#Colony Sims Talk Ahoy! (Rimworld, Dwarf Fortress, etc.)
1 messages · Page 2 of 1
Yeah
Check file integrity?
No ingame log
Almost finished up eith my 1.4 colony
If I had a nickel for each colony child killed by a mad wild boar it have 2 nickels which isnt much but ya know how it goes
Excited fot Anomaly tho!
If they didn’t want to be eaten they shouldn’t have played in wild boar territory
Chat
took 430 hours and the pressure of a new DLC
but done it
first playthrough completed
Nicely done!
(also lmao at me accidentally leaving one of the Stellarchs guard behind)
He'lll be fiiine (I also left behind 4 militors and a tunneler)
no the poor militor!
Posting the timelapse
wait how do you do the timelaspe
Timelapse 2023 mod
oooh
i'm not using sufficient fire
I think soon I will throw open the doors of the corpse larder
I have a special surprise for the invaders
deploying our most powerful weapons
highly effective
dawn has finally arrived at long last
Everything outside of my base’s walls are now barren wasteland
Given how much entities like to bumrush you it was a wise decision to get sidearms mod and give everyone bioferrite longswords as sidearm
That we a real hard fight
I am now almost entirely spent in terms of resources
No more super weapons remaining in my arsenal 
I do like how anomaly dlc adds like a few of those that you can stockpile and unveil at critical moments
May have lost the attempt if it weren’t for me having a few of those
huh
Mindnumb serum
Extremely powerful
I don’t use it in my colony but
I had everyone take it before the final challenge
Honestly will be extremely useful against psychic shriek too
Oh no no no
Im talking about ||Bliss lobotomy||
Anomaly expectations: Hard mode Rimworld, absolute pain
Anomaly in-play: Please stop dying I need to capture you
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hmm
Hug it
I have not encountered horror yet
So far just a pair of shamblers outside, and an ex cultist
I have acquired like 5 kids though
Rimworld childhood is rough it seems
How did you collect that many kids
Honestly that's easy, I have 2 colonist's who's now on their ...sixth? child.
I need to get a mod to make it so the game stops giving me colonists or atleast controls the amount better
Implausible unless it’s a really long colony
very plausible.
They're all from events
Wanderer or distress call or whatever
have you prayed to the monolith
Nope
well then yeah
you gotta pray to the monolith to start the anomaly chain of event
otherwise anomaly events are very limited
Hmmm
have prayed at monolith but the quest says monolith level 0
and I don't have a codex
I do have anomaly research tab but nothing on it
Waiting For The Spooky
Has the monolith changed shape at least
Uhhh I don't think so
I think it might be bugged
Yeah it's bugged I'm reading about it now
https://www.youtube.com/watch?v=poCobhtX37o diluvian winds is out, cutesy turn based colony sim about managing a lighthouse and helping weary transient travellers as they cross the world
Diluvian Winds 1.0 is finally here!
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Successful at getting shit to work 2nd time
with a new file but hey
I have been mildly spooked
Have you been accosted by a gang of ne’erdowells demanding your eyes
Not yet
Oh wait, if you mean ||the sightless|| then yes
Do they come in groups?
Cos everytime they've shown up I just shoot them
I guess they'd be horrible if you just let people wander
Late game they come in like hundreds
Well dozens
But it feels like hundreds
They are the early game threat
Amazing
Yeah because like
Often the only warning you get of them ||is when you are dealing with some other threat outside of your base and then it says SIGHTSTEALERS REVEALED|| and literally hundreds of them seem to materialize out of thin air in a huge tsunami of bodies to overwhelm your pawns
The Final days of Drinkdeep -- that monstrous, black citadel, at the edge of the Bacamcer Desert -- had been Chaos. So many had been lost to fighting. Raids had been commonplace, the fires too numerous to extinguish. But the Old Masters had won, in the end, and fled the planet, to take their place among the stars. We had been left to rot, in the...
With cool narrated intro about the end of the last game
and with the characters left behind from Drinkdeep being the new cast of the new game!
oh my GOD
🤔
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I HAVE A CONSTANT FEAR THAT SOMETHING'S ALWAYS NEARRRRR
i was curious about how you would react to it haha
Nope I did this by rushing into the dark and using wooden torches
now I am much better about lighting up my base
I also played fear of the dark by iron maiden the whole time
definitely one of the cooler events
yeah yeah
I've also had a ||colonist get labyrinth'd|| and ||a giant pit cave of flesh and the monster within||
Anomaly is a great expansion
after I experienced it once now I put a disruptor flare pack on at least one of my pawns
well first time around I did have a psycaster with solar pinhole
which does work against hte darkness yeah lmao
I wasn’t prepared for just HOW DARK it would be
And so it came as a godsend
Now I just put lamps in every room every hallway everywhere my pawns are going to walk
I’ve become a lot more paranoid
Yeah I love that anomaly just makes you fucking paranoid
'Yes I will accept this rando into my colony'
[Surgical inspection]
I've heard rumors of the metal horror The Thing shit
Oh that wouldn’t reveal the impostor if you are wondering about that
oh great
That would be too easy
amongus
No, surgical inspection actually does nothing
OH GREAT
Until you identify that there is indeed a metal horror in your colony
And have collected 3 samples of the metal horror flesh
Oh fuck, cos you don't know what to look for
Yep
That tracks with how the study mechanic works yeah
The infection ||vectors are social interaction, meals cooked by the infected, meals fed by the infected to a downed pawn, pawns tended by the infected pawn, pawns operated on by the infected pawn (including conducting surgical inspections), injuries inflicted by the infected in a social fight….||
In short, learn to enjoy nutripaste
That’s my current paranoid state
I’ve demolished the kitchen and is insisting on pure nutripaste diet
Oh yes
An injury inflicted upon a pawn by any kind of entity has a very very small chance of infecting them
Infinitesimally small but extant
Enjoy paranoia
I will revel in the chaos
Haha
I did get basically the easiest ||metal horror infestations||
Metal horror was ||the last thing in my codex ||
I know void provocation always result in one of the undiscovered entities attacking my colony
Moment after I did void provocation some guy tried to join my colony
Immediately threw him in jail
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Huh there’s a forum for this?
