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RimWorld => Stories => Topic started by: milon on March 23, 2015, 04:18:28 PM

Title: [Alpha 11] Life in the Ruins: a YATACS thread - UPDATED!
Post by: milon on March 23, 2015, 04:18:28 PM
Life in the Ruins
Yet Another Try At Community Stories

This is inspired by a General Discussion thread, What happens after you leave? (https://ludeon.com/forums/index.php?topic=11427.0)

Life in the Ruins is an effort to generate more community stories/games.  The basic idea is to play/experiment in the ruins of someone else's colony.  You don't need to include new colonists with your uploaded save file.

Details:
- Play a game until your colonists are gone (ship takeoff or colony death)
- Save & upload the game (.rwm & .rww), include screenshot(s) if you like
- Give a brief description of the map including biome and any major features
- List any mods used

When you download a save, you can either spawn random colonist(s) with the Dev Mode tool, or just fast forward until you get a Colonist Joins You event.

Suggested form to use when uploading:

Colony Name: Life in the Ruins
RimWorld Version: Alpha 11
Screenshots: Insert here, if applicable
How your colony ended: Horrible, horrible Boomrat death
Description: Brief description of the ruins, resources, and any current threats (ie. Base is 75% burned down, the food was all eaten by the boomrats, and an unlucky lightning strike opened a small mechanoid hive.)
Storyteller: Randy, 100%
Mods Used: none
Save Files: URL to .rwm & .rww files
Title: Re: Life in the Ruins: a YATACS thread
Post by: Dive on March 23, 2015, 05:09:38 PM
I think that is a good idea, I enjoy watching my colony slowly decaying over time after my colonists are gone. But I never got a random new colonist, even though I've been waiting for as long as 5 months.
Anyway, what about difficulty? Should I leave it as it was during the game or should I lower it to RR-casual in order to keep my colony in a good shape as long as possible?
Title: Re: Life in the Ruins: a YATACS thread
Post by: apljee on March 23, 2015, 05:11:52 PM
I'll be participating in this in a bit - I've just got to finish my colony. :P
Title: Re: Life in the Ruins: a YATACS thread
Post by: milon on March 23, 2015, 06:26:08 PM
Quote from: Dive on March 23, 2015, 05:09:38 PM
Anyway, what about difficulty? Should I leave it as it was during the game or should I lower it to RR-casual in order to keep my colony in a good shape as long as possible?

Leave it as it was.  I'll add a field to the suggested format to state what storyteller/difficulty.  But it's easily changeable from the Options menu, so people can choose another if they want.
Title: Re: Life in the Ruins: a YATACS thread
Post by: Tequilas on March 23, 2015, 09:37:40 PM
My thoughts of chiming in on this are well over deep. Also, good news for me: colony is in perfectly good shape. Not sure if that was needed.

Later dude!
Title: Re: Life in the Ruins: a YATACS thread
Post by: Dive on March 23, 2015, 10:38:55 PM
So, after waiting for someone to join for 2 hours in FF I thought of a suggestion: what if a participant leaves the colony running for whatever the time he thinks is reasonable, and than causes a wandererjoin event through the devmode menu. Because I'm afraid by the time someone decides to join naturally my colony will not have a single block of wall left.
Title: Re: Life in the Ruins: a YATACS thread
Post by: Coenmcj on March 23, 2015, 11:16:15 PM
What about the status of the surrounding area, Any conditions at all? if it's death by mechanoids, then will those be destroyed or left there when the random colonist joins?
Title: Re: Life in the Ruins: a YATACS thread
Post by: BetaSpectre on March 24, 2015, 03:05:31 AM
I like this thread.
Title: Re: Life in the Ruins: a YATACS thread
Post by: Tequilas on March 24, 2015, 07:58:39 AM
Me too!
Title: Re: Life in the Ruins: a YATACS thread
Post by: milon on March 24, 2015, 11:09:49 PM
@Tequilas, I'd like to hear your thoughts about this idea.
@Dive, yes, use the Colonist Joined event at a reasonable time (which will be the most common way to get one, in sure).
@Coenmcj, that's up to you, but make sure to note any major/immediate threats in your description.
Title: Re: Life in the Ruins: a YATACS thread
Post by: Panzer on April 27, 2015, 04:11:36 PM
This is such a great idea, yet I dont see any savegames  :-\ Guess I ll start then, hopefully someone else will post some, would love to play someone elses colony  ;D

