RimWorld (New DF-like)

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The Meal
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Re: RimWorld (New DF-like)

Post by The Meal »

Holman wrote: Mon Feb 04, 2019 11:55 am Hey!

I'm thinking of giving RimWorld a whirl.

Are there any mods widely considered must-haves? I'm not interested in vastly changing the game, but I'd love to know which ones an experienced player won't play without.

Thanks!
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Paingod
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Re: RimWorld (New DF-like)

Post by Paingod »

I would agree with that. You should certainly set a baseline for what you can tolerate. :D
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Re: RimWorld (New DF-like)

Post by Victoria Raverna »

Paingod wrote: Mon Feb 04, 2019 12:22 pm I would highly endorse all of those, though I've never used the training dummies because it kind of felt like cheating. The others, though, are serious and logical time savers.
Training dummy is not cheating because to use the training dummies is using time that can be used for other thing.

Spending 2 hours shooting at training dummy is 2 less hours working on crafting or other work.
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Re: RimWorld (New DF-like)

Post by GreenGoo »

Victoria Raverna wrote: Wed Feb 06, 2019 1:01 am
Paingod wrote: Mon Feb 04, 2019 12:22 pm I would highly endorse all of those, though I've never used the training dummies because it kind of felt like cheating. The others, though, are serious and logical time savers.
Training dummy is not cheating because to use the training dummies is using time that can be used for other thing.

Spending 2 hours shooting at training dummy is 2 less hours working on crafting or other work.
It's "cheating" because every game without training dummies, combat skills need to be learned in the heat of combat. That's a less than ideal time to learn how to shoot. Opportunity cost doesn't suddenly make it not an advantage. With that said, I couldn't care less what people do with their solo games.
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Re: RimWorld (New DF-like)

Post by Sepiche »

I find the gains from the training dummies are so low it only really lets pawns with no or very low combat scores have not quite so low of combat scores by the time combat comes about. They gain experience much faster from combat than from training.
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Re: RimWorld (New DF-like)

Post by Paingod »

Sepiche wrote: Wed Feb 06, 2019 10:42 amThey gain experience much faster from combat than from training.
I've always just jammed a gun in their hands and told them to go hunt bunnies.
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Re: RimWorld (New DF-like)

Post by GreenGoo »

Sepiche wrote: Wed Feb 06, 2019 10:42 am I find the gains from the training dummies are so low it only really lets pawns with no or very low combat scores have not quite so low of combat scores by the time combat comes about. They gain experience much faster from combat than from training.
I suspect they experience deaths much faster from combat than training as well.

Ok, I don't have a clue, I'll let those in the know do to talking.
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Re: RimWorld (New DF-like)

Post by Paingod »

GreenGoo wrote: Wed Feb 06, 2019 5:51 pmI suspect they experience deaths much faster from combat than training as well.
Not having a good skill in shooting doesn't make your pawns easier to hit. It just means they don't contribute much to helping win. I tend to reserve closer-range weapons for good skilled fighters, and give mid/long range guns to lesser skilled fighters. After a few raids and some hunting, they know which end to point at the enemy most of the time.

Melee, though, I can see being one worth training. Your pawn's skill in that does determine their ability to be hit, but there's no option to hunt with it and sending someone out who's holding their sword backwards is just suicide. Melee isn't something I deliberately engage in, if ever, and only comes into play when range fails me.
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Re: RimWorld (New DF-like)

Post by GreenGoo »

Experimental colony Independent Confederacy of Herberium is underway. Playing ironman, because I'm going to throw this colony away at the first sign of catastrophe so why not?

My misunderstanding on how to fight aggressive animals (as opposed to aggressive humans) resulted in a colonist being knocked unconscious by a rabid squirrel. Luckily a melee specialist was within range and murdered the squirrel and saved his ass (they happen to be lovers. Unconscious guy and melee specialist. The squirrel is not involved). After days of rest and recuperation, unconscious guy is good as new and no worse for wear.

