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

Animals don't eat food while travelling.

You know what that means?

Battle Thrumbo.
 
Animals don't eat food while travelling.

You know what that means?

Battle Thrumbo.

Presumably they just graze on grass or hunt. Most animals can't even haul anything while in caravans, so transporting livestock would be a massive pain if they did consume food.


Also, how the fuck did you tame a Thrumbo. I've given up on them and just kill them for their horns whenever one shows up.
 
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Presumably they just graze on grass or hunt. Most animals can't even haul anything while in caravans, so transporting livestock would be a massive pain if they did consume food.


Also, how the fuck did you tame a Thrumbo. I've given up on them and just kill them for their horns whenever one shows up.

The only animals that can be used as pack animals are muffalo and dromedaries though I believe there's a mod that fixes that.

As for Thrumbo, no, never tamed it. However if r/rimworld is to be believed, most players will get an a "Thrumbo self tamed" event once in a blue moon.

Btw Thrumbos don't graze. They eat trees. If you want to own a Thrumbo, grow trees or live in a forest.
 
-> Pirate raid alert

-> Drafts colonists to repel the attack

-> Mental break: alcohol binge

-> Binging colonist attempts to run through a group of pirates to reach the alcohol storage and is promptly hacked to death

WHY.
 
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-> Pirate raid alert

-> Drafts colonists to repel the attack

-> Mental break: alcohol binge

-> Binging colonist attempts to run through a group of pirates to reach the alcohol storage and is promptly hacked to death

WHY.
I've been playing an easier to play Dwarf Fortress for months now without realizing, haven't I? I thought I escaped this kind of fun.
 
Any tips or tricks for this game?

I've picked up a few while playing:

- Keep a critical priority stockpile in the crafting room/kitchen for things like plasteel and steel so your crafters don't have to run across half the map to get materials for crafting.
- Colonists will use armchairs in front of your workbenches while working. Luxuriantly comfortable is a +10 mood bonus if you can get it, so you want your colonists to be comfortable as they can.
- Similarly, stick a few sculptures outside to boost environmental beauty.
- If you don't care about heat transfer, you can set a door to be permanently open. Cheaper than an autodoor.
- Make a corpse freezer so your dogs can munch on the dead bodies of raiders.
- Keep sunlamps on a separate, solar powered circuit.
- Have a battery storage cut off from the rest of a grid by a switch and hooked up to their own generators (optional). That way you can limit the damage from battery explosions and keep a reserve of power for emergencies.
- When crafting items in bulk, set the order to drop on the floor. No point in hauling mortar shells one at a time.
- Very large animals like elephants should have a separate butchering order. Storing their corpses in the freezer takes up a lot less space than cutting them up for meat immediately.
- The ground penetrating scanner only needs to be turned on once. Pause the game and use the expand allowed area to mark out all zones with ore deposits. Then turn it off, because it's a power hog.
- Bedrooms don't need lighting. That's a lot of electricity you don't need to waste.
- Drafted colonists will fight fires in adjacent tiles.
- Most injuries (scratches/bites/bruises) can be treated just fine with herbal medicine.
 
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So, I had a rather nice little settlement going. I had one colonist who refused to do pretty much anything except research, doctoring and animal handling, but she was really damn good at the first two (something like a Level 10 doctor and level 12 researcher on arrival) so I was powering through the tech tree and had yet to lose anyone who was still alive when they got to the dispensary. We were up to about ten people, and had weathered toxic fallout, two infestations and a psychic ship crash without major disaster. We'd finally fixed the constant brownouts that had been plaguing the colony since the geothermal plant burned down (pro-tip: Stone walls are fireproof, vents are not!), and I was just about to start researching shipbuilding technology...

Then my researcher and best medic died, kicked in the head by an enraged wild horse (from a mod) while hunting. Her husband took this so badly he got into the Wake-Up that we'd acquired by accident (which is a fun story in itself), became addicted, overdosed twice and then keeled over with a heart attack. All in the space of about one in-game week.

Have I mentioned that this guy was my second-best medic, and in fact the only other colonist who knew much of anything about it? (As in, he was a Level 11 to his wife's 13 when he died. Next best medic after him was a 4.) And that both his parents lived here as well?

