- Joined
- Jul 18, 2016
This is dumb, autistic, and other homonyms for stupid. But I thought, "hey, wouldn't it be fun to play Rimworld and see if I could last longer than the Tranch?" Fair warning: my knowledge of the Tranch and the expanded universe is shaky at best. So apologies if it doesn't conform to the exact specifics of the actual people.
For those of you who don't know what Rimworld is all about, I will allow an African warlord to explain:
With the Ideology DLC, and some additional updates since Sseth's video, playing as the Unicorn Ranch seems possible. Our objectives are simple: Survive for 5 years (longer than the Tranch has been in business), and don't decimate the land (so as long as it's not our fault, we're good), and keep our first three colonists alive. Let's get rolling:

We're going to use Randy Random as our storyteller, so events will just...happen. We're playing on Strive to Survive, a difficulty with some teeth. And we're doing Committment, aka Permadeath mode. So I can't just reload if someone dies-shit's gonna happen. Deal with it.
I have a LOT of mods, including ones that add Mass Effect and Lovecraft specific "factions" and races to the game. They won't have any bases here, instead, I've rolled for the more "default" factions while also allowing a few extras. I made the decision to land in Arid Shrubland, to reflect the terrain of the tranch (flat, not a lot of vegetation, etc).
Now we get to the fun part: Ideology.

With a custom ideology, we can mix and match beliefs in fun ways. It allows you to do things like make a cannibal tribe, or a nudist tribe, or naked cannibals that long for cybernetic implants. We're going to be doing the following: One, Rancher, which requires us to keep and maintain a large herd. Also, we don't like eating plants, so we're going to be stuck with mostly forage since we don't mind eating it, we just don't grow it. This will be compounded by having Alpaca be a "venerated animal", which gives everyone a significant mood debuff when they die or if we eat them. Second, transhuman. This will unlock several buildings for us...and it's assumed we use them, or they get mad. It was the only way I could represent transgenderism. Finally, Female Supremacy, meaning our leader and our "Moral Guide" will be female. The Animals Specialist role (unlocked because we're Ranchers) can be male. I've added a few other things that may come up during the run.
Now, character creation. Normally, colonists are randomly generated. I am using a mod, "Prepare Carefully", to allow me to pick and choose. Since I can only pick 3, I am picking the current "big names" in the tranch: Penny, Kevin, and Jen. And yes, they are going to be far more capable than the actual members of the Tranch...but they're also be facing real threats, so, it balances.
First, Kevin:
For some reason the game decided to make them all brown skinned. I can't figure out how to change this, go away. Kevin is sadly going to be more capable than he is in reality, he will have lots of artistic talent, but be incapable of "dumb labor" and plants due to background. I chose this since he's the most pampered member of the tranch, and he does seem to draw on occasion? He is, however, greedy, which means he will want the best room, and he is also possessed of an annoying voice, which will make everyone hate him. Yay. The high artistic will help him make his room the best, at least.
Now, Penny:
(Original image lost, accept this substitute)
Could not have asked for a better selection of random traits. I wanted Chemical Interest, but was unsure about others. The game gave me Chem Interest for free, and also slapped Penny with "Slow Learner" (reduced XP gain) and "Rebel" (occasionally forgets her orders if I tell her to do something and does her own thing). For background, I decided on Cult Child, which prevents her from doing Research or making her own drugs and reflects her (current) desire to make her own cult. I paired this with "Deserter", which is meant to reflect military desertion, but I figured it fitting. Don't worry about her shooting skill, Rimworld has such crazy RNG she won't be that much of a dead-eye.
And finally, Loathsome Dung Eater Jen:
I am far too nice to Jen. Since "shit eater" isn't a trait (and I'm not modding in anything that might approximate it!) I give her the Iron Stomach trait instead. She'll never get food poisoning. I leave the Pessimist trait, however, for the challenge. Background: Sickly Child (again, Loathsome Dung Eater) and...Chef. I'm doing it precisely to give you all nightmares. MWAHAHAHAHHAHAHAHAHA!
With our characters built, it's time to crash land.
We end up crashing on a nice riverbank, with plenty of resources and some fertile ground nearby. However...

