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Topics - Rhadamant

#1


If you'd prefer to have all of this information in video form here's a video that goes over about 90% of the information:

Frost and Fire RimWorld Mod Overview Video

Frost and Fire is a Kenshi inspired RimWorld full conversion mod. The mod is intended to be played as an ultimate survival scenario, which will be extremely difficult and radically changes traditional tactics and strategies. This project is a result of the Rhadamant Plays community proposing an extreme temperature challenge, and that proposal won in a public poll by popular vote. The mod is intended to be played with the associated scenario for maximum challenge and balance, and ideally, the accompanying save game file so that everyone starts on equal footing.



The minimum requires to play Frost and Fire is the following:
(Mods and Scenarios linked on the sidebar)

How to use a downloaded save game file (or scenario):
Click here for a brief tutorial

Royalty is supported, but not required.

For Frost and Fire to work properly you'll have to use the premade scenarios, but you can (with some effort) design your own scenario following a setup guide found at 
https://rhadamant.com/





Frost and Fire is balanced when used in conjunction with the Frost and Fire scenario, without the associated scenario the mod may not offer sufficient challenge. The Scenario for the community challenge removes a lot of the more beneficial events and incidents so that you cannot rely upon good luck for survival.

Scenario with Royalty
Scenario without Royalty



Community Challenge is the way Frost and Fire was meant to be played.

Here are the settings:


       
  • Use the provided scenario
       
  • Use the provided save game file
       
  • You may not have more than 1 colony
       
  • You may not move map tiles
       
  • You may not change the difficulty or storyteller
       
  • You may not use mods other than user interface mods
       
  • You must remain neutral or allied with all factions
       
  • You win by getting off this cursed planet
Why should you try the community challenge? If we all follow the rules listed above, our experiences of surviving Frost and Fire will remain relatable. We can share our struggles, our successes and our screenshots and everything we share will have the same common reference point, which makes Frost and Fire a community event. I truly hope you all enjoy the time you spend enduring the brutality that is Frost and Fire.





Frost and Fire replaces all of the vanilla biomes with a custom biome designed by Sarg, the author of Alpha Biomes. The entire world is a metallic machine world, severely lacking biodiversity. The machine world has an extreme elliptical orbit, which means that the summers can easily reach boiling temperatures and inversely the winters are bitter cold. As a result of the wild temperature variations and the fact that the majority of the planet is metallic, plants barely grow on the surface of the world, so most of your calories must come from hydroponics, clever farming, ranching or hunting. The world will offer you an abundance of steel and slag, but if you're wanting other building materials you'll likely have to salvage, scavenge and barter for them.





Frost and Fire removes all vanilla animals and replaces them with Kenshi inspired animals, which are far more dangerous and aggressive than their RimWorld equivalents. Many of the Kenshi animals will be faster and stronger than you are used to, and also often yield far less meat, or just foul meat instead. They'll hunt in packs and attempt to eat you alive. They're also far more adapted to the biome and won't be as impacted by the extreme temperatures. Frost and Fire also adds 'domesticated' animals provided in this modpack that can act as haulers, caravan animals and ranch-able animals. They're not as well adapted to the extreme temperatures, but may provide benefits to your colony.





Frost and Fire introduces a new enemy, Reapers. The reapers are inspired by the Kenshi race Skeletons, and based on a mod that was originally made by Sharpedo-Dressed Man and modified heavily by me, Rhadamant. Reapers are remorseless robots who feel no pain, are much tougher than organic attackers and are trying to wipe out organic life. They're totally unaffected by the drastic temperature shifts of the planet and are seemingly immune to all psychic attacks. They are a cross between the traditional mechanoids of RimWorld and regular marauder/pirate raiders. The Reapers also have their own unique race-specific armor, weapons and abilities that were carefully balanced to fit well within RimWorld. Reapers are still hostile with mechanoids and you may have opportunities to pit them against one another.



To dramatically increase the amount of interactions with Reapers, the Frost and Fire scenario is designed with Faction Control to remove the savage tribe, fierce tribe, rough outlander union and pirate band, leaving you only with a civil outlander union faction, civil tribe faction and reapers. This causes a much larger percentage of your raiders to be Reapers and Mechanoid Hive. The shattered empire will also be included if you have the Royalty DLC and there are two copies of the original save game file, one with Royalty and one without to accommodate everyone.




Frost and Fire introduces a very large variety of new arms and armors, but race restricts them for Reaper use only. The armor and helmets were sourced from Sharpedo-Dressed Man's mod, Kenshi Apparel. The new weapons that Reapers wield were made by me, Rhadamant. All of the armor and weapons are carefully balanced to fit within the existing arsenal that is available in vanilla RimWorld, while feeling unique and unfamiliar. The weapons, helmets and armor was made to be race restricted so that you cannot scavenge the Reapers to dramatically improve your own equipment. This increases the challenge of Frost and Fire.





You can find the FAQ on the website
#2
Mods / Kenshi animals in RimWorld
October 16, 2019, 04:30:03 PM


Hey everyone!

