Tales From the Rim: Rimworld Adventures

The "last baby" was born with child sickness but recovered quickly with glittermeds. Ship construction has started, it is a slow farewell to the playthrough. Even the raids have become more humble. No more scores of militors. And the Obelisks take care of most stuff anyway. Doesn't even need oversight.
We think we found a way to process plutonium: we might extract a used fuel rod - plutonium seems to enrich over time. Then again - the ship is probably ready before that. Max accidentally crafted a legendary muffalo wool formal shirt...
I'm running out of shelf space for armour - gotta get rid of the bioerrite plates of old and the shabby "good" flak vests. 1st World problems of an advanced colony.
A monstrous cave has been called down, we know how to deal with it and did it with the melee squad (I recommend 4+1 melee-versed shotgunner).
 
A ship is nearing completion. It's an ugly conglomerate due to the staggered research.
A kiss accepted by an embrace. Is it love? Who are we to judge what a sisters do unto themselves? Are they even sisters or two persons looking at their own image? A blood kiss, a sigh and now they are equal once again.
A worthy parting gift from the leaving sister to the other. No, not the kiss, but a one-of-a-kind rifle.
The new crew has been agreed on. 3 original Crew will board the ship and take the youngest with them. Comtessa Amy will assume leadership of the colony with trusty Lotte (legendary chain-shot-gunneress) as new commissar. Flowers decided to stay, she is down to earth, bops people on their noggin' just like her father. Zinaida (baseline joiner) has been designated as wielder of the holy incinerator.
What will the new Crew do? Maybe they travel the stars offering their expertise to anomaly-ridden colonies in distress? And the colony? It is the empire's new bastion in the Rim, brimming with battlements, a healthy dose of finest art and the threat of nuclear fire to its enemies.
 
When I look at that fiery calamity I remember two of the log entries in my current game that made me laugh: Hyde was foamed. Hyde was viciously extinguished. I've never really used the foam packs much but they became standard equipment. I also tried the new foam turret (it's not so great).
It's almost 2 months of "mostly" continuous playtime of Rimworld. Most good games get 1 month before I switch to another and that is usually new games. However, I need to revalue the foam turret: It is definitely useful, often just to deny fire a lane to stuff you don't want burnt. For immediate response: use foam packs and poppers. You can even store poppers in advance to pul out and install in ermergencies, their area is the largest.
 
Dang it... forgot to hit post!

Spring is just about over for our little group of Heretics. I’ve still got three of them: Jess the cook and “builder” (at his skill level, I use the term loosely); Maisie the hunter/miner/researcher, and Daimao the farmer/doctor. As is becoming my custom, I resisted rerolling to get “good” pawns, so these were the best of a bad lot. There’s no high skill/passion for construction, crafting, art, or social skill among them, but despite that the initial core of what will be the community of Exile’s Rest went up quickly.

The first three potential “recruits” were completely unsuitable: a pyromanicac teenager possessing none of the mussing skills; a courtesan who’s only ability was look pretty (she was literally incapable of any type of labor), and a gene-type who required drugs to survive… drugs we’d have to research, grow, and refine before he died. Even if that wasn’t the case, our highest social score is currently 1! We need a social person before we do any recruitment, let alone a sign leadership roles!

The community’s power generator is up and running, and we’re researching chem-fuel refining to avoid having to use wood directly. Once that is researched, the community hall will be climate controlled. I’m holding off on building a freezer at the moment. The tribal start has taught me the value of taking a granary/pemmican approach for food preservation. Game is plentiful at the moment, Jess is a little down because both ladies are refusing his advances, and a mysterious obelisk seems to be calling to them...
 
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The deed is done - what a ride!
Hyde: Main medic and chief planter
Wade: spiritual guide, melee fighter, builder, scientist and smoothtalker
Tessa & Amy: Crafters, medics, marksmen
Clark: mastercrafter, builder, marksman and mechanist

Kids:
Flower: Firstborn, melee
Lotte: shotgunner
Kitt: sniper
Max: Minigunner
Haruna=Zinaida: builder and chief miner (was teen joiner)
Jeff: Melee god (all the traits you need - raising kids gives awesome pawns)
Yttityn: contract worker
Nadezhda: 3rd gen baby
Sandro: 3rd gen Teen

Mechs: Teifi (Diabolus boss mech), 1 pikeman, 2 legionaries, 1 tesseron, 1 charge blaster chunky boi, 1 paramedic, 1 lifter. Had 1 miner mech that was barely used and 2 helpful militors.

