RimWorld

RimWorld

󠀡󠀡 Nov 17, 2020 @ 9:39am
Could use some thoughts / ideas / tips please for start-up
So when I play Rimworld, I like the game a lot, I get so bored. I feel like it's just mindless "give tasks" and AFK speed the game up. I've added mods that add more crops, plants, furniture and things, but I feel like it's still a slow grind. I KO pummel fist good raiders with good traits to recruit so it goes faster but it still feels like a slow repetitious grind to me. Is it the same for all of you, or do you find fun / interesting things to do? Perhaps I'm not making the most of my time?

Any thoughts / ideas / tips and things would be greatly appreciated. Thank you all for your time. Have a wonderful week and weekend ahead!

:8bitheart:
Zoidberg
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Showing 1-15 of 21 comments
jeroenvangeel Nov 17, 2020 @ 1:50pm 
grinding to the big badass base is cool. but sometimes i like to keep my bases small (4/5pawns) travel alot acros the map, making outposts acros all biomes. destroy some tribetowns, and also get destroyed ^^
󠀡󠀡 Nov 17, 2020 @ 2:12pm 
Originally posted by jeroenvangeel:
grinding to the big badass base is cool. but sometimes i like to keep my bases small (4/5pawns) travel alot acros the map, making outposts acros all biomes. destroy some tribetowns, and also get destroyed ^^

You can make outposts now? How do you do that?
Reno Story Nov 17, 2020 @ 3:58pm 
have you thought about doing more experimental runs? Like maybe going tribal? New biomes?

When the grind starts to get old, it helps to get outside the box and do something a little weird to see where it takes you.
󠀡󠀡 Nov 17, 2020 @ 4:10pm 
Originally posted by Reno Story:
have you thought about doing more experimental runs? Like maybe going tribal? New biomes?

When the grind starts to get old, it helps to get outside the box and do something a little weird to see where it takes you.

Yeah thought of that, but it still ends up being the same. Wood this, wood that and such. Gets a bit old.
Beliar Nov 17, 2020 @ 4:17pm 
Rimworld of magic is very fun mod. Lots of classes each one does something different in a unique way .
Genetic rim lets you mix genes of different animals and mind control them in battle or even use them as battle mounts with other mod.
Rimworld of madness (or rim of madness) allow you to make a cult and sacrifice people to get a wide range of bonusses / limbs / summon eldrich beasts and so on.
There is a ton of mods that drasticly change the gameplay.
󠀡󠀡 Nov 17, 2020 @ 4:22pm 
Originally posted by Beliar:
Rimworld of magic is very fun mod. Lots of classes each one does something different in a unique way .
Genetic rim lets you mix genes of different animals and mind control them in battle or even use them as battle mounts with other mod.
Rimworld of madness (or rim of madness) allow you to make a cult and sacrifice people to get a wide range of bonusses / limbs / summon eldrich beasts and so on.
There is a ton of mods that drasticly change the gameplay.

Very nice I'll look into those later.
Doomdrvk Nov 18, 2020 @ 1:04pm 
That "give task" part is just base management games in general. The game only holds up 30 - 40 hours unmodded. The rest it's challenging yourself and finding mods which can make for a more interesting story. Things like vampires, androids, werewolfs and different types of races. Massive mods which just give you more to do like SoS2, RimAtomics, RimWorld of Magic, ect.
󠀡󠀡 Nov 18, 2020 @ 1:20pm 
Originally posted by Doomdrvk:
That "give task" part is just base management games in general. The game only holds up 30 - 40 hours unmodded. The rest it's challenging yourself and finding mods which can make for a more interesting story. Things like vampires, androids, werewolfs and different types of races. Massive mods which just give you more to do like SoS2, RimAtomics, RimWorld of Magic, ect.

Yeah that's kind of what I'm starting to see too and I've put in over 100 hours into the game. I like the game, it's fun but it just...lacks a challenge at a certain point. Debating on starting over, making like a drug addicted psychopath pyromaniac that is naked, alone, and try to get things up and going. See if I can survive on my own or something. Make it a VERY hard start to give myself a challenge.
Lyana Nov 18, 2020 @ 1:37pm 
I recently did a playthrough where I built a base using devmode and then wreck it a little to give it that 'abandoned after a battle' - kind of feel. I made a high-tech laboratory for unethical experiments (think pawnmorpher mod) and a killbox of a sort that was not designed to kill attackers but to incapacitate them, so they could be captured and experimented upon. I mainly thought of that kind of start because I had grown bored of the early game, but at the same time not make the start too overpowered. So i wrecked the place a little. Was quite fun until the swarm of mechanoids overran my still young base.

Another run I'm currently thinking of is using the android tiers mod to make a sort of a terminator-style theme. I would start the android scenario with only one terminator colonist. Then using devmode I would spawn a T5 android (one that has a nice healthy hatred towards humans) and then build a dystopian base where humans are held like cattle, forced to work, sold or experimented upon. Inspired by the terminator base from the last two movies.
The end goal would be to annihilate every human on the planet with raids or nuclear weapons (rimatomics mod).
Maybe after my current colony gets wiped out.

I just love this game
󠀡󠀡 Nov 18, 2020 @ 2:09pm 
Originally posted by Lyana:
I recently did a playthrough where I built a base using devmode and then wreck it a little to give it that 'abandoned after a battle' - kind of feel. I made a high-tech laboratory for unethical experiments (think pawnmorpher mod) and a killbox of a sort that was not designed to kill attackers but to incapacitate them, so they could be captured and experimented upon. I mainly thought of that kind of start because I had grown bored of the early game, but at the same time not make the start too overpowered. So i wrecked the place a little. Was quite fun until the swarm of mechanoids overran my still young base.

