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I just wanted to supplement my metal so I could afford to build more hydroponics and other things. Obviously the guy was on his own so I've sent a few caravans back and forward occasionally to deliver him food, and return with as much metal as I could carry.
Well... I'm currently doing a VOID run, and a manhunting pack of "bones" (horrible, tanky, dangerous monsters) wandered in. He was trapped in his shed for a couple days.
My main base was also running on a skeleton crew as I had also sent my best guys off on some quests in the nearby mountains, and they weren't getting back any time soon.
The caretaker of the main base had to jump on the comms console and hire some junker mercenaries to drop in and help.
6 guys in warcaskets drop in with heavy weapons and I promptly send them off to deal with the monsters.
They get there, get into a skirmish, one of them loses a ♥♥♥♥♥♥♥ arm. Eventually the threat is dealt with. Then another raid pops up but it's just some settlers. Nothing too big to worry about.
At the same time, my guys I sent away on quests were clearing out an ancient bunker and they got attacked.
AND as they were heading home, about a day before they arrived another group of manhunting void monsters arrived at my main base. 13 "tendrils".
... It was a busy few days.
Still can have hard time when 2 raid events occur at the same time on both colonies.
Also. Performance issues happens when running 2 colonies. Due to this, I'm usually just use Set up a camp mod, and my "secondary" colony is just a campsite.
All I know is ChickenPlulcker's Void faction, but that don't has monsters (afaik), and outdated since 1.2
There's an updated one. let me find it for you
There we are.
The storyteller isn't included in it though, so you need to get that separately if you want to have that too.
nice xD
Psycasts expanded would be cool to add to your mods if you don't have it already. Makes tribals more of a threat as many of them are psycasters.
This is exactly the sort of thing I was hoping to hear about. Thanks for sharing.
Yeah in my current main run I've only moved onto Colony 2 when the first was set up fully - in classic Rimworld style the main colony has started to creak a bit ever since and the population has dipped worryingly there since then.
I've never experienced any significant performance issues either - would you say your game setup is mod heavy?
a) are you using default map size? bad for performance if you're using big maps and especially bad if dev-locked ones.
b) how many pawns you have? game begin to suffer once you have 20+ pawns.
That's main source of TPS loss in lategame (aside from purely broken mods but they're very few).
Of course - with better CPU and careful usage of mods you could push game engine for a bit more. But never expect Rimworld to be played as Dwarf Fortress - with several hundreds of citizens & animals.
More or less just got back so currently trying to reorganise everything. Been fun.
Got any stories yourself?
I'm tried to search without the dots, just Void (outdated finds), not V.O.I.D. (updated one).
I presume I'm using default maps, it's never something that I've messed around with anyway.
I tend to start looking at a second colony if I reach 15ish colonists too so perhaps that's why I've been lucky enough in that regard.
Nothing overly dramatic.
One of the first times I split a colony it was because one of my starting pawns was laid low due to a lack of food on their way back from a trading mission (literally as I type this I realise that I've been playing this game for years now and have never gotten into the habit of making pemmican for these missions, a crazy oversight really). I sent another couple of pawns out towards her, weighted down with food, medicine (and, presumably, good intentions).
They arrived, patched her up and she and her husband headed off home leaving one new person to inhabit the new colony after a last minute decision was made to keep it in operation despite it being a frankly inhospitable desert biome. A brave new era awaited and 'Handsome' Chris was the man to head up this fresh outpost of civilisation.
'Handsome' Chris was a reformed raider, so named because he'd lost an eye in the aborted attack which brought him to the tribe. He'd redeemed himself though and become a distinguished and respected man around the campfire. He bedded in and waited for the promised reinforcements to arrive.
Another couple of colonists were duly dispatched and it appeared that all was proceeding as planned. However, as they say on the Rim, "Randy laughs at the plans of mere mortals". A raider appeared and approached 'Handsome' Chris with unpleasant intentions. Chris was a fighter of some repute but, in hindsight, it might have been a good idea to leave him a gun of some description.
The pair closed on each other and the attacker promptly kicked sand into his eyes (well, in the interest of complete accuracy, into his EYE, singular). From here things took a turn for the worse and, alas, the last I saw of 'Handsome' Chris he was bruised and defeated, thrown over the shoulder of his assailant and being dragged away into captivity. A few hours later his relief team arrived but, too late, he was gone.
Out of all the colonies I've played over the years 'Handsome' Chris made more of an impact on me than any other pawn. I still think of him occasionally and wonder what became of him. I'd like to believe he found happiness and a place where he was valued and loved. I'd like to believe it all worked out. But this is a Rimworld and what I'd like to believe is, sadly, unlikely. It seems more likely that there's an unmarked grave where a one-eyed man was crudely abandoned... sad times.
I have recently started playing with the SRTS mod in my current save and will say if you like the vanilla pod game play you might want to give it a try. I think its good to experience everything you can out of vanilla, but SRTS is a pretty wonderful upgrade to that progression path. The ships are massive research and resource costs but feel like a logical progression beyond transport pods and even mortars. You can already teleport entire groups with stockpiles to the other side of the planet with abilities from Royalty so its not even cheaty. Plus they're not exactly invulnerable when they land on a hostile tile. I even had a rogue insect go destroy a shuttle one time and strand my raiding party. Huge resource loss too. And I get the feeling using them they would be a game changer for multiple colonies. Caravans are just too slow for the current end game, especially with multiple colonies, and transport pods even start to feel that way as you gain power and legendary gear.
At the moment though I'm content with vanilla raiding and end game quests. Some of them are long enough that they feel like managing multiple colonies.