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RimWorld out today on Steam Early Access - Colony Manager of Love and Life and Death

Sarcasm

Member
There is sand in the floor which reduces movement speed.


Anybody want to share their kill boxes? For raids that is.
 

Steiner84

All 26 hours. Multiple times.
Want to know something interesting. Wood floors don't give bonus but I notice smoothed does lol.

wood floors are +1, smoothed are +3, carpet is +2 i think.

get a competent artist and make stone grand sculptures. a masterwork quaility gives over 800 beauty.
 

strata8

Member
Anybody got any shots of their raider kill boxes?

This is my current one:

n185KKF.jpg


The kink is to force raiders to come within the range of my colonists' weapons. It also gives the raiders cover, but it's not a big deal because only one of them can use it at any time. Killboxes always feel a bit cheaty but I think this one makes sense in context, as my colony is 100% underground.

Accuracy is decreased if you shoot towards something that's in the dark, so it's a good idea to keep raiders lit up and your colonists in darkness.

This is what I had at the end of my A13 colony:

MFedE32.jpg


See the same thing with the bunkers keeping the colonists in the dark. The idea with the incendiary IED and wooden stools was to set raiders alight as they ran in. That didn't end up working that well but in retrospect it'd stop them from using the wall as cover.
 

Sarcasm

Member
Are those steel doors or autodoors? I am assuming steel.

wood floors are +1, smoothed are +3, carpet is +2 i think.

get a competent artist and make stone grand sculptures. a masterwork quality gives over 800 beauty.

Why did two of my guys go beserker when they have 3 reds and 9 positives! Lost my entire colony because they get SUPERHUMAN STRENGTH.
 

Lanrutcon

Member
Putting the game aside for now. A few late game RNG fails is enough for me. Going through early game over and over is boring.

Game needs an array of mid/late game tech for better automated defenses that scale with escalating enemy threats (can I please bolt a few gun turrets on to a go cart or something, or modify a mortar into a cannon), more ways to generate power (some deep mountain thermal power would be nice), quicker resolution of the busy work events (very much tired of baby sitting diseases and rewiring electrical events), ways to train colonists (a classroom, some target dummies, whatever), ways to deny visitors and caravans, more realistic time scale for common activities (a skilled cook should be able to pump out a few dozen basic meals in a single day) and probably the most important of all:some goddamn way to clean everything that doesn't take a shitload of time.
 
So is this worth the price currently? I love the idea but I've been burned by Early Access before.

Yes, definitely. It's an extremely dedicated developer and the game gets updated fairly often. It's not the sort of early access where only half the game is there, there's quite a lot of content already. I got the game close to 2 years ago and even then it didn't really feel lacking to me.
 
Yes, definitely. It's an extremely dedicated developer and the game gets updated fairly often. It's not the sort of early access where only half the game is there, there's quite a lot of content already. I got the game close to 2 years ago and even then it didn't really feel lacking to me.

Awesome, thanks! Picking it up today.
 

aajohnny

Member
So I decided to go hunt Caribou with my Hunter and everything was going well... There were 5 of them and She managed to kill 4 of them, the 5th decided to attack and force my Hunter to run to the base where it mauled 1 of my new colonists to death and wound the other 3 leaving 1 unharmed. The Hunter was left bleeding to death outside while everybody else was hiding inside. The Caribou would not leave and continue to ram into the doors of my two buildings... I really needed to save my Hunter so I sent a Colonist to save her by running out and trying to get the hunting rifle... Nope...Mauled to death. The Hunter eventually passed away. The Caribou eventually broke into (or somehow) got into the one house and killed my other Colonist. This leaves two of my survivors left.... A remaining colonist managed to get the Hunting Rifle while the other was getting rammed into the ground and killed the Caribou, He was very hurt and needed treatment, he laid int he medical bed while the other Colonist would feed and heal him every day for many days... She was hurting too but cared for the Man. Once things settled down and he was healed he woke up during the night and went mental and stabbed his caretaker to death in her bed. He eventually just ran off stabbing random animals until he died.

TL:DR : One Caribou basically destroyed my flourishing Colony leaving a Mentally unstable man to kill his care-taker.

Beware of Caribou.
 

ike_

Member
Man, a new recruit started a fight with one of my original colonists. His mistake, she beat him unconscious, and even delivered a meal to our paralyzed husky before checking herself in to the hospital to get patched up.

A few days later they became lovers and demanded to sleep in the same bed.

This game can go places.
 

Mudcrab

Member
Man, a new recruit started a fight with one of my original colonists. His mistake, she beat him unconscious, and even delivered a meal to our paralyzed husky before checking herself in to the hospital to get patched up.

