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Inadequately
Oct 9, 2012
So I got this and gave it a try, and it's pretty fun. After a few false starts, my seven colonists finally managed to blast off to space after a couple years. I dug out a mountain base for more defensibility, although because I was playing on the chill AI storyteller on Rough I never got anything more than 5-6 pirate raids, most of which got shredded by turrets before they were any real threat. Never once saw one of the fancy robots, even. Could probably have been more efficient but I have no real taste for micromanaging my colonists beyond 'go butcher that deer/put out that fire/doctor that guy right now'. Gonna try making a regular non-mountain base next, I think.

One thing I don't get is roofs, seems to be pretty arbitrary how they form and where to put pillars to not cause a cave-in.

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Inadequately
Oct 9, 2012
Started a new colony. My colonists are an imperial student turned poison gardener, a pampered ninja assassin and a medieval slave turned clerk. The gardener won't do most forms of manual labor and the ninja is really bad at it, so the initial setup is taking some time.

E: whole I was typing this a frail old man with cataracts in both eyes, a bad back and an old gunshot wound who moves slowly joined up. On the plus side, he is really passionate about cooking so to the stove he goes, if he doesn't keel over on the way.

Inadequately fucked around with this message at 16:12 on Jun 7, 2015

Inadequately
Oct 9, 2012
Decided to try getting into this game again. Been out of the loop for a while, what are the current 'essential' mods to pick up, and also what other notable fun ones are there?

Inadequately
Oct 9, 2012
It’s been a long time since I last played this game, but I have some free time on my hands now so I’m giving it a go again. Currently on the latest version, but no DLC. The last time I played, the conventional wisdom was that if you were thinking about having a long-term base at all you should always pick Randy Random as a storyteller, because even on the chillest settings with the other two, they’ll eventually ramp up the threats and raids to a functionally unbeatable level if your game goes on long enough. Does that still hold true?

Inadequately
Oct 9, 2012
I'm going to be the voice of dissent here and say that the Mystery Flesh Pit stuff looks cool and fun and is everything I wanted from a horror-themed Rimworld expansion. Also this is just the very first thing previewed so anyone going 'hard pass, maybe if it was a different aesthetic' might want to hold off since there's always a chance that could be the exact next thing they'll show off.

Inadequately
Oct 9, 2012
I got a wandering blind healer who wanted to join my colony and insisted I ask no questions about him whatsoever. He came with an “unnatural healing” ability, which rapidly healed people but caused fleshmass mutations. It was cool, but after keeping him around for a bit he turned hostile and summoned sightstealers to attack the base. Managed to take down the sightstealers and arrest him, but does anyone know if he’ll pull this poo poo again if I recruit him? Tried releasing him, but he just leaves.

Inadequately
Oct 9, 2012

OwlFancier posted:

How do body modders feel about tentacle arms?

My transhumanist colonists are all pretty hyped about their tentacle arms and fleshmass organs, they get no mood debuffs from having them and it makes them happy to be modded. I guess body modification is body modification no matter what form it takes.

Inadequately fucked around with this message at 17:23 on Apr 23, 2024

Inadequately
Oct 9, 2012




Hell yeah, time to roll that gacha.




...well, this blows. Might as well reroll a few times since I'm just messing around, see what I can get.



Boss of the Garbage Party, not bad...



Libertarian Neanderthal, neato...



uh



The dark psychic shock from the ritual left her in a coma, but one brief burst of unnatural healing from the creepy blind man we keep around for his magic powers, one inspirational pep talk later, and here we are. I'm not actually sure what a Stellarch is and I feel like this is going to cause more problems than it solves in the long run, but it was getting a little too comfy anyway. Going to have to figure out all this vampire noble poo poo now so that's going to take a bit.

Inadequately
Oct 9, 2012

Broken Cog posted:

Since the Skip Abduction ritual is supposed to prioritize hostile factions, are you guys that's getting Stellarchs' at war with the Empire?

Yeah I accepted an early quest that gave me a free Hussar in exchange for hostility with the Empire, because I needed the spare body at the time. Don't really regret it, he's the best fighter in the colony by far and brings in shitloads of meat from hunting. Been playing on easy mode (started on Cassandra at Community Builder, switched to Phoebe to get some building done) so I haven't had any notable retribution come about as a result of that, and I've been working my way back into their good graces with monument quests regardless.

Apparently Skip Abduction has a fairly high chance of nabbing the leader of an enemy faction because there aren't that many pawns generated early on, that changes once you start getting hit with regular raids and such but again, easy mode. A recent update was supposed to fix that but anecdotally I ended up with an enemy faction leader about 40% of the time while rerolling that abduction ritual.

Inadequately
Oct 9, 2012
I settled in a temperate zone with a year-round growing season and my animal pen is basically free money. I put zero effort or thought into the animals whatsoever and leave them alone, and I’m loaded with more fur and eggs than I can ever use and they’re breeding like rabbits. I have twenty-two guinea pigs running around the base, I sell off about a dozen or so every time a trader who will take them off my hands shows up, but it never takes long before the population spikes once again.