Me and my friend Arty have been working on a RimWorld mod for Kenshi animals and showcasing it in a Twitch stream. The mod is still very much a work in progress but if you'd like to see the progress I'll be streaming with the mod in just 40 minutes or so on http://twitch.tv/rhadamant5186 ( 5 PM EDT / 2 PM PST / 10 PM UK )

If you'd like to know more about the mashup series I've been streaming you can find it at http://rhadamant.com/kenshi-on-the-rim/

Always looking for feedback about balance and features!

Cheers.
#3
I'm looking for a mod that can remove the green tint from Toxic Fallout or for someone to make a mod that does just this. Thanks!
#4
General Discussion / Speedrun Challenge!
February 25, 2019, 05:19:42 PM
Hey Everyone!

Every now and then I cobble together ideas for community challenges (Like the Sea Ice one you might be familiar with) and now I've created a speedrun challenge that should allow you to flex your efficiency/min-max muscles.

Here's a video on the summary of the challenge:
https://youtu.be/OKrtwx_kpoY

If you'd prefer the text details, here they are.
THE CHALLENGE:
A Planet killing asteroid will hit Alderaan in just 120 days (2 years in RimWorld) and the challenge is to evacuate your doomsday cultists to safety. There is only two additional rules, you may not recruit anyone to your cult to help you escape and you may not settle other colonies or more your starting colony.

You start with an AI Persona Core.

SAVE FILE:
https://bit.ly/2Tf8yGP

SAVE FILE INSTALLATION DIRECTIONS:
https://rimworldwiki.com/wiki/Save_file

SCENARIO INFORMATION:
The Doomsday scenario has the following incidents disabled to mitigate 'luck' in this challenge:

  • No Caravan Meetings
  • No Resource Pod Crashes
  • No Self-Tame
  • No Farm Animals Wandering In
  • No Wanderers Join
  • No Transport Pod Crashes
  • No Chased Refugees
  • No Meteorite Impacts (Except for the planetkiller, hah!)
  • No Wildman wandering in
  • No Ship Chunk Drop
  • No Orbital Trader Arrivals
  • No Trade Caravan Arrivals
  • No Visitor Groups
  • No Traveler Groups
  • No Man in Black
  • No Ship Part Crash (Psychic)
  • No Ship Part Crash (Poison)
  • No Trade Requests
  • No Bandit Camp Requests
  • No Item Stash Requests
  • No Item Stash Requests (AI Core)
  • No Incapacitated Refugee Requests
  • No Prisoner Rescue Requests
  • No Peace Talks Quest
  • No Escape Ship Quest

Additionally some buildings have been disabled:

  • No Transport Pods
  • No Comms Consoles

I hope you all like the idea enough to try the challenge out for yourselves! Just two years to get off the planet with no opportunity for trade or quests, you'll have to be completely self reliant! Good luck!
#5
Greetings everyone!

I've updated the old sea ice community challenge for the release of RimWorld 1.0!

In this intro video I run through all of the settings and changes, but to summarize in text the scenario will have Randy Random Merciless as a storyteller, three permanent cold snaps on the starting area that you're required to live on.

No cannibalism
No butchering humans
No organ harvesting
No tainted apparel.
You can do missions, but you cannot harvest resources from any other areas other than your home zone.

The starting pawn is Serra Lear, a fairly skilled and passionate pawn and the win condition is to get her into space.

Good luck!

Here is the save game file for your enjoyment:
https://drive.google.com/open?id=1JenqVkM1TPczrRmAofIDwmmDe2xFAYAO
#6
Hey all, I am doing a sea ice playthrough and I never get item stash opportunities where my home colony is placed. What are the minimum requirements for item stash opportunities? Temperature? Trade Beacon? Comms Console? A certain amount of wealth? Etc.
#7
Bugs / No quests ever granted on sea ice
December 06, 2017, 09:00:00 PM
I've been playing a super cold sea ice playthru and now that I have to get my AI core from a quest I've played about 14 hours and I haven't received a single quest for anything. Is this by design because my terrain is too cold? Or is this a bug?
#8
Stories / Commmunity Challenge: Europa (Sea Ice Extreme)
November 18, 2017, 08:57:14 PM
Hey RimWorlders!

To celebrate the Beta 18 I decided to create challenge for anyone who wants to partake. Back in Alpha 16 I did something very similar, and it was both hilarious and fun, I encourage you all to join in. The challenge is, simply, to survive by any means possible. You'll start out with a single predetermined pawn, Cross, who's got great traits and stats. You'll get the same resources you'd receive in a 'The Rich Explorer' scenario, but no pet.

There are optional rules to follow, for an additional challenge and they are as follows:

One Settlement Only. This means never setting up another settlement, never moving either.
No Cannibalism.
No Humanoid Butchery.
Cassandra Classic Extreme Storyteller


You can download the save game file here:
Challenge Save File:
tinyurl.com/rimworldeuropa

And you can view the challenge video I made here:
https://youtu.be/GnVsgIS0oe8

Looking forward to hearing your stories of triumph and failure!
#9
Hi RimWorlders!

