Rimworld: old west meets sci-fi

Yep. No more twins after telling CSL not to handle pregnancies.

Still can’t use the framework. Tried a genetics mod which has Big and Small as a dependency and no pawns spawned.

Having noticed some pawns asking to join my colonies being of a xenotype other than what is described, I’ve enabled a mod that recently hit the Workshop.

Going to start a new Red Sun colony to check it out.

One thing I really like about the Red Suns: some piece of their default apparel includes a firefoam grenade launcher. Draft them, line 'em up at a fire, and they’ll have it knocked down in minutes!

Game minutes, that is. :slight_smile:

Thought I would need to rebuild my modlist again when I started getting nothing but black screens upon reaching what should have been the main menu.

Shutting down for a while then rebooting seems to have prompted Steam to update some mods, which fixed whatever was causing that.

Still seeing events pulling from the “baseliner” pool at random. I guess what is needed is a mod to prevent race mods from pulling baseliners from other race mods.

I hit 1000 hours on Steam so that seemed like a good time to take a break, especially since I can’t figure out any scenarios that seem amusing. (The rich explorer scenario modified to start with a gravship was the latest fun one.)

I hope they announce the next DLC soon, but I think that’s probably a few months away and then another wait for release.

I’m not sure what I’d even want them to add. More industry besides drug cartel might be nice, but I’m not sure that’d make a big difference to gameplay.

These might interest you if/when you feel like playing again.

New Scenarios

  1. Independent Traders - Leave the Guild to strike out on your own. Start with a shuttle, silver, and allied standing with your former employers.

  2. Exiled Traders - A salvage job gone wrong awakens a mechhive. The Guild cuts you loose. Scavenge what you can and survive with mechanoids on your tail. Not for the faint of heart.

Reusable scenario parts: shuttle arrivals, unique weapons with traits, apparel coloring, faction goodwill, and xenotype pawn slot configuration.

I’ve been using #1 as a jump-off point when creating my own scenarios. The default consists of five pawns, whose xenotype pool can be edited (that’s the “configuration” mentioned above), with 2000 credits, a rusty shuttle, some rusty equipment, two (not rusty) unique weapons of normal quality or better, and not much else.

Came across a new use for dye yesterday.

I may have to pick up Rimworld again with some of the expansion packs.

One question though. How much exploring of the planet to people actually do? I assume it’s actually practical to explore beyond a few day’s journey as some of the expansion packs provide aircraft / vehicles?

Yes, Odyssey adds small shuttles plus constructable ships (research for which is obtained via an early quest) which function as mobile bases. These ships are capable of reaching orbit and exploring there.

There are also vehicle mods, such as Vanilla Vehicles Expanded (linked somewhere above), for caravanning and multiple mods which add shuttles, such as SRTS and LWOP (both also linked somewhere above). Be advised that LWOP stuff is definitely overpowered; I only use the shuttle, rifle, and flooring.

I wanted to try experimenting with a different colony group and noticed something wrong with worldgen again. Population has been down to one settlement per faction. Having tried different ways to solve this, I can only figure that some faction mod recently updated and screwed up worldgen.

Worldgen does work properly with about a quarter of the factions I had been using so now I’m readding factions to see if any one in particular interferes with the spawn amount.

Yep. This submod adds two factions; having either one spawn messes up population generation.

Not only was I having population issues, I couldn’t advance from “Choose your ideoligion”; validating files solved both problems. Should’ve tried that first.

Still can’t advance to pawn generation in a custom scenario based on those independent traders, though. I assume it has something to do with being able to specify xenotypes.

Some alternate starting locations I recently noticed:

Asteroid Starting Scenarios adds four. Start on either a large or small asteroid, with a gravship or without.

Orbital Station Start just hit the Workshop a couple days ago. Again, either start with a gravship or without.

Very useful for creating/editing scenarios with a large mod library. Particularly useful for screens that are in mod order rather than alphabetical – i.e.: animals and research – you get sent to a search screen in the style of Character Editor’s inventory tab rather than a huge wall o’ text.

I now see that I mentioned this earlier, when it apparently was causing problems. I guess they’ve since been fixed?

Anyway, Intimacy and its submods finally got me to start an Ideology colony. In hopes of having better control over pregnancies, lovin’ has been set for partners only and with less frequency.

I’ve been experimenting with an altered form of the gravship version. Some thoughts:

  • Give your pawns some vacsuits or equivalent if not using the standard Gravship Crew.
  • Each life support unit acts as a generator.
  • Stations are cold!
  • Stations contain deactivated hunter traps and wasp traps, which can be safely dismantled.
  • Stations are randomly generated. Which means:
    • The electrical grid will most likely be incomplete when your pawns first arrive.
    • You might end up with some wasted space, which can be quite large. I like to use Dev Mode to fill those in.
    • Likewise, some rooms can be quite large. Which will be difficult to bring up to a comfortable temperature.
    • There will be at least one hydroponics room. One hopes it won’t one of those large rooms.

In short, if you want something different and have a race which likes to be cold – such as the Nivarians I mentioned earlier – try starting them on an orbital station. And don’t forget to build a grav anchor before taking off for elsewhere.

I finally solved my disappearing rock issue! Use Dev Mode to unfog the map then have it smooth all the walls; smooth walls don’t disappear and can be done on any unfogged rock.

Yeah, it’s cheating, but totally necessary to keep all my rock.

I might have found one.

Hit the Workshop a couple weeks ago.