Several of my colonists in my current big colony (up to 15 people now) have lost fingers. None of them have lost more than one, but it's definitely interesting how like 5 of them have lost a finger here and there. One of them had her leg so chewed up by a boar that we replaced it with a bionic one.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Pages1 2
#2
General Discussion / Re: Magic Doors
October 04, 2016, 06:32:15 PM
Considering they come from an advanced civilization, you can get around all that by simply saying "it's keyed to open to anyone the colonists designate as friendly". That would include animals that obviously belong to the traders.
#3
General Discussion / Re: Do Raiders die easier than Colonists?
October 04, 2016, 06:28:48 PM
Well, you can think of it somewhat like this:
The colonists are shooting to kill, as these people are coming to destroy what's keeping them alive. If some of them survive? Great, try to convert them, or punt them.
The raiders on the other hand aren't trying to shoot to kill, since if they down a bunch of people, they can drag them off and sell them into slavery, or use them as their own slave labor. They're more interested in grabbing stuff and leaving.
So the colonists are going to fight harder, know the terrain better, etc.
The colonists are shooting to kill, as these people are coming to destroy what's keeping them alive. If some of them survive? Great, try to convert them, or punt them.
The raiders on the other hand aren't trying to shoot to kill, since if they down a bunch of people, they can drag them off and sell them into slavery, or use them as their own slave labor. They're more interested in grabbing stuff and leaving.
So the colonists are going to fight harder, know the terrain better, etc.
#4
General Discussion / Re: Awesome World Seeds
September 19, 2016, 05:45:54 PM
I'd post the starting area I lucked out on if I knew how. The colony is set up against a MASSIVE mountain, with not one, not two, but three thermal vents right nearby, which means once you research that you'll have tons of available power. There are two paths through the mountains that come up towards the colony, both of which I've set up with walls and turret bunkers, so raiders get torn to shreds before they get close to the colony itself. Easily defended, tons of space to grow, and more or less immune to sieges due to 90% of the colony being under the mountain.
#5
General Discussion / Re: Beer now worthless?
September 19, 2016, 05:32:56 PM
I usually just have my colonists make wine. Not so much because I need it for mood, but more because they like to sit around and just have a glass or bottle of something now and then while they sit on their recliners watching tv after a long day expanding the colony towards the edges of the map.
Plus it feels fancier!
Plus it feels fancier!
#6
General Discussion / Re: Animals not eating Grass and Flowers ?
September 19, 2016, 05:19:49 PM
Bugged maybe?
My colony has a huge barn with part of it roofed where the animals' beds are, the rest is a growing zone full of grass, and the animals munch on that constantly.
My colony has a huge barn with part of it roofed where the animals' beds are, the rest is a growing zone full of grass, and the animals munch on that constantly.
#7
General Discussion / Re: Is polygamy a thing?
September 19, 2016, 05:15:13 PM
A triple bed would be cute. 
I've been watching the drama unfold in my current colony. I used the "prepare carefully" mod to make a large starting colony full of people who WANTED to go set up shop on an alien world. It was a group of 9 people, 2 couples and 5 single folks. Thus far:
The 35 year old doctor and 34 year old researcher were married. Doctor dumped her to go shack up with the 18 year old artist. He had no mood impact, his wife did.
The 30 year old miner and the 32 year old sociologist were married. He dumped her to hook up with the 26 year old botanist.
Doctor and artist got engaged.
Researcher hooked up with a 49 year old new guy that joined the colony.
Doctor devastated, even though he dumped her.
Artist made a masterwork statue that showed the researcher shrugging off a hug the doctor tried to give her. Awkward.
31 year old chef hooked up with an 18 year old former-bandit we captured and converted.
Animal husbandry expert has been making flirty comments to the artist, who has thus far rebuffed him.
Meanwhile the cybernetic jill-of-all-trades has been working overtime to get stuff done since they're all busy screwing around.
*munches popcorn*

I've been watching the drama unfold in my current colony. I used the "prepare carefully" mod to make a large starting colony full of people who WANTED to go set up shop on an alien world. It was a group of 9 people, 2 couples and 5 single folks. Thus far:
The 35 year old doctor and 34 year old researcher were married. Doctor dumped her to go shack up with the 18 year old artist. He had no mood impact, his wife did.
The 30 year old miner and the 32 year old sociologist were married. He dumped her to hook up with the 26 year old botanist.
Doctor and artist got engaged.
Researcher hooked up with a 49 year old new guy that joined the colony.
Doctor devastated, even though he dumped her.
Artist made a masterwork statue that showed the researcher shrugging off a hug the doctor tried to give her. Awkward.
31 year old chef hooked up with an 18 year old former-bandit we captured and converted.
Animal husbandry expert has been making flirty comments to the artist, who has thus far rebuffed him.
Meanwhile the cybernetic jill-of-all-trades has been working overtime to get stuff done since they're all busy screwing around.
*munches popcorn*
#8
General Discussion / Re: Uh-Oh!
