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RimWorld 1.0


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I can't believe I forgot all about this game, shame on me! I got news that it was updated Saturday, downloaded it, and a customer gave me a few experimental mods on Sunday. Everything's running smooth, even the experimental mods, but I learned that it's kind of creepy when I use family names. One of the experimental mods is a lot like EdB's "Prepare Carefully", so I decided to start the game with a full crew. I was having a little trouble coming up with that many names, so I figured why not use my family? Well...... it's kind of cool (and sometimes creepy) to see the avatars I named after my family behave like their real life counterparts, even when it's sheer coincidence. My father goes fishing when stress gets too much (thanks to Rainbeau Flambe's fishing mod), one of my brother-in-laws shirks work duty to play video games (due to a few red Horse mods); I was having a good ole time, until everything went south, as it sometimes does.

 

The first blow was when my wife yelled at me for spending more time in the gem mine than with her ( I didn't purposely set it up that way, but I have heard "put the freaking rocks down and get to bed!" a time or two in the real world). The next day, rather than doing work, I pouted in the middle of my pasture with the Muffalo. This stressed the wife out, so my brother and my new sister in law (which gets a little confusing sometimes bc both of our wives in the real world are named Jenn) brought my wife a new pet to chill her out. A few days went by, until problems arose from me not doing my work a few days before. Because I hadn't done my maintenance routine, my solar panels malfunctioned, which caused power outages, which caused my son (whose 16 in the game instead of 3)to have a mental break. He self-soothed with a sandwich. The bad part was he chose to slaughter my wife's new pet rather than just go to the fridge (tacticool fridge from Red Horse mods), then rob the pharmacy. When colonists cause trouble from mental breaks, my security team's authorized to subdue them, either with handcuffs or a nonlethal flesh wound (experimental mod). The bad part here is my sister in law took the shot, because my chief of security (my brother-in-law)chose to make a sandwich with my wife's pet's meat and pull up a chair to watch the action rather than subdue my son. Jenny had never even fired a gun before, so she ended up giving my son more than a flesh wound. All of this proved too much for my wife, who decided to disrobe and run to the pond. So, I guess when stuff gets too real, my family goes skinny-dipping !! We saved my son, but he now has an artificial arm. I guess this agitated him, because he fled my colony after he healed. A few ingame months later, he came back, not with a gang, but a cult. So, I guess my son starts cults when he goes to wander the desert to contemplate life. As you can imagine, he gave my colony the typical "join or die" ultimatum. Not only did my family leave me without the slightest hesitation,  but some of those treacherous sumbits actually fired a few rounds at me on their way out. Sorry group of ingrates! Lol.

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12 hours ago, Gilberticus said:

I can't believe I forgot all about this game, shame on me! I got news that it was updated Saturday, downloaded it, and a customer gave me a few experimental mods on Sunday. Everything's running smooth, even the experimental mods, but I learned that it's kind of creepy when I use family names. One of the experimental mods is a lot like EdB's "Prepare Carefully", so I decided to start the game with a full crew. I was having a little trouble coming up with that many names, so I figured why not use my family? Well...... it's kind of cool (and sometimes creepy) to see the avatars I named after my family behave like their real life counterparts, even when it's sheer coincidence. My father goes fishing when stress gets too much (thanks to Rainbeau Flambe's fishing mod), one of my brother-in-laws shirks work duty to play video games (due to a few red Horse mods); I was having a good ole time, until everything went south, as it sometimes does.