Inadequately
Oct 9, 2012
I accepted a Mysterious Cargo quest that turned out to be THE CUBE, so now I'm wondering what's the best way to deal with it. Will sending a pawn to live in a distant corner of the map before they make contact with it work out, or should I make a cryptosleep casket to store one uninfected pawn in before it takes over? Do they have to see/interact with the cube before obsession takes over, or does just interacting with cube obsessed pawns spread it?

Inadequately
Oct 9, 2012
I got a quest to crash-land a sanguophage and capture him, and it went pretty well. Turned my best miner into a vampire so I can duplicate them at an obelisk later (need a lot of metal for this mechanitor-focused playthrough), but now I need to decide what to do with the original. They're immortal, right? I should be able to stick him in a cryptosleep casket and pull him out only for Chronophagy rituals to keep my colonists eternally young, and have my blind healer fix up any brain scars he gets off it. Could just vampire all my colonists but I don't think I want too many, otherwise hemogen farming and planning around deathrests becomes an issue.

Also, I pulled another mechanitor from a Skip Abduction ritual, so I think my long-term goal for this colony is farming mechlinks to make every single one of my colonists a mechanitor, provided my interest lasts that long.

Inadequately
Oct 9, 2012
Using Draw Fleshbeasts to deal with mech clusters is pretty fun, though if the fleshbeasts win then I have fleshbeasts to deal with instead. On the plus side, being squishy meat blobs makes them a lot easier to kill than mechs. It's probably a strategy that falls off quickly on the higher difficulties though, I'm at 6 void statues and 4 beacons around my ritual spot and while they seem to take out the basic tier mechclusters just fine, there's not really much I can do to increase ritual strength at this point. It would be nice if there was an option to scale it up by cranking up the amount of bioferrite offered.

Inadequately
Oct 9, 2012
I've only messed with it a little bit, but so far it doesn't feel like there's much point going deep into genetics outside of roleplay purposes. You need to devote a fair amount of research time, space, power and materials to it just to get started, and even then it's fairly RNG-dependent as to what genes you get out of it. If your goal is just to make your colonists stronger, pretty much any other method is quicker and more efficient.

Inadequately
Oct 9, 2012

Broken Cog posted:

Anyone done a 100% summon shamblers ritual? I did a 61% one for my sphere, and it summoned so many my game started lagging.

I've also found the summon fleshbeasts ritual a bit underwhelming. I've tried using it against cultist ritual raids, but they usually beat them down pretty handily.

I summoned about fifty from a 76% ritual, don't know whether that's above or below the norm just yet. Was hoping to wait them out, but eventually the horde started slowly wandering towards the main gate a bit too close for comfort, so I summoned a 2-Diabolus raid and aggroed them with a mortar so they'd meet up with the zombies and start fighting. The mechs won, but it was pretty close and I managed to finish them off without issue. Forgot to take screenshots unfortunately, but I'll probably do it again once my colonists heal up.

Definitely waiting for any mods that let you weaponize more anomalies, and also one that lets you arbitrarily scale up ritual strength by offering more bioferrite.

Inadequately
Oct 9, 2012
Started tinkering with a new colony and tried my hand at making a custom xenotype for my colonists, but didn't get very far beyond 'what if absolutely gigantic snakeman' before I got bored and went back to my old colony.

Forgot about it for a bit, then I try my hand at a skip abduction ritual and



They were Unwaveringly Loyal, so I decided I'd just have my vampire chomp on them and turn them into a ghoul to see how that worked out.



Unfortunately I didn't get as far as putting in any notable drawbacks, so their metabolic inefficiency is through the roof and being so large means they require way more meat that I was able to afford. After a few battles I had to stick them into a cryptosleep casket, because they'd chowed down on every roaming animal on the map and were still hungry. Maybe once I build up a stockpile I'll let them out and have them chow down, then stick them back in and pull them out on special occasions.

Inadequately
Oct 9, 2012
I tried making a custom xenotype of tiny angry drug-addicted fairies.



Unfortunately, since they're so small, a single dose of any drug instantly overwhelms their tiny bodies and causes them to die of an overdose instantly, so back to the drawing board on this one.

Inadequately
Oct 9, 2012
Started a new gimmick colony, will see how far this gets.




THE BLOODMOTH is nigh-immortal but not invincible, so I still have to put in some effort into keeping them alive, and if they ever die that's the end of the colony. Aim of the game is to power up THE BLOODMOTH by any means necessary, so completing the Monolith questline, maxed-out psylink and Empire title, stuffed to the gills with bionics, etc.

Inadequately
Oct 9, 2012
There may or may not be a mod for it, but I wish it was easier/more beneficial to run a multiple-ideology colony in vanilla. You can't assign any leaders to any ideology other than your main one, so you can only ever convert people to your starting ideology but not others, and there's no reason not to convert everyone ASAP since they get mood debuffs from being led by a different ideology leader (and several more from not having the colony run in exactly the manner they prefer).

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Inadequately
Oct 9, 2012
Regardless of which start I pick, I generally begin by speedrunning battery and geothermal research once I've gotten my basic stockpile/shelter/growing zone setup out of the way. I don't know how people manage without electricity - feels like unless you've gotten refrigeration out of the way, you spend nearly 100% of your time on food preparation since meals go bad so quickly.

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