Rim World

Cool, yeah that makes sense.

Herbal medicine works fine for diseases, you just have to keep the guy in a hospital bed if you want him to survive.

It doesn’t work as well for prevention, or you know, at all for prevention. that requires the special medicine. Actual medicine, manufactured tends to yield better or faster results.

Here is my list of quality-of-life mods for B18. They are meant to make the pawn’s activities feel more realistic. They are not meant to change game balance.

The Top Five:

Prepare Carefully: Enough Said
http://steamcommunity.com/sharedfiles/filedetails/?id=735106432

Psychology: Adds traits, changes social interactions, feels like it adds a lot of depth. (You can manually add existing pawns)
http://steamcommunity.com/sharedfiles/filedetails/?id=1220823511

Feed the Colonists: Make food in stacks of 4, stop cooking all day!
http://steamcommunity.com/sharedfiles/filedetails/?id=729690064

Cleaning Area: Set a cleaning area separate from the home area
http://steamcommunity.com/sharedfiles/filedetails/?id=870089952

Hand Me That Brick: allows haulers to bring resources to building plans
http://steamcommunity.com/sharedfiles/filedetails/?id=776679895

Work Tab: allows setting 0-9 for priorities, and adds time-based priorities
http://steamcommunity.com/sharedfiles/filedetails/?id=725219116

The rest:

Summary

Simple Loom: recycle clothing into cloth
http://steamcommunity.com/sharedfiles/filedetails/?id=941421794

Death Rattle: adds detail to death blows, for example a ruptured spleen that brings death in 12 hours
http://steamcommunity.com/sharedfiles/filedetails/?id=1219115492

Tobacco and Cigarettes: stop smoking weed!
http://steamcommunity.com/sharedfiles/filedetails/?id=764301651

Heat Map: wow, a color-based indicator of releative temperatures
http://steamcommunity.com/sharedfiles/filedetails/?id=947972722

While You’re Up: assigns hauling job before any long walk
http://steamcommunity.com/sharedfiles/filedetails/?id=1161112205

Fluffy Breakdowns: allows structures and items to be gradually repaired rather than breakdown
http://steamcommunity.com/sharedfiles/filedetails/?id=726244033

I Can Fix It: auto-places a new blueprint when something is damaged for example by fire
http://steamcommunity.com/sharedfiles/filedetails/?id=817231829

Increased Stack
http://steamcommunity.com/sharedfiles/filedetails/?id=798158924

Tiled Soil
http://steamcommunity.com/sharedfiles/filedetails/?id=725747149

Defensive Positions
http://steamcommunity.com/sharedfiles/filedetails/?id=761219125

Medical Tab
http://steamcommunity.com/sharedfiles/filedetails/?id=715565817

All of these work well together, and all work well with the Cthulhu pack:

https://steamcommunity.com/workshop/filedetails/?id=829619412

I don’t think any require a new save.

milspec

So are there triggers for the game really trying to wipe you out with Cassandra? I know colony value contributes to raid frequency and strength but does having a certain number of people trigger an escalating series of disasters. Having a series of raids followed by plague, followed by 2 prison breaks and then toxic fall out over a few days seems pretty extreme, and that isnt even counting the mostly self inflicted berserks. This is on rough difficulty in the second year.

She supposed to be progressive as the game goes on. When I use her I find events in general increase, like not just the bad ones but good ones too. I am sure someone out there has a calculation on it somewhere.

I think Phoebe removes some of the harsher events entirely and gives more time between events.

Someone posted the code here:

http://rimworldwiki.com/wiki/AI_Storytellers

not sure what version.

Started my first colony, played maybe 15 hours, ran through the tutorial and then just kept playing that start to see where it took me and figure out stuff along the way.

I’m a few days into winter, I got hydroponics, but I think I needed to build a more reliable power source, a couple solar panels are not getting the job done on warmth or lighting the hydroponics (had not accounted for sun not putting out same energy during winter). So, since growing my own food during winter was the plan that isn’t working out quite as planned, I’ve turned to hunting anything that moves and blew all the silver I had on some food supplies from traders that happened by (who also appear to have no sense of boundaries, they just wandered all over my place like they owned it).

Net so far: brilliant game, I probably won’t make it through the winter and that doesn’t bother me in the least.

IMO, that’s the attitude that gets the most enjoyment out of the game. It’s a great time for me just to make these little stories that mostly end in tragedy. It’s all about the journey.

I alt+f4 savescum sometimes. Am I a bad person?

not at all! I savescum as well sometimes, it depends on what I’m trying to do!

