Rimworld: old west meets sci-fi

Does the game let you manually give orders to a colonist?

I have not yet picked up Rimworld – still scared off by the graphics – but I quite enjoyed the stripped down / dumbed down rip-off Stranded: Alien Dawn. Many of the mechanics you guys are discussing here in the thread featured prominently in S:AD.

When I ran a single colonist game in S:AD, I did set his priorities but most of the time I manually told him each action I wanted him to do when I wanted him to do it. He was my only colonist anyway, so it’s not like I was paying attention somewhere else.

You can micro them if you want. It’s pretty much needed for success during the hard solo colonist start.

Yeah, you can manually give them a sequence of things to do. And in “draft” (combat) mode you tell them exactly where to go. Mostly though I tweak the priorities to get them to focus on something. I wish I could give certain jobs a higher priority the way ONI does it.

How do you feel about having Roombas around? They don’t need anything other than periodically returning to their base for recharging; you’ll need a different mod for assigning them work priorities.

Oh, I was definitely hoping for something like that. Might give it a try. Cleaning is one of the more annoying things about the game, especially since I haven’t yet found a way to limit cleaning to indoor areas (like my bedroom).

I did finally train a bear to haul stuff, though. That’s been a real time-saver.

In that case, here’s an add-on for other bot types; there are also Drones ( e.g.: firefighter ) but those require Androids and a bunch of batteries for power. In 1.4, Drones needed batteries until they could automatically recharge by tapping into various electronics; should still be the same in 1.6.

One of my custom scenarios is a “Roomba Lord” – one of those Androids with several Roombas and Drones.

Go to Zones and remove that area from being part of your home

I believe you mean set “home” coverage to just indoors. :slight_smile:

Yeah, that!

Hm. I get modded trees in modded biomes and no trees, other than Anima, in vanilla biomes. I’ll try rolling back my mod list back to the earliest working version and re-enable mods in groups, seeing where the trees disappear.

I decided it would be fun to have a second save with very different ideoligion going, so I started a tribal cannibal run. One of my first events was a space battle. Dozens of corpses and four injured people I can take captive landed in my territory. This is a VERY good event for cannibals!

It would suck on my Kibbutz run, where people get a mood debuff for seeing a dead body.

One captive joined us; another decided to leave as soon as they could walk. Yeah, bud, not sure that’s gonna happen…

Someone called SP4RTAN, with help from someone else called Garret, have put out a continued version for 1.6.

It’s actually not all that great because tribal cannibals can’t store all that food. I needed that event to happen after I got refrigeration!

Thank you, Mr. Watcher. Functionally it works well, but graphically: corn, for some reason, overflows display-wise. Not a big deal though.

I’m playing a 1.6 coastal map, and tamed a seal which is advanced trainable. Unfortunately, their Filth rating is about 6x that of a dog, and they are leaving seal slime everywhere indoors. So, sadly, I’ve resorted to excluding them from indoors, which limits their hauling utility, but I’ve just subscribed to one of the door mat mods, and I’m hoping that will solve the problem.

Oompa loompa doompety doo, I’ve got another bullet for you.

I doubt I’ll use them but I was just perusing a list of race mods and found the 1971 originals.



Speaking of door mats, I just subscribed to one; maybe I’ll stop using Cleaning Station. It’s not marked as 1.6 but it is buildable so probably needs to be added to No Version Warning.

I’m playing with Alpha Genes, Mammalia, and the various Vanilla Races Expanded offerings. It gives me plenty of variety - a little too much in some factions to where I downloaded a Faction Customizer mod that will let me tweak each faction’s makeup.

Tried that, and it helps, but it’s super annoying that every time I repair a trap it adds it back into the home area. I guess maybe there’s a mod for that, too…

There’s a base game setting to turn off auto expansion on construction, but then you do have to remember to add it in when you DO expand your base.

Just don’t forget that your home area is also your firefighting area.

Hmm, yeah, that’s problematic. I don’t want to be constantly cleaning my ranch, but I also don’t want the fence to burn down. Maybe I can select just the fence?