Later a sole raider came by with his poor steel knife and was knocked out before getting into range. Without a prison he was left to bleed out and then his carcass was dumped a mile away so no one would have to witness it's slow decay or even remember he ever existed.

I'm growing rice, corn, strawberries and cotton, most of which is in fertile soil. I'm just starting to cut stone blocks and don't know how to use them yet. An early wind turbine is generating electricity for a stove and cooler, but without batteries (about 1/2 way to discovering them) neither the cooler nor the stove operate for long. Temperature in my cool room fluctuates. I recently put a torch in there as people were eating in the dark and unhappy, but I'm unsure how much heat that is adding to the room.

And that's pretty much it. Just messing around with the ui and trying to figure out how things work.
Last edited by GreenGoo on Thu Feb 14, 2019 12:07 am, edited 1 time in total.
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Re: RimWorld (New DF-like)

Post by jztemple2 »

Every time I read something like the above I tell myself I need to get back into this game :D
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Re: RimWorld (New DF-like)

Post by GreenGoo »

Figured out stone block walls. it's exactly what I thought it was, but I swear the interface didn't give me the option for awhile even though I had stone blocks cut.

...and the torch immediately (well, within 24 hours) set the components beside it on fire. So...that's awesome. Given that everything is wood and there is a LOT of stuff around to burn, this will probably end my first run. Which is a shame, as my first all marble workroom was just about to break ground.

edit: Incapable of firefighting previously squirrel fodder dude has decided to sit at the wooden table beside the uncontrolled fire and eat a meal.

edit: I have unfairly maligned the newly installed torch. Turns out it's an electrical fire. It has now spread. Only one person was assigned to fight it as it was only a single square. "luckily" it's larger now so I assume more people can start fighting it. By more people I mean the one other dude capable of fighting fire.

edit: Holy crap buffy the worthless cat was just eaten (well, killed anyway) by a fox. I think I'll eat it. Both the cat and the fox.

edit: So...she created a sculpture. Where is it? How do I place it? I can't find it as an actual item nor can I place it from the furniture menu.

edit: Lightning, firefighting, burns, treatment, infection, treatment, treatment, treatment, treatment, shield has died of dysentery infection.

Welp, time for a new experiment. Fyi, stone floors are a *pain* and time consuming.
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Re: RimWorld (New DF-like)

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Just messing around with the ui and trying to figure out how things work.
I just started last week taking advantage of the $5 of a $30 purchase Steam offered last week and I've been tooling around with builder mode, doing the same. Even in builder mode with the easiest story teller in a temparate forest with "45-87" degrees F, within the first 15 days I ended up with with a heat wave taking temps up to 130 that knocked all of my 3+1 colonists out with heatstroke but a MiB showed up took care of them until heat wave passed and raised my colonist count to five.

It really is a challenge to prioritize work, especially is you simply can't have threeish colonists prepare for everything quickly.

and I want to reorganize my entire compound but who has time to do all that?

Not sure how far along I'll go until I feel like false starting. It's nice to have five colonists, even if none of them have advanced skills enough to work on what I want them to work on. (I have a sloth I'd love to train to start hauling for me as hauling is major time synch) but even my level 8 animals guy only has a 6% chance a day with six berries to tame it. Negative possibilities from my failures have yet to be discovered.

Question: On harvest plots, there is a way to choose plants that are only harvest ready. Is there a way to easily do this with trees? I find tree selection to be a chore. I also find that if I do not treat it as a chore and chop down tress incandescently is a lot of effort for little wood.

