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

I'm thinking about doing a challenge where I set up as a bunch of pacifistic monks living in a mountain valley with only turret defense, traps and animals etc, for defense. Maybe with exception of one or two pawns with melee as ceremonial guards or something. Basically the whole deal of these monks are rejecting the violent nature of the Rim, and wish to make peace with all on the planet as super hippies.

found the hat

But really though, play on lower difficulties, maybe disable psychic ships and this would be a cool run. Maybe used EDB to make 10 pawns and make like 8 pacifists.
 
found the hat

But really though, play on lower difficulties, maybe disable psychic ships and this would be a cool run. Maybe used EDB to make 10 pawns and make like 8 pacifists.

Yeah I was going to play this on Some Challenge, either with Randy or Cassandra. My hope is that by the time raids actually start being a problem I will have enough 'allies' willing to send military aid they'll die in my place, then I boost relations again via trade goods and gifts. Early game can be held down with a few doggos and turrets no problem.
 
Yeah I was going to play this on Some Challenge, either with Randy or Cassandra. My hope is that by the time raids actually start being a problem I will have enough 'allies' willing to send military aid they'll die in my place, then I boost relations again via trade goods and gifts. Early game can be held down with a few doggos and turrets no problem.

Lucy, level 18 crafter/builder/handler pacifist: "I don't believe in violence, not even in defending myself!"

Also Lucy: *builds mine filled hallways, killboxes with a row of slug throwers and heavy turrets, crafts plasteel longswords, charge weapons, handler of 20 bloodthirsty wargs*
 
Lucy, level 18 crafter/builder/handler pacifist: "I don't believe in violence, not even in defending myself!"

Also Lucy: *builds mine filled hallways, killboxes with a row of slug throwers and heavy turrets, crafts plasteel longswords, charge weapons, handler of 20 bloodthirsty wargs*
shhhh, its MAD principle, obviously the raiders aren't so stupid to walk into a mine field to attack a wall right? It's alll DETERRENCE :V

I'm also 90% sure they didn't fix the 'pacifists can be mounted as a mortar team', if they did good if not that's still really funny.
Edit:
If I actually succeed I'll try this again (maybe with some looser restrictions) on Merciless for a laugh.
 
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Can anyone suggest a good mod for power generation for B19? I have been thinking of trying Rimatomics, however I cant find a good guide on it. Has anyone use it before?
rimatomics in B18 had it's own research UI that you need the mods own research bench (unlocked from normal research) to use, I never got around to going further than basic sensors and radiation proof clothing though.
 
Verdammit building a mod list for b19 is fighting me, i had 192 mods in b18 and i am having trouble getting 152 working in b19.
 
Spoiler alert the monk thing didn't really work out as well as I hoped. Bad map choosing decisions killed the Monks via starvation on around winter, combined with the tundra conditions left a eerie frozen temple full of preserved corpses and books.
 
So I'm trying to better my defense and I'm not entirely sure how to go about it.

Overall base:



Interior:



Current plans:



I'm thinking off removing the old bunker for a new one (as seen in the forbidden construction walls). I'm walling off the eastern side, placing a door at the end of the corridor and but I think I'm keeping the western side open seeing as most raids tend to come from the west. What do you guys think?
 
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Colony in my current game had quite the story.

So, I'm playing with Red vs. Blue characters, as I often do. We're in a bit of a conflict with the United States Colonial Marines, but the first scout that attacked us, we nursed back to health and set free. They decide to offer us peace talks. At the same time, word comes in about some silver hidden north of us, guarded only by a trio of manhunter pigs. I decide to split my colony in three. Church, Caboose, and Tucker will go to the neighiations and try to set things right with the Marines. Sarge, Grif, and Simmons meanwhile, will head north and claim the silver treasure. Doc, Donut, and Maria (Tucker's current fiance, not from the show) will stay and hold down the fort, hopefully taming the large group of catboy/girl maids that we're hanging around the place recently.

Of course, it ends up being nowhere near that simple.

Hours after the others leave, a mist starts to creep in. Not a normal mist, something strange, and unnatural. And what's worse, it feels like something is watching through the mist, stalking the three at the base. I quickly decide to keep everyone inside until the mist passes. There was more than enough food to last for a while, so everything seemed fine. And that's when the soldier showed up.

He wore a uniform like something out of the second world war, and carried a bolt action rifle as well. Had they mists or some other strange force brought him so far accross time and space? We'll never know, as he attacked us. I hoped to try to ambush him inside the base, but instead he started lighting the shed that the colony's battery were located in on fire. I had to send out Donut to stop him. He killed the soldier after a brief firefight, beat out the fire, and rushed back inside. But being out in the mist did something to poor sweet young Donut. It messed with his head, made him start gibbering all crazy like. Right after Doc tended to his wounds he fell into a Daze, and began wandering the base.

And then I noticed the base's door had vanished.