We have a friend. This is an Incinerator, from the expanded Mechanoids mod. It doesn't like us, the mechanoids are completely hostile to human life (and insectoids, but that's later.)

However, there's an area farther away, some small ruins with extra supplies. We'll be starting over there, and hopefully, the distance will prevent us from pulling aggro from the Incinerator. Also, there's a small way around the "incapable of hauling" Kev has, he will haul if it means bringing material to a job he takes on.
I end up being correct, even one of our Alpacas get close, but we manage to pull them away before the droid goes insane. Work begins on our shelter, we'll need to pull our supplies out of the open before it all deteriorates. Luckily, food will be easy, since we have a lot of "Packaged Survival Meals" that should last, both the 50 we start with and the ten or so scattered around. Plenty of grass for the Alpaca before we start planting haygrass. During construction, I notice that Kevin is already trying to insert his sexual deviancies into this survival situation by flirting with Jen. The game says he "brags about his own clothes", but Jen turns him away-likely because Kev immediately stole the flak vest and flak pants despite being the worst shot in the group and holding the Revolver while Jen and Penny have a Crossbow and a Bolt-Action Rifle respectively. Regardless, work continues...

End of first day, our shelter is mostly prepared. We have a hitching spot for the Alpacas, so our objective tomorrow will be a proper pen to help protect from predators. Also, a Coyote killed and ate an iguana, but took so much damage from the iguana that he may be dead next morning. Will report back. (Each of these posts will be about a full season worth. 20 posts for 20 months, since each month is its own season and each month has 15 days). We don't work in the dark, so, time to sleep.
The biggest issue with Rimworld is that early on, it's pretty boring. Until visitors and traders come and you start establishing rapport, you're kind of just building and farming (or ranching).

Speaking of visitors, our first one is from the local Nudist tribe. He's just passing by, but I do have a mod that lets me asking him about quests. We don't have the manpower to spare for the quests he offers, but we talk to him and that's good. He passes by unscathed, despite having his willy out. After speaking with this strange naked man, Kev (who went to talk to him) experiences an Inspiration and wishes to mine a bunch of blocks. Works for me, I'll mine out the mountain next to me, get some Gold and Compotents. However, at the dawn of the new day, I get a message that relations with the Nudist Tribe (the Cervexa Treaty) are upset because a member died. He aggro'd the Incinerator, and somehow, this is my fault.
Next step is to get a stonecutter table, to make stone blocks for future expansion (wood and steel is running low) and also for artwork. This requires some woodcutting, however, it got interrupted...by Heartless.

I forgot to mention just how much I have Rimworld modded. And even worse, we have a big one, a Darkside. This is usually a death knell for runs, but this time, we have an ace in the hole...the left alone Incinerator gets attacked first!

Hard to see, but a Shadow is in front of that Incinerator, getting roasted. The Shadows engage in melee, along with the Darkside, and while the Incinerator takes some hits (going down to 70%), he manages to kill the shadows and sets the Darkside on fire. This causes panic, causing the battle to be extended, and leaving my colonists the hell alone. After the fire goes out, it becomes a melee battle between the two as the Incinerator doesn't finish the job.

Without noticing, Jen gets jumped by a Dilophisaurus. This requires me to draft the whole colony, and open fire. It wasn't a hunt, the dino just has territory it defends as it's the same faction as the Incinerator. It retreats, and Kev is able to rescue Jen as Penny provides covering fire. Ignore the evil looking tree there, that's part of the Lovecraft mod.
Penny gets 3 good shots out of 6, leaving the dino to bleed out in 14 hours. This is satisfactory. Jen is not doing well, and has lost her second right toe, but she should survive with Kev's medical treatment...oh god, I'm trusting Kev to keep Jen alive. Still, it's good news, and what's even better is that the Incinerator killed the Darkside!

