOU GUYS KNEW WE WERE GONNA EAT THESE CHICKENS, RIGHT?! STOP TREATING ME LIKE I'M SOME KIND OF MONSTER!


#24

Terrik

Terrik

"Dumbass has named Muffalo 9 'Derpy' after being nuzzled! They have formed a bond!" FUCK

At least an upcoming patch is supposed to do away with the dumb -5 penalty to social standing for "killed colony animal" for non-bonded animals.

YOU GUYS KNEW WE WERE GONNA EAT THESE CHICKENS, RIGHT?! STOP TREATING ME LIKE I'M SOME KIND OF MONSTER!
Remember that bird you had in Don't Starve?


#25

GasBandit

GasBandit

Remember that bird you had in Don't Starve?
There's a difference between butchering one of 27 chickens for dinner, and murdering a canary (the only one in camp) in its cage (whose purpose was seed and poop-fertilizer production).


#26

bhamv3

bhamv3

If needed, I don't mind being a woman.


#27

GasBandit

GasBandit

If needed, I don't mind being a woman.
"And this little weirdo would be a modestly hot girl to get me through the hard times... you know, the kind that are only kinda hot so they don't mess around with other guys." - Strong Bad



#28

GasBandit

GasBandit

Alright, let's tell some story, biznitches!

Rimworld: Halforums Tribal Edition

1 Apr 5500 - Fleeing the destruction of their tribe, our five surviving tribals band together in the wilderness to start anew. There's a lot of work ahead of them. First order of business is to build a storehouse and a communal workshop.

Pictured: Humble Beginnings



6 Apr - During work, GasBandit forms a bond with one of the domesticated warthogs, and names it Aaron. It is now his personal hunting and fighting companion.

7 Apr 5500 - After spending several days together working on mining steel from a hillside, Terrik and Dei become lovers. It is decided that private rooms are suddenly a much more urgent priority.

8 Apr - Construction begins on private rooms. Wandering tame alpacas decide to settle down in the camp. This is a stroke of luck, it will make it much more convenient to form trade caravans to visit a nearby outlander settlement.

9 Apr - A lone pirate with a knife "raids" the settlement. GasBandit receives a superficial cut, but the pirate is downed and left to bleed out. When the site is checked the next day, the pirate's body is gone, and a blood trail leads off to the east into the distance... either the pirate regained consciousness and limped away, or his body was dragged away by something.
14 Apr - And of course, the first sculpture crafted in the settlement (by Snuffles) depicts Terrik and Dei doin' it. :hump:


4 Jugust - Two pirates with melee weapons attack the settlement. They are defeated soundly. A trained boar is seriously injured in the fight, but recovers in a couple days.

7 Jugust - A month to the day after their relationship began, Terrik Proposes to Dei. She accepts.

13 Jugust - An Escape Pod comes screaming out of the sky and crashes in the hills to the east. GasBandit rescues the 16-year-old male occupant. Also, cargo pods full of smokeleaf. When the Spacer regains consciousness, he joins the tribe. His name is FigmentPez.

15 Jugust - Terrik finishes crafting many pairs of pants as part of a project to get the tribe out of their crude stitched-hide clothing, but has not actually started making any shirts yet. Dei is not amused at the idea of running around topless.

1 Septober - GasBandit decides the settlement is missing some essentials, and loads up the alpacas with excess rice and wool that the tribe doesn't need. He takes them to the nearby offworlder town of Patience's Ridge to trade.
Pictured: The caravan plods steadily toward the offworlder town


2 Septober - Gasbandit returns. Over the course of the trip, he has named all three alpacas (Floyd, Danil, and Difficulty), and he has traded the spare bulk goods for a rooster, a hen, and a couple outworlder weapons - a "Piss-tul" and an "Elemgee." Gas keeps the former for himself, Terrik insists on being given the latter.

3 Septober - HUNTING IS NOW AMAZING. Dei finally gets to put on a shirt.

4 Sept - Some sort of invisible brain-hurty spirit makes every raccoon in the vicinity of the settlement turn rabid. Gas and Pez are bitten, Pez rather badly. It takes him two days to recover.

11 Sept - An offworlder named TinWhistler flees to the settlement pursued by a rival tribe, the Confederation of Cabra. He begs protection. The tribe needs more workers, so they resolve to attempt to chase off the pursuers. Unfortunately, while the enemy tribe is beaten back, GasBandit loses a leg in the fight. Two female captives are taken. In the interests of stabilizing the relationship with the Cabra tribe, they are treated and released. As for Tinwhistler himself, he is a 47 year old former offworld soldier of an elite shock troop unit. The grizzled veteran is a better fighter - in either ranged or hand to hand - than anyone in the tribe, and a better medic as well. He does have one major quirk, however - he prefers nudity to wearing clothes.

12 Sept - RavenPoe fits GasBandit for a peg leg. It isn't pretty or comfortable, but at least he gets around on his own at a reasonable pace, now.

13 Sept - the tribe officially decides to call itself the Halforums Tribe. The settlement is named West Acapulco. Brilliant. Nobody will ever find it!

14 Sept - A cold snap engulfs the settlement. Tinwhistler briefly suffers from hypothermia and begrudgingly agrees to put on pants.

1 Decembruary - Cold Snap ends.

2 Dec - In the early hours of the morning, three Cabras attack West Acapulco. They kill one of the juvenile warthogs, and then are driven off. One enemy is killed and one is taken captive, treated, and released to foster good will with the Cabras.

Pictured: West Acapulco, and its sleeping arrangements, as of Decembruary 4th, 5500.


#29

AshburnerX

AshburnerX



#30

figmentPez

figmentPez

4 Sept - Some sort of invisible brain-hurty spirit makes every raccoon in the vicinity of the settlement turn rabid. Gas and Pez are bitten, Pez rather badly. It takes him two days to recover.
Damn trash pandas!


#31

Dei

Dei

Gross


#32

Terrik

Terrik

Zeré eez nothéng gross abut eet!



#33

GasBandit

GasBandit

At least you didn't go, in a group with only one potential mate, "I'm just gonna spend time with this warthog."


#34

Dei

Dei

At least you didn't go, in a group with only one potential mate, "I'm just gonna spend time with this warthog."
True, you did all get beaten out by the guy incapable of social. :p


#35

Dave

Dave

13 Sept - the tribe officially decides to call itself the Halforums Tribe. The settlement is named West Acapulco. Brilliant. Nobody will ever find it!
Brilliant!


#36

GasBandit

GasBandit

True, you did all get beaten out by the guy incapable of social. :p
Well, I mean, I'm not "incapable" but my social skills are also "zero." Maybe that's why I traded a thousand units of rice and 500 wool for two guns and two chickens.



#37

Dei

Dei

Just had a bunch of raiders try to "tunnel around my defenses" straight into an ancient danger that had two centipedes and a scyther in it. It did not end well for them. Thankfully I had been building up an area to fight the mechs from, so I was able to deal with them after the raiders got wrecked.


#38

AshburnerX

AshburnerX

Just had a bunch of raiders try to "tunnel around my defenses" straight into an ancient danger that had two centipedes and a scyther in it. It did not end well for them. Thankfully I had been building up an area to fight the mechs from, so I was able to deal with them after the raiders got wrecked.
Hey, at least they softened them up for you...


#39

GasBandit

GasBandit

RimWorld - Halforums (Tribal) Edition

10 Dec - A simple prosthetic leg and some glitterworld medicine is purchased from a passing exotic goods caravan to replace Gas' peg leg, bankrolled by the sale of Snuffles' erotic artwork and some warthog piglets.

12 Dec - A 17 year old escaped slave comes to West Acapulco and begs asylum from his pursuers. The tribe agrees, but then see his pursuit - 5 Cabras, and their leader is Ravenpoe's sister. She must have fallen in with the Cabras after the mechanoids razed the village. She is killed during the fight, unfortunately. A grave is made to honor their former tribeswoman. The HF tribe suffers no casualties, only injuries among the trained attack-hogs. Ravenpoe, however, forms a dire grudge against Tinwhistler, whose shot took her down.

15 Dec - Gas, Snuffles, Tin and Ravenpoe are stricken with Malaria. They are bedridden for days. Medical supplies run low.

1 Aprimay, 5501 - Dei and Ashburner hitch up the alpacas and grab everything the tribe can live without, and haul it off to Patience's Ridge, hoping to trade for medicine.

2 Apr - With Dei doing the negotiating, much better prices are had. The caravan returns with the medicine, and some extra money besides. Dei has also picked up a "Mash-een Piss-tul." However, a pack of manhunting arctic wolves has followed them to the settlement. With the help of some fortuitous visitors, the wolves are dealt with, with no casualties.

3 Apr - Thanks to the medicine, the sick tribesmen are beginning to recover, and by the next day, the malaria epidemic has been eradicated.

6 Apr - A herd of deer turn violent while being hunted. Dei and her bonded warthog, Blanche, are injured. The hog has lost three hooves. Peg legs are the best that can be done for Blanche at the moment.

7 Apr - Cargo pods full of ibex meat crash directly into the primary storehouse, smashing in through the roof and scattering their contents. I've heard of grocery delivery service, but this is ridiculous.

3 Jugust - Pirate raid, they bring guns this time. It is driven off, but there are pretty much injuries all around. Tinwhistler's left leg is shot off.

4 Jugust - Tin is fitted for a peg leg.

7 Jugust - Dei and Ash take another caravan to market, selling off all but one male chicken, the piglets, and various bulk goods and pirate weapons. They come back with medical goods - and penoxyciline, to prevent further malaria epidemics and the like.

10 Jugust - A hen contracts cirrhosis of the liver, from a "massive alcohol tolerance." Where it found alcohol, nobody can imagine.

11 Jugust - The skies darken. A volcanic winter is upon the area. Pele demands a sacrifice.

12 Jugust - Dei hunts a cougar with her new "Ayarr fifteen," but it savagely shreds her, and Ashburner when he goes to try to help. Terrik and GasBandit finally bring it down.

2 Septober - The Cabras chase a 57 year old assassin to the camp, where she asks for help. They attempt to defend her, and find Dei's brother among the attackers. He escapes when they are driven off, but Gas and Tin are injured, and the trained warthogs are badly hurt. The newcomer's name is Shegokigo... and there's something... not quite right about how she interacts with people. Tinwhistler is heard using the word "Psychopath," whatever that means.

3 Septober - Passing visitors buy up all of Snuffles' art, and pay with a "Charge Rifle." Tinwhistler calls dibs, as he's the only one with a history of using such things. A Timberwolf self-tames, and Terrik decides to take on training it.

4 Septober - 8 pirates attack in the night. There are light wounds all around, and 2 pirates are captured, including their leader.

7 Septober - A grizzly bear comes into the village and eats a piglet. The tribe guns it down, though Shego is wounded and loses a toe.

12 Sept - Green dust begins to rain gently from the sky, making everything it gets on turn sickly and die. The offworlders who have joined the tribe call it "Toxic Fallout." Not good.

13 Sept - GasBandit comes down with the flu. He is bedridden for a few days.

15 Sept - The toxic fallout has killed off most of the wildlife and vegetation in the area. The modest food reserves dwindle faster than anticipated. If this continues for too long, the tribe will have to consider fleeing West Acapulco in search of somewhere they can survive.

1 Dec - Dei and Tinwhistler decide to take all the male chickens, the prisoners, along with whatever else can be spared, to town to trade for supplies to try to outlast the fallout. The plan falls apart when the prisoners stage an escape, and the alpacas become incapacitated from toxicity. It then begins snowing. The tribe won't be going anywhere for a while.

3 Dec - The food stores are depleted of pemmican. There's nothing left for the herbivorous animals to eat. The volcanic winter combined with the regular winter is keeping the temperatures low, which is helping prolong the meat stores, so at least for the moment the tribe itself won't starve or have to resort to killing livestock... yet.

4 Dec - Thanks to Ravenpoe and Shego, the tribe has figured out electricity and temperature control. Freezer facilities are frantically constructed to preserve what food is left.

5 Dec - Most of the chickens die of malnutrition.

6 Dec - Chickens continue to die. A pirate sapper raid hits from the north. Dei's pet, Blanche, is killed. Two pirates are captured. Most of the chicken carcasses rot before they can be butchered. The prisoners are released because the food to feed them is too dear, and nobody wants to contemplate what might be done with them if they are executed. Specifically, with their meat.

7 Dec - More chickens die. An Exotic goods trader arrives, Dei's uncle accompanies them. GasBandit and Ravenpoe come to blows as the caravan approaches due to an insult from Poe. Then, the toxic fallout finally settles. Ravenpoe, however, must spend the next couple days recovering in bed from the beatdown he received. And the volcanic winter has not abated yet, either.

8 Dec - Farming and hunting resumes. Of the several dozen chickens that had sprung from the two Gas originally purchased, 3 hens and a rooster are all that have survived.

10 Dec - a 61 year old elder from the tribe who has been wandering for the last two years since the destruction of the village finds West Acapulco, and joins. His name is Dave.

11 Dec - The wild animals around West Acapulco return extremely slowly, and in the dim light of volcanic winter, the crops grow excruciatingly slowly. Famine looks to be creeping in. In a desperate gamble, Dave, Shego, and Tin set forth with nothing but what they can carry to hunt the hills beyond the home range.

12 Dec - The trio find a lush range thick with game, and claim an abandoned metal structure to serve as their shelter. Tin and Shego hunt everything they can find and prepare it into simple meals, while Dave hauls the meals back to West Acapulco.
Pictured: The hunting lodge


15 Dec - the skies clear of the volcanic ash. The hunting party packs up everything they have and returns home.

2 Apr - With the first harvest of rice finally coming in, it looks like the famine is finally over.

Pictured: West Acapulco, Aprimay 4th, 5502.


#40

Hailey Knight

Hailey Knight

The fact that I muttered "oh no" at a point in reading this update shows how invested you can get in reading about a video game :p.


#41

PatrThom

PatrThom

"...his name is Dave."
Well, of course it is!

--Patrick


#42

GasBandit

GasBandit

RimWorld: Halforums Tribal Edition

7 Aprimay, 5502 - Shego, Tin, and Snuffles are diagnosed with muscle parasites. Their lives aren't going to be any fun for a couple weeks. An outer wall begins being built around West Acupulco

8 Apr - A bear gets into the settlement again, and attacks Aaron (Gas' warthog). The response is swift and deadly, but Aaron still loses his nose.
Pictured: BEEAAAAR in the dungeon! Thought you'd like to know.


9 Apr - The wall is still not even halfway around the village, and 10 Cabras come back for another raid, including Dei's brother. He is killed in the assault. Pez and Terrik sustain minor injuries, and Dei's brother is buried in a grave next to Poe's brother. A prisoner is taken, but he is treated and released in a further attempt to assuage the Cabras. Seeing her brother die so soon after also losing her bonded animal has put Dei in a downward spiral. She blames Pez for everything, though he was only acting in self defense.

11 Apr - No rest for the wicked. A pirate raid brings sappers to the new-forming wall. In the fight, Dei accidentally shoots Aaron, killing him. GasBandit is mortified. Three prisoners are taken. One is judged guilty enough to be executed. The other two are treated for their wounds and held to be sold into slavery.

1 Jugust - another cougar in the breezeway, this one eats a chick. Dei is wounded taking it out - mostly by Ashburner's incautious support fire.

2 Jug - Dei, Terrik, and Shego form a trade caravan to take the plunder, slaves, and other sundries to town. Along the way, something happens that causes Terrik to break up with Dei. She does not take it well at all. She returns to West Acapulco in a towering mood.

4 Jug - A pair of man-eating rhinos enter the area. One is confounded by the mostly-completed outer wall, the other is gunned down as it charges.

5 Jug - The second rhino figures out the wall doesn't go all the way around yet. It tramples Ashburner before being taken down, but nothing permanent looks to be squashed...

13 Jug - Snuffles insults Pez, and fisticuffs ensue. Snuffles gets knocked out, but Pez is also rather beat up.

15 Jug - The Cabras are back for more. But the wall is complete, and they are funneled into a killing zone, where they are chewed to pieces. One captive is taken, treated, and released. One more after that should probably get them to the peace table.

3 Septober - Then, pirates show up with sappers. They break in through the side, but are also defeated. The defending swineforce takes most of their punishment.

5 Sept - At breakfast, Dei starts a fight with Pez, still angry with him for killing her brother (and she's not in the best mood from all the other crap that's been going on lately). Catharsis helps a little bit, but she's still holding a grudge. And it's a waste of a day's labor for both of them, not to mention the medpacks to heal them up.
Pictured: Dei assaults Pez in the kitchen, while Ash apparently teaches a hog to play horseshoes.


13 Sept - It's amazing how quickly the chickens have bounced back. There are over 40 of them, and 37 fertilized eggs gestating. Gas and Dei decide to take the roosters and fertilized eggs to market before they eat everyone out of house and home.

14 Sept - A mysterious blight wipes out the crops. Fortunately, a Harvest was just brought in a couple days ago.

2 Dec - When Dei and Gasbandit return, they find that in their haste they forgot to take the male chicks with them, as well. DOH.

7 Dec - The evil spirit returns, and all the hares in the area turn violent. Dave is bitten. Terrik is nibbled. The attackers are delicious.

9 Dec - Pirate Sappers attack from the northeast, breach the wall, start some fires and kill some chickens before they are taken down. Some pirates escape, but none that are downed survive to be taken prisoner. No tribespeople are seriously hurt. Pez and Shego seem to be a little too enthused about the pirates they killed.

11 Dec - a sudden cold snap arrives in the middle of the night. Despite an emergency scramble to harvest whatever of the crop can be salvaged, most of it is lost. Some of the chickens succumb to frostbite.

13 Dec - as the snows of the cold snap finally break, a merchant caravan arrives, and Gas and Dei's "oopsie" is rectified. The excess livestock is sold off, and medicine is purchased in trade... just in case.

14 Dec - The vegetable stores run out. It is discovered that, at some point, the animals must have gotten into the emergency rations and eaten a large amount of it. Fortunately, meat and eggs are not scarce this winter - the meals will just be a little brown and monochromatic until spring comes around. The hens should have enough hay to get them through. Dave is bitten by an emu while hunting, but the worst injury is done to his pride.

Pictured: The state of West Acapulco as the year 5502 comes to a close.


#43

Dave

Dave

Fucking emus.


#44

DarkAudit

DarkAudit



#45

AshburnerX

AshburnerX

Pictured: Dei assaults Pez in the kitchen, while Ash apparently teaches a hog to play horseshoes.
Welp, this pretty much solidifies which member of LOST I am.



#46

Dave

Dave

Holy shit that brings back memories! I loved that show.


#47

GasBandit

GasBandit

Fucking emus.
Nothing to go to WAR over, though. I hear those don't end well.


#48

Dei

Dei

I think it's weird that you don't enclose more than individual rooms. :O I obsessively close off a house unit and then build a giant wall around THAT.


#49

GasBandit

GasBandit

I think it's weird that you don't enclose more than individual rooms. :O I obsessively close off a house unit and then build a giant wall around THAT.
You build a mansion. I build a village.


#50

Dei

Dei

You build a mansion. I build a village.
I don't know that villages have wooden floors connecting all the houses though.


#51

GasBandit

GasBandit

I don't know that villages have wooden floors connecting all the houses though.
Well, they're limestone brick, now :p

It's just a trick I've found that causes less dirt to be tracked into bedrooms.


#52

Hailey Knight

Hailey Knight

Well, they're limestone brick, now :p

It's just a trick I've found that causes less dirt to be tracked into bedrooms.
But tell us about the game.


#53

Tinwhistler

Tinwhistler

Well, they're limestone brick, now :p

It's just a trick I've found that causes less dirt to be tracked into bedrooms.
There's a rimworld mod
https://ludeon.com/forums/index.php?topic=21718.0

It's a doormat. It collects dirt, so that you track less throughout the habitations


#54

GasBandit

GasBandit

But tell us about the game.
:rimshot:[DOUBLEPOST=1499704689,1499704609][/DOUBLEPOST]
There's a rimworld mod
https://ludeon.com/forums/index.php?topic=21718.0

It's a doormat. It collects dirt, so that you track less throughout the habitations
Neat, I might get that, though really I'll still continue to connect the rooms with "floor" because unfloored dirt has a movement speed penalty, and this also helps keeps fires from spreading between buildings.


#55

Terrik

Terrik

I'm alone again.

That's ok.

I guess.



#56

GasBandit

GasBandit

I'm alone again.

That's ok.

I guess.

I just wanna know what the hell happened on that caravan trip that made you decide "Nope, that's it, I'm done."


#57

Terrik

Terrik

Lets just say that I discovered I was the other man, and I didn't find out until he squealed.

:rimshot:

I'll see myself out.


#58

GasBandit

GasBandit

Oh boy. I wanna get the whole year done so I can post "Year 4" all at once, but oh man. The shit hits the fan this year.


#59

Dei

Dei

I started a "1 save" game tonight, and so far I've only had one death due to my forgetting to cancel a door being made while a bunch of muffalo went mad after one got shot.

To be fair, I set it on an easier difficulty because I didn't want to deal with non stop bullshit raids.[DOUBLEPOST=1499756069,1499755916][/DOUBLEPOST]Also, can we just talk about the shapes that random fires can make? :p

294100_screenshots_20170710002321_1.jpg


#60

GasBandit

GasBandit

I started a "1 save" game tonight, and so far I've only had one death due to my forgetting to cancel a door being made while a bunch of muffalo went mad after one got shot.

To be fair, I set it on an easier difficulty because I didn't want to deal with non stop bullshit raids.[DOUBLEPOST=1499756069,1499755916][/DOUBLEPOST]Also, can we just talk about the shapes that random fires can make? :p

View attachment 24829
It reminds me of the old cell-based life simulations.


#61

PatrThom

PatrThom

It reminds me of the old cell-based life simulations.
Or a minecraft map from back in the days before fires would burn themselves out.

--Patrick


#62

GasBandit

GasBandit

Dei's picture also reminds me of how irritated I get that pawns entering/leaving the map, ostensibly by the roadway, don't walk on the roadway if it is diagonal. They zigzag across it in horizontal/vertical lines, wasting SO much time. Usually the pathing in this game is pretty intelligent, but following roads it shits the bed.


#63

GasBandit

GasBandit

RimWorld: Halforums (Tribal) Edition

1 Aprimay, 5503 - Gas and Dei ring in the new year by ringing each other's bells. And non in a good/sexy way. Nope, Gas has to go and insult her, and she pops him one, and next thing you know they've beaten each other into hamburger. Gas gets the worst of it, but they're both laid up for a day.
Pictured: You can ring my bee-eee-eeell you can ring my bell. Ah-ah.


3 Apr - The evil spirit compels many of the boomalopes in the area to go berserk. Fires rage. Horror of horrors, the horseshoe pin - the settlement's only gaming attraction - is destroyed.
Pictured: Boom, baby


5 Apr - The Cabras are back at it again. They attack just before midnight. They are absolutely decimated, but Ashburner's favorite warthog, Spooky, is grievously injured, and loses a leg and a jaw. No captives are taken. Terrik also receives a shattered rib.
Pictured: The Cabras beat feet - those of them still on their feet, anyway.


7 Apr - in the wee hours of the morning, a greedy compulsive liar with a drug habit who is incapable of caring, socializing, or intellectual work begs for shelter from the pirates chasing him. The Halforumites tell him to keep walking. The radio relays his panicked scream before it is switched off.
Pictured: Ha ha ha, no.


8 Apr - Components for the newfangled machines are running low. A caravan is formed with Dei and Tinwhistler heading into town to trade for supplies. Dei trades the settlements vast collection of skins and crappy pirate weapons (along with 150 eggs) for lots of components, a jaw replacement for Spooky, and all the raw steel they can carry. Plus about 1000 silver in cash.
Pictured: Quite a haul


13 Apr - Another lost member of the tribe wanders to West Acapulco, and is greeted with open arms. Her name is CeltZ, a 44 year old optimist who likes to cook, craft, and mine, but is incapable of violence.

14 Apr - The Cabras are back for more, with another midnight raid. Ashburner's sister is with them. She is shot down by GasBandit, and that friendship is sundered right there. In my defense, she WAS coming straight at me with a spear. Terrik also takes an arrow to the spine, but is expected to recover. Ashburner personally guns down two more fleeing Cabras in his grief. Even with his violent outburst, five prisoners are taken. They are treated for their wounds and released, which (along with the obvious effects of attrition, no doubt) finally convinces the Cabras to end their aggression with the Halforums Tribe and open trade negotiations. Ashburner buries his sister with the other unfortunate tribespeople who ended up on the wrong side of fate.

4 Jugust - Wildfires are set outside the wall by a dry thunderstorm. Huge swaths of land (plus some wildlife) are burned, and Snuffles sustains burns on his torso and right leg. A little medicine and rest puts him back on his feet within a day, but this underscores the need for an infirmary, sooner the better.
Pictured: Fire, water, burn.


7 Jugust - A party of offworlders visits as they pass by. Dei's grandmother is among them, surprisingly enough. She is a guard for their party. Dei visits with her and trades with the visitors, paying exorbitantly for components - whatever, pirates will always bring more crap weapons to sell, and Snuffles will always make more porny artwork.

8 Jugust - a pack of man-eating panthers moves into the area. GasBandit is badly lacerated, loses an ear, and catches a hit of buckshot in the arm from Shego. Dei loses a toe, and almost the whole leg. Ashburner similarly accidentally hits Terrik in the back with his machine pistol fire.
Pictured: Marvel at the Black Panthers


10 Jug - The first two beds are completed in the new infirmary, which also has sterile tile and climate control. The tribe is starting to feel less "tribal" and more outlander.

11 Jug - The evil spirit reveals itself! A great metal house, or a piece of an even greater one, falls from the sky, and voices in every man and woman's head begins filling their thoughts with horrific, violent impulses. The more knowledgeable members of the tribe who used to be offworlders caution that, if disturbed, blood machines will come pouring out! The tribe fears a repeat of the massacre of years ago, but the horror has crashed inside the walls and the psychic assault cannot be ignored. Sandbags are erected around it, and then the carnage begins. Two scythers and a caterpillar erupt from the crashed ship part. The battle isn't prolonged, and the mechanoids are put down. Dei takes a charge lance shot in the gut, almost destroying a kidney. There is relief that the tribe can now stand up to the demons that destroyed their past lives.
Pictured: Drop your weapon - you have fifteen seconds to comply.


12 Jug - CeltZ says something that insults Tinwhistler so much he wails on her. The poor woman stands no chance against the former shock trooper. Tin at least comes to his senses before she is beaten to incapacity, and she goes to the infirmary under her own power.

15 Jug - A heat wave sets in, threatening heatstroke to all who labor outside. Evaporative coolers are built to supplement the air conditioners, so as to not overtax the electric grid.

1 Septober - Dei is attacked by a timberwolf. Terrik attempts to help her, but ends up shooting one of her fingers off.

2 Sept - Terrik decides a grizzly bear in the settlement needs killing. He gets a little clawed up. It would have been worse if other Halforumites hadn't backed his play. Dave chases a wounded turkey all the way around the outer wall. If the turrets hadn't finished it off, who knows how many laps it would have led him on?
Pictured: Terrik is unBEARable.


3 Sept - Pirate Sappers attack from the west. They bring sniper rifles. Shego is downed by sniper fire, and Dei is downed and Terrik is seriously injured when a defense turret malfunctions and explodes. The pirates are driven off, but Shego has lost her left leg and her right foot... which is a real puzzler, considering she was hiding behind sandbags at the time.