Also I am not a fan of that one unfortunately, played it some at my parent’s
Oh thanks for the heads up tron
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One thing Ill say is that my dad really liked it, though he likes anything he can actually play
So yknow, overall review is mixed
It just didn’t really capture me
Can you elaborate on "can actually play", for review purposes? Like, is that accessibility related, computer specs, a specific taste in gameplay...?
Ah, yeah, my father has ME
As such he struggles health-wise to play a lot of things, but not for accessibility reasons in the traditional sense, perse
Sorry for not being more clear, I don’t often think about having to explain that
No worries, I can google it. 😉 Thanks!
colony of three and a half years
its amazing what a mod that increases out of combat movespeed can do
Damn, swanky
ty!
I don't have anomaly :(
For those who have it, how much does having anomaly on change the focus of the game to the anomaly stuff?
You can set the frequency of anomaly content at storyteller setting
By default I found it pretty manageable still
If you don't activate the monolith, very little aside from a few horror-y events
if you do activate the monolith you'll have a fair amount of Spooky
if you level the monolith up it gets even spookier
the minor entities are cool but don't dominate the game
whereas the higher tier ones are increasingly Fucked Up
Mmm, alright
The flesh blob is just extremely my vibe but it sorta seems like you need to dedicate your colony to it to really experience the dlc?
Not really
You are still gonna do regular rimworld things
Make yayo, sell for trade, etc
But you do get far far more paranoid about stuff
Making sure every room has a light source
Making sure food policies are sensible
Dividing up roles
Custom start where that event triggers every so often? :^)
But yeah you still get all the normal rimworld stuff
@sacred crater When you discover a ||metal horror|| do they all come out?
or just the one you find
all of them I think
also wow it doesn't kill the colonist?
I thought it just did
nope
leaves them bleeding out
not that death is more than an inconvenience with anomaly
just get death defiance for all your pawns lmao
of the pawns always make sure your melee pawn and your doctor has death defiance
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I can be trusted with your visitors
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Rimworld: No Mods, No Expansions
What do y'all do with your "tattered" clothing? do you usually just wait for someone who buys it to come along?
Gotcha :/
It's still worth 100+ silver, cause I've got 2 pawns with double fire tailoring so everything comes out good+ quality, so it feels a little bad, but fair enough
No better way to recycle it back into my resource engine, ig
ah, expanded my storage, should have plenty of space for the spare clothes now
Ok, Rimworld again:
Is there an expansion or mod that will let me spay/neuter my pets?
birds and the bees had a neutering operation
Yoink thank you
make sure you get the unofficial updated branch
i thought vanilla rimworld let you do that now
I wasn't finding the option, but I can go back through the menus
i think its a medical operation
Oh, there it is. Thank you :)
oh nice
Horses are a really nice addition to any settlement that wants to quest a bunch. Most quests are within like.... 24 hours or less of travel for me
I hate winter sm Y^Y
People
I thought it was available by default
Sterilize operation
Oh I see you found it
Yeah, it was just a little hidden and I missed it the first time through
Yeah the menus are a bit obtuse
But actually
You should be able to sterilize animals from the Animal tab
You’ll see a little icon in the list of animals which you can click to sterilize
I saw that the Colony Manager mod isn't updated for 1.5 yet. Do people really play long games without that? I hate micromanaging all the hunting and gathering stuff, lol.
Colony manager cause late game lag so I don’t touch the stuff
I just don’t hunt
Sometimes I notice we are out of meat and send folks out to hunt or hunt down thrumbos
But aside from that I can get most of the protein from chicken eggs
I don't use colony manager because it doesn't seem that useful and the things it does I just do myself without really thinking
I never hunt or raise animals for the most part anyway, I am veggie pilled and rice-maxxing
Also drop raid on my dining/rec room
frantic firefight over the gaming tables
not pictured: 2nd group of raiders who got mortared and then ran into a heavily armed trader outside
I remember when a group of raiders dropped into my dining room
And immediately started building a gold mortar inside it to my disblief
I have a glass mod installed
so raiders usually build themselves glass mortars
which while aesthetically cool makes me wonder about the material science going on here
its a literal glass canon
which is funny since the base is made of glass, not the cannon barrel itself
sometimes imperial raiders come wearing gold plate armor
which I interpret as them trying to style on me
a roaming tribe of apothecaries, i see
Cube town has fallen
double raid into 30+ chimeras was too much
I committed the same sin I always commit in rimworld
building too much stuff and getting rekt by wealth mechanics
😔
You should’ve spent more on cubes
you could have cubed your cubes
I hate food-killing events.