A few days later they became lovers and demanded to sleep in the same bed.

This game can go places.

The only way this could be more Dwarf Fortress is if they have a kid and the mother uses the new born as a melee weapon in her next battle.
 
Wanted to give an update...I've been playing for about 10 hours and this is probably my game of the year so far. I've started four different colonies (with all of them invariably going to shit for one reason or another on permadeath and forcing a restart) and I love damn near everything about it. It scratches the same emergent storytelling/micromanaging itch I get from something like Crusader Kings but at a much faster (if more limited) pace.

I'm now planning on checking out Prison Architect and maybe even Big Daddy Dwarf Fortress if I can find the patience. Are there any other games I should be looking into if this genre pushes my buttons?
 

ike_

Member
I'm now planning on checking out Prison Architect and maybe even Big Daddy Dwarf Fortress if I can find the patience. Are there any other games I should be looking into if this genre pushes my buttons?

There was a "Games like Dwarf Fortress" thread a little while back: http://www.neogaf.com/forum/showthread.php?t=1221097

Lots of suggestions in there, though it sounded like RimWorld came out on top.

I can't get enough of this game either, I love hearing other people's stories and listening in on streams. I've somehow got 50 hours into a single colony (on easy) trying to see how big it can get before it becomes unplayable/unsustainable. Currently rolling with 20 colonists and 40-60 huskies and it's somehow holding up alright.
 
We were subject to a plague of mad squirrels yesterday, forcing all my colonists to stay indoors, unable to mount an assault. Our gardener however was caught outdoors, and was savagely mauled with, uh, tiny scratches and bites. No one could get out to rescue her, so she spent that night and the next morning outdoors, lying on a pile of rubble, bleeding in pain and ignominy. Luckily, she was a masochist, so she loved every minute.
 

antonz

Member
So managed to get a pretty good thriving colony going. had one of those flash storms happen and didn't see anything happen so gave no thought.

10-15 minutes later I suddenly realize the storm did its job at a remote corner of the map and ever since a growing firewall was on its way across the map. Thing swept across the map killing everything in its wake including 8 colonists leaving only 2 survivors but then due to the massive death all around them they went insane and basically killed each other.
 
Very impressive that Rimworld is still in the Top Sellers. Between No Man's Sky and Deus Ex right now

Almost 200,000 owners according to Steamspy. And given that the game hasn't been sold for less than $30, that's almost $6 million in revenue.
 

Pixieking

Banned
Very impressive that Rimworld is still in the Top Sellers. Between No Man's Sky and Deus Ex right now

Almost 200,000 owners according to Steamspy. And given that the game hasn't been sold for less than $30, that's almost $6 million in revenue.

Owners =/= sales, and remember that it was kickstarter'd. The lowest tier with a copy of the game was a little under $20 Canadian, so it might not affect the total revenue a lot, but it does skew it a little.
 
I picked this up last night. Didn't realise that you could change the materials used for walls/doors/furniture, so I made a tiny all steel colony and didn't understand how I was supposed to get more. After a few days the colonists all stopped doing anything, because everything I'd tasked them with building required steel.

Still, I loved every minute of it.

Don't love the art though.
 
Protip: don't try to solo enraged emus... it will end badly for the colonist.
I picked this up last night. Didn't realise that you could change the materials used for walls/doors/furniture, so I made a tiny all steel colony and didn't understand how I was supposed to get more. After a few days the colonists all stopped doing anything, because everything I'd tasked them with building required steel.

Still, I loved every minute of it.

Don't love the art though.

The real gamechanger is when you realise you can plant different crops. Then again, when you realise how important research is.

Though really, there's a lot of hard lessons to be learned in the first ten hours.
 

theRizzle

Member
Protip: don't try to solo enraged emus... it will end badly for the colonist.


The real gamechanger is when you realise you can plant different crops. Then again, when you realise how important research is.

Though really, there's a lot of hard lessons to be learned in the first ten hours.

I have restarted about 8 times now, and each time I do it I find out something new that I realize I should have done sooner in my game. It's a little slow to keep doing the very beginning over and over again, but I'm still really enjoying it.
 

epmode

Member
Man, this thread always makes the game sound like a great time. Still waiting for some kind of UI scaling before I buy though.
 
If this game were about glitterworlds, I don't think it would have the same pizazz.
I have restarted about 8 times now, and each time I do it I find out something new that I realize I should have done sooner in my game. It's a little slow to keep doing the very beginning over and over again, but I'm still really enjoying it.

Yeah, that's the perfect way to learn it, I think. Every defeat makes you stronger!