... I've not experienced fires (except once from a distant lightning storm on my first false start) and everything I own is made of wood except a stove and I have torches everywhere. :oops:
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Re: RimWorld (New DF-like)

Post by Paingod »

When you select the "Harvest" tool and highlight a big patch of trees or plants, only the "ready" ones will get harvested. For your gardens, your pawns will only harvest when a plant is 100% ready. If you have someone set to "Tend Plant" on a "1" priority (I forget the exact name, but not "Cut Plant") then that person will always garden over anything else - I often find it useful to keep at least one pawn on this job at all times. They'll plant, they'll harvest, and if you have a tree growing patch, they'll chop down trees as they get big enough. Tree gardens are a long term investment.

You should only be manually gardening and cutting trees if you have a wood shortage or if there's a blight that you need to trim out of your crops quickly.
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Re: RimWorld (New DF-like)

Post by LordMortis »

I tried tree gardening in my first false start. It's not only a long term commitment but it takes a shitton of time just to plant the trees. That time is way better spent elsewhere for now.

When you select the "Harvest" tool and ... arvested.

For trees that is not my experience. Any tree that that is old enough to have a shot at getting some amount of wood seems to be selected for harvest this way. It's not a very productive use of colonist time or an efficient method to utilize the trees available. Though I don't remember "harvest" as being a tree option so my memory and method may be off. I remember the only way to select tree chopping was to "chop plant" or some such thing. So it's possible I may have tried several to time to "harvest" a group of trees where no trees were harvest ready and I just didn't properly check ans assumed "cut plants" or "chop trees" or whatever was the only way. I will try again tonight if I have time.

Also I always have a wood shortage. 3 (and now 5) colonists can only get so much done in a day.
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Re: RimWorld (New DF-like)

Post by Paingod »

Sorry - I don't have the game up in front of me. I think you're right about using a different tool to harvest wild trees, and yeah - it does cut down anything over a certain growth. When I used that tool, though, it was still a click-and-drag to select multiple trees. No one at a time business.
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Re: RimWorld (New DF-like)

Post by GreenGoo »

Paingod wrote: Thu Feb 14, 2019 11:46 am Sorry - I don't have the game up in front of me. I think you're right about using a different tool to harvest wild trees, and yeah - it does cut down anything over a certain growth. When I used that tool, though, it was still a click-and-drag to select multiple trees. No one at a time business.
There are 3 tools for cutting down stuff. Harvest, cut, and chop. Chop only does mature trees. Not sure where the grown % cut off point is, but undergrown trees are ignored. Cut is used to remove plants. It will remove grass, dandelions, whatever, including undergrown trees but not mature trees (I think). Harvest only harvests harvestable plants that are ready to be harvestabled. The only use I've found for this is for harvesting wild plants (berries and wild healroot mostly) that are not in your home zone. I suppose you could use it on your fields but the pawns seem to harvest those automatically already, assuming you have someone who can do plants and priorities are set properly.

All 3 tools can be click-dragged to select multiple plants. They basically draw a rectangle and anything inside that is eligible will be marked appropriately.
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Re: RimWorld (New DF-like)

Post by LordMortis »

And now here I am spending time I shouldn't... Steam thread suggest either A I mod or B I set grow zones without planting and then set harvest conditions (Posts 11 to 14)

https://steamcommunity.com/app/294100/d ... 714784431/

They also suggest I am harvesting berries before they are fully mature, but I don't care about that as much, as when I am harvesting berries, it is for basic survival.

The Wiki page made me smile

https://rimworldwiki.com/wiki/Trees
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Re: RimWorld (New DF-like)

Post by Paingod »

LordMortis wrote: Thu Feb 14, 2019 12:31 pmThey also suggest I am harvesting berries before they are fully mature, but I don't care about that as much, as when I am harvesting berries, it is for basic survival.
In the first year, I often zoom out as far as I can and "Harvest" the entire area around my base every few days. Those berries help get past food shortages before the farms are working - but can give the colonists rumbly tummies.
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Re: RimWorld (New DF-like)

Post by GreenGoo »

Can you only recruit new colonists by giving them Stockholm syndrome first?
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Re: RimWorld (New DF-like)

Post by Paingod »

GreenGoo wrote: Fri Feb 15, 2019 12:13 amCan you only recruit new colonists by giving them Stockholm syndrome first?
That's, unfortunately, the best and most reliable way.

