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

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?
The rimworld gods laugh in the face of your "ethics".

Survival requires sacrifice, and if that sacrifice is buying a slave only to harvest all their organs and use their freshly dead flesh to sustain your half-manic colonists, then that is the sacrifice that is necessary.
 
It occurs to me that no one has really posted any screenshots of their bases.

I'll put one up of mine when I get back home.
I'd post mine, if I wasn't sure it would incite laughter. My tile didn't have enough mountains to build a base into, so my base more resembles a refugee camp with scattered defenses than a survival base...
 
The problem wiyh posting screenshots it the low quality. I would do it in a few hours.
 
What difficulty/storyteller settings do people here usually use? What do you recommend for someone just starting?
 
What difficulty/storyteller settings do people here usually use? What do you recommend for someone just starting?

Start with base builder Cassandra? It still throws some events your way, but a lot less than on higher difficulties.

I'd post mine, if I wasn't sure it would incite laughter. My tile didn't have enough mountains to build a base into, so my base more resembles a refugee camp with scattered defenses than a survival base...

My base is a barely organized clusterfuck. I've got the main workshop area built into a mountain, but there's a lot of structures outside and it's generally a mess because I built it organically and haven't bothered to do any major revamping since.

So I probably won't laugh at whatever you post. Probably.
 
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What difficulty/storyteller settings do people here usually use? What do you recommend for someone just starting?
Depends on what you're looking for. Here's an extremely comprehensive SA post on how the storytellers work. If you've got an account there or they aren't running a membership drive, refer to that instead of this short summary of it.

Cassandra and Phoebe have 10 bins of events to pull from, they start at bin 1, and go up a bin with every raid. This is hardcoded. Cassandra delivers two raids per month, Phoebe delivers one raid per month. They never go down bins, and never look at the state of your colony to decide what's appropriate. Randy is not hardcoded to send anything at you. He'll look at your colony, pick from the state of it events that will mess with you regardless of the bin, and throw something at you. If the comparative value of the event is low and your colony is large and prosperous, he can throw additional low-bin events out in rapid fashion.

The drawback is that he will sometimes toss a bunch of well-equipped raiders at you at the start instead of tribals, or some mechanoids, or something else that you just aren't prepared to deal with due to the low time you've spent in a colony. The upside is that he won't get stuck at bin 10 after a few months and just spam 50+ man raids, psychic ships, and generally all the horrible nastiness that Cassandra and Phoebe get stuck at. If you don't mind taking some chances in the early game, then you can have a long term late game with Randy, without necessarily having to use the more gamey tactics necessary for managing the highest grade of horrible that the storyteller can dish out.

Personally I've been using Randy, and I have no real complaints on it. Granted, I turn off the more arbitrary bullshit like solar flares and random electrical shorts, but that's just a personal QOL thing.

The difficulty level is an entirely separate thing, the mechanics are discussed quite well here. I've gone for 'some challenge' and above, but I came in having read some starting player guides and having previous experience with builders of this nature in Towns.

EDIT: One starting guide while I'm at it.
 
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Depends on what you're looking for. Here's an extremely comprehensive SA post on how the storytellers work. If you've got an account there or they aren't running a membership drive, refer to that instead of this short summary of it.

Cassandra and Phoebe have 10 bins of events to pull from, they start at bin 1, and go up a bin with every raid. This is hardcoded. Cassandra delivers two raids per month, Phoebe delivers one raid per month. They never go down bins, and never look at the state of your colony to decide what's appropriate. Randy is not hardcoded to send anything at you. He'll look at your colony, pick from the state of it events that will mess with you regardless of the bin, and throw something at you. If the comparative value of the event is low and your colony is large and prosperous, he can throw additional low-bin events out in rapid fashion.

The drawback is that he will sometimes toss a bunch of well-equipped raiders at you at the start instead of tribals, or some mechanoids, or something else that you just aren't prepared to deal with due to the low time you've spent in a colony. The upside is that he won't get stuck at bin 10 after a few months and just spam 50+ man raids, psychic ships, and generally all the horrible nastiness that Cassandra and Phoebe get stuck at. If you don't mind taking some chances in the early game, then you can have a long term late game with Randy, without necessarily having to use the more gamey tactics necessary for managing the highest grade of horrible that the storyteller can dish out.