 

The first blow was when my wife yelled at me for spending more time in the gem mine than with her ( I didn't purposely set it up that way, but I have heard "put the freaking rocks down and get to bed!" a time or two in the real world). The next day, rather than doing work, I pouted in the middle of my pasture with the Muffalo. This stressed the wife out, so my brother and my new sister in law (which gets a little confusing sometimes bc both of our wives in the real world are named Jenn) brought my wife a new pet to chill her out. A few days went by, until problems arose from me not doing my work a few days before. Because I hadn't done my maintenance routine, my solar panels malfunctioned, which caused power outages, which caused my son (whose 16 in the game instead of 3)to have a mental break. He self-soothed with a sandwich. The bad part was he chose to slaughter my wife's new pet rather than just go to the fridge (tacticool fridge from Red Horse mods), then rob the pharmacy. When colonists cause trouble from mental breaks, my security team's authorized to subdue them, either with handcuffs or a nonlethal flesh wound (experimental mod). The bad part here is my sister in law took the shot, because my chief of security (my brother-in-law)chose to make a sandwich with my wife's pet's meat and pull up a chair to watch the action rather than subdue my son. Jenny had never even fired a gun before, so she ended up giving my son more than a flesh wound. All of this proved too much for my wife, who decided to disrobe and run to the pond. So, I guess when stuff gets too real, my family goes skinny-dipping !! We saved my son, but he now has an artificial arm. I guess this agitated him, because he fled my colony after he healed. A few ingame months later, he came back, not with a gang, but a cult. So, I guess my son starts cults when he goes to wander the desert to contemplate life. As you can imagine, he gave my colony the typical "join or die" ultimatum. Not only did my family leave me without the slightest hesitation,  but some of those treacherous sumbits actually fired a few rounds at me on their way out. Sorry group of ingrates! Lol.

zomgod, I remember when this game was released yeeeeeeeeeeeeeeeeeeers ago... was a huge success as a Indy game...and I adored reading the book series... hard scifi... your write up was terrific and had me delighted for the train ride to work

:dance:

 

gogo

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RimWorld sounds like an interesting game, but I'm a bit wary of on-line gmes that leave my carefully crafted settlements open to ravaging fanboys who are just in it for the plunder. That's probably why I've switched almost exclusively to SP games where I don't have to worry about some other player stabbing me in the back.

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 Gogo, train..... to work? How freaking awesome is that! We don't really have any form of public transportation here. I guess I could get on the highschool bus, but my wedding ring and military tattoos might give me away :) Ok, who am I kidding, wedding ring, tattoos, AND the fact that I have a decent crop circle forming on my melon, and the fact that it looks like Jack Frost laid a finger on my chin. Which is weird; one little white streak through my goatee, like I touched my chin with bleach on my hand. 

 

Spock, RimWorld doesn't have mp that I'm aware of.

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1 hour ago, Gilberticus said:

 Gogo, train..... to work? How freaking awesome is that! We don't really have any form of public transportation here. I guess I could get on the highschool bus, but my wedding ring and military tattoos might give me away :) Ok, who am I kidding, wedding ring, tattoos, AND the fact that I have a decent crop circle forming on my melon, and the fact that it looks like Jack Frost laid a finger on my chin. Which is weird; one little white streak through my goatee, like I touched my chin with bleach on my hand. 

 

Spock, RimWorld doesn't have mp that I'm aware of.

Lol gilberticus.. and now here we are on public transit again... the “train” I use we calla metro ... its really a subway that runs through the mountain and gets me down town MOntreal where I work... they excavated these tunnels back in 1967 and used them to create the islands which are in the St Lawrence river whuch sit around us ... primarily during the world fair exhibition in 1967 ... man and his world ... though all that’s left and pretty much active from then the casino ... heh of course 😀😎😀

🤩

gogo

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A subway built through a mountain, how freaking awesome is That!? Most of my state is flat, we don't have mountains or subways or trains or Any of that. So, to me, the simple act of taking a ferry is mystical. 

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In fact, I had never even heard of the word "ferry" until I was stationed in Washington. The old man of the base thought I was making fun of him, showing exaggerated enthusiasm about taking a ferry to the base, until I explained that I grew up in Ohio. 

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17 hours ago, Gilberticus said:

 Spock, RimWorld doesn't have mp that I'm aware of.

So, how aggressive is the AI? Will it wipe me out if I sneeze at the wrong time?

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4 hours ago, Spock said:

So, how aggressive is the AI? Will it wipe me out if I sneeze at the wrong time?

