Tales From the Rim: Rimworld Adventures

I've heard of Dwarf Fortress but didn't think I'd like it. I always criticize games for being graphics over mechanics and rimworld pretty much proves how good games like this can be.


I only got the basic game. I've browse thorough the extra features on the expansions but there's so many things I can do in the base game that i dn't see me getting the expansions anytime soon. Still learning the game right now.

Day 1
Learning the game, the different ways to get new members.

Day 2
Learning farming and found out about caravans and I can uproot the entire settlement and move to a new location.

Day 3
Learning caravan and ranching and found out I can set specific person do tasks like cooking certain food.

Give me a few more week and I'll probably still be learning something new.

Thanks guys, this is a good one.
View attachment 394820
Just recruited Oscar, a former prisoner.
If you need some closer insights you can check https://rimworldwiki.com/
The patch of unused fertile soil makes my eye twitch a bit, lol. To maximise yield from crops I usually harvest at around 95%, harvested at lesser growth progress returns fractions of the maximum yield. Each nutri crop has different characteristics. Taters grow good on normal soil with acceptable yield. Rice grows fast but is fertility sensitive (also labour intensive). Berries are another fast crop in a pinch, not very good yield but can be eaten raw without debuff. Best yield is corn but long growth cycle and fertility sensitive. You will find that rice and corn grow much better on the dark soil patches.
Anyway, your biome sports many animals for hunting, too and meat is basically an abundant source of food there. And an animal is the best way to conserve food.
 
If you need some closer insights you can check https://rimworldwiki.com/
The patch of unused fertile soil makes my eye twitch a bit, lol. To maximise yield from crops I usually harvest at around 95%, harvested at lesser growth progress returns fractions of the maximum yield. Each nutri crop has different characteristics. Taters grow good on normal soil with acceptable yield. Rice grows fast but is fertility sensitive (also labour intensive). Berries are another fast crop in a pinch, not very good yield but can be eaten raw without debuff. Best yield is corn but long growth cycle and fertility sensitive. You will find that rice and corn grow much better on the dark soil patches.
Anyway, your biome sports many animals for hunting, too and meat is basically an abundant source of food there. And an animal is the best way to conserve food.
Thanks, I've been checking it for things like eggs.
I haven't even looked at the fertile patch of land there mostly because I started tunnelling from the left and didn't make an entrance on the right until everything was already built. If I could do it again I'd probably have only one entrance on the right.

There's an even bigger area of fertile land up north.

Gonna try take a break today, I've been playing this way too much.
 
Thanks, I've been checking it for things like eggs.
I haven't even looked at the fertile patch of land there mostly because I started tunnelling from the left and didn't make an entrance on the right until everything was already built. If I could do it again I'd probably have only one entrance on the right.

There's an even bigger area of fertile land up north.

Gonna try take a break today, I've been playing this way too much.
Take your time it's a game to chill or despair on, but it's your choice.
 
I've been toying starting a tribal one. Bows. Crude clubs. Vicious stabbing devices. Wooden plate. In a way tribal playthroughs are fun. And often I found the slower research wasn't an issue: Just build more research tables. But I think I take a break for now, but I'm looking forward on someone setting the map on fire - that's when I know they are real connoisseurs.
 
Another half year has passed. Eita was both recruited and converted to Heretical Covenantism, and was appointed the colony's new Counselor, with Slick the new leader. Eita's social skills is dropping Olli's certainty faster than Slick did, but not as fast as I'd prefer. Slick held a trial over Olli's lack of faith, but Olli talked his way out of being imprisoned. The festival attracted Takeru, who's got artistic skills, and will eventually take over cooking duties from Jess. We somehow attracted a small herd of cows, and have also tamed horses. We decided to slaughter the sheep, since we don't have much use for their wool in the long run.

Still don't have the compound wall finished, and raids are starting to become a problem. I've recently expanded the great hall, and made the mistake of moving our production to a poor location. We've been producing far more meat than we consume, so I decided to convert my split granary to one big freezer. I'd like to send a team out for clues for our first relic of Heretical Conventalism, but we're getting too battered driving off raids to risk splitting the team like that. Same goes for visiting the nearest friendly Outlander settlement, which is two weeks away, round trip.