Memorial:
Luxemburg was a weird one- not sure if the pawn was bugged or some Anomaly shenanigan went into a grave for a while
Puppigurk: buried contractor - he almost made to freedom
the resthad other nicknames - the game must have defaulted to last name on them, most notably Andre, first "undead", theothers were quest peeps who diedin valiant defence of the colony.

In the end fires kept raging during the finale, back to back raids, sometimes fighting each other - great cinema. I threw the fun stuff at them. The map was littered with the dead and their loot. I even got a guy in a golden plate armor (yield: 480ish gold! :ROFLMAO:)
No plutonium was ever created - again...
 
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Not much to update on last night, because I barely had time to play games. Pretty much all I did was rescue Ollie from the world map, because he had high social skills, and a passion for it. I only learned later that he worships sanguine phages, prefers human flesh, and is already a bit moody from not being fed upon recently. And with a social skill of one, it’ll take Daimao about two years to convert him.

There’ll be an opportunity for a festival soon, so hopefully that will attract someone with better social skills. As it is, Ollie may be a ticking time bomb in our colony.

Edit: oh, and Maisie eventually accepted Jess’ advances, so we may have our first pregnancy soon.
 
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Note to self... next time I make a custom ideology, make sure that the recruitment ritual is at will, rather than on a specific date. ;)

Anywhoo, yesterday was another barely any time to play games day, but there was some progress.

The ritual day arrived, and was a great success, and Slick has joined the colony. He's got fantastic crafting skills, but poor social skills. Still, compared to Daimao, he's got the gift of gab, so he's our new Counselor. Sadly, Ollie's certainty in his bloodphage worship seems to be regenerating faster than Slick can reduce it. :( Slick is a fast learner, though, so I'm hoping to capture a prisoner upon whom I can train his social skills.

A flock of sheep decided to spontaneously join our colony, and were soon joined by a flock of chickens! We'll have meat for days at this rate!!! Finally, Maisie is also pregnant! Another good reason to raise Slick's social skills, if I'm understanding things correctly.
 
While at work, inspiration has struck. I have had three ideas about what I should do next…

1) There are boom-a-lopes on the map, and plenty of pasture land. I should tame one and deconstruct our chemfuel refinery.

2) When I finally turn my granary into a proper freezer, I should partition it into two sections: freezer and “cooler.” Under normal conditions, the door between the two will be open, allowing the freezer to chill the cooler. During heat waves, the door will be kept closed, allowing the meat in the freezer to stay cold.

3) Renfield… I mean Ollie is entirely too happy with his rescue and living conditions to convert on his own. It’s time to be a little more… forceful in our conversion attempts.
 
While at work, inspiration has struck. I have had three ideas about what I should do next…

1) There are boom-a-lopes on the map, and plenty of pasture land. I should tame one and deconstruct our chemfuel refinery.

2) When I finally turn my granary into a proper freezer, I should partition it into two sections: freezer and “cooler.” Under normal conditions, the door between the two will be open, allowing the freezer to chill the cooler. During heat waves, the door will be kept closed, allowing the meat in the freezer to stay cold.

3) Renfield… I mean Ollie is entirely too happy with his rescue and living conditions to convert on his own. It’s time to be a little more… forceful in our conversion attempts.
I have used 2 doors to capture the cold in freezers sucessfully. normally in heat wave a lot of heat would enter the freezer on operating the door. The 2 section design should do just that for you as well.
Maybe consider fireproof fences for pastures? Not sure about slaughtering boomalope - maybe protective gear is in order...
In social tab is a breakdown of certainty recovery - it dependant on mood. Low mood can trigger crisis of belief with massive drop.
 
What have you guys gotten me into.

What is probably the best Dwarf Fortress clone out there.

I checked out the game a few days ago and haven't stopped playing since.

It does a great job at tempting you to play “just a little longer” doesn’t it? :D. I think it’s the AI Story Tellers that truly makes the difference. Feel free to share your adventures, insights, or just ask questions.




Our little colony of Heretics continues to grow, both physically and in population. Maisie successfully tamed a Boomalope, which will keep our two generators fueled up. The first batch of chicks has hatched, which has necessitated some culling of the flock. And we captured one the orcs… er, piglins… no, pigskins that attacked our colony, so Slick can practice his social skills. He’s now at five, and hopefully will be six soon. Finally, the first four outbuildings have been added.

