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.
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.
Sun lamps are on a separate circuit with only the windmills and solar panels since they take power and batteries. Heaters are on the main circuit of the base. Campfires are pre-built and forbidden, so if we have a solar flare, my builder can go light the fires very quickly and save the crops from dying of cold weather (Tundra). I built the setup on a patch of rich soil, so I get year-round growing except for eclipses and solar flares
Weapons:
Combat extended, Gun Nut, CE Guns, CE Armory. (from top left colonist to bottom right) FN Scar-H SOF, AKM-103, RPK, Lee Enfield, Lee Enfield, Saiga, Saiga, MP7. Plans to add Sig MCX, Honey Badger, PKM, Fightlite, etc. once I get the research finished
For the most part yes. I toggle each growing plot as needed if I need more food, or cotton, or healroot, etc. I am also still doing a lot of hunting and turning it into survival meals to either eat in emergency or to sell. I might add a 4th sun lamp on the top right of those three, so I can do more devilstrand and psychoid
I will definitely add a few poppers in but I haven’t prioritized researching them just yet. If I lose all my crops it will be okay because I have backup pemmican and survival meals
No plans yet, just built it for space to expand. I’ll probably do a few more mortars, the transport pod area, ground penetrating scanner, and maybe the ship there or maybe in the rectangle on the right (which used to be the ancient danger)
What kinda indentured servitude, ate-without-table serfdom hellscape you got here, mate? Homey just opens the door to their room and collapses on their curiously ingratiating double bed? You cold, yo. Thanks for the share!
Bugs have terrible armor penetration, so some heavily armed melee pawns are basically invulnerable. Ghouls from anomaly, with some bionics, are also great.
You can also cheese their spawn location relatively easily, or prevent them from spawning entirely if the temp is below (iirc) -17 c.
Do you see a giant patch of melted snow with a load of corpses? Well, as they tried to pick through my walls, i attacked them, and they ended up blowing themselves up with their own doomsday rocket launcher... I think i need to edit the game to not give weapons like this to raiders.
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