Rimworld: old west meets sci-fi

For my first Klingon seed, I just had to use Heghlu’meH QaQ jajvam (Today is a good day to die, according to an online translator) sans proper capitalization. One large continent with a smaller one off to the side and several islands scattered about.

Imgur

My latest Vault attempt had a fire in an unexplored area, far from the entrance. I only knew about it because fire is visible on the minimap. Fission mice from Alpha Animals are present on this map; maybe one of them exploded.

Boomalopes are also present but I use a mod to keep them from exploding so it shouldn’t have been one of them.

I just remembered: Dubs Bad Hygiene includes an option which prioritizes indoor cleaning. That should help.

A small group of wild slimes from More Monster Girls ventured onto the map. They don’t bother us but they just took out a pair of wild bucks. Time to get the butchers to work!

Get VGP Soylent Production and feed Soylent Green to your unsuspecting pawns! Or Purple (insect protein), Blue (animal protein), Red (plant protein), or Yellow (combination animal & plant). Also travels well.

Producing Soylent Purple in bulk (requires Advanced Soylent Production research) is a great way to dispose of insect bodies after an infestation. Like Soylent Green, they won’t realize they’re eating something that would be unappetizing otherwise.

Figures. I get far enough in to find that Mines 2.0 is still incompatible with my mod list, just like it was in 1.4. Switched to basic Mines (no modded bills) and now my map is broken, with half my rock gone.

I didn’t really like this map, anyway; no fish in the river and hadn’t found any ponds.

ETA: well, now I can cheat and see what that fire was. Apparently had something to do with an entombed gas geyser and a wood floor.

No need to start a new colony after all. As mentioned in the Bugs thread at Mines 2.0, having Technology Blueprints & Reverse Engineering also enabled results in the bills for Mines not being populated.

Disabled those blueprints, reloaded, and all my rock is back! There’s probably ore missing somewhere, though.

Crap. Found more bills not working properly; these are from a race mod with their own production chain and I can’t find a fix. So now half my rock is gone again.

Decided to try something. Went back to that save with Dev Mode enabled and spawned a colonist from that mod. Turns out the bills do work but only for them.

Meh. I’m not interested enough to go through that. Off to a new colony but with their faction disabled so I won’t have to deal with their trash unless I’m running an entire colony of them.

My Cannibal colony is pretty big now. I think I’m up to like 18 colonists? Raids are getting pretty big, too, and I’m not very well fortified. I basically have a ravine running through my map, North to South, with a big wide area in the middle that’s mostly a lake. My base is mostly wooden structures built against the cliff side and then chambers cut into the rock. My goal is to move completely inside the mountain and dismantle the wooden buildings, replacing them with defenses. But I haven’t been able to get this done yet, and in the meantime I’m fairly vulnerable.

At least I have a freezer up and running now, so I’m no longer constantly on the brink of starvation. That said, my cooks can’t actually build up much of a lead on the meals - the colony goes through like 30 meals a day, mostly soups (which get prepared at a kitchen and then stew for 2 days making 10 meals). I am going to need to expand the kitchen significantly.

One of my colonists is a rescued Highmate dude who we saved from a shuttle crash. He had really good skills, so they didn’t eat him; but he was 79. Luckily, one of my colonists is a Chronopath, who has been sipping years off of Unwaveringly Loyal prisoners and distributing them to the colonists. So we got him from 79 to 30 and fixed most of his health issues; but he still has chronic kidney problems in both kidneys and is about to lose them both. He’s like 95% of the way to kidney failure in one kidney. I’m researching Transplants as fast as I can, but I’m still a ways off.

That said, I might have a way around this. My cook is a different Psycaster type, which can transfer injuries between two targets. I don’t think chronic kidney disease counts; but maybe I can remove one of the diseased kidneys and use the psycast, transferring the missing kidney condition to a prisoner; then remove the other failing kidney and repeat the psycast.

After work, I’ll get away from my Vault attempts and go with my Roomba Lord (or Lady as the case may be). Perhaps, with the help of the Erin Eccentric storyteller, set up an animal sanctuary on one of those islands.

Took me six hours to realize that there was an error when migrating that scenario from 1.4 to 1.6. All mods had yet to be updated when I did the migration so I had been trying to start a colony with no colonists!

I still have all my custom 1.4 scenarios for my 1.4 alt account; I’ll migrate again later.

I found something that could help my latest Vault attempt, if it ever reloads properly without AOC Group stuff. Seed Fish Tool costs 10 wood and is supposed to spawn fish in any body of water, included water in modded biomes.

I don’t know why but I was having difficulty getting any maps to generate. I now have a Roomba Lord on the shore of the smaller continent’s southern tip. There are a few friendly settlements not all that far off so there’s plenty of abandoned stuff here. Including a geothermal generator and a couple of large vanometric cells; they are a big help to my android, who is largely dependent on solar power.

I was a little bummed to find that there was a monkey xenotype mod but that it included a bunch of features I wasn’t into like retexturing silver as bananas and making the monkey faction spacer tier. This led me to customize two existing and unused factions (Fierce Tribe and Savage Kingdom) into ape xenotype factions.

I also downloaded a bunch of biome and faction mods that I wanted to add to my game.

So while I’m going to continue both of the games I’m currently playing, I am also thinking about starting a new run that might make use of the fancy worldgen mods and new factions I’ve downloaded.

I’m thinking a fun scenario, since I already have Industrial and Tribal runs, might be a Rick and Morty themed run. I can create Rick as a Rich Explorer with a crashed shuttle, and his family as unused pawns which I’ll get the opportunity to rescue with the Reunion mod.

Well, it took up all the game time I had, but I finally got my modlist working, with new additions and made my Rick and Morty characters.

Rick is starting out on his own, but Morty, Summer, Beth, Jerry, Space Beth, and Bird Person are all available to be rescued eventually.

Rick is starting our with a shuttle that has no fuel, a very powerful charge rifle, and with bionic implants on almost every part of his body. I didn’t give him top tier archotech items so that I have something to work towards, but he should still be plenty powerful enough to survive on his own.

I got my modlist dialed in and a decent chunk of the way into my Rick and Morty save. I had some cool xenotypes show up and join, Morty rescued himself and wandered into camp, and I found Summer a few days’ walk away horribly wounded, but was able to quickly get the shuttle up and running to rescue her.

I decided to add the Dead Man’s Switch series of mods (although just a couple of the more basic ones.) now I feel like I have a bunch of expanded contact that every step of the way from tribal, through medieval, into industrial, spacer and even glittertech. There are lots of extra items and texts to research at every step. There are unique factions to interact with at every period. I am really excited to play in the world I have modded in.

Man, now I can’t get any encounter maps to generate; even lost three pawns who were in a faction’s shuttle when that map didn’t load. This has been happening ever since reloading after a video error last night blanked the colony map.

Maybe going back to an earlier save will help.

Just sent my three sentient pawns to the one encounter map that did work last night, before the error hit. Let’s see what happens…