4 Sept - Another bear gets in and mauls a warthog. With half its fighters down wounded, the tribe barely manages to kill the bear and save the pig.

5 Sept - More pirates attack. No rest for the wicked. Shego can't help defend, as she's still legless, and Dei is still recovering in the infirmary. GasBandit takes a shot to the brain, and dies instantly. Tinwhistler takes too many to the chest and slumps over, dead. Terrik's bonded wolf companion dies of blood loss before help arrives. The pirates are driven back, but the terrible cost has left morale in the dirt. Even Ashburner isn't able to take much solace in GasBandit's death, despite his grudge against him for the death of his sister.
Pictured: The death of the Gas Bandit


6 Sept - GasBandit and Tinwhistler are buried in the graveyard. Tinwhistler is nude, as he would have wanted.

8 Sept - Another sapper raid, this time from the south. Jeez, enough with the raids already! It's driven back with some wounds to Dei and Terrik, but the ranks of the attack animals are eviscerated. Spooky and Darya, Ash and Dei's boars, both die, further driving them into depression. Ravenpoe forms a bond with a warthog he names Black, who has had both its eyes shot out. In light of recent events, the decision is made to militarize the entire warthog population, whereas before only a few were used in combat and the rest were simply working animals.
Pictured: Pigs vs Pirates


9 Sept - Shego is fitted for a peg leg, though she's still missing the other foot. Research is getting close to figuring out basic prosthetics, and she'll wait for that.

11 Sep - Shegokigo gets her prosthetic foot, and a real prosthetic leg to replace the peg leg.

12 Sep - Ravenpoe and Dei have spent a lot of time talking in private in the last few days. Poe seems to have worn down her reluctance, and today they become lovers. Danil the alpaca has a heart attack, but Snuffles successfully rescuscitates it.

13 Sep - A timber wolf sneaks into the settlement, but is killed before it can do any mischief.

14 Sep - Another mechanoid ship crashes just inside the wall to the east. As before, sandbags are set up, and the blood machines are sent back to hell. A few hogs are wounded, but aside from one lost eye, not seriously.

1 Dec - The Pirates are back. Yes, again. The new, improved killzone does its job, and a tidal wave of pork engulfs the pirates. Three hogs are lost, but the pirates are absolutely demolished. One is taken prisoner.

10 Dec - Several days pass blessedly without incident. Ravenpoe decides this is a good time to pop the question. Dei agrees to marry him. That night, West Acapulco is attacked by 34 man-eating chinchillas. Everybody gets a little bitten and scratched, and one piglet is killed, but other than that... tons of free chinchilla meat and fur. One of Pez's bites gets infected, and he's out of commission for a day.
Pictured: Chinchillapocalype 2017


12 Dec - Mechanoids drop in outside the wall via transport pods. Two scythers and a caterpillar. Dei takes a shot in the gut and nearly bleeds out, but is rescued in time. A couple hogs are lost.

14 Dec - It's been a very mild winter, and the growing season never stopped. The colony has so much surplus rice that much goes to waste, rotting in storage.

15 Dec - A grizzly bear sneaks past everyone somehow and eats a chicken. It is hunted down by every tribesman with a gun, and is quickly killed.

Pictured: The state of West Acapulco at the end of 5503


#64

Terrik

Terrik



#65

PatrThom

PatrThom

@Dei: "Goddammit, @Terrik !"

--Patrick


#66

Hailey Knight

Hailey Knight

Staying home sick today (apparently along with everyone else at my office who got a free slurpee from 7-11 yesterday :confused:). Is this on sale yet?


#67

Denbrought

Denbrought

Staying home sick today (apparently along with everyone else at my office who got a free slurpee from 7-11 yesterday :confused:). Is this on sale yet?
Word is, Rimworld will not go on sale until after its release.


#68

Hailey Knight

Hailey Knight

Word is, Rimworld will not go on sale until after its release.
Wait a minute--this whole time, Gas has been playing an early access title?


#69

DarkAudit

DarkAudit

Wait a minute--this whole time, Gas has been playing an early access title?
According to Wikipedia, it's not even in Beta yet?


#70

GasBandit

GasBandit

Alpha 17!


#71

Dei

Dei

It doesn't feel like a broken piece of alpha crap though, so it's fine.


#72

Hailey Knight

Hailey Knight



#73

PatrThom

PatrThom

Alpha 17!
His favorite was when it was still Gen 13.

--Patrick


#74

GasBandit

GasBandit

His favorite was when it was still Gen 13.

--Patrick
Mmmmm... Caitlin Fairchild.... Aalllgllghhhghgllll...


#75

Dei

Dei

But seriously, don't let your kittens find the beer.

20170712144430_1.jpg


#76

Denbrought

Denbrought

But seriously, don't let your kittens find the beer.

View attachment 24856
I still haven't made beer. Just seems like a very big risk, for very unclear/little reward.


#77

GasBandit

GasBandit

I still haven't made beer. Just seems like a very big risk, for very unclear/little reward.
As long as you don't have any animals or alcoholics or people with chemical interest/fascination, it's a decent way to earn extra money from traders, and as long as you set your drug policies to "only allowed one every other day, and only then if your mood is below 45%," it's a decent, harmless way to get your colonists through tough times.

Myself, I've switched to smokeleaf. Animals don't eat it, and it is just as good as beer for mood improvement. You still gotta limit it to every 2 days when below 45% though, because apparently smoking too much weed will give you ASTHMA.

But it also kinda fell by the wayside when I discovered that, just like gnomoria, carved statues are king for making money. Every single kind of trader/town wants to buy art, and making large sculptures is a great way to turn 135 wood into 300 silver, or more.

Plus, if you put the art bench right next to the machining bench, it's practically a given that the two people (assuming gender compatibility) assigned to art and crafting are gonna fall in love and stay there. Just make sure you build a nice high quality plush chair in front of each bench to keep them comfy while they work.


#78

Dei

Dei

TBH I only had beer because a guest left it as a gift. I never use it either, because colonists are idiots.

I only had it laying around because a guest left it as a gift and I wasn't paying attention.


#79

PatrThom

PatrThom

TBH I only had beer because a guest left it as a gift. I never use it either, because colonists are idiots.

I only had it laying around because a guest left it as a gift and I wasn't paying attention.
You know cats will get into anything.

--Patrick


#80

GasBandit

GasBandit

RimWorld: Halforums (Tribal) Edition

5 Aprimay, 5504 - Mechanoids land to the southwest. They attack through the killbox, and a couple warthogs die to charge lance fire, but all four scythers are taken out. Terrik almost loses a leg, and Ash takes one in the chest, but both pull through.
Pictured: Metal and Pork


6 Apr - The cabras send their first trade caravan (as opposed to raiding party). Bulk goods are traded.

9 Apr - Another Psychic ship chunk crashes inside the walls. In the ensuing battle, Pez loses a hand to a charge lance shot.

11 Apr - Dei and Shego take the Alpacas to market, loaded with as much rice as they can carry. Turns out they'll need multiple trips to deal with their rice glut, though.

1 Jugust - 23 manhunting arctic foxes move into the area, and attack the settlement. Never has battle been so luxuriant. The battle of Foxes vs Warthogs claims many four-legged lives, but only one of them porcine. Lots of meat goes to waste as there isn't enough room for it all in the freezers.
Pictured: So cute. So bitey.


3 Jug - Dave's curiosity leads him to open an ominous structure to the south. A blood machine is inside! Dave escapes to warn the others.

4 Jug - It's decided the blood machine must be rooted out. A defensive wall of sandbags is built, and then the tribe opens fire. The scyther is taken out, but when the cryptosleep caskets inside are hit by glancing fire, they open, and reveal wounded people inside. The female leaves of her own will, but the male wearing power armor is incapacitated, and is taken to the infirmary for treatment. CeltZ decides to throw a party in the kitchen. Much merriment is had by all. When the soldier regains consciousness after treatment and feeding, he decides to leave.
Pictured: Peek-a-boo, you son of a bitch


6 Jug - Shegokigo has a heart attack, but doesn't tell anybody about it for several hours. Luckily, Ravenpoe is still able to save her using some of their precious, scarce supply of glitterworld medicine.

8 Jug - Dei and Ravenpoe are married in the kitchen with all in attendance, and a reception afterwards. It's the social event of the season. Dei's wedding present is a bionic eye, to replace the one that nearly got scratched out by an animal, and left a nasty scar.
Pictured: The wedding of Poe and Dei


11 Jug - Shego gets bionics to replace her prosthetics. Pez, too.

12 Jug - A herd of 9 man-eating Caribou.. Well, at least it's not chinchillas. Dei, Terrik and Ashburner get a little bruised up, but nothing serious. Again, SO much wasted meat.

14 Jug - Two scyther mechanoids and a caterpillar assault the front gates. The blood machines sure seem to be showing up more often these days... fortunately not in great numbers. Dave and Shego are lightly injured. Shego's wounds develop an infection, so she is bedridden an extra few days.

5 Sept - The settlement buys a megascreen TV from a passing exotic goods tradeship. They are officially modern civilization.

7 Sept - Just when people were starting to relax and think they were going to have a nice, quiet fall, a pirate raid arrives from the south. They bring incendiary launchers. Dei's left arm is shot off, and there are gunshot wounds and burns all around.

8 Sept - Once everyone is stabilized and there is room to spare in the infirmary, Dei gets fitted for a bionic arm. She's now got a bionic eye, ear, and arm, making her now pass Shego as the most mechanized member of the tribe.

10 Sept - A mysterious blight ravages the crops. This would be more concerning if there wasn't already too much food to store properly. Later that evening, another group of mechanoids attack from the northeast. Half the defenders are lightly wounded and two turrets are destroyed. Pez gains a disturbing scar on his eye. The decision is made to improve the killzone once again.

2 Decembruary - In the middle of the night, another poison mechanoid ship crashes right next to the newly constructed emergency food storage warehouse. CeltZ delays the armed response squad dealing with it by throwing a party first thing in the morning.

3 Dec - The effort to deal with the mechanoid ship hits an unexpected snag when Shego lobs a casual insult at Terrik during combat and he throws his weapon on the ground and lunges at her with his fists. Dave is hit by an inferno cannon and runs around screaming while he burns. The next volley of inferno cannon fire hits Terrik and Shego, which seems to snap them out of their scuffle, at the cost of some major burns. Ashburner catches fire while trying to extinguish the others. When all is said and done, everybody's kinda hurt and Shego has a grudge against Terrik.
Pictured: God Dammit Terrik


5 Dec - 25 man eating iguanas amble in for breakfast. It takes them hours, however, to figure out where the opening in the wall is. The combat is made all the more explosive by a hapless boomalope that wanders into the crossfire. Dei's pet boar, Ferdinand, nearly burns to death in the ensuing blaze, because he's a dumbass and doesn't wait for combat to be over to start trying to retrieve dead iguanas.
Pictured: Iguana tell ya something


6 Dec - A cold snap sets in. The crops are gotten in before it kills them.

13 Dec - Pirates attack just after bedtime, moving swiftly before everyone can get into position. Nevertheless they are utterly destroyed with only moderate wounds to one or two defenders.

15 Dec - Now that the tribe knows how to make real vacuum-sealed survival meals, a caravan is sent to sell off all the pemmican reserves, along with the tattered clothing and extra rice. Patience's Ridge, however, doesn't have enough cash on hand to buy it all, so all kinds of goods that West Acapulco "might conceivably need" are taken in trade, and even then about 1500 silver worth of perishables are just given to the town rather than haul it back home.


#81

GasBandit

GasBandit

RimWorld: Halforums (Tribal) Edition

1 Aprimay, 5505 - 29 manhunting tortoises slowly plod in from the southeast. Ashburner's favorite pig, Aoi, is accidentally shot to death.

8 Apr - Another early morning CeltZ party first thing today. She's turning out to be quite the party girl.

9 Apr - A group of pirates set up positions to lay siege with mortars, to the north. West Acapulco is barely completing mortars of their own, and they don't have any ammo yet! A frontal assault is unfortunately necessary. It's a bloody business, and although it succeeds, some of the tribe's warriors are wounded. Ashburner takes a shot in the head that his helmet doesn't stop. It doesn't kill him, but there's a definite impairment of cognitive functions going on. Any wounded pirates are simply left to die out in the woods. Well, at least the settlement's mortars have some ammo, now.
Pictured: Attacking the enemy in the woods before they can set up mortars


13 Apr - An escape pod lands conveniently right outside the infirmary. He is rescued and convalesces in said infirmary, and is so grateful that he joins the tribe. He's Stienman, a 25 year old charity worker who was raised in a convent, and thus can't bear to hold a weapon, but is an industrious worker with an interest in growing and building things. He's also a night owl.

15 Apr - Snuffles insults Pez, and Pez can't let it go. They get into a tussle in the hall, and both get a little banged up. They're both laid up for a day.

3 Jugust - Danil, one of the tribe's faithful alpacas, is 15 years old and has developed a bad back and dementia. He wanders around in a daze, most often. Probably time to put him out to pasture.

5 Jug - A trade caravan hauling bulk goods stops by. Dei's grandmother is among them.

6 Jug - Pirates attack, nothing too fancy, but they do have EMP grenades, which take out a couple turrets. No living tribal defenders are hurt at all, however. No pirate survivors.

11 Jug - The Mysterious Blight returns, and most of what crops are growing, die.

12 Jug - Dei hunts a boomrat, it turns into a literal melee, and it also literally blows up in her face. She's out of commission for a day or two.

15 Jug - Another evil spirit house crashes on the lawn. In the fight, Pez is downed and loses his OTHER hand.

2 Septober - FigmentPez gets a second bionic hand installed.

3 Sept - The formation of a caravan is followed by the arrival of pirates. Ravenpoe has an aunt among the attackers. Dave, Terrik and Snuffles do their best to defend without the others. Thanks to the super-efficient killbox, no defenders are injured. One pirate is taken prisoner. The aunt does not survive.

7 Sept - An escape pod crashes outside the wall. The female occupant is rescued, but after the most cursory of medical checkups, she is in a hurry to leave. Dave hunts a grizzly bear that has wandered inside the walls, and gets clawed up a little, but he also gets shot by Terrik, who is trying to "help" him. He'll recover, but he's a little miffed at Terrik.

8 Sept - Ravenpoe's boar, Black, has a heart attack and dies before medical help can be rendered. Poe buries him with the others.

11 Sept - Another escape pod, in the middle of the night. Stienman gets the occupant to the infirmary, and Snuffles patches her up in the morning. Grateful, she joins the tribe. She's a 37 year old former mercenary leader, daughter of a crime boss, named Amy. She's a bit on the neurotic side, and doesn't care much for anything but socializing and fighting. That night, Dave hunts Muffalo, but angers the entire herd. They trample him into the dirt. Terrik and Pez finish off the herd and haul Dave to the infirmary. Just in time, as a pack of 19 man-eating wargs come bounding into the area as soon as the door slams behind Pez and Dave.
Pictured: Dave, under the hooves


12 Sept - The wargs apparently have difficulty finding the front door. Only 3 of them attack, and the turrets alone are enough to put them down. The rest wander for a while, then suddenly burst in and attack a visiting caravan. They are put down, but there are casualties in the caravan.

9 Decembruary - After a mostly pleasant and peaceful winter's beginning, suddenly West Acapulco is attacked by 38 man-hunting gazelles! They break down a postern door and flood into the village proper! The smash in the workshop door and bludgeon Ravenpoe unconscious. CeltZ takes cover in the emergency stores, and Stienman runs for the killzone. Meanwhile the defending militia has to go street-to-street clearing the suckers out. Many boars and Alpacas are also savaged in addition to the tribespeople, and various structures are all damaged from stray gunfire and berzerk horn battering. No sooner is this problem barely dealt with, than half the tribe comes down with the flu. CeltZ, Dei, Pez, Shego, Stienman, and Dave are all down with the sickness.
Pictured: Gazellemageddon in progress


10 Dec - A solar flare helps everyone be more comfortable and heal faster by knocking out the electricity. Did I say help? I mean the other thing.

11 Dec - Ravenpoe has been using Ambrosia fruit as a painkiller for those in the hospital. Dei develops an addiction.

13 Dec - The flu epidemic finally breaks.

14 Dec - A cold snap rolls in at night. Stienman does his best, but much of the crop is lost before it can be harvested.

Pictured: The state of West Acapulco at the end of 5505 (Teddy is a prisoner)


#82

Terrik

Terrik

No one appreciates my help. Lousy ingrates.


#83

PatrThom

PatrThom

No one appreciates my help. Lousy ingrates.
It's like you were born to play Doomfist.

--Patrick


#84

Dei

Dei

It's like you were born to play Doomfist.

--Patrick
Don't tell @Terrik to steal @Snuffleupagus 's main.


#85

Terrik

Terrik

Don't tell @Terrik to steal @Snuffleupagus 's main.
Snuffles said he would murder me if I tried.


#86

PatrThom

PatrThom

Maybe you can have a Doomfist-off or something.

--Patrick


#87

Officer_Charon

Officer_Charon

BRAZZERS


#88

GasBandit

GasBandit

RimWorld: Halforums (Tribal) Edition

2 Aprimay, 5506 - The cold snap breaks, fortunately as the kibble reserves for the chickens were down to about 1 day's worth remaining.

3 Apr - A cargo pod lands within the wall, containing 72 chicken eggs. The irony is not lost on the tribe. Five Man-eating elephants enter the area from the north. They find their way to the killbox. Going to be a lot more meat going to waste.
Pictured: Mad Elephants On Parade


5 Apr - Despite a stricter policy having been enacted regarding ambrosia fruit, Ashburner also develops an addiction. It turns out most of the colony has been using the fruit as a food source, rather than using packaged meals, which technically circumvents the "Drug" policy. The Ambrosia is locked up, and everybody's forced to detox.

6 Apr - in the dead of night, the pirate prisoner manages to break out of his cell and runs for the exit. He beats a boar to death on his way. A trade caravan arrives later that day, with pirate raiders hot on its heels - and the escaped prisoner is with them. They wait until nightfall to begin their assault. The leader of the caravan, for some bizarre reason, decided to sleep outside the wall, and is quickly killed. The rest of the caravan immediately runs for the hills (despite being safely inside the wall). The pirate raid is repulsed, and two captives are taken - different captives, the original escapee sucessfully flees with the other pirates.

11 Apr - Amy throws a party first thing in the morning. What is with these people and breakfast parties?

13 Apr - An Alpaca has a heart attack, but Snuffles saves it. Another evil spirit shell crashes, right on the chickens. In the subsequent fight, Terrik takes an inferno cannon blast dead on, and Amy catches a charge lance shot in the leg. Both are patched up and out of the infirmary by morning.
Pictured: Terrik Flambe


15 Apr - The pirates are back, and they brought sappers. There are light to medium wounds all around, but nothing that is irreplacable is lost. The escapee, Teddy, is recaptured along with another pirate. Ashburner passes out from pain and blood loss, but is rescued by a warthog and carried to the infirmary. He is hospitalized for an extra day, but everybody else besides he and Pez are good as new by bedtime.
Pictured: Waaaaait for iiiiiit...


2 Jugust - An early heat wave is interrupted by a volcanic winter, coinciding with another round of blight. To compensate for the slower growth of what will be replanted, more farmland is allocated. One of the new prisoners is recruited to join the tribe. His name is Charon, former military with a passion for horticulture, and actually a pretty nice guy. He gets a new nose, though, as his got shot off.

5 Jug - Toxic fallout begins raining from the sky during the night. It is decided to put a roof over the crops, and install sun lamps. This will drastically increase electricity consumption, but is probably the best that can be done. Feeding the chickens will become a problem within a week, as their numbers usually require outdoor grazing during all but the coldest of winter days. A new Geothermal generator is built to help offset the power consumption, but it looks like even that may not be enough.

6 Jug - The power drain and the chickens' voraciousness were both vastly underestimated. Seeing no other choice, the chickens are taken to the hunting lodge by Dei and Poe, hopefully to graze there until the fallout passes. Two more geothermal power generators are planned.

7 Jug - Six more quad freezer units are built to handle all the meat from the dying out of the local animal population. There won't be any more hunting for a while, so this meat cannot go to waste.

9 Jug - No sooner are the preparations for the long, dead stretch of surviving the toxic fallout complete... than it clears. /headdesk. /headdesk. /headdesk.

10 Jug - The guy who escaped, then was recaptured, is finally convinced to just join on. Not everybody is happy with him, given that he's been a thorn in the tribe's side multiple times, but he gets a shot. He's a former urbworld pimp, and in order to get a new start, his old name "Teddy" is done away with, and the Tribe renames him "Chazwozel." That night, the remaining two prisoners attempt a prison break. It is unsuccessful, and they are recaptured.

12 Jug - another pirate raid with more sappers. Dave's leg is shot off, but the other injuries among the tribe are minor. No pirates are taken prisoner - but two survivors are executed in the field. Dave gets a bionic replacement leg that very night.

13 Jug - Chaz manages to convince one of his pirate former allies to join the tribe as well. He's called Null, he does a little bit of everything.

14 Jug - The last prisoner attempts a prison break. He doesn't get far at all and is recaptured.

15 Jug - Terrik crafts a masterwork spear, covered in etched artwork depicting Dei recruiting Charon to the tribe. It's only fitting Charon carries it as his sidearm.

3 Septober - Terrik hunts a boomalope that is within the wall. It explodes next to some chickens, setting them on fire. Eh, thinks Terrik, it's raining. They'll be fine. Shego and Null end up tending to the chickens' impressive array of burns. The prisoner, having just gotten over an infected wound from his escape attempt, contracts malaria. A hospital bed is moved into the prisoner area for him.

4 Sept - All the wild boars in the area go maneater. Dave is attacked near the killbox, and the poor accuracy of the turrets means he gets gunned down in addition to the pigs. He gains an impressive list of injuries all over him, as well as losing a finger. Shego gets him back to the infirmary, and Null patches him up, but he's out of commission for several days.

7 Sept - Pirates arrive in drop pods southeast of the wall. They want to set up a siege - but this time, the tribe has mortars. The pirates are pounded into hamburger. One is taken prisoner.

13 Sept - With the volcanic winter still in effect, the snows come early this year.

15 Sept - The pirates are back, with lots of new faces. Where do these guys keep getting recruits? They catch Terrik outside the wall and a sniper shoots off his arm. The rest of the tribe deal with the pirates harshly, and it's a slaughter. One pirate is taken prisoner.

2 Decembruary - 10 manhunting cassowaries descend upon West Acapulco. They catch Chaz outside the wall, and he barely makes it back inside. Charon is jumped by a lone straggler as he attempts repairs on a geothermal generator. He beats the big bird, receiving a mere scratch in return.

3 Dec - The skies finally clear - the volcanic winter is over. Now it's just regular winter.

4 Dec - One of the prisoners named DarkAudit is convinced they'd be better off joining. It turns out he's actually kinda interested in almost any activity that ISN'T combat, and he's a night owl to boot.

10 Dec - Pirate sappers arrive in the middle of the night. Null's daughter is with them. They come in through a large rock in the process of being dug out, right into an ambush. The pirates are cut to pieces. The only significant injury to the defenders is when Terrik shoots Charon by mistake. Null's daughter is wounded but escapes.
Pictured: SUPPLIES!


11 Dec - Shego picks a fight with Amy while Amy is out hunting, for no real discernable reason, other than she "didn't like her face."

12 Dec - A manhunting pack of 22 arctic wolves arrives. Once again, Chaz is off on his own doing fuck-knows-what and gets his ass chewed off. Charon goes to rescue him and gets HIS ass chewed off. Then Dave, who loses an eye and almost loses the other. When everybody's done being fucking idiots, the pack is dealt with. Snuffles then has an attack of the derps and fucks up surgery on a boar twice. Then RavenPoe fucks up. Relative medical-neophyte Null finally gets the job done.

13 Dec - Dave is fitted with bionic eyes. His one remaining one was pretty much useless anyway.

15 Dec - there is a roof collapse when digging out the southern rock feature, and Terrik is crushed to death. His bonded boar, Joker, goes berserk with grief. It attacks Shego, who kills it. The area is re-dug out, but Terrik's body is never found. The only things found are his spear, and his lunch. Ash, CeltZ and Amy are particularly upset about his death.
Pictured: Terrik Pancake



Pictured: The state of West Acapulco at the end of 5506.


#89

Hailey Knight

Hailey Knight

I'm just gonna assume Terrik shot Dave while gunning for the pigs.


#90

Officer_Charon

Officer_Charon

Was gonna cuss out Terrik for poor aim... but I feel that would be his downfall...


#91

PatrThom

PatrThom

I wanna see if we ever get a tribal named "Charlie."

--Patrick


#92

GasBandit

GasBandit

I wanna see if we ever get a tribal named "Charlie."

--Patrick
He's not on my list.

But since that is a common name, it might show up among another faction, the pirates, or a caravan.


#93

Officer_Charon

Officer_Charon

I will admit, I laughed my ass off when "Teddy" got his new name.


#94

PatrThom

PatrThom

It was so fitting!

--Patrick


#95

GasBandit

GasBandit

RimWorld - Halforums (Tribal) Edition -

1 Aprimay, 5507 - Dei and Charon set out with the alpacas and all the sundries of the tribe to go trade in town. Not as much is for sale there as hoped, but deals are struck.

5 Apr - A siege party lands to the southwest. Mortars away! The rain of explosives is so deadly and terrifying that the pirates don't even attempt a frontal assault, they just flee into the hills.
Pictured: FUCK THIS YOU CAN KEEP YOUR SHIT AAAAA


7 Apr - The psychic metal monsters land incredibly close to the town in the night. Dealing with it has to wait til morning. Ash shows up to the fight stoned, and isn't very capable. Amy,Pez, and Dave are all hit with charge lance bolts, requiring them to be hospitalized for a day or two.
Pictured: Surround and Conquer


10 Apr - The Sappers - and Null's daughter - are back. They arrive in the middle of the night to try to get the jump on the tribe. They flee, but there are some wounds on the defenders, including Snuffles, who has lost a hand.

14 Apr - Dei takes the latest dozens of hog offspring to market to sell. Along the way, so many nuzzle her affectionately that she's named half of them by the time they get there. Null completes work on an AI chip that will finally correct Ash's brain damage. After it is installed, it's like a haze has lifted from his eyes.

2 Jugust - The pirates have another go, and not only is Null's daughter with them, but so are Dei's grandparents. Pez and Ash are slightly wounded. Dei's grandfather and Null's daughter do not survive. In fact, Null witnessed her death at the hands of Dei, and now hates Dei with a passion.

5 Jug - 12 Man-eating Elk attack in the middle of the night. The defenders defend, but the elk close the distance through the kill zone too quickly. Ash and Pez are trampled and have to be carried back to the infirmary unconscious.

8 Jug - Chaz talks another one of the pirates in custody into becoming a former-pirate. He's a big vat-grown space marine who likes to shoot and fight, but also has a green thumb, and his new "starting over" name is DocSeverin.

