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Leal
Oct 2, 2009

I really loving love Rimworld guys

Rimworld is a colony simulator game that had its full release in 2018 and is now on its third expansion. Unlike most modern games where they add 2 or 3 dungeons and reskinned gear that has +20 damage/armor, these add new stuff that really shake up the vanilla gameplay. This is now my third thread after doing a general colony in vanilla, where the colony started with automated buildings and ended going to space and another thread doing 2 colonies, one of cannibal vikings who rose through the ranks of royalty and one of hedonistic druggies who partied until they met a machine god.

What does Biotech offer?

Biotech adds quite a bit actually, compared to the previous two expansions. Whereas the other two focused on one aspect (being a snooty noble and having religion), there are three big things added:

Genetics! In the vanilla gameplay, all humanoids were just humans. Some of the more popular mods were ones that added aliens, from typical grey man to androids to fox girls. Well now they're all official! Through the genetic system pawns can have simple cosmetics (elf ears, blue skin, red eyes, brown hair!) to things like depending on smoking weed or else they fall into a coma or die, or maybe they aren't able to do creative jobs as well, or are natural shooters. There are ways that these are balanced, which I'll explain later.

Children were added. I never cared much for mods that added children, but apparently they were quite popular. Now instead of relying on a wanderer joining, a rescued pawn joining, buying slaves or capturing pawns and recruiting them (which would have caps based on your story teller and would get more difficult), your pawns can toss and turn between the sheets and have children. Children age significantly faster than adult pawns and are capable of doing most jobs when they hit 13. During childhood they earn points that will let you pick better traits, skills and passions for them when they hit certain age thresholds. Or you can throw them into a vat that speeds up their growth, but they'll have poo poo stats if you do that.

Finally they added an official way to control mechanoids. Mechs can be gestated in machines and will require charging. This means automated laborers and fighters that you don't need to worry about feeding or caring for the emotional needs for. However this comes at a cost: Besides power needs, their charge stations will produce pollution. Pollution can be bad for some pawns, but amazing if you have pawns specially set up to coexist with it. Or you can throw them at your neighbors to piss them off.


So whats this LP going to do?

The last thread I had an ambitious plan of doing three colonies. Didn't quite work out, especially since one pretty much required building up and then restarting three times. This time I have two options:

:siren: Note :siren: I will be playing through this assuming you either have played Rimworld, know about its mechanics or have read my previous LPs. By this I mean I wont go too deep into mechanics that aren't something new that Biotech introduces.



Polluting Collective 1
Polluting Collective 2
Polluting Collective 3
Polluting Collective 4
Polluting Collective 5
Polluting Collective 6
Polluting Collective 7
Polluting Collective 8
Polluting Collective 9
Polluting Collective 10
Polluting Collective 11
Polluting Collective 12
Polluting Collective 13
Polluting Collective 14
Polluting Collective 15
Polluting Collective 16
Polluting Collective 17
Epilogue


Marauding Way 1
Marauding Way 2
Marauding Way 3
Marauding Way 4
Marauding Way 5
Marauding Way 6
Marauding Way 7
Marauding Way 8
Marauding Way 9


Names

VideoWitch ✔️
bios ✔️
senrath ✔️
Slaan ✔️
NGDBSS ✔️
BraveLittleToaster ✔️
Talow ✔️
SugarAddict ✔️
Breadmaster ✔️
Fajita Queen ✔️
Archenteron ✔️
ChaosDragon ✔️
someone awful ✔️
JackSplater
Akratic Method
DoubleNegative
Ashsaber
silentsnack

Leal fucked around with this message at 22:54 on Apr 24, 2024

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Leal
Oct 2, 2009

Oh god, I will not be touching that one.



Though I should post this comic



To reiterate: Yes, Tynan saw the catgirl race mods and made them available as a choice in vanilla Biotech

Leal
Oct 2, 2009
Gonna call the vote here and it looks like vampires had a strong lead but ultimately pollution clutched victory by 1 point!

Leal
Oct 2, 2009
Polluting Collective 1



Biotech comes with a start that will fast track us onto the joys of being a mechinator. The story is the colonist was chased off, but we'll have our revenge. They'll all see! Not pictured is me disabling the wanderer join events because I want to enjoy the difficulty of putting effort to get more recruits I don't want useless rear end pawns thrown onto me.



The story teller for this run will be Perry Persistent. The only Vanilla Faction expanded mod I have running is Ancients, but its story teller Alfred Ancient just does a steady increase in difficulty while locking you to a lower population. Yawn. Perry here will do events more often. I pick the second hardest difficulty cause I may be a pro but I'll never make millions doing e-sports.



Our planet of Alpheratz Aludra, which is one of the best names I've seen (Usually I get stuff like Prime 0-121). Going with 30% planet size cause honestly, big planets are not worth the increased load times. Also I drastically lowered the planet's temp, and don't worry about the lack of settlements, I lowered it for the sake of taking an image. I set it to max and regen.



All the way in the north is our new base. I had to dramatically lower the planet's temp, otherwise this biome would be the very tippy top and not have any mountains. The Propane Lakes is from Alpha Biomes, and its cold but better than doing an ice sheet run because there is, you know, stuff there instead of just a flat white map.



Now for our ideology, this would be a very appropriate one... Except for the hatred of autonomous weapons. And that doesn't just mean turrets either, this includes mechanoids. What kind of mad scientist doesn't want autonomous weapons of destruction? Designing robots is a science too!



Here is the ideology we'll be going with. Tunneler will give followers an indoor need instead of an outdoor one, which will be nice cause we're going to want to be indoors as much as possible. Progressive speeds up electrical work benches. Mechanoid supremacy gives a penalty to killing mechoids and access to the mechacker role, which has the ability to explode mechs. Finally there is Polluter, which requires not just the base but the world as a whole to become polluted. Mech labor is sped up, colonists will be happy if we dump pollution and we start with toxifier generators researched.

When it comes to precepts I go default on most things, some notable ones are:

Humanoid hybrids being accepted. Can't have fun with genes if everyone is going to be a bigoted rear end in a top hat.
Autonomous weapons being accepted. Cause no poo poo.
Reliquaries being forbidden, and not having any relics. I don't really care much for them
Reputation is lowered, which gives a -50 penalty to relations with everyone. Would YOU trust a collective who grinds animals down into slurry for genetic material and steals people's genes?
Barracks is preferred. This is different than last time I tried this and it made colonists pissed off that their barracks was too nice. We can't spare space for bedrooms, we need the space for research!

We only have 3 roles, one being the leader and the other being the moral guide that every ideology gets. And then there is the Mechacker, which as said can make mechoids explode. Technically we can have another, the mining specialist. But they can't do a bunch of work so *blows fart noises out of mouth*

We got 3 general celebratory rituals and a change on the funeral ritual. Instead of a burial we launch the body to space. And then there is the unique ritual that we have for being a scavenger structure ideology: Scrapping ritual. The colonists will break down a piece of high tech equipment and we get components out of it.

No relics, no weapon preference, no preferred apparel. We do have a venerated animal but I'll reveal that at a later date. Also there is now a "Preferred xenotype" option, where colonists get happy for having that xenotype among them. However any xenotype that isn't picked as a preferred type will be considered disliked and colonists will be unhappy with having them around and it creates social problems. Thats a bit much.



After making the ideology we can pick xenowhoa holy poo poo look at all of those categories! I uh, may have downloaded a few mods. So this is the new thing that Biotech brings in, xenotypes. You have baseliners with no genetics at all. Then there are 10 premade ones in vanilla (and with my mods there is another 9 out there...), including demonkin who can spit fire, socially inept super geniuses and god drat vampires. And whats great is that you can now make different types of pawns without getting a race mod and having to put up with the creator's bloat or deciding their special race should have native 200% defense and their fists can set other pawns on fire and other such stuff.



The balancing factor in creating xenotypes is as genes are added complexity increases, with some genes increasing complexity more than others. Complexity increases the time it takes to create a xenogerm, which is how you would inject a pawn with a new xenotype. Then there is metabolic efficiency, which changes up how slow or fast your pawn's hunger meter decreases. Negative traits increase the efficiency, while positive ones decrease it. You can make a pawn with a bunch of negative traits who only needs to eat half as much, or a super pawn that needs to eat 2.25 times as much. There is also a hard cap on efficiency, that is you cannot bring it below -5. You can increase the efficiency to over 5, but you don't get any benefits in regards to hunger.

I should mention that for the most part, cosmetic genes don't contribute at all to complexity or efficiency.



And then there are the traits themselves. Sure I got mods running, but there is still a bunch in vanilla Biotech. Hell, there are some that are currently hidden cause they're special genes that you are intended to work for to get. Besides the abilities shown here, there are also genes that are basically traits like attractive, there are cosmetic like skin or eye color, being immune or reliant on drugs and flat out bonuses or penalties to skills.



Of course xenotypes like this were made day of release. So what am I going to go with for our mechinator? Well it looks like a bunch of the vanilla xenotpyes have around 13 complexity, so I'll go for that.



And this is what I've come up with. Ignore the skin color and gray hair, that isn't part of the xenotype. The fluffy tail gene helps with cold weather. When it comes to skill genes it goes from great, strong, poor and awful for +8/+4/-4/-8 points. While you can't have negative skill, you'll need to earn enough to push yourself above 0. Have 3 skill and -8 from genes? You'll need to grind up 5 more points to 9 skill to have 1 point. You can't go above 20, but this means you will only have to get to 16 or 12 skill to have 20. So this xenotype will be good at shooting while not too hot when it comes to generating food. But thats what mechs are for, yeah?

Aggressive will make pawns twice as likely to start social fights, on top of making their mental breaks be more violent ones. Acid spray will have the pawn fire off an AOE of acid, with a 12 hour cool down. AOE is always good with the way raids work in this game. Mech conversion will allow the pawn to make a mech friendly for a day, where it'll revert to being hostile again. 1 day cool down. Summon militor will allow the pawn to summon a militor mechoid, it'll last for a day before vanishing. 1 day cooldown.

Now for the female gene, how are they supposed to procreate? Don't you worry about that.



Phil here will be the mechanitor. The name autogenned that but I'll roll with it in honor of DSP, the LPer that I aspire to be (I'll rename the character later). Someone all about creating stuff should be industrious and what kind of industry worker is not abrasive? I'll note that originally recluse was a trait that gets forced on the mechanitor start, but I removed it cause I don't want a colonist getting pissed when I plan on having more colonists join. Then again, combining abrasive with aggressive will lead to fun times when more colonists join anyways.

Besides starting with the headset needed to control the mechs, this start also gives you a bioencoded masterwork autopistol. Mechs can handle most work, but we definitely want skill in intellect and crafting, both for research and making mech parts. That social might bite my rear end, especially since I disabled wanderer joins, but its fine.

Also I noticed the age and dropped it to 35. I aint dealing with a pawn getting a bad back in a quadrum :argh:



And welcome to our winter wonderland. We're having a toasty -3 degrees outside. The light blue areas are propane lakes, some of it solid, some of it liquid. What about the rest of the map?



How considerate of these bugs to dig out all of our hallways! And yeah, this location on the map tile is on an "impassible" terrain, but if they have cave systems, thanks to the Geological Locations mod, we can both settle and navigate around them.



Here is everything Saski touches down with. 40 survival meals, 900 steel, 55 components, 1k silver, 100 plasteel and 10 medication. That disco ball looking thing are 5 basic subcores, which are used to make more mechs. Speaking of mechs, we also land with a constructoid who can build things at a skill level of 10. Then there is a lifter droid who lifts.

First thing's first, we need to find some shelter and get all the basics down.



This little nook near the cave entrance will be a good spot to build at. Note the walls looking a bit rusty, thats part of the scavenger style of the ideology.



To spare our steel supplies I have Saski chop some trees down. Or in this case, crystal flowers that provide crystalline wood. They are extremely weak and weirdly enough have a lower beauty value than regular wood, but they'll do for furniture. There are flash frozen trees spread around the map that also give regular wood, but I'll save that wood for things that require wood and doesn't offer an alternative material.



Night of the first day and its time to take advantage of our neighbor's generosity. Gotta stretch out those survival meals after all!



The living quarters thus far, lets explain some of the new things Biotech adds. First off, up top outside the bedroom is a toxifier generator which is a great item, all things considered. Normally it needs to be researched but the pollutor ideology starts us with it. It provides 1.4k W of energy with absolutely zero fuel requirements. Yes, it can provide power for absolutely nothing more than the 125 steel and 3 components it takes to make. The catch is that every couple of days it will pollute 6 tiles around it in a large radius. If that radius is full of pollution it'll stop working, so you'll need to be on top of that. And when you clean pollution it will create a toxpack that you must dispose of or deal with in some way.

On the right side is a mech recharger that recharges our mechs. For these small ones they get 50% of a charge for every day they spend charging, and I believe they consume 10% per day. While charging the building will also generate waste, which will produce a toxpack after it hits 100%. Shouldn't take too long to get our map polluted. Also mechs can enter a dormant state and self charge without a recharger, but its way slower.



I get a high tech research bench up since we start with microelectrics already researched. And what is Saski doing over at the recharger? Well I got a mod that expands research a bit, makes it less "sit on a bench and wait". Pawns will look at objects or bring materials to the bench that are related to the research. Besides observing things just using certain workbenches will also contribute to progress. We can also get progress by talking with other factions... not just friendly conversations either, we can interrogate prisoners.



And don't worry, you aren't locked out of sitting on a bench and doing things the old fashion way. So if you can't/don't want to do certain things, you don't.



While waiting for things to be done I was looking around and noticed this neat thing. Bunch of (rusted) vehicles laying around.



Behold the mech gestator! This is where we can create more mechs. It'll cost a subcore and some steel, then the mechanitor needs to do some work to start the gestation process. As each one finishes, the mechanitor will need to do more work to start the next cycle. The mechanitor's intelligence will effect how long it takes for a cycle, for this one it'll take 2.2 days. As for the options we currently have? Besides lifters and constructors we have:

Militor, which is a combat mech with a mini-shotgun.
Agrihand, which can do farm work. I believe it has a grow stat of 10.
Cleansweeper. It cleans. What?
These all cost 50 steel and a basic core. There are a few other options, those were the alpha mechs research I was doing. But they are... really pricey, needing cores we can't make so I'll talk about those another time.



Did you notice the lack of a mech that does any digging? Yeah, there is none at the basic level. We'll need to level up our mech research to do that, so I hope you gave your mechanitor some mining skills! Either that or pray there are a bunch of metal structures that your construct bot can take apart.



Our first event of the map! Perry isn't being very persistent, this is day 3. Anyways lets look at our gue-



Oh god what



Dear god, that has to be an absolutely torturous existence.





So these are a xenotype of people who constantly grow cancerous tumors. That can still kill them. However they get several abilities that will let them use up those tumors, like self buffs to even healing other people. Oh and they can also transfer the tumors onto someone else :gonk:

They also are fully immune to toxins, can heal random wounds every 4 seconds and are so loving ugly



It can ruin someone's day.





Lol. Lmao, even. Good job.



Oh, and who is this? A fellow xenotype who also has great social despite being a psycho?



Welcome to your new home!







*Marvscream. mp3*

Leal
Oct 2, 2009
Added a names list to the OP, if you want to be named go ahead and leave a post. Also we can name mechs, so if you want to be a robit let me know

Leal
Oct 2, 2009
Polluting Collective 2



Look at all this free food! Also the megascarabs are experiencing hypothermic slowdown, which keeps them at 10% consciousness. Means less consumption of this hive's jelly. Now that there is a second mouth to feed I need to make sure to do runs for jelly.



Which is actually kind of difficult for me to remember, because up here in the north pole its pretty much 24 hour sun. Here it is at the crack of 3 am. I can't keep an eye on sunlight to see when its time to go foraging. I'm sure this means that solar panels work amazing out here, but thats green energy and the only thing green in this colony is the polluting gas!



Speaking of pollution, hrm. That may be an issue. While we can get genetics, gas masks and bionics to overcome air pollution, nothing will keep our colonists from getting dysentery thanks to polluted water. Water treatment is suddenly a higher priority for research, though I can build some pumps further into the tunnels, away from the toxifiers and just remember to avoid building them close it it. Annoyingly I cannot move the well, I'll have to deconstruct it.


I can't move the majority of the stuff I built actually. Namely the mech chargers and gestation chambers. :shepface:



Oh my god, I'm so happy this happened. Now to be a TRUE scavenger and pick up everything that falls from space! Maybe some good weapons will drop down as well. Funnily enough, the location for this event is over the mountains, so everything that falls is happening in this little area picture.



Oh my god, look at all that scavenge. Look at it! Not just the ship chunks, but a bunch of slag chunks that can be melted down once I get a smelter up.



While shaking down bodies for beer and food, lets talk about some of the various xenotypes that came crashing down. The blue people are highmates.



Yes, the "mate" part of the name is exactly what you think it means. They can link with another pawn psychically and will love them for life. To the point that if one dies, the other gets their mind badly disrupted. They literally cannot fight, take way more damage than anyone else and honestly all around loving useless. I'm sorry but in my colonies everyone needs to fight. Maybe if you want someone for recruiting purposes.



The red demon dude is an Efreet, which comes from a mod but is basically a +1 version of a vanilla xenotype, Impids. Spits fire, can cause an explosion around themselves, hates being in cold, immune to fire. Constantly depressed and hyper aggressive, good for fighting but god keep them away from kinder society.



The bald guy is a Genie. They also suck for fighting and but at least they are good at researching and crafting. There is always a need for good researchers and crafters, I wouldn't mind having one or two around. Also they eat less!



And finally the bug guy is a hiveling. These are... basically insectoids. They can produce jelly, fire off webs, buff insects and inject a parasite into another pawn. Wait what?

Moving on, their wings will also let them ignore movement costs. Which is something we need to keep in mind for in the future, the big thing with kill boxes is putting stuff in the way to slow down raiders. But now its possible for attackers to simply float over them.



It was nice that there was a vein of iron separating the prison room and Saski's bedroom. Now she doesn't need to loop around to take care of Antonina! Its certainly slow going in converting first, before trying to recruit. Its about 4% certainty each attempt, and there is 2 attempts per day. Antonina seems to get a percentage back...

But its fine. Right now we're just researching while the mechs slowly secure a section of the tunnels.



And we almost have a tunnel secured. I mostly want to get a large chunk sealed off and be considered indoors for storage. Also I want to move the prisoner room further in and make the current one into a food storage room. Thats the perk with embarking in a place that is constantly in the negatives, all you need is a vent to the outside and you have a freezer that wont ever suffer during solar flares!



Wait, why are you attack us? We should be polluting friends! Ah wait, they're a company, so they do it for profit. We're a collective, we do it for free



These guys are wasters. They pretty much never have to worry about toxins or illnesses (provided they can get sick, but they gain immunity 50% faster than most) and even get buffed up when they are affected by pollution. That'll be quite the nice gene to acquire for this colony...

Also note their drug genetics. The wake-up impervious means they can never get addicted to wake-up and never overdose it. I'm sure you can see the benefits of this, if you have a colony rich in the drug. Then there is psychite dependency. Funnily enough it notes that its "immune to addiction" but well, if you go cold turkey on an addiction you get mood penalties and movement/consciousness penalties. But with dependency you'll go into a coma after 30 days and outright die after 60. I don't think dependency will protect against addictions. Oh and while the coma/death happens after 30/60 days, the carrier will suffer from deficiencies if not taking the drug every 5 days.



Time to show off a new mech, the militor! One is a summoned one, the other is a built one that I had in a dormant state. These guys have mini-shotguns, not the biggest range or the biggest damage, but for only 50 steel and a core, not bad to swarm with.



Now let's talk controlling mechs. They are mostly autonomous, but you can select them and draft them. However there are restrictions on how you can control them. You can't prioritize the worker mechs. This also means you can't click on one and order them to recharge. On top of that, note the radius in this image; you cannot command a mech to move outside of range of their master mechanitor. Yeah they can work just fine out of that radius, but you cannot tell them to move out of it. Annoying if you say, want to tell your colonist to move far off with a mech escort, and the mech can't be told to move there without you constantly updating the mech's movement as the colonist moves.



There is a mech button on the bottom screen that you can pull up. It shows your mechs, who they're attached to and what group they're in. Each mechanitor can have 2 groups (but this is upgradable with later equipment), and you assign a command to each group. Either work mode, escort (follow the mechanitor), recharge or enter a dormant state. Note that if you set a group to recharge and there is no available recharger, they'll enter a dormant state. I figure one group for work and one for recharging is best, just move the mechs around as needed. But I do keep the combat ones in recharge mode, if I want to use them for combat I can draft them while they rest and move them around. Otherwise they will beeline to all the insectoids hanging around. You can also choose the allowed area for mechs in this menu.



When you click on a mechanitor you can see these icons on the bottom of the screen. Bandwidth is how many mechs a mechanitor can command, with bigger mechs taking up more than 1 bandwidth. Note the small square, thats for a mech that is currently gestating. There is equipment a mechanitor can wear that will provide more bandwidth, not just headsets but even armor. Then we can see their control groups and note the lightning bolt icon in there. This lets us set a range for when mechs will automatically seek out a recharger and when they'll stop charging. I have it set to recharge at 20% energy and stop at a full 100%.

And yes, the mechoid summon skill uses up some bandwidth. But thats a problem for another day.



And when a mech is fully gestated a pawn needs to come over and "Initiate mech birth".



Meet the newest addition to the colony, the agrihand! This lil' guy has a grow skill of 10. Now, what could I possibly have to grow in this snowy wasteland?



Thanks to the vanilla plants expanded mushrooms mod, we can place down mushroom grow zones. No light needed, just place down some nutrifungus that the tunneler meme lets us lay down. It costs nothing to put down nutrifungus. They do still need to have a normal temp, so for now its a small room with a heater inside.

I have some nutrifungus growing, which takes about a week to grow. It cannot have any kind of light on it. Even the light from the heating unit was too much, which is why I'm not growing anything near it. Then I have some timbershrooms growing so we can get some proper wood coming in. Speaking of wood, the agrihand can now take care of harvesting crystal wood so I don't have to have Saski stop doing other things to get building material.

Then I have 2 modded mushrooms growing. The first is called Stinker, which produces a rotten gas around itself. Why do I have these growing? Because next to them are healtruffles, which grow extremely slowly unless they have rot stink gas on them. These give herbal medicine when harvested.



I do take a break from researching to get some of these steel chunks smelted down. Look at all of that delicious metal, each chunk is worth 15! My next goal is to get another 2 militor mechs created and have Antonina recruited before doing... well, we'll see. Something to upgrade our mech abilities.

Til then though, may be time to get a proper plumbing system set up.



God I wish these people would stop loving showing up and killing the insectoids. When a hive has no insects nearby to maintain it, it will deteriorate into nothing. And that means no more free jelly! Hell, some jackass destroyed the closest hive to the colony. I hope the insectoids ate whoever was responsible.



So Antonina has a chemical fascination, and its keeping her mood down (ignore the intense pain, its from food poisoning. Also ignore the awful prison cell. Look the constructoid is smoothing the room, ok?). I used up all the drugs we did have, hrm...



These are on that tumorous plant nearby. The frost leaves can drop something that can be used for animal feed.



Ah there we go, "Drug"



Here, eat this sac of propane!



Wow that actually works.



Uh oh, our first problem opportunity of pollution! Toxic animals, all about pollution!



Sadly the whole tumor in head thing means we can't tame these. Ah well. We'll just leave it to its own devices out there.



Speaking of pollution, we have quite a few tox packs laying around now. As its freezing they don't dissolve, but they do deteriorate from being outside. When they hit 0 they explode in a polluting gas.



These blue flowers spread around outside can also be harvested and provide an edible... fruit? Mushrooms and extremely crunchy blue fruit, the eatin's good here!



Finally got Antonina converted to the ways of pollution. Now to grind down her 22 will for recruitment :shepface: Also don't worry about Antonina's health, she attempted to escape and the militors put an end to that. Thankfully they can melee attack.



And now that Antonina is part of the faith, its finally time to build up one of these. Something I have never built in an LP and I don't think I have ever actually used in the past, the nutrient paste dispenser! There was a colony where I made nutrient paste, it was either through magic or a rimfactory machine. The way these work is that it will use food items in an attached hopper to create nutrient paste. If you were cooking actual food, fine meals would take .5 nutrition in total and turn it into a .9 nutrition meal. Nutrient paste however will take .3 nutrition ingredient and turn it into a .9 nutrition meal. Yes, this baby triples your food.

