Let's Sperg Rimworld: The Patrick Tomlinson Simulator - One Pig, One Meat Grinder, One Million sTalker Childs

AngeloTheWizard

Bringer of amusing Let's Sperg threads
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Friends of the forum, I come to you humbly offering a run of Rimworld starring our favorite shared lolcow (lolpig?), Patrick S. Tomlinson, purveyor of fine artisanal pepperoni, published author, and rotund spheroid. It's Rimworld, it's one pig, let's meet our star:

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This is our...humanoid. These traits should ensure that everyone absolutely hates him and that negotiating with him feels like a constant hostage situation. Meanwhile, I'm using a custom modded scenario, in this case, Lone Scrapper. Our pig found a derelict automated factory! And he'll be wanting to restore it to full functionality, because it's got a Meat Grinder and a Conveyor Oven. I actually lucked out and got what I wanted in the first roll, so hey.

Patrick is also equipped with a PDW, a P90-ish looking weapon, functions about the same.

On start up, I find our factor is in the middle of a lake. So the first couple of days start with gathering materials and fixing the walls. We get an immediate boon as well, as a caravan stops by on our third day to "trade" with Patrick.


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Here's where we were when the caravan came. Patrick gets the walls up reasonably quick to protect him from any stalkers.

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As it turns out, the caravan is a slave trader, and is willing to trade Patrick a child in exchange for a paltry amount of silver. The child is not dark enough for Patrick's tastes, however, he sees value in having a small pig slave around as the child is also a Pigskin. And the Advanced Components won't be used for much so...

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Happy Birthday, Gopug. Your life is officially over. We also get some rum to cover the cost difference as Gopug was only worth slightly more than a single advanced component.

With the factory enclosed and our items no longer decaying from being unroofed, next step is building a bridge to the mainland. We may need to move operations over there at some point. But that takes wood, so Patrick must resolve to be an expert woodcutter AND woodsmith, using toxic reclaimed wood...or just cutting down some trees, we're in a Boreal Forest after all.

Food is also a concern, but luckily, I have a fishing mod. Just need to make sure to keep the fish coming, and we'll be alright. There's no easy source of forage nearby, that may change with me moving the factory-and no way Patrick is doing anything as stupid as *farming*


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We're invited to name our settlement and our faction. I can think of no better names.


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We're also visited by another stalker, I mean trader, this one an exotic goods trader that has a pair of pigs for sale. Patrick accuses them of mental illness and felonious comparisons of him to a pig, but is happy to sell off these weird Magycite rocks for some Pumpkin Spice Coffee.

Luckily, the Pigskin genes means our colonists are satisfied with raw food, which will help things out in the early days as we get on our feet. Or hooves.


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Speaking of getting on our feet, a drifter comes in, asking, nay, begging for medicine for his sick pet. A trick! This must be a stalker! They're a pyromaniac, here to burn our factory to the ground!

Patrick responds the only way he knows how:


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Your life is already over, Stalker. Enjoy being turned into meat.

Unfortunately, I think I need to cut our first session short. Seems to be a bug that's preventing me from having Patrick do butchering, which is the whole point of this run, so gonna have to see if a reload fixes it. I'll do this every Saturday, not counting this week, until I inevitably get bored or it stops being funny. I'm also not going to be revealing just everything I have in the ideaology or have planned for later. You'll have to see that for yourself.
 
Is there a Torque Wheeler mod/perk that lets you build Susan?
 
Vehicles may be a thing but I'm not sure if they've ever been that good, even for mod work. I'll look into it.
it's ok but pawn pathing doesn't work well on something bigger than 2x2 dimensions for some reason so have fun wrestling with movement.

Have you tried the culinary mod? I remeber seeing pepperoni or pizza somewhere.
 
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Unfortunately, I think I need to cut our first session short. Seems to be a bug that's preventing me from having Patrick do butchering, which is the whole point of this run, so gonna have to see if a reload fixes it.
Is the bill on the butcher spot/table set to allow humanoid butchery? I think it's disabled by default, but it's been a while since I last played.
 
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Is the bill on the butcher spot/table set to allow humanoid butchery? I think it's disabled by default, but it's been a while since I last played.

The bill is set up fine, the kid slave can butcher just fine (that's a rare fucking sentence). It's specifically him, and specifically butchering. I think Character Editor may be having a bit of a stroke since the randomized pawn I turned into Pat (a fate worse than death I know) had a lot of "disabled work" tags, but usually a relaunch fixes it.
 