Another protip: in combat, hit percentage matters. Select a unit and mouse over the (potential) target to see hit percentages; an enemy in cover, like trees or barricades, will significantly reduce their chance to hit, as will weather. It's all broken down in the pop-up box.
 
Restarted.

Everyone is starving (I forgot to make a butcher's table).

One of the colonists was so hungry he ate the arms off a raider's corpse when he was supposed to be moving it to an out of sight dump. Now he's deeply depressed about lapsing into cannibalism and barely works, just lies on his back or wanders about all day.

Oh and he's the only one armed with a rifle. :L
 
Restarted.

Everyone is starving (I forgot to make a butcher's table).

One of the colonists was so hungry he ate the arms off a raider's corpse when he was supposed to be moving it to an out of sight dump. Now he's deeply depressed about lapsing into cannibalism and barely works, just lies on his back or wanders about all day.

Oh and he's the only one armed with a rifle. :L
Sounds like everything will work out just fine
 

golem

Member
Got this game as a gift the other day, wow its alot of fun. How are people getting so many colonists though? Spent a few hours and was only up to 5 (1 I saved from a crash and 1 captured->recruit)
 
Got this game as a gift the other day, wow its alot of fun. How are people getting so many colonists though? Spent a few hours and was only up to 5 (1 I saved from a crash and 1 captured->recruit)

It's a mixture of luck and recruitment. Don't really know any other way to gain colonists.

In my current game, I've actually been very lucky. I had 2/3 work-restricted colonists with some specialist skills like social that were crippling my ability to expand, but they in turn let me recruit several downed enemies. Now I'm up to eight people in the first year, with steady infrastructure, food, and research; it's probably the best I've ever done. I'm even building a stable for my alpaca herd. All I need now is security... I know the raiders are coming.


Now, y'all... best layout for a stable. Go.
 
Sounds like everything will work out just fine

He broke. Holed up in the kitchen/freezer area after shooting his comrades.

Got this game as a gift the other day, wow its alot of fun. How are people getting so many colonists though? Spent a few hours and was only up to 5 (1 I saved from a crash and 1 captured->recruit)

My 3rd, generally successful colony gets pretty much all new folks via those refugee events. I tried to capture a raider, but he died in captivity (he had been shot about 8 times) - which surprisingly made everyone in the colony depressed.

edit: You can make animal enclosures???
 
Alpha 15 is now live for everyone on Steam (33.4MB). Changelog highlights: tutorial and drugs.
edit: You can make animal enclosures???

You can make a de facto "ranch" for animals by restricting their movement to small buildings through zones. It is useful for groups of animals you wish to harvest and care for occasionally, but don't want travelling through the map, spreading their filth.

I decided I needed one after one of my four(!) alpacas was brutally murdered by a bear.
 
Alpha 15 is now live for everyone on Steam (33.4MB). Changelog highlights: tutorial and drugs.


You can make a de facto "ranch" for animals by restricting their movement to small buildings through zones. It is useful for groups of animals you wish to harvest and care for occasionally, but don't want travelling through the map, spreading their filth.

I decided I needed one after one of my four(!) alpacas was brutally murdered by a bear.

It is also good for chickens. If you have enough chickens, you can separate the chickens and the roosters so you only get unfertilized eggs.
 

Aaron D.

Member
Very impressive that Rimworld is still in the Top Sellers. Between No Man's Sky and Deus Ex right now

Two weeks after this post and the game is STILL in Top Sellers list.

So Good.



Alpha 15 is now live for everyone on Steam.

Niiiiiice.

I'm most excited about the new Tutorial system integrated into Alpha 15. Can't wait to dive back in.

(Of course this would drop just when I picked up the new CK2 DLC, The Reaper's Due, LOL.)
 

golem

Member
My 3rd, generally successful colony gets pretty much all new folks via those refugee events. I tried to capture a raider, but he died in captivity (he had been shot about 8 times) - which surprisingly made everyone in the colony depressed.
Haha, my current colony started with all women. Then all the wanderers that came by were women. Finally a big raid happened and i captured one of the raiders alive, a male! Why wouldn't he want to stay there? Then I checked his stats "hates women". Turned off his heater and let him rot lol.

Can you breed animals? Gotta try that or hydroponics, last winter was rough!
 
Really good patch. I wasn't expecting the tutorial to actually teach me stuff, but it has.

