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Messages - Arckas

#1
Day 1

Day 1: I open up the colony and it like it is. Extremely good start, I can work with this. Food supply is extremely good, though I worry about spoilage. Research has just started on climate control and should be done by the time. Base is a bit sprawled out for my taste, but I'm in control now. Crops are about 25% finished from being away. I'm debating cutting them off once they are done for the inevitable cold snap- no sense putting in another batch of crops if chances are they are going to die.

Couple things to change-

-Stone doors to Wooden doors for faster entry
-Changing tile priorities to dinner room rather then pantry

Bedroom are far, but hopefully no raids come from the north (or at least on my turn haha but seriously though.)

Work priorities now- It's so beautiful  I want to vomit.

[I change it to this instead. Adjustments will be made depending on how mood works. Nothing in the traits that would make me go into individual menu.

Overall social health of the colony, bad. Hopefully having joy periods close by will force them to develop relationships.

Work tab is so huge I don't want to explain it all. I make a couple of changes here and their, mainly priority. everyone got a job at least[url=http://. If something terrible pops up then I'll find out sooner or later, but I've got my bases covered I think.



Day 2

Day 1 ends without incident.

We should probably get another cook going ASAP as Big Chief can't handle these orders. Clam is our next best guy, but I'd have to take away our best grower... we've got enough growers. Clam, welcome to the kitchen.

I take a look over at our prisoners that we're attempting to recruit... a non-violent Taxonmist and a firekeep who is kinda a jack of all trades. Sure, sign them on when you want.

Clam randomly snaps and goes on a pyro spree... in our kitchen.]. If something terrible pops up then I'll find out sooner or later, but I've got my bases covered I think.



Day 2

Day 1 ends without incident.

We should probably get another cook going ASAP as Big Chief can't handle these orders. Clam is our next best guy, but I'd have to take away our best grower... we've got enough growers. Clam, welcome to the kitchen.

I take a look over at our prisoners that we're attempting to recruit... a non-violent Taxonmist and a firekeep who is kinda a jack of all trades. Sure, sign them on when you want.

Clam randomly snaps and goes on a pyro spree... in our kitchen. I'd arrest him but I don't want any any negative relationships, so I let him do this thing.

Solar flare hits right after. Jokes on you, I'm a tribal.

Clam comes back to his senses without incident shortly afterwards.


Day 3

An eclipse happens. Somewhere, in an alternative universe, I am crying.

Visitors come by

Randomly decide to open up the world map. Oh hey, a bionic leg item stash. I sent trobo into the wilds to retrieve it the following morning.

Legua comes on board. Welcome Legua. Since she's kinda terrible at everything, I make her a dedicated cleaner until I figure out a use for her.




Day 4


Trobo arrives and sees the compound holding the bionic leg. At exactly the same time, a raid occurs. I'm going to see if I can stealth this.

Nope. Get caught banging on the door. Oh well. In for a penny, out for a pound. Trobo didn't get hurt, but now we know some intel.

To build something, I decide to make a wall to my north.


Day 5 Winter

First day of winter. Not much else but idling our time.

Psychic Ship Lands. Better take care of this quick. Could really use the steel right about now.

Victory pose

We also get both scyther arms.

Trobo arrives in once piece.

Day 6

Air conditioning finished. Yippee. Batteries is next.

Day 7:


Psychic Soothe for females occurs. Well, I didn't ask for it, but thanks.

Local squirrel goes mad. In true story telling fashion, Ferrit gets bit after killing the squirrel. He promptly get healed.

Day 8: Nothing

Day 9

Smoke leaf rots away, good riddance. Didn't need none of that devil cabbage anyway.

Day 10
The batteries get finished. Go for solar panels.

Bandit camp opportunity for 335 uranium. Well, I'm not leaving the atmosphere anytime soon, but it's there.

Day 11

Calm start. I take off big chief from cooking to go mining with someone else. Get those batteries up.

Day 12

Batteries up.
Refrigerated room.
Kitchen that isn't eating wood.

Things are looking up. Looks like we're not getting a cold snap either.  Power refresh rate is a bit bad, but those solar panels coming soon should be good.

Colony social health has been getting better. I attribute that to everyone having the same joy period.

Day 12

Visitors visitor. That's what visitors do.

An Aurora occurs, which is always welcome.

Trobo get's a work frenzy... sadly she's kinda useless but hey, sure.

Fuck me I blame you, Yoshida. For never respecting the tornado, this is your fault. s

Tornado cyclones throughout my base. Destroys my batteries, a heater, a bed room, a stone cutting table, another table I can remember, veers off and destroys a fortification, and then a daylily pacth. 

Like 200 steel and 4 components lost in an instant.


Day 13
Oh hey, solar panels are done. Going for carpet making.

Cargo pods full of Marble block due south. Useful for making art I suppose.

Day 14

Nothing

Day 15

Exactly the same bandit camp opportunity.