Now the downside is that nutrient paste is gross and no one likes to eat it... unless you were to, say, have an ideology where they don't mind it. Transhuman ideologies can even get a mood bonus for eating nutrient paste. That said, even though our colonists wont mind the paste, there is the fact they wont be getting the +5 or +12 mood from eating fine or lavish meals. There is one more perk that we'll have, and its nice to have considering the xenotypes in the colony right now suck rear end at cooking: Nutrient paste cannot inflict food poisoning.

There is another thing about paste dispensers, which is they only produce a meal if a pawn approaches it and orders a meal. Normally you cannot make it dispense food. But let's just say I have a mod that changes up nutrient paste and it adds a button that will have it spit out meals. Which is nice, animals can eat nutrient paste and wont complain about it, but they cannot use it to make meals. So normally you'd have to have colonists manually make meals and then bring them over to the animals.

Oh and by the way, nutrient paste will keep certain food type tags, that is human meat, insect meat and fungus. The ideology has a "fungus preferred" precept, so they get +3 from eating any paste with fungus in it. That said... any made with a plant that isn't a fungus gets a -3 mood. drat, didn't know it did that. Ah well, what are the odds of having non fungi plants here anyway, besides the odd crystal horn?



The cave is getting absolutely filthy, so I gestate a sweepbot. Everyone is complaining about how ugly everything is so lets take care of that. Especially Antonina's cell, its wrecking her mood which has each of Saski's recruit attempts only chip away at .4 points. Out of 22. God this is going to take another 2 weeks, wont it?



Constructobot can smooth walls, so that should get Antonina to stop complaining about how awful her cell is. Now we go from .4 to .5 will per attempt!



Hrm, that can be a bit of a problem. However it seems to be going in a western direction so it'll most likely just continue west and off the map.



The good thing is that yes, they avoided the mountain. The bad thing is they went right through a dense forest of crystal flowers and destroyed them all, and I don't think I can plant additional ones. That crystal wood is working great for furniture and walling off parts of the tunnels!



And speaking of, I got a sizeable chunk of the tunnel walled off now. I do want to keep the tunnels as is, I'll just carve what rooms I need into the mountains and have the tunnels be a hallway. That is a rather sizeable chunk of open space circled in green however...



And poo poo, its hitting -80 in the mountains which is causing all the insectoids to enter hypothermic slowdown and not maintaining the hives, which means the hives will get destroyed. No more free jelly :( Besides that, its also getting more difficult to keep up the heat in the occupied rooms, hell the room with the fungi is hitting below 40, with a heater in it. Hopefully I can get a certain something researched soon enough.



Antonina, you have the nicest bedroom in the colony. You got your own latrine and delicious fungus paste delivered to you. Stop being a pain and just join already :mad:



YOU ALREADY SMOKED UP ALL THE FLAKE :mad: :mad:

We're at 12.7. Almost there...





Neat. Also no free advertising in this LP :colbert:



Funnily enough a weapon pod came crashing onto the map which had a gladius made with the material in that asteroid, sky steel. Its pretty much steel +1, it does 10% more blunt and sharp damage and protects 10% more against those than steel. Twice as beautiful though. Also I'm not running any mods that add different materials, so no OP adamantium or rimmagic stuff in this playthrough. So that 10% is probably as good as it'll get.



Laying down some walls for where the colony center will be, while waiting for Antonina to finally join. I have a mod that adds several different icons for planning, along with the ability to change the colors. So I can plop things down to plan for future buildings.



Uh yeah sure dude do whatever you want to the weather outside. Not like we're hanging around out there or anything.



Oh dear, another effect of pollution. I've been throwing tox packs around outside so they explode and spread pollution out there. But when that happens there is a chance of these popping up. Its ok as long as no one walks near them.



... at least that's the theory. Oh god if that door breaks Antonina is going to make a break for it.



Thank god. Antonina is at 10 resistance left btw. About .5 will is reduced at each attempt and there are 2 attempts a day. So just 10 more days.



... yeah dog let me just game over my colony by marrying off the only colonist I have.



Now for the thing that I've been researching, a geothermal heater! Since our power needs will be perfectly handled by toxifier generators, why build (and research) geothermal generators? Now we have heating that doesn't need to be fueled nor is connected to the power system, meaning we can now have heating and freezing completely independent from power. Also this means that by using radiators I can heat up a room without heating units which give off light, so I can grow mushrooms closer to them.



Holy loving WHAT?! One of those is half steel and half compacted machinery! Thats an assload of components just dropping on in! If only we had a dedicated miner.



Well kid uh... sucks I guess. Seems you learned that life lesson real early, eh?



....



..........

:sigh:




As soon as Moinbuork walks in this finally pops up (we're at about half a year in at this point). I do wonder why your ideology isn't the default name for the faction but whatever. Now what should we have for the settlement name. Let's see... robots are made so lots of mechanical creation. Lots of pollution..... cat girls...



There was no other option



Welp, meet our newest colonist WHO IS ALREADY VANDALIZING THE PLACE :argh:

Alright, lets see what she can contribute to the colony, in payment for her transgressions.



Jesus your skills suck rear end








I have made a terrible mistake.

Leal fucked around with this message at 02:44 on Jul 24, 2023

Leal
Oct 2, 2009
By the way I am playing ahead so I can have a backlog going, if your name is checkmarked then I've used your name, it just might appear later on.

Leal
Oct 2, 2009
They're a psychopath, its fine

Leal
Oct 2, 2009

JackSplater posted:

drat wanderers, messing with our free meal ticket. Is there any real purpose to that event when you're not playing evil cannibals?
Also, I think you missed my name request earlier. I don't see it in the OP.

I didn't go cannibals cause I had to have some difficulty! Also being in such a cold area can effectively stop human raids because they cannot handle the cold

And I added your name.

Leal
Oct 2, 2009
Polluting Collective 3



So we got these floating around. I was kinda hoping the -100 degrees outside would take care of these... but well... they have a cold tolerance of -550. Oh well, its not like we have any reason to be going outside anyway, and we certainly wont be getting any guests.



Alright, lets take a look at the newest recruit. Pigskins are fairly simple. They can eat raw food and get the same nutrition as if it was a cooked meal. They will not get the eating raw food mood penalty. They also cannot get food poisoning, even if they eat rotten food. They also receive pain at half the rate and have 10% better immunity gain speed. They also get significant penalties to accuracy (50% at medium range and a horrible 25% at long distances) and they also have a reduction in manipulation thanks to their hands.



Also here is some lovely lore about them. Valued for their organs, hrm? What if....



Children are a bit different, and I don't just mean being leeches who can't contribute to society. The learning need will be fulfilled by having them do certain learning tasks. This can be drawing things on the ground, talking to people on the comms console, watching other pawns work and being taught lessons just like in a school, complete with school desks and blackboards. There are also sky dreaming and nature running, stuff that requires going outside. And well its currently -67 outside, and I'm pretty sure its because the foggy rain is heating the area up a touch. So good luck with that.

Next to the bar is an icon you can hover over that will tell you what learning activity a child wants to do. For now its drawing on the floor, so we'll leave them to it. Now as to why this skill is important, and why you should think twice about tossing them into the hyperbolic time chamber?



Growth tiers, which will give additional options when you hit age thresholds at 7, 10 and 13. At each of those moments you choose a trait, and you get multiple options the higher their growth tier is. And from tier 4 onward (8 is the highest) you can pick passions. At tier 8 you can pick 1 trait and 3 passions, for each threshold. So if you can hit tier 8 at each threshold thats 9 passions you can choose.

Just remember that children age at 4 times the speed of everyone else, meaning that we have about a year before the first threshold is hit, and then under a year for the next one and the final one. But hey, that means children only need about 3-4 years to properly contribute (they are considered "adult" at 13, for the sake of labor) to the colony instead of waiting 18 years. I think both colonies in the last thread combined might hit 18 years.



Renames have gone through, Saski is now NGDBSS and the child is BraveLittleToast. Gonna pat myself on the back for giving the pigkin the initials BLT :sickos: Someone Awful is a militbot and so is bios.

Also I have to keep BLT in this room cause the tunnels are way too cold. Even with a parka and a tuque they get hypothermia out there. And speaking of, yeah children have different clothing. Some clothes can fit both an adult and a child, like the tuque, but kids need specific pants, parkas and shirts.



Oh and I should also mention, I got a loft bed mod so bunkbeds are IN. BLT gets top bunk. NGDB is just gonna toke up while the kid sleeps.



Dang, I was hoping the pollution out there would've been bad for these guys. Nope, like most insectoids they also get buffed from pollution. Oh yeah, should mention that. The only things who love pollution more than the colony are insectoids.



And hey, at least the kid can haul our toxic waste!



At least she chose go further into the colony and didn't try breaking out to the manhunting bugs outside :sweatdrop:

And I am desperately trying to keep NGDB uninvolved cause then Antonina will lose relations due to "hurt me" and it'll take this glacially slow recruitment process take even longer.



Its dawned on me that I never talked about how damaged mechs work. They can be downed (though everytime it seems to be a case of their legs being broken and not through pain) and will need repairs. I believe they can auto repair, but it takes up power. A mechanitor can repair them and even earn crafting xp for doing it. And here is the best part: No chance to fail, no resources needed. It is always better to have your mechs take hits.



The jobs for the "watch jobs" learning need also includes interrogation. Gotta teach them early on how to convince a prisoner to join the colony god loving dammit Antonina join already Annoyingly though that watch work thing only works out for skills that the child can get skills in. So social for recruitment, but they cannot learn research so they can't watch NGDBSS research things.



Good loving lord finally. 43 days into the colony we have our second adult in the colony. And they are henceforth dubbed DoubleNegative. I have had a machine pistol laying around, ready for DN's hand.



Mechanitors have another ability, which is to summon mech bosses. Thats right, on demand raids basically. These are needed to progress in mech research, as the bosses will drop an item required for research.





And here he is, El Diabolus. He comes with 3 militor mechs. I think 2 colonists and 2 3 militors of our own can handle this.



I hang around the spot with the ruined vehicles and the mechs come after us. I summon up the militor and use the IFF scrambler on one of the hostile militors



And then Diabolus does this. Uuuuhhh



:tviv:

Yeah its highly telegraphed but well, it being -60 out here and the land covered in snow and ice, it takes pawns a really long time to get moving.



A single shot from Diabolus knocks bio down (but not killed!), and the remaining militor manages to kill the one we hacked. But thats ok, I have an ace up the sleeve. While Diabolus focuses on the small fry...



NGDB proceeds to projectile vomit all over Diabolus. Gross.



drat that acid really did a nu-



JESUS



After clearing out the escorting militors, I surround Diabolus and pump him full of lead. He lets out one last blast of flames and dies. Now onto the next tie-



AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH



Thankfully the chemfuel dissipated and the flames vanished right after. After taking the chip to a research table (needs to be done by a mechanitor), we can begin research on standard mechtech.

Also NGDB and DN are upset killing mechs. That uh... may be an issue.



Huh, well thats interesting.



They can both lay eggs and provide a wool. I guess we do have a need to get rid of some of these frostleafs taking up space... Also I need some textiles coming in to replace tattered clothing. Namely BLT's, since I'm not exactly finding children to scavenge clothing off of before they die in the frozen wastes.



I'm surprised I'm getting human raids currently. Its also funny to see these guys already do half the work killing eachother by getting into a social fight. They're having some hypothermia right now though so I'm curious to see how far they can get to the tunnels. With their <30% movement speed across terrain that halves walk speed.



Eh, not bad honestly. About halfway there.



But really the true threat comes from the enemy within. DN already isn't happy with the others because of the "Faction imprisoned me" penalty, but during the Diabolus fight NGDB accidentally shot them. So then you add a harmed me modifier... and while NGDB was suturing the bullet wound DN decided to talk mad poo poo and a social fight broke out and good lord I thought one of them was going to die with how low their health bars went down. So now everyone is kinda pissed off because they're hurt, been insulted and killed mechs. Also BLT is unhappy for being underground with no open air but they will literally die if they stand outside for too long. And I can't make a moral guide to start converting BLT until I already have 3 colonists following the ideology. And to top it all off BLT got sensory mechanites so they're spending a bunch of time laying around in bed instead of learning.

Oh and if you were wondering whats up with the mushroom in a pot by the bunks, its a lullabloom. It has this amazing effect where it will block the "disturbed sleep" mood. Perfect for a barracks!



Oh gently caress off Perry.



I quickly put up a desk and here we see noted psychopath DoubleNegative teaching the 3 year old how to load a rifle.



Threw our silkies in a random part of the tunnel. Thankfully they can eat the frostleaves raw, despite the description saying to cook them in a campfire. We wont really get much in the way of offspring, as the tunnels are so cold the eggs freeze and kill the bird inside.



Now meet the subcore softscanner. This will make the next tier persona cores for making mechs. Besides needing 50 steel and 4 components, you'll then need to scan a person. It takes 3 hours and the person will feel sick afterwards. Now who do I toss in there... A psychopath might find it thrilling... but the child has been slacking on the labor front....



Why look at who just happened to drop in. Misogynist AND polyarmous? This person is a winner. NGDB stops the bleeding and chucks them into the prisoner's cell.



And then DN puts on their psychopathic charm to extract knowledge of our current research topic out of them. Its transport pods btw. We really need SRTS stuff cause moving a few tiles over is a 6 day trip. One way. So many events popping that I've had to ignore :negative:

Also it just dawned on me that the pig man is named Trough :lol:



As Trough is tossed into the scanner, the constructobot finished building the large gestator. This allows us to make pretty much every other mech size, besides the small ones. Still need the small gestator for that.



Now we have something special gestating. And hoo boy, look at that wait time. 4 cycles, and each cycle is 2.2 days. So over a week waiting. Also this takes up 3 bandwidth. Which means NGDB is at a full 9, and thus cannot use the summon or IFF abilities right now.

To make a tunneler it runs 150 steel, 75 plasteel, 4 components and 1 standard subcore. Add the 50 steel and 4 components a standard subcore costs and thats 200 steel and 8 components in total.



Well that isn't all that useful. Practically every animal on the map needs at least 6 tame.



Well... there is at least something that can be tamed. What was that, they get buffed when in polluted areas? :getin:



Good job Dou-oh god what the gently caress happened. Offering a bug some food and get your pinky sliced off, thats how you become true friends.



Behold! The new barracks! This building in the tunnels is segmented into 3 parts, the bottom is where the beds will be. The center will be the rec stuff. Top will be the dining room. But there are no doors, this way everything contributes to each other's value and we will have one giant amazing barracks/rec room/dining room. Also I realized I hosed up the spacing in the bedrooms, thats fine. When I fix it, it'll be possible to have 12 beds with one space between them for lullaby shrooms... And then throwing a loft above each bed, thats space for 24 pawns! Probably not gonna hit that high, but its an option!

Also in the top right I have a table and some stools set up. Can't believe I failed to mention the scavenger style changing some furniture to look like rusted plates of scrap metal thrown on top of other scrap metal.



A neat thing about the research reinvented mod is that multiple colonists assigned to research can all do the different projects on their own time, meaning that you can get extra people doing research without needing to make a bunch of extra research benches. Also note NGDB's new face mask. Its an array headset, and besides looking silly it adds another 3 bandwidth. You'll need to get the tier 1 chip and research standard mechs however. And something I discovered which is kinda rear end: The headsets are also effected by durability. NGDB's previous headset hit below 50% and there was complaints about wearing tattered clothing. I can only imagine some poor sucker getting into a pitched fight and having their headset break and instantly lose control of all their mechs.



Oh my god, look at him. Ashsaber is so beautiful



Finally, we can start mining all the ore veins laying around the map.



Can finally finish the communal bathroom.



And of course something always has to ruin my fun. Wait, a toxic spewer? You think thats gonna threaten me?!



Oh nice, found a plasteel vein while carving out a room for food purposes.



And we can finally claim the meteorites that dropped. Hell, a second set landed as well that I omitted. It contains yet more components, jade and sky steel. Also look at that beautiful green toxins spewing all over the colony.



Speaking of pollution, lets take a look of the wastes. Those circles are spots where tox packs have exploded from deterioration. I was setting up zones around to spread the packs out but it got tedious real quick.



But why should we be the only ones to enjoy such delights?



How generous we are! And this my friends is how we are supposed to spread pollution around, by chucking it all over.

Leal fucked around with this message at 01:34 on Aug 1, 2023

Leal
Oct 2, 2009

NGDBSS posted:

DoubleNegative and I never stopped having that argument about the Cathedral of the Sacred Blood, it seems. :v:

:shepface:

Leal
Oct 2, 2009
Polluting Collective 4



Time to pop the ancient danger. Why is BLT here, carrying an EMP launcher? Don't worry about it.



.... well that is just rude. I go ahead and hack the lancer...



And shooting the crypto caskets to get people to pop out and join the fight.



Ashbasher then gets in there and starts smacking the goliath around. The thing about tunnelers is that they're beefy as gently caress.

Also I just noticed in this screen that there was a techprint in here, and its catching on fire here. God dammit.



And once the goliath falls I get Ashbasher to get in the face of the centipede and hope that it keeps trying to torch the robots. Annoyingly the crypto caskets are flammable and they keep exploding, taking away their delicious break down materials with them. Also whatever good swag the occupants had.



And our reward? :getin:



This was in the hermatic crate, so we go ahead and pocket this as well.



With our new digging abilities I set up a proper food production. On the right is some stuff from the Vanilla Nutrient Paste mod, which was how I was able to make the dispenser dispense stacks of paste. There is a nutrient grinder that grinds up the food you put in hoppers. There is a piping system which you can connect to paste containers to hold it all. Each one holds 75 meals worth of paste. Then you can pipe it to various dispensers. On the upper left side, in the pen, there is a dispenser that will automatically spit out a meal whenever it gets empties. So the animals can waltz up to it and eat a meal, and another will immediately drop. Since the tunnels are so cold the paste is frozen and there is no concern of them deteriorating.

In the barracks you may have noticed an anomaly in the top wall. That was a dispenser that is basically the bottom section of a regular paste dispenser, it'll only spit out a meal when someone approaches it for one. You connect that to a pipe as well. So now food is pretty much automated, I am growing all our fungus in the nearby room so its a quick delivery. And whats nice is I can throw another 9 hoppers around the grinder, so on top of 75 meals being in the container, it can have 12 stacks of food on standby to be ground out as soon as space opens up.



Its time to take advantage of that whole "propane lake" thing. We can build these propane pumps, they require a crystalline matrix to make. To make those you need an exotic smelter and then some crystalline wood and steel. Oh and by the way, thanks to the toxic spewer there is no vegetation whatsoever outside. So no more crystalline wood, no more rime nodules. Anyways, these pumps work automatically and will spit out 25 propane fuel every 4 days. They must be placed on solid propane ground, there is liquid propane tiles and in fact the area where the drop pod is has some blocking entry.



Here is the description, I guess now I'm obligated to not make propane and propane accessories jokes. Now what to do with the stuff? Well we can turn it into chemfuel... at a rate of 75 propane for 35 fuel. So you either make 3 pumps or wait 12 days to get 35 fuel. There is also a propane heater and a propane stove that uses the stuff but well, those require crystalline matrix and I have no wood to spare. I wonder if the propane cans explode...



This popped up in a section of walled off cave to the south. Well, I don't think they'll attack walls for no reason... may as well keep them down there and see what happens!



So much for that, what a let down. But hey... that means when the feralisk sleeps we can snatch those eggs for free food! The feralisk left shortly after :( Also the eggs have no nutritional value so we can't even eat them.



Time for another waste deposit, what if we drop it directly onto our nearest neighbor?



:)



We've had 2 manhunter events, the fungal husks are from alpha animals and their thing is if they hit a pawn they infect them with an illness that can kill them quickly. Then we got the 3 blizzardlisks coming in, who spit out webbing.



And these clowns have the nerve to threaten to raid us.



:jerky: Also good on the Impid for torching their comrades.



And after getting into it with a tag team combo of blizzardlisks and fungal husks, the raiders retreated. :wave:



I start carving out a research room, I'm trying to move everything inward. The distance does create some logistics problems in grabbing stuff from the snowy wastes. We really need some extra people.



Oh god loving dammit. I don't even have batteries! I thought that only happened with batteries! I get NGDB to swipe the nearby chemfuel before they go kaboom. I would have had the chemfuel in its own storage if I could get any wood. The timbershrooms grow ungodly slow. Also they only drop 2 god drat wood for their long rear end harvest time.

Alright, now in the last image you may have noticed a hospital bed in the barracks. Its time to try and get a new recruit.



This poor guy has been laying out here for like 40 days. How hasn't he died? Well he is a sanguophage



AKA a god drat vampire. They have a shitload of buffs, which sets their complexity to 57. That makes it an extremely tedious process to create a xenogerm... except they have a gene implanter, which will let them convert someone else to a sanguophage. Note all the yellow genes on the top, those are archite genes. Besides being extremely powerful they also require archite capsules if you plan to inject a xenogerm into someone (the gene implanter doesn't have this requirement). You cannot make archite capsules, only find them. And the sanguophage xenotype needs 8 of the things.

Now the deathless thing?



This poor sap has been out here and LOST HIS FEET, HANDS EARS, NOSE AND MOUTH to frostbite. And he is still alive. I think its time to rescue him, maybe he'll be willing to join...



And if he doesn't want to show his appreciation by joining well, he has no feet...

Though it will be a while before he comes too, he is currently deathresting. When sanguophages "die" they basically enter a coma, and wont wake back up until they fully deathrest. Oh but this isn't just limited to dying, a sanguophage will have a deathrest need and will have to take a nap every now and then anyways.



Hey, BLT has hit 7 years old :toot: And look at all of those glorious jobs they can do now. I pick melee for their passion, because they also have tough as a trait option.



I've been keeping an eye on pods that drop in and... hrm. You know I talk mad poo poo about highmates but look at that social and animals! Also I find it hilarious that a pawn who is genetically altered to not be able to commit violence, yet being full of bloodlust while also being kind, having a slaughterer background AND tortured artist. This pawn is perfect for a colony who is trying to recruit a vampire with no hands, feet and missing 75% of their face, teaches a child how to use guns and has their best negotiator being a psychopath.



Look at that certainy drop. 17 whole points! Thats like 4 times more than what NGDB was doing!



And if you're wondering why I haven't just captured Phokas here, its because he belongs to the empire. While the toxic and freezing temps are a good defense against most raiders, it isn't quite as good against the empire with their cataphract armor. Also they're more badass than your typical raider.



Well thats grotesque. I guess its a good thing I'm keeping a section of cave full of corpses to feed the megaspider. Who is now named Akratic Method. Remember that nutrient paste meals will still have the insect or human meat tags, and our colonists don't like that (I have to keep it somewhat challenging). When I finally decide where I want animals to hang out at, I can then set up a separate nutrient paste network to feed the animals insect and human meat paste.



I finally get the proper prisoner area set up. Of course everyone took way to long to move a radiator into the room and Kane here lost a toe to frostbite.



BEHOLD, OUR NEW METHOD OF TRANSPORT! There are several mods for SRTS that adds different types of vehicles. I got tired of seeing the albatross, also I feel that helicopters just fit this theme way better. Also this starter helicopter isn't as expensive as even the skip, while having slightly more storage and letting us transport 4 pawns instead of 2.



Just outisde of base is this very interesting complex. Its got something that I want for our new highmate recruit to be.



This rules. No worries about the mechs that were left back at base, they still work. Great range on the mechlink.



Here is the complex itself, neatly tucked behind some liquid propane. Also interesting, the toxic spewer reaches here. And god, Ashsaber is so slow :mad:



If you've done relic hunts in Ideology, this building is pretty much the same deal. This place has some ancient toxifier generators, recharge stations and gestators. As all the descriptions say, anything of worth was stolen and any other parts have been degraded to being useless. In one room however...



A very special casket. Before opening it I have the mechs take out a chunk of nearby wall for a quicker escape.



Inside is a corpse with a mechlink. This is one of two ways to get mechlinks (besides doing the mechanitor start). The other way is that maps might have the only piece of actually useful junk: The ancient exostrider. If you break it it'll drop an item that will let you call down a ship that has a dead mechanitor and some mechs. These things are absolutely rare. Oh and the mechanitor start prevents that junk piece from spawning on your map.