Other ways include:
  • Radio signal for help from someone fleeing Raiders/Pirates/Tribals. Let them in, deal with the fight.
  • Crashed escape pod colonists may decide to join, but often just leave after being healed.
  • I think wild men can sometimes self-tame and become colonists. I don't know if these are from the Psychology mod I use or not, though.
  • Slavers sell colonists, which I've used as a way to "Free" someone and add them to my ranks.
If you have fewer than X colonists for Y Storyteller, they'll occasionally throw one your way until you get to a certain threshold. From there you'll need to actively recruit.
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Re: RimWorld (New DF-like)

Post by LordMortis »

Selecting 20x20 chunks of land, zoning them as grow and removing the sow option works like a charm.

I haven't played much. I haven't converted prisoners yet. I have...

Healed a pod refugee that decided to stay
Seen but not bought slaves
Tamed a wild(wo)man
Had an MiB come join me.

Wiki spoiler on colonists and storytellers... (I was surprised to find out how low the count will be before the game encourages you to lower your population instead of increasing it and I will likely convert to the random storyteller for a larger management system later)
Spoiler:
Randy

desiredPopulationMin = 4
desiredPopulationMax = 13
desiredPopulationCritical = 50

the rest

desiredPopulationMin = 4
desiredPopulationMax = 13
desiredPopulationCritical = 18
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Re: RimWorld (New DF-like)

Post by GreenGoo »

Been playing with the chillax AI on medium, permadeath, and was kind of stuck transitioning from early to mid game. I didn't know what I should do, so I was just spinning my wheels, putting out fires, cooking lavish meals, milking my muffalo, etc etc. Spent a LOT of time just maintaining. Spent some time trying to tame a megasloth to no avail, so I decided to hunt another one. It aggro'd so I let it play out to see how things worked. Well my dude kept fleeing but in the worst way possible, and eventually the sloth (not very slothlike, even with damaged limbs) hit him enough to slow him down and by the time I realized he was in real trouble and sent out the troops to help, he was down. My doc rescued him but during treatment back at the base he died. Which was as good a reason as any to start a new game.

So, experimental colony #3 is about to land. Classic AI, medium difficulty, ironman.

I've been picking sites with year round growth. What happens at the end of the growing season in terrain where it's not year 'round? Everything dies and you have to resow when spring comes? I guess that makes sense. Is that correct?
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Re: RimWorld (New DF-like)

Post by Unagi »

Yep, that's correct.
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Re: RimWorld (New DF-like)

Post by GreenGoo »

Thanks.
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Re: RimWorld (New DF-like)

Post by Citizen »

I usually play on Randy with Rough settings in an area with 20-30 day growing season. I tend to like having to deal with the cold and make parkas with well insulated walls. I've tried tropical a few times, but it doesn't seem overly challenging - some people say infection is a big deal there, but I guess I've been lucky because I never really had that. In my last colony, a boreal forest region with a 20 day growing season, everyone died of the flu before the first snow had fallen.
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Re: RimWorld (New DF-like)

Post by GreenGoo »

Normal AI has definitely been more challenging, but in subtle ways. For instance instead of rampaging rats and squirrels, it was an alpaca. Now that might seem obvious, but since I never had any trouble with an early rampaging animal, I just did not realize the danger, especially if early shots were missed. They were. Raiders have come close on the heels of other challenges, and so it has been a bit of an uphill battle. I just about lost my doctor when he was WAY out afield when a single raider showed up. Well, revolver vs a knife, how hard could it be? When the doc (with decent shooting skill) missed several times, I just sent him home and then drafted my bolt action hunter to head out and meet them. When I scrolled back my doc was heavily injured and moving slowly. Not sure what happened while he was off screen. Anyway, down he went.

