RimWorld

RimWorld

Chewy102 Nov 20, 2019 @ 3:19am
Did not expect to lose to cryo-pods.
I knew they had to have something in them. Rotted bodies was my first guess along with maybe a few scraps of gear. With some luck I could have found someone alive to recruit. The place was infested with insects, so why would it be operational? There is always a risk of a trap, but it couldn't be THAT bad.

Opened 1 cryo-pod, and all 6 opened at once each with people in near full armor and high end weapons hopped on go-juice. LMG, rifles, a chain shotgun, and a couple of pistols. Yeah, I didn't stand a chance.


Why? RNG is RNG and these types of games can simply end by nothing but luck. But this is simply horrible to die to something that has no logic to it at all. Every other cryo-pod that crashed landed had little to no gear. No weapons, no armor, just some guy in shirt/pants. If all 6 cryo-pods was like that, I wouldn't mind it. My mistake. But to have them fully kited out in armor/weapons is just unfair even by rouge-like standards and goes against all logic that came before it.
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Showing 1-15 of 24 comments
di eshor ribly Nov 20, 2019 @ 3:24am 
Those cryptopods are not crash landed from a ship though. Those are centuries (sometimes) old colonists from the area where you crash landed. They had built up their base, their equipment, and then froze themselves for reasons known only to them. To them, you are the unarmed, unarmored tribal wandering into their kitchen.

Generally speaking, try not to open up Ancient Dangers until you're fairly confident you can handle anything that crawls out of them.
Chewy102 Nov 20, 2019 @ 3:44am 
Originally posted by di eshor ribly:
Those cryptopods are not crash landed from a ship though. Those are centuries (sometimes) old colonists from the area where you crash landed. They had built up their base, their equipment, and then froze themselves for reasons known only to them. To them, you are the unarmed, unarmored tribal wandering into their kitchen.

Generally speaking, try not to open up Ancient Dangers until you're fairly confident you can handle anything that crawls out of them.

That's exactly why I didn't think a fully armed murder squad would have came out. Centuries old pods that likely ran out of power long ago, in a building long since ran down from disrepair and buried under mountains of rubble, that's also infested with massive man eating insects.

Who would have thought they held anything but dead bodies? And based off of other cryo-pods who would have though those people inside had more than knives? If not dead from time, at least from the insects living there. And what fool goes into cryo-sleep fully geared? Maybe if there was mechs inside or some other form of clue that the power was still running and there could have been living, angry, people in those pods. Some military decorations or anything but an empty destroyed room.

I had no reason to think that room held anything but dead bodies. I'll admit I made a mistake, but the game isn't without blame either in going against its own teachings or failing to give hints. And no, that message isn't enough. I thought I just RNGed into a poor building. Something destroyed over time to hold little to nothing based off of seeing nothing but a nearly empty room taken over by insects.
Last edited by Chewy102; Nov 20, 2019 @ 3:46am
di eshor ribly Nov 20, 2019 @ 3:50am 
Yeah, I understand your confusion about the RNG. This is Rimworld though. You were expecting cryopods of corpses. You should always be expecting fire breathing luciferium addicted cybernetic thrumbos with laser eyes. Be pleasantly surprised instead of having your hopes crushed!

Seriously though, any pawn has the potential to spawn with any item and or health effect. Finding a berserk luci-cyborg armed with heavy weaponry only has to happen once before you rethink your decision to open any cryopod you find afterwards.
Jigain Nov 20, 2019 @ 4:00am 
You do get a warning about "Ancient Danger" when you get close, though. What part of that doesn't spell out "danger" to you?

Don't answer that. It's "ancient". The rest spells out danger.

But yeah, on a serious note, ancient dangers are dangerous. Don't open them up unless you're confident that whatever's behind it, be it insects, fully biological hostile pawns with power armor, or a nest of dozens of mechanoids.
Chewy102 Nov 20, 2019 @ 4:57am 
Originally posted by Jigain:
You do get a warning about "Ancient Danger" when you get close, though. What part of that doesn't spell out "danger" to you?

Don't answer that. It's "ancient". The rest spells out danger.

But yeah, on a serious note, ancient dangers are dangerous. Don't open them up unless you're confident that whatever's behind it, be it insects, fully biological hostile pawns with power armor, or a nest of dozens of mechanoids.

So far I opened up two of those ancient danger buildings. The first I was just messing about and it had mechs in it and felt like the place was still working thanks to those mechs defending it. That taught me that they are dangerous but can be worth it. The second building I came ready for after gearing up. It had 3-4 bugs in it. That taught me that there is RNG for those buildings and some might not have much if any loot.