11 Jug - a Lynx gets into the settlement and attacks CeltZ. Shego quickly kills the predatory feline, and CeltZ isn't hurt too badly.
Pictured: Trying hard not to make a dirty pun


12 Jug - Those sappers never learn. The Defenders get into position to ambush them, but Dave takes an unlucky hit to the head that probably would have killed him if he hadn't been wearing a helmet... but as it stands, he's worse off than even Ash was. Work begins on a new AI chip to fix him up in the same manner, but there's not enough uranium to complete it yet.
Pictured: The wounding of Dave


14 Jug - Dei goes to market to sell piglets. On her way back, a pirate stops her on the road and demands all her belongings and money. She refuses. A fight ensues. It turns out, the brigand doesn't even have a gun, just the world's shittiest knife and a face that looks like a cross between a malformed fetus and a drawing done by an untalented child. Dei guns her down, checks her over to confirm that the pirate has nothing worth taking, and continues toward home.
Pictured: Dei Waylayed


15 Jug - Amy hunts a boomalope, and when it explodes, she gets her fool self set on fire. Then a poison ship crashes outside the wall. The tribe bombards it with mortars until the blood machines come to the killbox. Chaz talks another pirate captive into converting. Her new name is Emrys, and she's good with animals, cooking, growing, and constructing. Dave gets so stoned on smokeleaf, what's left of his brain shuts down, and he has to be rescued off the floor of the storage warehouse.
Pictured: Amy's hot Hot HOT


1 Sep - Half the damn tribe, and even a captive, comes down with the flu.

4 Sep - After a stressful few days, the epidemic breaks as immunities develop.

6 Sep - A freak heat wave washes over the area. Dave gets stoned and passes out again.

7 Sep - Raid with sappers. While they chew through the wall, they are bombarded with mortars. When they finally break through, they are gunned down. DocSeverin takes a nasty hit in the arm, but otherwise no injuries.

9 Sep - The evil spirit is angry! It compels all the raccoons in the area to attack the tribe. Steinman goes outside to build a mining annex, and is bitten until he is incapacitated. Dei rescues him, but gets a nasty scratch for her trouble.

11 Sep - Another Pirate raid. They wait until a caravan is leaving and then ambush them. The tribe moves to assist, and saves some of the caravaneers. The pirates suffer heavy casualties, and the survivors are executed on the spot.
Pictured: Guerillas in the Mist


14 Sep - DarkAudit and Emrys become lovers. How this is gonna work when he's up at night and she sleeps at night... well, don't ask me.

15 Sep - The work on the AI chip to fix Dave's brain is complete, and it is surgically installed.

3 Dec - Shegokigo hunts a predatory bear in the area. She bungles it pretty badly, and it tears her remaining leg off - and almost gets her bionic one, too. Just as she's being rescued, sappers arrive in the southeast. Amy and Chaz take a few hits during the battle to drive them off.
Pictured: Fat Dog for Shego

Pictured: You assholes, we just fixed that wall


4 Dec - Shego gets a second bionic leg. DarkAudit proposes, and Emrys accepts.

5 Dec - A group of bloodmachines come from the southwest. They come through the killbox and are handily defeated, though Null does get a facefull of inferno cannon.

6 Dec - Ashburner accidentally says something that drives Charon into a rage. They fight in the corridor.
Pictured: Ash V. Charon


9 Dec - The last pirate captive is finally talked into joining by Dei. She's a smartassed former smuggler named Kags, who makes it clear she doesn't do farm stuff.

12 Dec - Ash can't keep his big yap shut, and inadvertently insults DocSeverin enough to start a fight, and gets his clock cleaned.

14 Dec - Toxic Fallout begins raining from the sky. Supplies are plentiful, but for how long...?

15 A wildfire in the middle of the night destroys one of the geothermal power stations. When the sun rises, it brings a cold snap, and just as the fire is brought under control, a poisonous ship part crashes just outside the wall. Kags has a mental break and wanders out into the toxic snow. IS THIS THE END OF WEST ACAPULCO?
Pictured: If the toxins don't get ya, the wildfires will


Pictured: The situation is grim


#96

AshburnerX

AshburnerX



I'm betting what stopped a lot of Ash's bad social habits was that he was dumb as a brick. Now that's he's fixed, it's basically a Flowers for Algernon situation; he knows everyone around him is an asshole and he can't pretend it's not true now that he knows.


#97

Dave

Dave

I. AM. DAVE. I. AM. MAN. NOT. MACHINE.


#98

PatrThom

PatrThom

I. AM. DAVE. I. AM. MAN. NOT. MACHINE.
If only you weren't also so flammable.

--Patrick


#99

GasBandit

GasBandit

I. AM. DAVE. I. AM. MAN. NOT. MACHINE.
It's actually an interesting concept. There are THREE different brain surgeries you can perform to treat brain damage.

The first, the brain stimulator, is a shoddy half measure... it boosts your consciousness to 70% but will never allow it to go higher.

The second, which is my preferred method, is the AI chip. It's the most difficult to obtain of the three (requires a LOT of research to make, or ~5000 silver to buy, presuming you can even find one for sale, because they're super rare), but best I can interpret, it acts kind of like a "co-pilot" for your body, because it guarantees 100% consciousness when awake under all circumstances. This means that you can still perform complex and dexterous tasks while stoned or otherwise inhibited, which in my mind might lead to some humorous "Dr. Strangelove" type situations, but it doesn't have its own "personality." Which brings us to...

The third, and probably worst option, is that you can implant an "AI Persona Core," which frequently drops when killing those crashed ships. The AIPC is a required component when you're building a ship to get offworld and end the game, but the game makes no bones about the personality in the core not necessarily being benevolent. I haven't tried it, but I've heard installing an AI Persona Core into a colonists brain turns them schizoid - two minds will be fighting for control of the body, and it will manifest sort of like Bane-gent Smith in The Matrix. One night your colonist might just get out of bed, and go from room to room with a knife murdering all the humans. Or he might go berserk for no apparent reason. Or who knows what else. Or maybe not. In any case, probably not a good idea.


#100

GasBandit

GasBandit

RimWorld: Halforums (Not-so-Tribal) Edition

1 Aprimay, 5508 - A hapless caravan blunders into the crashed poison ship. Dei, Chaz and Shego are wounded trying to rescue them. Only 4 caravaneers survive to be rescued, and one of them dies of blood loss on the way to the infirmary.
Pictured: Shit, meet fan


3 Apr - A solar flare knocks out the electricity for the settlement. The tribe must temporarily go back to relying on fire for warmth, for the day.

8 Apr - The Toxic fallout finally relents. Good thing, too, the meat stores were just giving out...

11 Apr - Sapper raid from the south. Emrys' sister and Dei's aunt and grandmother are among them. Null gets a little injured in the fight. Dei's relatives are captured, Emrys' sister dies in the fight.

14 Apr - Emrys and DarkAudit's wedding takes place. Not everyone can attend, as four tribesmen are out on a caravan and don't make it back in time. They do make it in time for the second half of the reception, though... and something happens there, I'm not sure what, that makes Emrys IMMEDIATELY call off the marriage and kick DarkAudit out. Hoooooly drama.
Pictured: A beautiful wedding


Pictured: WELL THAT DIDN'T TAKE LONG


2 Jugust - A raid group consisting of Amy, Shego, Chaz, Charon and Docseverin uses Transport pods to attack a nearby pirate outpost. It goes moderately well, and the wounds received in the attack are healed before the party loads up two dromedaries (also delivered by transport pods after the victory) with booty and heads for home.

5 Jug - A pirate raid shows up with Dei's Father. Seems like a whole lot of the old tribe must have fallen in with the pirates out of desperation. Unfortunately, he is killed in the attack. The HF raiding party arrives right after the pirate raid is defeated.

6 Jug - a Heat wave grips West Acapulco. Snuffles and Pez get into a fight in the hallway.

7 Jug - A psychic ship part crashes outside the east wall. An excellent plan to bombard it with mortars is fucked up when dave goes outside to hunt a rat and gets his dumb ass shot to shit with charge lances. To his credit, he manages to take down 4 scythers before they incapacitate him. Most likely thanks to his AI chip implant keeping him awake and fighting through the pain, and out of shock, for as long as possible. In the pitched battle to go out to rescue him, and Amy, Chaz and Pez are lightly wounded.
Pictured: Dave: CyberRambo


9 Jug - Another raid, with sappers, and yet again with another one of Dei's relatives - Her great grandfather. He doesn't survive. Pez loses a leg in the battle.

10 Jug - Pez gets a bionic leg. With that, his 2 bionic hands, and bionic eye, he's now officially the most-mechanized tribesman.

3 Septober - Dei and Poe are sent far to the north by Transport pod to establish a trading post in a town-dense area. They are chosen because they are married and their abilities compliment each other.
Pictured: Breaking in the new bed at the newly constructed trading post


4 Sept - Pirates come to try to lay siege to West Acapulco. You'd think they'd remember what happened the last time. The mortars once again pound them into paste.

7 Sept - Ashburner's mother is part of a travelling group that passes through, and stops to visit.

11 Sept - Dei's mother is actually now head of a trade caravan for the Tibudta Strong Dominion, it turns out. They arrive at West Acapulco today, but naturally, Dei isn't there - she's up at the trading post with Poe. Perhaps it's just as well, she's pretty pissed at Dei for the death of various members of their family. Charon and Kags decide to become lovers.

12 Sept - At breakfast, Chaz and Emrys go at it after she tells him exactly what he can stick where. She gets the worst of the exchange.

13 Sept - Another metal evil spirit within the wall at dusk. In fact, it barely misses the infirmary. Careful preparation is the key here. The militia is exhausted by the time the defensive emplacements are built, so it is decided to attack in the morning.

14 Sept - The attack commences. Four caterpillars pop out. The fighting is furious but fast. Snuffles nearly loses a foot, but the menace is ended. That evening, Dei's captured pirate aunt, Dirona, finally comes around and joins the Tribe.

1 Decembruary - Kags tells Chaz to stick it where the sun don't shine. Fisticuffs commence. They come out about even and call it off, but both hold grudges. A compacted plasteel vein is discovered in the mountain behind Dei and Poe's fuckhut love shack trading post. Since travelling to trade during the winter is impractical, they spend the winter mining plasteel, eating lavish meals, and banging like teenagers.
Pictured: Chaz vs. Kags in the kitchen


2 Dec - A cold snap rolls through. Fortunately, it hits in late morning, so there's plenty of time to get the crops in before the hard freeze. A woman in an escape pod crashes to the west, and is rescued. When she regains consciousness, she joins the Tribe in gratitude. She's a 51 year old medical assistant named Sara. She's got an optimistic outlook, but has a crippling phobia of fire.

4 Dec - Sara turns out to be a bit of a junkie... she goes on a smokeleaf binge with little provocation. Seems her pyrophobia doesn't extend to sparking up a J.

5 Dec - Emrys insults DarkAudit while they're out planting when the cold snap passes, and it's the final straw. The two have a fistfight right there among the haygrass. Each of them end up tearing a finger off of the other! :confused: They hate each other SO much, now.
Pictured: It's an institute you can't disparage


7 Dec - Sappers arrive in the dead of the night. In a strange show of semi-intelligence, they choose to try ramming down postern doors instead of breaking through a wall. Null is taken down by friendly fire, and he loses an arm AND a foot. Some pirates are captured, but most are downed. All but one downed pirate are executed, the exeption is captured. Null gets bionic replacements within 24 hours.
Pictured: Enjoy those limbs while they last


8 Dec - Dei's grandmother - Dirona's mother - is finally talked around to joining by the smooth-talking pimp Chazwozel. Her name is Squidley, and she's a 47 year old former writer whose creative spirit was crushed by a factory job.

9 Dec - 9 man-eating polar bears attack West Acapulco. Gonna be plenty of meat and fur for a while.

The rest of the winter passes quietly and productively.

Pictured: The state of West Acapulco at the end of 5508


Pictured: The state of the north trading post, at the same time


#101

GasBandit

GasBandit

I know I say this a lot but I'm freakin mystified you guys are still enjoying reading this.

But we're getting to a problem. I've progressed to the point where I'm starting to get too strong, and events are going to really start repeating themselves, and not be a serious threat. I don't know how many different ways I can say somebody starts a fight with somebody for being insulted, or that sappers arrive in the middle of the night, or that a psychic poison ship crashes and mechanoids pop out. If this were a regular playthrough, I'd build a ship, get offworld, and be done with it (there's no mountain for me to dig out and get you all eaten by insects, this time).

But, I thought I'd give you guys some other options -

1) There is a ship hidden at the north pole, weeks of travel away, days across the polar ice sheet. Instead of building my own ship, I could abandon West Acapulco and attempt to make the epic trek, and see who survives the journey. Either some or all the tribe makes it to the ship and leaves the planet, or everybody dies enroute, either way the game will end.

2) There are many pirate outposts and pirate-controlled towns on the map. I could attempt my own endgame by seeing how many of them I can wipe out, going for a complete elimination of the pirate faction. This is liable to take a LONG LONG TIME, but will have the added entertainment value of a high likelihood of massive turnover in the roster as HFers die in battle.

3) I could remain in West Acapulco, but increase the difficulty, possibly to an insane degree. The game lets you change difficulty on the fly. Right now, it's at "Some Challenge," which I would classify as medium difficulty. The difficulties above this are Rough, which is hard, Intense, which is punishing, and Extreme, which is absolutely bonkers. These higher difficulties will double, triple, or quadruple the strength of groups attacking the settlement, apply permanent mood debuffs to the members of the tribe, apply trade penalties to the cost of buying and selling to towns/caravans, and increase the frequency/severity of unfortunate events like disease, accidents, and natural disasters. It would be expected that increasing the difficulty would perpetuate an inexorably painful crushing grind into final defeat.

4) Alternatively, I could change storytellers. Right now, the storyteller is "Cassandra Classic," the default storyteller with a normal difficulty curve who gives both good and bad events. The other storytellers are "Phoebe Chillax," who favors beneficial events and a gentler curve (so she's out), or "Randy Random," who decides every single event entirely randomly, and anything could happen at any time. Randy has no curve, he simply randomly picks a time and then randomly picks an event, then randomly picks its intensity. Randy could shower West Acapulco with gold and sweetmeats, or he might trigger a 50-strong pirate raid coinciding with an electrical storm during a solar flare. Switching to Randy might make the story more interesting, but also has a high likelihood of causing everyone to die horribly.

5) Or, I suppose, I could just go ahead and build a ship, put everybody on it, and launch into space. A happy ending, if not a slightly mundane one.

Sound off for what you'd like to see.


#102

Dave

Dave

I like #4 with Randy Random.


#103

Dei

Dei

#1


#104

Dave

Dave

That was my second choice.


#105

Denbrought

Denbrought

#1 or #2 sound great. You could make the next game a Randy in a biome you haven't done yet (if any).


#106

Dave

Dave

#1 or #2 sound great. You could make the next game a Randy in a biome you haven't done yet (if any).
I think Randy works better in an established colony. Otherwise you might have horrible things happen to a new colony that they have no way of beating. No time to get to know the story.

Can you do two separate things forking from the same place in the timeline?


#107

GasBandit

GasBandit

I think Randy works better in an established colony. Otherwise you might have horrible things happen to a new colony that they have no way of beating. No time to get to know the story.

Can you do two separate things forking from the same place in the timeline?
I could, I could make a special save, do one thing, then go back to that save, and try another thing.

Yeah, any brand new game with Randy would probably be over within the first year :p


#108

Denbrought

Denbrought

I think Randy works better in an established colony. Otherwise you might have horrible things happen to a new colony that they have no way of beating. No time to get to know the story.
That is part of the fun, though. Could have a custom beginning, a prison ship full of Halforumites, making their way in a cruel world...


#109

GasBandit

GasBandit

That is part of the fun, though. Could have a custom beginning, a prison ship full of Halforumites, making their way in a cruel world...
Oh, heck yeah, I forgot about making a custom start. I could have people roll themselves up like a character sheet, even, since I use "Prepare Carefully."

That's one to think about for the next playthrough.

I'm never gonna get back to Darkest Dungeon at this rate :p ha ha ha


#110

Bubble181

Bubble181

I'd say nr 1 or 2.


#111

MindDetective

MindDetective

#1, with #5 as my second choice. Bring the story to a close!


#112

PatrThom

PatrThom

Seems like @DarkAudit and @Emrys gave each other the finger.
Exchanging rings is usually the more customary ceremony, but who am I to judge how they express their love?
Can't wait to see how they celebrate their handfasting.
I'm never gonna get back to Darkest Dungeon at this rate :p ha ha ha
I might even get the DLC before you get back to it ha ha.

--Patrick


#113

DarkAudit

DarkAudit

I must've disrespected the barn.


#114

Soupy

Soupy

#1 sounds interesting!


#115

AshburnerX

AshburnerX

I'm good with whatever!


#116

GasBandit

GasBandit

It's sounding like #1 is the prevailing sentiment.


#117

Officer_Charon

Officer_Charon

I'm gonna go with the rest of the tribe on this one - #1 definitely sounds more interesting, story-wise.


#118

Soupy

Soupy

I had a great colony going on, digging into a mountain, good defences, nice economy. Lots of wooden walls and floors. Battery room zzzt. Everything was super heated death. The dog was the last to survive, running into a walk in freezer before power finally died as well and super heated air got him as he rushed to find a cooler spot (there wasn't one).

Sucked watching the place burn, but neat to see the ruins. I wish we could start another colony on a previously used planet, it'd be interesting to come across this husk of a base, maybe decades later or something.

Started a new game up, no mountains to dig into and a more tropical region. Toxic fallout in the first year that lasted what felt like forever. Everyone stuck inside except for the odd venture out to grab something.

The Star Wars Mod looks neat, has force powers and lightsabers. That might be my next go.


#119

GasBandit

GasBandit

RimWorld - Halforums (Increasingly-less-tribal) edition

1 Aprimay, 5509 - Amy is sent to market with the winter's piglets and alpaca babies. By the time she gets there, she's been nuzzled about 30 times and has given half of them names.

4 Apr - The decision of the Tribal council is that the tribe will leave West Acapulco and trek to the north pole, where a ship awaits them, buried in the ice, to take them to the stars. Even under the best of circumstances, it's a 43 day trip, and preparations need to be made. The decision is, this year will be spent preparing, and at first thaw in 5510, the tribe will depart, never to return to the settlement. Even the massive amounts of packaged emergency meals they have set aside would only last 24 days, and that's assuming adequate grazing for the livestock along the way. It would be ideal to not enter the frozen wastes until summer, but you have to be close enough to reach the ship before fall.
Pictured: The route to the ship


7 Apr - Charon proposes to Kags, and she accepts. The two are now engaged. That evening, a poison ship must be dealt with. Despite appropriate sandbagging, Kags is downed in the fight, with serious life-threatening injuries. Charon breaks ranks to rescue her. Ashburner gets a leg shot off. Various other somewhat less horrific injuries are also taken by others.
Pictured: Not Just Another Day at the Office


8 Apr - As if there weren't enough people in the infirmary already, somehow the ONLY TWO PEOPLE awake at 4 am take issue with each other and get into a fist fight. Or rather, it's more accurate to say DarkAudit takes a swing at Stienman, as the latter is incapable of violence. Fortunately, only a couple bruises are gained before DA realizes he's beating a defenseless man. Stienman doesn't hold a grudge, and within a few days the two have made up. Ash gets a bionic leg.
Pictured: "Nice chat. Nice chat. YOU MOTHER FUCKER"


10 Apr - Sara has a heart attack while working in the hydroponics. She walks herself all the way across the settlement to the infirmary, rather than get help immediately. Despite that, Shego is able to stabilize her.

13 Apr - More mechanoids enter the area, by land this time. Fortunately, they funnel into the killzone. Charon catches the edge of an inferno cannon blast, but isn't hurt too badly.

15 Apr - Snuffles and Emrys become lovers. Sappers arrive that evening. Emrys' father is among them. The mortars fuck. them. up. When they break through, Figmentpez gets the killing shot on Emrys' dad, and now she hates him. Charon takes a little bruise from a club held by one pirate lucky enough to get into melee range for a second. Any surviving wounded pirate is executed on the spot.
Pictured: Ey boss, whazzat whistling noise?


Pictured: "I know it looks bad, guys, but I'm almost through the last door, and then.."


5 Jugust - Cooking around the clock has increased the survival meals from 1000 to 1300, but that may not be fast enough to get the requisite 2000 by next spring. Additional cooking facilities are made. Also, more machining benches to churn out as much power armor and shield belts as possible. The road is a dangerous place.

6 Jug - Seating is at a premium at Charon and Kags' wedding. This time, there's no drama at the reception. Everything goes splendidly. Morale among the tribe is soaring.
Pictured: Mawwaige. Mawwaige is what bwings us heah today.


9 Jug - More mechanoids move in from the southeast. Pez picks this moment to start a fight with Amy. Fortunately, the caterpillars do not keep pace with the scythers, the latter of which simply feed themselves to the automatic turrets. The caterpillars get distracted shooting errant boars of the compound, and don't even make it to the killbox until after dark. They're handled with only modest injury, mostly from the damned inferno cannons.

10 Jug - in order to concentrate on the preparation effort, the north trade post is abandoned. Dei and Poe move everything of value that they don't sell back to West Acapulco via transport pod, and then themselves the same way.
Pictured: The trading post, cleaned out and abandoned


11 Jug - cleanup from the last mechanoid incursion isn't even finished yet, and a poison ship crashes right next to the killbox. The tribe takes no chances, and builds extra defensive positions. But even with the precautions, half the tribe's warriors get a liberal dose of inferno cannon. But hey, free plasteel (when you break the metal menaces down for scrap).
Pictured: Well ain't that a coincidence


15 Jug - Ravenpoe successfully installs a bionic spine in a boar that got his own destroyed by mechanoid charge-lance fire. Congratulations! Kags does follow up installing a peg leg and fails so catastrophically she nearly manages to kill the animal.

1 Septober - The food production is back on track, but overhunting is depleting the area. The hills have little more to offer than boomrats these days, which are problematic to hunt and offer a low return on investment.

4 Sept - Sapper raid from the south. A grenade hits a clump of defenders, but nothing more serious than a toe is lost.

6 Sept - The number of packaged survival meals is now 2000. Guess that third kitchen really kicked in to high gear. That should feed the entire tribe (but not the animals) for 45 days.

8 Sept - A fleet of pod launchers is constructed, large enough to hopefully send the tribe, its food, and pack animals all at once. This should shave days, maybe weeks, off their journey north. Every day counts. Suddenly, all the boomrats in the area turn mad. Dave takes three exploding kamikazi jihadrats right in the face. Charon gets boomed by one. Pez gets a couple too. Amy takes one AND gets a volley of turret friendly-fire. It's a busy night in the burn ward.
Pictured: There's no way this will turn out to be a complete and utter waste of time, right?


15 Sept - Another bunch of sappers flies in on drop pods, and lands to the southeast. The leader of their faction is heading this assault himself. Seems they must have noticed the buildup of supplies in the settlement, because they've come heavier than usual. Doesn't matter, between the mortars and cunning strategy, they're pounded into mush, and their leader is downed. Only four pirates escape. The leader of the Ash Cutlass Pirates is executed on the spot. James "Doc" Grey, it turns out, was a child prodigy born on a war-torn glitterworld, where his father was killed in action. He had to work extra hard to get into university, where he was bullied as a charity case. The torment drove him to unsanctioned areas of science, and when he was exposed for the mad scientist he was, he had to flee to the rimworlds, where he became a pirate king. He met his end on Septober 15th, 5509, gunned down on a raid on West Acapulco. His last sight in this world was DocSeverin standing over him, raising his plasteel longsword, and then swinging it down in a powerful stroke. Word comes through the grapevine, though, that the pirates are not done for, and have picked a new leader named Aleksander "Fjellsmel" Fjellanger.
Pictured: DocSeverin's weapon gleams as he draws it to finish off Doc


2 Decembruary - a Cold Snap rolls in in the middle of the night, and a psychic ship chunk crashes right next to the killzone. A decent amount of the crop is salvaged before the temperatures kill it. Pez gets his nose shot off in the fight against the mechanoids. Several turrets are destroyed. Considering there were EIGHT scythers and a caterpillar inside, it could have gone a lot worse. And there's gonna be a bumper crop of plasteel.

4 Decembruary - Policy changes in clothing patterns come down the pipe - Cowboy hats and light jackets, previously serviceable in the region's warm summers and comparatively gentle winters, are now out. As the trek north will head into the icecap, materials are outlayed for heavy parkas and tuques, and lots of spare extra clothing. This should keep a colonist warm even in temperatures as low as -40c.

6 Dec - Dirona, while drilling for chemfuel, is attacked by a timber wolf. She makes short work of it with her plasteel sword, and only gets a couple scratches.

8 Dec - Stienman commits an accidental slight at Dei, and she can't take his shit anymore, and beats him up. He's out of commission for a day.

11 Dec - Mechanoids arrive from the east. They have to walk all the way around to the front gate on the west side, which means the scythers get separated from the caterpillars. A couple boars are grazing outside the wall, blissfully unaware of the danger until the scythers' charge lances splatter their guts across the dell. DocSeverin is also cluelessly hunting a rabbit and tries to take a scyther 1 on 1 in melee, and loses his fucking leg, though his boar companions take down the scyther that did for his leg while he retreats. He almost manages to hop to the infirmary on his own but finally passes out from blood loss 2 doors away from it. Dave tries to rescue an animal and gets a facefull of inferno cannon for his trouble, I don't know why I even bother with these nitwits. Null rescues the unconscious Severin and patches him up, and sticks a bionic leg on him. And then everybody gets fucking muscle parasites, which is EXACTLY what you want right before you start a big fucking trip. The turrets eventually deal with all the mechanoids, no thanks to the bumbling idiots of West Acapulco.

14 Dec - a pack of manhunting boomalopes (ugh, the absolute worst) attack the settlement. The turrets mostly deal with them, but there's a hell of a fire to put out.

15 Dec - The decision is made to delay the departure until everyone is over their muscle parasites infections, and additionally, a bionic spine is being made for Squidley, as her bad back would slow her (and therefor the caravan) down by 30%. No sooner is that decision made than 4 tribesmen come down with Sensory Mechanites, most of whom already have muscle parasites. What the fuck got into the food? As the year quietly slides to a close, the last cherry on the misfortune shitcake is Dirona suffering a devastating and instantly-fatal heart attack. Her body is discovered in the hall by DocSeverin, and she is buried with the other fallen colonists. Dei is saddened, and Squidley is devastated.

Pictured: The state of West Acapulco, early morning 15 Dec before any shit went down.

X


#120

GasBandit

GasBandit

RimWorld - Halforums (Safe-to-say-its-tribal-in-name-only-now) edition

1 Aprimay 5510 - Dirona's body is discovered in the hallway. She is buried with the other tribesmen. Squidley gets her bionic spine, but muscle parasites still ravage the community.
Pictured: Dirona's fall


2 Apr - the decision is made that the departure can't be put off any more. The pods are beginning to be loaded. Unfortunately, the pods are a washout. They won't even hold half of what needs to go, and they would take days to load. The tribe loads up a regular caravan to depart on foot. The first night on the road, Shegokigo has a heart attack of her own. It is treated.

3 Apr - An electrical storm strikes West Acapulco, but nobody is left there to fight the fires, and they run wild.
Pictured: The fields of West Acapulco are ablaze


4 Apr - Rains arrive and quench most of the fires, but some turrets were destroyed beforehand, and all but 2 of the remaining turrets are cut off from power because the conduit burned. The conduits to the outlying geothermal generators is also severed.

5 Apr - The tribe stops at a friendly town called Fortune Teller's Desert, they buy 3 more alpacas, food, medicine, and sell off some trade goods they brought with them.
Pictured: FT's Desert. West Acapulco is the blue tent at the bottom of the screen


6 Apr - A poisonous mechanoid ship crashes within the walls. There is nobody there to deal with it. The local plant life begins to die off.

7 Apr - Without maintenance, one of the last two geothermal generators still connected to the grid breaks down at West Acapulco. The batteries are quickly drained, and the abandoned settlement is now all but in perpetual blackout.