I yank out the mechlink and leave, no reason to screw around.



While looking for nearby locations I notice that yes, the toxic spewer does have a radius around the map. I do a raid on a nearby hunting camp, both for the pemmican but also for the fox fur. I should have NGDBSS craft some spare outfits, really need to make sure we have spare parkas laying around. And since BLT can now do crafting, they can do some job watching and get some craft XP.

Also the buildings are made out of wood so I can snatch those. And after clearing the enemies out I can leave a mech behind and bring the rest home, then bring back the agrihand to harvest crystal wood and rime nodules.



Also there is several corpses of foxes in the area, can bring those home and turn them into delicious paste.



Being 7, BLT can now make some BLTs butcher animals. I mean its something they can do between lessons. I read that the cook skill can give a bonus to meat acquired, but not a penalty. So no reason BLT can't take care of it. Also note that this isn't a traditional butcher table, its an electric one. This is from Vanilla Furniture Expanded - Production. It gives a 50% bonus to work speed, and since its electric it means we get a bonus from the progressive meme.



I gave Phokas some wooden feet and he goes and peaces out. Yeah whatever, don't let the door hit your rear end on the way out. We didn't even get any relations with the Empire for this :mad:



Welcome Breadmaster to the colony! Animals and recruiting are definitely handled, and he can help out with medic needs. And he has some intellectual so he can take over for NGDBSS on that front.



Guess who gets the mechlink? Even though highmates can't inflict violence, nothing is stopping them from installing a mechlink and controlling the mechs. Though what I plan to do is switch all the non combat mechs from NGDB to Breadmaster, freeing up NGDB's bandwidth for more combat mechs. You do this by simply selecting the mechanitor and right clicking a mech they aren't controlling, you'll get an option to take over the mech.

Yes, I COULD have thrown this onto DN since they have genes that add mech based abilities. But I didn't.



Huh, neat. A constructobot drops in and joins. Could definitely have a second one around to help with maintenance work



Now that we finally have 3 followers of the ideology we can set up roles. The scavenger theme has these junky looking.. structures floating about and there is this song that is an absolute loving bop

https://lpix.org/4559047/Ritual_Sustainer_Scavenger.mp3

NGDBSS becomes the High Mechanitor, the leadership job. Breadmaster becomes the Commissar, the moral guide. DoubleNegative becomes the Mechacker.

Also NGDB complaining about being sick here, its kind of an annoyance I'm having with toxic build up, because colonists decide that its an illness so they get 0.1 buildup and go "Welp I'm sick, time to rest in bed until its gone"



She was a psychopath, he was a bloodlusting pacifist. Could I make it anymore obvious?



And now that we have a moral guide, time to make BLT see the light. And holy poo poo, look at how much certainty it used up! Also in this image is the exotic smelter, if you were wondering how that looked.



... Jesus alright you two, calm down.



There was a mech cluster that deployed way far out that I've been ignoring and then this happened. Its always a good time when poo poo like this happens.



Oh yeah we totally destroyed that cluster. One of the muffalos that got killed had nearly 1k silver on it, more funds for the warchest.



And now to end things off, its time to party!









:getin:

Leal fucked around with this message at 03:30 on Jul 28, 2023

Leal
Oct 2, 2009
You aren't suggesting that the venerated toxafox is put in harms way, are you?

Leal
Oct 2, 2009
Something I picked up on just now, and I'll edit it into the update, but:



In this shot on the bottom left there is a techprint that I missed out on. It catches on fire in this shot :shepface:

Leal
Oct 2, 2009
Polluting Collective 5



Jeeze, one image in and I think this update has hit its high point. This is a colony that has a psychopath, a bloodlusting pacifist, an abrasive machine commander and a pig child whose initials are bacon lettuce tomato. A serial murderer is a perfect fit.



Meet JackSplater. Unsurprisingly the serial murderer has good skills in shooting and melee and not much else. And look at that animal skill... too bad he can't take advantage of it because the serial murderer backstory locks off animals skill. We do have mechs to shore up our labor needs, so I'm fine with someone who can't really craft or anything. Someone who can shoot and stab will be fine. He does have a passion in construction though, and I do have some big projects planned.

Also of course they also have psychopathy. That is now 2 pawns with psychopathy.



And Jack here is a Yttakin. Yeah that 11 skill in animals? A lot of it is from genetics, great animals gives a whopping +8. That he cannot use :shepface: Lets see... naked speed? When not wearing anything they get +.10 speed, but when they do wear armor they lose .20 speed. They do have robust which gives a 25% damage reduction to offset the armor loss, and with furskin it both gives them a bonus to cold temps but it also removes all the negative moodlets for nudity. Also gives a huge penalty for romance with others who do not have the furskin trait, humorously enough. That being said though... its not like robust stops working if you do wear armor, so just have them wear armor.

They take longer to heal up, which is annoying for a xenotype that is all about fighting, what with the robust and strong melee damage (+50%!) genes. Sleepy makes them ignore posting on the website they paid millions in bitcoin to purchase have their sleep need fall 40% more often. Animal warcall makes a targeted animal go manhunter against any pawns hostile to your colony. You don't get to control them or anything, so its best to use them on animals near invaders. Or since I have giddyup installed, I wonder how well this will work on a raider's mount. You get 2 charges, and it takes 15 days to recharge... a single charge. So half a year to regenerate both charges. I guess if you have some dangerous animals running around that cooldown can be warranted, but yeesh.



I've spent a... large amount of time looking over the map and I've decided that the red areas will be the outer edge of the colony proper. I've also placed down some lines for future bunkers, just in case. I kinda plan out where I want certain things (a proper barn, where the work benches should be and not just scattered wherever the hell), the issue is not having things researched and not knowing how I need to space things out.



Until the research comes through, there is something I can go ahead and make. A proper kill box zone tunnel. Raiders, unless they're sapping, will use a path that leads directly into your colony over breaking down walls. So the plan will be to open up this far left tunnel and make a little maze just to slow them down and let defenders get into position. Then there will be a series of bunkers that the defenders can fire from, then they can enter a side door and retreat further back to another bunker once the raiders approach the first one. Ideally the rounded (for a game that has tiles set as squares) bunkers will mean the defenders will be able to shoot enemies further out, and then when we fall back the defenses will be too far out for the attackers to take advantage of when attacking the next position. And of course, while the colonists will be able to retreat into the side tunnels in safety, the regular tunnels will have traps laying around.



Something like this.



A new mech for NGDBSS, the pikeman. These are the ones that have a long range, accurate gun that doesn't do a whole lot of damage. Really I should make more close range mechs, since its way easier to recover from damage/loss of them than it is for a colonist. But the only option for that, besides tunnelers, are scythers and well... they don't work quite as well in your hands when you can only bring so many compared to when the game throws 20 50 hostile ones against you.



The bunkers will have an embrasure for the walls. These will let colonists shoot through them while protecting them from being melee'd down. I do have another mod going that will let the AI be smart enough to know to destroy embrasures, so they aren't quite as OP.



Another mech cluster came crashing through and I was ignoring it for now. And then some stupid loving assholes decided to pay a visit and walk right into the proximity activator.



This may be a good thing though, they activated the mech drop pods so now they've touched down and I can see what they got, including a centipede...



First we get close enough that NGDB can use the IFF scrambler on that centipede.



Did you know that tunnelers have both a built in shield pack AND a smokepop? So we can disable the turret's ability to lock on and have NGDB waddle into it...



And then control the centipede :getin: Also note that NGDB's mechs now have the color purple on them instead of blue. I have a mod to change that color on controlled mechs. Now I can tell who is controlling which just off the color.



.... and the plan was working pretty drat good, up until the unstable power cells exploded and wiped out pretty much every other mech I had. Two of the mechs didn't die but they're downed.



And of course it wounds the centipede enough that the remaining turret downs it immediately. Thankfully a lifter mech is running around and the turret started shooting it, so I get Jack to run into its blind spot and start hacking away with a knife.



For the downed centipede I had the option to permanently disassemble it, like with the other mechs. So I was able to get some stuff I don't have access to yet. This should provide materials to fix up our destroyed mechs, right?



Well here is the thing, you can resurrect your mechs. And the cost? Some steel. To resurrect both a medium and a light mech it costs 75 steel in total, 50 and 25 respectively. And time, 2 days for the gestation process to go through. So yeah, let your mechs take the brunt of attacks.



I'm walling off the entrance to be the dedicated storage area. As it has access to the outside it'll be where I'll put future helicopters at, so it makes sense to keep the warehouse nearby.



So uh, a medium female psychic drone popped which set NGDBSS into a verbal abuse mental break. So what we're seeing is the psychopath marrying the bloodlusting pacifist while one of the attendees is flinging insults at everyone in the room. This has to be one of the more socially dysfunctional colonies I've had.



And then I start hearing gunshots and uh, wait when did these hostiles enter the map? I'm looking at the message history and it doesn't say anything about these guys. And now they're blasting away at a lifter. And missing. Horribly.



Speaking of weaponry, I start producing some local weapons. Why wait for our enemies to succumb to toxins when we can deliver toxins straight to them :sickos: The tox weapons wont do as much damage as the non tox variants, but they give tox build up. And hey, if the enemies run away then they'll still get cancer!



The crimes don't stop there though, behold! On the left is a gene bank, to the right is a gene extractor. Genes will deteriorate when not in a bank, I've had opportunities to get genes earlier but ignored them cause I couldn't store them. The gene extractor will extract one random gene from a pawn, who will feel pain and have some debuffs for a few days after that. Also their genes will need to regenerate, and if you extract again during this regen time it will kill the pawn.

And yes, we can snatch genes from prisoners.



DoubleNegative will be the first subject. It takes 12 hours to extract the gene... and irritatingly, while in this suspended state of mind it disrupts the psychic bond between DN and Breadmaster, so Breadmaster is unhappy. Oh and also loses 25% of their consciousness. God.



While that is going on I send NGDB with some mechs over to a nearby lab. Side note: I can barely fit them, a pikeman, a tunneler and a milibot in the helicopter. I'm gonna need to get some bigger ones soon...



Being in a mountain I wasn't sure where to enter from, but I found a section of "laboratory wall" and deconstruct it. There is this little lab and... this.. thing



You ever thought about plucking feathers off a chicken and smoking it? So yeah, meet a hybrid from Genetics Expanded. You can mix genes around and get different types of hybrids that have certain effects, in this case mixing a bear with a chicken makes a chicken that eats a lot. And then turns all those extra calories into drugs.



The assorted rusted equipment around is all genetic related. Monitors, incubators, these recombiner and tinkering tables. All useless junk. There is also a bunch of uranium chairs around. Ho hum. Exploring further in we find..



An ancient genemorpher and uh... uh... uuuuuuuuhhh



uuuuuuuuuuuuuuuuuuhhhhhhhhhhhhhh



That was one loving hit :gibs:



Back to the copter and we are out of here.



Welp, we got nothing from that lab raid and this is the gene we extract upon return. Though I guess it works out pretty well for a bad gene that isn't actually all that bad for a colony where no cooking is done.



Genes come in actual packs that need to be thrown into a gene bank. Whats great is that genepacks are not used up when used to create a xenogerm. Annoyingly though, the gene bank can only store a whopping 4 genes. I mean, I guess that wont be too bad if you're only focusing on one xenotype to rule them all, but still, to make a copy of a vanilla tier xenotype you'd need like 4 or 5 banks.



Time to raid we're scavengers god dammit. Time to scavenge another lab. And now that we have a lab that isn't in a mountain, we can see what the building looks like.



They got decorative signs around, which is pretty neat. You know, we got a few artist passions, I really should get some statues made at base. What is sculpting but scavenging material into a certain shape?



As soon as we enter the reception room this loving thing came barreling out



What... what the fuuuuuuuuuuck I take back what I said about humanoid hybrids, I thought that was mixing xenotypes, not this



Well thats.. interesting.



Near the entrance there are a few rooms with some loot. Large electrowombs are in one, which lets us make big hybrids. There is another room with a bunch of small electrowombs. Then there is the room on the bottom that has a bunch of animal genetic stuff. There is a controller and 2 improved controllers, which will let you draft hybrids. The normal one has a chance of failure, the improved ones don't, but can't be crafted. There is a rodent/leporid genome as well as 2 alpha genomes. Genomes need to be kept frozen, otherwise they spoil. This room is a whopping -250 degrees. There is a normal and good quality genoframe, which decides what quality the hybrid comes out at. Then there are 2 excavators, one normal and one alpha. These are one use items that can take out a genome from an animal, but this kills the animal. It only works on a tamed animal or a passed out one.



Er... alright, you guys do you. I mean basically the entire colony is under mountains and thus can't be hit by artillery... but ok, you do that. Shame that they're mostly wasters, the toxic build up wont effect them at all. And its on the warmer part of the year so it doesn't hit below -5, all the raiders have parkas on so they can handle -25..



So uh... you guys gonna actually build those artillery or..?



They don't, and after enough social fights break out they decide its time to do things the old fashion way.



Oh hey look at this quest I just had waiting in my back pocket. Whats that, you'll give me 2 nukes?



:jerky:

Of course now I have an awaked mech cluster waiting around outside. Hrm...



Now to wait for those flames to hit the wastepacks...



Nothing happened. Of course nothing happened! Go explore a lab and the wastepacks somewhere in the lab would set off an infestation, but when I want to use them offensively of course nothing happens.



God finally I've been waiting for this to finally pop.



Not a bad way to get yourself some extra tox packs.



Oh god dammit. Now there are 2 mech clusters here. Technically 3 if you count the toxic spewer as still being an active one. This one has a psychic suppressor which is reducing the consciousness , and thus the move speed, of all the males in the colony. Its not quite as bad for Jack, with their dull psychic gene. But Breadmaster being psy-sensitive? Down to nearly 30% move speed.



Thankfully this one is much smaller. So I get NGDB and DoubleNegative out here, first I hack a lancer (the centipede is a flame throw one, so completely useless for fighting other mechs.)



And its time to have DN use their mechacker abilities. Which has a rather long cooldown so... I guess make it count.



Beautiful, it took out 2 of the smaller mechs and heavily damaged the turrets.



Since most of the weaponry were flame weapons, the hostiles couldn't do a whole lot to the friendly mechs. But I had to get NGDB and DN to fall back inside because they ARE vulnerable to fire. Oh and fun fact, did you know the centipedes inferno cannon has almost as much range as the fucker lancer weapon? And its also hella accurate and was able to, on the first shot, give DN a burn scar on their eye? I loving hate centipedes. There is no reason something this beefy needs to do so much damage and be so accurate at such far of a range.

And yet whenever I get one under my control they just eat rear end.



Oh, what is this? A new colonist AND getting some human raiders in here and hopefully fight the cluster? He is a waster too...



Double passions in combat... despite not bringing a single weapon. And gently caress I just realized that as a waster he has a psychite dependency. He didn't come with any and we A: Need to research it and B: Need to set up sunlamps.

Oh and he has an alcohol addiction



... He just got shot dead on by an inferno turret (cause of course he spawned by the cluster, why wouldn't he?) and just shrugged it off. OK I think we can make a heat lamp farm zone



loving hell dude, what did you do that warrants 6 people needing rocket launchers?



Though I aint complaining if they're gonna burn them on the mechs.



Yeah we totes defeated that cluster



And how generous of the empire to drop the pod right into our little secure zone that is blocked off by the propane lake. Now since the cluster buildings was destroyed, the mechs will finally move out. Time to use our kill tunnels right?



.... Ya know ya'll can like... move past those, right?



Though thats better than this rear end in a top hat and a few others who decided they're gonna punch through walls instead.



The toxifier has 2 purposes, the first is polluting the area. The other is to provide hostiles a target to attack. And while this centipede is busy doing that, NGDB will hack it. DoubleNegative moves to self destruct the one on the opposite end of the base. Unsurprisingly the battle was a mop up after getting the heavy blaster centipede on our side.




....


....................................... WHAT!?



THIS IS BULLSHIT

Leal
Oct 2, 2009

Finally, my first ever fanart.


SugarAddict posted:

Do you have the mod that adds small/medium/large gene storage racks, if you don't you're gonna run out of space real fast.

Yeah I got a mod for that, but it requires further research to unlock


DoubleNegative posted:

Mimes can also trigger from just being really hungry, not necessarily just a lack of food. Given the extended battle that was going on at the end there, it was the perfect set of circumstances necessary to unveil a mime.

This was pretty much it, Jack had no satiation and was heading to the nutrient dispenser and then popped. Note at how close he was, the image has the nutrient dispenser in it

Leal
Oct 2, 2009

ChaosDragon posted:

So what am i doing?
Well that sucks with the Mine situation.

Well a job opening just popped up for construction work :v:

Leal
Oct 2, 2009
Polluting Collective 6



After witnessing that there was a skin job in the colony and being assaulted by it, BLT hits their next growth stage. Unfortunately they didn't have a whole lot of growth points, thanks to constantly wanting to do nature runs and sky dreaming. Its -60 out there, stop wanting to go outside.

I would've picked kind, but in this colony? Who the gently caress is kind.



I put up a sunlamp and jesus christ, even though the lamp only provides enough light in so big of a radius to grow plants, it has like double that range in regular light which will kill our mushrooms.

Speaking of, in the top left of the farm are mycothread mushrooms. They can be harvested for a textile that is also edible.



Since we're talking about food related stuff, I built a barn area. I also set up a separate nutrient paste dispenser which takes insectoid meat. May as well make the most out of their meat, while stretching out the edible paste. "Edible"



Breadmaster formed a bond with one of the toxfoxes and named him Despoiler which is a loving awesome name to give a waste fox.



Some pirates try extorting the colony and god dammit why do they gently caress around trying to break down the walls around the maze?



And right after that some mechs dropped in. And god drat, I need to remove those walls, raiders keep ducking behind it.



I start upgrading from the militor mechs, bios gets upgraded to a polychoron.



This is from alpha mechoids, which gives me a few extra options besides just a scyther or pikeman for offensive capabilities.



Alright, despite how appropriate it would be for the colony, its time to retire this. I think its loving with spawns, like yeah its cold but the raiders that DO show up can handle up to -65 degrees. And those raiders that do show up? Pretty much only wasters.



Having a bunch of problems with Chaos, their psychite deficiency and alcohol withdraws make them constantly fall over and need rescuing. The psychoid plants are 75% grown and I have all hands on deck researching drug production. Whenever he wanders into a cold cave and starts getting hypothermia he promptly gets downed. On the upside though, he loving loves his fellow colonists from all the "Rescued me" relationship boosts.



... not that that is always a good thing... For god's sakes man, you all sleep in the same room and DN is married. Have some tact!



Jeeze, even more? But hey, the silk these provide are actually not shabby when used for cold insulation. I'm making sure to have a bill for parkas, pants and shirts to always have 3 in stock. God I can't wait for BLT to be able to wear adult clothes, cause having to make a new pair of kid sized clothing every half year is getting really annoying.



Someone Awful gets upgraded to an Aura



Could do with some melee fighters, considering our last one was The Thing. This one has a neat feature where it'll repair itself mid combat. To free up some of NGDB's bandwidth I transfer Ashsaber over to Breadmaster. Whats great is how much weight I'm saving as a tunneler weighs 210 kg but an Aura only weighs 60



In more domestic concerns, I put down some mycothread sleeping beds for the toxfoxes. Also in the rec room I put up a rock'em sock'em robot table. Also note the double walls, and the doorway extending out. This is to help trap heat in the rooms. I do want the tunnels surrounding everything to be cold, if only to ensure that areas I want to be cold (kitchen, animal feed room, future gene holder room) can stay cold.



Now that there is no more toxic air, not only are plants growing again, but animals are also wandering back in. These guys are pretty nifty.



I GET IT, I GET IT CAUSE I WATCH STAR WARS. I SAW BLUE MILK AND I REMEMBER YODA AND I CLAAAAAAAAAPPED

Also they're considered insects, so they can also work as providing meat for the other animals. The females can provide 15 blue milk per day and blue milk has a nutrition value of .07, compared to most food having 0.05. Let's see, 15 x 0.07 is 1.05 nutrition. Paste meals need .3 nutrition. So thats about 3 paste meals per day, per insect? We have 2 females right now, which is 2.1 nutrition, for 7 meals each day. Pawns eat about 2 meals a day, so these lovely bugs will handle the food need of 3 pawns.



Lots of bugs. Rip Ashsaber, was outside when 50 god drat manhunting bugs decided to show up.



Finally got the psychite in and now Chaos can toke up and stop walking at 5 steps a minute.



Now that Chaos wont pass out for getting slightly cold I send him out to earn some shooting experience taking potshots at the bedbugs. Remember the propane lake wont let any of them reach him.



Then a bunch of manhunting frostmites come on through. Annoying. Yeah they aren't strong individually but you saw what those bedbugs did to Ashsaber. Who is still out there by the way, these drat things showed up right after the bedbugs cannibalized one another.



Frostmites have this... interesting ability to yank bodies out from underground. They don't have any gear on them so you can't use this to farm. But I guess thats free food for your animals or cannibals. Of course this means they wont starve, not that most manhunter animals ever do.



A shooting expo is going on nearby, may as well take our nearly 20 skill marksman out for a stretch.



And well... while you're out there...





No fair, they had archotech bionics :argh: I guess we can use this leg on Breadmaster... you know, for the single toe they lost.



The true reward was the friends we made along the way toxic we dumped.



Bathroom graffiti?! You cad!



Something I have been building around the place are pollution pumps. These will clean polluted tiles and will deposit a tox pack nearby. Not only do I want to keep areas colonists and animals will be around free of pollution, but the toxifier generators will stop working if every tile in their radius is polluted.



A slave ship flies overhead and we really need some bodies. And whats that, a paramedic? I'll take one!



Meet Senrath who joins as a slave. But I don't want a slave I want a colonist. Wait, unwavering loyalty? Not only can I not recruit them but I can't change their ideology? What the fu





Meet the new Senrath (name change after recruitment happens). No amazing medical skill nor new xenotype, but a pigskin who has double passions in craft will be nice. Could use someone helping NGDB make assorted blocks and other crap.



Good god, leave Ashsaber alone! Thats the third time he's been jumped by insects in like 4 days.



In fact, just to deal with these drat manhunter spikes I'm starting to build embrasures around the entrances to the tunnels just so I can bring some mechs out there and have them drafted and standing there to shoot at any who approach. Since nothing wants to go to the loving kill zone I may as well do this to get the jackasses who want to do onsie twosie on the walls. As for the door on the embrasure, there is a plasteel armored door. This thing has a whopping 1,260 health but also gets a significant buff to breaching weapons. These are from Vanilla Furniture Expanded - Architect, there is also an armored wall version that gets that buff. Explicitly if you're sick and tired of breaching raids.



And speaking of raids, lookie here! Something I've been trying to do for a very long time! Besides sending toxpacks back at you, sometimes you get a raid. And in this case, for tribes who don't have access to drop pods its their only way to retaliate.



Oh for gently caress's sakes.



Of course the cheating fucks who spawned right behind the colony with the least amount of defenses got in first.



BLT tried to contribute with a tox launcher, but it doesn't work well when the enemy can just run through the gas with no ill effects. Thankfully some friendlies just so happened to be visiting and basically saved them from being killed.



God, melee mechs are nowhere near as good as when they're against you. But we manage to deal enough damage to get this southern force to run off. Bios' neat attack is a beam... but uh... its a tad bit annoying for the fact it sets things on fire.



Of course the northern force is evenly spreading themselves out all around the outer edge. I swore I downloaded a mod that reduced melee damage to walls but they're easily punching through the drat things anyways.



For the one area that actually did get the embrasures up, DN hocks a loogie at the enemy which instantly kills one and has the other run off.



Some of the raiders finally start amassing over here... then after destroying the toxifier they promptly turn around :mad:



I have NGDB summon a militor and have it just stand outside the bunkers to get the raiders to actually come over here. Enough finally show up to cause a route.



Welp, this was to be expected. I have a mod that is supposed to keep them to only spawning in dark areas... which is an issue when the mushroom farming area HAS to be dark.



So bios' beam weapon sets the farm on fire and Chaos decides its time to loving bounce and pig out.



An absolute clusterfuck happens and I had to get whatever nearby mech drafted to start fighting whatever insectoid left the room. And now its time to extinguish the flames, what with this 1k loving degrees good lord. I go gently caress it and decide the growing room is a lost cause and let everything burn. Apparently this also destroyed every nutrient paste we had in the containers in the same room.