His dad promptly went postal with a spear, and was dealt with by my melee specialist because it was indoors and there was no space to use a gun. Maybe, in retrospect, sending the grizzled veteran with a Scyther blade where his left hand used to be and a plasteel sword in the other to subdue a very unskilled guy with a pointy stick wasn't such a great idea: Our would-be spree killer, who was one of my more useful crafters, didn't make it.

We're now down to about seven colonists, and the place is deteriorating into a blighted hellscape because everyone's now so busy trying to get the crops harvested before they rot in the fields that nothing else ever gets done; the livestock are starving, there's hardly a room or settlement in the whole colony that's not splattered with blood and vomit, and my ambitious plan to improve the manpower situation by buying slaves with drug money is a bust because flake production is too damn slow.

After a while, I just said "Sod this" and had all the food and everything else of value loaded on our three remaining muffalo and set off for the starship where we might be able to catch a ride. I then promptly lost four more colonists, three to a pack of manhunting wild boars and one to a raid when we stopped for a few days to hunt and forage.

So we're now down to just three colonists: Priscilla, Suzie and Finn. Priscilla has the awesomest backstory I've ever seen in this game; she was a teenage pop singer on her home planet, then when she got bored of that she gathered together her Big Name Fans, bought and fitted out a spaceship and took up piracy. (No, really: This is probably one of those custom name and backstory things people pay extra for, and I really hope whoever came up with this one plans on doing something with the character because that would make a truly awesome story all by itself.) Unfortunately, her actual stats were somewhat on the lacklustre side, especially considering I had to fight off one of the biggest raids I've ever seen after offering her sanctuary. But still, Idol Singer Space Pirate Queen!

Suzy was a miner, and sort of a 'plucky girl' type. Young, not particularly skilled at anything in particular but willing to do everything, which is always nice. I'd armed her with the only anti-materials rifle (also from a mod) despite her being a lousy shot because it was the only spare gun we had and I needed everyone armed with something in a hurry, and after I found her enthusiastically blasting away with it while hunting rabbits from inside a mostly-built housing block I decided to let her keep it because it was funny, even if she destroyed a couple of wall sections and a vent in the process.

Finn I don't remember much about, other than he showed up one day, asked to stick around and turned out to have no particular vices or foibles. A generic guy kind of colonist, but a useful one.

And for a little while, I thought we might actually make it. We were about a third of our way to our destination, we had plenty of food and about a thousand silver; I thought we might actually make it. Then we got ambushed.

It was a complete clusterfuck. Finn got one of them with the big gun (I'd eventually taken it off Suzie because he was a better shot), but there were six of them and all much better armed. Suzy and Priscilla went down first, being armed with much shorter-ranged weapons; Priss suffered a direct hit from a molotov cocktail and was burned alive, while Suzy was wailing on one of the raiders with a cudgel when his buddy threw a frag grenade, and accidentally or otherwise took them both out. Finn died last, failing to dodge a grenade in time.

And Suzy didn't die straight away. She was lying against the wall of a ruined house, semi-conscious, with a ringside seat as Priscilla burned to a charred skeleton along with most of our food supplies. Not that it mattered much: Her left leg was a ragged bloody stump.

It took her fifteen hours to die from blood loss.

This game can be really goddamn depressing sometimes.
 
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Dear: Whatever fuckers think its funny to keep dropping cargo pods full of highly-addictive drugs on my sick, depressed colonists,

Stop, for the love of god.

Sincerely,
Dust and Echoes
 
We're now down to about seven colonists, and the place is deteriorating into a blighted hellscape because everyone's now so busy trying to get the crops harvested before they rot in the fields that nothing else ever gets done; the livestock are starving

That's the point where you leave a few fields unsown because you're most likely growing too much food and start slaughtering the excess animals. That said, don't you rely on grass to feed your livestock?
 
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That's the point where you leave a few fields unsown because you're probably growing too much food and start slaughtering the excess animals. That said, don't you rely on grass to feed your livestock?
I couldn't. I wasn't growing that much to start with, and having everyone hiding indoors for weeks until the toxic fallout went away completely wiped out my reserves. And how do you mean? It seems like tame livestock lose the ability to graze; I had to plant a huge patch of haygrass and harvest it manually. Or maybe I just need a bigger pasture, I don't know.
 