9 Apr - DocSeverin has a mental break while on the road, and wanders off. Finding him delays travel for a few hours. A flock of man-eating turkeys finds their way to West Acapulco, and find no prey. The Caravan itself is ambushed by manhunting emus. They are slaughtered easily, though DarkAudit accidentally shoots Shego in the leg. While the caravan stops for the night, another group of travellers meets them - and among them are Amy's lover... and Ashburner's WIFE?!
Pictured: Manhunting emu attack


Pictured: Nice to meet you, apparent wife and lover people.


10 Apr - the going slows dramatically as the tribe leaves the temperate zone and moves into the boreal mountains. One can only assume the tundra not much further ahead will be even slower.
Pictured: Leaving the green behind


11 Apr - Cargo pods full of potatoes rain down on West Acapulco. Nobody knows.

12 Apr - The Tribe meets a friendly tribal caravan on the road. They trade newly born piglets for pemmican and herbal medicine.

14 Apr - Snuffles proposes to Emrys, and she accepts. Maybe they'll pass a town with a chapel?

15 Apr - Cargo pods full of Bear meat fall on West Acapulco. It is eaten by hungry dogs. A trade caravan led by Dei's other Grandmother arrives, and finds the town empty.

1 Jugust - Just as summer begins, the tribe marches into the tundra. Good timing.

5 Jug - Pirate sappers arrive at the abandoned settlement at 2 in the morning. They blow open the south wall with explosives, accidentally wounding one of their own. They fight the one functioning turret outside the jail, and generally wreck up the place with grenades. A fire is started in one of the bedrooms, and spreads through the air vents to the adjacent bedrooms. The pirates break into the workshop and start tearing apart the machinery there, set fire to the store room that has all the chemfuel in it, then take whatever they can carry (especially the megascreen TV) and leave. Funnily enough, the pirates suffer 3 casualties to their own carelessness and that one turret. They also bifurcate the power grid in such a way that the most power-draining elements are cut off, and the batteries actually start to recharge gradually, though the southern part of the settlement is now more or less completely and permanently without power.

7 Jug - The tribe stops at the last village before the polar ice cap, a tribal village named Green Desert. They trade more newborn pigs for more food and medicine. Also wood, in case fires need to be built out on the ice sheet. It's now an estimated 20 days' travel to where the ship is supposed to be. Through judicious planning and trading (and animal grazing, though that will end soon), the tribe still has 55 days of food left.
Pictured: Last chance gas


8 Jug - Null and CeltZ become lovers after a night of clumping together for warmth.

10 Jug - Right at the edge of the ice sheet, 13 pirates stop the caravan and demand payment, and to take some of the tribe as slaves! The tribe refuses, and battle ensues. The pirates seem to be losing, when one of them breaks out a doomsday rocket launcher! He fires right into the tribe's defensive formation, and massive damage ensues - Ashburner and Docseverin are instantly killed. Shego loses a leg. The initial group of pirates is driven off at heavy cost, but a second wave arrives and attacks! They are driven off, but Charon passes out from blood loss. Then a herd of maneating deer attack! This is some fucking bullshit if you ask me. Only a couple fighters are still standing, so everyone bands together and tries to defend themselves. It doesn't work. The tribe is overrun by angry, carnivorous deer. Their animals try to defend them as well, but the men and women bleed out one by one. Eventually, Amy staggers to her feet and, in a blood-starved daze, manages to shoot down the last deer.
The caravan manages to piece itself together and tries to make a camp, but Dei, Ashburner, Dave, Docseverin, Charon, and Null are all dead. Pez, Shego, Chaz, Squidley, and Sara can't walk and have to be carried. Pez dies of blood loss. Kags suffers a mental break and goes Berserk because her husband died.

Pictured: The initial confrontation


Pictured: Doomsday


Pictured: Deerpocalypse now


11 Jug - Camp is set up to tend to the wounded. It's a bad situation. The stress becomes too much and Ravenpoe cracks. The others take him down non-lethally.

12 Jug - Kags goes berserk and has to be taken down. She survives, but hurts Squidley fairly seriously. The caravan stops long enough to fabricate and install a peg leg on shego, since the spare bionic leg apparently got lost in the ambush.
Pictured: Picking up the pieces


13 Jug - Chazwozel and CeltZ, consoling each other, become lovers. Amy gets herself shitfaced on beer taken from the dead pirates.

14 Jug - The tribe gets back underway. But things look bleak. There's only 10 days of food left, and the ship is 20 days away... and winter is 15 days away. In desperation, the tribe turns loose most of the animals, keeping only the muffalo and dromedaries to carry all the food, medicine, wood and essentials (in case they have to stop and make a fire out on the ice sheet where no trees grow). It pains many of the tribe to say goodbye to animals they've bonded with over the last 10 years, but it is feared that the choice is to set them loose now, or eat them later - and at this point, what's a little more pain in all this tragedy? As it stands, without all the animals to feed, the food supply now should last 30 days. Of course, if the tribe doesn't make it to the ship a lot faster than that, the dead of winter will set in, and food won't be the problem.

15 Jug - Cargo containers full of wooden prosthetic feet crash just outside the wall of West Acapulco. That night a huge swarm of manhunting alphabeavers also go to the settlement, but find nobody there to hunt.
Pictured: Clogged?


2 Septober - Ravenpoe, in his grief over the loss of his wife Dei, has another psychotic break. It takes half the day to get him calmed down, during which the caravan is immobilized.

4 Sept - It's a long, slow, cold slog across the ice sheet. Still 12 days to go by most estimates, and Kags is showing signs of breaking again.

5 Sept - Sure enough, this afternoon Kags goes berserk, and the caravan has to stop to deal with it. They don't get underway again until 11am the next day.

6 Sept - As sun sinks lower in the sky each day, it grows colder. It now takes longer to travel, and the ETA is revised upwards to 15 days. There is 19 days of food left.

7 Sept - The weather takes an even more drastic turn for the worse. The dromedaries all get frostbite and can't move. It is decided to set up camp, and butcher the dromedaries for meat.

8 Sept - CeltZ has a mental break, and in her sorrow, wanders out into the early morning twilight. Pirate raiders arrive at West Acapulco. Displeased to find it already empty and picked over, they break things and set fires. When they finish their fit of pique, they leave the place to burn down. Kags has another berserk episode and is taken down, which triggers Squidley to do the same.
Pictured: The winter camp


Pictured: West Acapulco burns


9 Sept - Again, Kags goes berserk and attacks squidley, and must be shot. The stress sets off Amy. The medicine is running out. The medics do the best they can anyway, but Amy's wounds become infected. The situation is grim.

10 Sept - Adding insult to injury, Toxic fallout begins raining on the smouldering ruins of West Acapulco, and more pirates arrive. What they hope to accomplish is anyone's guess. They break more stuff and set more fires. Roof collapses ring out across the settlement as loadbearing wooden walls give way.

Pictured: Wintering at the north pole


12 Sept - An escape pod crashes in West Acapulco. Poor bastard.. the occupant dies naked and cold in the toxic rain. Kags goes berserk again.

13 Sept - Ravenpoe loses it and has to be beaten into submission. Winter is almost here... The tribe could conceivably last the winter... if the firewood holds out. AND IF PEOPLE STOPPED GOING BERSERK

1 Dec - Kags goes berserk.

2 Dec - Some basic comforts like tables and beds are attempted, mostly using steel and silver. The most brittle-minded colonists are prioritized, hoping that it will ease their tantrums. The two couples get double beds, so as to boost their spirits further. The tribe has cooked all the meat from the dromedaries who froze to death, so they set to work making meals out of the rice, eggs and corn. One nice thing about the north pole, you can just put food outside and it will never go bad.

3 Dec - Deciding to grab what little joy there is to be had in this precarious life, CeltZ and Chaz decide to get married. Presuming they survive the winter.

4 Dec - Snuffles and Emrys keep everybody up at night with their lovemaking in the communal shelter. It also sets off a chain reaction... Snuffles and Emrys do it, which prompts Chaz and CeltZ to do it, which prompts the first pair to go at it again... and so on. Well, at least SOMETHING life-affirming is going on, and people can always sleep in if they want. Not like there's anything else to do while they wait for spring.

5 Dec - 4 wandering pirates pick over the corpse of West Acapulco. Kags goes berserk again. Medicine is running out.

6 Dec - It's the deepest part of winter, but all the raw food is cooked, and will fit on the muffalos now with room to spare for medicine and fodder, but prety much everything else will have to be left behind. Might as well start marching. The food should last 30 days now, and it might be as few as 11 days to the ship, if the weather holds. Of course, not even a day after breaking camp, Ravenpoe has another episode.

10 Dec - Ravenpoe holds up the caravan again for another snarling fit. At least on the move, the caravan can give him space and let him work it out on his own without hurting anybody or getting hurt, so it is easier on the medical supplies, and provides a couple days of catharsis for the rager.

14 Dec - A few pirate sappers come into the charred husk of West Acapulco to burn some things for laughs. What little there is left to burn, that is. But it starts to rain, so they just grab a couple hundred plasteel from storage and leave.

15 Dec - The ship's coordinates are around 2 days away now, and morale is starting to recover. There's light at the end of the tunnel, finally!

1 Aprimay, 5511 - A single scyther lands early in the morning in a drop pod to attack West Acapulco. But nobody is there. They're hours from salvation. The blood machine breaks a few walls in digital frustration. A year to the day after leaving West Acapulco behind, the survivors of the Halforums Tribe board the promised starship, welcomed by the crew with open arms. It lifts off, and departs for worlds unknown.


Pictured: The ruins of West Acapulco




#121

MindDetective

MindDetective

Wow. What a nail biter.


#122

Officer_Charon

Officer_Charon

Holy shit, that ending was just as dramatic as promised.

Fucking slavers. Fucking pocket nukes.


#123

AshburnerX

AshburnerX

I like to imagine Tribal Ash's wife left early in the series and basically came back for the finale because the fans liked her more than him. Imagine her surprise when he's all lucid thanks to the chip in his brain. They forgive each other and then go their separate ways, because it was never meant to be. Renewed on life, Tribal Ash looks like he's about to make it through this.

Then the slavers pull out the Doomsday and fire.



#124

Officer_Charon

Officer_Charon

I feel kind of like I got a fairly boss death scene, though... dying to defend my tribe...

Poor Pez, bleeding out after all was said and done. Press F to pay respects...


#125

GasBandit

GasBandit

I feel kind of like I got a fairly boss death scene, though... dying to defend my tribe...
Your wife Kags was one of the people they demanded to take as a slave, too :p

If you want to watch the full confrontation, unfolding with frequent pauses for me to type up notes to be posted in this thread, here you go:



#126

Celt Z

Celt Z

I've never read through this thread until now, so I had no idea I had a cameo in this, and she's throwing parties and snu-snuing her way through Halforums.

Well, then.


#127

GasBandit

GasBandit

I've never read through this thread until now, so I had no idea I had a cameo in this, and she's throwing parties and snu-snuing her way through Halforums.

Well, then.
You should check out the "what are you playing" thread more often :p

You showed up in the last one, too.

Also, I don't remember if you saw my Darkest Dungeon: Halforums Edition playthrough, either.



#128

Celt Z

Celt Z

Uh.....huh.


#129

GasBandit

GasBandit

Uh.....huh.
In time, you will c̊ͬͫ͒̚ô̦̻ḿ̜͍̦͙ͪͨ̄̓e̐̌ͫ͒̔ ̫̹̞̦̫̩ͭ͆͗̏t͓̿ͩͥo̙̿ ̯͈̩̔k̲̳̙̆ͪ̋̽ṅ͖͕͈͚̑ͪ͆ͤ̾ȍ͈̫̤̦̅w̦̤̦͇͗̐ͤͩ͋̾ͯ ̫̦͔͖̞͙̆ͧ̽̇̽ṭ͖́ͬ͋̃̚ͅh̯̣e͍̱̦̐͌͑̈́ t̨̢̬̯͖͙̯̜͌̄̏̉̂̌̒͘͟r̵̢̫̠͙̰̻̜̝̜͇̆̽̅̿̌̃̽̊͞ą̨̤̦͈͙̠̱̈̊̑̿͋̕͢ǵ̡̣̰̖͔̼̳͎̄̀͗͊̔̄͆̚ͅi̖̘̦̬͖͕̝͑̿̍̈̑͘͞ç̢͙̩̼̖͍͍̾́̈̌̾͌̒̕̕͝ ĕ̵͔͖͍͖̜̬͐̓́́͘͜͜x̦̟͇̟̺̆͌̽͑̽̕͠ṱ̰̼̮͉̣̱̆͌̀͡͞ͅe̵̡͚̹͕̬̲̠̘̼͌͌̀͌̀̕͝n̸̨̛̙̗̜̻͎͎̦̊͐̉̉̀͗̂̕͜t̴̛͈͍͈͇͗̑̊̂̄̉̾̑͜ͅ o̵͚͔̗̝̤͉̲̥͐͋̊̇͊̄̎́͢͝f̶͚͙̗̘̮̥̖͌̎̂́̕͜ͅ m̵̹̠͉̙̲̗̦̤̳̋̀̇̎̐̒́̆͞ͅy̷̨̫̣̜͇͇̬̫̌̐͆̏̓̀̎̂ f̛̻̞̹͔͓͈̠̅͊͆͋ͅä̼̠̟̙̙̮̗̜̤́̓̏̇̚͜i̡̛̛̟̝̜̓̊̓̑̆͜ļ̶̗̱̜̩̔̑̀̀͑̄͋̚͟͟i̵̞̙̳̳̱̠̝̐̊́̆̆̿̉̈́̊͟͜͡ͅn̛̺̳͍̣̖̹̹̉̌̽̕g̸̢̢̠͈̗͇̻̝͓͑̀́̍̓̌̅̃͒͢͝s̠͉͔̖͔̲̫͚̤͒̎͊̏͑͗͑.̟̠̝̔̈̿͋̽̈́̎̐̅̚͟ͅ
.
.


#130

figmentPez

figmentPez

Poor Pez, bleeding out after all was said and done. Press F to pay respects...
I hadn't been paying close attention to these, but just skimming through the last few, I was quite a punching bag for the game.


#131

LittleKagsin

LittleKagsin

Your wife Kags was one of the people they demanded to take as a slave, too :p

If you want to watch the full confrontation, unfolding with frequent pauses for me to type up notes to be posted in this thread, here you go:

With the amount of psychotic breaks I had, they're going to regret their choices.


#132

GasBandit

GasBandit

I hadn't been paying close attention to these, but just skimming through the last few, I was quite a punching bag for the game.
You were a little bit unbalanced, too. I had just given your name to a random guy who joined.... and he had the bloodlust trait. Which, it turns out, means he got a mood boost everytime he saw someone die, be it friend or foe.[DOUBLEPOST=1501025870,1501025830][/DOUBLEPOST]
With the amount of psychotic breaks I had, they're going to regret their choices.
At least you weren't a pyromaniac alcoholic this time, like you were the first time through. Setting the kitchen on fire, and immediately extinguishing the fire with your own vomit.


#133

PatrThom

PatrThom

Setting the kitchen on fire, and immediately extinguishing the fire with your own vomit.
"Mad Skillz"

--Patrick


#134

Dave

Dave

God damn it.

I bought the game.[DOUBLEPOST=1501541035,1501540640][/DOUBLEPOST]So @GasBandit, I remember there being a link to your mods list but I can't find it.


#135

GasBandit

GasBandit

God damn it.

I bought the game.[DOUBLEPOST=1501541035,1501540640][/DOUBLEPOST]So @GasBandit, I remember there being a link to your mods list but I can't find it.
Weeeeeeeeeeeeeeellllllllll.....


#136

Dei

Dei

@Dave
There's a bunch of mods I use to increase social interaction as well. Look up Hospitality and Psychology if you are so inclined.


#137

Dave

Dave

The zombie one is gone, by the way. Removed by author.


#138

GasBandit

GasBandit

The zombie one is gone, by the way. Removed by author.
Looks like there's some drama going on between the various authors of various zombie apocalypse mods.

Ah well. You're not missing a WHOLE lot. It's kinda neat at first but gets very tedious by mid-late game, and completely removes melee as a factor in combat because you can't risk anybody getting bitten.


#139

Dei

Dei

Looks like there's some drama going on between the various authors of various zombie apocalypse mods.

Ah well. You're not missing a WHOLE lot. It's kinda neat at first but gets very tedious by mid-late game, and completely removes melee as a factor in combat because you can't risk anybody getting bitten.
So if the zombie mod is defunct....


#140

GasBandit

GasBandit

So if the zombie mod is defunct....
The other thing. :twisted:


#141

Dave

Dave

And with that, my first colony died an ignominious death. I had it set for perma-death and randomized my starting group of three. I had 1 assassin who was hell on wheels but wouldn't do much of anything else, 1 cook/doctor, and 1 worker/crafter. Not a bad mix, until my assassin pissed off a cougar. The cougar killed the assassin and that left 0 fighters in the group - seriously, neither of the other guys would even pick up a weapon. So they died in the next attack.

Too bad, too. The prisoner they had almost turned to their side would have filled in that gap wonderfully. Too bad he's now starving to death in prison...


#142

PatrThom

PatrThom

The prisoner they had almost turned to their side would have filled in that gap wonderfully. Too bad he's now starving to death in prison...
Maybe he'll get "rescued" by Randall Flagg.

--Patrick


#143

GasBandit

GasBandit

And with that, my first colony died an ignominious death. I had it set for perma-death and randomized my starting group of three. I had 1 assassin who was hell on wheels but wouldn't do much of anything else, 1 cook/doctor, and 1 worker/crafter. Not a bad mix, until my assassin pissed off a cougar. The cougar killed the assassin and that left 0 fighters in the group - seriously, neither of the other guys would even pick up a weapon. So they died in the next attack.

Too bad, too. The prisoner they had almost turned to their side would have filled in that gap wonderfully. Too bad he's now starving to death in prison...
Maybe re-randomize your starting people (or adjust their stats with Prepare Carefully) next time, so that nobody is "incapable" of anything, especially violence. Also, maybe choose Phoebe Chillax on "some challenge" for your first year, then switch up to Cassandra Classic after that (you can change narrators in mid-game).


#144

Dave

Dave

Nah, it was fine. Going through the early stages helps me know what I'm supposed to do. Like my buildings were all laid out crappy and pathing was an issue. Not so much on this next run.


#145

GasBandit

GasBandit

Nah, it was fine. Going through the early stages helps me know what I'm supposed to do. Like my buildings were all laid out crappy and pathing was an issue. Not so much on this next run.
You should see the near-breakdown Dei is having because the floorplan I'm building is not symmetrical and the rooms are an even number of tiles wide, so the doors are slightly offset for each room :p

Granted, I usually like to build 5x5 bedrooms (which require 7x7 space after walls are figured in), but I had to shrink it a little because I've got so many people to house.


#146

Dave

Dave

Saved a girl named Valarie from pirates. She was really happy until we butchered the dead guys who were chasing her and turned them into dinner...


#147

Squidleybits

Squidleybits

I'm going to give this game a try on my new MacBook!

But only once I finish my volunteer work that's been falling behind a bit due to all my health drama....it's good. motivation for me to stop catching Pokemon on here and get it over with.


#148

Soupy

Soupy

I have a great colony going... only... totally forgot to research mortars.... and a siege raid just showed up... I believe I'm screwed.


#149

Squidleybits

Squidleybits

I'm really looking forward to trying it!

*$%&!@ bank rec....


#150

Soupy

Soupy

I have a great colony going... only... totally forgot to research mortars.... and a siege raid just showed up... I believe I'm screwed.
Of course.. that just means I can start a new game... maybe do a 'start with nothing' run.


#151

PatrThom

PatrThom

I'm going to give this game a try on my new MacBook!

But only once I finish my volunteer work that's been falling behind a bit due to all my health drama....it's good. motivation for me to stop catching Pokemon on here and get it over with.
Don't forget the giant list of mods. Otherwise it's a much different game.

--Patrick


#152

Squidleybits

Squidleybits

Oh crap! I'm glad you said something. What all do I want mod-wise? I'd like to play on my Mac. It seems to more than meet the system requirements listed on Steam. I haven't bought it yet though because I am the worst procrastinator in the world and haven't finished my volunteer stuff yet.


#153

Dei

Dei

I had a list of mine in the character creation thread I think, or the map one
Oh crap! I'm glad you said something. What all do I want mod-wise? I'd like to play on my Mac. It seems to more than meet the system requirements listed on Steam. I haven't bought it yet though because I am the worst procrastinator in the world and haven't finished my volunteer stuff yet.


#154

Dave

Dave

I named a guy after myself in my cannibal playthrough. He got married and everything. Then visitors came. One decided that it would be great to come into the bedroom and watch us have sexytimes. Mindy, you perv.

Mindy.jpg


#155

Gared

Gared

I decided to run a quick "Base Builder" game w/ Phoebe Chillax, from the crash-landing start, but with only two starting characters being avatars of my wife and I. Things went great for almost a full season, then one of the local cougars killed my wife's bonded cat, she retaliated, and the cougar killed the two of us and the runaway we'd taken in. It was marvelously inane.


#156

Dave

Dave

I was playing the random guy at the lowest setting and even though I've had a raid or two nothing major has happened. So I upped the difficulty a couple notches. About thirty seconds later I got attacked by pirates. There were just as many of them as I had total colonists and they had better weapons than me. Luckily I had a Gasbandit approved killbox and had a few turrets set up, and then had wet the ground with a moat so they had to move slowly through the killing area. I did have my animals set for attack, though, so some of them got pretty injured. Veronica is going to be horrified, but we're going to eat well tonight!

Although I did find out that even when you have mortars set up they don't help if you haven't produced any fucking mortar SHELLS!


#157

GasBandit

GasBandit

TIL There's a mod on LoversLab for RimWorld (called RimJobWorld :rimshot:) that... let's just say it would have made this playthrough a whole lot more like HFA O_O;


#158

Dei

Dei

TIL There's a mod on LoversLab for RimWorld (called RimJobWorld :rimshot:) that... let's just say it would have made this playthrough a whole lot more like HFA O_O;
>.>

<.<


#159

Dave

Dave

Holy shit. Taking it up a notch was horrific. Well, still is but only barely. All of these things happened at about the same time:

  • Eclipse - all of my solar panels are worthless. Watching the batteries drain and damned glad I have thermal vents.
  • Poison ship just outside of my base right as everyone was going to sleep. I get everyone lined up and the thing erupts. 2 big caterpillar things and 4 bug monsters. The bug monsters were taken care of pretty quickly, but one of my muffalos wandered into the fray (for some reason and I couldn't stop him) and was killed outright. The caterpillars came around the corner and even though I had a kill box, the lances fucked us up. Blew my main sniper's hand clean off and downed all but one fighter type. The non fighters had to help carry the wounded back to the infirmary and I had to manually have the only remaining medic go back and forth between three of them to prioritize care, lest one die.
  • It started to blizzard.
  • One of the batteries in my hydroponics area blew up. I had to send people over fast to repair everything or I'd lose my food.
  • Once the guy whose hand was shot off stabilized, I had him go help the last fighter finish off the poison ship. In the middle of doing this, the last fighter suffered a psychotic break (he got hungry and it set him off). He dropped his weapon and started pummeling a nearby defenseless rabbit. This apparently pissed off the one-handed sniper because he determined that the crazy guy was quite the threat. So he wheeled around and blew the guy's spine clean in half.
So to reiterate, the only fighter I have right now not in a hospital bed or paralyzed has only one hand. The rest are exhausted, especially the only remaining physician who is at a whole 6 points with no interest in it whatsoever.

If anything else happens I might be screwed.


#160

Dave

Dave

By the way, it happened in that order. The eclipse is still going on. I have 3 people at high break risks. One is in severe pain but keeps getting out of bed. One of her complaints is that it's an ugly hospital. Screw you! You're alive, ain't ya?


#161

GasBandit

GasBandit

Heh, you remember when I posted this comic, right?



#162

GasBandit

GasBandit

Things I have learned that new rimworld players might like to know:

"Cover" in this game works more like "concealment." Being positioned behind a sandbag wall means incoming fire has a 65% chance to hit the wall instead of you, but if it hits you, it can hit you anywhere - even the feet/legs, which logically should be impossible.

In a pinch, stone chunks (not bricks, but the raw chunks) are almost as good as sandbags. (50% cover). Even regular furniture and workbenches can provide cover.

Friendly fire has a minimum radius of 3 tiles. A pawn can safely shoot "over" two allies in front of him.

A good way to set up a defense is to build a sandbag wall, put a melee fighter (with a shield belt, ideally) right against the wall, and a ranged fighter behind the melee fighter. That way, if any enemies close to melee range, they will have to deal with the melee fighter first, who is ready for them. This also allows the ranged fighter to keep shooting uninterrupted.

Don't put a structural wall behind a sandbag wall. When raiders start showing up with incendiary launchers and rocket launchers, this will cause them to hit you even if they "miss" because they will hit the structure wall behind you and their projectile will explode.

A melee fighter with a shield belt is not cover. Shield belts don't work the same way as sandbag walls - they only stop bullets that would have otherwise hit the belt wearer. They will not stop bullets from hitting someone standing behind the belt wearer.

If you want prisoners, try to use blunt melee weapons made out of wood. They are more likely to have non-lethal takedowns than sharp weapons (and all ranged fire counts as sharp), and wood swings more often with less damage per hit. If you use heavier material in your clubs/maces such as stone or steel, they have longer cooldown times but do more damage per hit, which means each individual hit is more likely to cause fatal damage.

Your animals WILL eat your drugs and alcohol if they have access to them. It's a pain in the ass to keep them sequestered from them, but you gotta do it.

Also, be sure to set your drug policies to limit use of recreational/social drugs to no more than once every 2 days and only if mood is below 45%. More often than that risks developing adverse effects - smokeleaf causes asthma, which is incurable but manageable, beer causes liver problems, and harder drugs have myriad drawbacks. Ambrosia is relatively harmless but is extremely addictive, and withdrawal is a bitch when it runs out - and it can't be planted, it can only be harvested wild and it only sprouts rarely.

If you have colonists carrying guns (or melee weapons with high melee skill), don't forget to switch their threat behavior from "flee" to "fight." Otherwise, they will not deal with any threats unless manually drafted.

The "Wimp" trait can be a blessing for non-combatant characters. Raiders, mechanoids and non-predator animals will most often ignore a downed pawn and move on to the next target, and "wimp" makes a pawn go down quickly, thus potentially sparing him from worse injury, assuming the rest of the colony isn't overrun and he gets rescued.

The "BZZT" emergency (your batteries cause an explosion) can't happen if you don't have any power conduits, as it is the conduit that explodes, not the battery. Early game, this can be avoided by simply building your batteries right outside the wall of where you need power most, and then building your solar panel right up against the battery. Appliances on the other side of the wall will plug directly into the battery through the wall. Remember to extend a "roof build zone" over the battery to keep it out of the rain, but don't cover the solar panel.

For that matter, make sure all your batteries and electrical appliances (especially smelters and crematoriums) are under a roof, even if they're outdoors. If they are powered on but exposed to rain, they can short out and explode.

Soon as you can, get the fuses/circuit breakers mod to deal with the BZZT events.

Never recruit a pyromaniac, if you can help it.


#163

DarkAudit

DarkAudit

Like GB said in the other thread, real-world logic doesn't apply.

Like, we crash landed on some random world, how in the FUCK are so many relatives popping up in raiding parties?


#164

GasBandit

GasBandit

Like GB said in the other thread, real-world logic doesn't apply.

