Rimworld: old west meets sci-fi

So, my Tribal base picked up a Helixan refugee. They have a Burning Passion for Medical and they have 12 points in the skill. My prior medic died in a fight, so this is great. They’re even already on board with the tribal cannibal ideology, which is great. But… They’re Helixan. These are humans modified to be sluglike corpse eaters. An absolute nightmare, because they secrete a gas that causes corpses to rot almost instantly. On their way into the base, they came through a poorly insulated chamber where I’ve been keeping all the unbutchered corpses through the winter, where they’re barely decaying because it’s so cold. Well, two days later when the temperature briefly came above freezing, every corpse instantly rotted because that bastard had come through.

Worse, just by being around them, all other colonists get a -5 penalty to mood, because they’re such disgusting slug creatures.

On the one hand, the Tribals are cannibals, so there is a very simple solution to the problem. On the other hand, the next highest medical skill is 4. And their Social is very high.

I’m tempted to dig them out their own chamber in the mountain, put the prison and hospital there, and then have everyone avoid the slug dude entirely unless they’re dropping off a prisoner, an injured person, or food.

Here’s a small QoL mod I noticed yesterday; most useful when starting a new colony, I’m guessing.

Family Relation Name Fix gives mates and offspring the same surname.

Hey, I just came across what could be the perfect storytellers for you. Storytellers: Randy RanSolo, Cassolo Classic and Phoebe Chillone. For solo playthroughs.

I think there are some Dopers who are interested in this game but would rather not deal with raids. Here’s a storyteller for them: I Like Build Base.

Another QoL mod, primarily for worldgen: More Descriptive Words and Names. Sort of a sanity check for all sorts of named things: traders, settlements, map features, etc.

I fully expect to resume playing at some point today, this time with a slightly different vault. A race of synthetic humanoids which were created as a private security force for some forgotten corporation; my group will have knowledge of Vault-Tec tech.

Faction choose biomes plops settlements for vanilla factions in logical biomes. Acceptable biomes for modded factions must be set at worldgen but presets can be saved so there’s no need to go through all that with each new world.

I know I’ve seen a similar mod for an earlier version, something about not allowing nudists to settle on tundra.

Reloading after each change to the list has been taking longer than anticipated.

Cool, thanks. I’ll check that out.

For a while I was getting just a huge debuff because various relatives (including my son) were constantly landing near me and I refused to rescue them. Like a month straight with mood debuffs from them dying.

PAX West just ended, and one of the activities is a trivia/puzzle hunt thing called Dr. Exoskeleton. One of the questions had wording something like “-3, worse than human leather” and a picture of some chairs. I knew immediately that it must be Rimworld related, though it took me a while to realize the answer was the “ate without table” mood debuff.

:+1:

I always try to use a mod for that:

You’ve Never Eaten Without a Table?

I think that part is plenty realistic - I’ve known lots of people who fell into a catatonic state or flew into a blind rage after being forced to balance food on their knees.

Well, like anything else with RPGish mechanics, we can assume that certain events or effects are more complicated than the description “in reality”. It’s not just that you ate without a table; it’s that the contents of your burger fell out into your lap, or that when you sat on the ground you sat in dog shit, or the like. Something like that could send someone over the edge if they’re already having a very bad day.

Want to make more than just one of something but can’t find any bulk recipe mod for that thing? Try making your own bulk recipes!

Well, looks like I need to redo my mod list again. Apparently there was an update somewhere which rendered my list out of order; ever since reordering, I can’t get a planet to generate. Nether saved nor new.

And trying to start a new game after failing to load a save results in all my custom scenarios being missing plus the game wants to include player colonies (e.g.: New Arrivals) with the NPC factions.

Okay, I’m not the only one; something weird is happening with ReGrowth 2.

When’s the last time you actually played this game? :wink:

Probably around Christmas. :slight_smile:

Anyway, a complete rebuild wasn’t necessary; ReGrowth 2 was the culprit. As stated by one of the devs in the comments, something went wrong during an update and broke the mod. Having Steam validate all files got everything working again.

Strangest thing with all that was unsubscribing then resubscribing, which resulted in the mod being completely removed from the list of available mods. That’s when I did the validation.

I really recommend a mod manager, they’re able to make sure that updates actually update. I haven’t run into any mod issues yet with RymPy.

Okay; given that I have no plans to add to my mod list, unless there are more submods for ReGrowth 2, I’ve installed RimPy and loaded my last save.

Without RimPy: all my Rhyolite had disappeared.

With RimPy: no missing rock, although one type of ore vein may have disappeared.

That save had the makings of a nice vault of Vigilants but ran into a couple of problems. One: an incident triggered that was supposed to have been disabled by Vanilla Events Expanded; two: there’s supposed to be a Vault Megadrill for obtaining more steel, among other things. The research is included in my custom scenario but I can’t find it in the architect menu anywhere.

So, I’ve disabled that incident at scenario-level and included the drill as starting equipment.

I was experimenting with world seeds when running test colonies to check mod list viability. As seen there, words in other languages can be used; I wonder what sort of planet would be generated by, say, something in Klingon.

NB: that list corresponds to the number of blueprints in the Real Ruins database for each seed.