For those who are unfamiliar with me, I've setup a few community challenges in the past, living on an ice sheet in super cold conditions and living in a horrible desert. Here I am again with a challenge for anyone willing to try it!

The Tribal Survival Community Challenge will definitely be a twist in how you probably usually play RimWorld. You'll start off with two tribe members, no resources, weapons or anything else. Here's a little community challenge youtube video that highlights everything for you in 120 seconds or so.
https://www.youtube.com/watch?v=ohmoB0n9NJE

The rules are simple:

  • No Electricity.
  • No Firearms.
  • No Corpse Looting. (Weapons or Armor)
  • Wear and use only what you craft.
  • No Wanderer Join
  • No Refuge Pod Crash

The challenge is to eventually make it to the AI's ship and blast off for a game win. No rush, however, take as twisted and winding journey as you'd like.

Challenge Save File:
https://drive.google.com/open?id=0B2GIi1Vb-lZtWlh1Skk0VFNNMGc

Scenario:
http://steamcommunity.com/sharedfiles/filedetails/?id=1089766145
Or find it under "The Exiles"
#10
Stories / Sea Ice Community Challenge!
December 29, 2016, 04:34:00 PM
Hi fellow RimWorlders!

I propose the following challenge to all of you. The challenge is, simply, to survive by any means possible. You'll start out with a single predetermined pawn, Engie, who has amazing traits and great stats. You'll get the same resources you'd receive in a 'The Rich Explorer' scenario, but no pet. I can't wait to hear your stories, good luck.

Challenge Save File: http://bit.ly/2hAbUCq
Intro Video: https://www.youtube.com/watch?v=KJm7oMm4ZFo

Save Game folder location: C:\Users\UserName\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios

*Note that your drive letter may be different on your computer and the UserName will most certainly be different.

Good luck!!
#11
General Discussion / Sea Ice Community Challenge
December 29, 2016, 04:33:13 PM
Hi fellow RimWorlders!

I propose the following challenge to all of you. The challenge is, simply, to survive by any means possible. You'll start out with a single predetermined pawn, Engie, who has amazing traits and great stats. You'll get the same resources you'd receive in a 'The Rich Explorer' scenario, but no pet. I can't wait to hear your stories, good luck.

Challenge Save File: http://bit.ly/2iH2lye
Intro Video: https://www.youtube.com/watch?v=KJm7oMm4ZFo

Save Game folder location: C:\Users\UserName\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios

*Note that your drive letter may be different on your computer and the UserName will most certainly be different.

Good luck!!


EDIT

YEEEHAW! I've blasted off into space on a ship I've constructed. My Sea Ice Community Challenge is now over. It took 249 days of living on an Sea Ice, but , alas, my efforts in this challenge have come to a close. Here's the entire Let's Play.

https://www.youtube.com/playlist?list=PLHqSuWJSw8SBSI3wQDmg3C4LBoYWAOh0o
#12
Stories / New Story Ideas
August 29, 2016, 06:19:53 PM
Hi all! I've done two (somewhat incomplete) pictorial story playthroughs before and they became some of the most viewed stories in this forum.

Living 270 days on an ice sheet. A pictorial story.

A Tale of Desert Pacifists

I'm looking for ideas a new playthrough now that we've got the power of the Scenario editor. It won't exactly be a democratic selection, I want to pick what I think will best fuel a great story, but hit me with your ideas! In a few days I'll pick one of the best suggestions and run with it!

Thank you!
#13
Bugs / [W | 0.12.914] Time Traveling Character
August 30, 2015, 04:50:44 PM
Here's one of my randomly rolled characters, no mods.

She's biologically older than her chronological age.

[attachment deleted due to age]
#14
Just as the title says, if there's a personal shield in storage people with guns will automatically equip them. Not so good.
#15
Bugs / [W|0.10.778] Unrepairable Turrets
April 16, 2015, 12:43:51 PM
A few of my steel turrets cannot be repaired. Right clicking on one of my colonists does not bring up a menu. Giving all of my colonists the highest priority for repair doesn't get it repaired either. Saved game file attached.

http://rhadamant.com/UnrepairableTurrets.rwm
#16
Stories / A Tale of Desert Pacifists
December 20, 2014, 04:13:24 PM
A Tale of Desert Pacifists

Background

After writing a story about living on an Icesheet, forum members voted for my next story to be about desert survival. Here we are!
To make the story more challenging all of my starting colonists are pacifists.
Time to meet the new colonists!

Sonja Baker | Carlos 'Doc' Burke | Emily 'Emmie' Young

If you're at all interested in the desert I decided to land in, the seed is 4rsi and coordinates are 76.53E, 0.27N
Colony Landing Site in Fahrenheit | Colony Landing Site in Celsius




Date: June 1st
Temperature: 99oF / 37.2oC

We escaped that horrible prison. For 192 days Sonja and I were held captive by a pirate band. I don't even know how long Emmie was held captive by them as a sex slave. Sonja and I are glad we were able to rescue her from that hell, but it seems we're out of the frying pan and into the fire. We'll need to get a base setup here quickly or we'll end up captured as slaves again.




