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Leal
Oct 2, 2009


Rimworld is an indie game made by Tynan Sylvester, kickstarted back in 2013 and getting its full release in 2018 with an expansion 2 years later. It is a game where you rule over a band of colonists with the goal of getting off planet. Many events work against the player, from climate catastrophes like toxic fallout, cold snaps, to other factions trying to take over your colony. Or maybe your pyromaniac colonist will burn down your colony at just the wrong time.

The game already is pretty unique on its own, but there has been a large amount of mods created for the game that really changes how it plays. Want more bionics to soup up your colonists? Mod. Want more guns? Mod. Rideable animals? Nukes? Cloning? Mod, mod, mod.

Why fox girls?

There is a deep pro strat in this, just trust me. Also there is like 3 porn LPs right now, I don't want to hear poo poo

So what is this playthrough about?

I've installed a bunch of mods that include automated factories, androids, cloning and growing body parts, flying shuttles, space ships and magic.

Our start will be the RimFactory Factory Entrepreneur start, which has us start with 4 colonists and a handful of equipment used in the mod. Also we will not be recruiting (or taking!) any prisoners, and the various events where someone joins have been disabled. There will be different ways to get more colonists.

The thread will vote on what to prioritize on with research, and I can give colonists goon nicknames if anyone wants it.

Royalty?

I did not grab Royalty, not really interested in a lot of it's mechanics.

List of names to be






Updates

Touching Down

Modern Conviences

Upcycling

Flying Foxgirls

Oil Be hosed

The Deaths of Haulbot

Randy Laughs

Stealing Beauty

Just Orb

Earned Comfort

Spaaaace

Maniacal Laughing

Space Adventures

Imagine Seeing Walls Built Forever

Frakenstation

Chrome

Becoming Archotech

The Foxgirl Paradise

Leal fucked around with this message at 02:45 on Jul 18, 2021

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Leal
Oct 2, 2009
Touching Down



Starting off as some factory entrepreneurs, this mod starts us off with some stuff that'll let us automate a few things. Also I made one change to this start, which is starting us off with microelectronics. To advance any further in the rimfactory stuff we need it, and the hi tech research bench will also be welcome in researching stuff quickly. I always research it first anyways so... let's just cut to the chase on that, yeah?



I'm going with Randy Random as our story teller, the true pro choice. Unlike the other story tellers who will constantly ramp stuff up to get you to get the hell off the planet, Randy just does whatever. He'll still have his events be based off time and wealth like the other story tellers, but its all a draw on what he'll do. Maybe he'll throw toxic fallout on day 1, maybe he'll not give you a single raid for several seasons. Who knows!

I go with what used to be Savage because Randy Savage.



When making a world you put in a seed, how much of a planet (an entire planet is made, but only so much percentage of it is actually useable) is generated, some weather stuff and how many settlements that'll be around.

This particular seed has a really good spot



This spot in particular, near the Cambra Sea. It's in a mountainous area which will cover one entire section of the map in mountain, and near the ocean so another section of the map is blocked off. This is useful in making things only spawn in certain directions of the map.



Here is a more zoomed out map. We're reaching the southern pole, and have quite a few hostile settlements nearby.



Now for our starting colonists. I'm using the Prepare Carefully mod to make changes to the starting characters. Whats nice with this mod is that you can save characters, so you can click on the dice in the top left to randomize your pawn until you find one you like and save it. Bam, you have a "legit" pawn as made by the game but don't have to spend half an hour smacking reroll.

Anyways, our first colonist will be a neurotic, transhumanist technomancer who is focused on construction and shooting. Skills go up to 20 and the flames indicate a passion for the skill, which increases xp gain. For no flame you get skills at 35%, with a single flame you get skill points at 100% rate and double flame is 150%.

Transhumanist will make her frustrated with a mood penalty as long as she doesn't have any bionics or implants of some sort. She'll get a bonus that stacks as she gets more chromed out. Neurotic will make her work faster, but increases her mental break threshold. Gonna want to get on getting some implants for her soon.

A technomancer is a mage who is based around technology, I'll get more in depth with it later in this update.



Sky will be our crafting pawn and a backup doctor as needed. With quick sleeper she'll get her rest need filled faster and thus will spend more time being awake. Being chemically fascinated however will make her randomly binge on drugs, including hard ones that can cause overdose. Which is great for a monk, someone who is supposed to forgo such pleasures.



Shorty is our dedicated researcher, with some points in cooking just in case. She has great memory, a trait that normally slows down skill rust. I think skill rust is loving stupid though and downloaded a mod that removed it, so instead it just gives her a bonus to skill gain. She is a fire wizard... and a pyromaniac. Which means she may randomly break and start torching the colony :ohdear:



And finally Ky is our doctor and socialite. Social is used in recruiting prisoners and effects trade prices. But I also have a mod that'll let colonists talk down other colonists that have broken. The medic trait increases her success with doctor related things, but it really tanks her offensive stats (higher aim time and with significantly reduced accuracy)



We crash down in transport pods, along with our 4 colonists we have 2 sheep that come down as well. Scattered around the map is chunks of steel, various buildings we can place down, and roughly 50 stacks of survival meals.



Zooming out, and you can see why I picked this place. Just look at it! This requires the enemy to come in from the southern direction, and with some door placement the enemy will have to head through the marsh to the east to get into the valley.



Now... first thing's first...






More games need a planning tool, seriously. Anyways here is a set up I decided on, this will give us a research area, 9 private bedrooms, a lounge, a hospital, a guest bunkroom, and a warehouse with a connected workshop.



Second thing, we need to set up our work priorities. 1 has the highest priority, 4 the lowest, going from left to right. Firefight and patient should always be a 1, if there is a fire you want everyone to focus on extinguishing it and if someone is hurt you want them to rest. Your doctor should always have the doctor job as the highest so they will take care of patients... though, usually they tend to always be distracted and I end up having to manually tell them to patch someone up. Most of this stuff is self explained but I'll touch up on a few:

Maintain Vat is a job that'll take care of clone/organ vats from the Questionable Ethics mod. Magic is for any magic based jobs from Rimmagic. Entertain is from Hospitality and will have that colonist chat with guests. Recon is from the Preemptive Strike mod and will have that colonist get on one of the recon buildings to keep an eye out for any crowds or herds coming towards the colony. Resource works on a console used in Rimfeller.



In the cave to the east I put down an item zone and set up some walls and a door to be built. Since there is overhead mountain I wont have to waste pawn labor on building a roof. I want to get everything inside and under a roof to keep it from deteriorating.



I also set up a zone and assign the sheep to it, animals have a tendency to eat your meals and I don't want to lose our survival meals. Even if there is delicious grass for herbivores to eat, they'll gladly eat up your survival meals first.