Biggest weakness at the moment is the lack of good weapons and armor, and of course excessive wealth. I'm trying to keep it down by not butchering larger animals corpses right away, but we're still growing food faster than we can consume it.

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Another half year has passed. Eita was both recruited and converted to Heretical Covenantism, and was appointed the colony's new Counselor, with Slick the new leader. Eita's social skills is dropping Olli's certainty faster than Slick did, but not as fast as I'd prefer. Slick held a trial over Olli's lack of faith, but Olli talked his way out of being imprisoned. The festival attracted Takeru, who's got artistic skills, and will eventually take over cooking duties from Jess. We somehow attracted a small herd of cows, and have also tamed horses. We decided to slaughter the sheep, since we don't have much use for their wool in the long run.

Still don't have the compound wall finished, and raids are starting to become a problem. I've recently expanded the great hall, and made the mistake of moving our production to a poor location. We've been producing far more meat than we consume, so I decided to convert my split granary to one big freezer. I'd like to send a team out for clues for our first relic of Heretical Conventalism, but we're getting too battered driving off raids to risk splitting the team like that. Same goes for visiting the nearest friendly Outlander settlement, which is two weeks away, round trip.

Biggest weakness at the moment is the lack of good weapons and armor, and of course excessive wealth. I'm trying to keep it down by not butchering larger animals corpses right away, but we're still growing food faster than we can consume it.

OMG, look at that cheeky bedtable! Love the checkered floor. I have also used the colour options much more. I also love the random jerrycans in the field. The only thing that can purify mind and soul is fire. Shotgun, good! Babies, very good. Colour experiments in the barracks - I endorse. Geometric studies in upper right - intriguing.
 
I've been toying starting a tribal one. Bows. Crude clubs. Vicious stabbing devices. Wooden plate. In a way tribal playthroughs are fun. And often I found the slower research wasn't an issue: Just build more research tables. But I think I take a break for now, but I'm looking forward on someone setting the map on fire - that's when I know they are real connoisseurs.

Western and tribal theme looks very interesing.

One thing I want to try is have a nomadic tribe possibly migrating for the winter with an established mountain camp to winter in. Spend the summer moving around hunting and making kibble, pemmican and corn for the winter in the mountains.
 
OMG, look at that cheeky bedtable! Love the checkered floor. I have also used the colour options much more. I also love the random jerrycans in the field. The only thing that can purify mind and soul is fire. Shotgun, good! Babies, very good. Colour experiments in the barracks - I endorse. Geometric studies in upper right - intriguing.

Holdovers from my Minecraft days. No option to paint surfaces in that game, so I’m used to using various materials to create decoration. The “Geometric study” in the upper right is my killbox. Once the curtain walls of the compound are complete, it’ll hopefully allow us to concentrate fire against less intelligent intruders.

Western and tribal theme looks very interesing.

One thing I want to try is have a nomadic tribe possibly migrating for the winter with an established mountain camp to winter in. Spend the summer moving around hunting and making kibble, pemmican and corn for the winter in the mountains.

I’ve been tempted to try a nomadic game. The hardest part in my eyes would be keeping morale up. My earliest games saw particularly bad psychotic breaks do almost as much damage as raiders did, especially when it resulted in bad blood between pawns.
 
Western and tribal theme looks very interesing.

One thing I want to try is have a nomadic tribe possibly migrating for the winter with an established mountain camp to winter in. Spend the summer moving around hunting and making kibble, pemmican and corn for the winter in the mountains.
I am sure there are mods out that support that playstyle. You can have several bases and abandon them, too. Not sure what happens to the abandoned ones. They stay marked on map for a while. I think they can be reclaimed. I was considering lone ranger playthrough recently. A new mod opens NPC settlements for visits - you can rent a bed, too. So that would be like temporary bases to rest, recover and eat in. But mods is kinda advanced feature, there is thousands of them and I recommend getting an idea what you really like, don't like or miss before you load up hundreds of mods. Perserve the mindset of the engineer: It's not perfect when you can add to it - It's perfect when you can't leave anything away anymore.
 
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"Incoming!"