Sadly, they're all rotten from the disease of Scaria, so no free meat for me. However, the Incinerator is so wounded that cleaning him up should be a breeze. I decide to send Penny out to finish off both the dino (which she manages with some minor scratches) and the Incinerator (which she does with ease). Jen is pretty badly hurt and will be out of commission for a while. However, we end up building a research bench, so I designate batteries as the first project (Batteries are always good unless you have the wood to run a wood-fired generator forever...and even then, they're still good). We have a windmill to provide power, but no backups for low wind situations. Hence, battery time.
Also, in all the excitement I plum forgot, but the alpacas celebrated our battle by fucking and pregnancy was had. Having sex while the world burns...In Rimworld, Alpacas take only about a week (6.66 days) to give birth. We'll get a lot of them, unless I figure out some way to separate them (I better).
Kevin manages to achieve his inspiration with a few days left to go. I decide to cancel the remaining mining order and have him go back to normal work priority, but with a much higher mining skill if I need it later (I will).

Dawn of the 9th day, we get a call from an Empire loyalist. She's being hunted by a fierce, aggressive, and powerful...sheep. We'll take this quest, with Penny, as she wouldn't let anyone but herself have a royal title...and Psionic Powers. This quest line is added by the Royalty DLC, and allows us to team up with the remnants of a small empire that managed this part of the galaxy once upon a time. Get in good, we can call for supplies, or a drop of mercenaries if things get too hairy. The honor we get is just enough to make someone a Yeoman, with one psychic power and no permits to call for aid. But, we'll get there. The dame is called Nosesre and she's an Industrial Engineer. She'll be with us for all of half a day, don't get too attached. She does have a psychic power that can help, "Blinding Pulse", which can make the sheep go blind before it hits her. Luckily, she'll make it to us first.

This one I gotta show, though. The sheep got into melee range of Penny, before she fired her last shot...and blasted its head clean off. Sadly, the disease turns it rotten, so we can't use it (damnit). The shuttle arrives shortly after, but our guest uses her skills to build the art bench for us, and then she heads off.
At the end of the day, we welcome our first caravan trader: A Bulk Goods trader from an Android Enclave, which somehow just auto-generated without me asking. Well, bulk goods usually means we can sell off the small amount of leathers we picked up from the animals, and maybe pick up some things too.

We are able to do just that. Selling the leathers, plus an old Synthtread Apron Kevin gave up when he put on the armor, lets me buy a breeding pair of Turkeys, and a bunch of chocolate. This will help with recreation, they can be amused by telling them to go eat a piece of chocolate, and they'll also do it on their own.
Kevin completes his first sculpture, a Limestone Sculpture named PVVII85X with Gazelle. It depicts Penny hunting Gazelle, which is what I'm having her do right then. And he's already on to the next one, but installing it in his room should finally shut him up about wanting an impressive room...
By the 12th of Aprimay, we get threedevelopments. One: We finish researching batteries. I decide on Geothermal being the next project, since we have a steam vent right next door to us, and Jen is actually very fast on the research. Two: Malefactor gives birth to a new Alpaca. Three, Penny becomes the Moralist of our colony, as she has the highest Social skill at a whopping...2.65.

Ideology added rituals that can be done to perform certain things. In this case, assigning a role is a ritual. There is at least one participant, so it's successful. Now, Penny wishes to garb herself in Rags because I forgot to edit the clothing desires of this role (whoops). As a sort of acknowledgement, I have the rags made out of the leather of the gazelles we hunted.
A random Asari trader walks in (damnit I turned them off!), and she has a very seductive offer: Luciferium. Luciferium is incredibly powerful medical mechanites in pill form, however, once you take a dose, you're hooked for life and will die if you can't get more. And you can't make it, either. I decline to purchase that, but I do buy the extra bowls of Chirashizushi she has. Meanwhile, Kevin's artistic skill is paying off as he makes a Masterwork Bone Sculpture (Note: Bones aren't usually a thing in Rimworld. They came from the "Rimworld of Madness" series of mods, which means if you want to build a home out of the bones of your enemies, you'll need to put up with horror elements).
Luckily for our colonists, nothing significant happens for the rest of Aprimay. Kev insults Penny's food preferences at one point, to which I say "buddy, wrong target". We still have a lot to do, but we're well on our way.
Next episode: Fixing power problems, a bigger pen for the animals, maybe animal separation, and a ritual: The Hullabaloo of Femininity!
For those of you who don't know what Rimworld is all about, I will allow an African warlord to explain:
With the Ideology DLC, and some additional updates since Sseth's video, playing as the Unicorn Ranch seems possible. Our objectives are simple: Survive for 5 years (longer than the Tranch has been in business), and don't decimate the land (so as long as it's not our fault, we're good), and keep our first three colonists alive. Let's get rolling:

We're going to use Randy Random as our storyteller, so events will just...happen. We're playing on Strive to Survive, a difficulty with some teeth. And we're doing Committment, aka Permadeath mode. So I can't just reload if someone dies-shit's gonna happen. Deal with it.
I have a LOT of mods, including ones that add Mass Effect and Lovecraft specific "factions" and races to the game. They won't have any bases here, instead, I've rolled for the more "default" factions while also allowing a few extras. I made the decision to land in Arid Shrubland, to reflect the terrain of the tranch (flat, not a lot of vegetation, etc).
Now we get to the fun part: Ideology.

With a custom ideology, we can mix and match beliefs in fun ways. It allows you to do things like make a cannibal tribe, or a nudist tribe, or naked cannibals that long for cybernetic implants. We're going to be doing the following: One, Rancher, which requires us to keep and maintain a large herd. Also, we don't like eating plants, so we're going to be stuck with mostly forage since we don't mind eating it, we just don't grow it. This will be compounded by having Alpaca be a "venerated animal", which gives everyone a significant mood debuff when they die or if we eat them. Second, transhuman. This will unlock several buildings for us...and it's assumed we use them, or they get mad. It was the only way I could represent transgenderism. Finally, Female Supremacy, meaning our leader and our "Moral Guide" will be female. The Animals Specialist role (unlocked because we're Ranchers) can be male. I've added a few other things that may come up during the run.
Now, character creation. Normally, colonists are randomly generated. I am using a mod, "Prepare Carefully", to allow me to pick and choose. Since I can only pick 3, I am picking the current "big names" in the tranch: Penny, Kevin, and Jen. And yes, they are going to be far more capable than the actual members of the Tranch...but they're also be facing real threats, so, it balances.
First, Kevin:
For some reason the game decided to make them all brown skinned. I can't figure out how to change this, go away. Kevin is sadly going to be more capable than he is in reality, he will have lots of artistic talent, but be incapable of "dumb labor" and plants due to background. I chose this since he's the most pampered member of the tranch, and he does seem to draw on occasion? He is, however, greedy, which means he will want the best room, and he is also possessed of an annoying voice, which will make everyone hate him. Yay. The high artistic will help him make his room the best, at least.
Now, Penny:
(Original image lost, accept this substitute)
Could not have asked for a better selection of random traits. I wanted Chemical Interest, but was unsure about others. The game gave me Chem Interest for free, and also slapped Penny with "Slow Learner" (reduced XP gain) and "Rebel" (occasionally forgets her orders if I tell her to do something and does her own thing). For background, I decided on Cult Child, which prevents her from doing Research or making her own drugs and reflects her (current) desire to make her own cult. I paired this with "Deserter", which is meant to reflect military desertion, but I figured it fitting. Don't worry about her shooting skill, Rimworld has such crazy RNG she won't be that much of a dead-eye.
And finally, Loathsome Dung Eater Jen:
I am far too nice to Jen. Since "shit eater" isn't a trait (and I'm not modding in anything that might approximate it!) I give her the Iron Stomach trait instead. She'll never get food poisoning. I leave the Pessimist trait, however, for the challenge. Background: Sickly Child (again, Loathsome Dung Eater) and...Chef. I'm doing it precisely to give you all nightmares. MWAHAHAHAHHAHAHAHAHA!
With our characters built, it's time to crash land.
We end up crashing on a nice riverbank, with plenty of resources and some fertile ground nearby. However...

We have a friend. This is an Incinerator, from the expanded Mechanoids mod. It doesn't like us, the mechanoids are completely hostile to human life (and insectoids, but that's later.)