Date: June 2nd
Temperature: 94oF / 34.4oC

We've started to build a little wooden shack into a nearby mountain that looks to have a lot of metal for us to mine. Sonja is having a hard time helping us build because she nearly lost a finger to a bullet. We're lucky those pirates didn't have better aim or she might be a partial amputee. Today was long and scorching hot and now Emmie is snoring. I got to build her a separate bedroom soon.




Date: June 4th
Temperature: 105oF / 40.6oC

We're hard at work mining away space for more equipment and buildings in our mountain base. Soon we'll have to setup defenses, but today we built a trade beacon and communications console as well as a wonderful air conditioner. Sonja and I got to know Emmie a little bit more, it sounds like she's had an unbelievable childhood. She doesn't even know her real last name, she was given the name Young when she was sold to a Vatgrown slaver.




Date: June 6th
Temperature: 108oF / 42.2oC

A pirate named Noriko visited us today. Despite having a turret to protect us, he shot Emmie and Sonja, but I bandaged them up. I'm going to bandage Noriko up too, maybe showing compassion will help gain favor with them. If not, we'll just build a lot more turrets.




Date: June 8th
Temperature: 98oF / 36.6oC

Noriko is healing well, but we weren't prepared for prisoners this soon so his accommodations aren't that decent. Once he is on his feet we'll send him on his way. We're not sure if other neighbors of ours are hostile or not, time will tell. I've planned on moving us out of this wooden shack, Emmie and Sonja like the idea but it will take a lot of work. We've named our little colony Calescent Shire. We thought the name was fitting considering the desert we're in.




Date: June 11th
Temperature: 94oF / 34.4oC

Emmie has been hard at work making slate blocks for our new base. Sonja and I have been putting those blocks to good work. Our food stores are low, but we're surviving off of some the food we found around the landing site. Emmie confided in us that we're the first family she's ever really had, and we've only really known her for six or seven months now.





Date: July 3rd
Temperature: 110oF / 43.3oC

Our base is really starting to take form. We've not had any hostile visitors since Noriko, but some friendlier neighbors have stopped by to say hi. I promised Sonja we'd have a hydroponic operation started soon, I researched it sometime last week and I hope to put it to practice. We'll need to generate more power in order to grow our food indoors, nothing really grows outdoors in this heat.




Date: July 10th
Temperature: 115oF / 46.1oC

A guy about two years older than me asked to join our group today. He said his name was Logan Grim, but he goes by Log. Funny name considering there are so few trees out here. He's apparently some sort of inventor and he's not a pacifist like the rest of us. In other news I turned 20 today. When Sonja wished me a happy birthday Emmie said it was her birthday too. She joked that Log was her birthday present, I think she has a crush.




Date: July 11th
Temperature: 157oF / 69.4oC

What in the hell is going on with the weather. It is simply too hot. Regardless of the heat we're all hard at work, anticipating another attack. It has been really quiet for days now and we don't want to be caught off guard. Log is really handy at crafting, I'm glad he joined us. Sonja isn't convinced he's useful yet, I think she believes he's a spy or criminal or something.




Date: August 1st
Temperature: 107oF / 41.6oC

A giant nasty robot besieged our base today, the likes we've not seen yet. All of our preparation for a pirate raid has paid off. I've been frantically racing around trying to bandage Emmie and Sonja up, who both were caught surprised by suppressive gunfire from the robot. Log has tried to fire on it, but he's massively outgunned. At least he's shown some spine. Our turrets seem to be winning this fight so we'll just bunker down for awhile.




Date: August 8th
Temperature: 101oF / 38.3oC

We survived the attack last week. The base is coming along, hopefully we'll get started on individual bedrooms, I think that'll help morale. Sonja has finally warmed up to Log after taking gun fire from that robot. Food is a little scarce but we've sent Log out hunting and our hydroponic farm is producing food a lot faster than outside farming.




Date: August 13th
Temperature: 105oF / 40.5oC

I'm happy that summer is coming to an end. I grew up in a sub arctic hamlet, so all of these scorching days are wearing on me. Apparently Sonja grew up somewhere hot because she really doesn't mind the heat as much as I do. Emmie is just so happy to have escaped where she came from that a little heat probably seems very trivial to her. I need to make a point of talking to Log more often.





Date: September 4th
Temperature: 123oF / 50.6oC

Of course my last entry was about how the heat will subside. It's unbearable out and we're right in the middle of big construction projects for the base. We're adding in separate bedrooms, we can afford the extra resources for it and it'll make everyone happy. I think we need to generate some more power, our batteries aren't topping off before nightfall. Log accidentally let it slip that he might of abandoned a colony he was apart of while talking to Emmie. I'll have to have a chat with him about that.