As night falls I get a few things set up. In the top right I've put down a drone cultivator, it works like a level 10 growing pawn and has a range of 11x11 tiles. Now a little trick we can do is place down a grow zone around it, then designate all the trees to be chopped. The drone will chop the tree, which is good because our colonists have basically no grow skill and so they'll take forever to chop the trees down.



South of that I've put down a wood burning generator. Annoyingly, we are supposed to start with 2, but consistently in mountain maps they never show up. If I embarked on a flat area they'll show up.

That square with the 3 blue rectangles in it is a 4k battery, provided by Rimfactory. Annoyingly enough we don't start with battery research, so its nice we got this. To the left of that is a stoneworker workshop. Rimfactory workshops work just like regular ones in that you place bills to be done, just that the workshop itself does the work instead of needing a pawn to do it. When you place them down there will be a white area around them, anything placed inside that will be used by the workshop. A yellow square will be where it'll eject the finished goods and you can rotate it around the workshop. I set this up to make any stone blocks forever, then set up a bunch of limestone chunks to be hauled to it. As my colonists sleep this thing will churn out blocks until it runs out of chunks.

Note that the generator generates 1k energy, but the drone cultivator and the stonework shop are already using over 700 energy. Rimfactory stuff is very energy intensive.



I used up all the wood building up the walls and fueling the generator, didn't have any left for beds so I threw down a bunch of sleeping spots. With all the crap laying around it looks uncomfortably like my room.



Hey may as well show off one of the classes. First, at the very top we see what every class gets (magic based classes gets its own version that is basically replacing stamina with magic). Every day colonists will get xp, and whenever they use their skills they also get more xp. The top has 4 skills that every class has that increases their total stamina/magic, reduces the cost of skills/spells, increases how fast stamina/magic regenerates and how powerful their skills are.

On top of this, each class gets its own set of stuff to level up. Monk is a pretty powerful class, which makes it bonkers that the expanded classes for Rimmagic mod gives it even MORE skills; Serenity makes your monk invincible for a time (trust me, this isn't needed) and Touch of Death makes them just instantly kill a pawn (again, they're murder machines as is). Then the skills that base Rimmagic gives:

Chi is an extra resource bar that monks get, earned by meditating. They can release their chi for an AoE attack that can disrupt skill/spell casting.

Mind Over Body improves a pawn's consciousness, moving, manipulation, melee hit, dodge, armor penetration, mental break AND pain thresholds. And as if that wasn't enough, it also gives a flat damage mitigation to all damage, reduced by every kg of weight the monk has. Sky wearing just a synthread shirt and pants is under a kg.

Meditate does more than generate chi, it will also heal wounds, cleanse disease and addictions, as well as increase rest, joy and mood.

Tiger Strike is able to perform multiple melee strikes if the monk is unarmed. They can hit up to 7 extra attacks and can level up enough that the strikes can stun, drain and/or do a lethal blow. For each strike.

Dragon Strike is a gap closer, the monk will leap at the enemy and hit them, possibly knocking them away.

Thunder Strike uses chi to send out a bolt of lightning at an enemy. What, not everything is utterly ridiculous :v:

Yeah, monks, kinda powerful.



The next day the drone takes off and starts chopping trees. Forgot to mention, the first tier of drone cultivation only works so many hours of the day, not at night. Which can cause some issues if you're trying to have it grow in an area with a bunch of other crap in the way, as it may not clear the field before shutting off.



I get a research bench so we can get the ball rolling on that, and also getting ready to set up a hi tech bench. Now on the bottom right is a wooden latrine, added by Dubs Bad Hygiene. This adds a bathroom and cleanliness need. Its a little something extra to do and gives some extra ways to increase your pawns mood which is always nice. I think the base game has like, drugs, beer, impressive rooms, social and thats it?

For now to clean themselves the colonists are using the marsh water. I'm sure it smells like roses in this colony.



I started setting up our killbox, pawns have a penalty to movement speed going through marsh and water, giving us more time to shoot them before they get close. I alternate 2 barriers to 2 walls, letting our colonists peek out from behind a wall and fire over the barriers at whoever. I'll eventually build a roof over this so our colonists will be in the dark, giving them even more cover.

The second wall will lead to a funnel where, if the enemy starts to overrun the killbox, I can put a few swole melee colonists at the end where the enemy will have to come in 1 at a time, with a line of ranged colonists behind them firing over them.



On the other side of the valley, this is the only other entrance. I put down a door so our colonists/friendlies can go in and out as needed, but enemies will ignore it for the "open" area at the killbox. No, really.



While Hitomi works on the hi tech research bench, I zoom in really close to look at the techno bit she has. It looks... really *weird*. Like its just clipped from something, I'm sure I can see the pixels around it.



Also it keeps moving at all times, even while paused. Anyways, lets talk about technomancers.

Firstly they can choose 1 specialization out of 3, and this is a permanent choice:

They can learn Engineer Weapon, where they can cast a spell to make a copy of any gunpowder weapon that is made more powerful depending on their skills. They will also get an adrenaline pump that'll give them some temporary stat buffs

They can learn Mark IV Turret, where they can magic up a turret that can be upgraded to fire rockets and mortars. This requires the technomancer to be still however.

Finally, with what I went with, Techno Bit gives a bonus to the technomancer's abilities with crafting, mining and construction as well as fix stuff. While in combat the techno bit will fire on the technomancer's target.

They also get their own set of spells, though we need to find scrolls to unlock them. Hitomi DOES have Kinetic Shield though, which gives her a shield that blocks kinetic energy.



Anyways, speaking of research, we finished recurve bows. We don't start with any weapons of any kind, a recurve bow is better than a short bow so its something to get us armed with. Remember that there is gonna be a raid on day 10, best to be equipped.



Speaking of research, I got the Research Pal mod which makes the research screen better, especially when you got a bunch of mods with a bunch of research options. We can queue up research, and I set up a long research for Worker Droids, from the Androids mod. This will give us laborers that only need power and have no mood.

Its gonna be quite a while till we get there though, once we do though I'll open it up to the thread in how we progress in research.



After using it to clear up a bunch of trees, I set up the drone cultivator in a location where it'll finally start putting down some plants. About half the grow spot here is rich soil, which has a fertility of 140%. To get some food quickly I've set it to grow some rice, once that harvest comes in I'll switch it to corn. Hopefully we can get some of that in when winter starts.



Before the night ends I set up some of the other equipment that we landed with, a fueling machine, an item grabber and an auger drill. The fueling machine is just for pushing wood into buildings that need it, we can go without that. The item puller can be useful, but later and we can make another one in that time. The auger drill will mostly dig up chunks and occasionally pull up some steel, but it requires wood to work and it can cause infestations. Hard no.

Deconstructing these will get us a good amount of steel, components and various machine parts used to craft factory buildings.



I build up our fridge area just in time, we are down to 3 survival meals. Well ok, we have another 10 but I forbade them just in case. Sky just finished a bow so lets get a pawn that isn't too busy to get some food.



You wont like Shorty when she has her angry eyebrows.


