Tales From the Rim: Rimworld Adventures

I am shocked... SHOCKED... that Rimworld doesn't have its own dedicated discussion thread. So I'm correcting this horrific oversight.

And to start this ball rolling:

Welcome to the Republic of Neo-Texas, and the colony of New Alamo, on the world of Ian's Planet. Founded by Samantha "Sam" Haxton, a wilderness survival expert, this colony was named after the fabled fortress which never fell to the dreaded Nasties during the Great War. Like all who trace their ancestry back to the European country of Texas, she will always "Remember the Alamo."



This is my second game of Rimworld, and my last "vanilla" game. It'll also be my last "easy mode" game. The Clark-tech level Artificial Intelligence who rules/experiments on/torments the inhabitants of this relatively habitable world is a copy of an AI named Cassandra, enjoys sending people on "adventures:" AKA someone in a heap of trouble very far from the comforts of home.


Noteworthy Characters:

Sam: This is the "hero" of the story. One of the original three survivors, she was almost uniquely situated to survive on an Alien world. Almost. Sadly, while her father taught her how to hunt, track, camp cooking, and build shelters, he never taught her how to sow and reap, nor the basics of first aid. Considering who she landed with, though, she naturally took charge of the situation, and has remained in charge since. The best shot in the colony, she naturally led the defence of their compound, as well as away teams to deal with nearby raider camps. She'd complain about this Rimworld taking her one piece at a time, but she's been lucky about getting replacement parts. She's lost both arms to separate Mechanite raids, one eye to raiders, and the other during a "social fight" of all things. She's by far the most enhanced colonist of New Alamo.

Ida: The second of the original three survivors, she's an elderly surgeon and researcher who had just enough talent with plants and crafting to fill in most of Sam's missing skillset. She couldn't hit the broad side of a barn, and kittens were more dangerous in melee combat.

Penelope: The last of the original three survivors. She's the colony's most talented miner, as well as a well rounded combatant. For the longest time, she helped with the butchering as well, and was one of the colony's "tanks," whose job was to take incoming fire to protect the more vulnerable ranged warriors. She recently lost an arm while assaulting a crashed defoliator vessel, and was "resurrected" successfully after a pirate raid, after being killed by a shotgun blast to the chest at close range. Her husband is Orange, though for how long that remains to be seen. He's the colony's sole "body purist," and isn't reacting well to the artificial arm.

Pickles and Ulocaico: These two originally attacked the settlement separately, and were swiftly captured and slowly persuaded by Sam to join the colony. Pickles is a brilliant craftsman, relative to Ida, and took over this role from her, allowing her to concentrate more on the research side of things. He is also brilliant with animals, and between projects, he began expanding the colony's small herd of animals. Ulocaico assisted Pickles on the animal front, but most importantly was able to take over for Sam on the cooking front. She is skilled enough with melee combat to eventually to take over for Penelope on the tank front, allowing her to fill in the colony's understrength rifle squad. For some reason, these two immediately hit it off romantically, and were soon married... leaving me wishing I'd added Biotech to this game.

Fox: The last colonist originally recruited by Sam. Despite being slothful, he was allowed to join so he could take over farming duties from Ida, allowing her to more time to do research. Sam had a brief fling with him, which she soon ended. She still doesn't know what she was thinking. Due to a bizarre set of circumstances, at one point he leapt into battle wielding nothing but a mace, a shield belt, and his big bushy beard.

Mordy: A "wild man" who behaved like an animal when he wandered onto the map, he is talented in the social skills, and thus became the colony's chief negotiator and warden. This skill is rarely used, so he assist's Sam on construction duties and Ulocaico in the kitchen and with the colony's herds. He is a big eater, though, and sometimes goes on eating binges, leaving the rest of the colony nothing but simple meals for supper. After a very long delay, he finally received his bionic leg. He also has a bionic heart, which he needed after having a heart attack at the tender age of 26!!! He's also Pickles' son, and was "tamed" by him into joining the colony.

Senrar: Has the dubious distinction of being the lucky recipient of our colony's only "war crime." He and his tribal buddy survived their raid. Despite being a slow learner, he had several useful skills, including a badly needed (at the time) secondary doctor. He'd lost a kidney, though. His buddy had two perfectly good ones, though the man had lost a lung during the fight. At the time, my only prison had a double bed, so he was lying right there when Ida extracted his friend's kidney, to be implanted once Senrar formally joined the colony. I would've recruited them both, and sourced a kidney and lung elsewhere, but his buddy had the new unwaveringly loyal trait, so became an organ farm instead.

TK: Was taken prisoner during a tribal raid. I'd originally intended to recruit her to add another rifle to the line. As it turns out, she had a drug addiction, and would be a misandrist in a colony with an overwhelming male majority, so I'm not sure if I want her as a colonist or not. I do want to learn what it'll take to break a drug addiction, so she's been imprisoned to break the addiction, and I may release her once it's been broken... or a colonist just happens needs a new kidney or lung. Having been imprisoned for nearly half a year, she is 3/4 of the way to being released, and she still has all her original parts! She's been beaten three times by Ulocaico after TK went berserk from withdrawl symptoms, since one of the two prison cells is very close to her domains.

