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100 colonists and 100 days of food! It was a goal that I'd set for myself near the beginning of the ship's construction, and I'm somewhat proud that I reached it. I never hit 10 million wealth, though...

I'm gonna be taking a look at 1.1 mods for the first time now. I'm hoping to keep most of my original modlist intact but add a few of the fun-looking new ones. I had... I dunno... ~150 from memory.

My outside defences were actually damn tough, haha. If you zoom in you can see 40 guns on the side of the main dome, and 16 on each of the outside domes. For anyone that doesn't recognize em, the green ones were long-range snipers that could one-shot an insufficiently-protected enemy pawn, and the purple ones, the shredders, were short-range that did even more damage and fired in bursts. I would build 3 shredders in my barn when I was trying to tame a new gallatross, as a safety measure. The sentries, plus how tough spaceship walls are, meant that any raid coming from the outside was taken down without too much fuss. I'd just mass-select any colonists that were nearby (I made sure all of them were combat-equipped and trained) and send them over to clean up any leftover mess. It was always a pain to separate the melees from the ranged -- still waiting for a mod that lets you select only ranged/select only melee pawns. If the raid looked too dangerous, or if I just didn't want to bother, then I'd chuck in a few mortar rounds first.

It was the drop pod raids into the base that I had to worry about. If you zoom into the western dome, you'll notice all of the cracks on the hull from where I had to mortar my own poor ecosystems. I think mechanoids had dropped in there recently, before 1.1 came along. The biggest raid I ever had was a ~1000-android drop pod raid when I only had 3 exterior domes. I think Dire Raids went berserk on me. Thankfully, it landed mostly outside of my base. (I think drop pod raids are meant to be confined to a single square area, and there were so many that the remainders spawned in random places around the entire map.)

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It's not too bad really, once you have it set up and make sure there's always enough resources, it just sorts itself out. You have to play at low difficulty, though, or it will get to being a lot of work, really fast

This is not my colony, but I do play very large colonies. The answer is in the numbers; if you have enough colonists set to do the same job, it will get done. The only problem is that things like workbenches get reserved. So workers with a specific task, like cooks, get assigned a bed near their work spot, because all the time they're travelling to their stove, it's reserved and can't be used by other cooks. All goods they require to do their jobs are hauled in by other colonists

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[-] Gallery_Curator@rimworld.gallery 2 points 3 months ago

Full description:

The Nothern Estheder Eternal Compound. 10 Vampires in a Swamp, with another 10 humans to be converted once the Hemogen farm has been expanded. Proud producer of finest headwear and marble statues. An Adventure Story told by Randy Random, Valeria Vanilla and Steven Savescum.

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[-] Gallery_Curator@rimworld.gallery 4 points 6 months ago

Codoyoubo is a kind nation accepting everyone - even those that do not want to carry or clean! We have the frail, the weak and the creepy breathers.

But now is their time! With huskies on their side they will create a nation to fear.

They have been preparing and the framework has been laid.

[-] Gallery_Curator@rimworld.gallery 4 points 6 months ago

Things I personally like about this:

Retooling the 'outdoors' grow areas (middle-top-left, and left) to be nutrifungus farms for chemfuel production. I'd put separate zones with pathways just so I could manage sowing a little better - I kept on having half sown fields, that would then be harvested on different days (and re-sown) and that just annoys me. So 'turning on' one field at a time, ensures the planters focus their efforts.

The double-geo-vent greenhouse in the top right.

The 3x3 grid of bedrooms in the bottom left - all 'countess' grade.

Lighting in the 'temple' to bring out the highlights of the high life carpet.

Finally figured out that 'Wondrous' tier was a thing, and thus the throne room is. Themed in black and gold with generous uses of paint. (The black dining chairs are actually silver, but the gold ones are slowly getting replaced with actual gold chairs).

Kitchen/corn store is mixed, and straw matted for 'walking areas' with sterile tiles under the shelves to boost the cleanliness a bit. Straw matting is because I feel it's better than sterile - cleanliness in a kitchen only matters below -2, so having a whole room at 0.6 doesn't really help much. But having straw matting means a -15 blob of 'filth' just doesn't show up as quickly in the first place. The room is also larger though, to 'dilute' the cleanliness impact of one blob of filth, and the sterile tiles push the average up just a little.