Colony Name:
Outpost A10f
RimWorld Version: Alpha 10f
Screenshots: see attachments
How your colony ended: Spaceship escape
Description: My first alpha 10 colony, set up in a very rainy large hills jungle biome, escape after 4 years. The base is mostly intact, raiders thrashed the living room though. No turrets, no mortars, simple killzone (sort of), some resources, metal is mostly gone though, plenty of metal veins in the surrounding area. Freezer is huge and stuffed, needs to be switched on though before stuff starts to rot. A lot of medical supplies, some bionics and good weapons are still in the stockpiles, took the good stuff with me though (haha ^^).
Storyteller: Randy, Challenge
Mods Used: none
Save Files: https://www.dropbox.com/s/0kvdbc8nvrl7dyj/Life%20in%20the%20ruins%20-%20OutpostA10f.zip?dl=0

[attachment deleted due to age]
Title: Re: Life in the Ruins: a YATACS thread
Post by: Panzer on April 28, 2015, 07:52:33 AM
Here is another one, this one fell prey to raiders early on  :'(


Colony Name:
Zipflheim
RimWorld Version: Alpha 10f
Screenshots: see attachments
How your colony ended: Siege, Melee raid & crazed animal
Description: Set up in a very cold large hills boreal biome, this colony died to raiders at the end of year 1. Just as the siege was dealt with, a new pack of raiders appeared and finished everyone but one guy off and thrashed most of the base, my last guy was lacerated by a crazed hare which is still around, so be careful, a single bite and you might die to infection. The walls are still standing and the corpses are well preserved due to the cold weather, most of the power supply is gone except that geothermal generator which should ve powered my greenhouse.
Storyteller: Randy, Challenge
Mods Used: none
Save Files: https://www.dropbox.com/s/aoeklq29li43vl7/Life%20in%20the%20ruins%20-%20Zipflheim.zip?dl=0

[attachment deleted due to age]
Title: Re: Life in the Ruins: a YATACS thread
Post by: Adamiks on May 02, 2015, 05:48:17 AM
Nice. I would like to add some saves too, but i'm too pro and i have mods :D
Title: Re: Life in the Ruins: a YATACS thread
Post by: milon on May 04, 2015, 01:15:46 PM
Mods are fine, as long as you state which mods you used.  The idea is to avoid save incompatibility.
Title: Re: Life in the Ruins: a YATACS thread
Post by: killer117 on May 20, 2015, 05:02:14 PM
I love this idea. Ill try this soon as i can. But wouldnt it be cool if you could put ur empty trashed base here, then someone else could move in, like the normal start to rimworld, exept theres a huge ruined colony already there when u arrive
Title: Re: Life in the Ruins: a YATACS thread
Post by: milon on May 23, 2015, 08:20:37 AM
Sure, that's an excellent idea!  And if you download a map without any colonists in it, you can fast forward or Dev Mode spawn some.
Title: Re: Life in the Ruins: a YATACS thread
Post by: Adamiks on May 26, 2015, 07:42:48 AM
I'm actually working on new "ruins". I can upload them now, but i want make my base a real ruins. For this i will mostly use a pawns (raiders, siegers) not God Mode. Scythers destroyed almost everything ;(

I already have battlefield on the map. Pirates vs pirates. I also want to hide some some things in... I shouldn't talking about this.
Title: Re: Life in the Ruins: a YATACS thread
Post by: Lonely Rogue on June 17, 2015, 12:01:17 AM
Is there a way to leave crazed colonists crazed for the game map locked in an undiscovered area (and a way to remake an area undiscovered) so I can add a 'surprise' to my ruins?
Title: Re: Life in the Ruins: a YATACS thread
Post by: fizban1978 on June 21, 2015, 03:52:25 PM
I guess i'll be the first one.
I played Alpha11 Vanilla with Randy on rough. I had 10 colonists and I built a ship and escaped the planet. After a week of just moving the time forward, I got a new guy (actually a girl), escaping from a band of raiders. Here is a savegame, just when the raid starts.

https://drive.google.com/file/d/0B6l1SB-S-teyTElkRE9rTFAxMW8/view?usp=sharing

I guess you can load it to your system and play some guys trying to survive in an abandoned colony. Let me know how it went for you.
Title: Re: [Alpha 11] Life in the Ruins: a YATACS thread - UPDATED!
Post by: milon on June 22, 2015, 10:14:04 AM
Thanks fixban1978!