Oh, forgot to mention I got the Facial Animation mod. Replaces the holes for eyes with anime eyes, a subtle nose and mouth, and they blink and stuff.



HOW DO YOU MISS THAT :argh:



Now that we got a dead rabbit, we can bring the body over to the workshop on the left, a meat grinder. I then have it deposit its goods into the zone of the industrial cooker on the right, which is set to make simple meals. The industrial cooker is extremely basic, all it can do is make simple meals, nutrient paste and pemmican. We'll want to upgrade this as soon as possible.

Something to note, when the meat grinder (and really, any workshop in Rimfactory) drops its stuff, it can only drop 1 stack, up to whatever that maximum stack is. So in the case of the meat grinder, it'll drop the meat of whatever, then its leather. If the meat is still in the drop off spot, it'll stay in the grinder until that space is freed. Workshops can hold up to 100 items, so its not too bad if there is some backing up, but I'll have to make sure our colonists are moving stuff out of the drop off zone to keep the cooker going.



Hey we finally got this pop up. I cannot just go with a name and change it later, I think maybe you can change the colony name later? But I'll go ahead and pause it now and let the thread vote on a name for the faction and a name for the current colony.

Leal fucked around with this message at 21:17 on Jun 8, 2021

Bogart
Apr 12, 2010

by VideoGames
faction: nep

colony: tunia

Leal
Oct 2, 2009

Bogart posted:

faction: nep

colony: tunia

:mad: :mad: :mad: :mad:

PurpleXVI
Oct 30, 2011

Spewing insults, pissing off all your neighbors, betraying your allies, backing out of treaties and accords, and generally screwing over the global environment?
ALL PART OF MY BRILLIANT STRATEGY!
That's one heck of a batch of mods, interesting to see how they change up the gameplay.

Do the mods alter the available events any? Because the events always felt like the weakest part of the game to me. Most of them didn't involve any meaningful choices or interactions, only whether you were prepared enough to not be hosed totally by them or not.

Leal
Oct 2, 2009
There are a few mods I got in that add a few extra events, but they are all still in the usual "go and get/kill x" or "something bad is happening" style. Though there is a mod I got that'll have allies occasionally call us for help when they attack other factions.

clockwork chaos
Sep 15, 2009




Faction: Foxy Nation
Colony: Foxtrot Alpha

I love reading base buildy games like these but I could never get into the gameplay myself

and if you're taking goons, make one with the pinkest hair possible and call her Lina

DoubleNegative
Jan 27, 2010

The most virtuous child in the entire world.
I am very, very curious about all the mods you're running with this. I recognize a lot of the ones you mentioned, but not all of them. Also your growing period being a whole 20 days is certainly, uh, a map choice.

Faction: Hit random like... 6 times and accept whatever it gives you
Settlement: Cambra Minor

BraveLittleToaster
May 5, 2019
Oh boy, another Rimworld thread. I like seeing the shenanigans gotten up to, and there are shenanigans indeed already. I also think the mods seem interesting.

Faction: Randomize that stuff right up.
Settlement: Same as above.

Leal
Oct 2, 2009



... So uh, Neps is a good faction name yeah?

And yes, the game auto genned this name

E: Nepgunia

Leal fucked around with this message at 04:08 on Jun 3, 2021

Dirk the Average
Feb 7, 2012

"This may have been a mistake."
You see, the Traveling Treaty of Anus, or TTA, as we will refer to them from now on, started from humble beginnings scrounging in an abandoned factory after crashlanding. The name was originally suggested as a sarcastic joke from an irritated Hitomi in response to both Sky's query and the inevitable stench brought about by the meager "facilities" around and the pervasive standing marsh water nearby. Shorty joined in and suggested that the site itself be called "Red Anus." Sky eagerly accepted both suggestions, though Red Anus was mangled into its current form that stands today.

And that, my friends, is why we will not name this goddamned colony until we are all sleeping in proper beds and making GBS threads in toilets. Have I made myself clear!?

-Higgins, Crashlanded Refugee

biosterous
Feb 23, 2013




the tech bit looks like the interrogation droid from star wars to me

Leal
Oct 2, 2009

biosterous posted:

the tech bit looks like the interrogation droid from star wars to me

I really got a G0T0 vibe from it, yeah. Also it constantly moves up and down and shakes side to side, even if the game is paused which is pretty eerie.



E: Votes closed

Leal fucked around with this message at 16:52 on Jun 3, 2021

Leal
Oct 2, 2009
Modern Conviences



Hrm... maybe no.



Since everything got a single vote I decided to use a spinning wheel to choose.



Alright I'll smack random once and the colony will be...



...No wait I put that on just as a show of good faith!



Fate has conspired against me.



A random attack happens, this isn't the one that the scenario gives us. Just a single pawn with a knife? I feel insulted.



Since we have a closed door on the other entrance to the valley, this is the rough path raiders will be taking to get to the colony. I'll do some work to guide them more eloquently, but that is a project in the future.



Since its just the one, and they're melee, I just have Sky stand in front of Hitomi while G0T0 (what I will be calling the techno bit from now on) fires a burst of 3 laser shots at the intruder.



Huh, I'm surprised with 4 colonists and on Randy Savage that she got knocked down. When pawns take enough damage they'll collapse and be helpless. When it comes to hostile pawns, there is chance for the pawn to just outright die, to keep the player from getting too many prisoners to recruit. The story teller has a thing where they decide how many pawns a player should have, and thus will make downed enemies die/prisoners harder to recruit, as well as not letting wanderer joins events happen.


Anyways we're gonna let Chalys bleed out while Hitomi and Sky get some sleep. I swear raiders wait until 9 pm to attack, always.



In the morning I set up a dump stockpile out of view, pawns get a negative thought whenever they see a corpse, and it can stack. You want to get rid of bodies asap if you don't want to deal with low mood. We could have removed Chalys' outfit before she died and kept her gear, but after she died it becomes tainted. Pawns get a negative moodlet for wearing tainted clothes and you can't sell it, thankfully with mods we can do things with tainted clothes but I'm not really interested in that jumpsuit. Its awful quality anyways :colbert:

Now why is Shorty standing nearby with her angry brows? Remember she is a fire wizard.



Bodies take FORGODDAMNEVER to decompose. I set up a crafting spot (a "workshop" you can place at will with zero costs) under the body, then I can target a firebolt at the crafting spot and it'll catch on fire. Oh and that barrel near the body is the crap from the latrine, once it fills up it needs to be cleared out. May as well burn that too. And hey, while I'm at it I may as well talk about fire wizards

Firebolt, as we saw, is a simple fire throwing spell. It is really useful in picking out one pawn and going "I need that person to stop shooting", as pawns who are set on fire will start running randomly until they get the fire beaten out.

Inner Fire is a buff spell that creates an aura around the user that buffs allies. Their rest and hunger needs drop, they get a bonus to healing and they get mental break resistances. I should mention at this point, some spells are constantly active when you cast them, the cost being a reduction in max magic and slowing down their regeneration.