I got him back and just barely nursed him back to health, but heat stroke kept him down for days. Heat is a major problem right now and even though I know what I need to do, there are other pressures keeping me from making dusters asap, not to mention 3 coolers going full time is not enough to keep my ginormous refrigerator below zero. It is cool enough that serious heat stroke victims make their way there to cool off some though. Hitting 46C (115F) without a heatwave.

The doc was within hours of expiring. I would have started a new game if he had died. Instead it's just a major sent back in opportunity cost while healing. Dog is fully trained up and hauling stuff. That is a HUGE help actually. Amazingly big deal.

My hunter is a nudist, so while I want him to wear some armor on his forays, that pisses him off, so he's pantsless.

I have no good cook and won't have one unless one joins. Bit of an oversight on my part. First few meals gave everyone food poisoning, even with separation of butchery, kitchen and completed meal storage.

Thrumbos just showed up, but I'm on to you, tricky AI. They *seem* like something worthwhile, but in actual fact they are a trap just waiting for an unsuspecting newbie to attack or try to tame. No thanks.
Last edited by GreenGoo on Sun Feb 17, 2019 5:11 pm, edited 2 times in total.
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Re: RimWorld (New DF-like)

Post by GreenGoo »

I'm noticing that not every square that I mine produces resources. Is this correct? Is this tied to mining skill in some way? Bad luck? By design?
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Re: RimWorld (New DF-like)

Post by GreenGoo »

and...heatwave. On the plus side I have enough cowboy hats for everyone but only 1 duster. Luckily I just finished building air conditioners in everyone's room. I'm pretty sure this is a waste this early and an inefficient use of my time, but I did it anyway. Now no one can complain about sleeping in the heat, although the heat is so bad the AC is stressed to the max.

I've also reversed everyone's schedules so they sleep during the day and work at night.

Managed to just tame a muffalo before the herd vacated the map. The wildest thing on the map is a tortoise right now.
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Re: RimWorld (New DF-like)

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GreenGoo wrote: Sun Feb 17, 2019 4:55 pm I'm noticing that not every square that I mine produces resources. Is this correct? Is this tied to mining skill in some way? Bad luck? By design?
For mineral/component/plasteel resources, each square should produce the same quantity of goods. For stone resources, I've often had them produce less. Oddly, it seemed to me that the better my colonists were at mining, the more frequently they didn't drop stone as they dug through a tunnel. I wonder if the game considers stone a trash resource and part of mining "efficiency" means dealing with less trash.
GreenGoo wrote: Sun Feb 17, 2019 5:47 pmI just finished building air conditioners in everyone's room.
You're right that it's wasteful, but it is what it is. I prefer to build one AC unit that blows cool air into the hallway of my residential quarter and then add vents to each room that let in the hallway air. You can pass heat around this way too.

Remember the heat stroke you're suffering, too. It can be used as a weapon, though mostly against bugs in Infestations. By creating a tempting area for them to burrow into (and maybe using a mod that gives you Bug Bait) you can set up an area where they get cooked in their own juices by spreading fire safely further back and letting the heat do the work of killing them for you. A dozen loose wooden tables and chairs that catch on fire from a thrown Molotov can fill an area with lethal levels of heat.
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Re: RimWorld (New DF-like)

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GreenGoo wrote: Sun Feb 17, 2019 5:47 pm and...heatwave. On the plus side I have enough cowboy hats for everyone but only 1 duster. Luckily I just finished building air conditioners in everyone's room. I'm pretty sure this is a waste this early and an inefficient use of my time, but I did it anyway. Now no one can complain about sleeping in the heat, although the heat is so bad the AC is stressed to the max.

I've also reversed everyone's schedules so they sleep during the day and work at night.