The bill is set up fine, the kid slave can butcher just fine (that's a rare fucking sentence). It's specifically him, and specifically butchering. I think Character Editor may be having a bit of a stroke since the randomized pawn I turned into Pat (a fate worse than death I know) had a lot of "disabled work" tags, but usually a relaunch fixes it.
In my experience removing "disabled work" tags will almost always be buggy as hell and never worrk.

It might be better to delete the traits/background disabling the work. Saving the pawns, deleting the pawns, and then making a copy of the saves.

Make sure to check their bio for shitty body parts/ temp buffs. Since saving the pawns turns it permanent.
 
Actually what turns out even weirder is it's just the "butcher creature" bill. I added other bills to the spot and Pat could do them too. I may consider doing a reroll, as the slave revolted during my experimentation and I have no idea if my auto save caught that since I decided to roll commitment mode.
 
Really wish there was an ideology mod where homosexuality could be apposed. I'd love having a homo purging crusade, but I guess modding gays out is all you can do for the mean time.
Actually find this weird they have all this complexity with ideoligions, but you can't have an opinion on gays...like, what?
 
Really wish there was an ideology mod where homosexuality could be apposed. I'd love having a homo purging crusade, but I guess modding gays out is all you can do for the mean time.
Actually find this weird they have all this complexity with ideoligions, but you can't have an opinion on gays...like, what?
I remember Tynan catching flak back in the day from games journos over how he handled sexuality (think it was stuff like female pawns spawning in with a higher chance of bisexuality and whatnot). It's not too surprising if he wants to touch that hornet's nest as little as possible, and game modders are, well, a lot of them are the usual suspects, so that limits the odds of a mod like that popping up.
 
Actually what turns out even weirder is it's just the "butcher creature" bill. I added other bills to the spot and Pat could do them too. I may consider doing a reroll, as the slave revolted during my experimentation and I have no idea if my auto save caught that since I decided to roll commitment mode.
Sounds like the pawn you modified into Pat may have had the "animal lover" trait, which forbids butchering specifically, and somehow that restriction wasn't lost when you re-rolled his traits. If you can't fix it, spawn another pawn with the Character Editor with no weird traits and just turn it into Pat. Old Pat can be ground into sausage, or maybe you could turn it into a sTalker illegally and feloniously impersonating Pat, who can Enjoy Prison in the back of the factory somewhere before being turned into Pepperoni. (You could give him the "ascetic" trait, which gives mood buffs from low-quality bedrooms, so he really would Enjoy Prison).

There is a "Vehicles Expanded" mod which works pretty well. You can build vehicles from parts or salvage them from debris. You can build a garage and everything and there's a car in the basic mods that goes quite fast but consumes a lot of fuel, so that could easily be Susan. I think there's a motorbike you can build too.
 
I suddenly realize all this discussion about butchering doesn't matter, we have an automated meat grinder that I can just stuff corpses into. We just need to power it up, and the machine will do it for us. I'm sorry you're so stupid, children.

The problem is, I have an expanded metals mod that forces me to actually make things like concrete, specifically, concrete mix will be needed to make a generator that can sustain the meat grinder. I could use Windmills, but that would need batteries to help with periods of low wind. Either way, Patrick is gonna have to put his 1.7 GPA to use, and do things like research!

Batteries will take less time, so let's go with that for now. There's also the looming threat of a slave rebellion...

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Thanks to the Realistic Ruins mod, we have a research table nearby. In the water. Don't ask how it works, we're just rolling with it for now. Pat is, however, slow going with his research, and is occasionally distracted by his pepperoni food stuff.

The food situation does force me into forcing my pawns to do nothing but fish for a moment. We need food, and sTalkers are not being forthcoming with their juicy meats. The nerve.


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I also only just now realized, the pet that every game gives you is named John. Patrick literally has a centaur named Pringles Can John. Sometimes, the universe is a funny fucker.

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A pair of travellers wander by. But, they're wearing legionnaire helmets and armor, and we know there's only one reason to cosplay as Romans: If you're Nazis! Patrick squeals and attacks!

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It doesn't go well. Despite getting the drop on them, and the legionnaires not attacking until they're half dead, the one with the knife manages to engage Pat in melee combat, negating his gun's advantage. Patrick dies because the child slave cannot do medical work, so he bleeds out while repeatedly insisting he fed those Nazis their own teeth.