Fireclaw is a spell that fires out several tendrils of flame at a target, with the ability to add more tendrils and the radius.

Fireball is a slow moving ball that explodes. Simple.




I start clearing out the caribou in the valley and poo poo, activated a revenge event. Not only did the one that got shot turn manhunter....



....All the nearby ones did as well. I draft everyone to get ready.



I had a joke here but I noticed that Sky's ears didn't also tint red, or even move, after getting hit and I lost it.



Sky successfully tanked the caribou while the others shot at them. I have Ky throw some medigel on Sky (dear god that is gonna get confusing), may as well talk about this class. And there is a LOT of skills on this class

Medigel speeds up health recovery, reduces pain and gives a buff to blood filteration and pumping, and metabolism, which helps with gaining an immunity to illnesses.

Emergency is a buff to the medic's movement, tending speed and quality. When you needed someone patched up yesterday

Painkillers: Reduces pain :v: It also reduces psychic sensitivity.

Stimulant: Increases movement speed and manipulation. I like to shoot up Hitomi to speed up constructing.

Awareness: Increases consciousness, useful to keep a somewhat hurt pawn from getting KO'd from smoking a spliff (no seriously this can happen). Also increases psychic sensitivity

Accuracy: Increases accuracy.

Anti-depressants: Increases mood and reduces a mental break, with some side effects.

Thermo Pulls: Gives temperature resistance.

Booster Shot: Increases stamina and mana regeneration

Blood Transfusion: Gives a pawn a boost in blood, in case someone only has an hour before bleeding out.

Antitoxin: Cures toxin build up from toxic fallout, maybe also other Rimmagic abilities that give toxins?



Looks like we'll be good on food for a while :buddy: I build a food basket, from the Deep Storage mod. This, along with other pieces from that mod, lets us fit multiple stacks worth of items in a 2 tile spot. VERY useful in keeping storage looking organized, rather than everything sprawling on the floor. It has a cost in that it takes extra labor to move items around inside of storage, but its worth it.



A traveling caravan stops by, we can trade stuff with them for silver. This was a weapon trader, each trader type only buys certain things. So I pawned off the knife from the raider for 2 silver.



At this point steel has gotten really low, so I finally put up the industrial furnace we had. This scenario also starts us with a large amount of metal slag all around the map, and we can smelt it down here for steel. We can also burn apparel, weapons, drugs and corpses here. In the case of weapons and apparel, we don't get anything back for it. Just if we want to get rid of it permanently.



Anyway, here is a very funny number of the amount of slag we have around the map. I recently heard a goon say that they were tired of the "69 meme", how does it feel to be so joyless?



The first 2 traders that stop by drop off a gift of some sort. In my experience its usually silver but uh... thanks... thanks... a club and a chemlight :|



Now we're finally getting a proper living area set up, meet the water area. In the bottom right is a water well, when placing these down you'll get a blue overlay showing where water is at. Within the walls in the top middle is a hot water tank and an electric boiler. Without these, water cannot be heated and colonists will complain about cold showers. We can also set up heaters that use water heat to heat up rooms. On the left side of that room is a water tower that'll hold our pumped water, and next to that is an electric pump that'll pump up water from the well. The well itself has an amount that could be pumped, and each pump can only pump so much, right now we're only pumping 52% of what our well provides.

Note that there are other methods to some of this stuff, for example we could build the traditional "hole in ground with a bucket and string" well if we didn't have electricity. There are other ways to heat up water, from chemfuel, wood and solar. If we get a chemfuel income going I may swap over to a gas burner to make sure our heating isn't reliant on electricity.



In the lounge I set up a room for a toilet and shower room. Note the doors in front of the toilet and shower look different than the door leading into the room, those are stall doors that will give a pawn privacy while not being considered a separate room. And yeah, pawns will get an embarrassed thought if someone walks in on them doing their business.



And finally, all of it is piped to a sewage outlet leading out into the ocean through the cave. Out of sight, out of mind.



And hey, our rice crop is about done. You can harvest crops somewhat early for a reduced yield once they have visible produce on the plant. I swap over to corn, now that we got some rice to tide us over. Rice grows quick but doesn't produce a lot, corn grows slow but has a high yield. Ideally we can get enough of a crop to last through winter.



And speaking of food, I finally get around to building a cooler for our refrigerator. All that caribou meat is about to rot, along with the meals made with them. Another big bonus with the storage mod, I don't need to make that big of a fridge to store all my food, so I can get away with a single cooler.



I heard fighting and was looking around, turns out in the cave near our entrance a bear is killing insects for food. Usually bugs only spawn in caves during infestation events, but if a map has natural caves it'll start with some. Thankfully these don't reproduce, so its fine to ignore them for a bit. And with the bear taking them out, I wont have to stress much in clearing out when I want to use that cave myself.



While our pawns are running around and grabbing steel chunks, Ky gets close to a marble building and I get the ancient danger notification. Each map starts with 1 and they usually contain some goodies, along with a threat of some kind. When we get some real weapons I'll pop it open and see what is inside.



And then Randy loving murdered a caribou, maimed several others and a lynx by dropping multiple chunks of spacecraft on them. You might call him a savage for that.



Hum de dum, just having a casual conversation in our open air dining room next to a tree.



Day 10 finally hits and we get that raid and thank god some of them have proper firearms.



You may notice a shot from the raiders going far off to the right of Sky, that little blue pixel. But the raiders are moving. This is because I have a run and gun mod installed, pawns can shoot while moving at reduced accuracy. I changed the options to make it so pawns fleeing wont shoot, cause it was annoying as poo poo when the raiders run and you'll start taking care of the bodies and eat a sniper round from someone running on the other side of the map.



The raid wasn't that bad, and now our ranged pawns have some proper weapons. Shorty has a machine pistol, not that powerful or have that much range, but it fires several shots per burst. Hitomi has a feral scattergun, which is like a ghetto shotgun. Ky has a rebel pistol, its a decent enough of a weapon.

The rebel pistol is from the androids mod, but the scattergun is from the Rimsenal Feral pack. That mod adds a faction that use weapons that are more slapdash and junky, kinda like a post apocalyptic faction.



Funnily enough there was another trade caravan that came by and I almost wanted to just hide until they got close and took on the raiders, but uh, there are reasons you don't want traders shooting stuff depending on what they're equipped with. They can trade in animals, so I got rid of our sheep for some money. I'm not really much of a rancher type of person, I only want animals that can kill my enemies.



Continuing on with making living better, I start setting up individual bedrooms. This will be a good time to mention that I'm using the Realist Rooms mod, in the base game the space needed for pawns to appreciate room sizes (or to not complain about being in a cramped space) is overly large. These rooms I make are 7x7, which is nice for my OCD in having a door in the center of the room as well as the bed.