One is a bedroom for Jess and Maisie, so they won’t disturb the rest of the colony when they… ahem. ;) Maisie is in her third trimester now, so the unoccupied corner of the Great Hall was prepared to tend to the needs of the new child.

The second is the cell for our prisoner, who should be grateful that we’re not using him for the typical prisoner purposes. He’s already ready for recruitment, and soon will convert to Heretical Covenentism. At that point, we’ll release him to rejoin his people.

The third outbuilding is the Penitent’s Cell, a tiny no frills barracks where Ollie will have a chance to reflect on his obstinance to clinging to his Renfieldian ways. If his certainty doesn’t budge soon…well… perhaps forced confinement will work better. Which would be ironic, converting him by force, because he's going to take over for Slick at the Counselor role once he's converted.

He was soon joined by a mysterious young teen, Creed, who acts far older than her 13 years. She’s infected with “Death’s Refusal” nanites. She’s another blood-feeder worshipper, though oddly seems to be converting on her own. She has great passion for construction, and is nearly as good at it as Jess is already.

Finally, Slick and Daimao also hooked up, and it didn’t take long for her at all to get pregnant as well. They got a bedroom as well.

Our colony has recently had some brushes with shamblers. Between this and her pregnancy, Maisie has had to slow down the frequency of her hunting.
 
What is probably the best Dwarf Fortress clone out there.



It does a great job at tempting you to play “just a little longer” doesn’t it? :D. I think it’s the AI Story Tellers that truly makes the difference. Feel free to share your adventures, insights, or just ask questions.




Our little colony of Heretics continues to grow, both physically and in population. Maisie successfully tamed a Boomalope, which will keep our two generators fueled up. The first batch of chicks has hatched, which has necessitated some culling of the flock. And we captured one the orcs… er, piglins… no, pigskins that attacked our colony, so Slick can practice his social skills. He’s now at five, and hopefully will be six soon. Finally, the first four outbuildings have been added.

One is a bedroom for Jess and Maisie, so they won’t disturb the rest of the colony when they… ahem. ;) Maisie is in her third trimester now, so the unoccupied corner of the Great Hall was prepared to tend to the needs of the new child.

The second is the cell for our prisoner, who should be grateful that we’re not using him for the typical prisoner purposes. He’s already ready for recruitment, and soon will convert to Heretical Covenentism. At that point, we’ll release him to rejoin his people.

The third outbuilding is the Penitent’s Cell, a tiny no frills barracks where Ollie will have a chance to reflect on his obstinance to clinging to his Renfieldian ways. If his certainty doesn’t budge soon…well… perhaps forced confinement will work better. Which would be ironic, converting him by force, because he's going to take over for Slick at the Counselor role once he's converted.

He was soon joined by a mysterious young teen, Creed, who acts far older than her 13 years. She’s infected with “Death’s Refusal” nanites. She’s another blood-feeder worshipper, though oddly seems to be converting on her own. She has great passion for construction, and is nearly as good at it as Jess is already.

Finally, Slick and Daimao also hooked up, and it didn’t take long for her at all to get pregnant as well. They got a bedroom as well.

Our colony has recently had some brushes with shamblers. Between this and her pregnancy, Maisie has had to slow down the frequency of her hunting.
How do you like the new music scores?
 
How do you like the new music scores?

In all honesty, this game is firmly in my "idle" niche: the kind of game I play as I focus on doing things around the home that don't require complete concentration. It's no Surviving Mars, but it does make interesting background music when my attention is on other things.
 
What is probably the best Dwarf Fortress clone out there.



It does a great job at tempting you to play “just a little longer” doesn’t it? :D. I think it’s the AI Story Tellers that truly makes the difference. Feel free to share your adventures, insights, or just ask questions.
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.

Yas. Sweet victory! Did you get the full package?
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.
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Just recruited Oscar, a former prisoner.
 
One year has passed since the Heretics went into exile.

Little Tyler was born, who was soon followed by Kasumi. Creed decided to move on, but at least she managed to build some nice beds for the colony before she left. Of course, she left with the wonderful clothes Slick had made on her back, but all in all a net plus for us.

A pod crashed containing Eita, a Highmate with strong social skills. Despite being in his 60's. we decided to captured him and eventually convert him to Heretical Covenantism, as our future councelor. We're also hosting two prisoners from the Empire, giving three prisoners for Slick to train his social skills on, as well as two pet squirrels. Daimao will renounce her title once she's gained a second psi-power.

