Rimworld: old west meets sci-fi

Indeed so. Look for “DryThunderstorm” and “RainyThunderstorm” under “Weather:”.

Famine Food adds recipes along the lines of gruel and hardtack. Not particularly appetizing to pawns but not as unappetizing as flesh from a sapient for non-cannibals.

My Rick and Morty game has had to be restarted a couple of times as I’ve been adding a couple of major mods (notably I finally got HAR and may add a couple more races for it even, Mantobeans make me curious although there’s some overlap with Insectors which I already have).

But I’m really happy with where it is now. I’ve only reached Beth so far, but I’ve got a few interesting recruits, including a Hiveling from Alpha Genes.

At this point, my plan is to have a relatively small and simple base on the surface, and then using Multifloor have a series of underground lab levels (accessible through an elevator that’s conveniently located in the Vehicle Framework garage, of course).

Some planned levels:

  1. Using ReSleeve and Questionable Ethics, we need a Phoenix Project level with clones for Rick to use as backup bodies if he is ever killed. Maybe we can clone useful colonists too (but probably not Rick and Morty, this isn’t the Citadel of Ricks).

  2. Using Insectors and Hivelings, I want a floor with a bug hive. They can make jelly, tame and breed insectoids, and build everything out of hive walls.

  3. Genetics Expanded laboratory to make all the hybrids and stuff

I’m sure I can come up with more…

I ended up disabling Militaires Sans Frontieres entirely; the quest-giving part of the faction appears to be hidden and cannot be removed during worldgen.

My new Lord is on a different planet, one called “Grumium Alioth”; his colony has existed for less than two weeks. A 795-year-old Dragonian wild woman has wandered onto the map; we ( the Lord and two Rancher drones ) are trying to tame her. Good animal and social skills.

No Klingon was involved in creating Grumium Alioth; ancient Greek this time.

Dragonian Vanita Zamor is now part of the colony, as are two survivors from a space battle: a baseline mute with high intellectual nicknamed “Greyhound” and a Quarian Forgeling with high animal and good medical called Liren.

Holy crap! Raided a bandit camp that has a bunch of functional archotech stuff, including a nurisher! That thing not only boosts research; it generates archotech food out of thin air. A bunch of that food is around as well; evidently, it doesn’t decay.

Now to see how much of this we can get home…

I think we got most of the good stuff, including a megascreen TV for selling on the way back.

Having some of these guys around would have been a good way to dispose of a bunch of extra wood in my last colony. Generic logs as food!

Sure wish I could find a way to keep my rock from disappearing. Game froze last night and now I can’t reload without at least half my mineable rock gone.

Maybe if I stick to vanilla rock types…

Does seem like the majority of your issues involve rocks.

Didn’t quite go down to just vanilla rocks but close. Turns out two of my biome mods (I know one is Alpha Biomes, not sure about the other) add a few of their own rocks; kept those and one additional which adds three. Disabled this 32, this six, and this five. One from the 32 and one from the five were on my last map.

Trying something different with my new colony: repurposing an ancient garrison. Had to use dev mode to get rid of a couple of traps which couldn’t be destroyed otherwise.

Now I remember why I hardly ever stick with one colony very long. Damned disappearing natural walls ruining my defenses!

This time it was something from Odyssey – ice. All my ice walls disappeared upon reloading after a woodalope crashed RimHUD.

Fuck it. Next time, I’m just gonna go in God Mode and build walls where rock should be. Just need to make sure I don’t build over any ore.

Maybe Configurable Maps has something to do with all this? I was in a temperate forest, which shouldn’t have had any ice in the first place – it was likely put there by CM.

I disabled CM after looking for a site for a new colony and coming across terrain info which mentioned ice – in a desert!

This time, we’re in a boreal forest, repurposing an abandoned warehouse that was built into the side of a mountain. Same deal with the wasp traps that cannot be destroyed outside of Dev Mode.

Reloaded a couple of times to correct some errors made while laying out the colony. So far, so good.

Did not know that wandering pawns can join on an encounter map. This rather strange lady just showed up at a gravcore site; 15 intelligence makes her the smartest pawn in the colony!

Huh. I’ve been able to keep my rock by reloading via Steam but now there’s a different problem, I guess stemming from that gravcore location. One of the stockpiles refused to generate an entrance so I went into Dev Mode and forced the map to regenerate. Ever since then, none of my caravans would move unless forced in Dev Mode.

Time to try again.

Well, this is an interesting mod:

Man! The first gravcore site for my current colony was at a location where a real nice SRTS (the yellow one) was parked. Unfortunately, the caravan had too many animals to bring on board so it had to be left there.

One of my end goals for this Rick and Morty run is to set up Operation Phoenix, an automated system to clone and restore dead colonists. Eventually, this will involve the Questionable Ethics mod, which lets you brain scan someone and use that brain scan to apply to a blank clone in a vat. But for now, I found a Corrupted Obelisk that clones Bird Person, but gave the clone organ failure. Well, that’s easy enough to fix. And if I generate clones for everyone, I can put them in cryosleep caskets (I got quite a few spawned on this map, and am using two of them to store Fungoids who crashed from space for later use).

Last time I played, Rick got an Inspired Research mood, which with his maxed out research score is absolutely incredible. The tool tip says it will end after 8 days or when he finishes a project, so I’ve been switching the research out at 99% in order to make the most use of it. I think I’m at 3 or 4 maxed out techs with 5 or 4 days left for researching.