Rimworld: Anomaly - Void Gods, Golden Cubes and Wall Lights (1.5)

Note to self: Always double check to confirm that you are growing the correct plants, if you don't you'll end up having 3 starving colonists and 64 smokeleaf plants instead of 64 strawberry plants:facepalm:
 
Tribal start going well. Had to do another because the last ironman run was because SOMEHOW I disabled trade caravans on the scenario editor scene.

If there's one thing I realise is that tribal runs do not work in vanilla. The amount of pirates that will be thrown at you throws any sense of "tribal tech" out of the window. No amount of greatbows can take on a (superior) number of raiders with SMGs and assault rifles. Which is why I use all tribal mods and refuse to research electricity.

REALLY hoping you can disable all firearms in A18 in the scenario editor.
 
So I took some hints from Aavak's LP and decided to pretty up my bedrooms using different floor types.



The top left belongs to an ascetic.

Yes, that is a pet Paraceratherium on the right.
 
So I took some hints from Aavak's LP and decided to pretty up my bedrooms using different floor types.



The top left belongs to an ascetic.

Yes, that is a pet Paraceratherium on the right.

All those tile patterns available, and people always make their bedrooms so boring.

Now install some shelves in your workshop area so your colonists don't have to walk so far when crafting.
 
All those tile patterns available, and people always make their bedrooms so boring.

Now install some shelves in your workshop area so your colonists don't have to walk so far when crafting.

There's actually some stockpile zones around the loom and smelter, and my main stock of steel and plasteel is nearby enough.
 
Seeing the doormats placed inside is alien to me. I put them outside, both because where I'm from doormats get placed outside, and for the practical reason that the dirt stays outside wherever I'm trying to keep clean in Rimworld. I will have to experiment more with varied floors, though, that looks really nice.
 
Seeing the doormats placed inside is alien to me. I put them outside, both because where I'm from doormats get placed outside, and for the practical reason that the dirt stays outside wherever I'm trying to keep clean in Rimworld. I will have to experiment more with varied floors, though, that looks really nice.

Where I live, it's both outside and inside. I put them inside because the mats have quality and adds to the room's beauty. Every door in the colony has a sterile floor under it. The hospital however has both outside and inside.
 
I put them outside-only for practical reasons; when a colonist walks over them, all the dirt they've picked up falls off around the mat.

On another note, fuck Zzzt events. One of them caused me to achieve a new personal record for most colonists killed in one go by something that wasn't my fault. Six people ran into the workshop to try and put the fire out, but it was already out of control and they were overcome by the heat, then another five ran in to try and rescue them and they keeled over. The only survivor was an ex-mental patient who was incapable of violence or doctoring, and had dementia, and I sent him to an ancient cryosleep casket rather than watch him struggle on by himself. RIP a colony I was quite pleased with, all because I researched Plumbing first instead of Improvised Fuses.
 
Rare Thrumbo appears
Decide to kill it and sell horn and fur
Fire incendiary shells at it from inside our walls.
Forest fire starts
It calmly continues eating, somehow not on fire
Fires normal explosive shells at it
Thrumbo Enraged
Bashes down door
Machinegunned down by turrets
19 seperate gunshot wounds to the brain
Survives 16 hours, dies of blood loss
Horn is cracked
 
Rare Thrumbo appears
Decide to kill it and sell horn and fur
Fire incendiary shells at it from inside our walls.
Forest fire starts
It calmly continues eating, somehow not on fire
Fires normal explosive shells at it
Thrumbo Enraged
Bashes down door
Machinegunned down by turrets
19 seperate gunshot wounds to the brain
Survives 16 hours, dies of blood loss
Horn is cracked

This is why you kite Thrumbos with cybernetic legs.
 
For fucks sake, Colonists, HOW DO YOU ALWAYS DIG OUT THE WRONG ROOM!
 
A18 Unstable Released!
RimWorld Alpha 18 unstable version is now available on the 'unstable' branch in Steam. Current build is 0.18.1700.

This version is unstable. There will be bugs, imbalances, and other annoyances. It won't be as good as the final build. Your game may get ruined by something really dumb. The game will update with no warning and anything can break or change. Please only test if you're willing to put up with that!

To use the build: In Steam, click RimWorld -> Properties - > Betas tab -> select 'unstable' branch. Restart Steam if necessary.

-New swamp biomes: Swamp biomes are hard to move through due to choking vegetation, and hard to build in due to swampy terrain. Many new plants were added to fill out these and other biomes.
----Tropical swamp
----Temperate swamp
----Cold bog

-New incidents:
----Meteorite impact. A meteorite impacts, leaving a lump of mineable ore.
----Aurora. A beautiful aurora lights up the night sky, improving mood.
----Tornado
----Peace talks quest
----World refugee quest
----Prisoner rescue quest

-Storyful combat:
----A major rework of melee combat, and a new way to report all combat interactions. Storyful combat generates a combat log that reports each blow, miss, swipe, block and fall in the combat. During or after a fight, you can review the combat log to see what happened, to generate a richer story.