And how do you mean? It seems like tame livestock lose the ability to graze; I had to plant a huge patch of haygrass and harvest it manually. Or maybe I just need a bigger pasture, I don't know.

This depends on the livestock. Chicken and cow can eat grass just fine. Just make sure you put them within your base walls.
 
I have a mod installed that adds fences. I put about six muffalo and two cows in an area about 20x20, with about half of that taken up by a haygrass growing area.
 
I couldn't. I wasn't growing that much to start with, and having everyone hiding indoors for weeks until the toxic fallout went away completely wiped out my reserves. And how do you mean? It seems like tame livestock lose the ability to graze; I had to plant a huge patch of haygrass and harvest it manually. Or maybe I just need a bigger pasture, I don't know.

Most animals can graze. Whether they're tame or not shouldn't make a difference. Certainly, cows, muffalo and chicken can, because I sure as hell have not been growing close to enough hay to sustain my current herd. What kind of livestock are you keeping? And how large did you make your animal zone? Obviously they're not going to graze on grass if it's outside of their allowed area.

Also, what I did when I got toxic fallout was to set up some roof cover over a small area of pasture. It wasn't enough to sustain all of my animals, but it did help to tide things over. Enclosed growing areas with sunlamps obviously help too.
 
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It's kind of incredibly fucking irritating when you get a new colonist who is the parent of one of your existing colonists and then they get a -20 mood penalty for the death of their other son who was killed years ago.

This has not happened once but twice, because first I got the colonist's man hating mother and now I got his gay father (one wonders how they got together). His brother was some random ass raider who got shot to pieces by my colonists. His death was pretty far back but I still get this penalty for a full season because.

EDIT: And the game just dropped a poison ship on my not very developed outpost. Considering whether I should drop pod some reinforcements in.
 
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So I started a new Colony, one Spacer colonist with a UNSC sniper and two Wargs.

So I'm breaking into abandoned buildings and I set up a pretty nice base in one.

Decide to break into a Ancient Danger, 2 Scythers and 6 cryo pods.
Kill the Scythers and the pods open and I end up taking 1 out of 6 hostiles by the time I get to my base.

Then, this started playing in the backround ( it's a mod)


Realise that a fully Auged colonist is lethal in CQC and proceed to wreck the remaining 5 hostiles.

Unfortunately my freezer bured down and my Colonist got an infection.
That would have been the end, but I had asked for food in the Phi server and one guy gave me a Colonist that was incapable of violence but could heal.
And that was how my Colony nearly died just as it began.
 
So I started a new Colony, one Spacer colonist with a UNSC sniper and two Wargs.

So I'm breaking into abandoned buildings and I set up a pretty nice base in one.

Decide to break into a Ancient Danger, 2 Scythers and 6 cryo pods.
Kill the Scythers and the pods open and I end up taking 1 out of 6 hostiles by the time I get to my base.

Then, this started playing in the backround ( it's a mod)


Realise that a fully Auged colonist is lethal in CQC and proceed to wreck the remaining 5 hostiles.

Unfortunately my freezer bured down and my Colonist got an infection.
That would have been the end, but I had asked for food in the Phi server and one guy gave me a Colonist that was incapable of violence but could heal.
And that was how my Colony nearly died just as it began.

So, phi considers "people with no combat abilities" equivalent to "food"?

...good to know...
 
Actually, given a choice between a few cargo pods of potatoes and a colonist with several levels in the hardest non-combat skill to grind, I'll just send everyone out berry-picking and make do.
 
So, phi considers "people with no combat abilities" equivalent to "food"?

...good to know...
People had offered me about 500 meals worth of food but if I hadn't gotten Piggy then my Colony would have died.

I train his Medicine skill by ripping prosthetic organs out of prisoners, they usually die but it's good practice. :)
 
Am I the only person here who thinks that no matter how 'optimal' it might be, there are some things you just don't do even to NPCs in a video game?
 
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