Like, we crash landed on some random world, how in the FUCK are so many relatives popping up in raiding parties?
Presumably, the relatives were also on the ship, but their pods fell elsewhere on the planet.


#165

DarkAudit

DarkAudit

Presumably, the relatives were also on the ship, but their pods fell elsewhere on the planet.
It still raises the "whose side are you on?" question that kinda turns me off from playing this myself. Again, trying to apply real-world logic, but this is just silly.


#166

GasBandit

GasBandit

It still raises the "whose side are you on?" question that kinda turns me off from playing this myself. Again, trying to apply real-world logic, but this is just silly.
Just as we didn't know "Longshank" was alive, much less with the pirates until he showed up with a raid, he probably didn't know his son Pez was alive (at the time), or where Pez was.

The story from Longshank's point of view (or Sir's, or Veniator's) is that they crashed and were immediately taken by pirates. They didn't know if anybody else survived, or where they were if alive, and they had to become part of the pirate faction to survive, and that meant going on raids for food and equipment. They'd probably had to participate in raids on several other settlements before they came to ours, and didn't see any relatives in any of those. Then they arrive at Halforums House, and they don't exactly have surveillance or mission briefings, just guns and hunger - to them it's just the same as any other settlement. They don't get to look their victims in the face beforehand, and it's probably better for their mental health if they don't try hard to imbue personhood in their opponents anyway. They break through the walls, bullets start flying, they shoot back, they get hit and go down, and wake up in a prison cell, learn that the settlement they were raiding was where their son lives. Maybe they have a change of heart at that point. Maybe they regret attacking in the first place, but they had no other choice at the time.

It's not hard to conceive of a narrative that fits, and isn't "I know my family is in there but I'mma shoot em anyway".


#167

Dave

Dave

If my colony dies tonight I'm going to do a completely random runthrough. Unless I buy Fictorum first...


#168

GasBandit

GasBandit

Also, I should point out that, during the battle, our pawns do NOT discriminate in targets either. Manning the killbox, a son is just as likely to gun down his father as any other aggressor, and the regret will come afterward. The debate comes when the father is discovered to still be alive after being downed. Now that the colony is safe, do you finish him off anyway? Let him bleed out on your doorstep? Capture and imprison him? For how long? If not forever, do you attempt to recruit him or decide to let him go at some point, knowing he probably won't survive on his own - or might get picked up by pirates again? Do you save space for him on the ship, or leave him to die with the rest of the planet in 5512?

No easy answers once the adrenaline wears off.


#169

PatrThom

PatrThom

A good way to set up a defense is to build a sandbag wall, put a melee fighter (with a shield belt, ideally) right against the wall, and a ranged fighter behind the melee fighter. That way, if any enemies close to melee range, they will have to deal with the melee fighter first, who is ready for them. This also allows the ranged fighter to keep shooting uninterrupted.
Can't find the pic at the moment, but it's one of two halberdiers behind a single swordsman as a "unit." The swordsman engages in melee and chops the heads off opposing pikes, and the halberdiers have the reach to shred anything threatening the swordsman (and deliver the coup de grâce to fallen enemies as they advance) without directly engaging the enemy.

--Patrick


#170

GasBandit

GasBandit

Can't find the pic at the moment, but it's one of two halberdiers behind a single swordsman as a "unit." The swordsman engages in melee and chops the heads off opposing pikes, and the halberdiers have the reach to shred anything threatening the swordsman (and deliver the coup de grâce to fallen enemies as they advance) without directly engaging the enemy.

--Patrick
As demonstrated in the lynx attack, however, both the halberdier and the rimworld tactical plan break down in the face of fast-moving enemies of equal numbers - Cavalry for the halberd unit, lynxes for the rimworlders. They close the distance, swamp the first rank, and throw the formation into chaos. The Dothraki can tell you how it goes :D Oh wait... you probably didn't see last weekend's GoT episode, did you..

At any rate, the real lesson in tactics is that, in absence of dramatic combat capability disparity, numbers will tell, and who gets there firstest with the mostest will win.


#171

Denbrought

Denbrought

Can't find the pic at the moment, but it's one of two halberdiers behind a single swordsman as a "unit." The swordsman engages in melee and chops the heads off opposing pikes, and the halberdiers have the reach to shred anything threatening the swordsman (and deliver the coup de grâce to fallen enemies as they advance) without directly engaging the enemy.

--Patrick
I'm biased, but I like the structure of the Tercio, which is similar to what you describe (but is closer to Rimworld because guns :p).



#172

PatrThom

PatrThom

Always remember to ground your pikes.
It's kinda important.

--Patrick


#173

Bubble181

Bubble181

Always remember to ground your pikes.
It's kinda important.

--Patrick
...like....like electric eels? How do you ground a fish? :confused:


#174

PatrThom

PatrThom

...like....like electric eels? How do you ground a fish? :confused:
You have to explain to them, slowly and carefully, the way the world really is.

--Patrick


#175

GasBandit

GasBandit

Another thing I learned last night - shot accuracy calculations actually completely ignore your weapon's visual "cone of fire." Sure, every shot from your weapon gets less accurate the greater the distance, but it isn't analogous to the observed path of placement variance at maximum range. Even at point blank range, it is possible to "miss" by an entire tile or more, meaning that you can potentially watch as a bullet exits the tip of your assault rifle's barrel at a 60 degree angle and strikes a wall to your left instead of the animal one tile in front of you.

:facepalm:


#176

Dave

Dave

And when hunting your characters stay as far away as possible from the prey. So you get instances where the guy is standing a mile and a half away plugging away at a sleeping squirrel until he gets so tired or hungry he has to go rest.


#177

Denbrought

Denbrought

And when hunting your characters stay as far away as possible from the prey. So you get instances where the guy is standing a mile and a half away plugging away at a sleeping squirrel until he gets so tired or hungry he has to go rest.
This is why I do practically all my hunting via drafting.


#178

DarkAudit

DarkAudit

Another thing I learned last night - shot accuracy calculations actually completely ignore your weapon's visual "cone of fire." Sure, every shot from your weapon gets less accurate the greater the distance, but it isn't analogous to the observed path of placement variance at maximum range. Even at point blank range, it is possible to "miss" by an entire tile or more, meaning that you can potentially watch as a bullet exits the tip of your assault rifle's barrel at a 60 degree angle and strikes a wall to your left instead of the animal one tile in front of you.

:facepalm:
Yep. Still in Alpha. :p


#179

GasBandit

GasBandit

And when hunting your characters stay as far away as possible from the prey. So you get instances where the guy is standing a mile and a half away plugging away at a sleeping squirrel until he gets so tired or hungry he has to go rest.
That's often preferable, though. Every shot you take gets you the same shooting skill experience regardless of if it hits or misses, so plinking away from maximum range ensures maximum skill gain per hunting session. Furthermore, if you're hunting a wolf or a bear or a megasloth instead of a squirrel, you want as much range as possible, because if it decides to attack you the first time you hit it, you want as much room between it and you for more shots before you have to switch to melee.


#180

GasBandit

GasBandit

@Dave - or anyone else -

If you want to try the Zombie Apocalypse mod that got yanked off the workshop, turns out I still have the files. Just put the contents of this zip in their own folder inside steamapps/common/rimworld/mods, and it should work for you... SHOULD.

Attachments



#181

PatrThom

PatrThom

Any reason why it was yanked? Estate of Romero got legal or something?

--Patrick


#182

GasBandit

GasBandit

Any reason why it was yanked? Estate of Romero got legal or something?

--Patrick
Apparently the original author had stopped updating back in A15 or something, and somebody new took on its mainenance and updated it for A16, and now A17. Then, near as I can figure, there was some kind of drama or something between the various contributors - the original author didn't COME BACK but for some reason the person in charge of the new "updated" version disabled it on the workshop.

But I'd already downloaded it before then.


#183

Soupy

Soupy

Did a "start with nothing" scenario that I edited up. While slow going and being at the mercy of the RNG, it was pretty fun. I didn't make it very far, ended up getting a wound infected after a hunting trip and died in a med bed. A prisoner that I had captured starved to death days later. No heal root on the map at all and didn't tend to myself as fast as I should have. Ah well, next time.


#184

GasBandit

GasBandit

No heal root on the map
Didn't start in a temperate forest, eh?



#185

Soupy

Soupy

Didn't start in a temperate forest, eh?

Yeah next time i'll hit the random button a few more times, no more arid scrubland for me!


#186

Dave

Dave

I did a game last night that I thought would be fun. I started it with three people on hard difficulty but instead of building a base I put it on God Mode and built it all up.

For those who don't know, God Mode allows you to build anything instantly. It does NOT stop your characters from dying - I'll come to that in a bit.

So the idea was that these people crash landed right by an already established base, complete with every type of production table, a hydroponics farm, full hospital with health monitors, everything. So my 3 people basically crash landed into an abandoned city.

They didn't last to winter.

As Gas said, the game determines the challenge by how rich the group is. And with this base, the game thought they were loaded. So it threw the kitchen sink at them. Meanwhile, they had no armor and only basic weapons. Two pistols and a knife, actually. I had turrets up but it did no good. But we did find out what had to have happened to the last group to inhabit the base.


#187

GasBandit

GasBandit

I did a game last night that I thought would be fun. I started it with three people on hard difficulty but instead of building a base I put it on God Mode and built it all up.

For those who don't know, God Mode allows you to build anything instantly. It does NOT stop your characters from dying - I'll come to that in a bit.

So the idea was that these people crash landed right by an already established base, complete with every type of production table, a hydroponics farm, full hospital with health monitors, everything. So my 3 people basically crash landed into an abandoned city.

They didn't last to winter.

As Gas said, the game determines the challenge by how rich the group is. And with this base, the game thought they were loaded. So it threw the kitchen sink at them. Meanwhile, they had no armor and only basic weapons. Two pistols and a knife, actually. I had turrets up but it did no good. But we did find out what had to have happened to the last group to inhabit the base.
Here's a fun tip - if the absolute worst comes to worst, you can attempt to have your colonists flee to the hills by going to the world map and ordering a caravan consisting only of the colonists and nothing else (it will complain about their lack of food). Then you can walk a space or two away, and found a new colony. The wealth calculations for events are on a per-location basis, so your "new" area won't get assrammed like your developed area is.

Now, granted, that's basically the same as starting a new game, just with a lot more extra steps and less starting materials... but it's handy to know that if you need to bug out, there's a way to do it. And nothing says you can't come back, later, after the raiders get bored and wander off... but chances are they'll have destroyed much of your base by then.


#188

Dave

Dave

Here's a fun tip - if the absolute worst comes to worst, you can attempt to have your colonists flee to the hills by going to the world map and ordering a caravan consisting only of the colonists and nothing else (it will complain about their lack of food). Then you can walk a space or two away, and found a new colony. The wealth calculations for events are on a per-location basis, so your "new" area won't get assrammed like your developed area is.

Now, granted, that's basically the same as starting a new game, just with a lot more extra steps and less starting materials... but it's handy to know that if you need to bug out, there's a way to do it.
Nah. This was just an experiment so I could see what some of the upper level things were like since I haven't ever gotten that far. I just didn't expect fire & fury.


#189

DarkAudit

DarkAudit

I just didn't expect fire & fury.
You got worse than that...


#190

GasBandit

GasBandit

:Leyla::Leyla::Leyla::Leyla::Leyla:


#191

Sara_2814

Sara_2814

You got worse than that...
FireFurry.jpg


#192

Dave

Dave

Is it more ironic to read that on Chrome, IE, or Firefox?


#193

Dave

Dave

One of my guys is gay. That's no big deal, but I have another female colonist who doesn't want to take no for an answer. Every time she gets rebuffed she goes on a drinking binge until she pukes.


#194

Dave

Dave

And I really feel sorry for a lady by the name of Fiona. She's the only one who ever cleans up around the place. There's 11 (12 if you count the guy whose spine I destroyed who is in cryosleep) people here and none of them will lift a finger to help her out. Especially the chick who keeps puking everywhere. Who also happens to be my best researcher. Guess I didn't need to learn how to do new things.


#195

TommiR

TommiR

Here's a fun tip - if the absolute worst comes to worst, you can attempt to have your colonists flee to the hills by going to the world map and ordering a caravan consisting only of the colonists and nothing else (it will complain about their lack of food). Then you can walk a space or two away, and found a new colony. The wealth calculations for events are on a per-location basis, so your "new" area won't get assrammed like your developed area is.
Emphasis mine.

So, on a hypothetical note, having auxiliary bases with a (much) smaller size and fewer people might be practical even for a highly developed colony, at least insofar as defence goes?

Probably not a good idea for the Halforums House game, as we seem to be well on our way towards meeting our targets with the massive setup we have, and managing that number of colonists in a single base might take too much time to afford the up-front micromanagement cost of getting a permanent auxiliary base going. But I'm considering getting my own copy of the game and, should I be inclined towards empire building, could it reasonably be done?

Does anybody know if taking out the hostile bases in the area, thereby crippling their local infastructure, has any effect on pirate (or tribal for that matter) raids? Decreased size and frequency, maybe?


#196

GasBandit

GasBandit

Emphasis mine.

So, on a hypothetical note, having auxiliary bases with a (much) smaller size and fewer people might be practical even for a highly developed colony, at least insofar as defence goes?

Probably not a good idea for the Halforums House game, as we seem to be well on our way towards meeting our targets with the massive setup we have, and managing that number of colonists in a single base might take too much time to afford the up-front micromanagement cost of getting a permanent auxiliary base going. But I'm considering getting my own copy of the game and, should I be inclined towards empire building, could it reasonably be done?

Does anybody know if taking out the hostile bases in the area, thereby crippling their local infastructure, has any effect on pirate (or tribal for that matter) raids? Decreased size and frequency, maybe?
The downside of multiple bases is they all operate in real time and you have to switch back and forth between them on the fly... the more bases you have, the harder it is to keep up with what needs attention in each. Also, it massively compounds system resource useage. So, unless you have a really strong system, I wouldn't recommend going with more than two colonies simultaneously. Even my system bogs down bad at 3, and my rig is no slouch.

As far as I know, at the moment, destroying pirate towns and outposts has no effect on their ability to raid you. Raids are generated entirely by the storyteller. Pirate towns are just there for you to raid for resources if you want, and outposts are generated as part of optional "quest" type things you get from local allied towns - they'll send you a notification that says "There's a pirate outpost at these coordinates, destroy it and we'll give you the following reward" and then the outpost pops up on your map. The game is still alpha, though, so that may be subject to change.


#197

TommiR

TommiR

Good info. Thanks.


#198

Dave

Dave

So there's this faction that hates my guts. So much so that they keep sending suicide squads to try and take us out. They hit my killbox with their swords and pilums, and get just chewed to ever-loving pieces by the turrets and my fighter types. The good thing is that since all of my people (save the two who joined me) are cannibals, this is also a never-ending source of food.

20170816200233_1.jpg


#199

Dave

Dave

Just lost my first colonist. His name was Duran. He was the only one who could grow food worth a shit. Nobody else has shown any interest in it at all. This should be interesting.

And no, I didn't butcher him. Now, were we low on meat, maybe...


#200

Gruebeard

Gruebeard

Just lost my first colonist. His name was Duran. He was the only one who could grow food worth a shit. Nobody else has shown any interest in it at all. This should be interesting.

And no, I didn't butcher him. Now, were we low on meat, maybe...
What about the other Duran, blah blah I can't actually think of a joke because I am not a fan and know nothing about the band blah blah blah?


#201

Dave

Dave

I'm hoping we get attacked soon by farmers so I can kill all but a couple and then Stockholm Syndrome the shit out of the ones who are left.


#202

PatrThom

PatrThom

What about the other Duran, blah blah I can't actually think of a joke because I am not a fan and know nothing about the band blah blah blah?
You could've taken the Barbarella angle, you know.
I'm hoping we get attacked soon by farmers so I can kill all but a couple and then Stockholm Syndrome the shit out of the ones who are left.
"Your buddies were pretty dumb...but they are kinda tasty. Want some? Of course you do. Eat up."

--Patrick


#203

Dave

Dave

Started a new game (letting the Fine Young Cannibals have a rest) and did everything completely random. I used the random storyteller at about mid level. I landed next to an ancient danger and the first thing I did was to open it up. One guy attacked me, one I put back into cryosleep, and one wandered off the map.

My guys are going to die. They are all GREAT at hunting and shooting and killing and stabbing...but only one cooks (3 skill), only one knows how to grow anything (2 skill), and the two that have any construction skill when adding it together equals a grand total of 2 points. So we are hunter/gatherers but we can't build shit.


#204

Soupy

Soupy

Started a new game (letting the Fine Young Cannibals have a rest) and did everything completely random. I used the random storyteller at about mid level. I landed next to an ancient danger and the first thing I did was to open it up. One guy attacked me, one I put back into cryosleep, and one wandered off the map.

My guys are going to die. They are all GREAT at hunting and shooting and killing and stabbing...but only one cooks (3 skill), only one knows how to grow anything (2 skill), and the two that have any construction skill when adding it together equals a grand total of 2 points. So we are hunter/gatherers but we can't build shit.
May I suggest Powerless! I haven't used it yet, but the description seems interesting. :) . May work just right with your current setup.


#205

Dave

Dave

I'm playing it out as they are. I did convert a new guy. Once I built enough beds I thawed him out & healed him. He cooks. At a 3 skill. He can't fight for shit, though.


#206

Dave

Dave

The guy I thawed out has a name, but his nickname - given by the game, not me - is "Balls". Which leads to some amusing screenshots. "Nuzzled Balls."

20170823195737_1.jpg


#207

PatrThom

PatrThom

The guy I thawed out has a name, but his nickname - given by the game, not me - is "Balls". Which leads to some amusing screenshots. "Nuzzled Balls."
"That just means he likes you."

--Patrick


#208

Dave

Dave

Did a new playthrough as a tribe but I have 10 people and I completely balanced the skills. There's at least 2 people for everything. My medical people can't leave the home area and they are also my top researchers. So when nobody is hurt all they do is research, which means they are both almost Godlike at this point.

But I'm not sure we're going to last the winter. Last night when I was playing there were three events back-to-back-to-back. Cold snap killed all the plants outside. An eclipse drained all my batteries. Then a solar flare turned off ALL my electronics, meaning all my food died in the hydroponics area. I have 10 people but only 20 pemmican, 15 simple meals, and some bug meat that I've been saving for kibble. I have 4 guys out hunting anything that moves and hoping the game gives me more critters to kill until I can farm again.


#209

GasBandit

GasBandit

Did a new playthrough as a tribe but I have 10 people and I completely balanced the skills. There's at least 2 people for everything. My medical people can't leave the home area and they are also my top researchers. So when nobody is hurt all they do is research, which means they are both almost Godlike at this point.

But I'm not sure we're going to last the winter. Last night when I was playing there were three events back-to-back-to-back. Cold snap killed all the plants outside. An eclipse drained all my batteries. Then a solar flare turned off ALL my electronics, meaning all my food died in the hydroponics area. I have 10 people but only 20 pemmican, 15 simple meals, and some bug meat that I've been saving for kibble. I have 4 guys out hunting anything that moves and hoping the game gives me more critters to kill until I can farm again.
Hope you're growing rice, it matures the fastest. Also if you get in a really bad way, you can harvest it early, at a yield penalty. I had to do that once or twice to save the HF colony. And don't forget, berries still grow in the wild even in late game. If you've got Allow Tool, you can simply find one and then right click it and say "harvest all on map."

Failing all that... cross your fingers and hope the narrator is feeling generous with the cargo pods.


#210

Dave

Dave

Holy shit, @GasBandit! The cold snap ended and I got this...after being able to reestablish my food. So while I don't need it necessarily, I will.

20170915155711_1.jpg


#211

GasBandit

GasBandit

Cassandra giveth, and Cassandra taketh away.


#212

Dave

Dave

It's hard to appreciate, sometimes, how stupid the colonists are. Take, for example, my Warrior, Archer. I have 12 colonists - 7 women, 5 men. Of these 12, 2 are married couples. So 3 men are available and 5 women are. Archer is currently having a psychotic breakdown and wandering aimlessly to the point of starvation. Why? Because he keeps hitting - and being rebuffed by - the two married women. He doesn't hit on any of the others, just those two. But that's not what broke him. He broke because he ate raw meat, giving him a -7 mood. Why did he do that, you ask? No fucking clue. We have 425+ simple meals in the fridge. The fridge he was standing pretty fucking close to when he ate raw meat.

It's like you're trying to supervise a bunch of suicidal idiots.[DOUBLEPOST=1505581061,1505581003][/DOUBLEPOST]In other news, I finally figured out how to keep them from wandering into my killbox maze. You set it as an area and then invert it so that everything is allowed but that. I love my killbox maze.


#213

GasBandit

GasBandit

It's hard to appreciate, sometimes, how stupid the colonists are. Take, for example, my Warrior, Archer. I have 12 colonists - 7 women, 5 men. Of these 12, 2 are married couples. So 3 men are available and 5 women are. Archer is currently having a psychotic breakdown and wandering aimlessly to the point of starvation. Why? Because he keeps hitting - and being rebuffed by - the two married women. He doesn't hit on any of the others, just those two. But that's not what broke him. He broke because he ate raw meat, giving him a -7 mood. Why did he do that, you ask? No fucking clue. We have 425+ simple meals in the fridge. The fridge he was standing pretty fucking close to when he ate raw meat.

It's like you're trying to supervise a bunch of suicidal idiots.[DOUBLEPOST=1505581061,1505581003][/DOUBLEPOST]In other news, I finally figured out how to keep them from wandering into my killbox maze. You set it as an area and then invert it so that everything is allowed but that. I love my killbox maze.
I think there's also a mod that you can install that will make people hit on married people less, or stop doing it altogether.


#214

Dave

Dave

That's fine. I am fucking with him, though. I now have 2 pieces of art in his bedroom, each an erotic piece showing the married couples having sex. Take that, you pervy fucker.


#215

PatrThom

PatrThom

That's fine. I am fucking with him, though. I now have 2 pieces of art in his bedroom, each an erotic piece showing the married couples having sex. Take that, you pervy fucker.
godsmustbecrazy.png


--Patrick


#216

Gruebeard

Gruebeard

Aye. He's one of the old gods. Emphasis on old.


#217

Celt Z

Celt Z

Aye. He's one of the old gods. Emphasis on old.
Would that make him one of the Elder(ly) Gods?


#218

Dave

Dave

I started another group, because starting to me is more interesting than getting off the planet. It was another completely random build and it turned out to be quite the challenge.

To start, I had 3 female colonists that NONE of them could do any violence. Not that they had a 0 shooting skill, they were incapable of violence. Ouch. One did not haul things, but she was big on growing and cooking. So while the other two went around the map scrounging the leftover bodies that predators left behind, she started on a giant rice paddy. Almost immediately we had a trade caravan (of only 1 dude) and I was able to sweet talk him into joining us, which royally pissed off the faction. He was able to shoot and kill stuff, so when the faction sent a raid to get SOMEBODY back, the guy and our pet warg showed them the error of their ways. I captured one guy but as I didn't want to feed him I let him go. (It helps that he pretty much sucked at everything.)

Now I'm up to 7 people and doing well.

I did find out today about a couple mods that I might be getting just for fun.

The first turns prisoners into batteries. http://steamcommunity.com/sharedfiles/filedetails/?id=1162766114&searchtext=living+battery

The second adds Lovecraft as a storyteller...


#219

Dave

Dave

One of my pigs had both of his back legs eaten off by a panther before I could kill the stupid thing. So I made bionic legs. Jesus christ this is one fast fucking pig! That's it. Tim to find some plasteel and make bionic legs for ALL my animals!


#220

Dave

Dave

I have a guy who goes around slaughtering my baby animals. They are not flagged for slaughter and I want to raise them to haul. But this dude keeps killing them! He's not a psychopath or anything, he just likes killing baby animals. Can I stop this behavior somehow without having to micromanage where he is at all times?


#221

Denbrought

Denbrought

I have a guy who goes around slaughtering my baby animals. They are not flagged for slaughter and I want to raise them to haul. But this dude keeps killing them! He's not a psychopath or anything, he just likes killing baby animals. Can I stop this behavior somehow without having to micromanage where he is at all times?
Maybe try giving him a custom allowed area that excludes the area where baby animals roam?


#222

Squidleybits

Squidleybits

Can you flag the dude for slaughter?

Keeping in mind that I haven't played the game myself so I have no clue if that's an option.


#223

GasBandit

GasBandit

I have a guy who goes around slaughtering my baby animals. They are not flagged for slaughter and I want to raise them to haul. But this dude keeps killing them! He's not a psychopath or anything, he just likes killing baby animals. Can I stop this behavior somehow without having to micromanage where he is at all times?
Is he slaughtering them (one hit melee kill) or is he hunting them (shooting them from range) or is he attacking them (multiple melee attacks)?

If he's actually slaughtering them, take him off animal handling duty on his jobs.
If he's hunting them, take him off hunting.
If he's attacking them in regular melee... I'm not sure, maybe set his defense posture to be "never respond to danger".

Also, are you using the Colony Manager mod? Make sure your animal tasks in it allow babies, if so.

Also, maybe try turning off "automatically slaughter excess livestock"


#224

Dave

Dave

I figured it out and you're right - it was the manager. I had an upper limit on my hogs and so when one was born my guy went, "Welp. Too many, I guess." *slaughter*

Argh!


#225

Celt Z

Celt Z

I have a guy who goes around slaughtering my baby animals. They are not flagged for slaughter and I want to raise them to haul. But this dude keeps killing them! He's not a psychopath or anything, he just likes killing baby animals. Can I stop this behavior somehow without having to micromanage where he is at all times?
...every time I get a notification Dave updates this thread, I'm on my phone, and I can't remember what I clicked on. And everytime I'm like, "WTF?!? What kind of 'Rant'...oh. 'Rimworld', not 'Rant'. "

Sorry, Dave. I don't know if this is reflection of you or middle America. :p


#226

Dave

Dave

I started a new game (which is my favorite part - I've never actually made it off the planet) and am trying the "single adventurer" thing. He started right next to the ancient danger and so I tunneled in. I figured either he'd die or I'd have a great place to start considering it's already a roofed area. Success! Three cryptosleep pods. But I don't know what's in them so I figured I'd wait for a while before opening them just in case. Turns out it was a great idea. Two days later I had visitors. They were pretty well armed so I waited until they were all inside and then I opened one, spilling 3 aggressive people hell bent on killing everyone. And then I ran out the door.

The three killed or wounded most of the visiting group who took the bad guys out. But they then got pissed and left. Helped me with my food situation, since he's not good at growing and is a cannibal.

I was able to save one guy somehow (my medical skill is a 1) and now there are two of us.


#227

GasBandit

GasBandit

So, Rimworld is officially beta. Version Beta 18 is out, and it's broken all the mods >_< Well, some of them have updated for it, but if this is anything like the 16->17 transition, a lot of mod authors might just re-release their mods updated separately for beta 18, which means hunting them all down all over again. Uuuuuugh. And as of last night, Prepare Carefully had NOT been updated. UUUUGH.