I was looking at some of the trailers from waaaaaaaaaaaaaaay ago...this is a deep game:

 

 

:)

 

gogo

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Spock, this new trailer is a little misleading. You set the aggression; you can have it pretty much like the video if you so choose, or you can have it more relaxing. I did anticipate this question, so I did a new play through on the most relaxed setting. In an ingame year, I experienced: six raider attacks, two escaped hostages asked me for help ( giving aid sends slavers after you, but each of these incidents brought only one slaver each), three fires (one was because I forgot that batteries should be housed, one was caused by a lightening strike, and one was caused by a wild man that I let roam instead of capturing), and one cold spike that killed three little rice plants and four cotton plants. 

 

No, AI won't pound you for making one mistake. In my first post, things did indeed spiral out of control quickly, just because I spent a little too much time mining. However, I was playing with an experimental mod that drastically enhanced moods. What it will be for you: have you ever played Kenshi? If you assign different villagers to tasks, you can sit back and watch everything run like a well-oiled machine. The reason why: your troops are expressionless, joyless, and never communicate. RimWorld is NOT Kenshi, you have to watch your colonists. Granted, you don't have to set at the edge of your seat, but they laugh, fight, get cranky, cold, hungry, fall in love; they run a whole gambit of emotions. And they DO have mental breaks, but they don't just happen out of the blue; they happen because you ignored them for too long. So, you have to be flexible. When you click on one, you might notice that they're upset because they're clothes are in tatters. You don't have to drop everything instantly and assign someone to your tailoring table, but you can't just laugh and say "suck it up, buttercup", because their ill-mood will slowly escalate. 

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  • 4 weeks later...

Alright, I've played long enough to understand how to tend to my colonists needs and desires, as well as what to research first. But one thing I'm NOT good at yet is efficient base building. I have all of my rooms as separate little buildings; a food hall, a recreation lounge, etc, and I've learned that my designs aren't efficient at all. All of those separate buildings need their own heat , air conditioning, lighting. So, now I'm experimenting with base layouts. And that's what I love about this game; it's never become mundane or tedious for me, there's always something new that I'm learning. I'm just wondering if I can salvage my current base, or if I should scrap it or even start a new game. I have a good crew that I'd hate to lose, but that's part of the fun. 

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I just found a delightfully disturbing mod; BioReactor. If I understand it right, I can put my prisoners in there and turn them into living batteries. That's going to take me a while to play around with, as I have a brand new colony, and it requires Biofuel refining to be unlocked. But how awesome is that! I take a lot of prisoners in this game. I also have a lot of people who like to set fires when they have mental breaks from drug and alcohol dependencies. I always wondered what to do with those colonists. Now I know; turn them into human batteries. Awesome!

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Holy cow, there's a Star Wars mod for this game! Not just some "here's a lightsaber and a cloak, now you're a Jedi!" type of mod, but a leveling force power system, factions, races. And all of it meshes with the mods I already have. So excited. 

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On 11/19/2018 at 9:23 AM, Gilberticus said:

Holy cow, there's a Star Wars mod for this game! Not just some "here's a lightsaber and a cloak, now you're a Jedi!" type of mod, but a leveling force power system, factions, races. And all of it meshes with the mods I already have. So excited. 

Amazing Gliberticus... I cant believe how much love this game is still getting... what a find... and what a power community behind all this

 

;)

 

gogo

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On 11/18/2018 at 4:57 PM, Gilberticus said:

I just found a delightfully disturbing mod; BioReactor. If I understand it right, I can put my prisoners in there and turn them into living batteries. That's going to take me a while to play around with, as I have a brand new colony, and it requires Biofuel refining to be unlocked. But how awesome is that! I take a lot of prisoners in this game. I also have a lot of people who like to set fires when they have mental breaks from drug and alcohol dependencies. I always wondered what to do with those colonists. Now I know; turn them into human batteries. Awesome!

grooooooooooooosome... kind of like from that Stephen King Book... The TommyKnockers!