The autobong in the prison is good for keeping prisoners in check - with the right amount of leg removal, they can be so borderline on moving around, that they're not causing any trouble even if they break, but they can still feed themselves, saving a bit of pawn-time.

Most of the solar power goes into sunlamps, and most of the 'baseline' energy is chemfuel. Next on the to-do list is a better nutrifungus-processor-chemfuel power plant. Chemfuel generators also generate some heat, so this is vented in to the base during the winter to keep temperatures up a bit more, and save a little on running heaters. (But I want to try using them as 'space heaters' for an nutrifungus crop).

No killbox here, we're using turrets and 'bunkers' - the mortar pit is mostly roofed so my nudist gunner can mortar during the winter.

Generally we've got paired 'batteries' of uranium sluggers, with a goal that they're walled between them so there's no chain explosion, but one battery covers the other. So one neanderthal with a breach axe can't wreck the whole thing.

Generous use of coloured lights for aesthetics.

Morbid 'style' imported just because I really like morbid carpets, so we've a mix of those 'ordinary' high grade carpet, and high life carpets. But because I also brought in hindu style, we don't have those boring morbid sculptures about the place.

We're just about transitioning to spring here, which is why you'll be able to spot psychoid/corn planted in the snow. It's not quite cold enough to kill it, and getting warmer, but the snow hasn't melted yet.

[-] Gallery_Curator@rimworld.gallery 2 points 7 months ago* (last edited 7 months ago)

modlist

Seed: Tuque

Coverage: 100%

I used geological landforms and ngl, it took a while to find the perfect map for this concept.

Out of Combat Move Speed Boost made travel on foot feasible.

[-] Gallery_Curator@rimworld.gallery 2 points 7 months ago

My colonists live an idyllic lifestyle in the sun, with Parties, Orgies and Festivals a regular occurrence. Our chief exports are Yayo, Sushi and Whisky, all sold directly to Hospitality guests.

Playing on a tiny 90x90 map was a huge challenge and for the most part an engaging one. Every resource and caravan mission counted, we collected hundreds of limestone chunks!

Downside was having enemies spawn literally on top of you, with entire mech clusters crashing INTO your base. Wild animals get desperate to eat your crops (or pawns) real quick. Building 30% of the base on bridge support vs enemy explosives is pretty worrying.

[-] Gallery_Curator@rimworld.gallery 1 points 7 months ago

OP Mod-lists:

Gameplay & UI Beauty & Texture Updates Pawns - Hair, Guns & Gear Initial Start / spawn in here if interested. The easy way to play an Island is just to use the 'Biomes: Island' mod, but I personally disliked some sweeping changes they made to water and weather effects.

Instead, I used Map Designer - they have an option toggle to generate a 'Perfectly Round Island', regardless of map tile selected. I also used Better Map Sizes when selecting my tile on world spawn to reduce the size to about 90x90.

Finally with the map being so small I used Change Map Edge Limit to remove the restrictions on building at the map edge.

[-] Gallery_Curator@rimworld.gallery 2 points 8 months ago

OP made a very nice description on the /r/rimworld subreddit

[-] Gallery_Curator@rimworld.gallery 2 points 11 months ago

Timelapse

Modlist:

Harmony

Core

Royalty

Ideology

Biotech

HugsLib

Allow Tool

Camera+

CleaningArea

CM Color Coded Mood Bar [1.1+]

Colonist Bar Adjuster

Geological Landforms

Level Up!

Map Preview

More Planning [1.4]

Numbers

Progress Renderer

QualityBuilder

RimHUD

Save On Incident

Self Dyeing

Thrones plus

Trait Rarity Colors

Work Tab

Dubs Mint Minimap

Quality Colors

[T] MoreFloors 1.4

Wildfire (Continued)

SaveJobWorld

Cherry Picker (dev)

[FSF] No Default Shelf Storage

Defensive Positions

WeaponStats

Quest Reminder

Designator Shapes

RocketMan - Performance Mod

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Gallery_Curator

joined 11 months ago