-Various research has been split up
----Gun research is now broken into several stages, so making advanced guns like assault rifles takes more research than making simple revolvers
----Melee weapon research is now broken into several stages

-New furniture
----Bedroll: Portable bed
----Dresser: Passively improves room
----Endtable: Passive improves room
----Various new table sizes

-New quest reward special items:
----Psychic emanator
----Vanometric power cell
----Infinite chemreactor
----Techprof subpersona core
----Healer mechanite superdose
----Resurrector mechanite superdose
----Orbital bombardment targeter
----Orbital power beam targeter

-Tribal content upgrade:
----Ikwa melee weapon
----War mask
----Tribal headdress
----Recurve bow
----Tribal hunter
----Tribal heavy archer
----Tribal berserker

-New world site components (used in various situations):
----Sleeping mechanoids
----Animal ambush
----Enemy ambush

-New mental breaks:
----Insulting spree. Randomly go around and insult people.
----Targeted insulting spree. Follow around a specific other colonist, insulting them repeatedly.
----Tantrum. Go around randomly smashing furniture, buildings, and damageable items.
----Bedroom tantrum. Go to your own room and randomly smash furniture, buildings, and damageable items.
----Targeted tantrum. Go to destroy a single, specific, randomly-chosen, valuable item or building.
----Sadistic rage. Melee attack prisoners for a while. Fists only. Only occurs when there are prisoners to attack. Does not attack downed prisoners.
----Corpse obsession. Dig up a corpse and drop it on a meeting spot table or in a random high-traffic area. The mental break then ends.
----Catatonic. Collapse on the spot into a downed state with a psychological breakdown. Recover some days later. This can be implemented by a "catatonic breakdown" hediff.
----Jailbreaker. Colonist goes to a random prisoner (who is capable of prison breaking), and upon doing a special "spark jailbreak" action with them, induces an immediate prison break in that prisoner.
----Slaughterer. Slaughter random colony animal(s) periodically.
----Murderous rage. Hunt down a specific colonist or prisoner (randomly chosen) and attempt to kill them by melee attack. Uses melee weapon or fists, as equipped. Keep attacking until the target is dead.
----Run wild. The pawn basically starts acting like an animal. You can tame him to try to get him to rejoin.

-New mental inspirations. Basically reverse mental breaks - these give temporary bonuses to colonists in high moods.
----Work frenzy (1 day): Global work speed 2.5x
----Go frenzy (1 day): Walk speed 1.5x
----Shoot frenzy (3 days): Shooting hit chance improved as though the pawn is 10 skill levels higher.
----Inspired trade
----Inspired recruitment
----Inspired surgery
----Inspired art

-World features like lakes, mountain ranges, and bays are now detected and named. Names are displayed in the world view.
-Caves now form sometimes in mountainous maps. Inside there are special cave plants. There can also be dormant insect hives.
-Many new tale types were added. So, the game will record many new types of events, and colonists can make art about them. Art descriptions should be much more diverse.
-Crop blights now appear and spread over time instead of instantly destroying crops
-Spaceship is now bigger and has one more component, the sensor cluster
-Spaceship quest ending phase: When going to the hidden space ship to finish the game, the game does not end instantly on arrival. The map generates with the ship intact. To take off, first you must power up the ship, which takes some days, during which you must survive raids.
-Space ship construction now requires advanced components, which have their own tech tree and production method
-Split pistol into revolver and autopistol
-Artillery works differently now. There is one type of mortar, which can fire any type of shell, with each shell creating a different effect. The shells are explosive, incendiary, firefoam, and antigrain (a special high-tech warhead).
-Seasonal latitudes: Seasons now more reasonably adjust depending on latitude. Instead of flipping at the equator, there is a seasonless crossover zone.
-Redesigned alert letter types and sounds to be more specific.
-Pawns can now be banished. This is analogous to abandoning pawns in caravans.
-Many many tunings, bugfixes, and redesigns.

THANKS TYNAN
 
Critique my base, SV.




Fill in the caves/paths to the side of your base with walls, or alternatively slap some turrets by the walls of each one. As it is, you have no real defences there, meaning if you get assaulted those are massive weak points.

Also, your base feels kinda pointlessly scattered - might want to try and build it more compact, which would make it easier to defend it and cover it in case of a fire from a mortar and/or lightning strike/zzzp.

Edit: Heres mine, in case anyone has some comments to provide on it.

 
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