... Alright Perry tell me how you really feel. Jesus christ.



Starting all over again :sigh: Colonists are gonna have to chow down on some of that insect meat paste that the livestock have going.



This is a piece of art DN made, which I think would fit perfectly in the prison room. Also DN is apparently a Simple Plan fan.



Free wastepacks?! Lets see, the implant would be nice... if we had anyone I would trust to do any kind of surgery in the colony. I don't see an immediate use for that resin... or even know what its used IN. The rocket launcher would be nice, we can sell the psytrainer. But whats the sculpture?



OK, that is pretty loving metal. It will fit nicely in the rec room.



Senrath is now officially part of the colony. And now for a proper hazing.



ChaosDragon is also gonna be a part of this hazing. First he'll drop off one of the nuke shells we had many moons ago.



Senrath has the rocket launcher...





That certainly thinned their numbers! Wasn't quite as big of an explosion as I was expecting though...



Next up, I found some satchel chargers in the wastes. So Senrath gets close and chucks one over...



Run awaaaaaaay



... huh, this would be the part I would expect them to come out of their cocoons. Well, needless to say Senrath clears the rest out real quickly. I think it is time for a celebration!



... Why isn't this working. There is a ritual spot right there. I even picked it up and placed it directly on the spot. So because I didn't want an altar for this ideology, I'm locked out of this festival. Fantastic.



Time for a dance party instead.



Its wild to me how successful these are considering there was no lightball or speakers, compared to my last colony where every ritual failed.

Leal
Oct 2, 2009

ChaosDragon posted:

So how are we doing so far? What about the mimic situation?

The mimic was sent to a farm upstate via gunshot

Leal
Oct 2, 2009
Rust, the scavenger precept makes walls look rusty

Leal
Oct 2, 2009

Ashsaber posted:

SPACE BUGS :argh:

Also, love that the solution to getting rid of farm bugs was to get rid of them all, along with the farm, due entirely to deathray problems.

It unintendedly led to the best solution to taking out infestations: Burning them out


DoubleNegative posted:

For the ritual spot, you probably need the bigger ideology glyph, not the lovely little diamond.

Also, slides something into your pocket.

It sucks cause I don't want to do that, cause then I need to make a room and have it all have flooring and put columns and god I don't care

Also I'll stick with the romance as is, cause I like to imagine with each failed romance attempt.... they go o/~How can this happen to me o/~

Leal
Oct 2, 2009
Polluting Collective 7



Some of you may have noticed to the left of the tunnel leading to the helicopter there's been an N marking the spot. Well behold, the Rimatomics table! And that N? Nuclear.



All the research is done through this research bench. We also have to purchase the rights to start researching. We could go down the power route... but we got a lot already with toxifiers so lets go for something different.



Radiation suits, which I believe will also help with pollution resistance. But really, I want those MOPP suits on the right, especially that snow one. Look at them, don't they look loving cool? Definitely matches well with this faux Metro 2033 look I want this colony to go with.



I moved the corpses to be in the barn food room and used this space for the crafting room. Those tool chests have surprising range on them, the one on the far right can still reach the tailor bench. Also I don't think I have mentioned what workbench the light blue one next to the tailor bench is. Its a mending bench. Combining some textiles and steel at a tailor bench will make mending kits, which are used as fuel for the mending bench. This way I can fix up damaged apparel instead of needing to make a whole new set. God I miss rimworld of magic and the ability to just use spells to fix clothes.

Especially with how easy the mechanitor's headsets break.



Well drat, thanks Perry. I guess this is so when you inevitably send another 3 waves of manhunting insects, we got a chain shotty to deal with them all.



Psychic ship dropped on by, this one with a female drone. I don't want to deal with this.





Oh, of course a loving NUKE didn't kill them all, or even the ones right next to it.



Thats it, no more melee mechs. Not unless they want to act like these hostile mechs who have taken multiple shots from a charger lance and kept trucking. No, I'm not complaining that someone awful got swarmed, I'm complaining that those scythers took a nuke and then ran across an open field and still had enough hit points to stand there and fight, meanwhile the one I hacked instantly got downed on the word go and then someone awful didn't last much longer. This game is loving cheating me :mad:



A nearby hunting site opened up and I'm having NGDB and SugarAddict punch a raider. We don't get any human raids, how am I supposed to use this nifty prison I made and do war crimes IF THERE ARE NO HUMANS TO CRIME AGAINST



How does a pawn with 5 melee manage to kill someone with their fist :byodood:



Someone Awful is reborn as something that wont die in every battle.



A mobile mortar platform. How useful would this be in the tunnels? Seeing how little anything wants to actually go into the tunnels I don't see how that is an issue :argh:



BLT is practicing some medication while NGDB sleeps...



Which produces this here item that another pawn can fertilize. Like DN. Note: While making ovums and fertilizing them is vanilla gameplay, same sex fertilization is not possible. I had to mod that. Also lmao at the hearts forming as fertilization happens.



Does this count as cheating?



You can insert that into a surrogate mother, but I aint got time for that. Also pregnancy effects efficiency. So in comes the growth vat! Besides gestating embryos they are also used to age up children, but gestation takes twice as much nutrition. Look at that, 6 points a day! Thats about as much as 3 pawns worth of food every day. Thankfully I just did that raid on a hunting site with a bunch of pemmican, so we should be good on that. Also note the nutrient paste indicator, we could hook these right up to the system. But I don't want to run the tubes down here.

It takes 9 days for gestation to finish. Then you have to have the baby grow into a child, then the child to an adult... You're in it for the long haul.



And speaking of growing up, BLT has hit their final growth moment :toot: This time they absolutely killed it with the growth points and hit tier 8, amazing what happens when you actually want to do something besides nature walks and sky dreaming. For the trait option well... almost all of those are not too great. Quick sleeper though? Sleeping half as much? Yes ma'am.

And then a whopping 3 passions. May as well get a double passion for medical and a point for intellectual cause we always need some more research. For the last skill... I guess construction can work. No shortage of building projects in this colony, plenty of walls and maintenance work to be done.



BLT proceeds to explode out of their kids clothes and need to switch to adult ones, good thing I had a bunch on standby. Also they gain a lot of weight. Oink oink.



An annoyance with the rimatomics stuff needing its own bench is that I frequently have to tell pawns to manually research at its own bench and even lock them in because they'll stop midway to head to a regular research bench. But there are also skill requirements for certain research steps. To do the second research in the clothing we need someone with 5 crafting. Thankfully NGDB can handle this step.



A nearby ancient complex has been languishing in the quest log, so I check it out. This isn't any fancy one, just a ho hum complex. And right off the bat there is a room with a few insects. Its dawning on me that for the most part complexes will have either bugs or mechs, meaning the tox guns aren't the best thing. Now I wish I didn't recycle NGDB's bioencoded masterwork pistol.



Among the loot is this beauty. Well, it would be if I used one handed weapons. I guess I can chuck this onto BLT. Robust trait, this in one hand and a monosword in the other should do some damage.



Back at base some frost behemoths went mad and look at this, they're in the kill tunnel! They didn't just swarm a random chunk of wall! This is perfect for Senrath to start grinding out that shoot skill with an LMG. And note the turret nearby, my plan is to throw those outside of the embrasures so hostiles will go after them. When there isn't any though I just keep them inside the embrasure.



Speaking of embrasures, I knock out the walls here and put up some embrasures, then I set up an armored wall and plasteel door behind it. The main purpose of this is so I can have colonists/mechs step out there to shoot any manhunters that want to hang around outside.



I also get Ashsaber out here to clear cut the hills. Gives the enemy less cover.



And hoo boy, look at all of that pollution! Don't eat the green snow now!



To give me an excuse to head out of base I pay a visitor for a quest. C'mon, no whammies no whammies...



:what:



A space marine huh? Could always use another gu... wait. Last time I accepted someone through this event they were a drat skin job. Begone!



:mad: :mad: :mad:



I have NGDB + escorts going through a nearby biotech lab. That is, biotech. Not genetics. Thats the difference between one mod and another, this one doesn't have hybrid animals but it does have some genepacks laying around. Also this one noted that hostiles may be around and one did come walking in.



There were a few duds in there, but this pack right here is a good one. And yeah, genepacks can have multiple genes in them, but only count for 1 slot in the library. I did get one from our colonist.... it was aggressive and poor artist :downs:

Whats interesting though are the genes in this pack. This has to be from a sanguophage, cause they also get attractive, regeneration and pyrophobia. Pyrophobia is a fun one, it makes your pawn have a mental break when they see fires!



I'd like to get an impid in the colony, so this is something I'm gonna try out. Instead of punching them and hope they don't die, what if I just shoot them a few times and let them bleed? They're gonna lose consciousness after enough blood is lost anyways.



Or that can happen I guess. I have never tried so hard to do warcrimes and have the game do everything in its power to keep me from doing that.



Back at base a hostile caravan comes walking through and is headed directly for those insects.



:sickos:





Wait there is still that many remaining?! You useless assholes! How do you have access to AOE fire and you can only manage to kill like 4 bugs?!



Fine I'll do it myself! This will also give me a chance to show off the mech control tower by the helicopter. You can set a mechanitor as the owner and it'll put that mechinator's command radius around it. So in this case I can just send the mechs over to here instead of needing to walk NGDB nearby. I'll want to pop one near the bunkers as well, that way I can have the mechs go to whatever defensive spot is needed or even split them up, without needing to run NGDB around.



And look at that, I got myself an impid after all :razz:



Impids. They spit fire. The very fast runner gene gives an impressive .40 move speed. As seen they can spit an AOE of fire and are of course resistant to fire themselves, only taking a quarter of flame damage and having a massively decreased chance of catching on fire. With their slow wound healing and weak melee, you want these dudes at range. Good thing they can run fast, eh?

Cold weakness sounds bad but... isn't really that bad. Its only 9 degrees. That said though... well...



How absolutely perfect for a polluting industrial faction to have this happen to!



Aw look at that, little babby silentsnack. Now newborns well... they don't do much. You thought a 3 year old was a leech. Hell you'll need to make them their own bed in the form of cribs, you need to have their own special food made, there are toyboxes for the baby, pawns will constantly need to care for them...


.....









............



Get your rear end back in there. There is absolutely zero reason to not age babies to children. There is no growth moment mechanic or anything.



NGDB has thoughts about this. DN doesn't care cause of psychopathy.



Speaking of psychopathy, time to scavenge. The mod that lets me repair stuff also lets me recycle clothing. So I can break down all these tainted outfits.



What... what in the actual gently caress. Why?!



Perry has a sick sense of humor. I should probably start doing some research in bionics sooner rather than later...



Aw yeah, check it. Now NGDB is ready to shoot Bond in Surface. And as a bonus: 40% tox resistance. A mask will give another 40%, as well as a 45% reduction to psychic sensitivity for some reason. These do slow down the pawn and, again for some reason, reduce social impact. Look at that outfit. Just loving look at it. Would you not want to talk to someone wearing that suit?

Also its at this point I realize the mechanitors cannot wear head gear with arrays.



Progress proceeds with rimatomics, this is for the reactor research. The second step requires building this research reactor which... is only used for research. No seriously, you look at the building description and its just "Research reactor". Whats amazing though is that Breadmaster and DoubleNegative are here looking at it and not going to the research benches.



I pop open the map and whoa holy poo poo look at that! This entire planet was all cold biomes, the warmest would be boreal forests, but now all the tundra turned into arid shrublands and the ice sheets turned into cold bogs!



The southern half of the planet are all jungles and tropical rain forests! I certainly hope the propane here doesn't start thawing and ignite :ohdear:



About drat time you walked the walk!

That IS a lot of dudes though... hrm...



By the way, mechanitors can summon threats multiple times. Each time it comes back stronger, up to 8 tiers. After the 8th time it'll go back to tier 3.



I quickly put up some barbed wire to keep raiders from hugging the walls and move the turret out of the bunker so raiders will go after it. Note the green barrels, those cost 40 steel and 5 tox packs to make a tox barrel. And then I got BLT there holding something special.



A toxbomb launcher. Gonna be launching gas all over there until the raiders show up.



I got the mechs here taking potshots at the raiders as they run through.



As the mechs get worn down I have them retreat, right as a triple rocket launcher gets fired. Will they make it :ohdear:



Talk about a close one.



Meanwhile Diabolus just nuked half his escort. GG.



And he just ate a triple rocket launcher for us. Thanks bud!



Finally they arrived at the gates. I did have BLT shoot outside with tox launchers but there was 2 god drat raiders with 14-20 shooting and bolt actions who immediatly hit them. Even with tough reducing damage by half that took a large chunk of health.



A nice perk to the tox launchers: They reduce sight and breathing, so less move speed AND they can't shoot as good.



That got really close, everyone is a bit beat up, it isn't helped at all that the mech's injuries made them take for god drat ever to get over here.



I'll just end this off with a note of the luckiest turret around.

Leal
Oct 2, 2009
Polluting Collective 8



Awkward....



Now that I've had an actual raid with raiders who actually go to the base instead of playing grab rear end in the wastes, I took some notes. This kill zone sucks poo poo. Raiders hitting the walls does sound nice in stalling them, but I want them to run through it. So I'm gonna rip most of the walls down and then rebuild them with 2 spaces, this should give them space to decide to run instead of punching walls. Then I'll throw barricades on one side of the tiles and trap the other side. This way colonists and friendlies who decide to run over here can pass in safety, while raiders will prioritize the speed of not going over barricades and will run into the traps.

Then there is the issue of the bunker facing outward, ideally I'd like to fire at raiders heading to the maze, but any with a bolt action or sniper could just hug the hills and fire into the bunker, often out of range of whoever was inside. I'll probably just throw rock chunks along that wall so they can't take cover.

Then there is the issue of the barbed wire, apparently raiders can just waltz on top of it like its nothing. In fact that closest corner to the bunkers had this raider that basically solo'd the drat colony, they wouldn't get hit while spraying their LMG perfectly through the embrasures. I thought these things provided 80% cover :argh: And the guy was inhaling toxgas, so his eyesight was not at peak performance :argh: :argh: I'm gonna wall up that area so its just one corner and the corner is further off.

Speaking of further off, that little tunnel heading to the left. Raiders with bolt actions were running into there so they could fire at the colonists with no risk of return fire. Gonna wall that up. Or trap it. Maybe some wooden flooring and a single IED trap...

And then there is the issue of the bunkers themselves not being designed well. I thought the whole semi rounded thing looked cool, but really a straight line of cover would be best. Then all the colonists are able to be in a perfect firing line, and it may be better to, instead of having the entire bunker be an embrasure, to go embrasure wall wall embrasure, so colonists can be ducking behind walls and peeking around to fire through the embrasure. I'll go and build a straight wall where the caves curve on the right, this way we'll have access to the embrasure facing outside behind the cover rather than out of it. Also I'll restructure the doors that give access further in to not be able to be shot into, that was also an issue where I tried to retreat someone and they got blasted before the doors closed.



A mechinator complex popped and... well thats not loving fair, is it?


Yeah thats bullshit.





.... Alright so where the hell is it? What a complete waste of time and fuel. Though now we have an excess of raw food, I can start refining it into chemfuel.



And there we go, SilentSnack is now a proper colonist. While in a growth vat babies will also get "growth vat knowledge", which is to let them get some form of skills while growing up. So they popped out with 2 melee skill, on top of the 4 shooting their genes let them have. So you could make a xenotype with the +8 shooting and/or melee gene and then mass produce a bunch of soldiers by aging them through the vat.



SilentSnack's first meal with (a) mom. Also Breadmaster is considered their stepfather. Isn't this all just... so wholesome?



Its just such a shame that SilentSnack has to see (a) mom with a burnt eye! But how can we fix this issue? Well we can research bionics, but I really want to get all this genetic stuff going already... Can't really buy any cause we're in bumblefuck nowhere and there is no one to buy them from. Hrm....



Meet Misaki here. Just some random baseliner who has no unique genes. I've been using her for scanning subcores (drat shame the mechanitor complex bugged out :argh: ) and interrogations. But well, she has a perfectly functional eye... I have no intention to recruit her.



I've done 3 colonies in LPs and haven't once done this. I think its time to finally embrace the crimes. Also this gives BLT medical training. But now DoubleNegative has a perfectly good eye! If you think I'm the monster for doing this, you're the monster for not letting DN have a good eye to look at their daughter with!



Just look at how happy SilentSnack is now! Outside in -57 degree weather, looking at the sky in the polluted snow. Wait hold up.



DN doesn't care if SilentSnack is happy or not. NGDB however gets a +6 mood bonus.



WHY DON'T YOU LOOK AT ME IN THE EYE WHEN I TALK TO YOU

God I feel like such a dick.



Meet Slaan, the Belicor. They're basically Militor's +1. I don't really have many options at this tier for some close range, but still ranged, mechs. These are slightly hardier than pikemen though. And they only need a standard subcore.



Welcome Fajita Queen, to the colony. Its funny that the person with the best plants skill is an impid who burns stuff. Not digging their flame ability taking a whopping 5 days to cool down though. Also funny that they got double passion in melee when impids get a whopping 50% damage penalty to melee. I'll be tossing an advance tox rifle their way.



I think its time to finally upgrade our mech capabilities. The building on the left is a mechband, you can tune it to a mechinator to extend their bandwidth by one. The one on the right will let us summon a war queen.



Slightly more of an escort for the queen. Also the building is destroyed when we summon her.



Behold! Her majesty!



Its a centipede with a big head, why do people find the queen more disturbing? Also note the "Can create urchins" thing, it does say that she "contains" 600 steel.



C'mon I doubled the space, for gently caress's sakes!



Battle finally gets joined and things are working much smoother. Kinda. Some pawns aren't able to get shots that I feel they should be able to. I'm gonna redo the embrasures and just do embrasure wall embrasure wall, so colonists can lean in both directions.



And these are the urchins that the queen keeps spitting out.



All that steel, being wasted on these :negative:

Also the I'm noting another issue: The pikemen are able to shoot while being out of range. I think I'm just gonna have to build up a wall in front of that water puddle to keep long range attackers from sitting out of our colonists range.



God loving dammit! Well I guess Misaki is still in the prison cell...



BLT, getting an inspiration after hacking a lung out of a prisoner and installing it into a colonist. This colony is hosed up.



A mech raid happened with a bunch of scythers. I was just mentioning that, these wounds have nothing to do with that. When they ran up to embrasures to damage them I just had someone walk over and shoot them. No these wounds are from THREE SOCIAL FIGHTS that happened during that. First BLT and Chaos get into a fight. Then BLT immediately talks poo poo to NGDB and they fight. Then after getting bandaged Chaos stands up and picks a fight with Senrath. Alright you assholes you can knock that the gently caress off!



Oh god what



:gibs:

And to think I just released Misaki because she kept having mental breakdowns.



Breadmaster's no good very bad day. But hey... BLT now has 9 medical skill. Oh and NGDB is currently having a mental breakdown and hiding in "her" room. What is this possessive, its everyone's bedroom comrade!



NGDB takes Slaan and Fajita over to a biotech lab and oh, thats right. Global warming, so this area is now a cold bog. Basically a cold swamp. And man, look at all that wood which is at a complete premium back at base... Unfortunately this was a bust, all the genes were rear end, also everyone was near starving so I didn't stick around to get much wood.



Behold, the gene archive! This is a modded item that holds 6 times the amount of gene packs for only double the space. Can't really do much with genes until we get more (useful) genepacks...



Speaking of, a slaver comes on through and happens to have this for sale. This gene will reduce toxins by 50%! I do grab it... but then I kinda think about how Chaos has total antitoxic lungs which gives full immunity to gas. We just need to get lucky and have it finally drop. I don't exactly want to continuously inject pawns with different xenogerms, as it knocks them out for a while.

Oh and I should explain why there is a red background on this: I have a mod that will show if there is a gene in the gene library. Red means we don't, green is we do and I think yellow is we do and its part of a large gene pack. Cause here is something else I just learned: When multiple genes are in a gene pack you cannot apply just one gene from it. So that one genepack that had attractive, strong healing and pyrophobia? I have to have all 3 applied, I can't exclude say the pyophobia. There are ways to fix this... we just need more humans attacking the colony.



Here is an overview of the colony, its been a while. I'm making some changes and setting down plans for future expansion.



One of the bigger changes is moving the growing area off to the side. Since the mushroom farms have to be dark it may be best to have the farms off to the side instead of in the center of the colony. Also separating out the sunlamp from the mushrooms, so if I do need to torch the mushrooms again then at least there will still be stuff growing in another room. Also I have some embrasures set up in the farm room with a surprise being built on the other side...



I set up plans for the animals genetics room in the south and up top I plan on having the mechanoid workshop. The planning mod has a neat feature to save and load plans, so I was able to build things in god mode so I can see the spacing, place the plans and then save it.



Jesus, 3 resurrector serums?! SIGN ME UP



Whats that, this is why embrasures are OP, because manhunters can't handle them?


Yeah? Well, gently caress manhunters.



And gently caress infestations while I'm at it. Why yes, these two events ARE happening simultaneously.



Hope they enjoy the flame turret.



Hrm.. note: Build the flame turret out of non flammable material. Like with some of that uranium we just got dropped in.



Despoiler ship has dropped on in, I get everyone set up nearby...



I set up a high explosive AND EMP shell near this bunch of centipedes. Then I have NGDB hack the one on the far right.



Or not :shepface: This puts the ability on cooldown by the way



And then DN explodes one of the centipedes, which also sets off the other explosives.



DN hocks some acid before retreating further back and I have Senrath take advantage of the ship chunk to chuck a satchel charge from safety.



Of loving course the centipede would ignore the much closer Slaan and just shoot after DN and take a kidney out on the first volley.



I loving hate centipedes so god drat loving much they're the most awfully balanced horseshit in this game. Those deaths all happened with just 2 centipedes remaining. gently caress centipedes.



Good thing we got 3 of these then, eh? And hey on the upside, DN's missing kidney and pinky are also back.



Yeah well when they stop deciding that being antisocial means you need to go on the complete opposite end of the map instead of just not talking to anyone, they can march their rear end back to the tap and get their food :mad:



What is this Perry, a fig leaf? I'd love to send someone out to kill them but everyone is either wandering in a mental state, too wounded to move or are currently downed from revival sickness.



Got these frostlings that keep wanting to jump colonists as soon as they step outside. And I don't get it, because I have a spot outside the caves to drop off human bodies in some water so they decompose faster. But they stay frozen, so they should still be edible for these. Also rip Ashsaber again.



I'll end this on something positive: Silentsnack watching (a) mom train the tox foxes.

Leal fucked around with this message at 14:55 on Aug 7, 2023

Leal
Oct 2, 2009

Slaan posted:

Look, if they weren't meant to donate a lung and eye then why would they come in with two of each?


DoubleNegative posted:

Perry's an rear end in a top hat.

:hmmyes:


silentsnack posted:

I think the issue with your raiders targeting irrelevant walls is that your poo poo is walled off a little too well. Raiders/mechs/etc need to be able to path to a relatively valuable building or plant or item to steal/burn/smash so you need to hold open doors to allow them to "see" a path to a workstation/farm/warehouse/etc. Otherwise they can't find a valid destination to give them a reason to path through your defense maze so they just punch the nearest colony-owned object which happens to be your walls.

I'm realizing I have a decoy structure that is supposed to "distract enemies" I wonder if putting a few of those around the kill tunnel will attract the enemy.

Leal
Oct 2, 2009
Polluting Collective 9



Alright, Perry is out and Randy is in. There are certain events I've been waiting to finally pop and I'm not sure if maybe using a custom story teller is breaking things. I'd figure the guy who makes events happen constantly would eventually pop these events but nope. I am rekindling an old flame with my friend Randy. Flame. Because the bottom of his hair is yellow while the top is red.



Meet our newest prisoner. drat man, hearing loss, clogged heart AND bad back?



.... Well just stay alive another 4 hours so we can get your genes. (It was psychically dull)



This wont be too bad of a reward, but I especially want those humanoid raiders coming in.



God I wish I could tell them to just come inside of the base for a bit. There is that nearby bunker I could fire from, but with my luck I'd kill them in the crossfire..



Oh my god, you guys have guns, you know you don't have to rush forward right?



Yeah?! And whose loving fault was that?!



