Not sure why I wasn’t getting maps before but I have a Ni’Hal colony now. Map contains a ruined city with a junkyard; huge number of rooms here, way too many for these xenophobes.
Xenophobes have cleared all hostiles out of the ruins and have started building four walls between the central building and two of the smaller structures, one to the south and one to the east. Thereby creating five-tile-wide enclosed walkways between the main building the other two.
Dunno yet what to do with the other four buildings, which includes another large structure off the central’s northwest corner.
I got Clanfolk about three months ago and enjoy the heck out of it. I like to pick desperate scenarios where you start with a single child who has two cats and there’s only a 1% chance of survival (yet I manage with some consistency to beat the odds).
Would it be worth my time/money to acquire Rimworld? Does it have anything to offer that its successor doesn’t?
The big difference in Rimworld is the sci-fi setting and conflict against others. That conflict is the main driver in Rimworld. Whereas Clanfolk is more about the economy if I remember it right.
The key difference is that RW doesn’t lock the colony into Medieval-era humans. I see both have scenario editors but with RW you can play as (for example, with mods):
I don’t know Clanfolk well enough, but reflecting on it some more, I’d say the true masterpiece of Rimworld is its balance. The “storyteller” engine does a tremendously effective job of keeping your colony on the edge between failure and success. It’ll hit you hard enough that you can’t slack, but also backs off just enough. It’s hard to explain exactly, but it results in the emergent stories that the genre is infamous for. It’s also why it’s some important to continue through adversity instead of save scumming as soon as anything goes wrong.
I should have disabled trader caravan arrivals in the scenario setup for my colony of xenophobes. All these caravans on the map are killing my framerate.
Map is another site with ruins and a junkyard but just a few scattered complete buildings this time. One partial building, near the center, was being used as food storage already so we’ve been building around that. Two incidents of torrential rain caused a bit of flooding but we have yet to start farming so that’s no problem. Some of our crops will be in hydroponics, anyway, and there’s plenty of orc meat from a raiding tribe.
These xenophobes hate cold weather so, short of a cold snap, freezing temperatures are not expected.
Until now, I’ve only had to deal with single births. With these guys being capable of multiples, I’ll try a third colony and take that possibility into account when building rooms.
I’ve not really done anything with Ideology yet, maybe I’ll have these fishpeople be cannibal cowboys and set them up on some beachfront with plenty of fish.
New xenophobe colony is mostly set up and has plenty of room for expansion. Starting supply included mutanite beds for prisoners and a few mutanite rifles. No prison as yet but a raider tried to solo the colony; he’s now a bearalope courtesy of one of those rifles.
Something useful for those who play cold maps: heated floors!
Smash Phil’s mod hasn’t been updated since 1.4 but reportedly still works, while throwing the occasional error.
Someone called frostyDog put out a similar mod for 1.5 & 1.6, this one can be found in the Zones menu. Powered and non-powered versions are available; I guess the latter is less laggy.