I got two cold snaps that wiped my crops when they were like 75% grown, so I may have to butcher my horses or my muffalos :(
I'm going to cut up two horses. Puts me down to 4, but that means that I should be able to do more questing in summer once I've got food again
I'm at 9/15 of winter and all my animals are starving :(
Could go trade with a nearby settlement?
Nearest settlement that isn't upset with me is about 5 days, cause Mountains can bite my toes :/
idk what I did to piss off the very nearest but the other reasonable travel time is a slaver encampment that keeps trying to steal my people
Oof
Uh, take the risk and attack them, then carry a corpse away?
Oh, can you feed that to animals? Great, that'd fix it
Oh, wait, apparently, simple meals can be fed to animals once they get to a certain level of hungry if they have an animal bed to sleep in
even if the meal is pure meat
Ooh yeah that works too
Though can't you also make kibble, or does that need veggies?
That needs veggies too
It's pricy, but I have like.... 30 animals corpses in the freezer to cut up for food
What's the point of animal feed if it's more demanding than simple meals
Efficiency
It takes 10 meat to feed 1 muffalo about... 30%? it looks like? with simple meals. Whereas Hay is super fast and plentiful to grow and feeds a muff closer to 50% for 15
And kibble is a similar thing
Yeah like, kibble seems like either a last resort thing or you have non-grazing animals I guess
I swear I landed in the middle of Slaver Central. All of my nearby trading partners are Slavers or send me Slaver convoys :|
You know what sounds like a wild "colony" sim game? something where you build a site to contain and study anamolies, SCP-style, etc.
do you mean the recent rimworld DLC?
Not strictly. It's still a little more survivory than I was thinking, but it might work?
If made from a Butcher Table, Kibble has a 125% return on nutrition, can utilize Haygrass, and doesn't rot, meaning you can store it in pens. That's why Kibble is good
what was that lobotomy corp game? something like that maybe?
Never heard of it, but a quick look says "close" so 10/10 recommendation
On to the wishlist of games it goes
Got so many there 😅
hrm
to anyone here who plays rimworld
does anyone know how to get rid of the screen flickering black every so often??
I uh am not familiar with the phenomenon
thats a mod issue yeah. something that affects the map widely is going bonky
As a random note if you don't know, the moment that a cold snap message pops, you can manually harvest to grab as much as possible before they die
What do you do when you are low/out of Components?
Or do I need to risk a heavy trading caravan?
trade normally. If I can wait, I wait for good merchants to come to me
Or solo caravan to a nearby place
Yeah, already nabbed all of them on this map, unless there's some around the ancient evil
And I need components to make a High-Tech bench
quick fix but is there nothing you can deconstruct for components to make the bench and then make components
Probably some turrets. But that doesn't solve in the long term, and I still have some research I can do without the bench. So I'm just going to solve it now
Medical Operation on Mare 3 has Failed (Sterilize) leaving her Sterile.
Yay. The nearest settlement is now neutral and I can trade. Excellent.
Gonna just buy SOOO many components rq
Woof. Spent just over 1500 silver for 43 components
And just earned it back selling my collection of Leathers that I have better versions of
Oops. Apparently harvesting a prisoner's organs until they die has a big negative impact on colonist happiness
That's what the emergency supply of yayo is for
Now I know for the future: Have some Yayo ready when I turn prisoners into organ sacks
Do organs need frozen?
when i played no
the tynanlore is that they all have little freezerboxes or something
I pretty much always buy as many components as I feel I can afford from every trader that comes by
Always need more components. 😉
Easy enough to get hundreds of the stuffs with a remote scanner
Big production tie up is advanced component
Anybody have advice for defenses? I'm finding turrets are incredibly expensive for pretty crap aim, so I've taken to Wooden or Steel traps around places attackers could use for cover and then marble barricades and just moving a bunch of pawns to deal with incoming enemies.
On the realism side, lots of barricades and sudden corners, traps and turrets solely to catch aggro instead of vulnerable colonists- scattering turrets inside your base can be real useful if you get a drop pod or haywire drop pod raid
on the gamey side, two wide corridor with alternating trap-fence-trap-fence going back and forth forever
Like so
your pawns will zig-zag avoiding the traps, enemies will not
Thank you
on the super gamey side there's stuff you can do with pathing enemies through super hot corridors that burn them alive
but that's cheesey so I never learned how to do it
also stocking up on like, shock lance/insanity lances
and doomsday/triple rocket launchers later on
just cos one accurate shot is a major raid deleter
.....one inaccurate shot is a colony deleter though
i only doo the fire thing on bugs
I used to cover the area surrounding my base in minefields
But that's also a pain if you expand
i often just put random wood traps everwhere on maps i had large forrests in
Turrets generally suck for their intended purposes, people mostly use them as distractions or to induce collision so enemies don't arrive in a blob
Adam vs Everything has a vid on base defenses
You can make one-tile wide hallways filled with fences with a one-tile gap in between each fence
Welp. Failed to tame a megasloth and it somehow killed all but 2 of colonists and took an arm and a leg off one of the remaining ones.