Oop, running the Hospitality mod gets us guests who actually have a purpose. But I don't have any guest beds set up, hell I hardly have rooms for the colonists right now. I dismiss them until we get some guest beds in. I'll talk more about this when I start having guests come in, but for now I'll say that in vanilla guests were just people that showed up, ate your food then peaced out. This makes that part of the game much more involved.



Another raid comes in and I guess I should now talk properly about these guys in the red jumpsuit. They're from the Rimsenal Federation mod, these characters are a more futurey, sci fi faction with laser weapons. Ignore the ones with knives.



Two of them are a magic class of some kind, one being a necromancer. Uh, the body pile is on the way to the killbox and I didn't burn them yet *tugs collar*



But its fine, the necromancer just tried to rush Hitomi and got blasted with the scattergun and instantly killed. I'm taking note on the enemy position here and I'll work out something so they can't hide in cover like that when engaging the killbox.



I rushed out so Hitomi can destroy the raider with the scattergun, meanwhile I had Shorty catch the remaining raider on fire. I've come to realize that having my killbox lead to a marsh is gonna make fire not quite work out the way I want it to.



I swap weapons around and for Ky I have her dual wield auxiliary pistols, once again from a mod. There is also the option for "sidearm" equipping, also a mod. Very useful in equipping say a pistol on someone using a sniper, or melee weapons on ranged characters, or just having your melee pawns fire some rounds before engaging in melee.



Love the smell of burnt raider in the morning.



The colony experiences a psychic drone, and I have been hoisted for doing a mono gender colony. This applies a mood debuff to pawns effected by it for a few days. If it was a male based one, well we'd have no problems. There are different levels for this event, from "It can push someone who was already in the dumps" to "Oops, all breaks!"



Overview on the colony thus far, everyone has a bedroom, the lounge is covered and I've set up a warehouse with workshops. Feels nice having everything set up properly.



I finally get around to deconstructing those ship chunks, something annoying with trying to deconstruct (or even construct) is a pawn deciding instead of finishing a few more things, they'll gently caress on off to the other side of the map. You can hold shift and assign more orders, so she will deconstruct these 3 chunks THEN go and wash her hands or whatever is so important.



Finally, we got our droids researched. I got geothermal next, we got 2 geysers in the valley with a few others just outside, and they provide a lot of uninterrupted power.



Huh, despite playing with this mod for years I've only just noticed the fabricator shows the robot arms putting on a droid head on its body. Each droid costs 225 steel and 8 components to make, and takes a little over half a day to build.



And then Randy not only gave Hitomi food poisoning, but the flu. drat Randy, Savage.



So I guess its a good thing our droid is built, since our construction pawn takes one step for every 10 steps other pawns take.



Worker Droids have their stats set in stone, they cannot gain any skills and cannot do a bunch of things. But when you want some dumb labor on hand to put up some walls, chop a bunch of trees, mine stuff, and does it all around the clock? You can't ask for anything better. They will need to recharge their power occasionally, which requires power to be stored in a battery.



Again, its nice when Hitomi is currently projectile vomiting all over her room.



I heard fighting and turns out some people from a trade caravan started fighting one another. Social fights can be frustrating cause one pawn might just briefly channel Dwarf Fortress where a single punch can cause someone's chest cavity to collapse.

... drat I just realized, what if someone picked a social fight with Sky :ohdear:



I set up a second hi tech research bench, and I still have a regular bench sitting around just in case of a power outage. And hey, even with a slower research speed a third pawn is a third pawn. Since everything has been moved around already and we now have a droid, I changed everyone's work priorities for hauling and cleaning to 4, so they'll do research if there is nothing else to do and only do those things if all the benches are full.



Speaking of our droid, I set him to mine every piece of compact machinery, which gives components, around the map. But with Rimmagic, mining also can drop some unrefined magicyte. This stuff is used for magic crafting,, we'll definately want to get up as much as we can find. Definatley one of those "You wont notice it when you have it, but you'll wish you had some when you don't" kinda things.



In the workshop I've put up a tailors bench so we can get some jackets for the winter and a machining table. But turns out we don't even have gunsmithing researched, so I can't even make guns. In the bottom right of the warehouse there is a communication console, so we can contact other factions and contact any trade ships that fly overhead. I've also placed a beacon inside so we can trade anything inside the warehouse with those traders.

Next to that is a steel skip, part of the deep storage mod. It can hold 12 stacks of stuff, mostly raw resources and stone chunks. This skip can save 10 tiles worth of stacks, I love these things.



A passing shaman trader came by, who carry a bunch of stuff from Rimmagic. The ones labelled "Mage spell" can be learned by any magic class, and any "Fighter skill" can be learned by any might class.

On the bottom is a neat item of note: Orb of Souls. This item lets us take all the traits from one pawn, which kills the pawn, and gives it to another pawn. As in it adds those traits, it doesn't replace traits. So we could make an uber pawn who has all kinds of bonuses by harvesting raiders who have desirable traits. Assuming the pawn doesn't have any conflicting traits, in which case they just wont get those traits added.



Everyone keeps complaining about how bad their bedrooms are, which is giving a penalty all day. So I've set a bunch of sandstone to be made into blocks and placed sandstone tiles in every bedroom. These have a beauty of 1 per tile, but it also removes the ugly from dirt tiles. And it also adds wealth, which makes the room more impressive.

After the tiles are put up the rooms go from awful to just mediocre. No mood bonus, but no penalty. Assuming the room doesn't have a slight bit of dirt on the floor and drops it to dull :shepface:



Speaking of, food poisoning happened a few times so I've placed steel tiles around the cooker to keep it clean. I would do the entire room but it was gonna cost like 400 steel and I wanna hold it.



Speaking of food poisoning, god drat is it annoying as poo poo. The bar is Shorty's progress in eating her meal. Its taking like a full hour to eat since food poisoning drops her eating score to 14%. And if she happens to throw up midway through her meal? Start over. Hitomi and Sky came in midway through her meal, started eating their own meals, and were gone before she managed to finish this meal despite starting halfway done.

I should make a hospital room just so whenever a food poisoned pawn needs to eat, I can make them rest then have someone else feed them. I think thats faster anyway.



Ooh, neat. Ambrosia is a food item that gives a mood bonus to whoever eats it, though a pawn can get addicted to it. A trick we can do is place down a grow zone and forbid sowing, when the fruit hits 100% growing any growers will harvest it.



Self animal taming, if it isn't a thrumbo I don't care. Or a timber wolf :3:

Self taming is neat if you get something good... if you got a handler that can keep them in check. Animals will start to become more wild after time and you need a handler to keep them in line. I set the turkey to be slaughtered, fall IS coming after all.



And speaking of, cool we got our corn ready. Also note the corn being harvested, in the top and to the right, compared to the stuff on the bottom and left which look smaller. Then look at the top right corner which doesn't even have its produce being bared. That's the difference between 100%, 140% and 70% fertility.



