This was a year ago so I don't exactly remember, but I think the idea was to have a morally dubious scientist and his wife explore what sketchy, questionable things they could experiment with. They'd create test tube babies that were given genes from prisoners, they would experiment with mechanoids, and they defended themselves with the O.P. turrets from the Ambition of the Cosmic mod. I also included the V.O.I.D faction, and their goal was to stop the awful things the scientists were getting into. It was a lot of fun.
Gameplay & UI Beauty & Texture Updates Pawns - Hair, Guns & Gear
Initial Start / spawn in here if interested. The easy way to play an Island is just to use the 'Biomes: Island' mod, but I personally disliked some sweeping changes they made to water and weather effects.
Instead, I used Map Designer - they have an option toggle to generate a 'Perfectly Round Island', regardless of map tile selected. I also used Better Map Sizes when selecting my tile on world spawn to reduce the size to about 90x90.
Finally with the map being so small I used Change Map Edge Limit to remove the restrictions on building at the map edge.
My colonists live an idyllic lifestyle in the sun, with Parties, Orgies and Festivals a regular occurrence. Our chief exports are Yayo, Sushi and Whisky, all sold directly to Hospitality guests.
Playing on a tiny 90x90 map was a huge challenge and for the most part an engaging one. Every resource and caravan mission counted, we collected hundreds of limestone chunks!
Downside was having enemies spawn literally on top of you, with entire mech clusters crashing INTO your base. Wild animals get desperate to eat your crops (or pawns) real quick. Building 30% of the base on bridge support vs enemy explosives is pretty worrying.
PSA: the trippy water can be fixed by 'hiding' the updated water images from your terrain mod (if interested, I can dredge up the details). I used the trick in my post a few below. In your case, I agree it adds the perfect ambience to your island!
Sadly, somewhere along my playthrough something adjusted mech raids to be 100% after a certain point. I could not put my finger on the cause so I had to remove the mechanoid faction as a whole to be able to get regular raids. I made a rule for myself, 1 year of mining on a nearby mountainous tile was allowed by the local population.
After that we were on our own. We got as much steel as we could to build the intitial base. By growing rice, cotton and healroot we got our own production going. We had a psychopath butcher the raiders, for making chemfuel and clothes to sell. There are unlimited traders here, although not for free. Making all the armor was a lot of tedious work, we had to learn a lot the hard way. But most of us survived and we are now one our way to an unknown destination
This was my second sea ice run, I've done all kinds of playthroughs, villages. being. my. favorite. It's a shame the modlist mod isn't compatible with 1.5 but I'll see if I can post a modlist from the modsConfig.xml file
I'm sure I'm not the only one who watched Fallout and had to do a Vault-style playthrough.
I started as a solo Mechanitor in a fully toxic biome to simulate the irradiated world of Fallout. I had a few self-imposed rules:
No cleaning up toxic waste outside of the vault itself
No genetically modifying colonists to be tox-immune
No using 100% toxic resistance gear
This ensured that my colonists had to spend the vast majority of their time in the vault. I did have a few mishaps here and there with a few colonists getting dementia at early ages, but once I acquired the Megatardi you see in the top-right room wastepacks became trivial to manage.
I also tried to ensure my colonists could be good American citizens. No Royalty, no recreational drugs, plenty of tea (really should have been coffee), and no risky genetic alteration (i.e. nothing like Kill Thirst). All of my power came from the soybean farm so the Vault is self-sufficient.
None of the vanilla endings suited the Vault dwellers well since they didn't want to leave their Vault, let alone their planet. Instead they destroyed the Empire so that they could live in peace.
May I ask how you got the map to generate with a big mountain in the middle like that? Was it a mod or anything? I don't recall ever seeing a map generate like that, and I really want to play through with a central mountain like that.
Thanks
Geological Landforms populates the world map with interesting tiles like this one. I used Map Preview to find an appropriate tile. If I were to do it again I'd use Prepare Landing as well.
Decoration! I had to do a lot of devmode setup to get the anima tree island and sunroof working before the game actually started, so I added crystals and 12 legendary obelisks in a ring around the island for flavor. A raider picked up one of the giant crystals and ran away with it(as one does).
It took a few hours of setup before I was able to turn off devmode and actually unpause the game, but I think it was worth it.
I had always wanted to try a Sea Ice play through, but couldn't see how to survive the early game. So full disclosure: I started as an Archonexus part 2 site. This way I at least started with warm clothes, good guns, genetics, etc. I had assumed the hard part would be surviving hypothermia and starvation, but what I learned is the challenge is surviving the nothingness. Nothing to eat, nothing to build with, nothing to trade. So the only way to survive the early game was to eat raiders, ideally after harvesting their organs. The first 2-3 years were really brutal and started getting better only after deep mining and hydroponics. To answer your question, there must have been 100's of raiders contributing their protein to my survival.
Props to those players whose origin site is sea ice.
My first one was real, started in alpha when animal herds were still gigantic. I then continued way later when solar panels had increased in size and if you scroll down to Flowerville you'll see the end result. I fooled myself into believing there was no cannibalism, but there's clearly a corpse hanging out at the dining table. Anyway, without those big herds it's really hard now, you have to get lucky and get warm clothes asap
Yes, I've seen your base! Amazing that you've kept it going since the very beginnings of Rimworld!
Curious how you got value out of solar power. I was surprised to find that during long stretches of the year there is little to no zero sunlight. I know that's the case IRL, but didn't expect it in the game. So I quickly abandoned solar.
I just kept building panels and batteries to make sure there was always enough power. On my current run I have split the power into three segments so one zzzt doesn't drain all batteries in one go. Panels are expensive though so it makes wealth high, but it's free energy so no resources wasted on electricity
I used 'Performance fish', 'Rocketman', and 'Performance Optimizer' as optimization modes, but even with optimization modes, I only got about 160 ticks, so I had to play for quite a long time.
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