I updated the original post.  Having to include new colonists in the ruins save file was a bad idea, I think.  Too much work for the uploader, so no one really tried it.  (And I hit a really busy couple months, and have played maybe 15 minutes of RimWorld since I posted that back in Alpha 9.)
Title: Re: [Alpha 11] Life in the Ruins: a YATACS thread - UPDATED!
Post by: Lonely Rogue on June 29, 2015, 01:04:24 PM
I'm gonna upload one if I ever get my shuttle built without hitting a brick wall. EVERY TIME I NEARLY HAVE THE SHUTTLE BUILT, SOMETHING DESTROYS IT OR HALF MY COLONY!
Title: Re: [Alpha 11] Life in the Ruins: a YATACS thread - UPDATED!
Post by: milon on July 01, 2015, 07:18:55 AM
I think the game does that on purpose. I try to plan my ship mentally, calculate the cost, and get all the materials I need First. Then build it all at once. Could just be me, but that seems to work.
Title: Re: Life in the Ruins: a YATACS thread
Post by: Mr.Cross on July 08, 2015, 01:46:49 AM
Quote from: fizban1978 on June 21, 2015, 03:52:25 PM
I guess i'll be the first one.
I played Alpha11 Vanilla with Randy on rough. I had 10 colonists and I built a ship and escaped the planet. After a week of just moving the time forward, I got a new guy (actually a girl), escaping from a band of raiders. Here is a savegame, just when the raid starts.


Just downloaded and on my way to trying it. I'll let you know how it plays out.
Title: Re: [Alpha 11] Life in the Ruins: a YATACS thread - UPDATED!
Post by: Mr.Cross on July 08, 2015, 02:19:12 AM
Welp, she weathered the attack with only a gunshot.... then seeing as all the incapacitated enemies where shot (on accident) by the turrets. I got greedy and tried to incapacitate another person so I could possibly have two. Well needless to say she now lays bleeding on the ground... Damn power helmet wearing bastard.

I'm restarting and not going to get greedy this time. Hopefully that fire doesn't burn the poor soul this time...
Title: Re: [Alpha 11] Life in the Ruins: a YATACS thread - UPDATED!
Post by: Alitaria on July 28, 2015, 05:52:35 AM
Alright folks, one of my more "successful" colonies that ended in a blazing glory

Colony Name: Ludeon in Ruins
RimWorld Version: Alpha 11 [0.11.877]
Screenshots: http://imgur.com/a/xev9g
How your colony ended: Fire, so much fire.
Description: Most resources and food were lost in the fire along with the hydroponics wing. There was one cryptosleep pod which the colonies Leader and best medic, Ryan, managed to climb into before the pirates reached him. A small siege base is located nearby with some food but a Mechanoid pack is guarding the exit to the base, be careful.
A single wanderer is on his way to kickstart the colony.
Storyteller: Cassandra, Rough
Mods Used: All Vanilla Baby [None]
Save Files: https://www.mediafire.com/?8zhzhwc4zjwseho

Have fun.
Title: Re: [Alpha 11] Life in the Ruins: a YATACS thread - UPDATED!
Post by: Warriser on August 03, 2015, 10:03:29 PM
Gonna throw in one I finished a bit ago.
Colony Name: Salvation
RimWorld Version: Alpha 11b
Screenshots: https://www.dropbox.com/s/xc2s5bkwye7gqy6/LaunchDay.PNG?dl=0
How your colony ended: Safe and semi-complete Launch
Description: Due to a safe launch in the beginnings of a secondary base I was going to create. There is a large stock of food and supplies. Very defend-able other then the slight annoyance of sappers breaking into the bedrooms... Most of the base is useable during manhunter packs and a single Maid has been left to keep the place clean for their next masters to take over the home.
Storyteller: Cassandra, Rough
Mods Used: None
Save Files: https://www.dropbox.com/s/vcfw0g3jlxdzkyg/Salvation.rws?dl=0
Title: Re: [Alpha 11] Life in the Ruins: a YATACS thread - UPDATED!
Post by: Alitaria on August 27, 2015, 05:00:56 AM
Colony Name: Breinigsville
RimWorld Version: Alpha 12
Screenshots: http://imgur.com/a/g2efX
How your colony ended: Sappers
Description: Large amounts of resources are still available but the food will not last long to the local pigs. A large firefight without time to activate the turrets resulted in severe injuries to all the colonists who made it into the catacombs to enter the cryptosleep caskets which are heavily defended. Providing you can get them medical treatment they will be valuable assets.
Storyteller: Cassandra, Rough
Mods Used: All Vanilla Baby [None]
Save Files: https://www.mediafire.com/?um5wcdecyve0ig7