Modlist

This was u/JesterMasquerade's first playthrough with Rim of Madness - Cults and Hospitality, which they decided to also make a Sanguophage run and do it on the Forsaken Crags, where darkness is eternal because it is a perfect place for a vampire to start their colony.

This story begins like many others: A deal was struck, a gift was given...and a thirst for more was created. Lexi "Pratt" Ortiz was born in an advanced world...but one ravaged by war and its fallout, the consequences of which made themselves felt later in her life, creating a very real biological clock ticking down the seconds of her existence...until THEY arrived. Their offer seemed ridiculous: immortality, immunity to disease, to the frailty of old age...all in exchange for a thirst for blood. She accepted, thinking it a joke, only to be surprised when she was bitten. She awakened days later, spry, strong and healthy...and immediately decided to liquidate her assets. This changed things you see. Eternity is a long time, a long enough time to enact change, to build a world anew... She gathered resources, equipment, and even bough herself a servant, paying for top of the line genetic work to convert them into being able to produce milk, jelly, devilstrand and even eggs. A docile servant able to feed on anything without complaining...a Human Honeypot.

The planet was selected, a location chosen, far from influence, far from the burning gaze of the nearby star, perfect for a brand new start, perfect for the First Seed.

Work was slow to start, but steady, the first waves of looters quelled by a flick of her wrist and the tip of her sword. The rumour of lodging and safety soon attracting travellers, which were welcomed with open arms to free, warm and dry beds and free food. This of course led to permanent members...but also to more daring raids.

Steel gave way to plasteel and uranium. Cloth gave way to devilstrand...but that was not enough. Every battle Pratt began to lose flesh and bone, the colony's protecting angel paying her pound of flesh to save them. They would be replaced of course, the finest of bionics they could acquire would go to her unless someone else was missing a piece...But even that was not enough.

It was clear to see she could not hold the line forever, not by herself, and as such others joined her. Her husband, a dirtmole was the first to pick up a shield to guard her back, and soon others followed, their bravery rewarded with the promise that when old age came for them, she would share with them the bounty of immortality.

And thus they fought. They fought for a dream, a dream of an utopian oasis in the middle of strife...but each battle fought grew harder and harder...and strangely the colony began to focus on dreams themselves. You see, someone was watching them. Listening to them. That someone, or something, showed them a perfect city, one of bliss and content, where death and pain would never reach them...All it demanded in return, was that every one pay a price of entry.

The colony had taken prisoners from the start, bloodbags harvested from the midst of those that would destroy them and refused to change their ways...as such sacrifices were in hefty supply. The alters were built. The candles were lit. The litanies, chanted...and the blade held high. As the last breath of the last sacrificial lamb left their body, the First Seed dreamed, a dream they would never need to awaken from again,,,

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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 3 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.

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[-] Gallery_Curator@rimworld.gallery 4 points 4 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.

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[-] Gallery_Curator@rimworld.gallery 2 points 4 months ago* (last edited 4 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.

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submitted 4 months ago* (last edited 4 months ago) by Gallery_Curator@rimworld.gallery to c/RimWorldPorn@rimworld.gallery
[-] Gallery_Curator@rimworld.gallery 2 points 4 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 4 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.

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[-] Gallery_Curator@rimworld.gallery 2 points 5 months ago

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

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[-] Gallery_Curator@rimworld.gallery 1 points 8 months ago

And thus the journey reaches its end. When I started this run the goal was to test player-made xenotypes, test the Mechanitor run, and see how different biomes, particularly Alpha Biomes biomes, reacted to pollution. The First base was set in a mechanite biome, second in a slime, and third on an ocular forest as you can see. Those that saw my other uploads will notice that the base style is very similar. That is on purpose, to give the sense of continuity, that they were made by the same people. Plus I was going for that circuit board look. Well, on to the tale.

The previous departure had left a foul taste on the mouth of the trio, the feeling of having achieved the bare minimum to create a self-sufficient base lingered in their minds...but such thoughts vanished as they witnessed the sight before them: A circle of mechanical pillars surrounding a massive construct, the very air drumming with pressure, their brains shuddering over the sheer amount of information being transmitted.

All around them the air was covered in a red fog, a strange sense of unbelonging stabbing at their minds, a wrongness in the very air, the very dirt. As far as the eye could see horrid mockeries of plant life rose, unblinking eyes following their very motions and queer red jellyfish floated through the air...This...this was more like it. This place was still being terraformed, changed and shifted by the archotech for some purpose beyond human settling...in fact the place seemed very much NOT built for human life. A perfect stepping stone for their purposes.

Settling was easy. The trio has become used to the construction of new bases by this point, but growth was slow. They had grown too accustomed to mechanical servitors, too softened by automation...but they would persevere.

