Rimworld: old west meets sci-fi

Thanks for the tip on Hospital; that looks interesting, and without requiring as much real estate as Hospitality.

Guests don’t seem to mind sharing rooms, or beds. :wink:

I had some double-occupancy rooms in 1.4, partly due to terrain restrictions requiring some odd room layouts. Just make sure their private bath, if there is one, set to check occupancy.

When I enable Hospitality, I tend to make large dorms with 10-20 single beds. I’ve experimented with deluxe private rooms but they haven’t been cost-effective for me, probably because my customers tend to be dollar store types.

Ah. Thanks to Real Ruins, AFAIK, my colonies never seem to be hurting for silver so my rooms tend to be cheap, if not free.

We brought back something like 10,000 units of gold from that gravcore site. Would’ve had even more stuff if that shuttle was usable.

My pawns tend to be RimWorld versions of the Gummers so we’re prepared for anyone trying to take our stuff. As long as we can keep up the power grid. :slight_smile:

Our socializers have returned. In hopes of not being caught with no social pawns again, work on a protocol droid started before my lunch break ended. Probably should create a medical droid as well, in case we get something our little medbots can’t handle and our surgeons are away.

Well, this is different.

Only had one group of guests before we got a request to take in some escaped POWs until their leader can send a shuttle for 'em. They took all available beds, including the original colonist’s tent that was still set up outside.

Something odd happened when I tried enabling Map Wide Orbital Trade Beacon in an attempt to get trade ships to stop dropping items through the roof. Lost one of my rock types so I disabled and went back to my last save. Which was while a caravan was on its way to another gravcore site.

For some reason, that map would not generate nor would a map on an adjacent tile in the same glowforest biome. Went back to the save from just after initiating the bill for the protocol droid, which is also from before sending that caravan as well as enabling guest beds.

Shouldn’t have bothered with that bill. Those droids are classified as mechanoids and apparently cannot socialize. Turns out that a Yuran with high social skills joined the colony for protection; what she needed protection from has yet to show.

The issue with the drop spot apparently was that I had it inside the animal pen. Pen is currently being reconfigured so the drop spot and patient landing area are outside.

Still haven’t seen any hospital patients. I’ll try loading Hospital before Hospitality and hope nothing breaks.

It was perhaps 2-3 game days before I saw my first patient. Even now, after a half-year with a top-rated hospital with very high stats and all daytime hours allowed (but basic patients only) I never have more than two at a time, and can go a whole day seeing none.

Other than allowing catastrophes or performing expensive surgeries I don’t know how I can get more business.

I did have some things out of order, as evidenced by red lines in the in-game mod list.

As before, loading the game via Steam then the most recent save resulted in one type of rock missing but no missing rock when loading via RimPy.

Now that Hospital is loading before Hospitality, the Guests tab no longer has patient info. I don’t recall if the Hospital tab was there before reordering the mod list but I’ve now told it to accept all patients. I have one hell of a stockpile of artificial body parts which were brought home from encounter maps and three little medibots waiting for business. Also one surgeon and two nurses; the other surgeon is in a caravan.

So far, had one mass casualty event and the occasional lone patient needing their wounds treated. That event was enough to get us allied with their faction.

Good thing we’ve been stockpiling herbal medicine from our healroot hydroponic (and whatever we can bring home from other maps).

Did you have more mass casualties than beds? How many beds do you have?

ancillary question: if you do surgery, do you make enough profit to be worth it, after paying/making the implants?

We have a total of 24 beds (8 of those are designated for prisoners, if we ever get any that need treatment) and had 13 casualties. Rather than one large hospital, beds were fit into three smallish rooms. One of those rooms came with the ancient stockpile and two others were carved out along the southern hallway, with our drug/body part/prisoner nutrient paste storage in between.

All surgery has only needed medicine so far. We currently have just over 1000 units of herbal medicine on hand. We also have just over three dozen artificial body parts available, all of which were looted from somewhere. Patients requesting installation of replacement parts are supposed to take stockpile contents into account.

A few of those casualties also had injuries unrelated to the event; injuries which were successfully treated with herbal medicine. Got an extra ~150 silver from them.

Regarding prisoners:

A possible event with Spaceports is a faction requesting your colony to look after some of their prisoners for a time. Or, with the mission board from Uncle Boris’ Used Furniture, your colony can offer temporary prison services, among other things

Now that I have this colony pretty well established, I’m considering a starting a second. Haven’t decided whether the Scarland-dwelling Wasters or the utterly xenophobic Ni’Hal. Rules for the latter: no guests, no patients, no trading, and no prisoners; any prisoners would get eaten.

16 plague victims this time; so far, one has decided to remain with the colony. Not all that great at anything but not bad either, except for being incapable of violence or socializing.

I guess that pawn who joined was some sort of bug. Had to reload after a crash; now everyone is paying and leaving.

Just noticed Knick Knacks – a mod which allows pawns to decorate rooms on their own.

Pawnmorpher has been updated!

When I can get a map to generate for one, I’ll start a Ni’Hal colony, with one slight change: prisoners will be morphed, when possible.