The scream of drop pods falling out of the sky came just as the community was gathering for supper at the Great Hall. Drop pods from the Pollution Psychers crashed through the roof of the Hall, scattering debris through the building. Slick immediately rallied his people. First things first... get the kids to safety.

"Tyler! Grab Kasumi and hide in my bedroom!" He was gratified to see that the child immediately grabbed the infant and ran out of the hall. "Takeru, Jess, kill whatever emerges from the pods you're near! Everyone else, take cover!"

Slick briefly hesitated when he saw his long lost sister emerge from the pod he was near, who dropped like a stone when Jess' warhammer slammed into her. Meanwhile, Daimao shifted her aim to the next nearest Psycher, her shotgun also dropping the raider. That took care of the first group of raiders. With a wild roar, Jess rushed towards the group of Psychers at the far side of the hall, where Ollie and Takeru where outnumbered.

Slick took careful aim at the three Psychers attacking Ollie and Takeru, and managed a clean headshot despite the melee. Daimao, and Maisie fired their guns into the melee as well, dropping a second. Jess's warhammer finally ended the battle.

Despite the situation, they had survived relatively unscathed. Ollie's injuries were relatively light, thanks to having to deal with only one Psycher. Takeru lost quite a bit of blood, but suffered no permanent injuries. And they had two prisoners to deal with. One had no useful skills, and so would face justice. The other, his sister who had somehow managed to survive, would be useful. For which he was grateful. He'd rather not spill his family's blood if he didn't have to.


Eita can't do violence, thanks to his Highmate genotype, and I have yet to get a quest from the Empire to give him psychic powers. The only reason why he was present at all was the vague hope he'd draw fire from one of the raiders. They were all melee pawns, naturally. It took forever to get the Great Hall repaired and all the blood and debris cleaned up.

I accidentially discovered that there's a "ritual of conversion" on the alter, which was overwhelmingly effective, dropping Ollie's certainty to below 50% in one go. He'll probably convert before there's another opportunity to do the ritual, but I wish I'd known about it earlier. Ollie's been with the colony over a year, so he would've been a proud follower of Heretical Covenantism by now. Tyler's learning fast, which bodes well for his future... far far future. Slick's sister Shigeko has the Genie genotype, so she'll make a great drug developer once we reach that stage.

My colony has finally researched basic industrial-age weapons and armor, so I've been debating what to research next. On the one hand, obtaining better weapons (like chain shotgots) has its appeal. OTOH, I've now got two genelines with which to extract some rather useful genes, which is tempting to do, since I've never played around with that before.

Decisions, decisions.
 
I am sure there are mods out that support that playstyle. You can have several bases and abandon them, too. Not sure what happens to the abandoned ones. They stay marked on map for a while. I think they can be reclaimed. I was considering lone ranger playthrough recently. A new mod opens NPC settlements for visits - you can rent a bed, too. So that would be like temporary bases to rest, recover and eat in. But mods is kinda advanced feature, there is thousands of them and I recommend getting an idea what you really like, don't like or miss before you load up hundreds of mods. Perserve the mindset of the engineer: It's not perfect when you can add to it - It's perfect when you can't leave anything away anymore.
I gave it a try. The issue I have is I need to build a shelter of some kind so the pawns don't get negative effects. When I abandon a settled it says I can't go back so I'm guessing if i go back i'll generate a new map? I can't se the game keeping track of ever zone it ever generated, the save file would be massive.

Is there a mod that has tents of some kind or portable shelters that can be uninstalled like tables? I went ahead and bought Ideology and I think the iron cage to put bodies in came with the DLC, if something like that could be made for pawns to sleep in or store items in so they don't decay it's be great.

The tribal game was a lot of fun. My bad luck was one of the pawn was a pyromaniac. I missed that little detail until she burned down half the map. It was a pretty short game.
 
I accidentially discovered that there's a "ritual of conversion" on the alter, which was overwhelmingly effective
I also accidently found this. When I tried it the pawn converted right away. He was engaged to the priestess and strangely he likes (green) everyone on the social tab. Wonder if that had anything to do with it. The priestess Social stat was around 6, but everyone at the camp likes her.
 