Did you know that concrete flooring (3-4 width) is a good anti-fire measure? Because now I do.
Can you breed animals? Gotta try that or hydroponics, last winter was rough!
If you've got a compatible pair of animals, they'll reproduce, yeah.
It is also good for chickens. If you have enough chickens, you can separate the chickens and the roosters so you only get unfertilized eggs.

mindblown.gif

Never would've considered that.
 

ike_

Member
edit: wrong thread -- nailed it. Well at least I can use this post to share some dumb stories:

Yep, start some fires and then right to bed. Thanks Yoshiko. So great to have 2 pyromaniacs in the colony.


Also PSA if you raise huskies, be prepared for a lot of artwork about husky vomit.

This work illustrates a husky on her knees, vomiting on the floor as others look on. A snake is eating from the trail of vomit in the background. The scene takes place in the middle of a hamlet, and the romantic style of the central scene clashes with the rococo depiction of the background. This image refers to the husky's vomiting on 6th of winter, 5499.

This work illustrates a husky spewing vomit onto the ground with great shame. He is surrounded by an artistically rendered halo of filth. The image seems to express nearness. The smiling head of a policeman watches over all. The representation refers to the husky's vomiting on 6th of winter, 5499.

On this work is an artwork of a husky looking disgusted while covered with dried vomit with great shame. He looks almost deflated, as though totally emptied by the intense vomiting. The image is totally devoid of both poverty and growth. The image is bordered by six monkeys. This image refers to the husky's vomiting on 6th of winter, 5499.

This work illustrates a husky doubled over and retching onto the floor with great shame. His face itself seems to be swelling. The scene seems to take place on the outskirts of a village, and the work is executed in a romanesque style. This portrayal relates to the husky's vomiting of 6th of winter, 5499.
 
My Star Trek TOS colony (Kirk, Bones, Spock and Scotty) got off to a tumultuous start when we released a pack or mechanics by accident. Bones was nearly burned alive before being rescued by Spock - who himself had dispatched the mechs all by himself. Kirk was off doing God knows what.

Things settled down. But then I'd forgotten that desert maps lack wood, thus stalling out the butcher's table construction, and didn't realise no one was butchering all the game I was bringing in.

Starving, Scotty resorted to eating raw meat, eventually lost his mind and murdered a group of tribals who'd come to trade. Then he calmed down and Spock tended to his wounds (good old Spock!)
 
There really needs to be a "Strength (hauling)" skill 'cause the current hauling system is whack. Like, you can carry an adult muffalo but not all of the parts he makes? C'mon, colonist.
when you know death is upon you

f5K5Xmt.jpg

Now I know this, too. Was a swift end to a promising colony.

What can I do against a boomrat horde? Melee charcters would burn, and I never have enough ranged weapons to get even 1/4 of them...
 

ike_

Member
Haha, yeah that boomrat screenshot still terrifies me. When a single boomrat self-tamed I basically lost my mind and had a hard time figuring out what to do.

Also I continue to have the worst luck with pyromaniacs. I thought Yoshiko starting a fire outside her bedroom was bad. Richie started a fire in his bedroom while his wife was sleeping. She ended up having to put all the fires out and save the colony.


The funny part is the damage to the bed and the room somehow resulted in him being unassigned from the double-bed. So after the spree he spent a few nights sleeping in the barracks (on the couch).

I am loving the additions in A15. Though drugs seem nearly as prohibitively expensive as medicine was. And it's really cool you can craft medicine now, even though you have the same dependency on traders for the ingredients. But it feels like malaria-block has a high enough upkeep that it's just easier to keep a few decked out hospitals around (steel medical bed, vitals machine, sterile tile, a TV, and all the daylillies) and have no upkeep.


Also did I mention luciferium? When I saw a trader with this my mind was a little blown. Can't wait to try this on a colonist or two.
 

Teletraan1

Banned
This patch is great. All my colonists are stoned out of their minds. They are happier but boy do they eat and move slow. I also just had a Grizzly Bear self tame. This is going to be fun. Haven't gotten too far with these features but they add an interesting twist to the game for sure so far.
 
I've been setting up a smokeleaf plot as soon as I'm able, and then setting up a 'roll stizzes' bill X forever. I always chuckle when I see a colonist wander off, stop and then a cloud of smoke appears.
 

cyress8

Banned
New player joining you guys. Loving the hell out of the game.

The game has a nice randomness to the difficulty. It hits the right spot for me.

First game starts off brutal with one of my colonist just straight out being crushed by rocks, then it kind of tapers off, and then bam opened up a crypt full of mechanoids. (Game over right there)

Second game went so smooth, until I had 2 colonist decide to lose their minds. One went beserk, incapacitated 2 others colonists, all the while the other one decided to torch every fucking thing. Straight up chaos. Loved it!
 
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