Date: September 14th
Temperature: 81oF / 27.2oC

God damn robot nearly burned down half our base, and Sonja to boot. It creeped up on us and Log, Emmie and I hid in our old wooden shack for shelter. Sonja was caught out in the open and got hit with some flame bomb or something. The robot got shredded by our defensive turrets, but not before lighting our hydroponic farm an kitchen on fire. I learned that Log is afraid of fire today, ironic considering he's the only one willing to wield a weapon. I wonder why fire and not bullets?




Date: October 8th
Temperature: 122oF / 50oC

Who the hell uses spears and arrows anymore? Where in the hell did these idiot cavemen come from? About a dozen of them swarmed our base out of nowhere and had the brilliant idea of smashing two of our turrets, only to have the turrets explode in their faces causing them to flee like roaches from a kitchen lamp. We captured one, Curro, but he's not much of a talker. Maybe showing a little mercy and letting him go once he's patched up will smooth diplomatic relations over. If not, more turrets. That seems to be a reoccurring solution.





Date: November 3rd
Temperature: 107oF / 41.6oC

Our bedrooms are partially done and we've tiled some of our base with Marble, which looks nice. There's still a lot of cleanup to do from the tribal raid, but at least their bodies are buried. We've disassembled the old wooden shack base and now we're fully moved in here. It feels nice to be behind sturdy walls. On the other hand it is still unbearably hot out and its November, so screw this planet. We send Curro on his merry way, but he wasn't thankful or relieved. Maybe he'll be back to attack us again, let's hope not.




Date: November 5th
Part 1
Temperature: 95oF / 35oC

What a strange day. At first we thought we were under siege again, but with no visible damage to our colony I ventured out to find an escape pod had landed near by containing a young man. He was unconscious and had some really strange bruises, not sustained by the landing. I hauled his massive body back to our colony. The moment Sonja started to take care of him, he offered to join our colony. Moments later another pod impact near our colony. She was about the same age as the last guy, but female and much smaller. She seemed to only have a small leg bruise too.




Date: November 5th
Part 2
Temperature: 95oF / 35oC

The guy told me his name was Vincent, but to call him Alaska. He admitted to knowing the girl, Snappy. Snappy still laid unconscious with Alaska looking over her, he was clearly concerned, but not much of a doctor as he needed me to mend Snappy's wounds. Alaska told me he was working on a smuggling ship, ZG Solutions, which pretended to be a weapons dealer but was really trading in exotic corpses, pelts and bones. He said he was a trained Osteologist and that Snappy was just a janitor.




Date: November 5th
Part 3
Temperature: 95oF / 35oC

While Snappy rested Alaska filled in some details. He had been hired by ZG Solutions a few months back, only to realize he was more a captive than employee. He helped them with taxidermy and other gory tasks and Snappy was assigned to help with janitorial duties. He had fallen in love with her, but she was brainwashed by the smugglers. Just as he told me this a hail from ZG Solutions came over the comm. We took Alaska at his word, for a big man to tremble like he was it was clear whoever ZG Solutions were, we wanted to part of it.




Date: November 6th
Temperature: 81oF / 27.2oC

The next morning we explained to Snappy that Alaska had joined us, and despite her brainwashing, she decided to join us right then and there too. We spoke to her separately from Alaska and she seemed to collaborate just about everything he had told us. We put both of them to work in our hydroponics lab together, figuring that might ease their stress. Later that evening we heard another pod land, but much louder than the first two.




Date: November 8th
Temperature: 90oF / 32.2oC

That last pod turned out to be a parting gift from ZG Solutions, or at least that's what Alaska thinks. Log went to investigate with a sniper rifle. Turned out Alaska was right. Log managed to disable one robot and destroyed another, leaving only the familiar big one left. After seeing the massive killing machines ZG sent after us, it helped Snappy realize her friends were, in fact, captors. Log's still working on destroying the big one, might take awhile.





Date: November 9th
Temperature: 101oF / 38.3oC

Log is still at it, picking it apart from a distance. I told him not to rush, haste makes waste. We're working on building proper bedrooms for Snappy and Alaska. We also managed to trade a nearby ship for some berries to cover a food deficit we're likely to experience now that we've got extra mouths to feed. It is crazy to think Log has only been with us fifty something days, I'm not sure how we'd handle this latest robot invasion without him.




Date: November 11th
Temperature: 88oF / 31.1oC

Log finally destroyed the last remaining robot. Snappy decided even the pod needed to be destroyed, I think she was right. We scouted around the pod and it was absorbing so much ambient heat around it that a giant mound of snow had formed, nearly encasing it in ice. Since we figured it was charging up to do something bad Snappy and Log shot it to bits. Good riddance!




Date: November 13th
Temperature: 87oF / 30.5oC

Just as we defeat one enemy, another emerges. According to Log, he ran into these guys while he was hunting. He said they popped out of ancient sleep pods and before he could say hello one had shot him in the gut. Log managed to kill one, scattering the others towards our colony. The turrets incapacitated three of them and the remainder, 2 or 3, fled the area. Sadly one of our neighbors, Johs, bled out during the firefight. Log managed to hobble back to the base and I stitched him up. He should be fine in a day or two, he's lucky.