You could RNG into big bad fights for loot, or you could RNG into nothing. That is what the game taught me. Then I opened the pods and got steam rolled.


It could be that I learned wrong, or the game went against its teachings. Either way I lost that save and all the work put into it. Feels like ♥♥♥♥ to lose a game like that.
Last edited by Chewy102; Nov 20, 2019 @ 4:58am
Pur Nov 20, 2019 @ 5:19am 
Do not get attached to your saves, at all. Thats like rule 1, or something. One of my first games I played for like 4 years, but then realized it was boring and I wasnt really doing much anyway, so I gave up and started a new one. Also, what did you do to defend yourself? Like, did you draw them out into traps, and maybe a killbox? What equipment did your pawns have?
If you just had all your pawns standing inside the room, then you were asking for it.
Kittenpox Nov 20, 2019 @ 5:27am 
Originally posted by Chewy102:
Either way I lost that save and all the work put into it. Feels like ♥♥♥♥ to lose a game like that.
A tip: You're still relatively new to the game, and Rimworld is one where you'll go along for a while before dying to something you weren't familiar with - then you'll learn to counter it, and die to something else.
I normally play on Cassandra Classic, Builder difficulty, Reload Anytime mode.
If you lost your save, it would imply that either you hadn't played long enough to have done a manual save, or even had an auto-save (in which case nothing much was lost), OR that you're playing on Commitment mode where you can't reload previous saves.

Best to *not* play in commitment mode, while you're still learning.

As Jigain mentioned, there was a specific notification to warn you that the building was hazardous. Your previous encounters *may* have been on the lower end of the scale, but that doesn't mean all of them will be.
I don't think that you 'learned wrong' per-se, but instead that there is still more to learn. You had half-a-dozen people with armor and powerful firearms wake up on the wrong side of the bed? Next time, bring the same - and maybe some turrets placed behind the firing squad you've prepared. It may end up being 2 insects / complete overkill - but better to have too much firepower than not enough.

I normally leave ancient dangers until I'm able to arm my own people with (home-made) chain-shotguns, as its not something I need to rush. Not as though the loot contained inside is going anywhere, after all. ^_^
Astasia Nov 20, 2019 @ 5:40am 
The chances of getting decently armed hostiles in those pods is very high, higher than any other option I believe, to the point where it's what you should always expect and be ready for. There's a reason the game warns you about the locations. You should always be prepared for heavy combat and use the walls of the structures as cover to deal with the enemies inside, both the mechanoids and the sleepers.

It's a hard lesson to learn, but RimWorld is filled to the brim with hard lessons like that. The game is overflowing with RNG, in every facet of gameplay, none of it is fair. This will not be the last time the game kicks your *** and forces you to start over, it will happen over and over, and every time you will get a little further and do a little better, until eventually you master it. Then you can start loading up with mods to seek out even more challenges. That is RimWorld.
Preechr Nov 20, 2019 @ 5:46am 
Pretty sure every Ancient Danger I've ever opened had 3-4 soldiers and 2-3 slaves or prisoners in the Cryopods. Cryopods are not the same as Drop Pods. They run on nuclear fuel, and they are a last ditch way to at least save some of the citizens of a colony in the event of being overrun by whomever else you found in that chamber. (Cryopods are also useful for storing a critical patient until something can be found to fix them as well)

When you break into a big room called "Ancient Danger" only to find a bunch of mechs or bugs and some high tech coffins, sure, there's some RNG involved.... but those pods were never gonna be filled with candy.

And, as Kitten said, if you don't have an auto-save to fall back on, well, that's another bad choice you made. Cheer up, though! You learned some very valuable stuff.
martindirt Nov 20, 2019 @ 6:11am 
How to deal with those cyropods:
Open ancient danger. Deal with bugs / mechanoids.
Now the trick:
Build 1 trap to (in) ALL interaction circle (you know, where your pawn stand when opening the pod). Don't open the pods. Prepare your team OUTSIDE (build sandbags!!) of the building. (You can place some traps inside the entrance, both side. Survivors try to find cover there usually)

From outside shot once to a casket. All caskets will open, and their owners step... On a trap. 80% of them downed immediately, rest will be injured. Capture the survivors.
Last edited by martindirt; Nov 20, 2019 @ 6:11am
M.K. (Banned) Nov 20, 2019 @ 6:45am 
Originally posted by Chewy102:
Every other cryo-pod that crashed landed had little to no gear..