Slick has reached skill level 6, and has finally started erode Ollie's certainty, though it's progressing very slowly. It'll still probably take 5 years to do so at the rate things are going. Hopefully Eita, once he's recovered from his aphasia and has been both converted and recruited, will make more progress on this front.
 
A trio of starwrecked survivors crashlanded in the middle of a wilderness. After thier initial disorientation Fjellsmel, Bowman and Esci made their way south east to seek shelter in a large hill. Fjellsmel is an Army Scientist and used his experience to tunnel their way into the mountain, making quick progress. Even before the mining was done, the girls began growing crops they'll need to survive. By the time the plants started growing Fjellsmel declared he was done and could go no further. Everytime their thought their work was done Fjellsmel would come up with something new to add to their little settlement they had come to call "Mountain Home".

As they settled in a radio call came in, it wasn't a rescue for them but from someone needing rescue. Deciding to risk it, Fjellsmel took Esci to invistigate the radio signal. They found an injured woman, Toxisa and brought her back to Mountain Home. She had been shot up pretty bad, loosing a lung, a toe and an eye. Toxisa was in bad shape but they trio of surivors couldn't bring themselves to turn her away and welcomed her to their little group. Toxisa quickly proved herslef the most valuable member. Not only was she a great cook, but she's also a weaver and was making new clothes out of cotton Bowman grew earlier.

Not long after Toxisa joined the Crashlanders, they got another request for help in the form of an old man runnig towards their compound, chased by a pair of raiders. The team quickly dispached of the two attackers with some injuries to Fjellsmel and Esci, but they gained a new member, Humps. In his 60s and hard of hearing the Crashlanders accepts him into their group nonetheless. Too old to carry anything they were beginning to regret their decision to help the oldman when he came back one day with a pair of wild turkeys. Those wild turkeys began laying eggs a few days later, freeing them from their reliance on hunting. Humps has a lot of experienced with crops and for a while they were growing more than they could use. His refusal to carry things was made up for by him maintaining cleanliness in their home.

With Food and shelter taken care of the Crashlanders turned their attention to the constant threats of attacks. They began building little barracades they could use before their attackers could reach Mountain Home. Their false sense of security bit them in the ass when the first attacker after building the barracades was able to reach the north side of Mountain Home, using it as cover and wounding Bowman before the attacker could be killed. Afterwards, possibly from her brush with death Bowman and Fjellsmel began dating and during their first winter decided to get married.

As other travellers began to note their existance more visitors and caravans called at the settlement. They were able to always come out in the black by selling clothes Toxisa made. Eventually Fjellsmel has the idea of actually going out to trade with a nearby friendly settlement rather than wait for a caravan to come by. Leaving Bowman in charge Fjellsmel and Esci went south. Their first trading expedition, netted them three books for the rice they grew.

Another call for help reached the Crashlanders before their second winter. Again Fjellsmel and Esci went out to search for the source and came back with Broq. The woman was almsot as old as Humps, but something was off about her. Although Humps was a productive member, the groupd wan't so sure about Broq, she seems a bit of a psycho. Nevertheless, they decided to shelter her for the time being and leave their final decision for later.

Shortly after finding Broq their compound came under yet antoehr attack. it was probbaly a dozen by that time and they crew were old hands at dealing with the threat. Bowman and Esci were still injured in the little fight, but they caught one of their attacker. The group debated if they should recruit their former attacker. The young man seemed to be good at mining, but the group already ahd Fjellsmel for that. An extra hand to carry things woudl be welcome, but in the end they decided to nurse him back to health and let him go.

The Crashlanders were settling in well. Toxisa began making new weapons for them just as the second winter approached putting them in a pretty good situation. Over confident, they were shocked when the expected cold snap came late and lasted longer than expected. During their first winter the temperature only briefly went in the minus. The second winter went as low as -13 and brought with it snow. The clutch of turkey eggs were ruined by ectreme cold and the adults were starving because they couldn't get throught the frozen ground. Rushing through their storeroom the group luckily found a batch of some 500 kibbles, made months ago when Toxisa was teaching Bowman and Esci to cook. The little crisis eventaully passed as ice thawed and spring arrives for their third year.

Without realizing it Fjellsmel became a Legendary Master of research always coming up with new ideas and inventions.
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One detail to my last playthrough. It was a beerless run, mostly to get rid of the multiplier of "being close to weapons" for slaves. In the end I didn't really have extensive slavery - it's useful hauling labour in the first years but once the 3rd toddler came of age it was more of a "redeem yourself" punishment for perpetrators.
 
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