Managed to just tame a muffalo before the herd vacated the map. The wildest thing on the map is a tortoise right now.
I used to think myself alright at these things, though DF took me a long time and tutelage for Sepiche to properly Gronk. For RimWorld, I seem to be not adapting so well. Without a slowly growing populace to both expand the workload and to increase the colony needs, it's hard for me to get to the next step. I wonder if it's because I play the game on slow speed or if I'm missing something. I think I'm currently 21 days in to my current take and always seem to be at the same basic level of food gathering.

Oddly enough, this time I figured I'd build a workshop and start hunting for leather so I can trade and see if that is a better launching point than farming and researching and this round 21 days in and no trader in sight. I'm wondering if should teach myself how to caravan but my ability to produce food is fragile. I wonder if maybe I should farm more and berry less but it seems to me harvesting always take so long and I never get to a refrigerated infrastructure. Again, I don't know if it's because I only speed up the nights, or if I'm missing a dynamic.

But still the DF style of City Builder but only with 3 (now up to 5, one of which is nothing but a damned leech, whom I could not check the stats of before I took her on). I'd take on raider slaves with all the time and effort it takes to re-hab them (which I've never done with raiders, only refugees) but I keep killing them instead of wounding them. I'd at least train some hauling animals but the it seems like the animals all capable of hauling are 90+% wild and my experience with that, even with Animal skill at like 16... not so good...
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Re: RimWorld (New DF-like)

Post by Paingod »

My big takes on early RimWorld colonies... Growth isn't everything. The bigger your colony gets, the more Value it has and the nastier the AI hits you when raids happen. Staying small keeps the raids small. It keeps your food requirements small. It keeps your shelter needs small. The first game year is minimalist. I think a year is 80 days, 20 days per season. Your big task the first year is surviving the winter - if you've given yourself one. If not, your big task is probably surviving heat waves.

As long as you're alive and taking steps forward, you're winning. The game won't race ahead of you... unless you're on Randy. Then he'll drop a herd of Man Eating Bears in your back yard.

What to do if you encounter a herd of Man Eating Bears (or MEB's).
  • Direct all of your colonists to quietly put down their hoes, rakes, pick-axes, and trowels.
  • Usher them all into the shelter containing your food stores.
  • Close the doors. MEB's can't use door handles.
  • Lock the door. You don't want someone going outside for fresh air and accidentally letting the MEB's in.
  • When a trade caravan comes to visit, don't open the door when the screaming starts.
  • Don't open the door when the screaming stops.
  • Don't open the door until you don't hear MEB's snuffling around outside, looking for open windows.
  • If your colonists have to resort to eating each other before MEB's leave, that's still better than letting MEB's in.
  • If your colonists do have to eat each other, be sure to properly butcher them so you can make jackets later when it gets cold.
  • It's okay to cry.
Seriously, though, progress can be your biggest enemy. If you decide to bulk up your bedrooms with beautiful art, luxury beds, extravagant end tables, and sweet LED's ... the AI's going to calculate that you're ready for more and bigger challenges. Slow, natural, organic growth is perfect.
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Re: RimWorld (New DF-like)

Post by Paingod »

Fired this up recently and decided to try a custom-built solo character on a flat desert start.

Because I'm alone, the game keeps sticking people with me without asking. The first one was okay. He mops the floors and plants crops now. The second one - a pyromaniac psychopath brawler ... not so much. He didn't even get a chance to see his room before I asked him to leave. :shock:
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Re: RimWorld (New DF-like)

Post by LordMortis »

That is good to know. I've been playing picky with who to add so the game said we'll have none of that and started throwing crappy nearby refugees related to my colonists that I pick up largely to avoid morale penalties. So now I'm up to 16 colonists and I have two full time cooks, two full time farmers, and hunt everything but the explosive critters and I barely keep up with my food needs. I'm trying to research but add tending to animals and dealing with emergent issues and I swear my colonists get less accomplished now than they did when there were only three of us.