 

:oooo:

 

gogo

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Yes, it's very much like Tommyknockers. However, I don't think I'll be using that mod for this playthrough; something tells me that my Jedi wouldn't be thrilled with liquefying the problem-colonists. I did try it with a methadone addict that had a mental break and started trashing my geothermal generator, and my colonists were bummed by that. However, the same guy that made the Star Wars mod also made a series of Lovecraftian mods, too. In one of them, you play as the Elder Things; those are the guys I see liquefying people for biofuel.  Maybe I'll look for a mod that lets you try to calm colonists having a mental break instead of liquefying them. I wonder if the mind trick power could calm a freaked-out colonist? I'll have to try that. 

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As far as how much love the game is still getting, it's a good game in it's own right, but that's not why I play it. Games like Kenshi,  Rimworld, and Subsistence are the second stage for my Light characters. I see T-Energy as the magical lifeblood of Ancaria. By destroying it, you destroy the magic and lifeblood of Ancaria. I don't picture the peaceful valley in the end video for the Light path, I picture a world that was just stripped of magic and life. And not only is the land like that, but my characters are like that, too. My Seraphim, for example, are no longer angelic bad-asses able to summon energy shields and bfg's and swirling attacks; they become mere mortals. No magic, no special skills; they now have to worry about hunger, hygiene concerns, old age, illness. Rimworld, Subsistence, and Kenshi are perfect for this; very ordinary human beings struggling with sheer survival. 

 

And my Dark path characters; by getting zapped by T-Energy, they become gods, as the video suggests. However, my Inquisitors can't handle that type of power. In their power lust and narrow-minded hatred, they destroy everyone and everything, to the point that they're just sitting there, floating in an empty void. However, they discover that number 1 really is the loneliest number, and use their power to create instead of destroy. So, my Inquisitors each get their own world in Rising World, which is kind of like a Minecraft clone with better graphics. 

 

Alright, I just put my son to bed,so I'll finish this up for now. 

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20 hours ago, Gilberticus said:

Yes, it's very much like Tommyknockers. However, I don't think I'll be using that mod for this playthrough; something tells me that my Jedi wouldn't be thrilled with liquefying the problem-colonists.\

lol! ... good call

:lol:

 

gogo

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I piffed a customer off real bad while making new characters today. I landed on a colonist with the wildest hair I've ever seen, must be from a mod. So, I named him Pseudo "Ufo-Nerd" Scientist. A customer was almost in tears; "how dare you make fun of Giorgio Tsoukalos!! What if someone did that with you:)" Sorry, I guess :( You could do that with me, hell, I'd be honored. You'd take a burly body, shoulder-length hair with a fairly noticeable bald spot on the crown, and an aptitude for mining, and call him something like Ryan "Gem-Dork" Gilberticus. But then, I have the ability to laugh at myself :)

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5 hours ago, Gilberticus said:

I piffed a customer off real bad while making new characters today. I landed on a colonist with the wildest hair I've ever seen, must be from a mod. So, I named him Pseudo "Ufo-Nerd" Scientist. A customer was almost in tears; "how dare you make fun of Giorgio Tsoukalos!! What if someone did that with you:)" Sorry, I guess :( You could do that with me, hell, I'd be honored. You'd take a burly body, shoulder-length hair with a fairly noticeable bald spot on the crown, and an aptitude for mining, and call him something like Ryan "Gem-Dork" Gilberticus. But then, I have the ability to laugh at myself :)

I just love hearing how happy you are with this game.  Having stuff like that in our lives we enjoy and not only enjoy but want to write about is a blessing.

G'donya...and thanks for the share... laughs are priceless!

 

:D

 

gogo

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  • 2 weeks later...

:) I love RimWorld. But that goes on the shelf for now, as I just got Fallout 4. I was hesitant, as I've seen so many nasty Youtube videos. But I got it on impulse, and discovered something: I can build houses and settlements, how absolutely brilliant is that? And I can scrap any structure I see in the game and make my own!!! How is it that none of the videos I've seen show this?! Perhaps not everyone loves building like I do. 