Quick rundown of what's new:
  • Swamp biomes at every temperature level that are slow to traverse and difficult to build on
  • New incidents, both beneficial and harmful - Meteorites, Tornadoes, Auroras
  • New quests - Peace Talks, World Refugee, Prisoner Rescue
  • Combat logging
  • Some research (weaponry in particular) has been broken up into more stages
  • New furniture - Bedrolls (portable beds, for caravans/raids I'm guessing?), decorative bedroom furniture, more table sizes
  • More (unbuildable) quest reward items, including new perpetual power sources, orbital bombardments, and serums that cure any one thing (whatever the worst thing is on that pawn, including missing limbs), or resurrect the dead (with side effects that get worse the longer the person has been dead).
  • Ranged weapons can now be used in melee combat, granted still not as good as melee weapons but better than fists.
  • There are now two kinds of pistols, autopistols and revolvers. Revolvers are slightly slower but more damage per shot.
  • New kinds of mental breaks, and also new mental inspirations ("good" breaks).
  • World features (mountains, lakes, bays etc) will now be named, and natural caves can generate in mountainous areas that can contain cave plants... or bug hives.
  • More "tale" event types that the game notes, meaning artwork should now be more diverse than "made a masterwork statue of himself making a masterwork statue of someone having sex."
  • Crop blight is now progressive instead of instant (possible to save some of the crop by early harvesting perhaps?)
  • Spaceships are now bigger, harder to make, and also require a sensor cluster component.
  • Leaving on the distant spaceship (the one you travel to instead of build yourself) now requires several days on site to "power up" the spaceship, during which you will have to fend off raids.
  • Boomalopes can now be milked for chemfuel, and there is now a vanilla chemfuel electricity generator.
  • Mortars changed from multiple mortar launcher types and one kind of ammo to one kind of launcher and multiple kinds of ammo. There is now also firefoam mortar shells, and antigrain (whatever that is).
  • You can now banish pawns without having to arrest them and arrange an escape/abandon them in caravans.


#228

Dave

Dave

Yeah, I wish I'd have seen this post before playing. All my mods! :(


#229

Dave

Dave

I started a new colony since my old ones were basically broken. This one is all God Mode, baby! All skills for all colonists (5) are maxed out at 20. I put up steel walls around the whole thing with a kill box and then triggered the biggest raid I could. Bad idea. Even though I was totally fortified the sheer number of raiders spawned was going to overwhelm me and my defenses with mortars and sappers. Then Randy got generous. Very, very generous.

The raiders had just begun their push when every boomrat on the map when fucking berserk and started attacking anything remotely man-like. Poor bastards never got close to my base. They were swarmed by like 40 of the things who, of course, started to melee them, then explode. All I had to do is sit inside and pepper them with mortar fire of my own until they broke. Good thing I have a crematorium...


#230

Dave

Dave

So....Godmode means you build stuff really fast, but if you are being attacked by centipedes and then a herd of elk run through your place...don't attack the elk. They went nuts. Which caused all my turrets to go nuts. Which caused all my elephants to go nuts. Two of my guys who are crack shots decided it would be a good idea to put on shield belts and wander into the fray. Note they are distance fighters, not melee. How effective were they? Well, let's just say the whole shitshow was a bloodbath. Killed my maid (a local whom I talked into joining and have him doing nothing but cleaning), downed two of my guys, and blew up some turrets.

On the bright side, I have a metric shit-ton of elk just waiting to be slaughtered.[DOUBLEPOST=1515343331,1515343100][/DOUBLEPOST]20180107101516_1.jpg


#231

Dei

Dei



#232

Dave

Dave

And all my shit will be broken again. I wonder if they'll disable the Dev cheat thing in the menu. I love making super powered colonies as a murder simulator.


#233

DarkAudit

DarkAudit

The FTF thread on /r/anime has started talking Rimworld lately. So I've sent them here.

If you're here because I sent ya, stay a while. It's a nice place... mostly. :Leyla:


#234

Dave

Dave

Not a bad idea. There's lots of Rimworld stuff here. You HAVE to show them the Halforums Rimworld thread Gas started, though. Nothing tops that.


#235

DarkAudit

DarkAudit

Not a bad idea. There's lots of Rimworld stuff here. You HAVE to show them the Halforums Rimworld thread Gas started, though. Nothing tops that.
I linked that one too :)


#236

Celt Z

Celt Z

Welp, there goes my reputation with strangers from Reddit. :D


#237

GasBandit

GasBandit

Welp, there goes my reputation with strangers from Reddit. :D


#238

Soupy

Soupy

As I said in another thread, the 1.0 unstable beta is fun. :)


#239

Dave

Dave

Someone on my stream wanted to see Rimworld last night so I fired up a new game. I chose Robby Random. And this happened.



#240

PatrThom

PatrThom

fire.gif


--Patrick


#241

Bubble181

Bubble181

I wonder, coudln't you have tried to control the fire the way it stopped coming from the south? Just have a one-tile fire corridor around the place?


#242

Dave

Dave

They were too spread out and grew faster than my people could put them out. Now, if I had like 7 or 8 people maybe I could have pulled it off. As it was, I had to retreat back to the homestead and do my best to stop it from burning it to the ground.

While Shelly just watched.


#243

GasBandit

GasBandit

I wonder, coudln't you have tried to control the fire the way it stopped coming from the south? Just have a one-tile fire corridor around the place?
Fire can jump up to 5 tiles. A firebreak, to be reliable, should be about that wide.


#244

Dave

Dave

Things went to hell in my colony. My main hunter shot an elephant and it turned out to be the last thing she ever did. RIP Shelly.



Then Lidia got all sad & decided to sleep in the freezer, where she got sicker with her injuries and hypothermia. She didn't make it.



Then Tom, whose wife Shelly, died from elephantiasis goes berserk and beats poor Marjot to death. Mike tried to intervene, but I'd accidentally locked Tom & Marjot in the room together. I was trying to get her to safety but Tom was just too fast.



And finally, this is my playthrough of Rimworld so far in a nutshell.



#245

Soupy

Soupy

Things went to hell in my colony. My main hunter shot an elephant and it turned out to be the last thing she ever did. RIP Shelly.



Then Lidia got all sad & decided to sleep in the freezer, where she got sicker with her injuries and hypothermia. She didn't make it.



Then Tom, whose wife Shelly, died from elephantiasis goes berserk and beats poor Marjot to death. Mike tried to intervene, but I'd accidentally locked Tom & Marjot in the room together. I was trying to get her to safety but Tom was just too fast.



And finally, this is my playthrough of Rimworld so far in a nutshell.

That 'nutshell' video is the best ever. Are you enjoying 1.0? I love the river waterwheel power source!


#246

Dave

Dave

I have yet to be able to use it. This is my first playthrough in 1.0 and I didn't land next to a river. I always randomize my starting spot and take the top 3 characters no matter what their skills are.


#247

Dave

Dave

Although in my next playthrough I'm going full cannibal and I'm going to eat anyone who has the gall to attack me.


#248

mikerc

mikerc

I'm going full cannibal and I'm going to eat anyone who has the gall to attack me.
:eek: :aaah: :hide: I'll...just be over here. Definitely *not* attacking you.


#249

Dave

Dave



#250

Dave

Dave

You think THAT was funny? Well...



#251

Dave

Dave

So I have this guy named Matt. He was named Tom until I discovered (after recruiting him) that he HAD NO FUCKING LEGS!!! So, of course, i renamed him Matt. Old joke.

But Matt has soem redeeming qualities. He's a great doctor who likes planting and stuff like that. But he is also SUPER depressive and breaks easily. And often. Hangnail? Matt wanders around in a daze. Insulted? Why not go on an eating binge? Finally he went wandering around in a fucking Toxic Fallout and got dementia. So I took him on a little trip and cut his ass loose. I wondered how the rest of the colony would take it. Turns out the answer was...pretty great!



#252

Dave

Dave

There's a guy named Bishop_Racicot that has a colony with 420 colonists! It's frickin' insane!


#253

PatrThom

PatrThom

There's a guy named Bishop_Racicot that has a colony with 420 colonists! It's frickin' insane!
Whoa! Sounds like this guy needs to learn how to relax!

—Patrick


#254

Celt Z

Celt Z

There's a guy named Bishop_Racicot that has a colony with 420 colonists! It's frickin' insane!
Somewhere @stienman is going, "Pfft. Challenge accepted."


#255

Aislynn

Aislynn

Any recommendations of must-have mods for 1.0?


#256

PatrThom

PatrThom

Any recommendations of must-have mods for 1.0?
I've never played the game, nor have I watched anyone else besides Gas or Dave play the game, but I think I can say that the two mods I would recommend might be the "Careful Preparation" one (I think it's called) and that other mod that lets you queue up what people do.

--Patrick


#257

GasBandit

GasBandit

Any recommendations of must-have mods for 1.0?
Ahem.... Weeeeeeeeeeeeeeellllllllll.....


#258

Dei

Dei

Some of those were baked in to 1.0, but I don't know which.


#259

Dave

Dave

In today's RimWorld...holy fucking shit.



#260

PatrThom

PatrThom

Yeah, your people had a bad day today.
And it didn't get better.
And then you had to leave.
"Tune in next time AND FIND OUT WHETHER THERE WILL ACTUALLY BE A NEXT TIME"

--Patrick


#261

Dave

Dave

That next time will be tonight at 5 central...


#262

Dei

Dei

So people keep talking about 1.0, but I still have 0.18, what is missing here?


#263

Dave

Dave

You have to allow unstable builds (beta) versions in your Steam. And they changed the version from 1.0 unstable to .19 unstable. Same game, but they changed the version number for some reason. So all mods work for both even though your system will yell at you and tell you they won't.


#264

GasBandit

GasBandit

So people keep talking about 1.0, but I still have 0.18, what is missing here?
I think it's still on the unstable/beta branch.


#265

Dave

Dave

I've heard that. :rofl:


#266

Dei

Dei

Ironically, the main branch updated to this after I posted. So lol. :p


#267

Dei

Dei

Also, I'm going to have to actually sift through my giant mod list to turn off the ones I don't need anymore now. Effffffffffort.


#268

PatrThom

PatrThom

Screen Shot 2018-08-24 at 23.38.00.png


Rimworld: 4, Banished: 0

--Patrick


#269

GasBandit

GasBandit

View attachment 27500

Rimworld: 4, Banished: 0

--Patrick
It's a fair cop. Banished is a lot less entertaining to watch someone play.


#270

Dave

Dave

You missed the part where I got raided and had 20 viewers. 6 of them followed and most stayed for at least a short time.

Of course, when the raid happened I was just starting a mech attack that killed 11 of my 12 guys and most of my animals, but whatever...


#271

Dave

Dave

And to watch it in action...



#272

Dave

Dave

And then, of course, Shadows had to say, "There should be a raid right now!" You don't say that shit when Randy Random is in charge!



#273

PatrThom

PatrThom

And then, of course, Shadows had to say, "There should be a raid right now!" You don't say that shit when Randy Random is in charge!
I’m glad you included the context, because otherwise titling your video “Shut up, Shadows” doesn’t really narrow it down to any specific event.

—Patrick


#274

Dave

Dave

Even the new followers are psychic.



#275

Dei

Dei

Most likely to be taken out of context post today:

I really like starting with Naked Brutality.


#276

GasBandit

GasBandit

I really like starting with Naked Brutality.
Hell, The above needs to go in somebody's signature. Maybe in @LittleKagsin 's, right next to my rimworld quote about the drunk kittens vomiting themselves to death.


#277

Dei

Dei

I'm having a weird bug, and I assume it's one of my mods, because it started today, but when I save and quit (or just alt+F4 even) when I'm playing a game (Naked Brutality, commitment mode on) and try to load back into it, it just takes me to the map and says my colony is empty. I guess it's time to figure out which mod it is BEFORE I get invested in a new game.


#278

Dei

Dei

I noticed that you can choose to only let colonists name animals if they are tamed. Woo!



#280

Dave

Dave

Let me set the stage. A colony of cannibals. The rules of the colony are that we will accept nobody that is not also a cannibal. We don't kill people to eat them - we're not evil. We just think that out on the Rim you can't discount any sources of food. We started with 10 but one died very early from a shot to the head. We lost two more to a raid that dropped down into my base and burned it to the ground. But seven still lived. Fast forward to last night...

Things were going too well for Randy Random. Everyone was happy, we had plenty of food, life on the Rim was good. Then disaster struck. Six of the seven colonists were struck down by disease. Five had gutworms, four (yes, there was overlap) had sleeping sickness, and four had muscle parasites. Only one person was not rendered sick. The effects of these diseases in such rapid succession was devastating. Sleeping sickness and muscle parasites meant that they were all unable to work. Gutworms meant that the five affected ate twice as much food. Our fields fell into disrepair, our food stores emptied. People resorted to eating nothing but raw rice to survive. Our medicines started running out.

Then a psychic ship landed right outside of our walls. It emitted a constant, piercing tone that burrowed into the brain and caused everyone discomfort. People started breaking.

Finally, they all started getting better with the exception of two people - Lumpy, who fell into a catatonic state, and Emmie, who was wandering around in a daze.

And the psychic ship intensified. I couldn't wait any longer. I had to take it out. I assembled all the people I had left that could fight - four people - and went to attack. It was a disaster.

After a single shot into the ship, mechanoids boiled out. There were only four of them, but they were very good. One was a scyther, who gets in close and rips you to shreds. The other three were lancers, who come equipped with charge lances. They immediately attacked my colonists, forcing their way inside. One colonist was killed instantly with a shot to the throat. It was over pretty quickly. All four colonists were killed. The only mechanoid that died was the scyther, who took on an elephant and lost.

The colony lie in ruins. Then Emmie woke up from her daze. She went after the things that killed her friends, a suicidal attack for revenge. The colony was going down in a blaze of glory! But then...



Buoyed by her unexpected success and adding to the fact that everyone else was dead, Emmie decided to go out into the world on her own. First stop was a bandit camp. Another suicide attack? Not for Emmie is wasn't.



About this time Emmie remembered that there was a ship that could take her off the planet...but it was half the world away. So she grabbed some food, loaded up Priscilla the elephant, and started on her epic journey.


#281

Dave

Dave

Press F to pay respects.



#282

Dei

Dei

Yay, modlist finally got updated so I can post my current list of mods without having to put forth effort! Spoilered for length.

HugsLib | http://steamcommunity.com/sharedfiles/filedetails/?id=818773962
EdB Prepare Carefully | http://steamcommunity.com/sharedfiles/filedetails/?id=735106432
[B19] Tiny Table | http://steamcommunity.com/sharedfiles/filedetails/?id=1488609351
[SYR] Blueberries | http://steamcommunity.com/sharedfiles/filedetails/?id=1488100231
[XND] Visible Pants | http://steamcommunity.com/sharedfiles/filedetails/?id=926698084
Dubs Bad Hygiene | http://steamcommunity.com/sharedfiles/filedetails/?id=836308268
Allow Tool | http://steamcommunity.com/sharedfiles/filedetails/?id=761421485
Better Roads | http://steamcommunity.com/sharedfiles/filedetails/?id=1489564822
Additional Lights .19 | http://steamcommunity.com/sharedfiles/filedetails/?id=1420721800
[SYR] Set Up Camp | http://steamcommunity.com/sharedfiles/filedetails/?id=1470065926
Lolidrop's hairshop | http://steamcommunity.com/sharedfiles/filedetails/?id=1444154109
Rimsenal - Rimhair | http://steamcommunity.com/sharedfiles/filedetails/?id=725949967
[FSF] Growable Grass | http://steamcommunity.com/sharedfiles/filedetails/?id=817350064
Spoons Hair Mod | http://steamcommunity.com/sharedfiles/filedetails/?id=725447220
Dubs Skylights | http://steamcommunity.com/sharedfiles/filedetails/?id=833899765
A Dog Said... | http://steamcommunity.com/sharedfiles/filedetails/?id=746425621
Pick Up And Haul | http://steamcommunity.com/sharedfiles/filedetails/?id=1279012058
[FSF] Efficient Utilities | http://steamcommunity.com/sharedfiles/filedetails/?id=951619111
Harvest Organs Post Mortem - 4.0 [B19] | http://steamcommunity.com/sharedfiles/filedetails/?id=1204502413
Delsin53's HD Terrain Texture Pack | http://steamcommunity.com/sharedfiles/filedetails/?id=1292715618
[FSF] Complex Jobs | http://steamcommunity.com/sharedfiles/filedetails/?id=1157350972
FashionRIMsta | http://steamcommunity.com/sharedfiles/filedetails/?id=745193823
Hardworking animals B19 | http://steamcommunity.com/sharedfiles/filedetails/?id=933324235
Xeva's Rimhair | http://steamcommunity.com/sharedfiles/filedetails/?id=705924057
RT Fuse | http://steamcommunity.com/sharedfiles/filedetails/?id=728314182
Hospitality | http://steamcommunity.com/sharedfiles/filedetails/?id=753498552
Moody | http://steamcommunity.com/sharedfiles/filedetails/?id=826998327
[KV] RimFridge - B19 | http://steamcommunity.com/sharedfiles/filedetails/?id=1180721235
MendAndRecycle | http://steamcommunity.com/sharedfiles/filedetails/?id=735241897
Heat Map | http://steamcommunity.com/sharedfiles/filedetails/?id=947972722
RBSE Hardcore Edition | http://steamcommunity.com/sharedfiles/filedetails/?id=850428056
[B19] RimStory | http://steamcommunity.com/sharedfiles/filedetails/?id=1500272404
Run and Hide | http://steamcommunity.com/sharedfiles/filedetails/?id=1499844236
What the hack?! | http://steamcommunity.com/sharedfiles/filedetails/?id=1505914869
Psychology | http://steamcommunity.com/sharedfiles/filedetails/?id=1499800980
[SS]Lovely Hair Style | http://steamcommunity.com/sharedfiles/filedetails/?id=1498706339
Colony Manager | http://steamcommunity.com/sharedfiles/filedetails/?id=715565262
Medical Tab | http://steamcommunity.com/sharedfiles/filedetails/?id=715565817
QualityBuilder | http://steamcommunity.com/sharedfiles/filedetails/?id=754637870
Relations Tab | http://steamcommunity.com/sharedfiles/filedetails/?id=709317151
[KV] Show Hair With Hats or Hide All Hats - B19 | http://steamcommunity.com/sharedfiles/filedetails/?id=1180826364
ameiro anime hairs B19 | http://steamcommunity.com/sharedfiles/filedetails/?id=1207934602
[T] MoreFloors | http://steamcommunity.com/sharedfiles/filedetails/?id=725623521
Simple sidearms | http://steamcommunity.com/sharedfiles/filedetails/?id=927155256
Pharmacist | http://steamcommunity.com/sharedfiles/filedetails/?id=1365242717
Replace Stuff | http://steamcommunity.com/sharedfiles/filedetails/?id=1372003680
Blueprints | http://steamcommunity.com/sharedfiles/filedetails/?id=708455313
Share The Load | http://steamcommunity.com/sharedfiles/filedetails/?id=1356838246
Nature's Pretty Sweet | http://steamcommunity.com/sharedfiles/filedetails/?id=1211694919
[KV] Trading Spot - B19 | http://steamcommunity.com/sharedfiles/filedetails/?id=1180719658
ResearchPal | http://steamcommunity.com/sharedfiles/filedetails/?id=946390822
ModSwitch | http://steamcommunity.com/sharedfiles/filedetails/?id=1139051045
Fences And Floors | http://steamcommunity.com/sharedfiles/filedetails/?id=784370602
Apparello 2 | http://steamcommunity.com/sharedfiles/filedetails/?id=728381322
Expanded Prosthetics and Organ Engineering | http://steamcommunity.com/sharedfiles/filedetails/?id=725956940
Haul to Stack | http://steamcommunity.com/sharedfiles/filedetails/?id=949498803
[T] MoreBedsVanilla | http://steamcommunity.com/sharedfiles/filedetails/?id=725828157
More Faction Interaction | http://steamcommunity.com/sharedfiles/filedetails/?id=1454024362
RIMkea | http://steamcommunity.com/sharedfiles/filedetails/?id=769201959
Less Arbitrary Surgery | http://steamcommunity.com/sharedfiles/filedetails/?id=1499832847
Dye Vat | http://steamcommunity.com/sharedfiles/filedetails/?id=740002420
SF [B19] Rain Removes All Filth | http://steamcommunity.com/sharedfiles/filedetails/?id=1502875716
[KV] Change Mirror - B19 | http://steamcommunity.com/sharedfiles/filedetails/?id=1390088618
[B19]GW-hair | http://steamcommunity.com/sharedfiles/filedetails/?id=1352123439
[B19]My Cute Ear | http://steamcommunity.com/sharedfiles/filedetails/?id=1502940113
Statue of Colonist | http://steamcommunity.com/sharedfiles/filedetails/?id=1308674160
Respect the Scars [b19] | http://steamcommunity.com/sharedfiles/filedetails/?id=1312986721
Door Mat B19 | http://steamcommunity.com/sharedfiles/filedetails/?id=1505423207
gloomy_hair | http://steamcommunity.com/sharedfiles/filedetails/?id=1346113625
Simple Stockpile Presets | http://steamcommunity.com/sharedfiles/filedetails/?id=1428628928
Giddy-up! Core | http://steamcommunity.com/sharedfiles/filedetails/?id=1216999901
Giddy-up! Battle Mounts | http://steamcommunity.com/sharedfiles/filedetails/?id=1217001091
Giddy-up! Caravan | http://steamcommunity.com/sharedfiles/filedetails/?id=1253251478
Giddy-up! Ride and Roll | http://steamcommunity.com/sharedfiles/filedetails/?id=1331961995
RunAndGun | http://steamcommunity.com/sharedfiles/filedetails/?id=1204108550
Glitter Tech | http://steamcommunity.com/sharedfiles/filedetails/?id=725576127
Better Workbench Management | http://steamcommunity.com/sharedfiles/filedetails/?id=935982361
Progress Renderer | http://steamcommunity.com/sharedfiles/filedetails/?id=1438693028

Modlist is https://steamcommunity.com/sharedfiles/filedetails/?id=1510045283 since it doesn't show itself in the list.

It also generates an HTML list that describes all the mods, but .html is not an allowed attachment type, and the formatting gets weird if I try to copy/paste that list.


#283

Dei

Dei

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. :p


#284

GasBandit

GasBandit

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. :p
Did they make Hardworking Animals vanilla now or something?


#285

Dei

Dei

Did they make Hardworking Animals vanilla now or something?
Not that I know.


#286

GasBandit

GasBandit

Not that I know.
So the HWA mod author deliberately made boars unable to haul?



#287

Dei

Dei

Well, B19 did that. :p


#288

Dei

Dei

Randy hates my new horse mod.

download_20180926_110505.png


#289

Dave

Dave

Fuck Randy, that masochistic dick.


#290

Celt Z

Celt Z

Horsey, nooooooooooo!


I am also saddened by the lack of muffalo in this post.

Muffalooooooooooooooo


#291

Dei

Dei

Horsey, nooooooooooo!


I am also saddened by the lack of muffalo in this post.

Muffalooooooooooooooo
You would rather my muffalos were getting struck by lightning?! :eek:


#292

GasBandit

GasBandit

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.

You would rather my muffalos were getting struck by lightning?! :eek:
Yeah, that


#293

Dave

Dave

Muffalo are only good for food. Elephants are where it's at. Elephants can haul things (as in to haul things at your colony), muffalos can't. Elephants can rescue downed colonists and animals, muffalos can't. Elephants have twice as many hit points as muffalos. Elephants have 5.9 DPS while muffalos have 3.72. Elephants have twice the carrying capacity of muffalos (almost - elephants have 300 and muffalos have 158).

Elephants are far superior than muffalos in every way. And no, milking doesn't count. Who uses milk in RimWorld?


#294

Celt Z

Celt Z

You would rather my muffalos were getting struck by lightning?! :eek:
What? No! Just that they aren't there. You know, muffaloing around and stuff.


#295

GasBandit

GasBandit

Muffalo are only good for food.
*and wool


#296

Celt Z

Celt Z

Who uses milk in RimWorld?
The RimWorld artists that create erotic statues out of butter. Obviously.


#297

Dave

Dave

Bah. You can grow that and you get enough leather and stuff from hunting. I'd rather have a hauling tank than a couple bundles of muffalo wool.


#298

GasBandit

GasBandit

The RimWorld artists that create erotic statues out of butter. Obviously.
And the Rimworld artists that create butter statues commemorating their own creation of a butter statue of two other colonists gettin' it on, natch.


#299

Dave

Dave

And you can't even get that much food out of muffalos! Elephants have 360 units of food while muffalos only have 189.


#300

Dei

Dei

*and wool
*And milk
*And caravanning


#301

Dei

Dei

Elephants are big and block my view. I'd rather have muffalos and rhinos.


#302

Dei

Dei

Fuck Randy, that masochistic dick.
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. :p


#303

Dave

Dave

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.


#304

GasBandit

GasBandit

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.
Depends on if, after the raid was squashed, are the robots still actively attacking you, or did they become complacent to sit?

If they are attacking, I'd lure them through that hole in the south wall and overwhelm them one by one as they trickle through. You might sustain some injuries but it can be done.

If they're complacent, you might have time to build EMP mortars.


#305

Dei

Dei

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. :p


#306

Dei

Dei

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 :p)

baselayout.jpg


#307

Dave

Dave

They are complacent right now. I'm tempted to wall them back in at a greater distance, setting up my kill-box, and then opening the other side and leading them through. I want to get my turrets up before I face them.

I don't think I could, but I'd love to throw in a Molotov and then wall it in while they fry but I'm sure that's not possible.


#308

Dei

Dei

Nah, nothing in that room is really flammable.


#309

GasBandit

GasBandit

Makes me miss my pit traps back in Gnomoria. Nothing takes the piss out of an enemy raid like a 10 story fall down a shaft to a hard granite wake-up call. Makes loot collection pretty easy too. And sandwiches for daaaayys. Gets to the point where you want to send insult emissaries to all the neighboring goblin kingdoms just to get them to raid more and bring better gear when they do.


#310

Dei

Dei

Hmmm, I just found a neat thing. It lets you have a Rimworld server where everyone can build a colony and send each other shit with drop pods and stuff. It seems the visiting colonies thing is still being worked on, and it's not on steam so you have to install it manually, but it's neat.
https://rim-world.com/phi-mod/



#312

Dave

Dave

Great. There goes all my Addons.


#313

ncts_dodge_man

ncts_dodge_man

Heck, some of mine just updated to .19 and I'm still waiting on 2 of them to finish... Which probably won't happen now... *sigh*


#314

Dave

Dave

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 :p)

View attachment 27708
1) Making the thing out of wood is pretty much what I started doing on mine.
2) I'm totally copying your kill box design tonight.


#315

Dei

Dei

There are a bunch of mods that have been updated already...


But not HugsLib.

:fu:


#316

Dave

Dave

Considering the devs said that the mods should still all work, all they have to do is up the iteration on the things to work. I have a feeling there's going to be a lot of mods updating today and tomorrow.


#317

Dei

Dei

Hugslib might need to get tweaked because of the food restriction change, I'm not sure.


#318

ncts_dodge_man

ncts_dodge_man

Official launch video:



#319

Dave

Dave

"Everybody needs downtime, Greg."

That's amazing!


#320

ncts_dodge_man

ncts_dodge_man

I thought it was pretty great. Elena's "One must compromise our standards..." that set that whole thing up.


#321

Dei

Dei

Things clearly changed between .19 and 1 as far as mods go. I can't figure out the mod conflict I'm having, and half my mods claim to be 1.0 compatible while actually not being so as far as the mod loader is concerned so I think I might have to wait a few days and see if my errors clear up, because mods that worked yesterday after the update are throwing errors at me today so someone fucked something up somewhere, and I don't feel like trying to figure out which one it is right now. I already turned off the ones that seemed most likely, and it didn't work so ¯\_(ツ)_/¯


#322

Dei

Dei

Honestly, the problem is probably that HugsLib had to update for the new things, and the other mods didn't fix their shit to be compatible with HugsLib again.