Personally I've been using Randy, and I have no real complaints on it. Granted, I turn off the more arbitrary bullshit like solar flares and random electrical shorts, but that's just a personal QOL thing.

The difficulty level is an entirely separate thing, the mechanics are discussed quite well here. I've gone for 'some challenge' and above, but I came in having read some starting player guides and having previous experience with builders of this nature in Towns.

EDIT: One starting guide while I'm at it.

Huh. Is that how it works? The raids that I get are pretty big, but there are a lot of other, relatively minor events in between.


Also, I learnt recently that if you put stuff on a stool next to a workbench, colonists using said workbench can just take stuff straight off the stool without having to move from their spot.
 
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That answers storyteller, but what about difficulty? Is the game so nasty that even the "Some Challenge" which it implies is for new players would still be vicious and deadly, or is it only vicious and deadly for new players? Is Base Builder and Peaceful just a walk-in-the-park largely peaceful building game? Or do you guys play on Intense, which according to the wiki is the 'default' difficulty?
 
Peaceful gives you no raids nor nasty fallout or volcanic winters.
Base Builder is more or less as Peaceful but with the odd animal attack (probably).
Some Challenge is for newbie players that's new to base building but expects challenges.
Rough is the recommended default with Iron Man mode on, players with a few hours of playing in.
Intense is for veterans with a penchant for suffering, for those who find Rough too easy.
Extreme is when you want you to have !FUN!
 
I'd post mine, if I wasn't sure it would incite laughter. My tile didn't have enough mountains to build a base into, so my base more resembles a refugee camp with scattered defenses than a survival base...
Going full Dwarf Fortress is more trouble than it's worth most of the time. It takes forever to get anything dug out, and the defensive advantages versus seiges are counter-balanced by the risk of infestations.

That answers storyteller, but what about difficulty? Is the game so nasty that even the "Some Challenge" which it implies is for new players would still be vicious and deadly, or is it only vicious and deadly for new players? Is Base Builder and Peaceful just a walk-in-the-park largely peaceful building game? Or do you guys play on Intense, which according to the wiki is the 'default' difficulty?
The clusterfuck I described a few pages back happened on "Some Challenge", if that gives you some idea, and I had a decent number of hours on the game at that point.
 
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?
YEs.

Yes, I think you are.

True joy is beating a raider unconscious with your fists because they have a number of cybernetic enhancements you can then salvage from them.
 
I've harvested bionics only TWICE in my 300 hours of playing. I don't think bionic raiders are very common. Maybe enemy colonists have them but I always be BFFs with all nearby colonies.
 
1: Lots of berry bushes on my map. Is there any way to uproot and replant them to form a 'berry farm'?

2: Tamed a pair of muffalo and working on the rest. What am I supposed to do with them? Do I make a small pasture for ease of shearing and milking them, or do I need to let them roam, or some combination?

3: From what I understand a sunlamp allows you to grow plants in hydroponics indoors. Can you grow normal fields of plants indoors via that?

4: How do you tell your people to turn corpses of not-tame animals into meat?
 
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1: Lots of berry bushes on my map. Is there any way to uproot and replant them to form a 'berry farm'?

2: Tamed a pair of muffalo and working on the rest. What am I supposed to do with them? Do I make a small pasture for ease of shearing and milking them, or do I need to let them roam, or some combination?

3: From what I understand a sunlamp allows you to grow plants in hydroponics indoors. Can you grow normal fields of plants indoors via that?

4: How do you tell your people to turn corpses of not-tame animals into meat?
In order:

1. No, but you can grow strawberries.

2. Make a pasture, preferably enclosed somehow, or they'll fall afoul of wild animals.

3. If you wall and roof in an area of soil, yes. I don't recommend it though, as you'd need a lot of sun lamps and heaters to get a useful crop yield; hydroponics basins get something like a 3.5x bonus to growing time.