Thus ends the first iteration of the Patrick Tomlinson Simulator. Come back Saturday for actual pepperoni, a better map, and more stalker childs!
 
I'm gonna double post, but this is my thread so fuck it. I think for the next iteration of the simulator, we should have some objectives, so we have a "Win" condition beyond me getting bored. Proposal:

Victory Condition 1: Build and maintain Susan, a custom car for Pat to drive around in.
Condition 2: Build a Half-Hovel worthy of the name, Patrick will have a bedroom built to the standards of a Duke (check here, scroll to the bottom for Duke requirements). We will ignore that one cannot become a Duke in normal gameplay.
Condition 3: Have the meat grinding setup and use it as the basis to form a business
Condition 4: Enough Money to pay Quasi, Lol. A total that payquasi.lol tells me is $70,932.92. So in the interest of fairness, and since Rimworld Silver is represented with the dollar sign anyway, we'll have to gather 70,933 Silver.

Once all four conditions are met, we can say that we have constructed the proper Patrick Tomlinson Simulator. We will start with the Naked Brutality start, which is gonna be tough, but that's the way I like it.
 
Right, so, the first iteration of this simulator was merely your delusions, stalker childs. On to the second, better save file (how many Patrick-isms can I fit in one post?)

Also, payquasi.lol keeps ticking up, it's gone up by about $43. We're keeping the original number (and we'll probably go over).

First off: Naked Brutality, Randy Random. Not entirely Naked Brutality, the plan is to add Patrick as a colonist and delete the other guy-adding Pat as a colonist after the game is loaded prevents any weirdness with inability to do certain work, it seems. Boreal Forest with a river, if I can manage it. The only decent spot is by some polluted areas, so Nikki's farts acidic smog will come through the area every 66 days, which is a little more than a year.

Starting Ruin

We decide to build our first room/house by fixing some ruins nearby. There's actually a better, larger room to the south that's all built, but Patrick is lured by the prospect of easy food, even if it's all gonna spoil in a couple days, he'll be able to gorge. You may already notice I'm not doing full Naked Brutality, leaving Pat naked and showing off his micropenis is a crime against all of existence. This also means he has his PS90, so he can at least fend off threats if Randy decides a raid is a great idea.

Built Ruin

We manage to make the area a little bit cozy, a small table, a stool to remind Pat of Hoolie's, and some free organs which will apparently never decay as long as they're inside. Your guess is as good as mine. Yes, that is a smelter and a lamp to the south. We'll probably expand and take over that area soon enough.

The next problem, however, is food. This stuff will only last us a little while, though luckily, there's some bearberry bushes nearby. They should keep for a while. We may have to build a greenhouse just to ensure we can get food in the cold months, and that means getting some power going. Which also means powerleveling Fat's construction skill, as even the easiest power generators require 4 Construction, and more steel than we currently have access to.

Further to the east, we find some ruins with steel based objects we can deconstruct for some quick steel. This should allow us to at least make a wood-fired generator, once we have the skill.

Randy decides to send us a strange asteroid, along with creatures known as Arcturan Sky Eels. It's a "strange shiny material", possibly Skysteel which is extremely beautiful, we may want it, but later. We have building and work to do. Patrick manages to botch some of it, namely picking the bearberries, so I'm out a few meals.

A Waster arrives to cut some trees in my colony. I don't intend to stop him despite the game making a big deal of it, the man is cutting one tree and is also a Dark Knight from FF14, I have no intention of stopping him. Fatrick is far more interested in nomming the rice nearby.

Getting all that spare food which will spoil in a month allows us to start working on some rice fields. Welcome to them, motherfucker. It's a small field, but it'll be enough for now. We need to get our hands on some glass to build a greenhouse, otherwise we won't be able to grow anything during winter. Glass skylights are a mod I have, very fun for this sort of build. I'll show it off when we get there.

Meanwhile, Randy decides it's time to be funny. These creatures are Shock Goats, capable of releasing static electricity bursts. Time for Pat and his PS90 to take to combat! Predictably, it goes badly, and Pat does more damage to the wall than to the goats. It's the rain, see, the rain is moving his bullets to the side, it's not that he's a terrible shot, those are your delusions.