So I managed to down 2 of the raiders and patched up the wounds of one, just for them to stand up and start fighting and then dying upon getting punched. How can you go from bleeding out in a few hours to being able to stand right back up after losing that much blood :argh:

Still, at least we got 1.



Scavenging a nearby biotech lab, all the genes there were duds (The wimpy gene? Seriously? Oh yeah, I want my pawns falling down everytime they stub their toe) but this could be useful. It changes a xenotype, with all the genes in it. Gonna use this on a prisoner.



Good job you stupid rear end in a top hat. Your friends went down south and through the caves, maybe you should've followed.



Oh god dammit!



Alright lets do some genetic fuckery. Anti tox to prevent buildup of pollution and a fast healing that I picked up from a trader. Nothing too complicated, but would be pretty useful. NGDB will be getting a dose of this. After selecting them a surgery will be needed along with 4 medication. Herbal medicine will work just fine!



And there we go, double healing and nearly full tox immunity with the MOPP suit. Though this will knock them out for 2 days, also it inflicts a "regrowing genes" health effect which will kill them if we try to extract their genes. As far as I know there is nothing stopping us from changing the genes again, we just can't extract. The coma time is apparently effected by skill and what medication is used, but eh. For all I know 20 medic and glitterworld medicine just shaves a few hours.



I started getting notifications of stuff spoiling and I looked outside and holy poo poo the snow is melting and its hitting over 45 degrees. I actually need to build coolers now. Aint that a twist?



Behold, the next tier of subcore production! The RIPcore! What does it do?





Oh it rips and tears...



And thus did the pacifist throw a prisoner into a machine that mulches their gray matter.



And now you are probably seeing why I'm annoyed at how little human raids I've been getting. Hopefully no longer being in the negatives temperature wise will actually get some raiders coming in.



... What?! They have heatstroke at 40 degrees?!



Alright, I got a frozen column built in the room now to keep them cool. I barely manage to make it in time to keep a breeding pair alive.



Here is SilentSnack "watching work be done" as Chaos shoots at a dummy.



NGDB and some mechs head over to a hunting site with a lot of pemmican but more importantly: Humans to imprison die when they trip over a rock.



SugarAddict and SomeoneAwful both got downed, annoyingly enough.



But hey, did get 2 prisoners! Also if you were wondering whats up with the antennas coming out of NGDB's back, its a bandwidth pack that gives a whopping +9 bandwidth. And soon we will have some new toys to play with :getin:



Speaking of subjects to turn into high persona cores, looks like someone just volunteered with the 3 consecutive panic attacks they just had.



... It kills them, who cares if it they have scanning sickness!



Doing a random trade run and look at what I just happened to find at the store? Of course I already gave NGDB an injection of a non immune version :shepface: Actually this one is even better than what wasters get, as those just give immunity to breathing in toxins, meanwhile this one completely negates toxins, even ones done with attacks.



And Chaos spat out this genepack with all kinds of amazing genes. That unattractive gene though... this colony already has enough social fights. So we're gonna try something here, I'll make this xenogerm and inject it in one of our baseline prisoners.



A raid happens and look at that beautiful toxic barrel exploding :getin: :hf: :barf:

Also note the stack of rocks. Its to keep the enemy from taking cover too close to the embrasure, but if any of them decide to climb on top they get no cover until they fully clear that pile of rocks.



What happened to the beautiful snow :sigh:



After 2 days of waiting for him to get out of a coma I extract Gryphos genes, which kills him and all I got to show for it was the only gene I DIDN'T want from that pack. gently caress you Gryphos :mad: I guess at the very least I can get some silver off whatever genepacks I don't want.



RANDY MY MAN!

I'm gonna have to build a dedicated weapons locker for this near one of the bunkers because just carrying this gives -0.25 speed to the user. Getting my pawns to formation is already a gigantic pain in the rear end.



The sunlamp room is doing pretty well. Equal land for cotton, to be used in more MOPP gear primarily. Psychite for Chaos' dependency, though I do have all colonists carrying some flake to pop in anticipation of battles or for mood. Hops because the global warming has completely destroyed the rime plants, pretty much those, crystalline and frost leaves are no longer growing. Then I have some haygrass growing, but thats just for some straw flooring in the barn so I'll stop having that warning about animal filth popping up on the right. But that plot will be used as a wildcard, maybe I'll double up on hops or psychite or grow some poison ivy for more advance medication.



Ugh, another leech wanting charity. Wait whats the xenotype?



:stare:



F'NGTAH C'THULHU



Their genes are certainly interesting. On the downside frail back reduces carry capacity by 50%, frail skin has them take 10% more damage, brittle bones will have them suffer bone fractures if they're downed for any reason, and they do half damage with melee weapons. But if you're putting these guys in melee something horrifically wrong. Then there is underdeveloped teeth, which slows eating speed by 30%. I'm sure this effects paste somehow. Also depending on how you see it, tarlike blood will produce tar when they bleed which slows people down.

On the upside, these guys are very obviously good with psy stuff. Insanity blast is a berserk button, unstable mind makes a target easier to go into mental breaks and increases their psychic sensitivity. Devour brains will eat the brain of a still living, incapacitated target and get a multi day buff depending on the target's highest skill. Their super psy-sensitivity gene gives +40% psychic sensitivity, 20% psyfocus gain and 0.20 to their neural heat recovery. Then their psychic insanity will give them psychic bonuses when they're at lower moods and if they have catharsis going on it'll be even higher. There is... one more thing about them. That eldritch visage trait?



It gives -500 opinion to anyone who is not another eldritch, ensuring everyone absolutely loving hates them. But is that actually a downside? Everyone loving hates one another here already!



A siege? Really? Well if they're gonna do that... Time to call some back up.



Oh hai Diabolus, how're you? More friends this time eh?



Just to get this little babby militor someone fired a rocket directly into the back of their fellow raider, which set off some explosives and they immediately abandoned the siege.



Enough casualties happened taking out Diabolus that the raiders ran off. But not before helpfully building some artillery! A few mechanoid bodies to breakdown as well. And yeah, Diabolus drops a chip everytime he is killed.



drat, another group? I didn't even get a chance to collect stuff from the last siege. I can't even try summoning Diabolus again for another day and a half.



Little do they realize that our mech forces have been vastly upgraded



SomeoneAwful and Archenteron there are Optio mechs, who provide a sizeable shield around themselves.

Talow is a centipede with a minigun, no blaster wepon yet. Slaan and SugarAddict are the bellicors, for some close range fun. Now why do I have the child and Fajita Queen here? Well the mechs are just a distraction.



Yeah, that one with the SMG. Get his rear end.



My plan for Fajita queen really did not work out well, the fire spit's range is waaaaaay shorter then I planned. I was gonna have her spit on the explosive shells but welp.



:lmao:

Sorry dude, you're on your own. Thats just too much.



Winter is back and everything is regrowing again. Global warming is still happening, but everything is becoming a winter wonderland waste again. Which is good cause I really need some crystalline wood. Besides not being flammable, the stuff is worth less than wood furniture, keeping the raids smaller.



Yeesh, it was bad enough that Wallis arrived at age 9, but like 2 weeks before turning 10? No passions and his skills are rear end. At least he is the prettiest eldritch abomination out there. We could always use someone to dump psychic stuff on I guess... Now I regret ignoring quests that reward psylinks.



Put hay all around the barn, as well as its freezer. I guess the freezer is now also the living space for the frost behemoths, since they can't handle temps at a blazing 40 degrees. Man, how does a megaspider carry milk anyway.



If you were wondering about the former farm area, its where the new bunks will be. Its slightly more centralized. I finally give DoubleNegative and Breadmaster the double bed they've been wanting for years. Look, I just didn't want them boinking in the same room as children. I kinda cheat the spirit of the bunks by using a bathroom stall door for the door to their room, so its considered part of the bunks as a whole.

Also I upgraded to a larger table, which I used BLT's inspiration to create. It was only good quality :|



And in this new room I have a rimtendo system set up for everyone to play.



Oh c'mon, I have all those wastepacks out there in the snow and none of them caused an infestation. I have a few packs that I forgot to dump off the helicopter and they activate an infestation instantly.



... they destroyed the helicopter. Their cocoons destroyed the loving helicopter



When you can't burn them out, throw someone who can take melee hits (or mechs who are easy to fix) and set everyone up with guns behind them.



Besides more war mechs, we can now build some more worker mechs. Breadmaster gestates a Fabricor, which can do different craft jobs. Including butchering. Looks like something can go and butcher humans without the other colonists hating them



Oh, but thats not all that Breadmaster is doing today :getin:



And now he is riding the spider. Also in this image are some wasteffaloes



drat shame that most of these tox animals are destined to die really early. Also their meat will give toxins to whoever eats it and they drop waste leather which is not the greatest material for anything.



Oh and I may have just so happened to pick the female blizzarisk who had a egg growing. And yes, that does say that they produce hyperweave!



"If you do not wish to join the colony, my spider friend here will get to enjoy a light snack"



Hoffman up there is a neanderthal. Good for standing and fighting, not great at much else, with a 50% penalty to learning as well. But look at that, +50% melee damage, 25% damage reduction and half pain. The perfect beatstick.



Oh, what is this that NGDB is carrying?



Its been a long, tedious process that I've not mentioned until we finally hit this point. Breadmaster is loading those fuel rods into a reactor core. Below that is a turbine which requires not just steel and components, but also 250 turbine blades, made 10 at a time costing 10 steel each time. There is a steam pipe and a cold water pipe connecting the reactor with the turbine. On the far right is a voltage transformer to put the power from the turbine into a useable voltage for the colony.



Next to the rimatomics research bench is a reactor console, which connects to the reactor core. To actually do anything with the core you have to interact with the console, which the game doesn't mention at all. It requires having a pawn actually interact with it, which opens up a menu to set up your core. I'll show that in a minute, but first I want to note the light blue pipes leading to that structure to the top right. Thats a coolant pipe leading to a water cooler. Fun fact: The liquid propane is considered a body of water for this!



Checking the console we can see some stats here. To be able to actually put rods into the reactor you need to left click on the empty spots. And er... well I hit start and nothing is happening, I moused over different things and it says something about rods producing more power when next to other rods so... maybe I need another? The modder insists that the table explains everything but it hasn't mentioned poo poo about what to do after building those buildings. Hell it didn't even tell me where to make fuel rods in the first place.

By the way, to make fuel rods you need to make uranium pellets, which is 10 uranium to make 30 pellets. 100 pellets, some steel and silver makes a fuel rod. And its all done at the rimatomics machining table.



When you open the console there is also this screen here, and after futzing about I learn that slider on the far right, under the atomic symbol, is a flux something something. In short: I increased it and it started generating power. I'll play it by ear and add more rods, but for now I'm generating a little over 4k watts from this set up.



And with all that power, the potential for weapon systems greatly expands.

Leal fucked around with this message at 12:35 on Aug 10, 2023

Leal
Oct 2, 2009

Slaan posted:

Are we the baddies?

No no no, just immoral

Leal
Oct 2, 2009
That is from the vanilla expanded events mod, its not in the base game

Leal
Oct 2, 2009
Polluting Collective 10



Meet our new ride. More weight, slightly more pawns. Which is needed because a bunch of nearby sites are having 15+ people in them.



Growth moment for SilentSnack. Extra walk speed is an obvious choice, and I may as well get them passions in combat skills while they're an option.



Hoffman officially joins and he gets a sky steel tox spear that fell in from a cargo pod. Thats right, he will STAB the toxins into our enemies. Also he comes with an impressive 11 plant skill.



Well drat, isn't that nice. Now we have a breeding pair of blizzarisks.



*Fortunate Son intensifies*



There's been a low female psychic drone going on here, but I've been holding off for a bigger copter before taking care of it. This was a clean sweep, prioritized the blaster turret then sensibly chuckled as the inferno turret tried burning the mechs.



I sent Hoffman and Senrath out to a gene lab, Senrath checked the rooms while Hoffman chopped wood (cause we really need it) and take a look at this mixed pack. Cold super-tolerant can be useful (if this global warming ever ended) but check out that chemfuel vomit :barf:



A logging camp that had less than 14 people popped up and what?! I didn't know this could even happen!



Not that it was much of a problem with this solid force of mechs we now have. And look at all that delicious wood! Also we got a prisoner.



Oh god the children are fighting :saddowns:



With the former bunk room I'm gonna convert it so that the top part with the paste dispenser will be the hospital, the middle part will be making hops into wort and then fermenting the wort, with the bottom room being a cold storage for any hops, wort and herbal medication.



Now that we have some hyperweave coming in I can make a few space bodysuits from Rimsenal. Besides being an all around better option for skin layer clothing for defense, it also comes with a massively high insulation for cold, 64 degrees. By comparison, a muffalo wool shirt only gives 13 degrees of cold insulation. Also at some point I found a pistol so NGDB can fight mechs and decided to hand over that masterwork shield from BLT, since they aren't being used in active combat.

This is currently the "best" set up we can do, without getting into power armor, but its not all that defensive when 200% is the max. If only our colonists could get better defenses through genes...



But its such a pain to actually get the genes you want. Well meet the gene ripper, a modded building. Whereas the gene extractor will yank one or more random genes from someone, this will let you directly select which gene you want. So whats the downside?


It kills the occupant. On one hand, that really isn't much of a downside. On the other, with how hard I've been trying to actually capture people (if they even raid me that is) it suddenly becomes an issue if I wanted to say capture 4 neanderthals so I can get robust, strong melee, strong immunity and reduced pain. And thats just getting positive traits, I'll need to figure out what bad traits I need to balance out the metabolic efficiency of whatever xenogerm I want to make.

And really, I've grown to detest randomness. I'd rather have to capture 3 prisoners and kill them to ensure I can say break apart a mixed genepack than scan them once and either wait nearly 2 weeks for their genes to regrow or promptly scan them again to kill them and get a gene I don't want.



Time to get very fast from imps! Since thats pretty much the only gene I want from imps I can implant mixed packs into future imps and yank out the gene I want from the pack.



Er, wow I wasn't expecting that. Food for the animals I guess! Also this doesn't give a "butchered humanlike" debuff.



Beer is in and I set up a fridge to store them, for that extra mood buff they get for being frosty. Also I set up a medicine cabinet here to keep hold of the rime nodules.



If you were wondering how I keep the toxafox population in check, I sell a bunch of them whenever a trader is willing to buy them. Think of it as spreading the pollution, since they do dig up tox packs.



Wait that can actually happen? But I heard it was irreversible!


This isn't an invitation to discuss the biosphere collapse I will chain probe you so hard



Gun joins the colony, after all we can always use more guns :downsrim: Annoyingly that slow learner trait means that even with intellectual having double passions she'll only learn it at a 38% rate. But hey, if I were to inject her with a great intellect trait she'll practically be at 20...

I should probably talk about what gear our colonists are running. NGDB and Fajita Queen have the long rifles in the form of the advance tox rifles. I would like to use more tox weapons but a lot of them are the basic versions, only pump shotguns but no chain shotguns, bolt rifles but no sniper, no SMG version... Speaking of, Gun here, along with Chaos and SilentSnack all have heavy SMGs. Senrath has an LMG (and the satchels still) and Hoffman has that spear. Could do with some melee pawns I guess...



I downloaded a mod to help speed up spreading pollution in the map. Setting stockpiles for waste packs takes so god drat long. This.. might be a little too much in the other direction, polluting so many tiles every .5 hours.



And it has a massive range. There is a pollution overlay you can enable, red areas are the pollution. That top right area was thanks to a faction dropping pollution on us in retaliation, but just to show how quick these barrels spread pollution, the space done around it was only in a single hour. This is going to fill that circle in like a day.



Pictured here. This shot up the pollution to 40% and now everyone has +6 mood. Thats... way too fast. Think I'll not build another.



Meet the mech booster, unlocked with the chip the queen drops. This will give mechs a movement speed boost but more importantly they'll get an upgrade to their work speed. Something I haven't mentioned is that mechs have lower work speed, to offset working 24/7 I guess. Throwing this in the workshop will be great for the fabricor. Its intentional that the booster doesn't cover the tailoring bench as fabricors are stuck at 10 crafting, so I don't want them making stuff that I want to worry about quality for.

The fabricor can also use the drug lab, and at this point I switch from making flake to making yayo. Yayo is slightly more expensive and it provides a movement speed buff compared to flake, so may as well stick with that.



Faaaantastic. Not pictured is a third group off to the east. However... note that cluster of red dots near the top group.



A ship part crashed down with a bunch of scythers. I was gonna take care of it but was waiting for everyone to wake up. Talk about good timing!



The tunnel has been doing a good job at wounded but failing to kill these raiders :mad:



The raiders waltz past the mechs so I fired an artillery shell at them to wake the mechs up :sickos:



THIS IS NOT THE TIME! When a mechanitor has a mental break you lose control of the mechs



And those useless rear end raiders only killed 5 of the 26 scythers. There was 73 of you :argh:

I'll just leave the scythers out there to their own devices and throw more trash at these raiders so they can do the job right next time.



Did some shopping, I grabbed a skilltrainer and holy poo poo



And I picked up a little something for Jack.



Someone crash landed close enough that I risked opening the doors to capture them. This is a dirtmole.



Sounds like a xenotype that would be great in this colony. But I want that strong melee damage gene they got so into the genetic rip and tear.



Hello darkness my old friend...



Senrath picked a social fight with NGDB and got absolutely bodied, to the tune of having a whopping 17% move speed. Reminder that last time NGDB punched Senrath's toe off, you'd think one would learn that if you don't start nothing it wont be something.



Shop had another skilltrainer. Legendary guns and armor here we come!



Colony gets hit by the flu, so everyone gets to hang out in the new hospital. I made the beds out of skysteel because I had over a thousand of it and needed to use it for something. And this is after I made skysteel helmets for everyone. If you're curious as to why I have the beds this way, its because once I get the analyzers researched I'll only need 1 to connect to all these beds.

Oh right, and in the background NGDB, DN and BreadMaster have had fibrous mechanites going on and it seems Randy wants to make them last the full 30 days.





NOW DO IT RIGHT :byodood:



Hrm, did that a little too good. There is still another group to the east and some CHEATING FUCKS who spawned in the south. Again. I swear I'm gonna just start putting wooden floors and a incendiary IED down there.



I uh, I summoned Diabolus again and this time he came with 2 of him.



I get the feeling the mod that lowers melee damage against walls as well as the bunker walls don't actually account for neanderthals because they punch through the walls like it was loving nothing.



I had to put up a wall of mechs to slow down the neanderthals and have DN and NGDB hock their loogies when they clumped up and got the enemy to retreat.



Diaoblusi were also a little too good at destroying the raiders.



Fun fact: Self destruct works on diabolus!



The second one is an issue though... also blowing up the diabolus also blew up the tox barrels which has left tox packs all over the area.



Woo, 2 signal chips!



Ah drat, one of our prisoners has an infection. What will we do?



Time to finally get robust!



Time to start working on animal genetics. Right now I have 2 nutrient vats which are basically tool cabinets for all the vanilla genetic expanded stations. The only other thing built right now is a genetics tinkering table, this both lets us craft various medication for the creation process as well as make excavators. Regular ones need 40 steel and 1 component and the alpha ones require 20 steel, 1 component and 10 plasteel.



Sadly the silkies only have an alpha genome, was kinda hoping they'd have an avian one. But for now we can go ahead and get an insect one off one of the (male) behemoths..



... or not I guess.



The animals will be eating well. Meanwhile our colonists are on the brink from all the butchering going on. But hey, it doesn't stack past 5 so may as well butcher them all now!

Also we currently have like 1.3k human leather.



A nearby loot stash was found which had an advance bionic leg. I head over and oh god ambushed by cougars. Now who will get this leg... well Fajita Queen has an aching scar in one of their legs, not only slowing them down but also constantly giving them pain.



Oh god, all the spiders.



I was able to get out an insect genome out of one. We'll keep a hold of this one for a minute.



So many animals :shepface:



You picked the wrong colony to self tame at friend.



After researching gene duplication we unlock this useful building, the genome extractor table. By putting in 100 kg of corpse we can make a template genome. Then with a template genome we can combine it with another genome to duplicate that genome. We can do this for everything except alpha and colossal genes. Much better than using excavators on multiple creatures.



Gotta put a pin on genetics, a raid is in progress. And those decoys loving rule cause it makes the raiders actually go over to attack them.



... Well looks like we have a new candidate for that bionic leg! Also what caliber of ammo are these SMGs firing that it can shoot a leg clean off?



And well, while they're down. May as well shoot them with a new dose of xenogerm. I went with partial antitox since the MOPP jacket provides some tox resistance as well, and this leaves me some extra metabolic efficiency to shove in robust. And psychite dependency gives a whopping +4 to metabolic efficiency. Sure you die if you don't take it every few days but hoo boy, it preventing overdoses for a drug that gives over 30 mood, halves pain and increases move speed... thats a positive gene.



An expo is going on nearby, it was an acoustic expo so I sent Breadmaster. I think Breadmaster would listen to acoustic guitar.



And just like any good concert, Breadmaster walks out with a bunch of drugs.



And just like any good concert, all the trash is left behind for the locals to deal with.



New building, the tissue grinder. Throw in a corpse and you'll get a genoframe. An awful genoframe. The way to get better genoframes is to combine 2 of the same genoframe. So we'll need 2 corpses to make 2 awful frames to make a poor. Then 4 corpses to make 2 poors for a normal. All the way up to legendary. As the description says: You should get higher quality frames from searching labs and not making them yourself.



Oh hey look at that, a trader just flew overhead who sells genes. I splurge and buy each genome and that masterwork frame.



... where is the most expensive items that I just purchased?! Did they bug out because the landing zone doesn't have a sizeable open roof area?!



After getting fleeced another trader stopped by, this one with some "Booma" genes. When you use the genemorpher you can pick a dominant gnome, a secondary (tier 2, 3 and alpha cannot be secondary). Then you pick a genoframe which decides the quality of the animal. Then you can do a booster, in this case I'm gonna do a fertility one so these chickens can fertilize the eggs. And well...



What can POSSIBLY go wrong?

Leal
Oct 2, 2009

bbcisdabomb posted:

The thought of your colonists refusing nutrient paste not because it's cannibalism but because it's not made of God's Own Perfect Substance: Mushrooms is still making me giggle.

They are nutrient paste connoisseurs


DoubleNegative posted:

Pictured: Heavy SMGs



Coming soon to a vampirate colony

Leal
Oct 2, 2009
Polluting Collective 11



Holy poo poo, it finally happened. Nearly 310 days in this event finally popped. I considered using devmode to force it to spawn, but decided to see if it ever would.



This particular vault is deep in a hill, but generally these vaults are surrounded by vault walls which have twelve thousand hit points. Then there is this door that has twenty thousand. There is an option to hack the doors which... is taking a while. Good thing nutrient paste fills so much hunger and yayo reduces tiredness!



After hacking inside there was another bunker door. In the north is a regular vault door, but its unpowered so we can't go through and it also has 10 thousand health. I had to send NGDB back, but left the mechs back so the map doesn't despawn. It takes so long to hack through the doors that other needs required sending them home.



It takes so long to hack that Grunt (aka Wallis) became an adult! And god his stats suuuuuuuuuuuck. Whatever, someone who sleeps less who can do research more often is always nice.



... for gently caress's sakes! Well while we're waiting for the next week it'll take to hack all these doors, lets look at some stuff.



On the left is an ancient supply slingshot, you put stuff into it and then fire it off at another vault who then fires back stuff of equal value. You can fire off a plasteel statue and get back 500 human leather, or 100 hats and get an antigrain warhead. This actually WOULD be useful for this colony, if only because there is just 1 friendly outpost (not counting Empire, which needs a certain nobility rank) to trade with nearby. But we can't take this home so...


On the right is a point defense turret which can also fire at mortar shells and drop pods. This we CAN take home. Speaking of turrets, past the second bunker door were several ancient security turrets. They are basically normal mini turrets.



After getting through the third bunker door we finally make some progress inside. Thankfully these doors are regular steel doors that we can punch through. A Genie was inside of this room, who I'm capturing for a very useful gene that they carry that I feel is needed in this colony. We'll get to that in a second



A second Genie popped out and after downing him the map is considered ours so I can claim all the doors and open them normally. Except for unpowered vault ones, but I can run power around to fix that in a moment. First lets get all these prisoners back home.



...gently caress off! Thankfully NGDB can walk on over the last tile. Unfortunately one of the prisoners was naked for whatever reason and died of hypothermia.