This strange land offered some interesting challenges however. The first to be noticed was that the "trees" that populated the area did not produce wood in the traditional sense, the thick material within having more in common with fauna than flora, and thus being unsuitable fuel for early industry...it was however quite resistant to fire and thus an adequate early building material. Next were the ocular jellies, heralds of change and terraforming, the red gasses they bellowed seeming to be a concentrated form of the ever-present fog, which had the unfortunate effect of mutating any plant life into its mostly useless ocular equivalent...they would have to be...persuaded to leave the base area, by force of course. Their meat provided necessary nutrients for the first few meals.

For every challenge there is a blessing however, and the blessing of this land was revealed during the ground breaking of the mining operation: Red Quartz. The entire earthy strata of this place was converted to it, and each chunk contained a vein of a prized material: Alcyolite. Crystalline, piezoelectric and incredibly sturdy. They knew that the end goal would be to have every wall built of the wonderful material.

And such from humble beginnings the base rose. Rather than shy away from the opulent mechanical construct, they made it the central part of the base, forcing them to brave the mental strain produced by it, so they may grow accustomed to it, every other need being built radially around it. This would have unintended consequences however, as it strained the social bonds of the family, culminating in a divorce between Gaston and Campbell. It was an ugly affair, physical violence was involved, but in the end they agreed to work together for their common goal, their child remaining their best friend and confidant despite it all. Such things are easy when technology has made you barely a few years apart from your child's biological age, helped with a shared stuntness of social abilities from both parents, a flaw Baby did not share.

The base grew, mechanoids were built, as news of more factions focusing their eyes upon this small little rimworld. Perhaps rumours of their exploration and their ambitions had reached others, or maybe it was a recent investment in this arm of the galaxy. Nonetheless, with new factions came new technology and a strange peace, each faction too busy warring amongst themselves. Even the mechanoids made for easy pickings as they passed by, forced to march after a particularly gruesome fight. Perfect base materials for the base.

It was with a strange sense of glee that they were attacked by the fabled Cult of Arachna, a strange group bearing tech that before had been beyond the group's reach. Bionics that outperformed archotech at the price of wearing down the body, armour and gear of highly resistant materials, weapons that were casually built with personas...The pawns where outmatched...but the invaders where outnumbered. The tide was turned as 3 dozens of steel construct ruptured into the room, swarming the assailants. Of 4, 2 survived the assault...they would wish they hadn't.

[-] Gallery_Curator@rimworld.gallery 1 points 8 months ago

Imgur

Modlist:

Harmony

Ideology

Royalty

HugsLib

Mod Manager

Humanoid Alien Races

Argón's Tribal Medicine

Auto-Cut Blight

Vanilla Expanded Framework

Vanilla Expanded - Ideology Patches

Vanilla Expanded - Royalty Patches

Vanilla Books Expanded

Vanilla Ideology Expanded - Memes and Structures

Alpha Memes

Better Pawn Control

Bionic icons

Camera+

Candle Meditation Spot

CM Color Coded Mood Bar [1.1+]

Colony Manager

[NL] Custom Portraits

DontBlockDoor

Doors Expanded

Dubs Skylights Glass+Lights Patch

[SYR] Essentials: Stone

Extra Alerts

Fortifications - Medieval

Glowing Ambrosia

[SYR] Glowing Healroot

Graphics Settings+

Holsters

IMOZOU Wounds

Infused

LWM's Deep Storage

Ben Lubar presents: Vanilla Books Expanded Expanded

Deep Storage Plus (Continued

[SYR] Processor Framework

Medieval Overhaul

Rimedieval

Rimedieval - Ice add-on

Rimedieval - Medieval Royalty

Medieval Prosthetics

More Psycasts

More Ritual Rewards

More Vanilla Textures

No Carried Food

Progress Renderer

[Fuu] Punch Attack

Random Icon Pack

Refined Floors

ReGrowth Remastered: Core

ReGrowth: Expanded World Generation - BETA

ReGrowth: Aspen Forests

Replace Stuff

Rim of Madness - Bones

Rim of Madness x Medieval Overhaul Bones Compatibility

Scattered Stones

Sexuality Traits

Simple FX: Smoke

Scattered Flames

Spooky Scary Skeletons

Vanilla Factions Expanded - Medieval

Vanilla Ideology Expanded - Hats and Rags

Vanilla Ideology Expanded - Icons and Symbols

Vanilla Events Expanded

Vanilla Ideology Expanded - Relics and Artifacts

Vanilla Social Interactions Expanded

Vanilla Textures Expanded

Vanilla Traits Expanded

Vanilla UI Expanded

VFE Medieval: Moat Changes

Wa! Skeleton! (Continued)

Modular Tables and ChairsMedieval Cross-Functionality Patches+

Dubs Skylights

Mod Medicine Patch

Medieval drug lab

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