Pretty much the rest of the characters on the basis of their abilties during combat, as well as useful secondary skills. The only other married couple is Grasshopper and Toxos, who are very new to the colony. Sissy and DeLeon are the newest members of the colony, captured at the same time as TK, but they turned out to be far more useful. During the same event that cost Penelope her arm, Deleon and Sissy also lost an arm and a leg respectively. Which annoyed Mordy to no end... that leg was originally intended for him!
 
I completed a sea ice challenge, starting with a single colonist (that was with vanilla game, long ago before the various DLC). That was ... interesting. But ultimately it was not that much harder since most human attackers could not reach my base without freezing. The only real different part of the game was the first few days as one has to be very precise with each action in order to survive. Once the base economy gets running it becomes a classic Rimworld game with an open area base (no mountains on sea ice maps) and completely self-sufficient resource generation (nothing can grow outside..). Of course the base has to be insulated properly ;) but all other usual Rimworld rules apply (concerning raids, satellite trades etc.)
 
I completed a sea ice challenge, starting with a single colonist (that was with vanilla game, long ago before the various DLC). That was ... interesting. But ultimately it was not that much harder since most human attackers could not reach my base without freezing. The only real different part of the game was the first few days as one has to be very precise with each action in order to survive. Once the base economy gets running it becomes a classic Rimworld game with an open area base (no mountains on sea ice maps) and completely self-sufficient resource generation (nothing can grow outside..). Of course the base has to be insulated properly ;) but all other usual Rimworld rules apply (concerning raids, satellite trades etc.)
Never really bothered to check: Insulation - thicker walls insulate better? Stone is better than wood? I can tell you good thermal insulators and conductors in Oxygen not Included but not for Rimworld.

Also: we have more not-entirely-human attackers now. Some of them are furred and better suited for cold climates. With colthing they should last a bit longer in the ice.
 
It's a bit quiet at the Mashcluster. The base is moved - and I already spot the imperfections. I have a talent for picking spots I wanna leave again. Steel and components is scarce. 6 comps left. Mash converted and recruited a new member - another Yttakin, shooter and brawler. Also likes animals. Not that there is many in the desert. Donkeys joined, almost starved but the dandelions riped just in time.
Mason is taking more lessons now and already lvl 5 crafter. Mash was also made moral guide of the community but the colony still lacks any worship place.
 
Never really bothered to check: Insulation - thicker walls insulate better? Stone is better than wood? I can tell you good thermal insulators and conductors in Oxygen not Included but not for Rimworld.
Materials did not make much difference at all IIRC (yeah my memories are mixed with too much ONI as well) but mostly doubling the wall thickness contributes to a lot more insulation - also creating "buffer zones" (or sas) around exits so you do not lose too much heat when going through.
Also: we have more not-entirely-human attackers now. Some of them are furred and better suited for cold climates. With colthing they should last a bit longer in the ice.
Randy went with a lof of mechanoids instead as they are not subject to cold. And yeah I did have a few furred attackers that indeed reached my defense perimeter, but since it was good enough for mechanoids if was good enough for humans :)
 
Materials did not make much difference at all IIRC (yeah my memories are mixed with too much ONI as well) but mostly doubling the wall thickness contributes to a lot more insulation - also creating "buffer zones" (or sas) around exits so you do not lose too much heat when going through.

Randy went with a lof of mechanoids instead as they are not subject to cold. And yeah I did have a few furred attackers that indeed reached my defense perimeter, but since it was good enough for mechanoids if was good enough for humans :)
The buffer zone is my staple for the last two playthroughs. I just can't bear "15376 human meat went bad in storage" anymore. I had the mechanoids disabled last playthrough. Their pod drops mid base really ed me off.
 
I completed a sea ice challenge, starting with a single colonist (that was with vanilla game, long ago before the various DLC). That was ... interesting. But ultimately it was not that much harder since most human attackers could not reach my base without freezing. The only real different part of the game was the first few days as one has to be very precise with each action in order to survive. Once the base economy gets running it becomes a classic Rimworld game with an open area base (no mountains on sea ice maps) and completely self-sufficient resource generation (nothing can grow outside..). Of course the base has to be insulated properly ;) but all other usual Rimworld rules apply (concerning raids, satellite trades etc.)
Ah, the things I have to look forward to in the future. :)
 
Never really bothered to check: Insulation - thicker walls insulate better? Stone is better than wood? I can tell you good thermal insulators and conductors in Oxygen not Included but not for Rimworld.