While waiting for chemfuel to come in, lets take a look around the vault. This rec room has an ancient cooler in the top right, which is basically a air conditioner that doesn't need a heat vent. It also has a special feature that most of the ancient stuff has: They do not breakdown and they do not go down during a solar flare. They "operate more efficiently" during solar flares, which I'm going to assume means they use less power.

On the left is a foosball table, definitely gonna take that home. Then on the bottom is an ancient cook station which combines a butcher table and a stove. Eh, maybe if we didn't use nutrient paste I could find use for this.



The room on the right has some hermatic crates that need to be hacked, that'll have to wait until I can fly NGDB back. Hrm... hope no one attacks seeing as how all the mechs are idling away here. On the bottom right is an ancient water filter. I'm assuming its a combined water storage plus water treatment, because the description just says "Large water filtration system" Large my rear end, it only holds a thousand liters!

The left room has several cryptosleep sarcophagi, 3 currently closed. Chance for more prisoners. Then there are cryptosleep suspenders which seems to be a mix of a hospital bed and a cryptosleep casket, where it slows down wounds worsening and helps with healing, while giving a slightly less severe cryptosleep sickness effect? Next to them are some ancient vitals monitor, which are just a regular ol' vitals monitor but they don't go down during solar flares.



Then the first room we saw, which holds the main thing of the ancients expanded mod. Which took 5 game years to finally pop. There is... a lot here. But hey, we can take all this stuff back home so I'll explain that stuff in more detail when I get things set up back at home. Which requires me to know where to even set everything :shepface:

What I would like to point out is in the top center, those are ancient educators. They provide recreation and will give points towards random skills.



A raid happened, thankfully it wasn't a gently caress you 70+ man one. Breaching raid though, and they absolutely tear through embrasures. I have Talow use their centipede girth to fill the gap while everyone fires at the invaders.



One of the prisoners I captured had an acid scar in the brain. I guess they'll be thankful when they're thrown into the gene ripper.



Once the heli gets refueled I bring Chaos and Gun over to the bunker. The idea is I'll have NGDB return with the mechs while the remaining 2 can continue dismantling the place, with Gun's intelligence for hacking and Chaos' construction abilities.

Now lets talk about the room on the top left, its a power room. At the top of the room is an ancient geothermal plant. This thing provides 6.8k power and can also work as a heater or an air conditioner. I kind of want to take it home, but even if I wall it up with bunker walls the enemy might just go for it instead of going for the tunnels. To the left is an ancient chemfuel generator which provides 4k power for the same amount of chemfuel as regular generators. The batteries in the room are ancient batteries which store 4k power each, regular batteries only do 600W.



At the top is a dining room and a bedroom. Gonna be hauling home a lot of steel at some point.



In the middle of this salvaging operation Silentsnack hits 10 and their next growth moment. Glad I took the combat passions last growth moment, none of those this time around.



In the south there is a chemfuel room on the right, there used to be 3 big red barrels that deconstruct into chemfuel. Then there are some pipes that go underground that you can hack to get chemfuel, but it may cause an infestation so I leave it alone. On the left there is some equipment as well as a broadcast station. Hacking that will show you to another vault. If only there was a way to get THIS vaults location way sooner!



And finally in the very top of the vault is this room with these amazing things. Ancient hydroponics. Each one requires 700w of power, has a built in sunlamp and doesn't go out in solar flares, which is one of the biggest "gently caress yous" if you were relying on hydroponics. And these will have full fertility, unlike the sunlamp room back at base.



Back at base our animal genetic project has born fruit :getin: Each day these chickens provide 5 chemfuel and every 2 days we get an egg, which have a 9 day hatch time. At a normal level these birds will have a genetic disease that kills them in 3 years. But thats ok... we have solutions before that becomes an issues.

Also I'm feeding them kibble instead of nutrient paste because they do not have stomachs big enough to handle all the nutrition and it'll all be wasted. They need .32 nutrition but can only eat .18, so they'll eat 2 meals even though thats worth 1.80 nutrition.



Here is a picture of young Silentsnack making a human leather cowboy hat, with guest appearance by toxafox designation "10". I just wanted a picture of a child making a human leather cowboy hat.



I carve out a little utility section for the colony. I throw the ancient batteries inside, along with putting a septic tank, pumping station and the hot water tank inside. Outside is a huge water tower, holding a whopping 50k water. I have a sprinkler set up in the farms which provides a boost of growth rate every morning. Well, for the now hydroponics room. The sprinklers will catch on fire when the inevitable infestation happens again in the mushroom farm.



Oh hell yeah, Grunt will like this.



Something always has to put my plans on pause. This one I have to actually react to soon because they dropped with a building that will cause a solar flare in a few days that'll stay in effect until its destroyed. There is an interesting mech in the top right, by the walls.



Good god. That would be rude, if not for one thing...



:getin: This thing takes 10 whole bandwidth to use. I had to remove control from a few mechs so I can take over this.





drat, was aiming for the EMI dynamo



I need this for myself. I sat this guy behind the embrasures and just let him nuke the mechs, with some backup of our own mechs of course. One day that power will be mine. Unfortunately this came at a cost of Someoneawful and Sugar Addict going down. And annoyingly, the former's body was completely destroyed so now I need to get a prisoner to pull a high subcore :shepface:



Chaos gets shot with a xenogerm. Since he can also do melee in a pinch I give him strong melee, robust of course, and awful for skills he doesn't use. Then there is dead calm, which is that gene that I said should be useful in this colony. It leads to NO SOCIAL FIGHTING. I swear the most damage done to colonists are from their fellow colonists. This doesn't prevent violence or anything.

Now whats strange is, looking at this metabolic efficiency before injecting it was a flat 0. Looking at Gun, its a flat 0. The traits from left to right are -1, -2, -2, +2, +2, +1. Yet his efficiency is -3? Something here isn't adding up.



Since I have so many cowboy hats and there is only 1 single friendly city I can sell too (and even then it takes up all the fuel I have for a single trip), I decide to befriend one of the pirate factions. But uh, well they were the ones who owned that bandit outpost and now I cannot do that quest anymore to get the psylink :shepface:



Oh boy don't I love it when things spawn on a mountain tile and its stuck deep in the loving mountains and I'd need to take like 5 hours digging through to find things. Especially for a site tied to a mod that took 5 years to finally pop and if I leave now I'll just have to wait and hope another one appears!



This is what devmode was made for. And wow, aint this a sizeable vault.



And the only entry point is a door that is unpowered so we have to destroy it. All 10k HP worth. And the satchel isn't do-



CAN WE loving NOT



Literal hours later of shooting at a door. Like I get the thought process behind this of a vault that is impenetrable from outside invaders but its really not fun to actually play. Having to send people back and forth because they get too tired/hungry/bored just whittling a single door down sucks rear end.



And of course, after all that there is still a bunker to hack through...



Just saying, when I have to drop pod furniture in to make my colonist comfortable in the multi day effort to get in, its time to march back to the drawing board.



And then I get this great idea to bring a battery on over and slap it down to restore power. Why didn't I do this 3 days ago....



Once again I bring Chaos and Gun over to deconstruct and hack the remaining stuff and holy poo poo, look at what I got from deconstructing 2 machines we already have. I'm in dire need of advance components, and I just got 9.



A quest popped up for a looted vault. As you can guess, the vault is already opened and a bunch of stuff is removed. But whats nice is that there is still a broadcast tower in it because my dumb rear end forgot to hack the one in the last vault. Not only is there significantly less stuff around, but a lot of it is heavily damaged. Really, the big appeal to these is hacking the broadcast tower.



I know I talked some mad poo poo about Highmates at the start, but look at that construction! She has the best construction despite how long everyone else has been doing construction work. And double passion in medical so I can have a back up doctor is always nice.



Now I was going to try some genetic alterations on her, but there is something I realized with Highmates: Their genes are xenogerms and not germline. Basically, they don't actually have any of their own genes and for all intents and purposes are baseline humans who've been injected to look pretty. This means that if Breadmaster and DoubleNegative had a kid the child would not have a single Highmate gene. Also the mind devourer that Grunt is also only has xenogenes. Which means I COULD just inject him with a new xenogerm to remove underveleoped teeth and the eldritch visage...

So in short, I couldn't gene mod Breadmaster and Morgan with aggressive to make them capable of violence again. At least without getting rid of everything else and effectively having to make a highmate + 1 xenogerm.

I mean, I guess I can if I want to play roulette with the gene extractor every 2 weeks :shepface:



Another vault, and this time there is actually power running through it to have the turrets active. I want to show off NGDB's new pistol which is a Jotun pistol, Jotun is a weapons type from Rimsenal that is all about hard hitting, heavy weapons. These are what I want to use against mechs for the heavy damage, while using lighter weapons against humans. It is kind of a pain though cause pretty much every weapon, minus this pistol, has from a -.15 move to a whopping -.50 move penalty. And even with this pistol, it can't use a shield for whatever reason.



.......................





I am NOT going to spend another real life day going through a vault again.



Poor NGDB, missing out on this raving party the eldritch abomination is currently throwing.



Alright, after 3 pristine vaults and 1 looted vault, I have a sizeable amount of genetics stuff. Time to explain what all this stuff is:

1: Super nanites and containment units for them. Super nanites deteriorate and these containers stop it... kinda. I have some shelves to the left that has nanites and it does say they're deteriorating but at a rate of 0/day so :shrug: Super nanites are basically fuel for this whole system.

2: Stabilised mucus inducer, which sounds disgusting. This will allow unlocking an extra ability.

3: Nanite sampler. This gives us the choice of 2 sets of abilities when the process ends.

4: Super nanite injector pumps. These reduce the time for genetic tailoring, each one reduces it by 1 day and you can link 10 max. Normally it takes 15 days for the process to finish, so we can bring it down to 5.

5: Simulation drives. These reduce the fail chance by 1% each, and you can link 10. Oh yeah, after you spend weeks breaking into vaults and bringing stuff home there is a base level 50% chance to fail. Failure either kills your pawn, makes them brain dead (kills your pawn) or makes them go berserk (not sure if this is a berserk moodlet where you can down them and they'll recover, or a permanent one which means you need to kill your pawn). I'm gonna 100% admit right now, after all this effort to even get things going I will absolutely save scum if a pawn dies.

6: Genome macrothermometer, which unlocks an extra ability.

7: Nanotech retractor, which allows the ability to remove a weakness from a pawn. You can get several extremely debilitating weaknesses (total pacifism, going berserk when getting rejected) and this lets you remove them. You'd think this would in itself be the downside and not the chance of just killing your pawn but they went with both.

8: Super nanite dialyzer, which reduces the death rate by 5%. You can stack 2. So with the simulations drives and two of these, its still a 30% chance of death.

9: The gene pod itself, where all the magic happens. Now who should be the test subject....



Since Chaos has been the one breaking down stuff in the vaults, they can have the first go.



... Huh, the page for this mod says it takes 15 days normally, being possible to reduce to 5. I aint gonna complain. Good luck :patriot:



And here we go. Two options, on the left is weapons expert which reduces aiming time by 50% and ranged cooldown by 50%, in exchange for always flirting and getting rejected. The other option gives a 50% chance that building something will refund 25% of the resources needed to make it. Now, that does sound nice. Chaos DOES do construction. But uh... that negative?

Egotistical which removes the ability to do ANY labor. All of them. Every single labor is disabled.

So yeah I go with the left option. Now we do have the building that can let us remove weaknesses so...



Good loving lord, 70% failure rate? And thats WITH buildings that reduce it 20%, thats a 90% failure rate normally. What the hell. I hear a lot about how the vanilla expanded stuff throws balance out of wack and in the player's favor, but this is like they decided to overcompensate in the opposite direction.

So let's see... You first need to wait for the first vault to pop, which took 5 years for me. Then you need to go out and loot them, needing to break through the bunkers and doors which is a multi day affair. To get what I got, pretty much going from one to another has taken about another 30 days, which is half of a year in Rimworld. And this is with me flying a helicopter to and from, if you didn't have this you would have to walk people to and from to carry the heavy equipment, meaning this process would take longer.

By the way, all the equipment is expensive as poo poo. Just the equipment, nevermind the super nanites which can get as high as 2k each, contributes nearly 10% of my colony's wealth right now. So raids will be bigger. And after you do all that you could get a pawn who will literally murder someone if their romantic advances are rejected, and if you want to remove that ability it starts at 90% chance of killing your pawn? Maybe there are some outcomes that are really powerful, but remember we just had a possible outcome where there was buffs to just construction and the weakness was that they couldn't do any labor, completely nullifying the buff.

So anyways, lets see how our new super soldier is doing.



Calling Senrath a pork face. hosed up.

Leal fucked around with this message at 19:23 on Aug 19, 2023

Leal
Oct 2, 2009
I did plan on opening the caskets, but with how long it takes to hack everything else I decided nuts to that and went on my way. Cause you can't just open those like normal caskets, they need to be hacked.

Leal
Oct 2, 2009

Mzbundifund posted:

I think the reason Chaos’s metabolic efficiency is worse than predicted is because Chaos has the Aggressive gene getting overwritten by the dead calm gene. When you install a xenogerm that reverses an innate gene, you have to pay the metabolic cost of removing the innate gene. The predictions in the gene maker assume you are installing onto a baseliner, so you don’t see that extra cost until you install it.

Alright that does make sense, don't know why I didn't consider that

SugarAddict posted:

Last I checked you can just smack the ancient cryosleep caskets and they'll immediately open, no need to hack em.

Wait then whats the point of having them be hackable :mad:

Leal
Oct 2, 2009
Polluting Collective 12



Overview of the colony, though its probably not gonna be changing too much at this point.



I decide to put the sunlamp back up and make extra space for the hydroponics. There are 2 problems with the hydroponics:

Things grow quick, which is nice on one hand. On the other, this means pawns keep having to come over to harvest.

And the harvests aren't really all that big, sure the rice will come in quick but it'll be enough rice to maybe take care of 3 meals. In fact I'm having some issues feeding the animals (though part of it is me not wanting to split the colonist's food and not giving the animals any of our delicious fungus). I can't grow corn in the hydroponics, so a large amount of the sunlamp area will be for corn. I then need some more haygrass to fill the chickenlope's section of the barn so I stop getting messages about animal filth. Then whatever hay is leftover can be used for kibble.



I've been slowly using the remote tech mod to build shaped charges to blow off the mountain roof in our little helipad. We'll need bigger space for bigger helicopters. And what is that on the bottom left of the copter? Its a Target Acquisition and Communication System, from Rimatomics. Its part of the weapons systems that I've been holding off until completion to show off. This needs to be built outdoors by the way.



On the left is a Semi Automated Command Station, which operates the weapons from Rimatomics. Its semi automated, so you need a pawn staffing it. Skill doesn't matter, though they DO have to be capable of violence. They wont care about using their minds to command mechs to attack on their behalf, but they cannot press a button.



Then to power the weaponry you need to store up power. These are basically big rear end batteries, holding 6k watts. Here's a tip: The power in these count toward Zzzts, so get some circuit breakers. These were all needed before its possible to start research on the weapons, so lets take a look at our options.



And these aint your momma's Rimworld turrets, these are full blown weaholy poo poo look at that price. 6 thousand silver to start research on these. The most expensive thing costs 17 grand. The colony only has 12 grand. I may as well go for the punisher, hey maybe it'll decrease our colony wealth to save a few centipedes from showing up.



Speaking of :rolleyes: This group has a starfire too. Which if I didn't have the ability to hack them away, would be really annoying to put up with. But I guess thats the price you pay when you download a mod to add more mechs.



Morgan rides a blizzarisk to pick up a baby blizzarisk that was wondering around outside. Meta. Also whats great is that since blizzarisks get pollution stimulus they move even faster out in the wastes.



Don't think I have shown this off, its the weapons research bench from Rimatomics. Nothing really special, but the lights are pretty I guess.



A full set of advance research benches are up. Its great having everyone so close to one another... talking poo poo to one another.



At this point trying to get any kind of empire honor to get a psylink through quests is a crapshoot cause scaling is utterly busted. Why yes, I would like TWO mech clusters appearing on my map with starfires and 20 centipedes each! Also any quest involving needing to keep royals happy where they absolutely will not in our underground, nutrient paste colony. So I can trade some of the colony's gold to the tribute collector. 470 will get Grunt to yeoman.



I guess I could just jump the bestowers, but fighting the empire sucks rear end and there is already a lack of trading partners. I guess I can get Grunt to knight so I can trade..... then again, I think the trader themselves need to be the rank and not just be with someone who has that rank so really I should've had breadmaster get this and oh no I've gone crosseyed

His starter psy ability is... painblock :negative:



And Silentsnack is now an adult :toot: Really glad I grabbed melee and shooting at the first growth, never got those again. They also got tough, so they're a quick sleeping, fast walking, tough SOB. Once I chuck the robust gene on them they're gonna be invincible. Or be instantly killed by a centipede with a blaster turret. Thats an option.



Another day, another vault. So what is Jack doing here?



Neanderthals do such an amazing job at punching through the walls at base I figure we can try it ourselves at these vaults...



And you know what? It worked out so much quicker than hacking. It'd take like 2 or so days to hack through a single bunker, unless you rotate in a new pawn when the current hacker needs to take care of their needs. This took almost half a day to punch through 2 walls.



In the middle of a salvaging operation this popped up and good god look at all of those techprints! And we don't even have to take care of the site. All its doing is blocking out the sun, and in which case we'll just fight in the shade.



Some jackasses waltzed by the cluster and activated them. Now I get to enjoy trying to hack the starfire while under attack. Also the cluster had a toxic spewer so the map is harsh green again. We definately need to up our firepower to handle all these clusters that Randy seems to exclusively send now. I keep throwing waste at hostile bases but no one is coming to visit :(



Huh, the vault had some indoor parking. Neat. Also as a dick move there is an IED trap in front of both of those bunker doors. But I can just claim them as my own and uninstall them to take back home. Also its WAY faster to breach down a vault door than it is to hack it. Besides taking home a bunch of steel and components, there was a genome stabilizer in the gene room of this vault, which further reduces failure by 10%, we can stack 2 of these.



Grunt's 6 art skill managed to make a masterwork. I'm speechless. He truly is the most beautiful eldritch out there.



This bunk room had some cryptocaskets, which take a long rear end time to hack. So I... just had a mech punch one and it immediately opened up. Huh. So lesson learned: gently caress hacking, just punch poo poo.



BLT has been hit with a xenogerm with a VERY useful gene. I found an alpha pack that had plasteel skin which gives +40% blunt and sharp defense but also has the passive regenerator gene. This gene isn't for regenerating its host, but instead it will reduce the severity of a nearby pawn's wound every 5 seconds. Which is really nice for a doctor to have! And if you were wondering whats up with having both aggressive and dead calm, its because aggressive is in a pack with poor artistic.



To make this possible I made some additions to the genetics room. In the top left is a gene register, this baby holding 80 genepacks in it. On the bottom right are 2 buildings: The furthest right one is a gene processor that increases the complexity the gene assembler can do by 2. I'm sure you can see what the problem could be considering the gene assembler starts with a complexity of 6. The building to left of that is a modded building that increases the complexity by 8 for the same room space.





Some animal genetic shenanigans happen, this time combining a gene of a bear and a rat. It says they have a low metabolism but there was no nutrition stat when I checked, but no this does indeed need food to eat. I'm mostly just testing this out anyways.



If you were wondering how things were going with the chickenlopes, its great! Though very labor intensive... But still, thats 50 chemfuel a day right there.



... make that 150 a day, after these chicks grow up. Wait there is HOW many eggs in the nest box? OK, I think I have a solution.



But before that, a pack of manhunting blizzarisks wandered into the colony!



I am... absolutely astounded. No really. Never have I thought I would ever witness a fight between giant spiders and death robots. Bravo Rimworld, you have topped Kenshi in things I wasn't expecting to see when a bunch of raiders who had an affinity for crabs came to the rescue of my clan of ninjas who were being besieged by a bunch of bugmen.



Sadly the blizzarisks didn't make much headway. I get a little heart attack when the mechs starts walking towards base but eventually stopped and returned to the cluster.



Operation exploding chickens GO



In hindsight, would probably work way better against humans.



Fajita Queen rides a mighty Blizzarisk and heads out to the mech cluster to shoot out the overshield covering the cluster. And what weapon allows such amazing range?



Oh... a little something. This gives a massive -.50 penalty to movement speed, but I don't believe this holds up when mounted. Also I finally researched bionics and gave FQ a replacement leg for their scarred, missing toe one. Even with this gun, wearing a flak vest and a MOPP suit she still runs circles around everyone else.



And upon retreating FQ and ride takes a direct hit by one of the destroyer mechs. Good thing BLT can heal people by being nearby, huh?



And now that the mechs are out of the bubble...



Time to put our prototype to work! We need someone manning the SACS and the punisher uses sabot rounds, 20 steel to make 1 shot. Then it takes around 30 seconds between shots to reload, but it also requires power in that large battery I've shown earlier, 1k per shot.

And I mean this is an actual protoype, I can't build another until I finish testing this, by gathering combat data through shooting it. Once I get enough data and finish the research project I can build extras.



I would expect something that sounds as loud as it does when it fires and fires such a large round would do a fair bit more damage on a direct hit on a centipede. But centipedes are bullshit so what can ya do. Also note the nearby pawns, some visitors whose stupid asses almost opened the doors for the mechs.



Now the turret has been doing a pretty good job at splitting the mechs, I have NGDB ducking behind it and combat repairing it so I don't lose out on my investment.



My heart sank as the starfire rounded the corner, I had DoubleNegative run out to self destruct it.



After finishing off the starfire I rush everyone out and around. Meanwhile Fajita Queen gets downed so I have NGDB grab their AMR to continue firing on the mechs. We are out of power so I can't keep the punisher firing.



A rather unintended perk to having the beds like this is that everyone is close to BLT and will benefit from the healing aura.



Oh for gently caress's sakes why is it even an option for people to spawn here. Well I aint deconstructing all those walls.



I sent SilentSnack through the gene pod and whoa, hold on. This sounds perfect The downside here is that SilentSnack can no longer do combat. But well...



No chance of failure for the weakness removal!



Oh? This is amazing. This is a prisoner I swiped from a vault and they have a power: Immortality. They can come back to life 3 days after death. This was after I threw them into the ripcore scanner. So in short: I have someone I can keep yanking ripcores out of. Or I can put a xenogerm in them and put them into the scanner. It'll kill them but they come back 3 days later, which is a hell of a lot faster than waiting 2 weeks between scans.



I've started building an outer wall on the right side of the colony, partially because I'm tired of blowing up the mountain tops but partially so I can start putting punishers and other weapons out there. And hell, may as well finally use one of those ancient geothermal generators.



Another power for Silentsnack. On the left is empathy which will increase a fellow colonists mood for a day, with the downside of not doing any jobs ever. The other is super strength, which not only doubles their carry weight but also doubles melee damage. What happens if I inject them with a strong melee gene? The weakness is paranoid, which makes them suffer a mood debuff if they aren't in the home area. I'm assuming that doesn't just mean keep them at the colony, but the home zone as well.

After this I make a xenogerm with strong melee, dead calm, psychite dependency, awful mining/plants, robust (stacks with tough!), partial antitoxic lungs and minor regeneration. Would love to throw plasteel skin, but its stuck in a genepack with passive regenerator which has -6 metabolic efficiency. I really need to find more negative genes...



A crash pod came through and dear god what. Meet the wretch, a mutant whose genes change every 24 hours. This does sound like a good way to get some genes, just wait around and check on them and grab what you want. I could yank out the mutation gene and implant it in prisoners... except there is another limitation to the gene ripper, the one that lets me pick which gene to get. If a pawn has their genes regrowing from a xenogerm implant you cannot use the ripper. You can still use the extractor, but its random what you'll get and wretches can have a lot of genes stockpiled. And this can even be things like having 5 different skin types as their xenogene, like Amelia here has.

drat shame that our immortal prisoner loses their xenogenes upon revival.



A mech raid drops in and hold up, one second, what in the actual gently caress. There are THREE war queens in this group. Then there are 2 apocritons, which are the tier 3 mech boss that I haven't even summoned yet.



Bombs away!



... fantastic, the apocriton can resurrect mechs. And there are 2 of them. I'm trying to prioritize the punisher on them cause its gonna be extremely bullshit if they're reviving one of those 13 centipedes or the war queens.



