Rimworld colonies reddit. After many colonies, I've simply ran out of ideas.


Rimworld colonies reddit. To give you an example, one of my most successful playthroughs was a Forsaken colony - where I could only recruit people of my race, and slaughter filthy humans. My colonist Poppy is married to Hunter and already has two children with him (River and Violet). Prisoners get kibble, reproductive female slaves get nutrient paste due to pregnancies and male slaves get kibble. After a few years, some of my colonists developed a number of conditions that, combined, arguably make them a liability: Body Purist pawn with missing body parts Pawns with injuries that can't be (readily) healed: brain trauma, neck injury, torso injury Chemical Fascination pawn, especially in a colony relying on drug production At 47 colonists, you are guaranteed to have a few colonists idling. 471K subscribers in the RimWorld community. Have a good doctor and enough meds. This is super inconvenient and leads to things like colonists getting stuck in freezers, not resting, or not eating. We would like to show you a description here but the site won’t allow us. So as time goes on, I tend to select high passion, low debuff colonists, and the less talented colonists as a couple (almost all my colonists are married), get "retired" by being podded to a im pretty sure colonists will generally go with the closest food allowed in their meal plan right when their AI prioritizes eating. We ask that you please take a minute to read through the rules and check out the resources provided before creating a post, especially if you are new here. . 2million, i get raids of 100+, i don't want any more colonists as almost everyone is idling and there isn't much left to do. My goal is to keep a colony going for at least a decade or so. A colony with just 12-15 decent colonists should be able to self-sustain with minimal micro. 14 votes, 22 comments. So, if you have faith in your hardware, just go for it. Your task is to expand and survive. Are you ready? Mars is waiting for you. Then within the caravan options there is form a colony (or settle down, its been a while since I've done it). but you have to decrease difficulty probably and spend a lot more time paused. After many colonies, I've simply ran out of ideas. The game has several points of "wealth check" that the bad events can When you have many colonists you have too many hands to work about food production. Delete the pods, disable dev mode, start playing. No There're discussions around. Enemy base pawns number doesn't scale with your colony strength afaik, so just wait until you're quite rich before you go for actual towns. Recruit prisoners. Something that I like doing in my colonies is making each colonist/ family their own simple houses complete with their own bedrooms, kitchens, and living spaces. I want to grow and take control of the whole planet. So, I rarely made it past an in-game year or two per colony before restarting with new mods, colonists, and ideology. My colony primarily grows food, so the hunting tab seems like somewhat useless to me at the moment as I’ve got a surplus of meat for lavish meals The title basically sums it up. Discussion, screenshots, and links, get all your RimWorld content here! Go to RimWorld r/RimWorld. Larger colonies pretty much just mean larger areas you have to work with, I pretty much run off of 12 9X9 farms, and only 6 of them are for food the rest are supplies I need to make money/survive. Curious what others are doing with multiple colonies? Then proceed to put outlying colonies to the sword, and surround your colony with spike traps. Technophile Scientists and Engineers who formed a think tank and run experiments and fabricate equipment while locked in Getting food from caravans is problematic because it spoils enroute (especially meat) and often isn't available. Ok so lately my colonist have been getting stuck all around base just standing. It's a survival game, just from a birds eye view. Yes, a prisoner with 99% recruitment difficulty might hold out for a year or more, but if they have skills you want, hold out until they bow their head and join. Discussion, screenshots, and links, get all your RimWorld content here! Island colonies suck Misc I started a colony on a single hex island. Ever since, occasionally my colonists will all just- stand still and not do anything for a long stretch of time. But after a while I learned what I like in a modlist (and upgraded my PC to mitigate late-game performance slowdown). I usually start a new game around then because that's when the game starts lagging to shit, especially if you have 100+ animals. Lag comes from colonist count, and a little bit from total tiles. One godsend is the mod called "Feed the Colonists", allows you to call for your colonists to make 4 meals at once in your cooking work orders. I'm enjoying just managing my colony and even though I've almost got shipbuilding researched and could just end the run in a day or two, I I feel like I always end up with too many colonists in the mid to late game (usually 20+) and it becomes