#323

ncts_dodge_man

ncts_dodge_man

I started over from scratch and it wouldn't go past the world generation part until I removed a couple of mods because while they said they were "1.0" compatible - it didn't work.

The mods I'm really hoping gets updated soon is the RuntimeGC and one that gives you Allow all items - with some of the other mods I have, being able to cleanup old pawns really helps as my computer starts to slow down after a while (so RuntimeGC) and since I just started over, I missed a few things during the initial crashing and first few days of more stuff crashing, that would have been helpful, but since I couldn't allow everything without finding them on the screen, they deteriorated.


#324

Dave

Dave

Allow Tools. Oh god allow tools is so needed.


#325

Dave

Dave

Allow Tools got updated between last night and right now.


#326

ncts_dodge_man

ncts_dodge_man

Of course it did - I haven't looked since last night. Hooray!


#327

Dei

Dei

My daughter's dreams have come true.

1540775460024.png


#328

PatrThom

PatrThom

Is anyone else jealous of her room?

--Patrick


#329

Dave

Dave

Nobody is jealous of the smell or the hair floating around that room.


#330

Dei

Dei



#331

Dave

Dave

The only reason anyone remembers that comic strip.


#332

GasBandit

GasBandit

The only reason anyone remembers that comic strip.
To be fair, it's a lot less awful since the reboot. I still have its RSS in my feedly, which can't be said for, say, PvP Online.


#333

GasBandit

GasBandit

The Nutrient Paste Dispenser is really underappreciated.



From the comments - if you feed cows nutrient paste, you can actually create a positive feedback loop from the milk, and generate more food than they eat.


#334

Dave

Dave

Very interesting. I've never used one.


#335

Dei

Dei

Actual functioning MP mod? Still have to be on the same faction though.
https://ludeon.com/forums/index.php?topic=47445.0


#336

GasBandit

GasBandit

Actual functioning MP mod? Still have to be on the same faction though.
https://ludeon.com/forums/index.php?topic=47445.0
Neat. Not clear to me, is it each player with their own town in the same faction, or managing the same settlement?


#337

Dei

Dei

Neat. Not clear to me, is it each player with their own town in the same faction, or managing the same settlement?
I assume the same settlement. I haven't seen anyone try to make one where people manage different places.


#338

D

Dubyamn

Hey all first time, long time.

Just had the event toxic fallout happen so I start scrambling to set up a home area completely under a roof so that there would be farming happening and so that my devilstrands don't whither up.

Then my construction guy decides with basically none of the project done to throw the colony's first party at a table in a spare bedroom.


#339

Dave

Dave

Suicidal toddlers. That's what your colonists are. You are a generous god, but only to keep them alive.


#340

Dei

Dei

1602095917234.png


#341

Squidleybits

Squidleybits

I am downloading it now :)


#342

Squidleybits

Squidleybits

Are there any mods that you all would recommend?

My tutorial was horrid, but my first game went well until everyone died trying to save a chick via caravan and my animals all starved while I had a freezer full of food....

Also, they rejected my name :(


#343

GasBandit

GasBandit

Are there any mods that you all would recommend?
Ohhhh boy. At last count I had like 64, but my list may be out of date. @Dei is probably the best one to ask about this.


#344

Dei

Dei

I'm still laying in bed being lazy, but when I get up I'll go check my mod list. I would start with Allow Tool for sure. What kinds of mods do you want?


#345

Dave

Dave

I have 23 in my game. They are listed. Ones with * are ones I wouldn't play without.

  • Harmony* - Need this to be able to run a lot of other mods.
  • Hospitality - Entertain and recruit visitors. Nice to have but not necessary.
  • MendAndRecycle - Fix yo shit. Again not necessary but nice.
  • Door Mat - Cleans your feet as you walk inside.
  • Mortar Accuracy - You'll get this after having your best shooters constantly missing.
  • Stack XXL* - What do you mean I can only have 75 of something in a pile? Naw. Make that 1000.
  • Research Pal* - Helps with your research tree. Some would say this is optional but I love it.
  • Colony Manager* - Set hunting/taming/breeding/foraging and your people will just do it. Should be base game IMO.
  • Animal Tab - Adds functionality to the Animals tab.
  • RunAndGun* - Stand still, shoot. Then run a few steps. Then stand still. Fuck that.
  • Animals Logic - Makes animals act more logically. Not necessary but nice.
  • Heat Map - Shows how hot/cold it is, toggled. I don't play without this, but it's completely a QOL thing.
  • A Dog Said...Animal Prosthetics* - BIONIC DOG LEGS!
  • Work Tab* - Holy shit this is a great mod. Really get down in the weeds as to what you want your people to do.
  • Replace Stuff - Instead of tearing down a wood wall and replacing it with stone, this mod lets you just replace it. Again, QOL stuff.
  • Realistic Rooms - Rooms don't have to be 50x50 royal bedchambers to make people happy. Makes it so they will be perfectly content in a 6 tile room.
  • RT Fuse****** - This is the one mod I absolutely have to have. Adds the ability to make fuses. When normally something would go BZZT! and start your shit on fire, this blows the fuse instead.
  • Allow Tool* - Like Dei said, this one is a must. Too much to describe.
  • RimHUD - Trying this one for the first time. It's nice and has a lot of info, but you can play without it.
  • [KV] RimFridge* - Make a fridge to put stuff in instead of stuffing everything into your freezer. And they are small enough you can put one in your dining room!
  • Wall Light - Nice to have to light your rooms without taking up a space.
  • EdB Prepare Carefully* - If you want to make your people your way to start a game, you need this one. Want to do a cannibal playthrough? You have to have this to make them crave human flesh. (I recommend doing this at least once. Raids are like Uber Eats for your colony.)
  • HugsLib* - Like Harmony, this is the framework for other mods.
This is such a great game. You're gonna love it.


#346

Dei

Dei

Here's an HTML Link to all of my mods, with descriptions and links included. (I have a mod that spits this out for me, I'm not insane)


I'd apologize for all of my hairstyle mods, but I have a feeling that you won't mind them. :D

(Download it then open it in your browser, using the link itself doesn't play nice)


#347

Dei

Dei

It also spits out a .txt file, but just links, no description.
Also, since it doesn't show up on the list, here's the modlist mod. https://steamcommunity.com/sharedfiles/filedetails/?id=1545126946&searchtext=modlist

Harmony | http://steamcommunity.com/sharedfiles/filedetails/?id=2009463077
Royalty |
HugsLib | http://steamcommunity.com/sharedfiles/filedetails/?id=818773962
[SYR] Set Up Camp | http://steamcommunity.com/sharedfiles/filedetails/?id=1470065926
Children, school and learning | http://steamcommunity.com/sharedfiles/filedetails/?id=1541438230
Colony Manager | http://steamcommunity.com/sharedfiles/filedetails/?id=715565262
Better Roads | http://steamcommunity.com/sharedfiles/filedetails/?id=1489564822
CatsAreCleverToo | http://steamcommunity.com/sharedfiles/filedetails/?id=863415966
Wall Vitals Monitor | http://steamcommunity.com/sharedfiles/filedetails/?id=1334289344
Expanded Prosthetics and Organ Engineering | http://steamcommunity.com/sharedfiles/filedetails/?id=725956940
Dye Vat | http://steamcommunity.com/sharedfiles/filedetails/?id=740002420
[FSF] Carpets of the Rainbow | http://steamcommunity.com/sharedfiles/filedetails/?id=893156099
Realistic Rooms | http://steamcommunity.com/sharedfiles/filedetails/?id=848972794
[FSF] Filth Vanishes With Rain And Time | http://steamcommunity.com/sharedfiles/filedetails/?id=1508341791
Just Ignore Me Passing | http://steamcommunity.com/sharedfiles/filedetails/?id=1231617602
Camera+ | http://steamcommunity.com/sharedfiles/filedetails/?id=867467808
My Cute Ear | http://steamcommunity.com/sharedfiles/filedetails/?id=1502940113
Dubs Bad Hygiene | http://steamcommunity.com/sharedfiles/filedetails/?id=836308268
[FSF] Efficient Utilities | http://steamcommunity.com/sharedfiles/filedetails/?id=951619111
Dubs Skylights | http://steamcommunity.com/sharedfiles/filedetails/?id=833899765
[FSF] Growable Grass | http://steamcommunity.com/sharedfiles/filedetails/?id=817350064
[KV] RimFridge | http://steamcommunity.com/sharedfiles/filedetails/?id=1180721235
Follow Me | http://steamcommunity.com/sharedfiles/filedetails/?id=715759739
Medical Tab | http://steamcommunity.com/sharedfiles/filedetails/?id=715565817
Tilled Soil | http://steamcommunity.com/sharedfiles/filedetails/?id=725747149
Pharmacist | http://steamcommunity.com/sharedfiles/filedetails/?id=1365242717
Stack XXL | http://steamcommunity.com/sharedfiles/filedetails/?id=826366050
Stabilize | http://steamcommunity.com/sharedfiles/filedetails/?id=2023407836
Therapy | http://steamcommunity.com/sharedfiles/filedetails/?id=1076950211
[KV] Trading Spot | http://steamcommunity.com/sharedfiles/filedetails/?id=1180719658
A Dog Said... Animal Prosthetics | http://steamcommunity.com/sharedfiles/filedetails/?id=746425621
Door Mat | http://steamcommunity.com/sharedfiles/filedetails/?id=1505423207
RT Fuse | http://steamcommunity.com/sharedfiles/filedetails/?id=728314182
Xeva's Rimhair | http://steamcommunity.com/sharedfiles/filedetails/?id=705924057
Rimsenal - Rimhair | http://steamcommunity.com/sharedfiles/filedetails/?id=725949967
Storyteller hair | http://steamcommunity.com/sharedfiles/filedetails/?id=1274576130
Lolidrop's hairshop | http://steamcommunity.com/sharedfiles/filedetails/?id=1444154109
Spoons Hair Mod | http://steamcommunity.com/sharedfiles/filedetails/?id=725447220
Gw hair mod [hair only] | http://steamcommunity.com/sharedfiles/filedetails/?id=1352123439
Nackblad Inc Rimhair | http://steamcommunity.com/sharedfiles/filedetails/?id=727687246
Roo's Royalty Hairstyles | http://steamcommunity.com/sharedfiles/filedetails/?id=2120391876
Ameiro anime hairs | http://steamcommunity.com/sharedfiles/filedetails/?id=1207934602
[SS]Lovely Hair Style | http://steamcommunity.com/sharedfiles/filedetails/?id=1498706339
Allow Tool | http://steamcommunity.com/sharedfiles/filedetails/?id=761421485
RunAndGun | http://steamcommunity.com/sharedfiles/filedetails/?id=1204108550
Apparello 2 | http://steamcommunity.com/sharedfiles/filedetails/?id=728381322
Animals Logic | http://steamcommunity.com/sharedfiles/filedetails/?id=1098354593
[KV] Show Hair With Hats or Hide All Hats | http://steamcommunity.com/sharedfiles/filedetails/?id=1180826364
RBSE Hardcore Edition | http://steamcommunity.com/sharedfiles/filedetails/?id=850428056
Skilled Stonecutting | http://steamcommunity.com/sharedfiles/filedetails/?id=1207390617
[T] MoreFloors | http://steamcommunity.com/sharedfiles/filedetails/?id=1543561093
FashionRIMsta | http://steamcommunity.com/sharedfiles/filedetails/?id=745193823
Giddy-up! Core | http://steamcommunity.com/sharedfiles/filedetails/?id=1216999901
Giddy-up! Ride and Roll | http://steamcommunity.com/sharedfiles/filedetails/?id=1331961995
Giddy-up! Caravan | http://steamcommunity.com/sharedfiles/filedetails/?id=1253251478
Giddy-up! Battle Mounts | http://steamcommunity.com/sharedfiles/filedetails/?id=1217001091
Cheaper Components | http://steamcommunity.com/sharedfiles/filedetails/?id=725488168
EdB Prepare Carefully | http://steamcommunity.com/sharedfiles/filedetails/?id=735106432
Psychology (unofficial 1.1/1.2) | http://steamcommunity.com/sharedfiles/filedetails/?id=2016263135
Haul to Stack | http://steamcommunity.com/sharedfiles/filedetails/?id=949498803
Respect the Scars | http://steamcommunity.com/sharedfiles/filedetails/?id=1312986721
Harvest Organs Post Mortem | http://steamcommunity.com/sharedfiles/filedetails/?id=1204502413
Simple sidearms | http://steamcommunity.com/sharedfiles/filedetails/?id=927155256
Replace Stuff | http://steamcommunity.com/sharedfiles/filedetails/?id=1372003680
Mod Manager | http://steamcommunity.com/sharedfiles/filedetails/?id=1507748539
Share The Load | http://steamcommunity.com/sharedfiles/filedetails/?id=1356838246
Smart Medicine | http://steamcommunity.com/sharedfiles/filedetails/?id=1309994319
Use Bedrolls | http://steamcommunity.com/sharedfiles/filedetails/?id=1353625821
Smarter Construction | http://steamcommunity.com/sharedfiles/filedetails/?id=2202185773
Hospitality | http://steamcommunity.com/sharedfiles/filedetails/?id=753498552
[FSF] Complex Jobs (Legacy Version) | http://steamcommunity.com/sharedfiles/filedetails/?id=1157350972
Damage Indicators [1.2] | http://steamcommunity.com/sharedfiles/filedetails/?id=2016331497


#348

Squidleybits

Squidleybits

Realistic rooms! I had a chick straight up throw tantrums over the massive room with a bluefur chair I made her. Always jealous of someone else’s! She was the worst.

The manager and the stacking sound awesome too!

I need to re-do my name as well. Dude was all “this is clearly not a realistic name”. No kidding lol :)

Also, if I download some of these, may I continue my game or do I need to re-start. I’m ok either way as I had a bloody fist fight on day one over a weight comment.


#349

Dei

Dei

Realistic rooms! I had a chick straight up throw tantrums over the massive room with a bluefur chair I made her. Always jealous of someone else’s! She was the worst.

The manager and the stacking sound awesome too!

I need to re-do my name as well. Dude was all “this is clearly not a realistic name”. No kidding lol :)
I mean, I assume that chick had jealous trait, which is why.


#350

Squidleybits

Squidleybits

I mean, I assume that chick had jealous trait, which is why.
She did. I didn’t realize right away.


#351

Dave

Dave

Also, if I download some of these, may I continue my game or do I need to re-start. I’m ok either way as I had a bloody fist fight on day one over a weight comment.
Before you download them, read the description. They should say whether or not you'd need a new game.


#352

Squidleybits

Squidleybits

here I go!

(after nearly hurling from watching Minecraft on a big tv)


#353

Dei

Dei

here I go!

(after nearly hurling from watching Minecraft on a big tv)
Also, what is your Steam username? Alternatively, here is a link to friend me on Steam.


#354

Squidleybits

Squidleybits

Also, what is your Steam username? Alternatively, here is a link to friend me on Steam.
CupcakesMyCat. I’m adding you now ;)


#355

Squidleybits

Squidleybits

So you add them all through Steam rather than extracting each one? Love it!


#356

Squidleybits

Squidleybits

I’m all set and playing a silly game with super skills. The kids and I have crashed with a bunch of cats....

Thank you for helping me with mods!


#357

Squidleybits

Squidleybits

I’m loving this game!

I had my in-game name rejected several times, but they agreed to accept it tonight :)

Question: are components silly rare to come by after the first few years or do I have a rough map? I’m hurting for them.

I also think I’ve finally figured out safe mining. Poor Coaks, he was a good member of the crew....


#358

GasBandit

GasBandit

I’m loving this game!

I had my in-game name rejected several times, but they agreed to accept it tonight :)

Question: are components silly rare to come by after the first few years or do I have a rough map? I’m hurting for them.

I also think I’ve finally figured out safe mining. Poor Coaks, he was a good member of the crew....
I usually run a mod that makes it easier to manufacture your own components. Otherwise, yeah, they're stupid rare, you pretty much have to trade for them.


#359

Squidleybits

Squidleybits

Or raid for them?? Heheheh

Seriously though, thanks! I will have to check out the list of mods and hope it can be added to a game in progress.


#360

Squidleybits

Squidleybits

I just traded for a bunch and found a few. That will hopefully get me to where I can make them.

I’m having serious power issues too.


#361

Squidleybits

Squidleybits

It’s officially decided that I have too many animals and tonight has:

killed a bear in an explosion (I didn’t know marble could explode)

Killed a kitten in a fire

a baby lynx died that I missed the reason on due to general chaos

gave it’s mother lynx asthma

Had two brand new kittens consume a foolish amount of alcohol and have brain/chemical damage

sent wild animals after half my alpaca herd.

Next game, I will need to find a spay/neuter mod because this is getting bleak


#362

GasBandit

GasBandit

Had two brand new kittens consume a foolish amount of alcohol and have brain/chemical damage
My quote that @LittleKagsin has in her signature was not kidding.


#363

Squidleybits

Squidleybits

My quote that @LittleKagsin has in her signature was not kidding.
I tried to find her signature and never could.

I did find a mod to fix my cats though. I had to start again...I can't remember exactly, but I was at about 8 people and like 40 cats, 8 alpacas, an assortment of farm animals and two bears. Things got silly and then we starved. The kittens busted into the booze and their parents/uncle/brothers ate lavish meals.

The current game is going much better. I used the reunion mod and @HCGLNS (with lime green Cloud Strife hair) and our cats (as villagers) joined later on. I am bein much more selective about which guests or quest reward people I recruit. I seem to have heat wave any time that I have a huge amount of frozen meat stored and it all spoils.

I have a quest at the moment to transport a huge amount of uranium to a nearby village. I have no idea how to get it all there. I have mounts, but they are all Maine Coon Cats. I am going to try to tame some horses and see if that helps.

How does multiplayer work?


#364

GasBandit

GasBandit

How does multiplayer work?
It's been a while since I tried the Multiplayer, so maybe it has improved, but it had frequent disconnection issues when Dei and I were playing it. But basically, it just let two players control the game at the same time. Time flow propagates (changes in speed/pausing carries over) from one player to the other, though the two players don't have to stay on the same screen. They can look at/control different parts of the same map, or different maps entirely. This means that one player can be babysitting a caravan or start a second settlement while the other stays at the original settlement keeping things running there.


#365

Dei

Dei

How does multiplayer work?
We can try it out sometime together if you want, the mod is still a work in progress though, so it can be finnicky. Also not all other mods are compatible with it.


#366

Squidleybits

Squidleybits

Well, if we can’t fix our cats, we will starve...

I will share a list of the mods I added. I found a bunch that added more animals and cat and dog breeds.

I would like to find one that adds different colored beds. You know, the priorities.


#367

Dei

Dei

Well, if we can’t fix our cats, we will starve...

I will share a list of the mods I added. I found a bunch that added more animals and cat and dog breeds.

I would like to find one that adds different colored beds. You know, the priorities.
I have one for carpets, but the problem with beds is that they are color coded in game already (green for sleeping, blue for medical etc), so it can make things a little less intuitive when you start messing with them, so I think I got rid of my color mod.

(I also always play with a mod that let's you spay and neuter animals, but you can also segregate animals by gender specific zones so they can't actually get near each other in a pinch)


#368

Dei

Dei

Oooooh, I just found a new mod that will work great with Hospitality, which is one of my favorite mods.


Orion's Gastronomy


#369

Dei

Dei

This is the bed mod you're looking for I think.



#370

Squidleybits

Squidleybits

I need to set a selling room for guests. I forgot that was a thing.
Post automatically merged:

I also need to figure out mine safety. A certain hobo keeps getting almost crushed by rocks and malingering in the hospital. Maybe he just likes the tv?


#371

Dei

Dei

I also need to figure out mine safety. A certain hobo keeps getting almost crushed by rocks and malingering in the hospital. Maybe he just likes the tv?
Mine in rows, don't mine out huge sections at a time that don't leave ceiling support.


#372

Squidleybits

Squidleybits

I will try that. I was going around the outside in a circle one square at a time.


#373

Tinwhistler

Tinwhistler

I will try that. I was going around the outside in a circle one square at a time.
There can be up to 6 squares of roof away from any wall. 2 opposing walls give a maximum width of 12 tiles of roof. A room can be bigger with support pillars (walls), but if these are destroyed the roof around collapses.


#374

Dave

Dave

About your cats. The mod called "Colony Manager" addon allows you to set the max number of creatures by breed. If something happens and there's too many, your people will automatically kill the extras.

It's not evil, it's just farming.


#375

Squidleybits

Squidleybits

!!!! Killing kittens!!!

In the colony that had so many, something was clearly happening though. A few fires/explosions centered on the cat bed areas, wild animals eating them, kittens drinking beer to the po My of brain damage etc. The game was limiting their population.


#376

Squidleybits

Squidleybits

Tamed a Thrumbo! No idea how.


#377

Dei

Dei

Tamed a Thrumbo! No idea how.
RIP your food


#378

GasBandit

GasBandit

For some bizarre fucking reason, the author of rimworld decided, intentionally, in version 1.3, to make turrets no longer fire on prisoners during a prison break. Ask me how I found out.

Fortunately, as with all the stupid fucking things that need to be fixed in rimworld, there's a mod to fix it.

Sometimes I think the only thing Tynan did right is make the game infinitely and easily moddable.

Also there should not be such a thing as "tainted" power armor.


#379

GasBandit

GasBandit

So just for a halloweeny thing to do, I installed and enabled the Zombieland mod for Rimworld on this playthrough I've been playing lately.

And 20 minutes later I accidentally saved over the "before the mod" savegame I had saved to be able to go back to before the mod >_<

Welp, guess I'm committed now!

The mod is actually a very good zombie apocalypse mod though, much better than the one I tried all those years ago. Very configurable and much more fleshed out.


#380

Dave

Dave

A friend was playing that and the dev dropped by her stream to give tips. It’s a fucking HARD mod unless you concentrate on defense right away.


#381

GasBandit

GasBandit

A friend was playing that and the dev dropped by her stream to give tips. It’s a fucking HARD mod unless you concentrate on defense right away.
It is quite challenging (if you don't turn off the hard parts, which it gives you the option to do). And it requires you to change entire play philosophies that have been drilled into you by vanilla since the beginning vis a vis fleeing vs fighting.

I was actually doing pretty well, until Randy Random decided it was time to explore my colon and sent two large breacher mechanoid raids on me within 6 game hours of each other. The zombies I could handle, the zombies and ONE mechanoid raid I could weather.... two, I stood no chance. So I had to form an emergency caravan and abandon my colony.

I lost 6 people in the chaos, but the surviving 18 have now constructed a rudimentary fortification in the wilderness, and I've managed to get some basic farming going there, and a few of my ducks and cows survived too (like, 6 animals total down from the 35 I had).

The mechanoids are still patrolling the abandoned colony, and it's a full time job keeping the refugee camp safe from the zombies, but I'm slowly working up to being able to retake it (I hope).

Oh and 18 people may sound like a lot, but only 6 or 8 of them are really of much use... of the others, most are tamed wild nymphs who can only do construction, crafting, and social tasks (incapable of violence, cooking, hauling, etc), and a couple are defenseless children too young to work (age 3-4).

It's a good thing the game considers a child of 5 old enough to use firearms.


#382

GasBandit

GasBandit

I got lucky.

I was on good terms with the outlander union of this playthrough (I'd been sending them drop pods full of packaged survival meals and whatever garbage raiders drop until they became allies), and fortunately, after a few weeks of camping in the hills outside my own colony, they started sending backup to assist with the mechanoid raid that never ended. The first couple got wiped out, but the third managed to kill off the last few mechanoids.

So I waited for a lull in zombie activity, then quickly packed everything I could carry back from my camp and headed back to the colony.

Fortunately, as I said previously, the nymphs I recruited were not as useless as typical nymphs - I made sure I got ones that could do construction and item crafting (the "Curious Nymph" starting background). My colony had lots of gaping holes in its walls and destroyed power runs and doors from fires that spread throughout the complex, but because most of my base is done up in stone the fire spread was relatively contained, but for construction and repair I actually had a fairly complete workforce.

Thank goodness I spent a lot of the game up to this point converting every drop of excess food into packaged survival meals because my farms were all completely blighted and needed to be burned down and started over. The animal pen didn't get rebuilt in time so some of my animals got away, but there's not much I could do about that. I'll have to re-tame or buy new animals, but in the meantime I think I should be able to keep everybody fed, and morale is climbing now that people aren't in mass barracks with sleeping bags any more, and can actually sleep in nice beds (with their spouses/lovers where applicable).

I got all my main entrance turrets back up and running too, and managed to restore the power grid with some hunters laying down covering fire for the nymphs rebuilding the electrical cables out to my geothermal generators. All my backup chemfuel generators got trashed, as well as one of my hydroponics rooms, but they're lower priority to walls and defenses, which still need some work. Thankfully the main crafting area, dining hall, and hospital were completely untouched, other than being "technically outdoors" because of doors burning down, which led to some supplies decaying over time until they disappeared... but that was mostly cloth and junk weaponry.

So, we're starting to claw our way back... I'm sure Randy has something special cooking up for me soon.


#383

GasBandit

GasBandit

Just another Randy Random moment.

When you simultaneously get attacked by mechanoids and man-eating iguanas.... and they turn on each other first.



Unfortunately a gathered zombie horde kept me from harvesting the iguana flesh afterwards before it rotted.


#384

GasBandit

GasBandit

I have so many mods that throw so many non-fatal errors that I had to delete, re-create, and write protect the game's log file because it grew to over 10 gigs (of unformatted TEXT) this week alone. I'm pretty sure Zombieland is the primary culprit.


#385

GasBandit

GasBandit

"Hello, yes? We'd like to purchase seventeen hydraulic vaginas. Do you deliver?"

1636923299884.png


Some time later, I get a call from the same settlement...

1636923351765.png


"Hey, now we want 17 revolvers of standard or better quality."

.... what are you making. WHAT ARE YOU DOING?

"We'll reward you with an Archotech bionic anus!" I DON'T WANT THAT BUT THANK YOU PLEASE LOSE MY NUMBER


#386

PatrThom

PatrThom

Obviously the seventeen hydraulic vaginas are now ON THE LOOSE and WILL NOT BE TAMED and now Tom Savini and David Cronenberg are watching Ñogoler with interest and taking notes.

--Patrick


#387

GasBandit

GasBandit

That moment when you realize that transport pods can be fired into the same map you launch them from.

Which means if pirates are setting up somewhere to attack you with mortars on the map, you can drop a tamed boomalope in the middle of them, and they will shoot it... and burn out their own area.

WHY have I not been DOING this before now?!

Also I saw a very informative video that made me realize IEDs are actually really useful if you set up honeypots. Arrange a few chunks into what looks like a good cover position to attack your base, build a single wooden wall and a circular roof portion expanding out as far as you can from that single roof... then put an IED in the cover. IED blows up (doing damage to the attackers), destroys the wall section, roof collapses on the attackers for even more damage.


#388

GasBandit

GasBandit

So I've made a lot of headway again. I actually moved my people to an entirely new colony and abandoned the old one just so I could do a redesign from the ground up with a better base layout than "I started with one big room and just kept adding to it. Now I've got inner and outer walls with embrasures on the outer walls and I'm pretty much toxic-fallout-proof and everything's so fancy now that all my colonists have the "sky high expectations" mood debuff which makes them harder to keep happy but amazingly enough I'm doing it.

And then a defoliator ship crashes nearby... with FIFTEEN centipedes armed with a mixture of heavy pulse blasters and inferno cannons.