They braced for whatever had come with the mist to burst in and take their lives. Maria had picked up a Pulse rifle from the failed Marine attack, but only had four skill, and Doc was a pacifist. But whatever was out there, it didn't come inside. After hours of cowering, there was no attack, only a clearing of the fog, and the return of teammates who will likely disbelieve the three's story.
 
Colony in my current game had quite the story.

So, I'm playing with Red vs. Blue characters, as I often do. We're in a bit of a conflict with the United States Colonial Marines, but the first scout that attacked us, we nursed back to health and set free. They decide to offer us peace talks. At the same time, word comes in about some silver hidden north of us, guarded only by a trio of manhunter pigs. I decide to split my colony in three. Church, Caboose, and Tucker will go to the neighiations and try to set things right with the Marines. Sarge, Grif, and Simmons meanwhile, will head north and claim the silver treasure. Doc, Donut, and Maria (Tucker's current fiance, not from the show) will stay and hold down the fort, hopefully taming the large group of catboy/girl maids that we're hanging around the place recently.

Of course, it ends up being nowhere near that simple.

Hours after the others leave, a mist starts to creep in. Not a normal mist, something strange, and unnatural. And what's worse, it feels like something is watching through the mist, stalking the three at the base. I quickly decide to keep everyone inside until the mist passes. There was more than enough food to last for a while, so everything seemed fine. And that's when the soldier showed up.

He wore a uniform like something out of the second world war, and carried a bolt action rifle as well. Had they mists or some other strange force brought him so far accross time and space? We'll never know, as he attacked us. I hoped to try to ambush him inside the base, but instead he started lighting the shed that the colony's battery were located in on fire. I had to send out Donut to stop him. He killed the soldier after a brief firefight, beat out the fire, and rushed back inside. But being out in the mist did something to poor sweet young Donut. It messed with his head, made him start gibbering all crazy like. Right after Doc tended to his wounds he fell into a Daze, and began wandering the base.

And then I noticed the base's door had vanished.

They braced for whatever had come with the mist to burst in and take their lives. Maria had picked up a Pulse rifle from the failed Marine attack, but only had four skill, and Doc was a pacifist. But whatever was out there, it didn't come inside. After hours of cowering, there was no attack, only a clearing of the fog, and the return of teammates who will likely disbelieve the three's story.

What mod adds mist and creatures in mist? That sounds delightfully creepy.
 
Pretty screwed I'd imagine! Also, here's my new bunker:



Unfortunately I don't have enough plasteel to make the turrets.
 
So I'm trying to better my defense and I'm not entirely sure how to go about it.

I know this is quite late, but something to think on with your bunker defense strategy is that you have no real fall back point (and you sure do have the door to actually do this effectively) if you actually get overwhelmed by the enemy while having a delicious river to set up defenses upon and a bridge to litter traps onto. The way you're set up now is sort of is that you have to stand and fight in EVERY battle, as this seems to be the only real defensive position protecting your bases 'guts' as the insides only have doorways to shoot from if the enemy manages to beat your soldiers. If you have a mod that allows you to build terrain that slows pawns down (like mud) the fallback strategy becomes even more effective.

You also seem to lack internal defenses for drop pod raiders, which is sort of normal because it stops you from uglifying your base with random sandbag defenses, and not everyone gets lucky with components allowing for easy turret spam inside.
 
I know this is quite late, but something to think on with your bunker defense strategy is that you have no real fall back point (and you sure do have the door to actually do this effectively) if you actually get overwhelmed by the enemy while having a delicious river to set up defenses upon and a bridge to litter traps onto. The way you're set up now is sort of is that you have to stand and fight in EVERY battle, as this seems to be the only real defensive position protecting your bases 'guts' as the insides only have doorways to shoot from if the enemy manages to beat your soldiers. If you have a mod that allows you to build terrain that slows pawns down (like mud) the fallback strategy becomes even more effective.

Yeah, now I have a few turrets in strategic points (near the falling back points), and those heavy turrets are now set up. Thanks for the advice!

You also seem to lack internal defenses for drop pod raiders, which is sort of normal because it stops you from uglifying your base with random sandbag defenses, and not everyone gets lucky with components allowing for easy turret spam inside.



Behold, Security Team Alpha.
 
I honestly forgot you had this mod lmao. Yeah, this and the Genetic Engineering mod is enough for interior base defense lol.

The mechanoids are great. CRAWLY_BOI is great in defense because he absorbs everything while STABBY-CHAN and ONE-SHOOOOT are good for flanking and sniping. The downside is of course, needing to more or less use them like animals: release/activate and pray for the best.

Tiger, my only pacifist, has a controller-belt and is useful for using CRAWLY from a distance. There's a range mind, but seeing as the bunker is set up for that it's not an issue.

Now to find 3 AI Persona Cores so I can control them all manually. :V

RIMhud is also great:

 
Tiger, my only pacifist, has a controller-belt and is useful for using CRAWLY from a distance. There's a range mind, but seeing as the bunker is set up for that it's not an issue.
"Pacifist", also "controller of a giant mechanical horror and unleashes it upon enemies without guilt".

I fucking love this game.
 
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