Got one! On death they will do an emp pulse around themselves.



Here is the description for the apocriton, while I pray to kill the second one before it recovers from the EMP and revives it.



Thankfully it seems that they cannot chain revive one another, so both are now down and a bunch of the centipedes are pretty heavily damaged.



Starting to wonder if I should bother with spike traps anymore at this point if I'm going to have a ton of heavy mechs rolling through.



As mechs start to become the only raid type I'm getting, I built a sagittarius, which has a tesla gun that not only does EMP damage on mechs but can burn humans.


I have this as well as Talow under Breadmaster's control, with a tower built nearby so I can move the mechs over to there. I figure I should use the spare bandwidth to make a more heavy defense force, while NGDB can have mechs more suited for flying around to various sites.



Looks like we're moving up a tier in mechs! At this tier of chip not only can we build more mechs, but we can also make a wastepack atomizer which is how you get rid of wastepacks without throwing them off map or letting them dissolve. And yeeesh, it costs 10k research points to advance. Gonna be here for a while...





How appropriate, as hurricane Hilary came nearby and caused high winds and rain in my area when I was playing this update.

Leal
Oct 2, 2009
Pushing the button on a anti tank cannon is like pulling the trigger on the gun. Meanwhile the robots you control with your mind, if you just so happen to have bloodlusting thoughts and the mind robots decide to act on them well...

Leal
Oct 2, 2009
Polluting Collective 13



Scandalous! But also I'm surprised it took this long for Morgan to hook up with someone.



Hope Breadmaster and DoubleNegative don't mind the new upstairs neighbors.



New update, new, bigger, helicopter. 1k weight and 8 pawns can fit in this baby, also it has a fuel capacity of 720 (the smaller chopper is 480).



Chaos is always on the brink of a mental break, I think its time to throw him into the pod and get rid of his lust.



Speaking of genetic tailoring, now that Silentsnack is so swole I have them tag along with these vault adventures, taking the breach axe for themselves. Sadly it doesn't seem the extra melee damage is accounted for in destroying these. No don't ask why I didn't go through the wall next to the bunker door.

Also something I noticed is that even though various equipment says it can't be used with a shield, I see pawns holding shields anyways. I have Silentsnack using a jotun pistol and a torch sword for melee. And the breach axe of course.





Upon finding a hostile Silentsnack proceeds to cut his loving jaw and tongue off



Senrath got a creative inspiration so I had him make a jotun rifle. He seems to have a one track mind when it comes to what art to put on weapons.



I ended up splitting the chicken room to cut down on how many we're getting :shepface:



Gotta say, its a trip looking over every day and seeing just how much Amelia here changes. I guess I'm just keeping them around until a really good gene pops up so I can grab it.



Meet the tier 3 dish that summons a mech boss. This would be how we would meet Apocriton normally. I should mention this isn't a mod thing, its vanilla behavior for mech bosses to spawn in raids. Gotta say, its simply quaint seeing 7 scythers and 5 militors drop with the boss, compared to 14 centipedes, a second apocriton, 3 war queens...



I swapped out DoubleNegative's lancer as the jotun AMR does WAY more damage with significantly more range. And mounted on blizzarisks to offset the move speed penalty, they work perfectly in doing some hit and run shenanigans. Also I have taken to naming the blizzarisks to make sure I don't sell them as I've started doing some work on animal bionics.



Cause you know whats scarier than giant spiders? Chromed up giant spiders. Besides the legs increasing move speed, remember that spiders also get a 20% bonus to move speed when they get full pollution stimulus.



Wastepack infestation popped and good lord look at all of them. But hey, when the inevitable next mech raid happens, they'll be ready.



I ran a nutrient pipe over to the kill tunnel as well as a dispenser and some tables so colonists can eat. Quite often everyone gets on the brink of breaking because they're hungry while fighting. I guess colonists can eat while they're doing work on this side of the tunnels as well.



Senrath has a go at the gene pod and comes out with an option for regeneration (10 times healing rate) in exchange for.. 100% more psychic sensitivity. Sure, he'll get hosed up on a male tuned drone, but its not like, I dunno, the other option: Super speed which gives 50% more movespeed... in exchange for being paralyzed from the legs down.



Aw hell, lightning struck a cocoon and now all the insectoids are running around.





You know you can move forward right. And yeah, I ended up just extending the barricades and do without the spike traps. When you're wasting hundreds of steel to moderately wound a single centipede, it sucks.



Maybe this will finally get Chaos to stop hitting on everything. Even after removing the lustful weakness he was still doing it. Now this does present an issue where now BLT wants to be in a shared bed, but I want everyone sleeping nearby for the AOE healing she has. Hrm...



Who knew it would be strategic to have a spider sleeping at the foot of your bed. BLT needs to ride like the wind, bullseye. Why is that?



Another wretch came crashing down. Now I can yank the mutation gene out of one while waiting to see if a really good gene pops out of the other. Do gotta say though, it may be time to finally knock out this weather machine cause everyone slows down in the rain. While that may sound good for raiders, at this point I'm just getting mechs and centipedes move slow enough already.



Scientific discoveries, eh?





Yaaaay, what this colony needs. More chefmuel. DoubleNegative returns the favor with Mew Jersey's greatest export: 50 units of toxic waste.



Speaking of science and our massive chickenlope population, meet the archocentipede former as well as data banks. In order to make the archocentipede we need to surround it with data banks that are filled with each flavor of genome. All 13 flavors :shepface: Note that these items cannot be built, they need to be found in the gene labs. I haven't collected any thus far because I get chased off by an exploding thrumbo. I finally ended up scavenging a place that didn't have one of those waiting.

To fill the genome we need to feed hybrids into it, no we cannot just throw genomes inside. So the chickenlopes will work for both avian and booma genmoes. Its... going to be a process for other animals. I'm not sure if animal size has an effect, but so far the chickens fill 3% of the databank. So we'll need 34 each, for 64 total for both banks. It seems chicken hybrids may be the best option when it comes to rapidly breeding hybrids...



Now there is a way to cut down on those numbers, paragon species contribute double to the data bank amount, and thats what I'll be doing with insectoids. Paragon species require 2 of the same genome. The reason I want to go with paragon insects is that insect hybrids cannot breed, even if you use a fertilizer booster.

I'm gonna have to carve out a giant barn to hold all these animals in...



Speaking of fertility unblockers, wow. To make 5 of these it costs 5 medicine and 10 steel, and I have a butt load of both currently. The question is though, do I use it on Grunt immediately or hold off until he hits knight, since you cannot be bestowed a psylink higher than your rank.



Looks like I'll be holding that neurolink for a little bit longer!



Pathetic, you call that transport? Look at the helicopter, and thats not even the biggest one in the base!



Its been so long since everyone went out together that I forgot what it looked like. Also NGDB has a new hat, a mechlord's helmet which not only has a higher bandwidth amount but it actually provides some good defense, unlike the previous mechanitor headgear. This excellent quality one has nearly 120% sharp resistance and 52% blunt.



I shouldn't complain about there only being so little hostiles here, its a nice reprieve from getting "sites" that have 20+ people in them. That isn't a hunting site thats a drat village :argh: Anyways there was a genie mixed up here and genies don't have germlines, they're also all xenogerms. So injecting them with one will wipe everything else they had.

In other words I can inject them with the mutation gene and not have the genie genes being a possible outcome when scanned.



Fajita Queen goes through the pod and hey, this will be pretty drat useful. Guess who is now part of the vault salvaging squad? Unfortunately the downside is no violence. Before I send them in to remove the weakness lets take the ability out for a spin, maybe I'll be able to find some more equipment to lower that stupidly high fail chance.



You have no idea how good this feels. Once everything is hacked I take this chance to grind up Silentsnack's single passion in construction by deconstructing everything. I don't believe the skill effects what you get back, just the speed, so I'm not losing out anything having a 1 skill scrub break down this fancy equipment.



So blizzarisks also have a low heat threshold, 50 degrees. So all of our artwork is of them having heatstroke. God, please don't let this statue's art spread far and wide. Its bad enough our most powerful weapons have blizzarisks vomiting on them.

This also means I have to move them out of the bunks cause they have heatstroke while sleeping.



Oh come the gently caress on. I'm not digging out a new room for this.



Apparently straw matting doesn't count as being floored. I thought I was clever. Grunt better not start demanding his own room.



I quickly throw something together. Never let it be said that I'm not giving!



Speaking of giving, some wastelanders who didn't appreciate me sending some tox packs their way :qq:

Hoping this bestowers hurries up and they all leave before Consequences happen. And of course these guys are hanging out in the one corner of the map I can't fire the punisher at. I've been holding off on building a second



You ever seen a car accident about to happen and know you should avert your eyes but just decide to keep staring?



Good lord. And they wont loving retreat :saddowns:



Good loving lord :gibs: Grunt also lost his right leg. To think, he just got a new title and now he is missing a leg.



Thanks for the help by the way. Assholes. I was making some advanced bionic legs and arms in the background, originally for Silentsnack. Looks like plans have changed.



Wow Randy aren't you just an absolute cock today. Spawned a trader right where you also decide to drop a mech cluster.



Yeah they absolutely did not stand a chance. Colony is on lockdown for now.



In domestic affairs, I've been swapping out Breadmaster's cleaner bots for these lil' guys, turbocleaners. They can fly and as such don't deal with terrain movement penalties. In short: They're faster. Still only cost 1 bandwidth to use so no real reason to not use these, though they take standard cores instead of basic cores.



But not everything so doom and gloom in this colony, for example the wholesomeness of our child super soldier who spends plenty of quality time with their mothers. With NGDB they're raiding scavenging vaults and with DoubleNegative they're interrogating the prisoners that I injected a mutating gene inside of so I may snipe whatever good genes they grow, which will kill them.



Hmmm, tempting.



And speaking of genes, I went and shot Fajita Queen with this cocktail. Pollution stimulus so she'll be even more fast out in the wastes, very happy to override her unhappy gene and regeneration is just too good, and while it doesn't override the slow wounding gene, its not like the same thing. Its a flat reduction in severity every few seconds. Also funnily enough, regeneration minor is only -1 for metabolic efficiency, while fast wound healing is -2. Provided thats double healing to every wound of a colonist while regeneration reduces 0.1 severity of a single wound... but its every 4 seconds. I wonder if some nerd did the math on that.



Dang, even the slightest amount of darkness will set off infestations. Gonna need to check every corner.



Brutal blizzarisk on megaspider violence. The blizzarisk is the most powerful spider. Fun fact: Blizzarisks fire their webs while someone is riding them.



Holy poo poo, this lil' babby blizzarisk successfully defended itself against a spelopede and a megascarab. I have decided to name this mighty beast Agro, after the horse in Shadow of the Colossus.



Rare is it to see everyone actually hanging out with one another. Spreading out the dead calm gene certainly helps in keeping them from punching each other every day. Also note how empty the drug cabinet is, there is pretty much nothing growing outside due to all the pollution. Shame I can't grow them myself.



And this is why you're doomed to die, revive and be mutated over and over again, Superbass :mad: More like super rear end :mad: :mad:

Whats hosed up is that he had a trait I'm trying to find, beer dependency, and he actually had it... while in the xenogerm coma so I couldn't throw him in the scanner for a chance to get it. And it went away as soon as he regained consciousness :negative:



Oh holy poo poo here we loving gooooooooooooooooooooooo. And this is a pawn that I captured as a wretch, so I can actually use the gene ripper on them.



Boy don't I love it when visiting dumbasses aggro mechs and then drag them into attacking the base. Its great. Thankfully the mechs retreated eventually. Actually I hate it.



I'm not in too big of a rush to clear this out, so I slowly chip away at it by having Fajita Queen and DoubleNegative go out and take some pot shots, drop back behind the embrasures and then have NGDBSS hack a random mech to intentionally be gunned down before retreating behind the bunker walls and waiting for healing/cooldowns to finish.



After enough sorties the mechs decide to just charge. I realize it would be best to have one of my shield mechs step back so their shield only covers my colonists, and not peeking out of cover. That way only the shots that get past the cover gets blocked by the shield. No need to waste the energy protecting a wall. Thankfully the mechs were extremely spread out so they wandered in one by one to be shot down. Typical "Panic rush DoubleNegative to self destruct the starfire" applies.



During that mess I had JackSplater do some genetic modification. One power was the one where he gets reductions on ranged aim timing. He doesn't use ranged so here we go. I mean, it'll let him close the distance so it works out. The weakness is that he has 0% toxic resistance. Thats what genes and clothing is for!



I did bring a second gene pod home so I had Morgan in the pod as well. Left option is the resurrection ability, in exchange for a cold weakness. Morgan shouldn't be in danger and if she is, I have bigger issues than her dying. The right option is the 10x healing factor with the downside of having all their mental breaks be tantrums. Which shouldn't be an issue, Morgan has the very happy gene and is in a relationship so she should never have mental breaks.



We'll keep going with the genetic alterations, this is NGDB's newest xenogene cocktail. That alcohol dependency gives an extra 3 to the metabolic efficiency, as well as regeneration requiring 1 less than fast healing. Now instead of having to eat 75% more often, NGDB eats 10% less!



Meet the insect paragon, who I will be shoving into a data bank as soon as I find more.



If I had used a controller in the creation process I could make it use its insect cloud ability. Not sure what animal I would want to use those on... Now I was making these because they count as double and insectoid hybrids cannot breed.


.... That is, for one exception that I accidentally stumbled upon.



Meet the beetlefleet, made by combining an alpha genome with an insectoid one. For some reason I thought that was how you made paragons.



They produce insect jelly, explode on death like everything else in this colony and most importantly can reproduce via asexual fission. These will count for both insectoid and alpha genes. Now the offspring will have to wait 18 days before it can also split, but still this is a good way to passively generate that genome data as eventually they'll start doubling. It also takes 9 days between splits.

Oh and you can train these to attack. Just saying. drat, what if I went and made a bunch of these instead of the chickens for all that free insect jelly...

Leal
Oct 2, 2009
I somewhat tried that with the chickenlopes, though it was against mechs who don't care at all about fire. I am thinking about replacing the chickenlopes with the beetlefleets. No need to worry about keeping them penned and I can keep them confined to certain areas through zones and I can just refine the jelly into chemfuel.

Leal
Oct 2, 2009
Polluting Collective 14



Raiding another vault and why hello there. Now I can just get 1 more promotion for Grunt and then shoot him up to psylink 5.



There's always gotta be something to ruin my joy...



But hey, here is that chance to get Grunt's next promotion!



Welp that was easy.



Hrm, I should probably line the area up with bunker walls. Insects chew through granite way too easily. I also need to light up the turret sections so insectoids can't spawn in that area.



Before inviting our royal guests, lets take care of this cluster. First I hack the starfire then drag it back to base...



Then have DoubleNegative make it self destruct. Thats one of the biggest threats handled. While one might think this is cheap, a mech that can utterly obliterate everything from afar isn't exactly fair either.



While waiting for cooldowns, I go ahead and just do the ceremony. Thankfully the imperials landed in the safety of the walls. I wanted to get this done ASAP, besides just wanting to get the psylink already...



Grunt keeps complaining about stuff, besides wanting his own room he thinks he is above eating paste. He goes down to starving before deciding he'll deign to lower himself to eating glorious paste. So now that I have him at rank 3, and can shoot him up to rank 5 with the neuroformers....



I'll revoke his titles, he keeps the psylinks but loses out on any permits and we can no longer trade with the empire. Thats fine, as long as he stops whining about eating paste and wanting to wear something besides the glorious snow camo uniform.



As there is no proximity sensor at the cluster I have Silentsnack turn into Silent Snake and stealth through the cluster dropping explosive shells around, mostly to take out the over shield in the area.



And coincidentally a drop pod fell nearby. Yoink!



This person is of the Lapis xenotype who are good at mining but have a very unique aspect to them...



They do not eat food, instead they need to eat metal to accrue minerals. These mienrals can be used for powers. Reactive armor increases their armor stat, dependent on how many minerals they have. Mineral shock will have them shoot a rock at someone. Mineral overdrive increases their work efficiency. Thermal speed is an interesting one as it will have them move faster in high heat, but they get more tired. They're slower in cold temp but they get tired slower. High mining yield gives them 20% more stuff when mining steel and the like, and combined with great mining they're good for mining stuff.

Fred doesn't exactly have great skills, and even worse they have slow learner so it'll take way longer to actually learn anything. 8.8% learning speed in fact. But... well look at that first gene. Foodless. No need to eat, meaning the metabolic efficiency becomes a complete non issue., outside of the hard cap of -5. However this isn't an ordinary gene, its an archite gene. To be able to make a xenogerm with this gene we'll need archite capsules, which cannot be created. They can be found or bought from traders. So I'll need to either make drat sure I have no plans to change someone's xenogene later or stockpile a bunch of archite capsules.



Congrats to the future Moinbuorks. Still need to get a double bed for them but I don't want to rearrange the barracks.



Alright lets get back to the cluster. When I shot Grunt up to psylink level 5 he got a freebie skill, the ability to turn someone invisible for 15 seconds. I'll pop that on DN and have him run as fast as he can away...



Dammit, I didn't have the shells close enough to reach the shield.



The invisibility wore off and DN couldn't outrun the mechs, thankfully they all missed while I had Grunt fire off another invisibility.



Time to get utterly blasted by centipedes. There is no point retreating cause as you may have noticed, I have a punisher out here now and the mechs will just sit there and blast it instead.



And yes, we finally have our own siegebreaker. This thing took like half a year of gestation processes over and over. Like 12 cycles, each at 2 days per cycle.



Hoo boy that got intense. Hell I brought Breadmaster out to do some spot repairs on NGDB's downed mechs. Surprisingly everyone walked out with rather minor damage.



Some bandits with a psychic drone set up nearby and originally I was going to off-screen it, until landing and seeing that the base generation had a building set inside of the mountain. When I punched the wall of the building the raiders started going after us, splitting themselves up evenly and going the long way around. Made it a cinch to clear them out. Then I took down the wall and walked straight through the mountain.



On the left of this firing line I have changed bios out for a different mech, one that wont be setting fires when they shoot.



Going to be going all in on armor piercing shots, if only because I'm only getting mechs. The only time I fight humans is the odd reprisal raid and when going out to sites. And for flesh things, well getting shot is still getting shot, even if its "weaker" to make up for armor piercing capabilities.



Going through a genetics lab, found some databanks and a thrumbwoman. Begone you genetic monstrosity!



I went and chucked one of the insect paragons inside and noticed something that I'm not too happy about. The quality of the hybrid also determines how much DNA is contributed to the bank, so these awful paragons only do a single percentage. And the awful beetlejellies I have only do .5%



So I'm gonna make something else and bring out the good poo poo here. The offspring should inherent the improved controller, so this should lead to me being able to draft these exploding jellies and manually command them to rush the enemy.



Here is our immortal prisoner in the gene pod and... he looks decidedly normal, doesn't he?



Yeah for whatever reason throwing him into the pod clears out all the genes gained by mutation. Thats BULLSHIT. Executions for every prisoner!



Oh god what

Stop everything! Split the chickens! Throw them into the databanks faster



Well it finally happened. Breadmaster is old and has a low chance of procreating and Morgan is outright sterile. For now BLT gets hungry 10% more.



Sup nerds, I'm dropping my heli directly on top of your base. I'm not surrounded by you, you're



:supaburn:



Just some casual conversation after being set on fire.



Some mechs dropped in (I know big surprise right). And a single shot from the punisher took out all those red X's. Its so beautiful.



What isn't beautiful is apparently ChaosDragon and BLT broke up and now BLT is unhappy being pregnant. I don't even know how that happened, I didn't get an alert about it.



Alright everything is beautiful again. Superbass you amazing bastard! I wanted to get this out of the genepack that also gives the regeneration aura. Reminder that this gives +40% sharp and blunt defense to the entire body. Soon our ultimate soldiers will become a reality.



And the first step to that is giving our soldiers a.. bionic jaw. This is to get around Grunt's slow eating speed. Also even though Grunt was laying down on the bed, once he got anesthesia applied he took a bunch of damage, thanks to the brittle bones gene.



NGDBSS goes through the pod and gets a very interesting choice I save scummed until I got something that wasn't a power that increased recreation when alone. No, really. On the right is 100% tox resistance with the weakness of pretty much having psychopathy. On left though is a power that doubles the range of their weapon. Sure I have them running with a pistol, but now having an accurate pistol that fires at rifle ranges? The downside is that they cannot gain anymore skill. And with 20 in shooting and intellect and 18 in craft, I'm fine with that.



A raid full of scythers dropped in and they do that crap where they just attack all the walls around the place so I mount up some troops and roll out to clean them up. Its mostly a success, except for the part where Senrath got mad about being outside and decided to dismount his mighty steed and waltz around the wasteland.



"So he knocks me up and dumps me and as if that wasn't bad eno-:barf:"



So I've installed 2 additional PPCs and built a bunch of switches to make sure the base doesn't blow up when a Zzzt happens. And while thats nice, they still suck cause that means all the power for the punishers goes away.



Got a shot of our mighty steeds being trained and even caught Morgan harvesting some hyperweave. So the spiders give 30 per drop. Whats wild is that I currently have 400 of the drat stuff. But the clothing I'm making are set in their materials. Sadly I cannot make hyperweave MOPP jackets.

Also in this shot is the band node. I haven't built any extras and there is a reason for that: When a solar flare hits they shut down which then lowers your bandwidth. That can go extremely tits up if it happens at the wrong time.



So neat thing about the rimatomics weapons. Its not just a one and done deal with building it and thats all, there 2 things:

On the bottom left corner of the punisher there is a skull. This is a "rank" it gets off kills it acquires. First it gets one chevron, then two, and then a skull. Each "promotion" reduces its cooldown time, up to 10% at the skull rank.

Then there is the object that Chaos is bringing up to the turret. After researching the weapon a bunch of upgrades were available to research on the rimatomics research table. If the turrets being expensive wasn't enough of a deterrent from building a bunch, there is also the fact that these upgrades will apply to future turrets but wont be retroactively applied. You'll need to construct the part at the rimatomics machining table to upgrade the turret. The cost of a turret doesn't increase, so to get the best bang for your buck you would research every upgrade before building more turrets. As for what the upgrades do:

ERS will reduce the power cost per shot by 15%

ALC will reduce the cooldown by 15%

SCAD will add reactive armor to the turret. Unlike the other upgrades, it will wear out and need to be replaced.

Drive Actuator makes the turrets turn 200% faster. But eh, with our set up they should always be pointing in one direction anyway.

Targeting Chip will increase the range of the punisher's fire mission by 10 tiles and reduce the spread of the shots. The fire mission is what you can use to fire shells into other map tiles.



... lmao. Just lmao. Not the fact the game thinks I'm gonna do anything other than chuck the baby into the growth vat, but BLT having a discussion of subtlety with the father right before going into... I can't say labor because she isn't ready yet. I don't know why she fell exactly.



It almost makes up for rearranging the barracks to fit an extra double bed in the couple's room just for them to break up :mad:



After splitting I have some good news and some bad news about the insect jellies. The good news is that the offspring is also a masterwork hybrid. The bad news is the controller booster didn't pass on. To ensure I do not end up chucking the draft-able one into the data bank, I have dubbed him Aint Ready. Cause the raiders aint ready for this jelly.



Got a quest for a bunch of manhunting blizzarisks, so I went and summoned apocriton on over. I really need mech boss chips.



JackSplater gets hit with a genetic cocktail. Going all in for defense and healing. No anti tox lungs though, strange yeah?



Well I researched toxic filtration which gives access to 2 different anti tox bionics, a lung and a kidney. The kidney provides resistance against toxic that gets injected into the body, the lung handles the environmental pollution. It also provides protection against body rot from corpses. Also the lung provides 60% toxin resistance, which means that with the MOPP jacket thats a full 100%. Once I get a lung made for everyone I no longer need to use an anti tox gene on them.

And its nice to use on the colonists who only has xenogerms so I can't inject them with anti tox genes, unless I want to wipe everything off them.



I was checking tattered apparel complaints and uh... huh. Interesting. And when I tried fixing it it just dissolved into 16 steel. Well poo poo.



Negative durability aside, check out NGDB's new armor! This required 2 tier 3 and 1 tier 2 chips to create, along with plasteel, uranium and advanced components. It provides the same defense levels as the helmet to the entire body (...but not the hands or feet, of course. Why do you have a system that accounts for those parts and never provide armor that actually protects them?) In exchange for losing out in accuracy and move speed (-.40!) you get 12 more bandwidth to play with. All total NGDB now has 40 bandwidth for mech shenanigans. I got a few things gestating, though I plan on keeping 10 spare bandwidth so I can hack the inevitable starfires.