So there goes that colony
I've been playing rimworld for the first time proper
learning about specific game mechanics takes some time
Yeah megasloths are nasty
Mega sloths are nasty yeah
I don’t think I usually bother with taming anything except maybe a few muffalos
For caravan purposes
I tried taming animals in my latest playthrough and no one would buy my tame giraffes
What a ripoff, surely someone has a fucking zoo
I want to sell queer giraffes
[Extremely dated reference]
Settlements typically only buy livestock I think
So mules, muffalos, and stuff like chickens
that's why I uninstalled a number of animal mods because realistically it had no value
yeah I think I still have a few in my current run, but I plan on removing them too.
and a few others too
I think I'll go the other way and add a mod that makes people buy them, lmao
I wish at least like, the empire would buy them
i like how some of the alpha animals have unique featuers
like the walking freezer
I've had to disable alpha animals because some of the animals are a little fucked up
There's a fairly common dog thing that gets 9 attacks
They are all conceptually cool though
you can disable specifc animals in the config
Yeah I should go through and do that tbh
I feel like exotic traders should buy almost any kind of animal
Hey there past suki, this was in fact your own AMD drivers
congratulations for working this out by kneeling all your active processes in a row and shooting them until something got fixed
I'm still trying to have the colonists escape the planet
But they keep beating eachother up and one ended up breaking one of the ship components
Sure, will need to give me a moment
base could use some better setup
but usually the colonists are getting upset due to ideology, one wants to eat human meat and doesn't want trees chopped down, one wants to attack and raid other colonies while also having a dependency on go-juice. Another wants a neurallink. And then one colonist is having a rough time because they were just divorced.
Oh and the newest colonist is a pyromaniac
Are you not converting them?
I'm not suuuper sure how tbh, this is my first time playing rimworld proper so still learning a bunch of stuff
So you can convert pawns of a different ideologion by imprisoning, then setting them to conversion
Takes a while, and is dependent on your own pawns' social
And they won't be useful for a while
It's easier if you put that pawn in the worst prison cell possible
Another way is by using a spiritual leader
Which is a role you can give, they can do a conversion ritual or the convert ability
I did not know that
that would def be helpful as one of the pawns has a go juice dependency but their ideology dislikes recreational drugs or being forced to take drugs (despite this saving them once they are KO'd)
The ritual has a longer cooldown and takes some time, but depends on the quality you have a chance to instantly turn them to your ideologion
The ability is more consistent
Such are pawns
Oh it's all wood huh
I'd suggest swapping to stone walls at some point
yep, planning on reconstructing the base to get it a bit more optimal for surviving the 15 days of the ship
Do you have the perimeter boarded up?
You can also build just the reactor, board it up, then activate it and survive the 15 days then build the rest of the ship
Helps make raids a little smaller by giving you less wealth
no real defenses outside the basic sandbags
also how does wealth work for raids exactly? I could probably deconstruct some of the things that aren't in use
I don't exactly know, I only know that more wealth = bigger raid
And it's also dependent on your colonist count
Uh, it also counts every structure you constructed on the map and every item lying around
So an excess of food also contributes to wealth, though that's getting into min-maxing territory and not something we need to bother with
but the things
I believe this is mainly because colonists have a value as well. (e.g. if you sell them to a slaver)
Probs yeah
There is an option at the bottom right for compressed view
If you wanna declutter the UI
Anyway, raid size doesn't get that bad on lower difficulties anyway
Is that actually 8k steel, or is that grouping something together? That seems rather excessive, lol.
I think you'd be fine with some defensive structures
You have not seen how fast you can melt through that by giving people bionics and making weapons for everyone
I've done some pretty advanced colonies and I'm pretty sure I've never had more than ~1k steel at any given time
What I mean is - that's a lot of steel to have just sitting around doing nothing. 😉 It's much more useful crafted into some gear or whatever, haha.
True
So for me it's more managing different projects and I had colonists that didn't have anything to do go mine
plus also having like
Ah
1 fabricator workbench until recently
Try trading with the outlanders
ye that's the plan. haven't had another faction drop by who wanted raw steel in awhile
The settlements tend to have at least 1-3 advanced components lying around
What weapons do you have on everyone?
Do you have a trade beacon?
Or comms console I guess, is the primary concern.
five have charge lances, one has emp grenades, one can't fight, the other two have a shotgun and bolt action rifle
ye, I just have low faction rep and only trader ships passing by have been exotic traders recently
You're still holding onto the bolt action rifle, that's loyalty
I just can't find the automatic guns within all the clutter tbh
Uh ditch the charge lances, they suck
really? I thought they were the best I could craft
People usually recommend assault rifle for kiting, heavy SMG for low-skilled mid to close-ranged shooters, chain shotgun for CQC and killbox, and sniper or bolt action for long-ranged kiting
I don't have any good kiting setup yet
Charge lances have horrendous aiming and cool down time
nor do I have good kill box
By the time you'd missed your first shot they'd be up your ass
I'd recommend looking through defense guides, because you're gonna need them if you wanna get through the 15 days relatively intact
I was gonna make like 6 tile thick walls of sandstone with steel setup as weaker to make a killbox and then just bunker up
Grenades can blow through that relatively easily
Though breachers and sappers arrive in smaller groups so that's more manageable
I thought they always path for the weaker walls?
If memory serves they path away from turrets
I failed my perception check
Accidentally cracked an ancient danger
With absolutely no set up T^T
Rip
I have restarted my medieval overhaul Ranger's Guild colony
So far we have prevented some illegal mining, defeated barbarians and raiders trying to plunder the forest, lost Ranger Joe to the plague, and aided some refugees!
Playthrough themed around a dark forest biome with 'must respond to distress signals', 'cannot allow hostile camps in dark forest tiles' etc
I tend to make an inner keep of some kind
Where I can evacuate civilians to stocked with food and basic facilities
So that even when defenses fail the civilians can wait out the raiders
Is this a Rimworld mod set or a different sim?