Using the tactic of "open door, fire shots, go inside", Patrick manages to wound one of them on the second attempt and even gets some good bleedout going. He got insanely lucky, one of his three bullets hit the ewe in the heart, causing immense pain and bleed damage. As Pat finishes cutting some trees still on the inside of our structure, the ewe collapses and bleeds out in excruciating pain, and then there was one, just the ram.

While the ram continues to be a problem, one of the Tox Raiders, the same guys who came to cut a tree, show up in transport pods. Well, one guy does. But with the shock goat still manhuntered, this means that the two of them will fight instead of going after Patrick. Just like Pat to get random luck to save his ass...an Ambrosia Sprout also happens, but too far away (other side of the map) to be of any use here.

The damn goat actually moves too far away to fight the toxic Waster, so it's up to Pat to clean up the MAGA chuds who prefer wallowing in filth and taking psychite drugs. The Waster has a Bronze Kukri, which is cool, but means he's melee only. Pat has a gun and scores an early shot on the Waster's leg (pictured), meaning Pat is now faster than him. Only just, though. After leading Chef on a chase, Pat scores another hit to his arm, meaning his life is now already over, stalker. Another shot to the leg and the stalker is moving half as fast as Pat is. A few more hits, and his leg is torn off-Pat really likes shooting for the right leg.

One more shot into the right leg, and the stalker is taken down due to pain. I have him stripped and realize he only had a cloth apron, which is now tattered to the point of useless. Leaving it outside, Patrick settles in for a session of hiding under the fart blanket, as the screams of a dying man fill the area. We then celebrate by doing one of our ideology's rituals: We've set up an Ideology known as Pigman's Creed, and the Dance of the Pigs takes place every 3rd Jugust. Patrick, being alone, has a boring party.

And so the second better session begins, with more meat, more fat, and more stalkers being soundly defeated by Patrick's toughness. Not because he got lucky and ran like a coward while his foes bled out. Tune in next time, we'll either get the rice field actually growing, or have to fight that dinosaur that had a cameo in some of these shots...
 
You know what? Schedules are for fags, so let's do some more today. When we last left Pat, he had a boring dance party and was clearing a field for some rice. Also he had just killed a man and a goat. Or perhaps shot them and the blood did the rest, technicality and all. "No child, I did not kill them. I shot them and they failed to find medical care."

The thing about Rimworld is that it's very boring most of the time, punctuated by moments of chaos. It's great if you like watching pawns do a lot of stuff, but ultimately it's all the same tasks slowly being done to facilitate a bigger one. Eat, sleep, work, cycle. So not unlike Pat's own threat, constant repeats of the same task of stalker childing, punctuated by moments of complete Fatrick Retardation TM. Even that dinosaur decided to wander south, away from Pat and towards less greasy prey. No fun at all...

Another pig crashlands in the area, thanks to a transport pod crash. However, he is from an enemy faction, and is therefore a stalker child. Pat decided to leave him alone, and will only worry when it is time to butcher for nice, tasty meats.

Speaking of butchering, there's a dead wolf that Patrick butchers, then he goes to sleep. As he sleeps, a beggar wanders in asking for 30 silver. At the same time, a doe goes completely mad. I didn't even get involved, this just sort of happened. The doe knocked the beggar with the axe down, but both are bleeding out. Patrick makes no move to save either, especially as the beggar has a 17 in Intellectual and could blow his books out of the fucking water.

Thanks to my RimWar mod, a Scouting party is marching on us. I get advance warning of about...two minutes. Time for a real fight, no one to save Pat this time.

It's hard to see, but this is a Neanderthal, wearing only a mask, and...fat. Not Pat levels, but close. Also, he's a Light Mage with a poison ability that hurts Pat the more he moves...so we're kind of stuck here, unless we want to die to poison. With the usual tactic removed, Pat is lucky enough to get an early shot to the arm. That'll make him fighting in melee harder. Another burst wounds the fat mage's leg, but he gets close enough to use another power...a shield! This makes things a lot harder, but our neanderthal is now on a bleedout timer before Pat takes any real damage. This could still go in our favor...

The melee is joined. Pat manages to break through the shield and get another hit on Scorpion, a total of five hits, before Scorpion can land one decent bruise on Pat. Scorpion can apparently chain cast shields, so this becomes a bit of a dragged out fight. The poison fades for a moment and Patrick makes a break for it, managing to get another shot off before Scorpion can refresh the poison (seriously how much mana do enemy mages have? He does have a Mana Potion Addiction so maybe he's just hopped up on drugs).

