Rimworld: old west meets sci-fi

I’m surprised you’re having so many issues. I’ve just been slapping on mod after mod with RimPy and haven’t really run into conflicts yet, except one - a mod that was meant to make it so you can see hair behind helmets in some cases just made it so all helmets were invisible all the time.

I think every version I’ve played, I end up adding so many mods that map generation gets bogged down at some point. It’s always been a matter of weeding out mods that aren’t really necessary and hoping for a map when I’m done.

So, here’s a question. The Alpha Genes mod adds a few really interesting xenotypes, mostly themed around spaceborne oddballs - humans modified with slug DNA to eat corpses and thrive in rot, humans with sacs for storing nutrition, etc.

The weirder these races are (the weirdest are humans who were engineered to exist in space so they reproduce by budding genetically identical copies) the less likely they are to spawn (that last one is like 0.5% of the faction) and they only spawn for two newly created factions, a civil xenohunan society and a band of xenohuman pirates.

The issue is that all the weird races added by the mod are meant to be single digit percentage point in frequency, with the main point of the faction being to give you a faction that spawns in your own custom made xenotypes.

Given all the existing xenotypes from Vanilla and various mods, I don’t have too many ideas, so currently I don’t have any xenohumans. I think this just means that the 60% is just unused and I get more of the really weird guys? Or maybe the 60% are just Baseliners. Either way, it might be cool to come up with some custom Xenotypes to fill that gap with, but I’m not sure what to make. I’m more interested in something thematic than something specifically powerful or weak or otherwise minmaxy.

I just checked Cherry Picker and that can be used to disable thunderstorms, among other things.

I use that in conjunction with Too Many Mods because I have two mods which add glass. The second mod has its glass disabled.

I thought things were getting a little too quiet at my cannibal base so I sent two fighters on a two day trip. While they are gone, a group of cultists tried to summon flesh beasts and now 8 raiders with guns are here to kill me.

Oh boy. I just found the explainer video for Dub’s Hygiene Mod. Anyone play with that on? It seems pretty intense. But also very interesting.

Meanwhile…

Fight went well enough but was still pretty costly.

You’ll recall that the Cannibals live on an island on the border between a boreal forest and a desert. Three sides of the island are protected by water from the border, and currently I just have one bridge to the mainland. It’s all shallow water, so they can wafe at me if they really want to, but that would be pretty slow going with no cover and they’d be under fire the whole time.

That said I don’t actually have much defences. The colony’s house runs right up to the lake edge and has just one door facing in that direction, so I have no real firing positions. Luckily the beach in front of my house had some rubble left over on it from game start to hide behind, and that was enough cover to win with the only loss being one of the recruited captives who I had melee charge three enemies who took cover behind some mechanite slag that ended up on the bridge. They were in a good position to prevent my own gun line from coming into proper range, and the melee charge distracted them long enough for the rest of my fighters to move into proper position.

But I need to fortify a lot more to prepare for the next attack. That could have easily ended poorly.

I use the lightweight version*, which doesn’t require piping. I have enough of plotting out pipe networks in ONI.



*That’s a toggle within the mod; used to be a separate mod, IIRC.

Thanks! Those are some interesting mods!

:+1:

 

Ooooh, maybe piping is just what I need to bring in just a tiny bit more ONI feel

Barring other unforeseen circumstances, I should be able to resume playing on my lunch break.

I’m thinking I’ll pick up Dub’s with no thirst but yes sewage and plumbing. Should be fun. I’ll probably want to rebuild all my housing again on both saves, but rather than restarting again I’ll just do a retrofitting push

It is, but I’ve been playing for so long that I’m tired of it.

I see Open The Windows has been updated for 1.6. Great way to mitigate cabin fever in your pawns.

Simple Warrants looks like a fun addition for obtaining quests; there’s also a bounty hunter sub-mod which adds a new scenario if you have VVE.

Figures. I noticed some needed mods hadn’t been enabled and enabling them bogged down map generation again. Going back a few lists and trying again didn’t help.

I was hoping to check out Red’s Big and Small series but disabling all those seems to have helped.

Bicycles and more! offers interesting ways for your pawns to get around, including hoverboards and powered wheelchairs. Just one thing: due to the way the game works, these are considered to be health issues.

During my mod list testing, I’ve had perfectly healthy pawns spawn with a skateboard and a wheelchair.

I’m pretty sure that I have my mod list in a state where my “must haves” are present and working properly, finally. Now I’m adding secondary stuff and setting fall back points in case something doesn’t play nice with the rest.

From today’s patch:

  • Fishing now has its own category in the work tab.

Thank the Archotechs for that one. It was tedious to micro when you wanted people to fish when they were idle, but also hunt ASAP when you’re starving.

I came across Zipline when I was searching for additional storytellers. Looks useful.