I also accidently found this. When I tried it the pawn converted right away. He was engaged to the priestess and strangely he likes (green) everyone on the social tab. Wonder if that had anything to do with it. The priestess Social stat was around 6, but everyone at the camp likes her.
If you mouse over the individual entries you get a breakdown of why the score is what it is. The power of family is strong in Rimworld Social Tab. My colony of sistercousins and auntmoms-in-law was stable social fortress. But it was nothing against the Power of Love: Free sex and polygamy took the cake with a recent misanthropic supremacist colony. Their relations hit the max cap throughout their loving adventures: Free sex loving afterglow from EVERYONE, multiple happy thoughts about husbands and lovers - I could have chucked Charles the Shambler in and it would still have been a Love Supreme. Also it insanely buffed the moods. In all playthroughs I basically had never any mood problems (all these instable people were just rejected)
 
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.. My bad luck was one of the pawn was a pyromaniac. I missed that little detail until she burned down half the map. It was a pretty short game.
Pain in the rear - but the outcome was at least worthy. Randy Random was inconsistent as heck last playthrough, with the sole exception that he kinda insisted to have a fire somewhere on the map - so many thunderstorms.
 
I decided I don't like Ideology much. I like a lot of it, but it add too much micro management with religion thing. Until I'm comfortable with the base game I'm going to diable it. On a side not, I found mods for tents, but mods is a rabit hole I think I need to avoid as well, for now.
 
Last night’s session was… rather chaotic on my part. I decided on going the genetic research route, and I’d researched about 90% of it, when I got a quest from the Empire that I’ll probably regret taking but was too tempting not to: playing host to three nobles (with a high-tech guard), and defending them from a mech cluster. So I switched track, and started researching more advanced weapons and beefing up my base’s defense.

We’d almost finished with phase one of the trap corridor when we were attacked by a horde of piglins… I mean Tellerites.., I mean Pigskins. It would’ve went well… except half my defenders were suffering from late-stage malaria, which resulted in some of my pawns going down far too easily. Slick lost his nose, and he’s already had one social fight as a result of that disfigurement. I was worried a bit about if Maisie would be permanently disabled from her injuries, but she seems to be recovering.

Shigeko joined our tribe of Heretics as expected, and Kasumi finally left the infant stage of development. Fall has moved on to winter, and still no sign that mech cluster. Everything’s quiet… too quiet.
 
This'll likely be the last frequent update for the next two weeks. A new Buckyball Race is only a week away, and it looks fantastic. Also, a lot more illegal than our usual illegal racing circuit. :D As always, it includes a non-engineered, Cobra III regulation build category for those who want to compete on pure skill, rather than their ability at engineering off the race track. ;)

Source: https://www.youtube.com/watch?v=i__Nx_AnBhk&ab_channel=CaelumIncola



The session began with a cold snap, necessitating a quick harvest of the remaining crops before they died. Next came a mechanoid raid, which felt anti-climatic. Four out of five died to the trap tunnel. The last was destroyed as it tried to traverse the killing field. Feeling the threat was over, our compound became even more crowded when we took in a group of refugees. They didn't have much skills, but they sped up the process of filling our killing field with rock chunks, to better be able slow down attackers. I decided to risk the potential for betrayal and sent a team to clear out a camp of hostile imps nearby, as a favor for the empire. It went down without injury, and we brought back a lot of loot as well.

A few days before our noble guests were to depart, a strange old blind woman, Sadako, asked to join our colony. She claimed she had healing hands, and since the only permanent injury to date was Slick's missing nose, she layed hands upon him. And his nose grew back! And she could use that ability every six days! Nice! And then, a day before the noble's were to depart, the actual mech cluster showed up. Which included an auto-mortor, which began shelling the compound. We'd set up a mortor of our own, and had been building mortor shells as fast as we could, so we started counter firing at them as well... just as the nobles were departing.

The good news is that the mechanoids themselves weren't a match for our defenses, and were taken down with minimal injuries. The bad news was that mortor managed to almost kill Eita. The poor man lost a lung from a near hit, and our shelling had managed to knock out most of the auto turrets and the much more worrying inferno turret, but I ended up doing a melee rush, with the refugees in the vanguard as cannon fodder, to destroy the remaining auto turrets and then the mortor. One was killed outright, but our remaining doctor and medics (Eita was still out of commision) managed to save two other gravely injured refugees.