Date: December 6th
Temperature: 81oF / 27.2oC

We just released all three hostile strangers we had incapacitated a week ago. They never spoke any English and did not even seem thankful that they were released. We are all very perplexed. Log, Sonja and Alaska thinks we should disassemble the empty pods and open any others in the vicinity just so we're never taken by surprise. It's not a bad idea. Our base now generates more power and houses 6. We're even installing AC in every bedroom.




Date: December 11th
Temperature: 138oF / 58.9oC

A dozen or so tribals attempted to breach our colony today. Our turrets held up and Snappy, Log and Alaska helped as well with their guns. We managed to capture two of them we incapacitated. Hopefully by releasing them we can avoid future conflicts. We're becoming a revolving door for injured raiders and invaders, aren't we? We're starting to grow our own medical supplies and I've been working on building up a crafting room. Soon Alaska will have a shirt!




Date: December 12th
Temperature: 118oF / 47.8oC

They're back! More tribals that want their butts kicked. This time they actually did some damage, but mostly to our turrets. We'll just rebuild them. Sonja asked me how many people do I think is in their tribe, if they've thrown a few dozen people at us in a space of 24 hours let's hope they want to make peace soon. Anymore tribal attacks like this and we'll be overrun. I guess we need to invest more in defenses. When isn't that true?




Date: January 1st
Temperature: 78oF / 25.5oC

Happy New Year! That tribal band is finally no longer hostile with us, but now we've got to clean up their bodies. We're rebuilding from all those raids too. We've been here for a year and we're doing pretty well. We doubled in size, we're mostly self sufficient and nobody has been permanently maimed. Sonja, Emmie and I are pretty proud of what we started here.
#17
Background
I am playing on Rimworld A8 with the mod IceSheet. I picked the coldest possible landing site I could find where even the average temperature in summer is -8oF. The storyteller is Randy at 160% extreme. I am not going to use any Geothermal Vents to heat my colony, nor will I ever put on a Parka or Tuque. I also won't save scum, I did, however, pick my starting colonists, Teuton, Zan and Speedy. Teuton randomed a German surname, Keuneke (hence the nickname Teuton), Zan's name is Alexander and Speedy is both a Jogger and Industrious.

Zan: 17 year old shelter child who wanted to see the world and became a starship janitor. Tough work as a janitor has made him iron-willed and hard working. Like most 17 year old boys, he's got a burning passion for guns, but is well rounded and interested in a lot of other things.

Speedy: 36 year old woman who had a frightened childhood and can't seem to get over her fear of fire. She's really fast at everything she does, jogs everywhere and works quickly. She's great in the garden, and when you're laid up with either gunshots or ailments. She's a decent cook too, but this damn planet has nothing worth cooking anyway.

Teuton: 24 year old German dude who's as solid as they get. He's a genius at building and construction and very handy with crafting and art. As a mechanoid nerd as a child he became a military engineer as an adult. He's a steadfast guy who doesn't mind braving cold weather for his friends. There needs to be more Teutons on this planet.

Day 1
We're all very cold. We landed in December in this frozen wasteland. Teuton and Zan at least are wearing pants, Speedy is only wearing a Jacket. There are no flora or fauna here in this frozen hell scape. Time to find warmth.


Day 2
Teuton, the German engineer, decided that squatting was beneath us, even though an hour in this cold can kill. He decided we needed to build into the mountain so that we could be productive while we warm up. I think he was right. We've only got a tiny little shack right now, but at least we're alive.


Day 5
It seems some of our neighbors sent out a greeting party. What a grizzly end. Even with parkas they died before ever seeing our front door. Rest in peace Alyona and Blue.


Day 6 Hour 23
We received our first visitor! He nearly died of hypothermia while trying to get to our humble abode, but he made it. Winters, the visitor, commented on how we live in a cramped, dark little caveman hole. We kicked him out for being rude. We're trying to perfect our hydroponic techniques because unless we want to eat some of our frozen neighbors, our food stores are getting low. At least we've built some heaters and a wind turbine, burning through our limited wood supplies was depressing. It's been nearly a week, we're calling our little hovel, Salvation.


Day 14
We've finally started producing our own food, but it is only a tiny start. Unfortunately that also means we need to generate more power for grow lights and hydroponic tables. Why couldn't we have landed somewhere nice and warm?! Zan got so hungry he tried to run out to where one of our visitors collapsed to see if she had any food with her. She did have food and he enjoyed a fine meal, right before collapsing into the snow. Luckly Teuton braved the cold and saved him. We've got to be careful.


Day 15
Time has really started to fly. We faced near starvation for awhile, but now the hydroponic growing operation is starting to take off. People keep trying to visit us, but Winters was the only one so far who has made it. Sadly, he ended up dying after we kicked him out for being rude. Are we murderers?


