Second playthrough & build. Vaguely 40K Imperial Guard themed, no power armour, no genemods, only the bionics needed for biome survival and replacement missing limbs. Use heavy artillery from an entrenched position to bombard the enemy then lure survivors into the killbox where our less powerful shorter-range weapons (chain shotguns & heavy SMGs) had an advantage. Living in the desert/shattered biome of their homeworld like the Tallarn Raiders or Kreig.
Oh, my apologies then. We don't often see colonies with buildings up to the edge. If you make 1 cell dents in the wall you can have animals spawn there and be trapped, making hunting them real easy.
Oh, I never even considered doing that. Maybe something to keep in mind for next time. The idea behind the colony was it was essentially a road checkpoint that groups would have to pass through to get to the other side, as the upper tile and lower tile were impassible mountains (in actuality any groups passing through were just able to pass right over my colony, but I could pretend it worked, at least). One annoying part of that though was when an animal/insect decided it wanted to be on the other side it wouldn't take no for an answer. I'd occasionally find holes in my armored plasteel walls where animals/insects were able to sneak though. While the prisoners would rarely try to escape they would always end up stabbing themselves on the spikes lining the walls trying to clean the blood of their comrades in the outer areas before I would realize there were gaps in my pricey walls.
Thank you! This was before I'd gained the confidence to cut corners on the houses and soon started running out of space, Lenla followed after this one and then Sparta.. Without corners 0.0 ruining the eyes of many rimworlders
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.
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.
My first Anomaly run, a Void research group turned Void Cultists. Did all modless to get a feel for the new mechanics (and let the mods update). All in all I had a great time with this colony, and I eagerly await for mods to start using the anomaly systems
Oh hard to pick. As far as entities to keep in containment: Flesh nucleus and Devourers. Free flesh and when Devourers escape i just send a ghoul in to get eaten while everyone else wails on them,
Lore-wise? Revenants. They are SUPER annoying to deal with tho.
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