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12 hours ago, Gilberticus said:

:) I love RimWorld. But that goes on the shelf for now, as I just got Fallout 4. I was hesitant, as I've seen so many nasty Youtube videos. But I got it on impulse, and discovered something: I can build houses and settlements, how absolutely brilliant is that? And I can scrap any structure I see in the game and make my own!!! How is it that none of the videos I've seen show this?! Perhaps not everyone loves building like I do. 

its supposed to be a beautiful game.  Optimized , well written with great action...

what platform will you be playing it on?

:)

 

gogo

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Ya know, I was told by a customer that there's less and less of a distinction these days between consoles and computers. I'm told that I can go to places like the nexus and download Vortex and have the same mods for the console that I would for the pc. I can surf the web with a console just as easily with a console as a pc. "You can do virtually everything that you do on your pc, without the worry of updating graphics cards and blah blah blah". Cool, I respect that. But there are still indie developers offering pc exclusive games, which is why I stick to pc. I myself started my lapidary  journey with nothing more than a wing, prayer, smile, a few hopes, a few crates of minerals, and Gemstones of the World tucked under my arm. So, having been there, I try to sponsor indie studios when I can. 

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  • 3 weeks later...

Alright, I have a new one. I love Fallout 4, but it upsets my son. That little turd.... makes up his own policies. He accidentally got an eyeful of graphic violence in Walking Dead, and laughed, but got upset from Tom and Jerry playing a  game of tug-o-war. That's fine, and I don't need to be playing games around him period. But sometimes, he likes to go and do his own thing, which is good; sometimes ya gotta work on social play, other times ya gotta work on independent play. Parenthood, y'all, it's like a whole thing! :) Anyway, I've looked at non-violent games, and that's a tough category. It was hard finding a non-violent game that encompassed building and exploration but wasn't a nauseating,  "I wuv you, happy cuddle-buddy snuggle smile bubble gum graphics game". I did find one, that might be worth people looking at, called Mercury Fallen. 

 

http://www.mercuryfallen.com

I don't have much to say, tbh, I don't read much when others report on a game; there's YouTube videos on everything these days. All I have to say is one thing; I highly disagree with comments like "after 5-10 hours of the game, I've seen all it has to offer. I treated my colonists like robots instead of people, as I was so excited that I didn't read everything, like stress levels, I didn't provide them with attire to make their jobs easier, like comfortable shoes and back braces. In fact, I did the bare minimum to get them by, because I wanted to see what the surface looked like. In short, I did everything at a rushed pace, and it still took me longer than 10 hours to see everything the game offered. This isn't a fast and furious game,and it's not supposed to be played at a fast and furious pace. The only real enemy in this game is you and impatience. Ya push these guys too fast and hard, and they do get stressed, and injuries will happen. Of course, you could let all of your colonists die and replace them with robots, but I don't know if robots can manipulate the remote controlled surface vehicles. Even if that's possible, that's not the purpose of the game. You're not trying to establish a functioning base at the cost of lives, you're trying to help a crew of explorers thrive. You're not in a rush to help this crew get off some inhospitable planet, you're trying to help these guys establish a new, permanent home. underground water is also an enemy; you can't build over it. Which means you'd better dig out an area properly before you start making plans for new rooms. Between this game and Colony Survival, I've got myself good and hooked to gaming again. 

 

 

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Seems Rimworld is a down trimmed Dwarffortress ;)

Less complex, but better UI. It is a bit unfair to use the 'carefully prepared mod'. Skills and traits can be given by using a points system. My colonists start tough with a good immune system. Then I let them start slightly poisoned, suffering from light heat stroke, hungry. This give bonus points and I put them mainly in medicine. So all the bad stuff is removed in the first virtual hour.

Then I do a two person hunting. One uses the starting knife to stab an animal. If he doesn't kill it he runs circles around my sniper...  Of cause I bought the jogging trait with the bonus points for the melee one, and carefully aiming for the sniper.

And if Rimworld is too easy: there are mods for bad mood at low hygiene (you have to build toilets, baths, ...). A mod to make compost for fertilizing fields....

Of cause there are mods to ease the game. But luckily there are ones which make it more complex too :)

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