However, there's an area farther away, some small ruins with extra supplies. We'll be starting over there, and hopefully, the distance will prevent us from pulling aggro from the Incinerator. Also, there's a small way around the "incapable of hauling" Kev has, he will haul if it means bringing material to a job he takes on.
I end up being correct, even one of our Alpacas get close, but we manage to pull them away before the droid goes insane. Work begins on our shelter, we'll need to pull our supplies out of the open before it all deteriorates. Luckily, food will be easy, since we have a lot of "Packaged Survival Meals" that should last, both the 50 we start with and the ten or so scattered around. Plenty of grass for the Alpaca before we start planting haygrass. During construction, I notice that Kevin is already trying to insert his sexual deviancies into this survival situation by flirting with Jen. The game says he "brags about his own clothes", but Jen turns him away-likely because Kev immediately stole the flak vest and flak pants despite being the worst shot in the group and holding the Revolver while Jen and Penny have a Crossbow and a Bolt-Action Rifle respectively. Regardless, work continues...

End of first day, our shelter is mostly prepared. We have a hitching spot for the Alpacas, so our objective tomorrow will be a proper pen to help protect from predators. Also, a Coyote killed and ate an iguana, but took so much damage from the iguana that he may be dead next morning. Will report back. (Each of these posts will be about a full season worth. 20 posts for 20 months, since each month is its own season and each month has 15 days). We don't work in the dark, so, time to sleep.
The biggest issue with Rimworld is that early on, it's pretty boring. Until visitors and traders come and you start establishing rapport, you're kind of just building and farming (or ranching).

Speaking of visitors, our first one is from the local Nudist tribe. He's just passing by, but I do have a mod that lets me asking him about quests. We don't have the manpower to spare for the quests he offers, but we talk to him and that's good. He passes by unscathed, despite having his willy out. After speaking with this strange naked man, Kev (who went to talk to him) experiences an Inspiration and wishes to mine a bunch of blocks. Works for me, I'll mine out the mountain next to me, get some Gold and Compotents. However, at the dawn of the new day, I get a message that relations with the Nudist Tribe (the Cervexa Treaty) are upset because a member died. He aggro'd the Incinerator, and somehow, this is my fault.
Next step is to get a stonecutter table, to make stone blocks for future expansion (wood and steel is running low) and also for artwork. This requires some woodcutting, however, it got interrupted...by Heartless.

I forgot to mention just how much I have Rimworld modded. And even worse, we have a big one, a Darkside. This is usually a death knell for runs, but this time, we have an ace in the hole...the left alone Incinerator gets attacked first!

Hard to see, but a Shadow is in front of that Incinerator, getting roasted. The Shadows engage in melee, along with the Darkside, and while the Incinerator takes some hits (going down to 70%), he manages to kill the shadows and sets the Darkside on fire. This causes panic, causing the battle to be extended, and leaving my colonists the hell alone. After the fire goes out, it becomes a melee battle between the two as the Incinerator doesn't finish the job.

Without noticing, Jen gets jumped by a Dilophisaurus. This requires me to draft the whole colony, and open fire. It wasn't a hunt, the dino just has territory it defends as it's the same faction as the Incinerator. It retreats, and Kev is able to rescue Jen as Penny provides covering fire. Ignore the evil looking tree there, that's part of the Lovecraft mod.
Penny gets 3 good shots out of 6, leaving the dino to bleed out in 14 hours. This is satisfactory. Jen is not doing well, and has lost her second right toe, but she should survive with Kev's medical treatment...oh god, I'm trusting Kev to keep Jen alive. Still, it's good news, and what's even better is that the Incinerator killed the Darkside!