September 16, 2016, 01:47:47 PMQuote from: shaw357 on September 16, 2016, 05:38:04 AM
You know food and corpses spoil, right? Your "meat locker" over there has no cooling sources. Infact, it has two torches acting as heating sources.
Also having everyone share one bedroom will not make people happy.
I was more annoyed at the fact that he didn't mine the steel out of the walls and just rebuild them with different material.
#9
General Discussion / Re: Colony Names?
September 16, 2016, 01:44:53 PM
My colonies are named various things, depending on my mood, and what group I send there.
A bunch of girls who escaped a lecherous old guy who wanted them as his personal "harem", founded the colony of "Freedom".
A pre-planned colony of 3 families, colony name was "Starting Point".
Three random survivors who crashed onto an ice field and are struggling to survive, "This Place Sucks".
A bunch of teenagers who wanted to start their own world named theirs "Neverland".
A rich old man with his dogs and a sniper rifle named his world "My Lawn".
A bunch of girls who escaped a lecherous old guy who wanted them as his personal "harem", founded the colony of "Freedom".
A pre-planned colony of 3 families, colony name was "Starting Point".
Three random survivors who crashed onto an ice field and are struggling to survive, "This Place Sucks".
A bunch of teenagers who wanted to start their own world named theirs "Neverland".
A rich old man with his dogs and a sniper rifle named his world "My Lawn".
#10
General Discussion / Re: Beds!!!
September 14, 2016, 05:43:03 PM
I use wooden single beds until I have the resources to give everyone double bets. Even the people who sleep alone get a double bed, as they find them much more comfortable, and thus are happier.
#11
General Discussion / Re: Poll: In its present state (Alpha 15), do you think RimWorld is well balanced?
September 14, 2016, 05:40:09 PMQuote from: OFWG on September 14, 2016, 01:27:55 PMQuote from: Britnoth on September 14, 2016, 09:10:27 AM
The game is not ruled by RNG. There are many ways to mitigate it: it is called planning ahead.
Yeah nope, not even close. In a recent game I had a Zzzt (a totally random event that is actually made worse by planning ahead with battery power) in my freezer, which exploded into a 2700 degree F firestorm that obviously nobody could get to without collapsing. Since this was in the middle of winter, on a map with almost no game to hunt, it was a dramatic but entirely RNG way to die.Quote from: Britnoth on September 14, 2016, 09:10:27 AM
...3 random colonists are always viable. Even the really bad ones.
Not a chance, if you get 2+ pacifists you're 100% screwed. The game is not at all balanced for anybody but the since-alpha-1 masochists who like to play on "cripple me" difficulty.
I just use the "plan ahead" mod, so I can custom-build my colonists. I like to make little roleplay setups for them, like a group of angry teenagers trying to colonize a planet all on their own, a "planned colony" with three families and a few single people, complete with animals, tons of supplies, etc, and then "accidentally" drop them into a biome they didn't plan for (ice sheet was a challenge), or a colony full of replicants who wanted to start a new life away from humans, so they're much hardier and have a more even assortment of skills, etc.
My current colony that I'm playing was an old guy with four young girls (he wanted to have a "harem"), but they murdered him before he could get out of his crytosleep pod, and so now they're on their own on a new world. None of them are terribly skilled (he brought them along for ther looks, not their brains), but they've managed to cobble together a pretty solid colony. They had a couple of other people join up, they have some cows now and a couple of random camels that wandered in and joined them, and living in a huge carved-out mountain with a huge walled courtyard outside.
The girls are kicking the planet's butt.
#12
General Discussion / Re: Most tamed animals are garbage
August 25, 2016, 04:33:34 PM
I want to set up a game at some point with the "lone colonist" starter, but give her like 15 tamed bears. See how well the raiders do against that.
#13
General Discussion / Re: Rim World end-game and Ending
August 22, 2016, 02:59:12 PM
My "end goal" is to have a large enough colony to be self-sustaining and defended. Leave? Why? This is OUR planet now.
#14
General Discussion / Re: Separate stockpiles for kibble
August 22, 2016, 02:19:22 PMQuote from: DariusWolfe on August 22, 2016, 02:16:26 PMQuote from: RandomGirl on August 22, 2016, 02:11:41 PMI'm pretty sure you can use the "food cabinet" item (1x1) to store kibble in.
Is that from a mod? Or is it something new in A15?
I'm not sure, to be honest. I keep adding mods that add little things here and there. Might be part of one of them.
#15
General Discussion / Re: Animal Zones
August 22, 2016, 02:18:11 PMQuote from: DariusWolfe on August 22, 2016, 02:14:20 PMQuote from: RandomGirl on August 22, 2016, 02:09:53 PM...smelting room.
Why do you restrict dogs from the smelting room?
Lots of hot/molten metal, jagged pieces of metal lying around waiting to be smelted. I don't want the dogs to burn/cut their paws or get in the way and get hurt. Or distract the person smelting and cause an accident.
Pages1 2