Materials did not make much difference at all IIRC (yeah my memories are mixed with too much ONI as well) but mostly doubling the wall thickness contributes to a lot more insulation - also creating "buffer zones" (or sas) around exits so you do not lose too much heat when going through.

With the completion of another set of granite walls protecting my herds, I decided to expand my cramped bedrooms and storehouses by removing the inner layer of walls in my base. The previous heat wave, the installed air conditioners were sufficient to keep my base sufficiently cool. The last heatwave my base endured had my assemblers scrambling to install sufficient air conditioners so my pawns could avoid heatstroke while sleeping.

I also found out that I need to be a little more specific when ordering clothing. I wanted them to have muffalo parkas for the cold snaps. As it turned out, the tailors were also producing muffalo and wool dusters, shirts, and pants, which didn’t help the overheating situation at all.

The last cold snap after thinning the walls also required installing another heater, but that was it. I have my chemfuel generators set up in a way that allows me switch them from venting their heat outdoors to inside the base. IIRC, the previous cold snap, inside the base was around 23C.
 
Doctor Ida looked down at her patient. “Look, Sam, I think it’s time for you to take a break.” The older woman held up her hand, forestalling the inevitable protest. “We’re not a little colony anymore, struggling to survive. We have more than enough skilled hands these days. What we need most is you to get your head together, and stop taking it out on everyone around you. As long we’re not under attack, you’re to take it easy. For now, I’m going to keep you sedated until this psychic drone stops. Doctor’s orders.”

Once the cyborg sniper was unconscious, she heard Lawman, in the bed farthest from Sam, croaked out, “Thanks Doc.”

“That wasn’t your fault. You know that. Her son was nearly twice her age. There was no way we could’ve ‘rescued’ him from the middle of that horde.”

“I know that. You know that. She doesn’t see it that way, though. I’ll switch shifts with Wasp, so we can avoid each other.”

“Might be wise.”
 
The last cold snap after thinning the walls also required installing another heater, but that was it. I have my chemfuel generators set up in a way that allows me switch them from venting their heat outdoors to inside the base. IIRC, the previous cold snap, inside the base was around 23C.
Note that I was talking about Sea Ice Challenge which imply deeply negative temperatures all year long, cold snaps go to -155C, heat waves in summer go to -20C with some luck (and allowing a few humanoid raids) ;) Just having doors opening outside is a problem... Climate control is not a thing and no animals can survive either.
 
Sometimes minds shape what we experience, despite being given a quite clear picture to work with. What could my mind posiibly shape when presented with a game? Visuals, audio, gameplay is already there. Well, in a way, there tends to be my head looping BB droid audio when I play the current version of Rimworld. Seriously, it's a no-brainer and I can only guess it's copyright preventing the official use, but I bet my rear someone is gonna do a BB 8 droid audio mod. Mechanitors mandate it.
 
So what makes this Commodore 64 game so special? All this poetry and soap opera novelization doesn't help me understand the game as an outsider.
 
Commodore 64. Nuff said.
There's got to be more to it than just nostalgia. I'm assuming there's some "deeper gameplay" than what the visuals in Steam's promo video leave as a first impression. I'm normally not interested in old, flat sprite graphics games, but if the gameplay is magical (which according to this thread must be the case, though I have no idea why), then I can sometimes make an exception for meh graphics. Pixel Junk Monsters (the original), for example, was such a game. My wife and I got a lot of enjoyment out of that team-based tower defense game with very simplistic graphics, back in the day.
 
There's got to be more to it than just nostalgia. I'm assuming there's some "deeper gameplay" than what the visuals in Steam's promo video leave as a first impression. I'm normally not interested in old, flat sprite graphics games, but if the gameplay is magical (which according to this thread must be the case, though I have no idea why), then I can sometimes make an exception for meh graphics. Pixel Junk Monsters (the original), for example, was such a game. My wife and I got a lot of enjoyment out of that team-based tower defense game with very simplistic graphics, back in the day.
Oxygen Not Included is also 2D but not flat at all. On the contrary. Sometimes, games go flat to cram the gameplay in that cant be done with the flashy gfx, because the gfx gobble all the calculation time that could be used for gameplay.
 
There's got to be more to it than just nostalgia. I'm assuming there's some "deeper gameplay" than what the visuals in Steam's promo video leave as a first impression.
Oh yeah definitely. Visuals are completely secondary to the extremely deep gameplay, and actual stories you can build upon what happens in your little virtual world.
It's a take on the famous Dwarf Fortress, which itself has.. no graphics. It's an ASCII game lol. But it's acutely addicting. Rimworld has simplified the concept to just one layer (in DF you can dig down many levels) but expanded on the social interactions and combat.
If you have never played Dwarf Fortress you wont get it ;) But yeah the fun comes from that AI director throwing events at you (there are 3 different directors in Rimworld with different strategies) and how your pawns overcome the odds. Of course once you start getting good with the game mechanics you can try the more punitive modes which bring greater challenge thus greater fun ;)
 
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