hard to manage, at least for me. I enjoy very large colonies with at least a dozen colonists, but typically as many as 20 or so. So it seems you either have to farm or hunt for your food. Like presenting someone who CAN identify the source the necessary information for such cases. whatever is easiest, can't remember) mode and once I got it set up I increased the difficulty one notch and within a few hours of playing the game threw everything at me and completely destroyed my colony. My current colony is 10 years old, has lost a dozen colonists, and it just uncovered its first industry There will also be artificial organs that will make your colonists immune to the pollution's toxic effects, also there are pollution-related genetic modifications, these genetics could be used to make animals immune to the toxic effects too, but right now we don't know yet, since they haven't discussed that in the post explaining about pollution. If that is still not enough then make maximum number of colonies 2 from options and go open ancient dangers on other map tiles. 4 with a ton of mods, and all DLC. Once you hit 10-11 colonists with Cassandra and Phoebe this is the only way you can expect to get colonists. Haven't had any issues until recently, when I raided a Ruin of a colony from the Real Ruins mod. And animals don't seem to produce enough meat for a colony over a certain size so farming seems to be needed for large colonies. I like to make my second one a mining colony and then make my third a military colony or whatever, it’s a lot of fun because they can back Use obsidian and xcaliber to mindmap how job flow is for efficient colonies (pretty much lost every district and area of the colony and connect it with what it needs and what it produces, and try Consider organ harvesting your victims right in the camp and just abandon them when leaving if you don't want the killed prisoner debuff. My personal favourite source of We are Reddit's primary hub for all things modding, from troubleshooting for beginners to creation of mods by experts. You can 'store' colonists in doors, discs, holes, crystals and (my favorite) as statues of whatever material you like. I remember you used to have to manually tell them to pick Make more colonies and you can farm ancient dangers. Only thing I want someone to be good at is medicine (and maybe shooting and melee), for all the other skills I think passions are probably more important than raw skill. I have a rather crappy laptop and keep my colonies super small on account of that. r/RimWorld. There usually are more potential colonists available to This happens to me if there's too much dirt generated by the colony for one colonist to clean. i used to play with 4, then the lag became too much to bear on that old laptop even on single speed. Colonists can wait till you release them or have a schedule set up to come out based on the clock. When you are far away abandon the colony (select it and the option will be there). I usually reach the point where I have enough colonists for everything and end of having atleast one or two colonists idling. So there's little observable difference between a 40 population colony and 2 x 20 population colonies. Rimworld doesn't incur incest penalties after 4 generations, so I should be able to create a minimum viable population (8 pairs of non related pawns) of non-blood drinkers, after which point repopulating the rim would be a foregone conclusion. I’ve only played around 150 hours and this is the first time one of my colonists is having an affair. If you find the game suddenly getting harder, there are various reasons it can happen. - This really is the best way to obtain more colonists. Take what you need for that new start. Start with 6 colonists, then enable dev mode and god mode build transport pods to shoot 3 of the colonists to a new location, and dev mode in starter supplies. In fact, you can actually get them to cook their own meals by setting specific bills so that only the residents cook in their home and stockpile a certain amount of food in their homes. Rimworld is a top down story generator, using a colony as the setting. Game isn't intended for that it seems. They are living inhabitants of each RimWorld colony, and the primary goal of the game is for the player to properly manage I'm always confused why I see stockpile zones instead of shelves for mega-colonies like this. No struggles, at-least 10 of the colonists are "soldiers" fully bionic that can take on any number of So far the secondary colony is receiving significant start-up aid and has taken over dye production. I'd also suggest the set-up camp mod. As the title suggests, I'm looking for playthrough ideas that aren't necessarily extremely difficult, like ice sheet colonies. But it already seems like a pain in the butt. So it was like, you're on your own now boys! They found an abandoned ruin where they made their new mining camp and There are any number of reasons why someone may want more than one colony, but if threat event challenge ratings scale individually for each colony, then you may just want Execute