Its a drat shame that the second mechinator complex that popped was completely bugged and I can't have any of the other colonists who have genes set around mech stuff take part in this. I guess Breadmaster can start getting his own stuff and he can have a bunch of defensive mechs.



I decide its time to get more colonists, but all the various raiders, crash pods and slave ship offerings have been bad. So its time to make some more. Do they count as twins if they pop out of the growth vat at the same time?



Adjustments have been made to the kill tunnel. I extend the maze and carve out a side path so our colonists/non hostiles can completely bypass the maze. Then I put in some embrasures so they can fire at invaders when they decide they're just gonna attack the walls and not bother moving forward.



I also did some tiny work on the outside of the mountain. Embrasures running all the way down which will prevent hostiles from running up to our turrets while allowing the punishers to fire through them. As far as I can tell the embrasures have no chance of intercepting shots, and if they do its a very small chance. On the east side I do have bunker walls set, I'll start digging at the very edge of the mountains so colonists will be protected from gunfire when moving from one side to the other, without having to go deep into the mountain.

Also there is something I want to test out, I don't think embrasures will intercept shots from regular weaponry. They're pretty much reskinned sandbags with a higher cover value and block pathing. So this can force the enemy to stay further back while I have colonists with AMRs snipe them from max range with little risk to themselves. Embrasures only give protection if a pawn is directly next to it, so putting up rock chunks in front of them should prevent that.



Guess I made a little lie when I said the colony wouldn't be changing much.

Leal fucked around with this message at 04:54 on Aug 30, 2023

Leal
Oct 2, 2009
Polluting Collective 15



Oh god, BLT is all the way outside of the base. The closest colonist is JackSplater... who is a very slow mover. DoubleNegative is further but at least they don't have slow walker and have a bionic leg. And ugh, I hate when pawns drop literally everything when they get downed.



Wait why can't I have people gather to help with this? The button isn't there! Are you actually expected to deliver the baby right where the pawn falls? There was a button that would open an interface similar to starting an ideology event, you pick a doctor and other pawns to participate and there was different bonuses you could get to the delivery, including having the father present. But welp.



Breadmaster shoving paste down BLT's gullet while giving birth is certainly... something.



What we have here is a hybrid of pigkin and waster. For the psychite dependency we wont have to worry about it until the kid hits 13. Anyways lets take a closer look at our bundle of joy



:stare: Dear god what unholy abomination have we wrought?



Oh hey this finally happened. On polluted maps you can get these trees that will consume pollution. You can also buy seeds of this tree to grow them yourself. What I've read is that they can keep up with 3 stacks of tox packs worth of pollution. So its a way to get rid of tox packs without drop podding them or using the atomizer (and not needing to get to tier 3 mechanitors)

That said its getting chopped down. You picked the wrong colony to grow!



In other news, SIlentsnack is now immortal. The options on the right is being able to throw a fireball every 30 seconds which would be nice if we ever fought any humans. The left is resurrecting 3 days after death with the downside of basically becoming a psychopath. So Silentsnack takes after DoubleNegative now.



And just like DoubleNegative, the psychopath is teaching the youth. Tina is old enough to get out of the grow vat and can start learning things.



drat leeches keep doing their graffiti in the bathrooms :argh: This isn't some backwater 7/11 bathroom, this is a hitech bathroom with smart toilets and power showers!



Colonists keep leaving chemfuel in the doorway so the chickenlopes would run out and then the colonists would waste time bringing them back to the proper pen. A fence will put an end to that.



Ah hell



Our first failed animal. This one isn't hostile at first but well, it has a countdown to metamorphosize so.. let's just take care of it now, yeah? Its leaving icky mucus all over the room its in. They provide no meat or leather upon butchering by the way :negative:



That creature was meant to be a mate for this, a rabbitcat.



I'm glad I decided to go with good genoframes and not burn masterworks on this. So rodent hybrids will reproduce more often and quicker, this should get things going quicker for filling out the DNA banks. So with these and the insect jellies we have alpha, feline, insectoid and rodent DNA coming in. Boom and chicken banks are good thanks to that batch of 90 chickenlopes (fun fact: Even once you hit 100% you can still shove hybrids in there.) That leaves me with: Ursine, muffalo, canine, humanoid, equine, reptile and colossal. The question is do I want to combine those with avian/rodent for faster breeding times, or just pair them off so I only need to bother with 4 different hybrids. Its a shame that only tamed animals could be shoved into the databanks, and that the hybrids found in the wild all have greater scaria so you can't cure then tame them.

Theoretically this shouldn't go too bad... as long as I keep duplicating genomes having defects wont stop me. Except for the part where I need corpses and humans don't want to attack. Guess I could start using slaughtered livestock corpses instead.



Really the only corpses I'm getting are drop pod- wait what the gently caress is with this person's arms?



:razz:

This pawn is from a friendly colony though, so I must resist the urge to capture them. I need whatever trade partners I can get right now out in the isolated north.



Alright, times for NGDB to reclaim lost honor. Time to ace this shooting competition!



:arghfist: :mad: :arghfist:

Enjoy the 100 bags of toxic waste assholes!



The defenses grow as I throw another punisher down. I also throw down some sandbags, supposedly turrets get protected by them now. And if not well, the sandbags should reduce the effects of an explosion. Out here where there is nothing to worry about being exploded. And yes, the sandbags are made out of mycothread. You doubt the great fungus?!



Hrm, you have to actually harvest the jelly from these guys. Was hoping it was a passive drop thing. Ah well. I should have our youth get points into animal skills because its getting incredibly labor intensive to harvest everything.



Clearing out another vault and hey here is something new. Bio battery tanks. Throw a body in and the body slowly disintegrates into power. But eh, having to constantly bring downed, but not dead, bodies into it is tedious. I think the math worked out to 1kg of weight equals 1kw of power and that gets used up per hour. So a human would only supply 1kw of power for 3ish days.



Then there is this ancient workshop. It has recipes for the machining table and smithing table all in one. Provided its bigger than both of those tables combined...



By the way, unlike every other "ancient" item you'll find all around, a good amount of the stuff in the vaults can actually be broken down for stuff. Usually steel, but still. Better than breaking down a container that takes up 2 squares and get absolutely nothing out of it.



I made some adjustments to the genetic tailoring room. Had to make it bigger, now the second pod gets the effects of all the equipment. I believe all I need is 1 more item and I'll have everything for this.



DoubleNegative goes through the pod and the options are no longer needing to eat or having a 50% chance of refunding constructed items. Well DN doesn't do construction so... The downsides on both is the one where mental breaks will be a tantrum, which shouldn't happen ever.

Breadmaster also goes through the pod. His options are also no hunger in exchange for never doing any labor ever, and the ability to heal another pawn but I can no longer directly command him to do stuff. I go with the second option.



"The farm seems to be getting hot."
"Looks like those uppity bugs are trying their old tricks again"
"D'oh hohohoho!"



Now its not only our colonists who can get upgrades with all the bionics and the genetic engineering. This is a modded building, along with a smaller version for small mechs, that can upgrade our mechs. We pick what would we like (ranged, melee, armor and so on) and after delivering materials we can chuck a mech inside and wait a few days. As for what I'm upgrading, well we'll see.



Huh, didn't think you could mount the rabbitcats. Speaking of, I successfully managed to create another 2, and both were female. Soon those databanks will fill up.



ohmygodohmygodohmygodohmygodohmygodohmygodohmygodohmygod



Oh you... you... absolute beautiful people





Its... so beautiful :cry:

And now we have a bunch of bodies :razz:



So not only do the ancient generators not need maintenance, the toxifiers don't either. So I'll just encase them in some armored walls and let the toxifier help pollute the outside. Looking at this, I'm gonna extend some walls to the left to a nearby hill, that way enemies can't duck behind this when heading towards the tunnels. If you were wondering how I'm getting power from this, I have a mod that lets me build underground power cables so they cannot be attacked by raiders.



A solar flare hits and I want to show the difference between when the colony has its lights on and when they shut off. God this event sucks. Needless to say it also knocks out the punisher turrets. And then you get all these notifications about how reactor cooling is low and how you need to power the gene banks and the nutrient paste dispensers stop working.



Here is a better look at Anderson, now that he is a kid and not a baby. He doesn't look quite as hosed up ghoulish as he did as a baby, but buddy that hair style and color. You look like an old lady.



And here is our mech that was upgrading. Thats right, our own blaster centipedes. Now the AI can see how fun it is going up against nothing but centipedes :argh: I can do this same upgrade several times to level it up. I wonder how high it will go. Imagine, centipede blasters with half the aim time.



Now tier 3 is the last tier in vanilla biotech. But with mods we can go even beyond tier 3. This beamcaster needs to be researched and needs your typical steel, plasteel and advance component. And uranium, which is becoming an outright rarity in this colony currently and is causing me some worry. How about we give this thing a test run?



Pfffft, only 4 mechs? I'm insulted.





So this guy is basically Diabolus +1 Pft, don't let this thing fire...



Speaking of firing, I handed off NGDB's pistol to Fajita Queen in exchange for their AMR. NGDB is already firing at the mechs. Reminder that NGDB has that one trait that doubles range



Holy poo poo. And ignore that closer red dot, thats just a downed mech that I keep forgetting to finish off. NGDB can pick off anyone anywhere on the map from the safety of the embrasures.



Pathetic. But hey, tier 4 mechanitor upgrades here we come!



Now aint this multitasking. Tina is getting taught lessons while Costa is watching work be performed, all at once! And finally, one of NGDB's children looks like them. Was gonna cock my eyebrow if there was a third child who was pale with sandy blonde hair.



Was going through a lab and a thrumbalope appeared. Couldn't run away so I stood and fought and well its gonna die in a few hours. Lets see what the explosive radius looks like.



I am sorely disappointed. I was expecting a hole in the lab.



Mech cluster drops in and I'm impressed and annoyed that the walls are just right to make it impossible for the punishers to fire at the the capsules. Not that they could thanks to the overshield. Also there are 2 starfires in this cluster. Also also the turrets can reach to just next to the punishers.

I hack one starfire and bring it over to be detonated. Waiting for cooldowns to finish up to handle the other.



Some traders pass through (and avoid the cluster) with a breeding pair of Radyaks.



Uranium is in dire need here. These are a very welcome addition to the colony. I do have a long range mineral scanner up, but no one is using it because on the research job its very low priority and since I got a mod that lets pawns do research through ways besides the bench, its never being used. And I can't tell someone to scan on it because they'll get a single percentage then stop.

I need to expand the barn, so I can get more hybrids breeding.



This little path on the south side of the colony hasn't been used for much. I wall it off, run a nutrient paste pipe down here and bam, the dedicated hybrid pen.



Note to self: Lock doors so you don't have colonists going the wrong direction and getting jumped.



After clearing out the cluster I do some work on the outer perimeter. I start building some sections of roof and then place asphalt under it to give my colonist a faster path out here. The roof will prevent snow from building up and slowing everyone down. Then I have some outdoor ground lamps set around, these are from the glass+lights mod, which cost some glass and metal. They don't require any power to keep lit.

I also carved some paths in the mountain itself. What was supposed to happen is that colonists would go through there to reach the kill tunnel. Though really that tunnel hasn't really been getting used lately, all the battles happen outside.



Going through another vault and Fajita Queen is looking to become the Groove Queen. Also going through these vaults, I'm starting to accrue a good amount of these point defense turrets. So far there has been no drop pods dropping into the outer perimeter, but never can be too careful... Beyond that, having turrets plopped around the outer walls will help with sapper raids, since they try to keep away from turrets. Sharp eyed viewers may have noticed unpowered turrets spread around, thats why. If the turrets are off the raiders wont attack them, but they still determine path finding for sappers unpowered.



Interesting, an infestation popping up in the southwest tunnels. I haven't really reinforced that area. But thats fine.



Lets me do this ol' trick again! Lot of bodies after this... Don't want to deal with them all.



I think this is the first time I've used Fajita Queen's fire ability. I should probably line up this tunnel with wooden stuff so I can torch it all next time this happens.



I already did something similar in the southern tunnel where tribals keep appearing.



I toss a single one of the beetlefleets into the storage bank and holy poo poo masterwork animals are worth 25% of the bank?! In other words, I just need either 2 masterwork paragons to fill a single bank, or 8 masterwork hybrids to fill 2? Hot drat, I need to make a bunch of masterwork frames!



Wish I knew that before I made these two!



Lizard people. You know, politicians :razz:

Leal
Oct 2, 2009
So far an upgrade I see for the TACS is one that will warn you about incoming raids. Maybe once I research that I'll be able to research the jamming thing?

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Leal
Oct 2, 2009
Polluting Collective 16



The youth of the colony are doing their part in defense of their home mountain. Reminder that enlistment is mandatory. Anyways what is that they're standing in front of?



The HEL will intercept mortar shells fired in its range. This is currently a blueprint, it'll need to collect combat data, either through incoming shells from the enemy or from the colonists firing shells in its range. Now I don't have to worry about the helicopters getting blown up.



Have I mentioned that I've been placing asphalt roads throughout the tunnels? Pretty much all the stone and dirt floor has a walk speed of 87%, the asphalt goes up to 100%, so any bit of extra walk speed to increase effeciency.

So its nice that DoubleNegative is cutting through some permasnow that has 52% walk speed instead of moving down 2 more tiles on asphalt :mad:



To try and find more uranium I've turned off most research benches so pawns will actually start using this to scan for uranium. Even if I order a pawn to scan, they'll stop after a few minutes and head back to a research bench.

Shortly after this screenshot is taken a deposit is found... and I realize something. Everyone has the awful mining gene, cause I've been having Ashsaber do all the mining. So I'll have to drag Breadmaster out for mining, but also Ashsaber will contribute quite a bit of weight to the helicopter. Also I'll have to bring someone else along for security since Breadmaster cannot fight...



Really should've had at least one colonist who could mine. Especially with traits that increase mining yield. Really should've kept that one moleman pawn.



Oh god, it has finally happened. Pawns will start to develop age related issues when they age up. But this might be more related to DN needing to sleep on the ground while waiting for the uranium to be mined. Anyways, one advanced bionic spine coming up!

Bad back in particular sucks rear end because it gives a 30% reduction to movement speed.



I've gone ahead and set up some remote explosives and gas barrels in that southern cave entrance that raiders keep coming in from. I've actually had this here for a while, but so far no one has actually bothered coming in from here.



Behold, one of the final tiers for the helicopters mod. An osprey! This provides 2.3kg of weight, compared to the 1k our current heli has. It can also hold up to 18 people. All the salvage we can bring home with this!

This was quite pricey, it needed 3k steel, 1.5k silver and a whopping...23 uranium. Oh well, I could use all that stuff I mined for an extra punisher turret.



But thats not all, we got a new vehicle here... wait why does it says Senrath. Oh, actually this is a piece of mobile artillery armor. This gives a massive reduction in movement speed, -0.85. With the rifle, Senrath moves at a slow 3.15 speed, compared to over 5 that most other colonists have. But thats what riding the blizzarisks are for.

Anyways, this piece of armor can be reloaded with a high explosive shell and can fire off a round.



Imagine being locked in a vault, hauling stuff around while your coworker makes bad jokes all day.



Got the secondary barn all laid out with hay. While the rabbicats are multiplying good enough, I'm not liking the speed the politicians lizard people multiply. It just may be faster enough for me to create more through science.



Only the best education for the children of the colony.



Oh god dammit :negative:

So when you make an animal with 2 genomes, they will be heavily dominated towards the primary one, but there is still a chance of becoming the secondary. And yes, there is a difference between primary muffalo and secondary bear and vice versa. On one hand, these will both be able to contribute to both types of DNA, but they cannot breed. So I'm now having to make a second pair and just hope that they'll become the type I want them to be. Have I mentioned it takes 3 days just to make the stem cell and another 3 to go through the womb? Anyways...



A nice bonus to the bearffalo is that you don't have to worry about setting up a pen for them. Only provides half as much milk however... provided said milk has nearly double the nutrition as the bearffalo



Needs to be penned, has a bonus to carry weight in caravans. Provides more of a less nutritional milk, but both of these beast's milk are nothing to the power of blue milk.



Oh hey there



Once we make the archocentipede we need this womb to actually birth it. May as well grab this while we're in town...



Oh god dammit



Maybe I should bring like an actual army over when I do these instead of just 2 colonists.



Anderson is hanging out with someone under the osprey. Well, actually there is no one else here. That boy aint right.



And now that we have this osprey, we can finally start flying our mech army around. Bringing NGDB and all the mechs weighs more than the previous helicopter's max weight.



Now it is I who is the sicko dropping mechs on the enemy!



This was for a quest, getting paid 2 nukes for this. Not bad. Unfortunately I learned that the osprey is quite the gas guzzler. Yeah even with chickens that produce chemfuel and having that infinite chemreator going, it takes several days to top off the osprey for one trip. Really wish I installed a chemfuel mining mod... it would've matched with this pollution playthrough



In a bid to get some extra uranium I've researched deep drilling and built a drill. This is just for steel though, but hey, whatever. Sadly by default mining mechs can't use this.


..... And we don't have any miners.



I've built a few extra chargers up front and set up a zone to keep the combat mechs hanging around there. Not only will this get faster response times (my god, nothing is as painful as the centipedes missing out on fights completely), but means they'll get in the helicopters faster.



Well hot drat, look at that uranium amount! I loving love nobles I want to kiss them on the mouth!



Yeah alright dude you've been here for a loving hour calm the gently caress down



Oh you loving people



Well I guess at least in these cramped corridors that the enemy misfiring rockets become significantly more deadly to themselves.



And right as this is happening a mech cluster touches down right next to a bunch of insect cocoons that formed from a retaliatory toxic dump. But as far as I can tell there is no timer or even a proximity trigger on this, so I now have a gaggle of sleep mechs and insects ready and waiting. I guess this why those raiders came in through the tunnels.



:lol:

Now they are being smart and not attacking the cluster so...



Little Tina here is going to start a loving war



:sickos:



Must loving suck to be these guys. Mechs all around them and if they do kill them, the rapidly approaching insectoids will



Mech drop pods dropping in over the insects



Big ol scrum up here with the raiders launching rockets right into the backs of their friends and wait, that name in that group. That isn't?



Look everyone, its Tynan! His childhood of punk states that he made money selling cigarettes that were just grass clippings to other 15 year olds.



Well poo poo, no more Rimworld DLC :smith:



Centipede on spider violence (its funny because the centipede isn't the bug and the spider isn't actually a spider)

By the way my game is running at about 10 FPS



The raiders seem to be pulling ahead, somehow they still have people with rockets on them.



Not that the insects are out or anything. Really the mechs are getting absolutely pulverized.



Then the raiders all break and run. The handful of red circles are the remaining mechoids and all those empty circles are the insects. I guess the insects would win out, what with the copious amounts of pollution out there and insects getting buffed from it.



I'm kinda glad this happened because the insect meat dried up in the barn. Its kinda funny actually, you can manipulate pollution to force insects to show up to then feed your animals who provide food for your colony.



Oh hey look who dropped on in. Time to get someone who can mine!



Dear god they're dropping behind the walls!



Its a nuclear attack!


Oh wait, this is the reward for the quest.



Oh jeeze



Good lord. 200 of the absolute weakest mechanoid. Well, they may be using minishotguns but thats still 200 shots of buckshot going on. Thankfully the punishers do some good work against massive amounts of weak enemies

God so many bodies, mechs and insects to sort through. The snowy wastes is a complete mess and my game is running like complete rear end.



I've had a wretch hanging around and they got a gene that'll be very useful for our future recruit, increased mining yields! This will provide 20% more stuff when mined. Provided most stuff on the map is mined and deep drilling has a specified amount that you can mine out of it...



Here is something I've had sitting around for a while. It takes in spent nuclear rods and chemfuel to produce plutonium. I've had to wait for a while for a rod to be spent enough to start actually using this. Just keep in mind I have this going on in the background.



I seem to have misplaced my screenshot of this character falling in from a drop pod. Welcome to the commune Vivian. Now drill forever. I guess you do weigh less than Ashsaber, so you can be useful in flying out to places that have things to mine.



Some new animals in the pen, paragon horses. Combining of the same gene will create a paragon of that type. I only have 3 gene types left, so I decided paragon horses were the best option (also I don't have the other genes)



Its a horse thats really good at horse stuff. What do you want? Also gently caress, they're both males. gently caress you Randy, give me back my excellent genoframes :argh: And the mechanite booster :argh: :argh:

Well, paragons are worth more DNA slurry and an excellent paragon is 25% of a DNA bank. I just go ahead and make 2 more with a stabilizer to ensure they don't fail and chuck them into the DNA storage



Provided most things don't last long on the outside, I do start fortifying the tunnels because well, may as well. I set up trenches behind the embrasures, it provides more cover but reduces the range of weapons. To build these you need to place it on "dig-able" terrain, to make the cave floors dig-able I have a mod that lets you place down dirt paths, which you can then dig.



I also go ahead and make another position to fire into the killbox from, this way I don't have to worry about any hostiles standing too far back for the people on the right to hit.



Hey festival time! Remember those? This here is a firework festival. I've been wanting to have this happen for the longest time but the festival has to happen outside, and unfortunately the game will not let pawns participate if the weather is considered too dangerous for them. Considering the weather is often -60, there isn't much of an open window to actually do this. So it is weird that its the middle of the night and somehow its become a balmy -30



And then the visitors caught hypothermia :unsmith:



It took a quadrum to finally get processed and now we have some plutonium and some nuclear waste. Need to find a way to dispose of this stuff...



:)



Well that isn't good, at least it happened in the same room as the other doctors in the colony. Looks like someone is due for a replacement heart. Oh and Breadmaster has a bad back so they also need a new spine.



This may be why Breadmaster had a heart attack. How can you not with such potential power in our hands? We can launch this inside of our own map or into another tile and it has 2 modes, low yield will detonate in an area while high yield nukes the map

We'll need to make several components to form a missile, first we'll need 4 fuselage, 50 steel a pop. Then we need 4 rocket engines, 25 steel, 10 plasteel and 1 component each. And finally the warhead, which requires 100 steel, 5 components and 120 plutonium. Erm, so far I have 16 in stock and I have 4 rods waiting to make more, which will be 48 plutonium when they process. I need to wait for rods to get to 50% fuel remaining before being able to make more and well, its been this long and I only got 6 of them ready to go? I'll need to run the reactors far higher than what we need to get one of these built in a timely manner.



While waiting for this, I've continued extending out the walls to force raiders to take the long way into the killing range of the punishers. I plan on having the walls move inward with an opening the in center. This will also have the benefit of having the enemy bunch up as they get inside. To ensure the colonists and any friendlies passing by aren't hampered I also put down some armored uranium doors so they can walk through.

Well, kinda. There is a big ol propane lake up there that is impassible, so they wont all meet in the center. Still, better than how it was before.



We have 2 remaining genes to make hybrids with, and I have been missing this last one for the longest time. Unfortunately we have to do something drastic to finally get it: We're gonna use a genome excavator on a venerated toxfox. Well Grunt, everyone hates you already for your looks, you may as well be the one to do this terrible deed. Thankfully we only need to do this once to be able to make extra genomes.



gently caress! This immediately bites me in the rear end because of ONE hopper I forgot to properly set to not allow toxic meat in it has now poisoned every single solitary food vat. Everyone is getting a negative moodlet from this. I have to empty them all out, and lose all that food. All 375 meals :negative:



lol, lmao even



Here is the latest edition to our menagerie of hybrids, a canine/colossal thrumwolf.



Quick thing with highly damaging attacks. Its a shame I got into this stuff really late, wouldn't mind keeping a few for non DNA data bank purposes. And my god, I'm trying to finish this up as soon as possible. What I'm going to start doing is using the stabilizer boosters to ensure 100% creation of a hybrid and use masterwork frames and throwing them straight into the databank. This should gives 25% of the way. Gonna need a lot of bodies though, it takes about 64 corpses to make a masterwork frame. Then I'll need another 6 bodies to make duplicate genomes as well as the template genome. Of course there is the issue where I don't really get any human raiders, so maybe its time to start going out and taking out bases and bringing bodies home.

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