This Xenotype is already tougher than it has any right to be, add a shield and it just gets worse. This is the amount of damage Pat has inflicted on the guy and he still. Won't. Go. Down.

Finally. And he is on Mana Potions, damn. We take those, those are good selling. The rest, not so much.

As if being rewarded for all the fighting, our very first wanderer joins: Mike "Anarchist" Mudgett. A former military cadet, he is now just an ordinary colonist. He's good at crafting, mining, and fighting, so he obviously wants to be a Dwarf. As he gets to work hauling things for us, I get to work planning out the space for Pat's dream room. The size needs are easiest, and I go for a 6x6 room for a total of 36 area to make it easier to cram in all the stuff I need. Which will be put up in time.

In order to get other things working, we need steel. To get steel, we need iron, to make a smelter so we can make steel. To make a smelter, we need iron and stone blocks. To get stone blocks, we need a stonecutter table, which also needs iron. Luckily, we have an iron vein close ish (it's across the river but it's fine). Mike gets started on that as Pat works on his "reclaimed wood" projects. Mike is also the crafter, so we put the Stonecutter table in his room. Once in there, we quickly start cutting Limestone blocks, and he works like a maniac, churning out over 300 rapidly-which allows us to, with some more iron, get the smithy going as well.

An aerofleet goes mad, only notable in that it's a modded creature and it explodes into a small, easily managed fire when it dies. More interestingly, we have a visitor. He is carrying enchanted gear and seems to have stuff to trade. So, might as well give him a nice bed and buy some of his trade goods.

The smelter itself takes a couple days, but it's done. It won't let us fill it, I suspect it needs charcoal, and we can't make that without the smelter working. There's some coal in the hills north, but for now, I'm tired, it's 11 PM, that'll be for next time. Rimworld: Things get easier with more people, who'd have thought...
 
I was correct in thinking we needed coal, i mean duh. A little bit of mining and we have what we need. I immediately set a bill that will ensure we make more charcoal-goes to 100, and restarts the process if we dip to 50 or below (enough to fuel it at least once). We can also make concrete mix, which will allow us to make a wood-fired generator, enough to get the better smelter working and allow us to make glass, meaning the greenhouse is now a possibility.

Our visitor departs, and apparently enjoyed their stay, leaving behind a few aquamarine gems as a gift. How sweet of them.

As we're building shit, a slaver shows up. He shows up right next to us. Big mistake. Anarchist jumps into melee, and takes a nasty gash on his eye. Meanwhile, however, Pat has a meat shield and uses it to get a lucky shot on the slaver's eye, shooting it out. Some shots and slashes later and he's on the ground, bleeding out.

Almost as soon as the guy is dead, we get a request from the Broken Empire. They want us to help translate a book. Since it's a fallen empire, Pat thinks it's a Star Wars book and jumps at the opportunity. So for the next six days, this is no longer the Patrick Tomlinson simulator.

Anarchist is staying in bed to recuperate from his face wound and from being patched up by the greasy Patrick. Meanwhile, rivals from two factions arrive to kill each other. With no dog in this race, and Anarchist already wounded, I let them fight it out. The neutral peasant from the Empire of Reda takes an early advantage and kills his foe with a good few cuts, but not without taking some damage himself. And then, for extra fun, Tox Wasters land a drop pod right in Anarchist's room. Anarchist delivers a crippling blow to his liver, and kills the Waster in two hits. Some knife stabs need to be healed up, and the roof needs to be fixed...oi. Rough day.

As Anarchist heals from these wounds, a new area is revealed: one with a bounty of batteries, thanks to a lightning strike breaking down the door. If the fire clears up, we may have to grab those, thankfully we have some copper nearby to make power conduits so we can actually use the damn things.

The stress of it all gets to Anarchist, who decides to hide in his room. Wuss. We'll have to wait it out. He's better by nightfall, and the Catharsis bonus will prevent him from going too crazy again.

A rat decides to self tame. A little weird as there's not much a Rat can do, but eh. We can slaughter it, or keep it-taking suggestions for names. We also get a transport pod crash, but this time, her injuries aren't severe enough and we can possibly save Lilith Luxemburg. And compounding this, we receive and accept a quest to take care of a paralytic sheep. Lot of stuff happening down here...