Our dog has a heart attack. Welp, looks like you've got to be put down girl. As I'm giving treatment to anesthetize her to then euthanize her, she suddenly recovers. Cats do have 9 lives.

And with that, my turn ends without further incident. I've brought power and preliminary wals to the colony. A good amount of sellable wealth is also within the colony in the form of syther arms. Food is plentiful. Social health is much better, and I feel content with having finish it like this.



#2
.Reboot
Rebooting...
Previous A.I. non-operational. Query: Mimetic disposition array N/A.
Insert code for recombination for 3rd sequence.
Code: Aliez

_____________________________________________________
Day 0: Awakening (Loading the save)

At a glance:

  • Phil and Henriette hate each other because one tried to murder the other.
  • Someone blockaded a poor prisoner.
  • I've only got 49 bricks and 68 steel to build with 
  • Someone buried a mega scarab in a grave.
  • There are a total of 11 Drago trees which roughly means 220 wood before all natural wood is exhausted
  • Heneriette is feeling a little down
  • Phil has only 1 hand
  • Coolers are backward and not functioning


Well, I can safely say that I can certain survive this. Hodis left me with ample amount of supplies to survive the winter. I've got a heater. If I just handle Henreitte mental breaks she'll eventually will become cathartic enough to come over her grievances. I can't fix that they hate each other BUT opportunities may arise where I can engineer them to like each other, at least tolerable. The next guy and even the guy after that will just have do exactly the same thing I'm going to do- Plant food, Grow Food, Eat Food, repeat until either something wipes out the colony or a series of events happen to make it prosper.


Or I can move to a different location

So I'm going to apologize to Mini in advance here: I didn't want to suggest moving the colony over unless it was absolutely pertinent to the colony's survival. I know that this situation is completely manageable. It's actually too easy, I don't have to do anything and just let the pawns fatten up. This colony, however, does not have a future ahead of itself in the long term.

Therefor, to move as my first action, Let's get this show on the road.


Some establishing shots:
What I have currently as a colony:

World Map


Day 1: Preparation

Today the rest of the day (which is only 8 hours) will be dedicated to joy and sleep to steel our survivors for the trek. My predessor left me with enough food to last a couple days, but more importantly gave me the best crop for travelling: Rice. Lightweight and doesn't spoil.

I've made some altercations to the work schedule.
10 hours of work and pawns. Pawns may choose to wake up early and start the day in the morning. Pawns may choose to work or joy in the evening.

Day 2: First Steps
Once Henreitte and Phil wake up, it's off to the the tracks.

Screenshot of my caravan. Considering my situation, it's really easy to know what I'm going to bring. As the temperature outside is below freezing, I don't understand why the food will rot in 1.1 days and am going to bring supplementary food anyway. I debated between bringing some leather, but seeing as I don't have enough to make anything I want I vetoed it.

Content with what I have, the colonist start to execute the plan.



Now that the former colony is a ghost town, who knows what will happen to it. In any case, no person is there to take care of it and resources are stripped. I'm sure events will occur, like merchants and manhunter packs. I'm unsure what happens if the colony it it get's raided, but not my problem. Perhaps a random event will occur that will bring a settler to that colony, but for all intensive purposes it's a shell of a wrecked hovel.

On the matter of foot rot: I'm relieved to be correct.

Right before sleeping, I make it to the peace talks node. Sadly but not unexpectedly, they backfired. Oh well, there is an argument to be made that having tribal raids is a good thing. Heneritte gains experience because of this. I'm just grateful they didn't chase after my caravan.

Day 3: Trade

As soon as the colonist wake up, they're greeted with a caravan request. Now I know that this decision for purchasing may seem stupid, but I made it with sanity in mind. If Heneriette goes berserk or dazed, that caravan could lose days of progress just to that. Silver is meant to be spent and the steel isn't immediately useful, so I sell that for some fine meals. Not the best trade for the long term I realize, but you've got to make the short term to make the long term. Also, if I have less wealth then Cassandra might take pity and send me things once I reach my destination.

Day 4: Tyranny Hill


May as well make gather some information while I can, eh?

Who knows, I just might be able to take it and get a few extra supplies-


Lmao nope.

Future note: This could be taken with a small task force if you have enough rations. With that many hostiles, I doubt the game has enough food to keep them fed for a single day.

Day 5: Manhunter/Ambush
"A man hunter pack have entered the area"
Jeez, really dodged a bullet there. A single rat.

But this is what I'm talking about when it comes to Cassandra and wealth. If you want free hand out from the story teller, you've got to be poor.

"Caravan Demand by Compact of Collato"
I need to request Tynan tone it down with demands, but I digress. We start the fight.

Sadly the fight was over faster then I could remember to take screenshots of. I even forgot the dudes name. To recap the fight.