4. Build a buthering table, set a bill for "butcher creature" (I usually set it to 'do forever' so it's automatic) and a colonist with the cooking labour enabled will get on it.
 
1: Lots of berry bushes on my map. Is there any way to uproot and replant them to form a 'berry farm'?
No, but you don't need seeds to create crops in the first place. Set down a grow zone, select it, and click on the plant it's growing by default (should be potato) and you'll have an option to plant berries. Strawberries IIRC. They're functionally the same as wild berries.
2: Tamed a pair of muffalo and working on the rest. What am I supposed to do with them? Do I make a small pasture for ease of shearing and milking them, or do I need to let them roam, or some combination?
Check the zone tab for the 'allowed area' zone options, expand and delete. There are several zones in it without adding more, one of them being an animal zone. Adjust this to ensure that your animals are kept away from your crop fields, at least, and that they have an indoors place to sleep with animal boxes/beds of some sort. Then, go to the animals tab and assign the animals in question to the zone you've set. After you get more established, walling in the area but preventing a roof from being built on it (zone tab is wonderful) will keep your animals from being eaten by roving predators and allow them to eat grass as usual.
3: From what I understand a sunlamp allows you to grow plants in hydroponics indoors. Can you grow normal fields of plants indoors via that?
Yes, you can put roofs over your crops and put sunlamps underneath to grow normal crops on normal ground indoors, but there can't be a floor for normal crops. Climate controlled indoor crops with sunlamps sans hydroponics are usually overkill unless you're in a snow biome and need to grow wood. The more common use of sunlamps is in tandem with hydroponics bays, which require power but deliver high fertility and fast yields for plants.
4: How do you tell your people to turn corpses of not-tame animals into meat?
Build a butcher's table, add the bill 'butcher animal', change it to 'do forever'. There are never that many corpses to butcher and it doesn't take long, so you won't tie a pawn down by doing so. Further, manhunter animals killed in self defense are by default forbidden so that your pawns won't try to haul them or butcher them until you unforbid it, presumably only when the crisis is over with.

EDIT: replaced a couple words for clarity's sake.
 
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2. Make a pasture, preferably enclosed somehow, or they'll fall afoul of wild animals.

Muffalo are large and tough enough that predators aren't a problem. Honestly predators aren't much of a problem in general. Usually they only go after newborn animals, and even then only rarely. When that happens I just shoot them.

What I do is just let my animals roam anywhere within my perimeter wall, and kill the occasional chicken eating fox.

Yes, you can put roofs over your crops and put sunlamps underneath to grow normal crops on normal ground indoors, but there can't be a floor for normal crops. Climate controlled indoor crops with sunlamps sans hydroponics are usually overkill unless you're in a snow biome and need to grow wood.

Actually, having one or two enclosed, temperature controlled areas is really useful. You can keep growing crops in winter and through events like fallout. Your harvest won't spoil from being unroofed, either.

Hydroponics are good but are also really vulnerable to any disruption of power supply. Especially solar flares, which you have no way of guarding against. This fortunately isn't that much of a problem with rice because rice has a very fast growing time.

Beyond that, you cannot have your sunlamp on a separate solar powered circuit if you are also using hydroponics. You basically have to keep it on all of the time then, which is a huge waste of power.

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3. If you wall and roof in an area of soil, yes. I don't recommend it though, as you'd need a lot of sun lamps and heaters to get a useful crop yield; hydroponics basins get something like a 3.5x bonus to growing time.

Actually, it's not even anything close to that. Rice gets the best boost to growing time and even then it's only 230%.
 
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Beyond that, you cannot have your sunlamp on a separate solar powered circuit if you are also using hydroponics. You basically have to keep it on all of the time then, which is a huge waste of power.
You can still put the sunlamp specifically on a solar powered circuit by unattaching the hydroponics from the solar grid. You have the option to choose what grid any particular structure runs off of.
 
I use the efficient lighting mod. Using a thermal generator to power my sun lamps is a legit strategy I'm willing to make.
 
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