Doo dee doo, 3 pawns researching. Geothermal costs more by itself than it cost to research droids as well as its prerequisites, battery and chemfuel refining.



Oh hey, tribes people. You think you got a good defense going with your guns and stuff. Then 200 people in loincloths, bows and spears just rush you. Tribes people are why you want melee pawns.



Funnily enough, when they attack the killbox they go into the nearby cave, where they see the hive and aggro it. Which aggros the megaspider inside.



Yeeep, just gonna let them take care of this problem.



And when they started to flee? Right into the welcoming embrace of gunfire. The cave is now clear, I'm gonna start doing some work on it for our defensive line.



Raiders carry more than just weapons and armor, they also carry medical items, food or drugs. Sky has chemical fascination, and has been at a -12 mood for a long time since she has not had the chance to indulge. This is a change, before you could deal with them by not having drugs in the colony, but now its a need and you need to feed their fascination. Beer works for this, so Sky gets drunk before centering herself.



And finally, we got geothermal power. I got a few other research projects but they wont take long, so I'll hold it up to the thread in what to focus on next.



3,600 uninterrupted power :getin:. This generator can take care of all our power needs as is, and I can shut off the wood burners for now. Now the real colony building starts.

Leal
Oct 2, 2009
Alright so first off, anyone want to be a droid? I'm gonna get a second one up as well, 2 droid name slots. And then for research, should I:

Focus on gunsmithing and research several different weapon types to get ourselves armed the traditional way?

Go in on magic, we do have mages after all. Unlock wands and magic rings, make scrolls to learn new spells and other magic stuff.

Research combat droids and turrets, let the machines take on some responsibilities of fighting

Factory research, set up some more automation when it comes to getting food made and being able to dismantle stuff our raider friends leave behind for materials.

Dirk the Average
Feb 7, 2012

"This may have been a mistake."
I'll throw my hat into the ring as an Average droid.

I would suggest magic research personally. Getting that off the ground is really strong, and it'll let you show more gradual progression with the rest of the technology items.

BraveLittleToaster
May 5, 2019
Also putting in my hat in the ring as a very Toaster droid.

I agree with going in on magic, if you've got that to play around with, why not do so?

I also see Rimworld is throwing its usual medley of events at you, and yet more to come. Who knows what'll go wrong next?

MadDogMike
Apr 9, 2008

Cute but fanged
I'll throw my name in for a droid, obviously it's the name of a robot that will never turn on its weak fleshy masters in a blind killing rage! As for research, go magic, if we're going anime in this thing you might as well embrace it and make fully magic fox girls.

DoubleNegative
Jan 27, 2010

The most virtuous child in the entire world.
Research magic! Unlock the Thumbo-horn melee weapons. Win. :getin:

Also change Ky's nickname to something less confusing.

clockwork chaos
Sep 15, 2009




DoubleNegative posted:

Research magic! Unlock the Thumbo-horn melee weapons. Win. :getin:

Also change Ky's nickname to something less confusing.

her name is now Jelly

Krysmphoenix
Jul 29, 2010
Any chance we could get a list of the mods you're using? These look interesting and I'd love to poke at them myself.

Also I'll happily be a Krysm Droid of some kind.

OneWingedDevil
Aug 27, 2012

clockwork chaos posted:

her name is now Jelly

Backing this. She's jelly Sky got to keep her name.

SugarAddict
Oct 11, 2012
I don't think I have ever seen a rimworld LP here, this will be interesting.

biosterous
Feb 23, 2013




i would like to be a droid named "bios" (no capitals letters) please

Leal
Oct 2, 2009

Krysmphoenix posted:

Any chance we could get a list of the mods you're using? These look interesting and I'd love to poke at them myself.

Also I'll happily be a Krysm Droid of some kind.

Careful what you ask for....


SugarAddict
Oct 11, 2012

Leal posted:

Careful what you ask for....

Now I kind of want to start a new run with all these different mods. I only use about 3/4s of the number of mods you use, and I haven't used most of whats on your list.

Dirk the Average
Feb 7, 2012

"This may have been a mistake."

SugarAddict posted:

Now I kind of want to start a new run with all these different mods. I only use about 3/4s of the number of mods you use, and I haven't used most of whats on your list.

Yeah, the downside of seeing a modlist is wanting to take my already gigantic and perfectly fine modlist and add yet more stuff to it.

Krysmphoenix
Jul 29, 2010

Leal posted:

Careful what you ask for....



I dunno what you're talking about, this is exactly what I was looking for :yayclod:

Leal
Oct 2, 2009
Upcycling



Dammit :shepface:



Now that we got a big surplus of power, I set up a crematorium in the cave. Besides burning down human corpses into fertilizer, any rotten animal bodies laying around can be burned as well.



A nice thing is that any equipment on the body is dropped when cremated.



Now that the cave is clear, and we got droids to mine, I start doing some work in the cave. First I dig in an entry way from inside the valley, as well as placing a bridge so we don't have speed penalties going in and out. The dark blue water is deep water that is utterly impassible, I'll be carving out the mountain and setting up fortifications along it.



Then we get a short circuit, one of the more dickish events in the game. It takes all the power left in your batteries and causes an explosion on one of your electric lines. The more power stored up, the bigger the explosion, in this case 4k worth of power made a sizeable explosion and set poo poo on fire. Thankfully there are mods for circuit breakers that I can research, in the base game though? The only way to protect yourself was to manually disconnect batteries from your line when they got full.



To apologize, Randy sent some drop pods with coffee in them. I believe drop pods can hold any item in the game in them, its quite an eye opener when you get one full of human meat.



While waiting for votes, I went ahead and researched Soil Reclamation 1 and 2, added by Vegetable Garden Tools. I will be able to set down digging spots to gather piles of dirt, as well as adding the aforementioned fertilizer.



A meteorite dropped, full of steel. Meteorites can be made of any stone, metal or gem. Steel aint bad, its better than a store of some sort, but I would rather get a plasteel one.



As it gets colder and plants start dying out/getting eaten grazers will head into your colony. And muffalo have leather that insulates well against cold, so thanks for the delivery!



I get the cave fortification all set up...



.. And now that I can place soil down, I can clear up those spots of marsh and even out the killbox.



I also got the guest room set up. We can charge money for guests to use a bed, however guests carry money dependent on your relationship with the faction they're from. So at the start when everyone is like 15 at best, they probably wont have enough to rent a bed. After a few visits, which increases relations if the visitors have a good visit, we can then start charging for beds and get a passive silver income.



Now that I got the crematorium set up, I work on what is going to be the growing area. 4 11x11 spots will work out well, especially when I set up a greenhouse.



There are 2 tiers of soil placement, garden soil and plow soil. I always go with the plow, though garden soil only costs 4 fertilizer per tile for 125% fertility. Each corpse cremated gives 25 fertilizer, so each body is 2 and a half tiles of plow.