No,no,no,dammmit NO

You are conflating emergency escape pods, transport drop-pods, and cryptosleep chambers.
They are NOT THE SAME THING, so it's quite unfair to ask the universe to put the same things inside them!






P.s.

Martindirt posts a very sensible approach above.
Only problem: you tend to lose that nice armor to death-taint.

Try this.
Once the ancient danger is yours...
Install coolers.
Install more coolers.
Add some cold.
More coolers, maybe.
Once you can get the inside temp to below -80C, anyone released from the chambers will very rapidly develop hypothermia, and drop. Enter with your best-Parka-and-tuque guy, and strip all the downed enemies before they die.

This gives you access to a couple sets of full marine armour way,way,waaaaaay before you can built it yourself.
Last edited by M.K.; Nov 20, 2019 @ 6:49am
Chewy102 Nov 20, 2019 @ 8:35am 
Thanks for the tips guys, but it is going to be some time before I can put them to use. RNG hates me this seed.

Spawned next to a ancient danger, big deal just don't open it. And for a bit it went fine, till someone got an infection and I couldn't heal it in time from the map not having healing plants and it taking too long to grow them. Attempted #1 to amputate the leg to save her life, failed. Attempt #2 reached 95% before death from said infection.

A little later after I recruit a couple of people and I RNG into a flash storm the burns 70% of the map. Very next day from the fires going out I get a toxic fall out. It lasts 9 days and I made every attempt to gather what food I could, but there just wasn't any. On day 8 of the fallout food storage ran dry, people began to starve, so I went after the only game on the map. A group of 3 insects. Killed them, they hurt 2 of mine, and then the others started to break. A few simply go on walks or have a drug binge, but one is downed as catatonic.

Got down to 3 people and someone goes berserk downing the other 2, then tires to smack an elephant. Man in black shows up and somehow Im still alive. Only a single person not on bed rest for one reason or another, but I gotta say it is recoverable.


This is the RNG I was looking for. This I find more fun than simply being wiped from a single mistake.

And as for using backup saves. ♥♥♥♥ that! Why bother playing a game like this if you can't lose?
M.K. (Banned) Nov 20, 2019 @ 8:57am 
Originally posted by Chewy102:
... till someone got an infection and I couldn't heal it in time from the map not having healing plants and it taking too long to grow them. ...
What scenario are you playing that you have multiple colonists, but zero medicines?
or did you waste perfectly good medicines bandaging minor bruises?


Originally posted by Chewy102:
... I get a toxic fall out. It lasts 9 days ...
Yes, toxic fallout is nasty. But no killer.

Originally posted by Chewy102:
..and I made every attempt to gather what food I could, but there just wasn't any.
Did you start on sea ice?
Or on a one-square island in the middle of the ocean?

If your home square runs out of food, just send a hunting expedition to a nearby square.

This is assuming of course that the disaster strikes before you invent electricity.
With electricity, you just build an indoor greenhouse, and the worst problem the fallout gives is a bit of cabin fever from not getting out enough.

Chewy102 Nov 20, 2019 @ 9:07am 
Originally posted by M.K.:
Originally posted by Chewy102:
... till someone got an infection and I couldn't heal it in time from the map not having healing plants and it taking too long to grow them. ...
What scenario are you playing that you have multiple colonists, but zero medicines?
or did you waste perfectly good medicines bandaging minor bruises?


Originally posted by Chewy102:
... I get a toxic fall out. It lasts 9 days ...
Yes, toxic fallout is nasty. But no killer.

Originally posted by Chewy102:
..and I made every attempt to gather what food I could, but there just wasn't any.
Did you start on sea ice?
Or on a one-square island in the middle of the ocean?

If your home square runs out of food, just send a hunting expedition to a nearby square.

This is assuming of course that the disaster strikes before you invent electricity.
With electricity, you just build an indoor greenhouse, and the worst problem the fallout gives is a bit of cabin fever from not getting out enough.

Jungles don't have medical herbs and once you use up your starting supply, that's it till you grow your own. A starting supply can run out rather fast if you get an early raid or mad animal from Randy Random.

Add that to the massive fire that burnt over half of the map with the other half being mountains/caves and you have a map with next to nothing just before a toxic fallout that kills everything else. Perfect timing of bad things on top of one another.
Kangaroo Salesman Nov 20, 2019 @ 9:15am 
They are glitterworld soldiers and such sleeping from the war that's over. You are not suppose to know what's in there. But now you know.
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Date Posted: Nov 20, 2019 @ 3:19am
Posts: 24