Sadly, they're all rotten from the disease of Scaria, so no free meat for me. However, the Incinerator is so wounded that cleaning him up should be a breeze. I decide to send Penny out to finish off both the dino (which she manages with some minor scratches) and the Incinerator (which she does with ease). Jen is pretty badly hurt and will be out of commission for a while. However, we end up building a research bench, so I designate batteries as the first project (Batteries are always good unless you have the wood to run a wood-fired generator forever...and even then, they're still good). We have a windmill to provide power, but no backups for low wind situations. Hence, battery time.
Also, in all the excitement I plum forgot, but the alpacas celebrated our battle by fucking and pregnancy was had. Having sex while the world burns...In Rimworld, Alpacas take only about a week (6.66 days) to give birth. We'll get a lot of them, unless I figure out some way to separate them (I better).
Kevin manages to achieve his inspiration with a few days left to go. I decide to cancel the remaining mining order and have him go back to normal work priority, but with a much higher mining skill if I need it later (I will).

Dawn of the 9th day, we get a call from an Empire loyalist. She's being hunted by a fierce, aggressive, and powerful...sheep. We'll take this quest, with Penny, as she wouldn't let anyone but herself have a royal title...and Psionic Powers. This quest line is added by the Royalty DLC, and allows us to team up with the remnants of a small empire that managed this part of the galaxy once upon a time. Get in good, we can call for supplies, or a drop of mercenaries if things get too hairy. The honor we get is just enough to make someone a Yeoman, with one psychic power and no permits to call for aid. But, we'll get there. The dame is called Nosesre and she's an Industrial Engineer. She'll be with us for all of half a day, don't get too attached. She does have a psychic power that can help, "Blinding Pulse", which can make the sheep go blind before it hits her. Luckily, she'll make it to us first.

This one I gotta show, though. The sheep got into melee range of Penny, before she fired her last shot...and blasted its head clean off. Sadly, the disease turns it rotten, so we can't use it (damnit). The shuttle arrives shortly after, but our guest uses her skills to build the art bench for us, and then she heads off.
At the end of the day, we welcome our first caravan trader: A Bulk Goods trader from an Android Enclave, which somehow just auto-generated without me asking. Well, bulk goods usually means we can sell off the small amount of leathers we picked up from the animals, and maybe pick up some things too.

We are able to do just that. Selling the leathers, plus an old Synthtread Apron Kevin gave up when he put on the armor, lets me buy a breeding pair of Turkeys, and a bunch of chocolate. This will help with recreation, they can be amused by telling them to go eat a piece of chocolate, and they'll also do it on their own.
Kevin completes his first sculpture, a Limestone Sculpture named PVVII85X with Gazelle. It depicts Penny hunting Gazelle, which is what I'm having her do right then. And he's already on to the next one, but installing it in his room should finally shut him up about wanting an impressive room...
By the 12th of Aprimay, we get threedevelopments. One: We finish researching batteries. I decide on Geothermal being the next project, since we have a steam vent right next door to us, and Jen is actually very fast on the research. Two: Malefactor gives birth to a new Alpaca. Three, Penny becomes the Moralist of our colony, as she has the highest Social skill at a whopping...2.65.

Ideology added rituals that can be done to perform certain things. In this case, assigning a role is a ritual. There is at least one participant, so it's successful. Now, Penny wishes to garb herself in Rags because I forgot to edit the clothing desires of this role (whoops). As a sort of acknowledgement, I have the rags made out of the leather of the gazelles we hunted.
A random Asari trader walks in (damnit I turned them off!), and she has a very seductive offer: Luciferium. Luciferium is incredibly powerful medical mechanites in pill form, however, once you take a dose, you're hooked for life and will die if you can't get more. And you can't make it, either. I decline to purchase that, but I do buy the extra bowls of Chirashizushi she has. Meanwhile, Kevin's artistic skill is paying off as he makes a Masterwork Bone Sculpture (Note: Bones aren't usually a thing in Rimworld. They came from the "Rimworld of Madness" series of mods, which means if you want to build a home out of the bones of your enemies, you'll need to put up with horror elements).
Luckily for our colonists, nothing significant happens for the rest of Aprimay. Kev insults Penny's food preferences at one point, to which I say "buddy, wrong target". We still have a lot to do, but we're well on our way.
Next episode: Fixing power problems, a bigger pen for the animals, maybe animal separation, and a ritual: The Hullabaloo of Femininity!