Each 11x11 costs 1210 fertilizer, so only 49 bodies needed for each plot?

And well, I guess I'll say it now. If you don't want to butcher human bodies and make stuff out of them, you can always cremate them into fertilizer and sell the fertilizer :v:



God Randy you're a dick. Gut Worms makes a pawn be constantly in pain and get hungry faster. It goes away when 300 points worth of tending is done on the pawn, so if you have a low leveled doctor and are using herbal medicine (or no medicine) then you're gonna have a sick pawn for a long time.



A drop pod raid comes flying in, thankfully outside of the valley this time. Something I haven't mentioned, when drop pods touch down and deconstruct they leave some metal scrap behind.



Showing off fireclaw and HOLY poo poo I didn't realize it basically did a line of explosions. God drat, tribals beware. And now I'm gonna be sure to prioritize any enemy fire wizards.



Oh hey, one of the raiders had some flake, aka space crack. Sky is gonna be happy.



After the raid we get our first set of visitors, note the extra bed blueprint. They came in a group of 5, so I had to get to building another one. Guests can come in groups of over 10, and you can get multiple groups at once. I may need to expand the guest room, or just use the extra bedrooms as guest rooms.



There is a guest tab we can click on to see all of our guests. We can set where the guests will be allowed to walk around in, may be a good idea to set them in an area that doesn't have them walking to the frontline and getting killed. We can also set up a shopping area, any items in that area can possibly be bought by visitors. I'll put up some shelves at somepoint and throw our cowboy hats in it.

Next to the area settings is an option to entertain (the one that is currently checkmarked) and befriend. Entertain just has pawns set to that job to walk around and talk up guests, which increases their enjoyment rating. Befriend will have your pawns try to increase their relation with the guest, and if enough friends are made (in this case, we'd need 3) we can recruit the guest, at a penalty of damaging our relations with the faction. I'll keep an eye at any guests with good traits and try to recruit any notable ones.

The percentage is how much they are enjoying their stay, and the "..." button selects the guest.



I also get around to goon names, D-DD-BF is simply Average.



And right after that we finished researching scribing, now we can make our own spells as well as books. Books are used to promote any pawn of a "magic/physical gifted" class to a random class. We can also have a pawn who is already a class to write in the book, which then changes that book to have any readers turn into that class.



We can make a good chunk of spells now, but for the lower tiered spells we'll need cloth and magicite to make the scroll. Later tiers will require devilstrand instead of cloth.



Got a second droid printed, Toaster. It would be funny to make him a cook bot, but droids only got 4 cooking.



Also I renamed Ky



On the beach I spotted some carpet. The Real Ruins mod will randomly have some structures around the map, like buildings and furniture. I can pull up the carpeting and get some cloth for our spell scrolls.



When guests leave you get a score on how they liked their stay, they also drop off some stuff. Often drugs of some sort, so Sky is gonna be happy. Yayo is, I dunno, space meth.



Finished off arcane crafting, which unlocks a bunch of stuff on the tailor bench and forge.



I've also been setting up some walls to funnel attackers toward the cave fortification, then having to move up towards the killbox. It'll also block the geyser so I wont have to worry about raiders attacking a geothermal generator.



One of the spells I get made is the Dirt Devil spell, which makes a mini tornado that flies all over the place and cleaning up all dirt and other crap on the ground. It can even go through walls. This helps keep the colony clean and builds up some xp.



Here is the other annoying as poo poo event, solar flare. Those are some nice electronics you got there, be a shame if they all shut down and there is nothing you can do to stop it. And this is why I keep a regular research bench. Of course, once you get so far in the research tree and everything needs a multi analyzer that goes out the window...



God drat Randy, what has Hitomi ever done to you? Gut worms AND the plague? She's just out, she's gone. She is laying in her bed and not moving for another week.



No Randy, rubies don't make it up to me :mad:



Since Hitomi has been having it bad, I gave her first dibs for the Wanderer's Cloak. It goes into a "cloak" slot that Rimmagic adds, so no need to worry about it conflicting with other gear. This one is made out of bluefur, giving Hitomi some solid cold insulation, she can be in -64 degrees no problem. Rimmagic gear also puts on a bunch of different stats, in this case it increases psychic sensitivity, negotiation ability, move speed and social impact while reducing her mental break threshold.



In working on my funnel, I carve out a single tile that will let pawns go around the mountain. Of course I got another fortification built into the caves that look out into that path. So now I can take a bunch of shots at the enemy as they come in, then fall back to the other killbox.



I also build up some walls around another geyser so I can get another geothermal generator up. This encloses the beach and requires the enemy to go around that mountain.



A trade caravan shows up and its all androids, something we can build later on when we get the research for it. If you thought the fox girls were anime...



I get a healing spell made, really useful in keeping people in the fight.



I carved out some of the mountain to get a power line from the geysers to the valley, this keeps the power line out of the funnel leading to the killbox so they don't get damaged in battle. Once the lines are down I'll build walls over them, just to make sure.



At this point I decide its time to pop the ancient danger. I'll stuff Sky into the opening while everyone else shoots over her.



Oh, its just bugs. Unlike the hives in the caves, these ones do reproduce after being revealed.



And among the loot is a skilltrainer, these give a sizeable chunk of xp to a pawn. There is also an advance component, which is good cause we'll need 2 to make a workshop to build more. There are also 2 soothe pulsers which are rather meh in my opinion, gonna sell those.



Yep, plan is working perfect. Don't ask why Shorty is aiming her shotty at Average.



Now the bugs are cleared, time to see what is inside the caskets.



Only one hostile pawn in fully decked out armor pops out. I appreciate the only other one that isn't knocked down is helping us out with the hostile pawn.



I strip down everyone and take a look at what we got. Gold and some plasteel, sadly the hostile pawn died so I couldn't strip off their recon armor without it being tainted, but we did get their chain shotgun which goes onto Shorty.



Oh HELL yeah. Hitomi gets this.



For the pawn who had it, wow. Those are some good stats and those traits are good too. I toss her back into the sleeping casket, for safe keeping.

Also how do you become a sniper but be a brawler? She wasn't gonna be happy with that sniper rifle anyways.



In winter pawns will make snowmen :)



Overview shot of how the map looks during winter.



I had Average put on the recon armor, droids don't care about tainted clothing or damaged clothing. Also I never knew that pawns leave behind footprints in the snow.



Since Jelly is the socialite, I throw the neurotrainer on her. Neurotrainers are also effected by passions, so she got a bonus to the large xp these give.



And what better use of that social boost than to go shopping? A Rimfactory trader stopped overhead and with what silver we already got, as well as selling the 2 soothing pulsers, I bought a building. I had to debate between a modern cooker, which will greatly expand our options for food, or the recycler.

It ultimately came down to do I want my pawns happier, or do I want to use every part of the raid?



The Smart Recycler is an amazing building. We can have it recycle apparel and weapons for some of the stuff they're made out of. It can also automate destroying mechoid corpses which is nice, I guess. We can also set it to destroy anything in its radius.



