All colonies are merely a stopgap measure of resources gathering so we can begin the true game, hotel management!
Rimworld
A community for Rimworld,A sci-fi colony sim driven by an intelligent AI storyteller by Ludeon Studioes
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I always end up with:
- Crappy prisons
- "Tattered clothing"
- cowboy heads
- Assault riffles
- Amazing sculptures
- Food shortages
- Way too big raids
- Death
You can automate the tattered clothing thing!
In your assignment tab, go to the outfit menu and for each outfit change the condition to 51-100%. This will tell your colonists to not wear anything less than 51% condition clothing.
In your tailor bench, set up some jobs to keep a minimum stock of X items for each bill and change the condition in that as well to 51-100.
Now your colonists will strip any "tattered" clothing (condition 1-50%) and automatically put on the available clothes that aren't tattered. As they take the clothes, your crafter/tailor will eventually spin up a new item to replace the one that was taken.
Haven’t played in a while but I seem to remember your workstations would lose their parameters when destroyed. Is that a thing, or did I make that up?
It is a thing, but there's a mod to export workstation bills!
https://steamcommunity.com/sharedfiles/filedetails/?id=2878346181
You can export a whole workstation setup and import it in case it's destroyed. You can even import it from a previous save.
Not sure if it's a vanilla thing but if you change the setting to rebuild destroyed stuff, it'll also include the bills when the workstations get rebuilt.
Something like an insect hive will override the workstation blueprint and force you to restart, though.
My colonists have decent weapons, decent armor, defenses and lodging, but what they really have is games and food. Tons of it. #1 place to game, dine, and get drunk. Or have your coffee, if you don't drink.
Dave and Busters on the rim
I use most of VE and CE, I dont even know what Im doing anymore
Play until my computer turns into an oven
I usually go rough start but with legendary weapons & water wheel/solar panel, then just see what happens.
it gets kinda boring if there's no challenge, but naked start is too hard
I usually do something similar - I start with a T4 android with max skills, but no items.
My current one started with 2 a "pair of livers escaping their tribe" or some nonsense. Low tech and supplies.
I end up keeping a small crew of about 8 to 10 people and save scum whenever one dies because I am a coward.
I often keep playing in the same chunk, over and over, and periodically send older colonists to the space.
A big psychite farm is also always a given. My rational brain knows the meaning of the words "wealth management", but my playing hands don't.
I don't do organ farming for main profit. It's just a way to maximise the output of the raiders. They feel so much like DF goblinite, it would be a waste to let their corpses decompose. Eventually my base is full of human leather sofas, but people would wear more protective gear instead.
Currently I'm also running an eugenics project, with Biotech and a custom xenotype (cat race). My idea is to create ubercolonists out of the six races with inheritable genes. Might become a staple of my playthroughs.