About the time I hit 14 colonists they started randomly picking fights with each other, such fights leaving permanent damage. They've also slowly decided they need to live in a better circumstance, which I may re-evaluate this weekend.

Funny thing is I'm playing on easiest story teller at the easiest level. But I find the game relaxing, even if my progress is all but non existent. I had to learn that crazy slow momentum is OK and I think progress right now is pretty much research on this easy level. Waiting for slight game altering advancements.

I don't think I've made it to mid game yet or at least I don't think to story teller had changed other than to graduate from nearby hostiles slowly graduating from one to three units.
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Paingod
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Re: RimWorld (New DF-like)

Post by Paingod »

I started toying with Rimworld of Magic, and it's interesting.

I started another "Solo" character. A Psychopathic Necromancer. So far I have two undead animals serving me - a Grizzly and a Megasloth - and look forward to gathering at least one regular Zombie for menial labor. Each human zombie I raise permanently caps my mana by -30 or -15 for animals (out of 100 mana). I have a few other spells I've tried, and there are other caster classes.

What's odd is that all the other elements are still there. My Necromancer is walking around with a combat shotgun. :D
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Re: RimWorld (New DF-like)

Post by LordMortis »

Paingod wrote: Fri Mar 22, 2019 7:16 am I started toying with Rimworld of Magic, and it's interesting.

I started another "Solo" character. A Psychopathic Necromancer. So far I have two undead animals serving me - a Grizzly and a Megasloth - and look forward to gathering at least one regular Zombie for menial labor. Each human zombie I raise permanently caps my mana by -30 or -15 for animals (out of 100 mana). I have a few other spells I've tried, and there are other caster classes.

What's odd is that all the other elements are still there. My Necromancer is walking around with a combat shotgun. :D
I'm not normally a mod player for much of any game but that sounds interesting. So could a zombie survival game, though I'm not sure how world generation would be pulled off.

I think I'm at a spot where I would normally be midgame but with the game on an easier setting there isn't a midgame per se. So I'm just humming along with 17 colonists who mostly plant food, harvest food, shoot food, care for food, butcher food, move food around, prepare food, and eat food, while one guy researches. I can definitely see why 18 is generally a softcap, even if I feel like I should somehow building to some kind of economy of scale. It feels like every time I add colonists, I actually slow my progress.

I gotta say I'm not too thrilled with the deep drilling game. I understand it's very slow compared to mining but that "dig too deep" event or story or whatever you call it just happens way too often on top of being slow, even on the super easy game level.

Anyhoo, I'm that point where I choose to push it toward end game, ratchet up the difficulty, start over on a harder level, or look at mods.
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Re: RimWorld (New DF-like)

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LordMortis wrote: Fri Mar 22, 2019 3:10 pmI'm not normally a mod player for much of any game but that sounds interesting. So could a zombie survival game, though I'm not sure how world generation would be pulled off.
If you're playing a vanilla RimWorld and looking for a modded challenge, maybe you could try "ZombieLand" - The author spent a lot of time making his mod so you're under constant threat of attack by merciless undead - but it doesn't jive with other mods very well and he seems to indicate it runs best by itself. The zombies aren't curable, selectable, or harvestable - and they spawn constantly to try and destroy you. I haven't played it, but think its a neat idea.