So yeah, toss in a synthread shirt, out comes synthread for reuse. Gives us a way to get some of the rarer materials without needing to rely on traders.



I set up a conveyor belt that leads into the warehouse to automatically drop off its materials.



Clicking on a belt has a settings button that lets you set it up to output the entire stockpile, which I do. Otherwise it would drop an item off in front of the belt then stop until it gets cleared out.

Seriously, grabbing this thing is great. Droids can burn bodies, then drag their tainted clothing over. Any weapons I don't want to keep I can throw in there and get stuff back that I can use. Any textile that isn't synthread, manaweave, hyperweave, devilstrand, cloth, thrumbofur or bluefur will be turned into a cowbay hat by Sky. Gives her crafting training and merchant fodder.



One of our guests is a masochist who is incapable of violence. Also he is a town guard. I have no further comment.



As its hitting sub 30 temps indoors, I put up radiators in each room. This is attatched to the water system and uses water heat to keep rooms warm. If you use something besides electricity to heat up your water, this ensures a way to keep your colonists warm during a solar flare that isn't putting up a fire.



With the second droid, we really don't have a lot of need for hauling or cleaning, so I put up another hi tech bench. We got the power for it!



God drat, welcome to the second most annoying raid type, sappers. You got all these beautiful walls, then you get these chucklefucks who will just dig through it. And you might be thinking well hey, you're surrounded in mountains, whats the problem?



As this idiot is clearly showing, they will gladly dig through mountains. No, I don't know why they're gonna dig through this mountain that they can clearly go around. This is another reason they annoy me, it messes with my OCD to have the hills I don't intend to dig through being spoiled.



Since sappers dig through poo poo, I go after them. If you can take out the sapper the raid changes back to a regular raid. The issue is that there will be a bunch of raiders hanging around the sapper.



I original sent Hitomi and Shorty in, but Average decided he was gonna wander down here so I enlisted him as well. And yeah, that recon armor is working out well for him.



I'm so angry that fireclaw didn't expand until right after it passed 2 other raiders it could've hit if it expanded sooner :mad:



A nice thing about droids is that they don't get infections, no need to worry about using medication on them to patch up their wounds. They are extremely fragile though, and they blow up when they die.



It's so beautiful, all that free steel and textiles.



I eventually researched all the scribing technologies and hoo lord look at all of those options. God drat. I really need to step up mining, we are really low on magicite.



At this point I realized I never talked about recreation. Our start gave us a telescope that you can plop down. In the bottom right is a horseshoe pin. And the top left is a marble chessboard for our pawns to play. You will need some variety as pawns will get bored of the same recreation, and as your wealth goes up they get bored easier.



Almost got 1 of the farm plots fully plowed, and winter is over so I've set it to grow cotton.



Hitomi also made a masterwork bed. Besides being worth more and looking nicer, higher quality furniture also works better. Compare the stats on the bottom to



A good quality bed. Better beds give better rest effectiveness, which means less time sleeping. Also better surgery when we cross that line.



And I've now researched every magic related research, unless there is more hidden elsewhere (Correction, I didn't get "Forge Replication". Will do that). The big hold back now is that to make a bunch of the magic facilities I need all types of gems and stones like uranium and jade. I don't want to mine around the valley as I don't want to risk an infestation, I may end up making a secondary colony just for mining.



Finally, we get our first Thrumbo sighting. They are chill creatures who don't attack, but they do eat a lot of vegetation. Including trees.



So of course I'm gonna kill it!



Pictured: Me having Sky literally run circles around the thrumbo while everyone else shoots it. Thrumbos take a lot of damage, even after it finally got knocked down Sky spent like a solid hour punching the poo poo out of it before it finally died.



Peaceful creature slain, I think its a good point to stop. Can't wait to make a nice jacket out of the fur!

Leal
Oct 2, 2009
So I can keep playing ahead, I'm gonna ask for 2 votes in research. First we need to get more bodies, should we go for:

Androids, which includes getting battledroids. We can simply print new colonists, but it does come at a high cost.

Cloning, which will also allow us to make organs and body parts, to make clones of our current colonists. I can also clone animals

Or I can just stick with working on recruiting guests, and focus research in an extra area

Then for what to focus on next...

Rim factory, more automation. This will also let me get to making a greenhouse.

Oil drilling. The colony may have a need for a steady income of chemfuel, we can also make generators that'll provide a lot of power to the colony.

Recon. These attacks are unpredictable, and now that we have idle hands we can throw someone on a watch tower to keep a look out.

Furniture. Now that our buildings are up, why not get some nicer beds, some new recreational equipment and trash cans to keep dirt away.

BraveLittleToaster
May 5, 2019
Mad science time! Voting for Cloning things up.

Also voting for nicer furniture.

clockwork chaos
Sep 15, 2009




BraveLittleToaster posted:

Mad science time! Voting for Cloning things up.

Also voting for nicer furniture.

Works for me, more bodies more beds

SugarAddict
Oct 11, 2012
Cloning I guess. Can androids be wizards?

DoubleNegative
Jan 27, 2010

The most virtuous child in the entire world.
Cloning

And just to be contrarian, I'm gonna say Oil Drilling because drilling a proper well takes a long drat time. So best to get it started early!

Dirk the Average
Feb 7, 2012

"This may have been a mistake."
Cloning and Oil. Getting oil means getting a solid power grid going, and more power = more shenanigans!

Veloxyll
May 3, 2011

Fuck you say?!

Cloning and Recon

Because making you get by with less is also a form of shenanigans

Veloxyll fucked around with this message at 03:52 on Jun 5, 2021

Ashsaber
Oct 24, 2010

Deploying Swordbreakers!
College Slice
Androids, cuz I would like to be a shooty dumb droid

Oil Drilling seems interesting and enough chemfuel now could come in quite handy for other purposes.

Leal
Oct 2, 2009

SugarAddict posted:

Cloning I guess. Can androids be wizards?

Yes, in fact it can get kinda broken because when making an android you can directly pick their traits, including the magic and fighter classes. I can make an android and just make them a bladedancer or a sniper. So I'll restrain myself from doing that, there are ways to turn pawns into Rimmagic classes with certain items.

SugarAddict
Oct 11, 2012

Leal posted:

Yes, in fact it can get kinda broken because when making an android you can directly pick their traits, including the magic and fighter classes. I can make an android and just make them a bladedancer or a sniper. So I'll restrain myself from doing that, there are ways to turn pawns into Rimmagic classes with certain items.

Tier 5 android with brawler, tough, jogger, nimble. Monk class.
*fist of the north star intensifies*
Or would that be *God Hand intensifies*?

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pun pundit
Nov 11, 2008

I feel the same way about the company bearing the same name.

This is a fox girls only let's play, as given by the title, so unless androids can have fox features we have to go for cloning. Recon sounds good too.

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