Day 18
People have tried to attack us before, but today two tribal idiots managed to actually wreak some havoc on our little mountain salvation. Zan went all hulk mode on them and shot one of them five times! We're worried the cabin fever is getting to him. At least this time he saved us. Maybe we should sleep with one eye open. On the bright side we don't need refrigeration, we created a room with no roof, that'll keep our food fresh, if we ever have surplus...


Day 22
A group of neighbors came by, it did not end well. All but one died of hypothermia. We're going to have to dig a lot more graves. Maybe we should start considering putting up a "No Trespassing" sign to keep away the visitors. We've also managed to expand our little cave base for a more productive hydroponics growing operation, but metal is harder and harder to come by now. Hopefully we find someone to trade with, the only people that seem to visit our crappy frozen planet are slavers. I wonder if slavers deal in frozen corpses?


Day 27
WE'RE STILL ALIVE. A raiding party of about a dozen armed and angry pirates came swarming our home. They were trying to break into our home, luckily we built two doors for insulation. One of the pirates died of hypothermia and Teuton blitzed to his corpse, grabbed his machine gun and hosed four or five of them dead. The remainder fled. Lesson of the day: Don't f*** with Germans.


Day 32
So hungry .... must ... eat ....
Things were looking bleak until a bulk goods trader sold us some agave. We're back on the up and up. Although we are still recovering from that pirate raid, we're building a future here.



Day 57
After repeated pirate attacks we've finally walled ourselves off from the outside icescape. We now grow more than enough food for the three of us. Power generation continues to plague us, but now that our windmills are walled off from attacks we shouldn't be so vulnerable. It looks like we've secured a future here and we're here for the long haul.




Day 67
A band of foolish tribals attempted to attack us. They were woefully outgunned. I am sure they'll try again, we have to prepare better for these attacks, they're getting intense. Zan and Teuton got hit by some arrows, nothing life threatening, but they'll need time to recover. Luckily our power generation was better guarded and we won't be without food and power, unlike some of the previous attacks. Bring it on tribals.


Day 69
Teuton told me not to taunt the tribals, well .. they're back. Less than 48 hours after the last attack here they are again at our doorstep, for another butt kicking. The M24's we've scrounged have really come in handy and Zan is racking up a kill count higher than Rambo at this point. There was only one tribal survivor, but an L-15 LMG round went through his head so we just put him down. Why do these tribals attack us? Did we build on ancestral land? Whatever the case may be, its us or them and we pick us.


Day 73
Just a day or two ago some strange pods opened up and the people inside came to attack us. Today about 18 or so tribals attempted to avenge their dead brethren. It did not end well for them. Eight or nine of them died, the remainder fled. Teuton suggested we build effigies out of their corpses to try to ward them away, but Speedy nearly vomited not realizing he was joking. We're going to build a crematorium because trying to bury dozens of bodies every few days sure does take a toll on your back. And on your soul.


Day 85
Finally, no news is good news. Teuton has been working for almost the past week cleaning up corpses. We got depressed being surrounded by corpses all the time. That crematorium is paying off in a big way. We rescued some random lady that fell from the sky, but she says she's a pacifist so I think once she's over her extreme leg infection we're going to send her on her way. We beefed up our defenses a little, but probably still not enough. On the bright side it is now summer! It's a toasty -20oF outside!


Day 94
Some ship part crash landed earlier this week. Speedy and Zan went to investigate. After not being able to interact with it, Zan, being a teenager, felt like shooting it. Immediately three large wormy looking robots popped out and one smaller, but much faster one started to chase us. Frantically and luckily Zan shot the small one in its robot brain and immediately disabled it. The larger ones were slow and stupid, we shot them to bits from a distance with our sniper rifles. I hope they weren't friendly robots, we broke them dead. We even broke their ship. Whenever we were around the ship it would whisper to us crazy things like 'go eat some humans, they're tasty' or 'Teuton wants you both to die'. Sadly, immediately after we broke the ship some pirates geared up to attack us. I hope we survive!


Day 95
Today sucked. While Teuton tried to finish demolishing the ship that whispers to us, Zan was all alone defending against swarms of pirates. He let the pirates contend with the turrets we set up for awhile, but eventually they broke them and he had to try to fend them off.  The pirates tried to kidnap Zan, but Teuton managed to slay the would be kidnapper and rescued Zan. All the while Speedy, who had previously been driven insane by the whispering ship, was in our makeshift prison going all bonkers inside the base. She somehow managed to punch the stone door open and just as Teuton got back to the base she was trying to bust open the door to our cold storage, which would effectively freeze all of our plants. Poor Zan, defended against the swarms of pirates and how he's in dire need of medical attention. I hope we survive today.


Day 96
Yeah, we survived. Speedy is still in prison and we just also recovered from a solar flare, so all of our plants died and our home dropped roughly 50o, but we're living, so there's that. Hopefully Speedy decides that the whispering ship isn't her friend, because we need her back. We better get some turrets up and running again or we may very well be dead from the next raid. Happy Birthday Zan, now that you're 18 you get to deal with adult problems, right?