Another run I'm currently thinking of is using the android tiers mod to make a sort of a terminator-style theme. I would start the android scenario with only one terminator colonist. Then using devmode I would spawn a T5 android (one that has a nice healthy hatred towards humans) and then build a dystopian base where humans are held like cattle, forced to work, sold or experimented upon. Inspired by the terminator base from the last two movies.
The end goal would be to annihilate every human on the planet with raids or nuclear weapons (rimatomics mod).
Maybe after my current colony gets wiped out.

I just love this game

True seems there are many ideas. Thank you for sharing. Worth a thought for certain.
ichifish Nov 18, 2020 @ 10:36pm 
Originally posted by Dr John A. Zoidberg:
Originally posted by jeroenvangeel:
grinding to the big badass base is cool. but sometimes i like to keep my bases small (4/5pawns) travel alot acros the map, making outposts acros all biomes. destroy some tribetowns, and also get destroyed ^^

You can make outposts now? How do you do that?

Go into the options and increase the number of allowed settlements. I wouldn't say it's a cure for the base-builder blues, but it allows you to leapfrog between settlements.

I love the game although I agree it can get a little samey because unless you've got the difficulty cranked up to super-manic you have to set your own limitations and goals, and the combination of high difficulty and rng can make for some frustrating experiences. But then it can get too easy. I have three mid/late game colonies in statis because with the current settings it's kind of easy, but I don't want to crank it up to 500% just to watch it all burn down (or dump the mods that make merciless easier). That and I don't find the end-game particularly interesting. I'd rather just leave them at a high note.

The number one killer for me has been unnecessary microing though. I started a couple of mostly no-pause colonies that helped me tone it down. Neither lasted long (the second one I got to like 2 1/2 years), but it helped me to see the game as less about winning and more about watching the pawns be pawns. A certain level of detachment makes it more enjoyable.

I'm doing a tomb-raider run now that's a really nice change. In my third year and just set up my first long-term settlement to knock out some research and stock up on supplies, but mostly it's a small party of ancient-danger pillagers without permanent colonies. Similar to a nomadic run, but it has a good theme and story going. Going to try the "fire up Charlon Whitestone's ship" ending.

Next time I think I'll try random research with Perry Persistent (the VE storyteller that throws a lot of events at you). Been thinking I'll try a low-tech playthrough, too. Maybe the Vikings mod. I figure if there's less to research/fewer things to build it'll be fun.

Anyway, good luck!
E)I(UK Nov 19, 2020 @ 7:07am 
As said before in the commente try to raize difficulty level at the start. Tribal, naked, solo without using reroll at pawn selecting screen, 500%, ice sheet start for example. It can be done and it is really hard and fun.
Or try a run named "on the road": cant settle for more than 15 days at one place.
During middle game you could try to achive this goal: build your colony in such a way that after some time, for example 2 years you leave it for a season without touching a mouse or keyboard. After that repeate this every year.
In the late game maybe try elliminate everyone, create a group of absolute wariors...
ACS36 Nov 19, 2020 @ 11:09am 
Originally posted by E)I(UK:
As said before in the commente try to raize difficulty level at the start. Tribal, naked, solo without using reroll at pawn selecting screen, 500%, ice sheet start for example. It can be done and it is really hard and fun.

Yeah, I doubt most people who play this game would find that fun at all. It might be amusing to watch other people do it, but in general the average person who plays this game would hate it. It lacks realism, and really dilutes the fantasy elements of the game, as it requires strategies that entirely remove role playing as an option.

The real key to enjoy rimworld, is fantasy, story telling, and role play. The best difficulty is often just 100% randy, with particular goals in mind for your character.
Last edited by ACS36; Nov 19, 2020 @ 11:09am
󠀡󠀡 Nov 19, 2020 @ 11:27am 
Originally posted by E)I(UK:
As said before in the commente try to raize difficulty level at the start. Tribal, naked, solo without using reroll at pawn selecting screen, 500%, ice sheet start for example. It can be done and it is really hard and fun.
Or try a run named "on the road": cant settle for more than 15 days at one place.
During middle game you could try to achive this goal: build your colony in such a way that after some time, for example 2 years you leave it for a season without touching a mouse or keyboard. After that repeate this every year.
In the late game maybe try elliminate everyone, create a group of absolute wariors...

That's what I'm thinking. My current colony was a family of 3 all with Roman names. I was "rebuilding Rome" and I purchased slaves to free them to give them a new life / start. Then I also imprisoned some raiders with surprisingly good stats. Just takes a while to get things up and going.

Also on a side note I set the relationships to show the mother and father "sharing the child" but it wouldn't let me "marry them"? So it just says they are "acquaintances"? Was wanting them to be married so they were closer in bond so if one of them died they'd take it more personally and things. Did I do something wrong on the set up?
󠀡󠀡 Nov 19, 2020 @ 11:28am 
Originally posted by ACS36:
Originally posted by E)I(UK:
As said before in the commente try to raize difficulty level at the start. Tribal, naked, solo without using reroll at pawn selecting screen, 500%, ice sheet start for example. It can be done and it is really hard and fun.

Yeah, I doubt most people who play this game would find that fun at all. It might be amusing to watch other people do it, but in general the average person who plays this game would hate it. It lacks realism, and really dilutes the fantasy elements of the game, as it requires strategies that entirely remove role playing as an option.

The real key to enjoy rimworld, is fantasy, story telling, and role play. The best difficulty is often just 100% randy, with particular goals in mind for your character.

What goals do you recommend for your "characters"?
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Date Posted: Nov 17, 2020 @ 9:39am
Posts: 21