More goddamn raiders! It's like they heard Pat was gone, so all the stalkers are coming to his house. This one has armor and a rifle, but he literally landed on Anarchist's head so the rifle's advantages are meaningless. The armor makes it difficult to hurt him, but we still get a few good hits in.

Yet another Neanderthal stalker attacks the hovel...but right as we needed him most, Pat returns, PDW in hand, ready to gun down the sTalker childs. We also get 10 bottles of something called Aspertif, which can apparently clean out your digestive system and let you eat more food. Pat is very happy about this, and plans on eating the entire Neanderthal once she's ground up, as this stalker is a lady.

The battle is alarmingly swift, and Biller, the sTalker, doesn't make a single successful hit. Pat lives his life long dream of gunning down a woman. They actually collapse in immense pain, which is new to even me.

Anarchist needs to level his crafting in order to make glass. And I need warm clothes for the rest of the colonists. So, with all this human leather laying around, we expand the electric smelter room into a bigger workshop, allowing us to put in a tailor bench. Parkas for everyone! (Leather is terrible for making cold insulated clothing, but it's what I have for now. I miss the Tranch and the Alpacas already.)

Finally, the greenhouse is ready. This is how it works: One, build a room around your growing zone. Two, put in a skylight using glass (with the Skylights mod). Three, install heater. The heater will allow the plants to actually grow, even in the worst cold. Now you have plants that can grow through winter!

We get a visitor: A vampire marquess, and their companion. They have a lot of silver and good stuff to sell, so we make some profitable trades and the Yeoman even fishes for us, what a nice guy! Though I'm not sure if we need to somehow feed the Marquess blood while he's here-Biotech introduced what are more or less vampires, and allow you to extract blood from people into blood packs to be used later. Like with organs, viability of blood is not a concern-hell, it doesn't even degrade.

We get a crafting Skilltrainer from the Yeoman, and use it to boost Anarchist's crafting from 5 to 11, meaning he's gonna make AWESOME shit now. We bring our session to a close on that-things are looking up, the early game hell has been survived, and we're slowly working on flooring Patrick's room which is great for power leveling construction. We may even make a throne!
 
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The advantage of being the only one suggesting a thing is getting to win by default. So it shall be decreed, the self tamed rat is now Bossman. Hilariously, no one in the colony has the experience to keep him tamed so Bossman will slowly go feral and release himself to the wild.

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This is resolved, temporarily, by a small quest of hosting a refugee for a few days. Since Patrick believes in open borders when it helps him, we accept, and it turns out, his Animals skill is sky high, along with his plants skill. You can also see we're working on getting a small windmill set up, in order to help charge the batteries.

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Sometime later, we get a message from a Phytokin-a plant person. She is being targeted by Stalkers too, and asks us for shelter. We are only happy to provide, since the stalkers attack immediately after. But even without her having a weapon, it's three to one. She's a smooth talker, but a self admitted misogynist. And female. Any members of the Beauty Parlor wanna suggest names for her? I admit, my knowledge of tumblrinas is lacking.


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Using the river to our advantage, the fight ends exactly how you think a fight with one guy charging three people, one with a firearm, would end. With the one idiot dead. Food time.

With more people comes more requirements. We need to put people into some roles. Specifically, we need a "Pig Priest" and a "Comedic Animal". While we can argue that Pat fulfills the Comedic Animal, we still need a priest, so why not a priestess? The Phytokin is selected, a small ritual is done, and now she has the ability to talk to people and reassure them that they're doing good, as well as help them get over bad memories.


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Another raid, this one a scouting party with a pump action shotgun. However, the wildlife is hungry in the winter months, so he gets jumped by a dinosaur. Predictably, it ends terribly for him, not so predictably it ends badly for the dino, so we now have a bunch of extra meat to go around.

We receive a possible quest to build a monument for a hostile faction-a faction that almost immediately after, raids us. I decide not to build their monument, the rewards are shit and we don't reward that sort of behavior here.

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Unfortunately, Bossman leaves us as easily as he came. A dakotaraptor thinks Bossman looks like lunch, and despite the valiant efforts of both Bossman and Patrick, Bossman's head is bitten off and the rat dies. Not without punishment, the dakotaraptor is bleeding out and will die the same day from multiple gunshots, but we are left mourning the loss of our favorite and only pet.

The winter is cold and unforgiving, friends. We will miss you, Bossman.
 
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