Day 108
Things have been pretty quiet lately. Speedy still hasn't chosen to cooperate with us. Zan purchased a social neurotrainer in hopes it will help him get better at convincing her. We're back on our feet, but some of the things we'd like to build requires wood and there are no natural growing trees out in this place. Teuton devised a way to grow trees within a shelter outside, we'll see if that is possible soon.


Day 113
We Zan finally gave up on trying to convince Speedy to rejoin us, so he decided to release her. He escorted her outside and the moment he released her, she realized who she was again, and rejoined the tiny colony. About damn time Speedy, but welcome back.


Day 123
Our tribal friends finally payed another visit. I guess we've got more bodies to bury. They'll never learn. On the upside our indoors tree farm is nearly ready for a test run and we re-purposed the makeshift prison into another work area. Things are actually starting to look nice around here.


Day 126
Another tribal raid. They seem to attack in pairs. Stupid and predictable. More bodies to burn. Our dear neighbors showed up to help, they got to the scene JUST in time to actually do nothing. Thanks Mie and Foster, you're both totally awesome.



Day 132
Some pirates sieged us. They blew up two of our wind turbines, setting back our hopes for trees and food. Worse yet, they shot off Teuton's leg. Let's hope for a merchant with a bionic leg to come by soon, Teuton is depressed but likes the prospects of being bionic. A week ago Speedy's legs were replaced with bionic ones. Now she's the fastest runner this planet has ever seen!


Day 141
Since Speedy researched just about everything she could we were able to make a Cryptosleep Casket for Teuton so that he could slumber until we're able to procure a leg from him to use. What a brutal injury. Get well soon Teuton. I sure hope someone will sell us a leg soon.


Day 143
Some idiot named Ellis wanted to join our colony. He can't build, farm, mine, cook or craft. I guess he's just either a cleaning maid, or some sort of mad artist or something. Despite being 37, the same age as Speedy, he's got cataracts in both eyes, making him a pretty useless shooter. He fumbles around our colony. Maybe he'll catch a bullet soon. Tribals are gearing up to attack us, so maybe it'll be an arrow. To the knee.


Day 146
I've got good news, and great news. The good news is Ellis gave up on our colony and wandered away into a snow storm, probably to die or something. The great news? We traded two tribal morons to a slaver for a bionic leg for Teuton. He's up on his feet and faster than ever!


Day 150
Out with Ellis and in with McDowell. He's at least more useful than Ellis, but he decided to try to join us during a tribal raid. The resulting bloodshed put him into a daze where he wandered around in -90oF temperatures and passed out from hypothermia. Well done newbie, well done. We rescued him, but we're actually hoping one of the tribals we captures will join us permanently instead, and this McDowell guy will catch an arrow or bullet.


Day 162
McDowell kept partially abandoning our colony and wandering in the snow. We decided to sell him to slavers. Unanimous vote. We also managed to recruit one of the tribals we captured, Crica. He's really wants to become a bionic warrior, and he's a hard worker so maybe we'll make that happen for him. Things are back on track and finally we're starting to make progress, turning this hovel into a home.


Day 182
We're back to fighting the brutal cold. It is -140oF outside right now, and no matter how much clothing we wear, it doesn't matter, we freeze in mere minutes. Luckily this will keep most of the attackers at bay as well. Crica is fitting in well, he's quite happy we hooked him up with a bionic leg. Maybe we will spring for another. He just had a birthday too. He doesn't talk much, but I think he's in his early twenties. We have to build little outposts around our colony as warmth spots, but the trick is we don't want our enemies taking advantage of it. Luckily, those morons tend to bash every door they see so if they bash the outpost doors they won't be able to heat up.


Day 187
You know how cold it is out?! The damn robots we're fighting are shivering. You heard me, robots things its too inhospitable outside. On that note we've been burning through our medicine stocks trying to treat frostbite and other cold related injuries. When tribals, pirates and robots aren't trying to kill us, mother nature is. I can't wait for spring.


Day 199
I tried to release a few pirate hostages in order to gain favor with them. Their attacks are getting annoying. Blackburn, one of the hostages, collapsed before he could get back to his clan. Zan went to try to rescue him, but I guess the tribals smelled blood in the water because they full on blitzed to where Zan was as soon as he got to Blackburn's shivering corpse.
#18
Bugs / Sandbag Disappearing Act
December 13, 2014, 11:55:51 AM
One of my colonists got knocked unconscious while moving over sandbags and disappeared. When I deconstructed the sandbags, he was nowhere to be found. When I clicked on his name in the overview menu, the overview menu stated that he was exactly where I deconstructed the sandbags.
#19
General Discussion / Best seeds for extreme heat/cold
December 12, 2014, 06:54:42 PM
I've started a colony in the hottest place I could find after searching a few seeds.

Seed: 4rsi
Coordinates: 76.53E, 0.27N
Average Temp: 100.1 F / 37.8 C
Jan: 93 F / 33.9 C
Jul: 107.1 F / 41.7 C

I've already seen temperatures as high as 154 F / 67.8 C

Share your seeds!