I only do it to avoid outcomes that were completely (mostly) not the fault of my play/decisons. For example, I had a very valuable colonist take a route through/near an insectoid hive when ordered to haul something. I took my eye off him and he was gone. Yeah, I probably should have set up a restricted zone but…

I just had the first siege in my current game. I was semi prepared. I had some shells from a prior cargo pod and I had built one mortar to use them with. When the siege dropped in I quickly manned the mortar with my best shooter, ordered a second one built and assigned my best available builder to it.

The first shot was a little wide but clipped one guy doing a little damage. Not great but a better success than most of my attempts to use mortars. The second shot is in the wrong direction and almost hits my wall because a boomrat that was near the wall on myh other side went mad while the mortar was reloading. Since it was closer, and I hadn’t yet set a manual target for my mortar, it decided to fire at the rat. Well, that was a waste.

But now the second mortar is up! The enemy has made their position and started building. I manually target both mortars on the center of their position. Their ammo drops. The second mortar puts out it’s first volley and BOOM! It drops right on their ammo pile. Secondary explosions fire off from a stack of HE shells and one of incendiary shells taking out half the raiding party.

This has been one of the most satisfying moments I’ve had yet in the game.

The rest of them are not discouraged however, they are approaching. I’ve got a sniper moving in to harass them while the next volley prepares. I may yet get out of this one unscathed. I’ve got to get back to the battle.

That sounds extremely satisfying, boy I hope sieges are a ways off for me, I don’t even have walls up, haha

When I didn’t have mortar, I took my pack of huskies and my guns and stormed their camp. I wish had wargs this time around since they love fresh carcasses.

The other day I had to reload when a huge pack of rabid terriers invaded the colony through a door I forgot I had left open. They took down most of my team before I noticed what was happening. I had been half watching TV while the speed was turned up. My inattention doomed everyone. While it was one of the more hilarious things I’ve had happen I had to rewind fate rather than let that be the end.

God takes a holiday.

This is the story of the end of a colony.

The end didn’t come because of the cult they formed or because of the dark things they began to investigate. The end started because they ran out of medicine. Jan, the elderly woman, was the best at planting crops but she had been bedridden for weeks because of gut worms.

Spiders attacked, and they were repelled. But in the chaos of the fight one of the colonists got too close to a Young Thing, the goat-like tree creatures who had been stalking the colony. Two attacked, and overwhelmed their simple defenses. In the end it was only Sappy the Police Sergeant who remained on his feet - the other 5 were down and bleeding.

rw-monsters

Sappy got them all into bed, and tended them as best he could. He was not a great medic, so it took a long time. He used the last two bundles of herbal medicine, and treated the others by hand. Eventually, Scarlet got back on her feet.

rw-characters

They had been lovers, once, and even engaged to marry. That was before they each found different people who were more suited to them. She hated aliens - he loved them. There was no overcoming it.

Everyone retreated to their own beds to rest and heal. By morning three would succumb to infection or starvation. In those long hours stuck in the infirmary Sappy and Andy spoke of many things. Sappy was always practical and suspicious of the cult. Andy was a newcomer and his allegiances were as obvious as the cultist robes he wore. Late at night they discussed religion and spirituality. Sappy was impressed by Andy’s knowledge - Andy wasn’t impressed that Sappy would not join the cult.

rw-sappy

Andy, Sappy and Sean (the Evangelist) slowly recovered and for two days things were normal. They hauled monstrous corpses out, buried their companions, repaired the vital generators, cooked food and hoped for the future.

An eclipse cast an eerie glow across the land but it brought something dark. Deep Ones rushed through the thick forest. The colonists lured two of them inside. The deep ones were overcome, but so was a colonist. Sappy dragged Sean to bed to heal.

The last Deep One broke down one of the few remaining wooden walls and started smashing its way through their dining room. Andy opened the door to lure it out but underestimated its speed and was knocked down. Sappy stood his ground and fired at the hideous frog-like monster, but he was beaten badly. The Deep One carried his unconscious form off to do untold things.

Sean died in his bed.

Andy died in the freezer, where he had dragged himself in a desperate final act to grab food. He gulped down one of their last fine meals, then lost consciousness. Last supper, indeed.

Were the monsters summoned by the colonists’ initial attempts to learn something otherworldly? Or were the colonists not fast enough to learn the dark arts to protect themselves from this evil place?

Long time ago I had a raid strike my group, and they broke through the defenses. My colonists were already brushed and battered from other threats. The handful of hurt colonists remaining made a last stand in my command center area, against seemingly impossible odds. Many selfless acts of valor occurred as colonists sacrificed their lives so that the colony might survive. The raid was relentless, but they finally fled with one colonist still alive. But he was bleeding badly and before he was able to get himself the appropriate items to stop the bleeding, he collapsed with the exclamation point over his head, and no one was there to save him just steps always from his goal. It took a long time for him to perish as he lay there among the remnants of the battle.

Awesome story. Thanks for sharing.

I’m afraid this mod would give me nightmares.