Any advice for capturing enemies without my colonists taking unGODly damage?
Cause using guns kills more than 9 in 10 of attackers and melee is still 50/50 and I take a lot of damage to get it done
you just gotta get lucky honestly
one thing you can do is keep a place to capture closer by even if its aweful just to get them into a bed to tend to their wounds
set up your prison closer to your kill zone
either that or get a psionoic with psychic shock ability
Oh, if they go down without dying, I've got that handled, but they almost always die when they go down, rather than just being knocked over
Gotcha. Thank you :)
Now, if only I could get a prisoner with anything resembling good stats :|
I keep getting people with only 1-3 skills that exceed 3, and the skill they do exceed in is something I already have a colonist who's got double (or better) their skill in it
a selection of mods revolving around Medieval Overhaul
probably better to wait until all of the various mods are updated to 1.5 tho
I love him. He will (probably) commit crimes on the high seas
Ah, apparently Blunt weapons and Devilstrand Dusters were the answer to my question. Heavy defensive and much higher chance of inflicting pain instead of death
Wonder if the machine pistol can work for ranged downing
Since it has low damage and would likely drop them from pain
that's pretty cool
hello rimworld people
i started playing the game again after a few months (1.5, no anomaly, all other DLCs)
i got a question, my top researcher is 6.5 and it's been like, 70-ish days
i only have batteries and smithing researched with machining on the way, is research going too slow?
i often have multiable people reasrching sometimes
also your start does determine how fast you research
starting as tribe is slower then others
i often have spare benches but put people on lowest prioty for resarch so if they have nothing to do they do research
did crashlanded
not got a dedicated researcher yet and the only one who’s decent is also my grower
and one of my doctors
thats not a good combo
resaerching is something they basicly want to be doing all the time
so you want your resaerches secondary jobs to be things that arent everyday actevities
doctor is a good one, farmer is not
artist can be fine, as can animals, and social
the idea behind my thing is you just hvae more doing it when they arent busy
and have 1 maybe 2 foucsed on research
well well, just found an impid in a raid with burning passion mining and research
cooking too
captured him alive and he's currently in prison
Impids are generally on my “do not recruit” list but as a researcher they aren’t too bad yeah
Miner isn’t bad either
the porblem is mining and cooking are both time consuming jobs
the reason your research is going so slow is they are being stopped by jobs that are very time conusming
I set everyone to Priority 4 or 3 research
so they hit up benches whenever they run out of tasks
I don't need hauling or cleaning cos I obsessively haul urgently and force room cleaning when I feel it's dirty
here's a simple and easy way to get research done fast
- Build multiple research benches
- set everyone to do research
- draft everyone and bring them into the room with the research benches
- lock the doors
- undraft
if you don't have the pawns, build a few cleansweepers
pollution never killed anyone too quickly
i just had a mechanoid cluster land while i have an uncontrolled metalhorror infestation in my colony
this should be entertaining
What does the cluster have?
pain
ah yes
hell
and it's looking like this is going to last the whole 15 days
toxic fallout's gone
hurrah
r8 the colony
Starter Base/10
Looks pretty good though
if you stick houses adjoining with vents you can use 1 cooler/1 heater
I plan to do that yes
Think I'm going to go ahead and restart
the raids happening are getting too annoying to deal with cause colonists can't shoot well enough and are outnumbered
Make a killbox
not sure I can, the enemies only path to the side they're on and won't path around buildings
Can I see the base?
For killbox, you want to surround the base but leave one entrance open
And behind the entrance leave a pathable valuable like colony pets or furnitures
Not exactly?

How do I make Raiders go where I want them to? Why do Raiders attack my walls? How do I get enemies to stop stacking? This RimWorld Guide covers exactly how to make Raiders go into your killbox, single file, as well as the mechanics behind why it works.
You can also read the text version of the guide over at my website: https://adamvseverything...
This should be useful
just looked at it
the bit about immediate attacking or when they decide to attack being the point of target selection helps understanding
I can only micromanage so much
I want to be lazy and not use killboxes but my colonists are shit at aiming for some reason
On the flipside I could try reducing colony wealth
Tbh I kind of want to know if there's sets of mods that make the combat different
I want to see goofy anime combat mods
Proper gundam mecha
Maybe some John wick gunfu
Killbox is the lazy solution
Funneling everything into a choke point for you to manage
I know there is combat extended, but it's a lot of changes and I wouldn't recommend to someone who's new to Rimworld
I remember a mod that makes it so higher shooting skills makes the pawn reload faster
gfdi. Had a bear go mad while adjacent to one of my fucking colonists who was out hunting. Killed them, ofc, and now my whole colony is on the edge of (or actively having) a breakdown, so no work is getting done and they keep getting sadder cause the body isn't buried
And now they let the prisoner go 🙃
Everything is fine
idk if this colony is gonna survive tho
Cassandra was out to get them
Nope. Down to 2 survivors, both broken and wondering around in the cold, at night, without warm clothes 🙃
Fuck me
Time for colony 4, ig
Oof, good luck
premare moderately?
It lets you ask for (or not for) certain things when rerolling for colonists
She's 59 though
Ugh I hate how this game makes you discriminate
That's true
So many relationships though
tru
Though maybe she can last long enough for you to get medicines or get the saguophage event
You can reroll the relationships at least, though that might lose some good colonists
Was gonna ask hades but there's no reason not to just throw it out there
Favorite difficulty?
(Also fave storyteller/custom storyteller settings?)