Tribal with a club spawns east, Heneriette and Phil take shots but can't shoot for anything. Heneriette begins to kite the guy while Phil continues to take shots. Eventually Phil pumps the tribal full of lead, but not before shooting Heneriette in the right arm. Emergency treatment ensues.


Luckily, he drops 51 pemmican and a club. For what my purposes are for, I'm glad for the encounter. It also brought Phil and Heneriette closer togehter.

A flash storm hits an unrelated part of the colony. Even so, at least we don't have to worry about fire spreading. Haha D:

Right before camping, the my colonist finally make it to the promised land. Yippee.

Time to push our luck and go for some mountains.

Day 6: Drop pod
While my colonist were sleeping, Jupiter falls from the sky. For a pawn, he's kinda bad, but seeing the situation I would have probably still took him in as I need the extra worker.

Too bad I'm not there. His life is over.

Progress update and food update: Nearly there and our simple meals have finally been exhausted.

Day 7: Nearly there



Well this sucks.

Our freezer broke. No wrorries, its already cold as is.
Another caravan I can't buy anything from.

Tomorrow, we will settle.

Day 8: Promised Land


This will be the base of the new settlement. May the next players find use it to the best of their ability.

So I start to go through the checklist of what I need. First think I want: A place to cook food. Rice comes with a bad mood bonus and a chance of my colonist getting sick. Afterward, shelter from the cold with a couple a beds. After that, a secondary hut for prisoners. At that point I try to strive for electronics and ultimetly get the next guy ready.

Sadly, I have to deal with the Jackers first. Not an hour has passed and I'm already dealing with a raid to the south... Oh well. That's Rimworld baby. We've got DuVall and Burgandy. I don't bother looking at their stats, as I couldn't take either one prisoner. With extreme luck, they get very separated with their pathing. The shooter is far away from the melee.

Once Burgundy dies, DuVall retreats. I have a feeling that won't be the last time I see him.

As I'm building shelter, a message pops up. Yami "Kana" Kanade is being chased at Luck Hovel and requests help. The only issue, Kana, is that there is nobody there to help you. I reject her because I don't know what happens if raiders take over a colony once it kills everyone in it, and I doubt a conceptual artist is a big melee fan. A+ Name though, would love to have had her.

First Night


Day 9: Peaceful

Nothing of importance happened today, for once. Cut down more trees, working on the prisoner cell, life is alright.

I built a grave to Burgandy because I realized that seeing a corpse may not be the best thing for the already mental Henriette to see. A hey, new source of joy... in a twisted sense.

Day 10: Planning




I'm hell bent to depart with something finished, so in my own little way I'm going to give something we all need. A place to sprout out from.
I'm a big fan of the central pavilion in the middle of a base, and I made an expansive storage area so we'll never need it again. I made a circle, and then an extra circle so we can get some rooms going in the corners.

I'm not going to request that the next people use this, but I may as well make the cheapest thing to leave behind: A storage room.



First colonist! Well I'm sad that he's so lame, but I know we've got a dedicated hauler, tree cutter, and cleaners in our midst. Come to think of it, this may be just what the colony needs. A single guy working on a very specific job. So yeah, I'll take him in.

*Chomp*



Lmao
hahahahahahahahaa
Life is pain


Day 11: Herd
Nothing to note save for a herd that passes by. Not going to risk enraging them, nor do I have the supplies to harvest. Better to continue working.

This man has a life story. For his entire life, he had been burdened by severe fibromyalgia. All his life was pain until the glitterworld came to heal him... In exchange for one thing- his life. He became part of the security detail on the SS Santa Monica, but secretly was a death squad. As he grew older, he came to an Epiphany- His life was full of pain, but not the pain of nerves being on fire. He has a silent pain of all the things he done. He became distant with people, and eventually snapped. He swore off violence of any kind for any reason; James was done hurting. In his last ditch to escape the ship that now held his life captive, he made a break for escape hatches. His fellow coworkers now pointed their guns at him, the defector, for trying to escape even though they all wanted to be him. He made it out, but not without numerous injuries. As he drifted into consiousness, he knew he has a 1/10000000 chance of even finding a rock with people on it, let alone landing in a friendly environment. Some say he didn't even care. Right before he fell unconscious from the impact of falling through the atmosphere, he wept.

And then get his head bit off by a Fennekin Fox lol.


Day 12: Cats
First thing's first: I'm especially curious to see what happens to these 10 cats that decided the old colony is there home.

A drop pod of of chocolate at the old base.

A move the cats over to the center of the base, just because.

Day 13: Power
We have sucky power. Hooray.

I get to work on a kitchen with a walk-in freezer.

Day 14: Nothing

Nothing to note: Business as usual.

Day 15: End Times

A cat got sick with food poisoning. Pack it up boys, we need to head home.

As Heneriette and and Phil turn into the night, there appreciation for each other much better then it was a quadrivium ago, it is time too- for the the third recombination to to turn in.



______________________________________________________________________
.Reboot