Winter has finally given way to spring. Sadako will be able to repair Eita's lung in a couple of days... I just realized if I was more evil, I could use her to harvest organs, and then regenerate them afterwards. :devilish: Too bad I'm not. ;) :whistle:
 
My little adventure with mods ended with corrupted saves. Nothing shows up but an empty map.
So, new game, Medieval World.

First time I explored an ancient danger and fought against heavy smg and knife with my 5 primitives. It was very early on but I didn't loose anyone.

Lord Ler decided to take the little vault for his band of renegades and built a keep out of it. It took an entire year to slowly build up a hovel for each of loyal followerd while Lore Ler lives in the great hall of the keep. A talented crafter he's usually too busy to do more than dabble in the odd pieces. Sitting at the head of the great table he enjoys watching his budding realm (People of Lougoca) slowly expand.

Captain of the guards Gehan stared out using a javelin but was given a boar spear bought from a caravan along with a great sword for Lord Ler himself. She'd a decent cook as well and knows enough to treat her own wounds on one trade mission her lord sent her on. She and Lord Ler are usually leading the fight, resulting in them getting injured far too often.

Lercha is the tailor and invaluable in providing the denizens of the keep with warm clothing for the winter. He's the oldest and a grumpy one but moped in seclusion only once. He has a way with animals and is responsible for the keep being such a managerie.

Lousa and Bascullo are sisters. Lousa is the best healer they have, a decent archer and the chief constructor making her one of her busiest person at the keep. She saved many lives each season, but recently suffered from Malaria, luckily she spotted the symptoms early on and pulled through with a few days of rest at the infirmary.

Lousa's sister, Bascullo, is even better at archery but the lord made her cook for the entire settlement so she doesn't any have time to hunt. She spends her day running around fetching and butchering animals with the help of Gehan and Lercha. Her famous Weak Meat Stew had become the staple diet at the keep. Bascullo is such an important member of the band that she was the first to be given her own home, right beside the keep.

Cato was a raider who attacked the keep when it was still a lone, incomplete building in the middle of nowhere. After recovering from his wounds, Lousa managed to convince him to join them. Initially he was pretty good with making clothes adding to Lord Ler and Lercha, but after the lord send Lercha to tame some animals Cato became the main maker of clothing and had since surpassed his lord and Lercha in skills. He takes the position of the keep's blacksmith and the only one who makes weapons and armor, freeing Lercha and Lord Ler to make general garments.

Luda was a very recent addition to the settlement. The story of her joining the band is a saga in itself. When Lord Ler sent Gehan to deliver a shipment of parka to a nearby town of Zaaban. This was the mission where Gehan was ambushed but fought her way through and treating her own wounds. Lord Ler had gotten the count wrong and they were short on the delivery. Cato was orderd to rush and complete the order as the deadline was fast approaching. Just as Cato finished the last parka, Gehan turns up at the keep, having travelled all the way back, Cato joined her anyway in case she got ambushed again. They made the delivery with only hours to spare. Before making their way back they heard rumor of a captive being held nearby. Despite the already long journey Gehan decided to invistigate. She was injured again in the figth but again treated herself and brought back to the keep, Luda, who joined her liberators.

Still new at the keep, Luda hadn't showed any particular talent yet. She had fallen heads over heels for one of her rescuer, Cato, and had just moved in to live in his very crampt hut, leaving her old home for new people to move in.

Recently, the keep's walls were finnally finished, just in time for the Spring storm and the accompanying lightning and forrest fires. The walls had proved to be well worth the time and labor investment, fighting off half a dozen raider and wild animal attacks with ease. With Lord Ler moving all his followers out of the keep into their own housing, he kept them busy with building new shelters for the animals, one beside the keep and another agaisnt the East Wall rocks. He also decide to build a dedicated food store outside and a new kitchen for Bascullo.

Amongst the animals withing the keep's walls are three bull bisons, a handful of lamas and a little more count of turkeys. The band's pet lizard, Gerald had survived agaisnt all odds and can be seen scuttering around on its own errants.

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