I normally play Blood and Dust with Perry Persistent (faster events and quests)
Ironically I feel like cassandra is a pretty tough storyteller
I've heard Phoebe will just randomly kill you worse than Randie tho
So the thing is that Cassandra consistently sends threats your way, whereas Randy can just not send threats for a while with good rolls
Phoebe sends fewer threats, but since raids are one of your main source of recruitment and acquiring weapons in the early game and is proportional to your wealth, she can suddenly hit you with the gigantic raid because your wealth ballooned
Granted I might be wrong
I haven't tried anyone else aside from Cassandra, she's pretty predictable
And I like Adventure Story, it's chill enough
After spending a few hours reading guides
They primarily effect timers of events
Randy is def rng so it can go either way
Cassandra sends like 2 threats in a 5ish day timeframe and then gives 6ish days of rest
Phoebe is 1 event for 8 days then 8 days of rest
Of course the timers aren't effected by quests
And with the way wealth works
You actually might get more screwed because you take a quest and spawn in wealth
Also if you play using Phoebe
You might use that downtime to suddenly proc a bunch of wealth which is where a sudden increase of difficulty might come up
I'm bad enough at the game I play Cass at Community. Oof
Does anyone ever pitch a table and chair in the freezer?
Lmao
I don't think I ever did
My colonists just keep eating in the freezer. Despite the fact I have a very nice dining room right next door
That awkward moment when you get a random masterwork wooden chair
:|
Maybe zone a stockpile for exclusively meals near the entrance
"Your colonist has made a MASTERWORK" eyeroll
Can always sell it for a pretty penny
it’s a nice chair
The prisoner bed they made in the 1x2 room for forcing a religion conversion is masterwork
My favorite thing about rimworld is the storyteller settings just being like
Anything from 'I want to chill' to 'Fuck me up'
Plus they're custom and you can change them literally any time
first part of my giant cave tunnel built base done
next is going to be the dining hall/throne room/church
then the rec room
then turn the current church and freezer into one big storeroom and workshop and research room
down the line i will turn my current stone stockpile into like
apartments
and link up everything
how long do metalhorror infestations actually take to manifest? It's been over a year since my first gray flesh incident without any repeats
Don't throne room and church exclude each other
last look at the colony before we accept the archotech map fragment (open in browser for big zoom)
It happened again????
I have yet to get anything better than good, except these two random chairs XD
ff in chat boys. I thought I could take the group of 4 muffalos. Evidenice suggests otherwise.
honestly using fireing lines even against aniamls is good
against larer animals ill just put a bunch of people in combat stance in a line and open fire
Yeah. If I had more guns/bows I might have gotten it, but sadly, I only had the starter revolver and rifle, and the muffs just ran over me :/
But I just got a Stranger in Black event, so I have that going for me
Wolf ate one of my turtles 
turtles can be actully pretty worth breeding for combat somewhat
i think they have the best defense
But they also make reptile leather and eggs and are just generally a good food source
is it possible the host died?
if they show up pre-infected, reveal grey flesh and then fucking die
the event would probably just stop
I am screaming. I just need a little more power, but I chose to go for geothermal cause there's two spouts right next to my base
And I don't wanna switch to batteries
:/
But I gotta
Just build more wind turbines or wood gen?
i don't think i've had any deaths since. i had a drifter who i imprisoned right after the first gray flesh incident but that was in a common area so it's not like he could have caused it. i also examined every colonist (although not double-blind with both doctors)
Surgical inspection doesn't do anything until you find multiple samples
You need to study a certain number of samples before you can detect metal horrors
I think I've progressed far too fast in terms of difficulty considering I'm starting to get these quests when my best gun is a bolt-action rifle
everyone has a flak vest and simple helmet
got a 10 ⭐ ⭐ shooter with a combat handgun from VE, a 15 ⭐ ⭐ shooter with the bolt-action, a 11 ⭐ melee with a plasteel knife, a 10 ⭐ shooter with a makeshift LMG from VE, a 4 shooter with a hand cannon from VE, a 6 ⭐ melee with a masterwork steel gladius, and a 3 melee with a plasteel knife
the star indicates passion
two stars = burning passion
maybe invest in some better guns though haha
Do you have smoke grenades?
This seems worse than it is
that's 1 turret, 2 baby turrets, a centipede
and then a small number of ???
I have flashbangs and that’s about it
Does it work on mechs?
I’m using yayo’s so I’m going to need something anti armour
The cluster usually spawns with some walls
Could use it for cover
Though you could also just build a greenhouse and hunker down and let the next raid deal with the cluster for you
Lobotomy Corp was on sale so I'm slowly going crazy trying to find a "blue" anomoly
I have every other color but blue :|
Anomalies have different skills that are better for doing their work
Uh, Repression being Blue
Which corresponds to the Justice stat, which is really expensive to level between days and a little tricky to train w/o an anomoly that has better than "low" for using Repression to interact with it
Is there a different name for that in the community?
I got up to common by training Temperance/Purple/Attachment for +success chance, but that's a pain to get the newbies to
Yes
Ok, good to know
Your best bet may be actually ranking up Temperance first
And then working on abnos with which you have decent if not good chance at Justice work with
I got one! Takes Justice 3 to do safely (and eats like 30 san just to do it (pain)) but I have one
hey question
for a paid psychic suppression should i go for stoneskin gland or 57 plasteel and healer mech serum
i got a guy in my cell who i want to make my mechanitor because he's got steadfast he's also passionate in both combat skills
he IS an impid but i can just give him a gun
I went for the stoneskin gland but uh new question
is there a mod that lets me split the contents of a stockpile between to stockpiles
e.g put some meals in one stockpile and others in another
i want to install the fridge mod so i can make a breakroom for my workshop and a "pet food bowl" for my cat
Anyone have a suggested mod for checking the weapons in my storage?