My list of mods for RimWorld includes:
  • HugsLib - An essential selection of mod components used by other mods.
  • JecsTools - An essential selection of mod components used by other mods.
  • More Trade Ships - Increased rate of Trade Ship passing. It always bothered me that trade ships are so rare.
  • Extended Prosthetics and Organ Engineering - Adds more research and organ replacement options.
  • Trading Spot - Directs traders who visit to go to -ONE SPOT- instead of whatever random-ass place they feel like.
  • RimWorld of Magic - Adds a dozen spell-casting classes and several melee classes, with experience and working spells.
  • RimFridge - Adds several "Refrigerators" to the game so you can have frozen goods without building a whole room for it.
  • Fertile Fields - Adds "Farming" options - letting you upgrade Soil to Rich Soil to Tilled Soil for better crops at the cost of added labor and time.
  • Defensive Positions - Establish a place you want your colonists to return to when under attack and click one button to send them back
  • Expanded Roofing - Build Solar Roofs, Glass Roofs (light comes through), Thick Roofs, and remove Thick Roofs.
  • More Vanilla Turrets - Adds a nice assortment to spice up your static defenses, including manned turrets.
  • Sometimes Raids Go Wrong - Adds a small chance for a Raid to be catastrophically skewed - like Mechanoids chasing the Raiders
  • Psychology - Adds more in-depth persona and motivations to colonists, balances "Tantrum" conditions better
  • Increased Stack - 10x stack size so you don't need to build 10x storage space.
  • InfestationBait - Adds a Misc item to let you lure Infestations to a specific point when they spawn, adjustable chance to work.
  • Collapser - Makes Thick Roofs collapse when they're too far from support, so you *can* tear down a mountain - just don't be under it when you do.
  • While You're Up - Makes colonists more efficient; they'll bring things with them when going from A to B if it makes sense to do so.
  • RT Fuse - Adds fuses to research and craft that can defeat "Zzzzt" events
  • Wall Light - An absolutely essential mod that gives you a craftable wall-mounted panel light
  • RimHUD - Adds more useful info to the HUD so you're not flipping through character sheets constantly
  • CyberFauna - Adds cybernetic upgrades for animals, from battle armor to brains to limbs
  • Scar Removal - Lets you use Glitterworld Medicine to surgically remove scars from colonists and pets
I'm considering:
  • Questionable Ethics - Adds a lot of organ harvesting, surgical, and cloning options.
  • Genetic Rim - Adds gene splicing to create custom pets, but adds crazy load times.
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Re: RimWorld (New DF-like)

Post by LordMortis »

How easy are the to add and subtract? Again I don't use mods. I have no frame of reference.

Some of the Organ ad scar removal stuff sounds cool if I bump up the difficulty

The Fridge thing was one whose absence I don't understand as well as a pet management mod I saw.

The magic sound interesting to try and then maybe dump later.
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Re: RimWorld (New DF-like)

Post by Paingod »

Modding RimWorld is super-easy.
  • Browse the Workshop in Steam. Select some you want to use by subscribing.
  • When you run RimWorld, there's a Mod button in the main menu. Open this to toggle any you want to use on or off. RimWorld will restart.
  • When you load a game, it checks the mod list used for that save. If it's different from your current list, it sees this and asks if you want to use the Save's order or the current one. This lets you run some mods for some saves and not for other saves.
Super easy.
LordMortis wrote: Mon Mar 25, 2019 9:17 amThe magic sound interesting to try and then maybe dump later.
Yeah - magic adds a LOT to the game, but makes it a very different flavor of game. It's almost like taking a vacation from the game inside the game itself. I don't think I'll keep it enabled forever, but I'm enjoying playing a Necromancer after 300+ hours of normal play.
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Re: RimWorld (New DF-like)

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As a heads up, though - RimWorld of Magic does make the game much easier... so either plan to have a relaxing time, or ramp up the difficulty.

For example, my Necromancer has 4 undead Thrumbo pets and 3 undead Human minions. Just the 4 Thrumbos and one AoE DoT spell can defeat an entire raid, leaving me with half a dozen possible organ donors captives. It's probably the most overpowered class in the mod - though I'll admit to being surprised sometimes when an enemy caster simply wipes out a couple of my minions in one shot. There are even spells and items that "repair" equipment, so once you build a suit of armor you can make it last forever. No more replacing Marine Armor every year or two.
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Re: RimWorld (New DF-like)

Post by Paingod »

Y'all need to use your cybernetic arms to tip your human leather hats to the new Royalty in town, and maybe consider an offering of harvested organs to appease them.

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