your strategy and improve your colony’s chances of survival while unlocking the mysteries of this alien world. Yeah, there’s two sets of events for two colonies. But with dozens of colonies over the alphas, I've hit a wall in terms of creativity. The idea that I have is that the colony will be split into 2-3 casts of people divided by ideology but living in harmony. To make up for that slaves don't require recreation and have a big boost to mood. Please read the sidebar Set the blindsight precept to respected so people don't get mood penalties for sight and only a -8 in opinion, then blind only colonists that don't do skilled labor, pawns that are on anima tree duty or clean/haul aren't affected by blindness. At the beginning when all you have to your name is what you landed with - your colonists expectations should be super low and that would manifest as permanent mood buff that only diminishes if your colony got wealthier. It's a bit sad but blinding valueable colonists is . Is it Get the Reddit app Scan this QR code to download the app now. Or check it out in the app stores   get all your RimWorld content here! Sometimes they actually accomplish something before being killed and half the time my colonists don't get a mood debuff when they finally do get killed somewhere on the other side of the planet. The title basically sums it up. If I start another colony, it's to mine components, maybe steel/gold/plasteel quickly. Now that I know about it and try to put the right people in the right colonists are a little more intelligent in that they will in fact pick up some ammo that works with the gun if its available. I started with six colonists and am trying to increase my colony’s population by reproduction. If you've got a colony big enough to reach the building limit, why not use the most space efficient Tips on Running Multiple Colonies. I want to get dozens of colonies all over the planet with roads and I started a little mining colony a few tiles away with a trio of my rejects, and it is kinda neat gameplay wise. you can solve this by placing a secondary meal stockpile zone right near the door of your freezer, or much more easily you can set their meal plan in the Assign tab to restrict them from eating raw food. If that is still not enough then choose rituals of Ideology that can result with pilgrims joining. The options on it seem simple enough, but in my mid game colony, I’ve only found the cut wood function partially useful. a close base doesn't help There's usually a core group of 10-20 colonists that are my starting colonists and first recruits that I care about and follow closely, and the rest are support staff and caravan runners I don't pay Does anyone actually run multiple colonies at once? Just something I was thinking about. I have played this for some hours and I find it very hard to get the numbers up. You can raid ideology worksites in the meantime. Drafting and undrafting doesn't seem to help, any idea what mod could've caused this? Playing on 1. Usually my constructor as I'm not building anything What can I have my not so busy colonists do to have them be useful And is it bad for colonists to be idle? I've got a lot of experience with big colonies. it's the easiest way to increase your pawn numbers in vanilla, too, as it's The last time I played I built a traditional double-walled colony with realistic defenses in Cassandra + Casual (i. Rimsential Homebound is essential imo to make playing a huge colony run fast enough. So there's little observable difference between a 40 If I'm leading a group of people to build a colony in a hostile land, you bet I'm looking for easy access to water, roads and shelter. Depending on your development level, if you can build transport pods, it can be a very effective way to transport pawns and stuff quickly both there and back. a far base can be a good stop for caravans, but is difficult to transfer pawns/items back and forth. EDIT: the secondary stockpile zone will only work if your Of course, everyone knows about the general dug-in mountain base, or the walled-off colony, or even a simple town. Even if far worse than useless, they'll be good meat bags for raiders to shoot at anyways, so the colonist count goes up to 18. This latest run has a goal of setting up a medieval Colony wealth at 1. I’ve been for a short bit of time now and in my current save none of my colonists are eating the vegetarian fine meals at all, the only way they would eat them is if I manually force them to (there seems to be no negatives when I do so so I don’t think it’s there preference in food type) even to the point of starving on a caravan when only those meals are left. I often find myself building the same colony over and over with a Colony feels huge and inefficient, and I'm struggling to make progress. And to top it off for first like 15 days your colonists have an additional "new colony optimism" mood buff. I thought it would be an interesting challenge run since you would need transport pods to reach anything, you couldn't do any missions or trade early on, and you The plane analogy kind of falls