Simple sidearms can let you see all available weapons while setting what to wield
What if you make a stockpile set to only the weapons you want to equip
Oh, sweet, thank you
don't know any mods like that but I just use deep storage's weapon lockers
anyone who uses vanilla weapons e xpanded, why can't I find smoke grenades on the machining table?
Is there a research option?
ree.
There's two thrumbos in my zone
And I WANT THEM SO BAD
But I don't have the skill to tame or equipment to kill
Could just wall them
Layer of wood, layer of stone, roof it in, then wait
Could also shoot them once so they bleed out
They'd fight back but you can block them with doors
already researched it
i can make smoke grenade belts and flash grenade belts
but not the nades themselves
Might just be a bug
Oof. I have too many animals but I'm not sure if I should slaughter the youngins or not\
Cause I have food for all of my colonists
Just not enough for all these stupid TURTLES
yeah as long as they arent bonded you can kill them freely
also when making armor the material does matter
lizardskin isnt a bad material to make some stuff out of
Do y'all ever get raids that walk through your base to wait on the opposite side?
Mad Squirrel!
Jumps to Squirrel in question
Squirrel: walks onto trap
i've been feeding so many bodies to the harbinger trees that I now have a rather alarming grove around my base
the animal explosion is real
raiders
... I recently enclosed my whole base via walls and barricades.
This was a good move, overall.
But it ALSO means that the animal "pen" could be the whole base
Which might be a bad idea? not sure
I've got a few things™️
Organize your shelves >:3
It looks nicer
easier to find stuff because occasionally my colonists will drop their gear into it when one of them falls over from being sick
Hm. Once I don't have a somewhat-urgent quest I'll look into it
Like, it's really nice for combat and hauling
but it keeps eating my rice plants
Me, every time that stupid sloth wanders close to my rice: D:<
those sent out of order
Easier to access stuffs that way
Like putting components near a workshop or clothes in a clear area for you to pick
You can also more easily gauge amount of steel or cloth you have for construction projects
... you don't just use the sidebar?
I use both the sidebar and organization, tho I tend to not start organizing til the colony is more established.
I don't use the sidebar but I also don't use warehouse storage
I intermix: kitchen has an adjoining fridge with shelves, dining room has a 1x1 Critical Meals shelf so colonists don't walk in and out of the freezer
Workshop benches have adjoining shelves for cloth/steel/components/leaves
Me:
Hmm this big wide open space....with floor is perfect storage.
I have too much stuff for that :|
what should I name the colony cat
Cat 1
nah this is a Micheal Altman
something's gotta kill a thrumbo eventually I guess
FREE WOODPECKER ROCK!
i love him. my son.
Lovely little lap dog
it still remains incredibly funny that babies talk like this in Rimworld
potato...
time to make some vegetarian lavish meals
you should probably sell some
Turn it into chemfuel
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New Rimworld DLC in the works
Oh shit
Woah
Wonder you'd even unwrap this
Objectively, yes her side attacked them
On the other hand, they brainwashed her
objectively they are a cult
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hmmm actually scorchlands is more of a factorio game I think. I'll repost it there
They put laundry dragonmaid in rimworld?
Huh why is it so hard to find a mod for a plague doctor mask
my new run is 'Medieval Overhaul, Ambient Horror (20%), Permanent Death Pall Resurrection'
so anything that dies outside is turned into shamblers
forever
YEEEAH
Odd Realm gameplay with Splat! Let's Play Odd realm and check out a game where you'll build up a colony on the outskirts of civilization while avoiding seasonal threats, and more physical ones.
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Once again I'm looking into how much it costs to get up to date on rimworld, and the siren call of just getting oxygen not included calls again
oni is good but i think its harder than rimworld to understand
Funnily enough it hits my area of expertise very well which is why it seems interesting to me
i think its good
but i do think i need to use a mod to disable the elec wierdness
its just too much for me
elec weirdness?
theres a thing where you need to limit how much electrciity is going though a wire
with transformers and making better cables
Watts? Joules? We explore power and power grids in detail.
EDIT: If you add a battery or any type of switch between the manual generators and the flipped transformer, the system works as intended.
End Screen music: When Johnny Comes Marching Home by Cooper Cannell
timstampe dot the explaining
Yeah, it kind of models actual electrical distribution problems. Except transformers are funky.
Tbh though, when you said electrical weirdness, I thought you meant the problem space of setting up efficient power generation. I usually find that I burn half a power generator's output on its own supporting infrastructure (e.g. pumps, filters, airlocks, etc...) unless I put a whole lot of thought into designing those systems.
Which, actually, would probably be super easy to fix by mod by just increasing the power output of most generators. (Or just research solar panels sooner.)
... this is probably going to make me start another ONI colony, isn't it? 🧐
Yyyyup, started a new game of ONI. 😄
Currently scheming how to get some radbolt generation going
Probably easiest to just climb to space
Anyone know of a good playthrough of oni not made by an uber expert of it?
oni is one of those games that i think its hard to have that
its harder than rimworld for sure
yeah I'd just like to have a playthrough of someone that doesn't just have blueprints for every optimal thing
Allow me to continue to be sponsor free and keep saying naughty words: https://www.patreon.com/MrSamuelStreamer
Another hilarious medical science mishap leads to yet another hideous and terrifying xenotype emerging out here on the Rim, but this time they have the whole insect world backing them up. The Empire isn't taking any chances here in bu...