This is what is commonly known as a "game-ender."

But I steeled myself to make it through this without losing a single colonist. I shelled them with mortars to loosen them up and destroy the defoliator, and then they came for me. I am on excellent terms with almost all my neighbors, so I called my most technologically advanced neighbor for backup, and they sent some drop pods with random cannon fodder.

Incidentally, you know what the secret is to fighting an overwhelming force of mechanoids with top tier weapons? It's pay-to-win, with payment in advance. The things you buy are Psychic Insanity Lances (and to a lesser degree, Psychic Shock Lances). Despite being artificial life forms, psychic weapons still work on mechanoids. One psychic insanity lance gets two shots and has the same range as a sniper rifle and NEVER MISSES. Zip Zap your enemy is now blasting his friends and they have to deal with him, especially if he's a 50m centipede armed with full auto armor-piercing charge blasters.

So things are progressing, occasionally one of the centipedes manages to shoot an inferno bomb through one of the holes in my embrasures and some of us get a little singed, but as we're wearing power armor it's not life threatening.

But then another group of my allies shows up of their own volition. 70+ tribals. I never call tribals for backup because they always say "we can't get there in time" but these guys came on their own. Their numbers wash over the mechanoids like a wave and many tribals die quickly and horribly but the number of targets keeps the mechanoids so busy that I send a fire team out to concentrate on them one by one and have no problem killing them all.

Now here's the complication. My first ally squad is enemies with the tribal allies who showed up later.

Soooo a war then broke out on my doorstep.

It doesn't take too long for the tribals to swarm the allied colonists. There aren't many left... and then, as the sun goes down, the zombies are starting to come into the map... 80+ and counting at the time of this writing.

And the mechanoids DID manage to punch a hole in my wall before they went down, and half my soldiers are in the hospital getting their burns tended.

This is gonna be interesting.

Pictured below: One of the industrial ally colonists is apparently Snuffles' sister, so when she got downed by tribals I sent him out there to rescue her. He's got a bionic leg so he runs fast.



#389

GasBandit

GasBandit

The end-all-be-all of chemical recreation in this game is a substance called Insect Jelly. It's extremely rare, hella-expensive, and highly sought. You get this from - you guessed it - insectoids. Which are usually pretty dangerous. I've lost a lot of colonies to insectoid infestations that killed everybody and ate them.

But a window of opportunity opened for me when I broke into an ancient cryptosleep casket chamber on my colony's map, and after dispatching the mechanoids guarding it, I opened the caskets to find a half dozen megascarabs that were not hostile. Not friendly, but not immediately trying to eat my colonists and suck out their guts.

And by this time, I had a pretty hefty bank of animal specialists - so I took a risk, and it paid off. My colony successfully tamed the insectoids.

But here's the thing - insectoids only produce jelly when they breed. They can breed one of two ways -
1) the hive way, which was off the table because these guys didn't come from an infestation that generated hives, they were free agents.
or
2) the way that the "mod that shall not be named" introduces, which is they can use humans as incubators, in which they oviposit, then fertilize, eggs into... handy orifices... and a by-product of all this is that when the eggs come out, Insect Jelly comes out too. The human being used is wrapped in a cocoon that keeps them immobile, heals their wounds, protects them from temperatures (minimum -50 C and maximum +50 C) and even feeds them nutrition to keep them alive. In an earlier colony, I learned this because a pirate fleeing from a raid-gone-bad ran into an insectoid cave, and I got to watch as he was hacked down, then cocooned up, and then kept by the insectoids for the next few years until some mechanoids showed up and inferno-cannoned everything, human, insectoid, and other. Kill it with fire, right?

Anyway, back to my current playthrough - There's been a tribe, called the Blue Mesa Clan, that has been raiding me often and refusing all overtures to peace. The game says they are a "blood and honor" type culture with whom diplomacy is impossible. They have a settlement within 2 days travel of my colony.

I was getting pretty tired of them anyway, so why not kill two birds with one stone - wipe out a source of raids, and maybe snag a few living incubators for my nascent Insect Jelly factory?

I sent my best equipped soldiers on a raid to the Blue Mesa settlement, and... well, to summarize, it was so one sided that it kind of felt like a war crime. The worst injury my soldiers got was a bruised shoulder, whereas I mowed down upwards of 20 tribals with space-age pulse guns, sniper rifles, and of course, made sure to use psychic shock lances to get myself 3 or 4 living captives because at this stage of the game, you pretty much never give anybody a survivable wound who isn't wearing power armor - tribals in cloth and rudimentary metal plates die like small mammals fed into a thresher. So we gunned everybody down, kicked in the doors to the buildings, took everything of worth and put the rest to the torch, leaving the dead for the vultures and hauling the survivors home in chains.

And if that sounds bad, you won't like what comes next.

Returning to my colony, I had my tamed megascarabs already set up in a fortified room with industrial rollers and pullers going through the walls (Industrial Rollers is a very handy mod that lets you set up Factorio-like conveyor belt systems to move things from one area to another, I highly recommend it, saves SO much hauling time, and can automate your kitchen so you never have to open your walk-in-freezer).

So I just chucked the captives in and locked the door.

It's a horrific nightmare, what goes on in there, but as far as my colonists are concerned, they now have a stone box that they feed kibble in one end, and insect jelly comes out the other.

But if anybody ever opens that door, hoo boy.... my last count I was up to 34 megascarabs, 20 spelopedes, and one megaspider. I actually did let the spelopedes and megaspider out of the box because they're actually intelligent and large enough to be trained to haul, rescue, and fight for the colony.

But yeah, if any hostile force breaches that box, they're going to get a face full of angry, chittering, scuttling death and psychological horror.

I used to use captured raiders as diplomatic bargaining chips, or recruit them, or sometimes even selling them to allied factions as slaves. Not any more. Now they go in the box.


#390

GasBandit

GasBandit

Just when you thought this story couldn't get any more nneyyyghhahhghhhbbllkkk...

So, I ended up with WAY too many insectoids. We're talking, 50+ megascarabs and spelopedes approaching 40. I don't even keep that many chickens. The insectoid box got OUT of control. The amount of food necessary to feed the insectoids was getting ridiculous.

So, I decided, fuck it, they're just livestock (extremely chitinous, slicey, stabby livestock), let's slaughter the extras and turn them into kibble for the smaller, more manageable population we keep.

So I queue up the slaughter and conversion.

Suddenly a large number of my male colonists are having mental breaks.

What's going on, guys?

1638323843507.png


Uh... oh. Oh. OH.

So, apparently, I had not noticed that the lock on the door to the Box was more of a conceptual forbidding than an actual... you know... lock.

So, a number of my male colonists have been taking surreptitious trips INTO the box... the blood-spattered, knee-deep-in-amniotic-fluid-and-reproductive-gunk box.... and just helping themselves to the cocooned captives. Sexually. And it turns out, human semen fertilizes insectoid eggs just as readily as insectoids do themselves. And because the insectoids stuff those eggs everywhere, no form of orifice-related copulation is more "safe" than any other in this regard.

So a number of these insectoids are actually direct line descendants of my colonists.

And I just ordered them slaughtered by the literal dozens. So not only are these colonists going through the grief of losing dozens of children and grandchildren, but they believe their fellow colonists killed them in cold blood.

Uh... this... this could be bad.

I mean it IS bad. Obviously the moral and psychological implications here are horrifying.

But it is going to be getting worse in a GREAT big hurry.

Normally, if I have a colonist lose a loved one, if the grieving spouse or immediate family is TOO bereaved to function, I put them into cryptosleep for a month. The grieving timer elapses while they're frozen in carbonite. Handy, that.

But I don't have enough cryptosleep caskets, and even if I did, the colony couldn't take a productivity hit of this magnitude. The next raid would certainly overrun us.

I think this might be the beginning of the end.


#391

GasBandit

GasBandit

The thing that chafes me about it, too, is I had finally put the finishing touches on a REALLY nice base.

1638325229591.png


Look at that, it's magnificent. Ample space, great defenses, well lit, fireproof, toxic fallout proof, volcanic winter proof, way more electricity than I need, well laid out, highly automated.... capable of supporting lots and lots of colonists safely...

I mean, sure, it's not exactly a garden spot... see all those brown and green dots lining the periphery? Those are zombies. About 500 of them at this particular moment. But the turrets usually do a pretty good job of keeping them from clumping up at the walls, and I can send a half dozen guys with autoshotties or heavy SMGs to whittle them down if they start to form into hordes and threaten to beat down doors (which are made of plasteel and can take quite the beating)....

Maaan... I guess that's what I get for trying to find a fast, easy, ethically reprehensible way to farm insectoid jelly.


#392

Vrii

Vrii

Maaan... I guess that's what I get for trying to find a fast, easy, ethically reprehensible way to farm insectoid jelly.
...or for not putting a proper lock on your house of horrors, anyway.


#393

AshburnerX

AshburnerX

Picture of @GasBandit 's colony leader.



#394

GasBandit

GasBandit

Discovery of the day:

EMP cannons are a lot more useful than I thought they were, because you can use them to let your colonists target practice on your own tamed animals without harming them.


#395

GasBandit

GasBandit



#396

Tinwhistler

Tinwhistler



#397

GasBandit

GasBandit



#398

GasBandit

GasBandit

Francis John has also recently been doing this absolutely fascinating project of trying to colonize a combat tile (IE, a conquered tribal settlement). New enemy "reinforcement" waves show up every 24 game hours, and are typically 300-400 members strong.



#399

GasBandit

GasBandit

Here's the post-op of the above playthrough, or "How I became a bloodthirsty cannibal death cult that built a murder cathedral literally out of the melted weapons of my enemies, festooned with their skulls, furnished with their tanned skin."



#400

GasBandit

GasBandit

Somebody on Imgur must have recently discovered Rimworld. It did make news this week when it suddenly got banned from Australia for some reason. Anyway...











Randy, be nice to me




#401

PatrThom

PatrThom

One more, straight from Steam:

rimminy.png


They look so happy, so full of purpose.
Shame it won't last.

--Patrick


#402

Tinwhistler

Tinwhistler

One more, straight from Steam:

View attachment 40985

They look so happy, so full of purpose.
Shame it won't last.

--Patrick
They look happy, because that's Phoebe Chillax, Randy Random, and Cassandra Classic. The three AI who control your fate by throwing you a mech raid while everyone is in bed because of dysentery. ;)


#403

PatrThom

PatrThom

They look happy, because that's Phoebe Chillax, Randy Random, and Cassandra Classic. The three AI who control your fate by throwing you a mech raid while everyone is in bed because of dysentery. ;)
I wondered if they were the storytellers after seeing some of the memes.
Ah well.

--Patrick


#404

AshburnerX

AshburnerX

They look happy, because that's Phoebe Chillax, Randy Random, and Cassandra Classic. The three AI who control your fate by throwing you a mech raid while everyone is in bed because of dysentery. ;)
"Ahh yes... let me tell you the tale of the War of Shits and Robots..."


#405

GasBandit

GasBandit



#406

GasBandit

GasBandit

So here's me back on my Rimworld bullshit again. Yes, I'm still playing with all the same mods as before.

I tried making a cannibal psychopath colony, but I didn't stick with it because it was just too darn easy. Raids become food deliveries. And despite the apparent crime against humanity that went into making them, humanskin leather goods sell REALLY well to passing merchants.

So I tried again with something else - attempting to make the perfect underground "survive the zombie apocalypse" colony. Basically building my own fallout vault.

It's still a work in progress - I can't completely seal off from the outside world yet because if you can't get outside you can't trade with merchants, either the caravan or spaceship variety, and too much stuff requires things like advanced components to build which you can basically only get from merchants.

The area is so mountainous that it forms a maze almost on its own just to get to my front door. This means half the raids sent against me get overwhelmed by zombies before they even make it to my defenses. Which is kind of neat, but also a bummer because then there's all this weaponry and other sale-able and smelt-able merchandise just rusting in the rain out there, and it would take my colonists basically forming their own raid party to spend an entire day fighting their way back out through the maze to recover the merch - and I can't spare the manpower.

But I figured out I can buy dogs from merchants and train them to haul and zombies don't care about dogs so they're able to slip in and out of my base without drawing attention. I make sure to only buy male dogs because I don't want a puppy explosion eating up all my food.

Speaking of population explosions, I'm also now running one more mod that makes it so having children is a lot more realistic - babies are now... babies. And there's cribs and toys and all kinds of stuff which makes it feel a lot more "The Sims" and (like most mods) is a great improvement on the general framework of Rimworld to flesh out the experience. But this time, none of my colonists has high enough medical skills to surgically implant IUDs.

I thought "well we can have a few kids and then by then I should be able to" but I DRASTICALLY underestimated the horniness of my colonists... and the fecundity. One baby born, hey great, happy day everybody. Another born a little later, grats to the happy parents. Next... TWINS born. Oh my, how unexpected. Well, I guess we can have one more, and then we should be ok. TRIPLETS. We now have more babies than adults. You have never seen me research something as fast as I then researched the manufacturing of contraceptive drugs. And because this is Rimworld, they are unisex. And I make sure EVERYBODY is on the pill, male and female, because we cannot be having any more babies.

A year goes by, and I get notification that a colonist is now visibly pregnant. Whaaat? Well, I guess the pill isn't 100% and everything, but the math made it so that there should only have been a 1% chance of pregnancy! Wait, that colonist isn't in a relationship... oooh drama! Who is the father? Fortunately my doctor is high enough skill to do a paternity test.

"Soandso is pregnant, and DoctorColonist has determined that the father is Labrador Retriever 2."

What.

HOW DID YOU EVEN THINK TO TEST AGAINST THE DOGS' DNA

So apparently the increased demands on my attention made by this personal-set challenge made me not scrutinize the activities of my colonists as closely as I usually do, meaning this particular colonist, who has been lonely and horny because all the other ones paired off and she was the odd lady out, started taking the fetch-dogs to her room when I wasn't looking. And of course I had not thought to put the dogs on a contraceptive regimen or neuter them since there aren't any female dogs in the colony. So the conception chance was 10% instead of 1% (the drug caps a pawn's fertility at 10%), and she'd done this often enough that she developed the Zoophiliac trait... which then of course drove her to do it even more.

MFW I've inadvertently created another sexual deviant colony.


#407

GasBandit

GasBandit

Slightly less horrifying but very humorous, the zombie mod author did not take into account the size limitations imposed by modded clothing, such as baby onesies.

Quite frequently in this playthrough, my colony has spotted full-grown zombies among the shambling masses sporting the ragged remains of baby onesies.

I know from a programming standpoint how this happened, but an in-universe lore description of what has happened means that either a human squeezed into a onesie before succumbing to the zombie virus.... or zombies have started attempting to put on toddler clothes post-mortem.


#408

MindDetective

MindDetective

Slightly less horrifying but very humorous, the zombie mod author did not take into account the size limitations imposed by modded clothing, such as baby onesies.

Quite frequently in this playthrough, my colony has spotted full-grown zombies among the shambling masses sporting the ragged remains of baby onesies.

I know from a programming standpoint how this happened, but an in-universe lore description of what has happened means that either a human squeezed into a onesie before succumbing to the zombie virus.... or zombies have started attempting to put on toddler clothes post-mortem.
Or they continue to grow after becoming zombies!


#409

Dave

Dave

Image-1.jpg


#410

GasBandit

GasBandit

I kept having things disappear out of their containers and thought it was either a bug or my dogs were getting into them and eating them.

Turns out, you really need to childproof your colony. 5 year old Rimworld children have only a transitory respect for area assignments (they will VERY often path outside their assigned area if they see want something outside it), and to them, things like birth control pills and penoxycyline look like fun happy candy. And they'll happily munch on any psychedelic mushroom they find growing in an unused corner of your underground colony.

IT'S TOO REAL. Thank goodness I don't keep things like Go Juice (Combat PCP) or Wake Up (Meth) handy like a lot of Rimworld players do (for combat emergencies)... much less Flake or Yayo (Crack and Cocaine).

Gonna have to keep a REAL close eye on the beer and smokeleaf though.


#411

AshburnerX

AshburnerX

Gonna have to keep a REAL close eye on the beer and smokeleaf though.
Still remember what happened the last time you forgot to lock that up...



#412

GasBandit

GasBandit

So when you get a man-eating megasloth raid in the middle of the night of the living dead, who wins?




Spoiler: the zombies kill and eat them all.


#413

GasBandit

GasBandit

BTW, I have discovered that using the Zombieland mod and the Androids mod simultaneously is a good way to bring your rig to a crawl, when your colony gets big enough to start really attracting large groups of zombies. Which kind of confuses me as I'm not pegging either CPU or RAM in my task manager... plenty of both to spare. Must be some artificial ceiling cap imposed in Unity.


#414

PatrThom

PatrThom

Could also be due to swap and/or drive thrashing, running out of VRAM (that can actually matter now with textures and some AI moving to GPU). Might be a good time to start profiling, find out some 32bit vampire has been limiting you to 3GB Or something stupid like that.

—Patrick


#415

GasBandit

GasBandit

Could also be due to swap and/or drive thrashing, running out of VRAM (that can actually matter now with textures and some AI moving to GPU). Might be a good time to start profiling, find out some 32bit vampire has been limiting you to 3GB Or something stupid like that.

—Patrick
I got the performance monitor mod, and nope, there's definitely a speed limit being placed on the API hooks for mods to use. And it's aaaaaall being gobbled up by Zombieland, and to a lesser degree, Androids.

But I suppose that can't be helped when I'm running a colony of 30 residents that is being attacked by 300-500 zombies every night.

I started over with a new game, without the Zombies. I really enjoy the challenge the Zombieland mod adds to the game, but it makes the endgame literally drag.


#416

PatrThom

PatrThom

I had no idea the developers would put in an API rate limiter.
I'm sure they had their reasons.

--Patrick


#417

GasBandit

GasBandit

I had no idea the developers would put in an API rate limiter.
I'm sure they had their reasons.

--Patrick
Just one guy with one vision. A lot of Rimworld's greatness is despite Tynan, and only some of it is because of him. I could NEVER go back to playing unmodded Rimworld now.


#418

GasBandit

GasBandit

So here's a bit of interesting trivia... the wood burning generator and chemfuel generator are the only two structures in the game that block line of sight while still being able to be walked across.

That means if you set up the entrance to your base like this...

1658641935227.png

(Barricade important because it won't let them "stop" in the hallway

... and then you put five melee-skilled pawns here using drafting (or more using area assignment)....

1658642014398.png


You get the following ridiculously overpowered defense



#419

Dave

Dave

I like that a lot. Might have to play again to try this.


#420

PatrThom

PatrThom

omnomnom.gif


--Patrick


#421

Dei

Dei



#422

GasBandit

GasBandit

Funnily enough, I just did have to turn a luxury bedroom temporarily into a prison cell, because the brother of the leader of a hostile faction crashed in an escape pod outside my colony... I'm debating whether to harvest his organs or send him home. I don't think it'll give me any bonus faction points for him being the faction leader's brother...


#423

GasBandit

GasBandit

Ok, what the fuck, Overmind. And double wtf, Serendipity.

1658807046771.png


#424

GasBandit

GasBandit

Coming close to my quote in Kags' signature about day old kittens getting into the beer.... is what just happened to me in this game.

A cute husky puppy getting struck by lighting in the head, blowing its head clean off.

:(

1658874764483.png


#425

GasBandit

GasBandit

Groooan

I shit you not, I just took a captive named Ima B'Leever

You shoulda saw my face.


#426

GasBandit

GasBandit

There's a stargate mod for Rimworld, and I recommend it. It adds a very interesting twist to gameplay. Plus it makes multicolony games have a nice feature as well - you can stargate between them. And it's very balanced - it's much more common to "find" a stargate and have to haul it home with a huge convoy than it is to build your own (though you can do the latter at great expense), and there's lots of research required to do so. And if you don't want surprise visits, you need to research and build an iris for your stargate.

The funniest moment so far was I decoded a stargate glyph tablet to learn a new destination code, and when I dialed it, apparently there were a bunch of pirates at the other end waiting to ambush somebody coming through... thing is, they apparently didn't watch SG1 because they were crowded around in front of the gate in melee range. Like... real close.

So all but two of them died instantly when the toilet flush swirly thingy flew out of their gate. The remaining two shat themselves and ran for the hills.

But one word of warning... the series kinda played fast and loose about being able to travel both ways on an open stargate. This one is much more strict. Anybody who tries to go into a gate with an open incoming wormhole gets atomized (same thing for any objects you try to put through it).

Found that out the hard way.


#427

GasBandit

GasBandit

MFW the visiting Arms dealer from the Android collective is an 8 year old girl with a Naru Osaka haircut

1659283851497.png


#428

GasBandit

GasBandit

The Stargate mod does have some unfortunate situational disadvantages.

In a normal raid, I can use psychic shock lances to incapacitate relatives of my colonists who are on the opposing side, then either release them or convert them.

But if an enemy faction tries to raid me by Stargate, and I close the iris.... splatsplatsplatsplatsplatsplatsplatsplat

Yeah, my colonist with the "tortured artist" trait now has some new inspiration from when her parents came to raid her settlement and got converted instantly into a molecule-thin paste on the business-side of my gate iris.


#429

GasBandit

GasBandit

I'm slowly in the process of moving from one Colony to another.

My initial Colony was just below the treeline of the north pole, for the added challenge. It literally has a 10 day growing period, so early game food was a heck of a struggle. But fortunately, running the Androids mod, I was playing the "exiled mad scientist" scenario, where you drop with a Battledroid and two regular droids. (Droids are different from Androids, they are soulless automatons that perform decently at tasks but cannot learn, grow, or socialize).

So, At the start I only actually had to feed one person, but I had to VERY quickly scramble to get an electrical grid up and going. Which I just barely managed to do with a combination of wind and solar into a couple batteries. I had to make sure those batteries stayed topped off because whenever a droid hits 50% charge he goes to "eat" from the local powergrid, which gobbles about 300wh out of batteries attached to that grid. And one battery only holds 600wh. So I had to have enough generation to supply the requisite 900wh/day for bot recharging plus whatever I needed to stay warm and cook.

And staying warm was a real challenge. The first winter killed off all the trees in the map because it got down to -60 degrees F (-51 C), and it never got warm enough again for long enough for new trees to grow. So... no wood. No fires for warmth or cooking or light, much less burning in a generator. The sun barely shown during the winter, but the wind blew like crazy, so usually I was able to get what I needed. Every structure had to be double-thick granite, though - it was the only building material, and single thickness wasn't enough insulation.

It took years to get any real traction going, but droids were a godsend. They don't care about temperature (they can't even be set on fire, which has come in handy a couple times), they don't need to sleep, they don't need to eat. So really, they make ideal ice sheet colonists. Every so often I'd get a wandering colonist who'd join, but about half the time they'd get eaten by a polar bear or something. Sun lamps in giant stone greenhouses got me fodder for animals, and fortunately one of the joiners who DID survive had high animals skill, so I ended up taming some muffalos and yaks. That's wool and milk sorted out, so a stable source of food and clothing. And there was lots of metal to dig out to make into droids.

Eventually I managed to make an Android printer, and had the resources to create some darn-near-perfect beings. They each took half a year to print because I went in for ALL the bells and whistles - Naturally I made them physically perfect (35%+ boosts to every activity), spring for the plasteel-hyperweave skin upgrades to that they could deflect bullets even naked, added software proficiencies for just about every task, Vanometric power cells so they don't have to recharge (or even eat), nanite self-preservation systems that self-treat wounds in minutes, and I even paid the extra resources for SEVEN traits (normally colonists can't start with more than 3) - those traits naturally being Beautiful, Fast Learner, Great Memory, Fast Walker, Industrious, Nimble, and Quick Sleeper. Each of them took about FIFTY SIX advanced components, hundreds of plasteel and hyperweave, and of course a generous amount of steel and organic components (mostly ending up being corn and muffalo meat), and a year later, my perfect Uberbeings came into existence.

I named them Hyperion and Perfection. It was truly a proud mad scientist moment. They were superior to humans in every way, and they fell in love with each other within a week. They zipped lightly around the compound making the regular droids look as slow as the droids made humans seem.

Then I got curious. There was one upgrade I didn't spring for... and that was in using an AI Persona Core for a brain instead of growing an AI Neural Net from scratch. Basically giving Ultron his body. So I said, what the heck, saved my game, and created Overmind. To date, he hasn't tried to take over the world, but he does get a 300% bonus to all intellect-based activities such as researching and scanning. Which definitely comes in handy. But Overmind started paying attention to Perfection, and I didn't want a love triangle going, so I created one more android - Serenity, and part of her programming was to be romantically obsessed with Overmind. I was in a rush and couldn't dedicate the full six months to her printing, so she didn't get all the universal aptitudes her three predecessors got, but she still excels at all things social, and most importantly, keeps Overmind happy and out of trouble.

The main problem with my starting point, however, is that it had a big river running through the middle, which meant that I had to build very close to one edge of the map. This made defending from raids that came in at that edge very problematic. So I knew I'd have to move house.

I sent my androids as a caravan far to the south. Fast forward several weeks of caravan searching, a year or two of building a rudimentary outpost and finding a stargate to snatch and drag over to it, and then another year or two of fleshing out the new colony into a full-on fortress with enough room to move everybody there... and now I'm just barely getting to the point where I can relocate everyone and everything down south.

It's been a tough journey, mostly littered with the exploded shrapnel of robot drones (they tend to explode spectacularly when shot with a charge lance, and if you have them standing within 5 tiles of each other, say, for example, in a firing line, you're gonna have a real bad time). Fortunately Overmind's quick scanning ability has me in more steel and components than I know what to do with, so making a jillion soulless automata to do all the gruntwork and act as (highly volatile) cannon fodder is no problem. And unlike real colonists, nobody gets sad when a base droid gets killed. And that's good, because there was a close call when a mechanoid hive raid on my south base happened simultaneously with a pirate raid on my north base. I only had 5 battle droids and needed them all to fend off the mechanoids, so the laborer droids had to grab AR-15s and try to hold the pirates off as best they could until reinforcements could arrive via stargate. I did not spot until it was too late that one of the pirates brought a Doomsday Rocket Launcher, and I lost almost all my northern droids in one massive explosion. Fortunately, the remaining two held on long enough to keep the pirates at bay until the cavalry came through the gate. Amusing anecdote - one of the two droids collapsed because a coolant line rupture had finally drained it dry, and the pirates tried to "kidnap" the "downed colonist" and were rather dismayed when it overheated and exploded.

Once I decommission the old north pole base and finish fortifying the new southern base to make it impregnable... I'm not sure what I'll do. Probably put Rimworld back on ice again until I find another mod that tickles my fancy.

I'm still mightily bummed that there's not enough processing overhead alloted to mods to run both the Androids mod and the Zombieland mod simultaneously in the endgame.


#430

GasBandit

GasBandit

Yep. That's how it goes.



#431

GasBandit

GasBandit

"Hi, I'm Avery, I've come to visit your colony. I have a few things to trade!"

Oh, like what?

"Well, I've got some hyperweave, that's useful, and some components, everybody wants components..."

Ooh, yeah, good stuff, what else?

"Two hundred and fifty four used condoms...."

...

Ok, just because I'm impressed that you decided to cart 28 pounds of used condoms through the wilderness, believing someone would want to buy them from you... I'll take them. The incinerator is right over here, if you could just drop them next to it...

1660424879855.png


#432

PatrThom

PatrThom

She's got spunk.
--Patrick


#433

Dei

Dei

The multi-player mod for Rimworld got a neat update today


#434

Dei

Dei



I can't wait for this update to be ready


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