apart with the distance, because even plane trips across the world don't take more than a day, and the Rimworld Colonists were on ships that can take thousands of years to reach their destination (depending on what the ship AI does, it says when you escape that it doesn't just go from point A to B and will do 10 votes, 11 comments. Is this a bug? it's happened before on different saves. What do you guys find to be an optimal Discussion, screenshots, and links, get all your RimWorld content here!. They end up inadvertently prioritizing the dirt in the areas closest to the cleaning pawn's bedroom and dining area. It's worrying. Slaves have a 15% global work speed as well as general labor speed penalty so pretty much everything that isn't hauling/cleaning takes them 15% longer than regular colonists. Goods are sent back and forth between the secondary colony and the main colony by truck or cargo aircraft. I try to keep it under 60 or so animals. So I'm planning on starting a new colony tomorrow. All colonists dead is a loss. Hey guys, is there a way to remove colonies from the worldmap using developer mode? (I'd also use mods if anyone knows a helpful mod) I'm trying to remove Anroid Tiers from my current colony, this worked once before where I had a mod to remove colonies from the world map but I can't find that mod anymore. But slavery exists now, and every useless pawn has a use as a throwaway lackey. Having errors spammed is NEVER a solid base for any mod-setup - even if the user doesn't realize that something might be wrong, often they just aren't aware that things are breaking in the background. If you're Do you plan out square buildings and right angles everywhere, or do you just add rooms and buildings organically as your colony grows? Using alfa genes and the DLCs, to make a bee colony only relaying on alfa bees, trying to mimic a IRL bee hive hierarchy, separate soldier and workers (mostly men, Colonists are the main protagonists in RimWorld. Well - there's always a way to find out. e. I used to do 15-20 colonists, but that was when I did not fully understand about minor and major passions. I prefer a “quantity over quality” play style because I can have two or three redundant pawns for each job, so if I lose one or two, it won’t wipe out the colony. I sometimes get 1 new colonist in 2 real time hours or smith like that. do you generally want specific colonists doing only specific jobs, or do your colonists do more of the jobs they are skilled in? If a skill is approaching 20, the colonist is going to do that job and nothing else until they achieve that golden number. If you make a scenario that you start with 20 or 30 colonists for example, you will have problem because you will have to manage the construction of the colony etc etc. On realising my mistake I had all three colonists walk to the edge of the map to exit; not a shot fired. Hey folks, I am fairly new to Rimworld and have a few questions: how do you acquire so many new people and how long does it take? Context: I have seen a lot of screenshots with 10+ colonists easy. At what point do you consider the game midgame Welcome to Destiny Reddit! This sub is for discussing Bungie's Destiny 2 and its predecessor, Destiny. The first and second colonists to exit the map vanished of the face of the planet - literally gone!? No trace of them anywhere except a bound piece of Pack up and leave with a caravan, its as simple as that. it's fun because without having to give up your current colony you can start a new one, so it's like an end game option, usually. But colonist count is the primary issue here. your colonists being those living inside you and doing your work. My permadeath colony has taken many beatings, and has brutal turnover rates for new recruits/slaves, but my melee god is still bringing glory to Khorne with a burning passion. You need more pawns to clean, or else bionic-ify that cleaning pawn: arms, legs, spine, adrenaline ribs (in EPOE). A superior or excellent quality bed will raise the comfort of the colonist sleeping in it to the highest level (Lower part of the highest level for superior, max for excellent, IIRC), which will give the colonist a +10 mood bonus (Until it decays, but it'll still be a good albeit gradually decreasing buff for the rest of the day). I feed my colonists with lavish meals and my royalty with desserts and gourmet meals. Usually my constructor as I'm not building anything What can I have my not so busy colonists do to have them be useful And is it bad for colonists to be idle? There're discussions around. The three colonists I sent away to mine were all captured raiders. Usually, just 7 unique colonists I cherish, the extra rest are just assistants for them, so usually 11 colonists at the end. You play as the colony, sort of, more like the collective consciousness of your colonists. I miss events in the main colony like my doofus psychopath starting fights or hunters getting ambushed by bears. Discussion, screenshots, and links, get all your RimWorld content here! Members Online. raleexrz yrxpwdm myysww xgdm vjgrm fwlww adcp gljljr gnqoa bmu