This modpack almost makes me want to get the dlc
yahooo
https://youtu.be/QzYniX_KbV4?si=5lQaXNpSqAbKZ3Tj
Hilarious overview of ONI.
Oxygen Not Included is one of my favorite games of all time. I will now talk at you about it for fifteen minutes. No, I will not fix the spelling mistake near the end.
Watch me struggle live: https://www.twitch.tv/connorconquers
Random train of thought: https://twitter.com/PenthosGaming
Music Used: https://youtube.com/playlist?list=PLNgoQLurSH...
'Like a linux programmer with a collection of programming socks, learning how to transition is important'
FUCK
my save won't load AND the modlist got borked
now I can't load my modlist, since it spits them out and goes to the default game
Oxygen Not Included is a game that has been on my mind for a very long time. For the over 6 years that I have been playing this game, I've come to enjoy (and also hate) many parts of it.
But one thing that always stood out to me is the game's story. Klei is famous for putting an unnecessary amount of thought into their games, especially when it...
Speaking of oxygen not included, is the frosty planets pack worth it when just starting out
also any suggestions for qol etc mods
I have no idea what I've actually done differently this time, but my ONI colony is nearing cycle 200 and I've not entered a death spiral yet
The past ~50 cycles have been rather painful because I was very reliant on natural gas power and my natural gas geyser went dormant, so I was scrambling around mining a bit of coal, producing and burning large amounts of ethanol (this creates an absolutely ridiculous amount of CO2, which nearly suffocated that base), and of course spending a ton of dupe labour on hamster wheels.
But the nat gas is on again, so I can now run the radbolt collectors again, so I can do material science research again, so I now have glass manufacturing and renewable power researched. Going to tame a volcano and start building solar panels.
Did you learn that you need to grab as much hydrogen as you can while it's not dormant? :v
I think what I really learned is that I need to switch over to renewables, lol. On one planetoid that should be no problem - it has 5 metal volcanoes. The other will be a bit trickier, but it does have a magma biome so maybe I can set up some kind of continuous steam plan there.... 🤔
And of course solar panels at both, though that will also need some protection from meteors.
I am harvesting all my hydrogen; I suppose I could disable the hydrogen generators while the nat gas is on, but I'm sure I don't generate enough right now to last through the nat gas dormancy.
Re: frosty planets, no idea, I haven't tried it yet. I do have Spaced Out, which is fun and cool but also bumps up the complexity a fair bit. I'd recommend it, but I also don't think you need it to play a good game.
Here's mine, fairly minimal:
- self-sealing airlocks, because I CBA to build proper airlocks: https://steamcommunity.com/sharedfiles/filedetails/?id=2542160819
- adjustable coolers: https://steamcommunity.com/sharedfiles/filedetails/?id=2163720966
- adjustable transformers: https://steamcommunity.com/sharedfiles/filedetails/?id=1885249412
- show building ranges: https://steamcommunity.com/sharedfiles/filedetails/?id=1960996649
- butcher & fishing stations (which I haven't actually used yet in this colony...): https://steamcommunity.com/sharedfiles/filedetails/?id=1907824546
neat thanks, adjustable coolers seems a bit strong though
I haven't done a whole lot with them yet in this run, but the mod doesn't give you any better power efficiency. Power use scales with what they're set to, you just get adjustable cooling setting now. You can build something that does the same as the reverse cycle using radiant piping, but it would take up more space.
WARCHIEF: AGONY
WARCHIEF: TUNDRA
The spaghetti is real 
That's just life
here they go, off to destroy an insectoid hive
poor hive didn't do anything
harrison armory moment
excuse me but how many guns do you have around your base
That seems excessive
m e a t
hit the juckport 7 trillion
I realized something about the new insect mod for rimworld, there's a mortar insect building called the vile throbber and despite its name it's not an sc1 sunken colony
which is a bummer because insect bases would obviously be under mountain, where mortars aren't really useful
so would be much more interesting if it came from below rather than above
chessroom
ah
I'm sure they're friendly
oh they weren't! Though, i don't think toxpacks have any concept of what's a friend or foe
Toxpacks are friendly
oh no I just found out how to make a quantum stockpile in ONI
digital storage!!!!!
Why do youtube guides build those giant evolution chambers when this can easily fit into a normal room height
probally room requirements
the evolution chamber isn't a real room
it's just a nice way to say a kill room
but most of the ones I've seen are like, ten blocks tall
the biggest one i've made was like 3 wide and ~7 tall but that's because it had multiple levels
top level had the dropper container to put eggs in and a box to sweep eggshell out
and then there's a spot that's like
I'LL MAKE A DIAGRAM
E D
E D
X X
XSSS
XWX
XWX
XXX```
E is a storage box to sweet eggshells into
D is a dropping box that dupes put eggs into
the eggs fall into the water
X are wall tiles
S is the sweeper
W is liquid
I forget exactly the tile config, but the idea is extra eggs drop in there and they become meat.
dupes can't reach in there for infinite dump loops
and the sweeper removes meat into kitchen (usually directly to the left)
managed to make one that also does eggs by being 1 wider
pretty!

