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But that biome is pretty much a guaranteed loss when mechanoids start spawning so I'm waiting for some kind of update/solution to that
These days I heavily mod towards overworld questing. VFE Vehicles, VFE deserters, Rimcities, Go explore, any type of mod that has to do with the world map. I make an irontight main base that can defend against most raids even when few people are here to defend, and over half my colony spends its time travelling around looting/killing stuff.
The thrill to go out, almost die on a tough quest and get cool endgame rewards for it is just more interesting to me than the research/crafting loop.
I haven't considered making a build heavily relying on mechs like that. That is pretty good!
They might be well armed but that's not gonna help them
Also, no recruiting. Instead I've been using a cloning mod to get some extra use out of growth vats and xenogerm implantation. For extra flavor I've got vanilla factions expanded: pirates active for some warcasket goodness.
It's kind of like a mix of a warhammer 40k space marine charter and fallout's infamous "Vault of Gary". With even more warcrimes. The mechs are great for the daily tasks of mining, farming, cleaning, hauling etc... but I'm not overly fond of combat mechs except for scythers. So instead I make my own combat mechs with soft, gooey insides and luciferium addictions.
- Custom world, population up full, pollution down to zero, temp as low as can go, kept rerolling until I got a map with the base as far north as possible, with a friendly settlement within walking distance - lowest temp in winter was about -80C.
- Sanguophages start, modified to have two males, both gay, 20 years old, married to each other
- 4 blank ovums (ready to be fertilized)
- growth vat and microelectronics researched
- 2000 steel, 2 x parkers, (kept the default for other starting items)
- ideology consisting of transhumanist and bloodfeeder
Once started, edited the ice sheet to be full ice (no lakes).
With the nice start of steel, I got a couple of rooms started along with a coms console, some beds, heaters, a nutrient paste feeder and other essentials.
Food is provided by cannibalizing raiders to put their flesh into the nutrient paste feeder and eating that. The raiders do stop and get replaced by mechs though, so you do eventually need to get some hydroponics going, but I managed to wait a few seasons.
Once established with a nice amount of food in storage, you can then fertilize the ovums, 1/2 by each male starting person, pop them into a growth vat and hopefully you will eventually get 4 offspring, 2 of each sex (you can alt-f4 to ensure they come out the correct sex), from 2 different fathers and unknown mothers. Use your pycast powers to make them fall in love (to their opposites by different fathers) and marry. You are now set up for the next generation of kids, no need to recruit externally.
It was quite a fun challenge on strive to survive - most trading is done via the console, steel was used to build the base rather than stone (it's too hard to get enough stone and it weighs too much if using pack animals for trade) but the income from organ harvesting provided amble cash for the purchases.
So many possible ways to play this game - try them all !