I've always wanted to have a place to talk about Rimworld shenanigans, but places like Discord or Reddit were just too busy to have a normal conversation.
So I came up with idea of this forum topic to share our stories from the Rim :3.
I've always wanted to have a place to talk about Rimworld shenanigans, but places like Discord or Reddit were just too busy to have a normal conversation.
So I came up with idea of this forum topic to share our stories from the Rim :3.
I've been trying to math out just how much food does a colonist need per day to survive indefinitely in space, since game treats it as a hard challange. Considering that standard farming and hunting is out of option, we are left with very few food sources:
Archean tree
If we assume that a single colonist eats 2 meals a day, it's:
1.8 Nutrients - which can be made from:
1.0 Nutrients of raw food of any kind
That makes the requirement of 20 raw rice per day to survive
Rice normally takes 3 days (or 72 hours) of growth time to get a harvest of 6,
making it 0.3 nutrients per harvest. Since plants rest for half a day, it takes 6 days to grow on normal soil, but since hydroponics boosts growth to 280%, that cuts our time to ~2.15 days to get the harvest.
One hydroponics basin has 4 tiles, making our food production calculation:
n ---> nutrients
4 * 0.3n / 2.15 = 0.558...n
That means, for each colonist aboard the ship, we need min. 2 hydroponics basins,
With that, the optimal hydroponics and sun lamp setup can support up to 12 colonist, with small surplus for random botched harvest.
It would still be wise to use some of them for stuff like healroot and psychite, if you got some colonist that are dependent on it
Since more often than not you will be met with mechanoids in space, getting consistent supply of raiders is very RNG - dependant. If your colonists allow it, it can at the very least supplenment hydroponics
Mild Spoilers ahead for some Oddysey content
The Archean Tree can turn any kind of surface into rich soil, even rocks hard surface of asteroids, as well as produce some oxygen to make plants and people survive. The soild it creats gives 140% fertility, meaning it takes 16 tiles of rich soil to sustain one person in terms of food. I've yet to get the data on its range of effect and speed it works, but it still needs a sunlamp for growth. I will probably update this as I get to that point in game and get some data on its' stats
I totally forgot about this in the original version of this. One paste meal only needs 0.3 nutrients instead of 0.5 nutrients. It means 66% gain on food production and making the ratio from:
6 hydroponics basins to 3 colonists
to
6 hydroponics basins to 5 colonists
Space on a gravship can be extremly limited at the beginning, so every tile matters.
Extended stay in orbit will take a lot of food if you have more then 3 colonists. Thus the need for optimizing food.
I also love dwelling into numbers in games, so I hope you find this usefull in some way or at least found it interesting <3
Please keep in mind that all of those calculations were done for vanilla Rimworld and don't include any mods for faster growth / better hydroponics or gene modifications that reduce metabolism.
I love this game so much
I haven't played in a while so I don't have much stories in my head right now, but I found on my disc small timelaps of one of my last colonies. (shortly after I recorded this I bought the religion DLC and started from beginning again [1])
I cannot find any screenshot of my nicer / better developed colonies
I guess it's a good reason to build another one XD
I also play in not very calculated way
Most of what I do is suboptimal on purpose
I prefer to colonies with cool vibe rather than well functioning ones (tho one on the timelapse is not the best example of that)
I usually just make peaceful gay-foxgirls oasis inside some mountain [2]
so like no cannibalism, no slavery, no killboxes
it still isn't very peaceful, but that's the beauty of living on the rim
the (often tragic) stories will find you, whether you actively search for them it or try to live peacefull farmers life [3]
Because of that I usually don't achieve much and rarely play at the late stages of the game.
I really like the wild west kind of part of the game, not so much droping-on-my-enemies-in-pods part of it.
I envy my colonists
Even so, after all of that, 15 years of adventures together, you find a moment to sit and fish together at coast of the ocean. Not a threat in the distance, just you and ocean.
While I'm at a point that some of my colonists may die of old age (some are hitting their 80s soon), all of them have lived lifes full of adventures and happiness.
So... 3 more years went by for my colony since the last post.
I finally decided on a more permanent place to live, since I feel like proper time off of fighting in space is needed. Grasslands seemed like the best option for animals to be raised
My colonists decided it's good time to multiply, and now they are raising 3 girls.
As of now, they are getting happy childhood, something so hard to get in the harsh world like this.
(Please don't mind the animals photo bombing. They are silly like that)
Thanks to being very close to the ocean, fish catching shows more 'Rare Catch' events,
one of which gave them Mechlord helmet (good), an item that is from very late game in terms of mechanoid progression and worth several thousand silver.
The only problem is that I don't have a mechlink, or mech remains to get one. Thanks to gravship destroying a map, it's a long lost item and I'm hoping that I get a quest with mechlink inside.
Once the kids grow up, I'll probably move on with ship, and upgrade it fully with gravfield extenders. Will I go for the new ending? I don't know, maybe? I don't really feel like shutting them down permanently, considering the loot I found.
Until then, cross your fingers that Randy doesn't throw meteors straight at my ship :3
(Disclaimer: Unfortunately I won't be able to provide pictures, I don't know how to convert pictures from my steam deck to my phone. ;-;)
After seven years of being constantly on the run from the planet's nearest mechive, the crew of Penrose-599 brace themselves to strike at the heart of the mechanical madness.
Age: 38
Chronological age: 161
-Baseliner
Childhood: Vatgrown Soldier
Adulthood: Human Computer
Notable Skills-
Shooting: 17
Melee: 11
Intellectual: 15
Incapable of:
Caring, Social, Artistic
Traits: Trigger-happy, Steadfast
First of all, we have Coco. She's been with us since the beginning of our adventure and has become one hell of a fighter, with a kill count of 219. At first, she had only fought for her own survival, following her escape from the tyrannical reigime that she had been forced to serve. But now it seems clear to me that now she fights to give her young daughter a better life, beyond running from rouge mechanoids. Throughout our journey across the rimworld Coco has been the one to push herself the hardest, being given scar after scar. If not for her extensive amount of cybernetic replacements, she'd be covered in them! These were provided by her ex-husband Rush, who hasn't been awfully happy ever since she divorced him to marry his friend Max, more on that later. Unfortunately, Coco took a bullet to the head in one of our raids into an orbital space station and haven't been the same ever since. She's been left with only 60% max consciousness and I fear that we won't be able to find a proper fix for it. Although Coco does still remain a brilliant soldier, outfitted with a unique rapid-fire charge rifle which goes well with her trigger-happiness. I better not forget how steadfast she is too, allowing her to participate in long, drawn out fights without triggering a mental break.
Age: 50
Chronological age: 159
-Baseliner
Childhood: Bodyguard trainee
Adulthood: Brigand
Notable Skills-
Shooting: 18
Melee: 11
Construction: 16
Animals: 10
Medical: 16
Social: 8
Incapable of: Artistic
Traits: Psychically dull, Too smart
Rush has also been with us since the beginning and he's had it a bit... rough with relationships. Of course, he was divorced by Coco (for pretty much no reason at all really, they were in a good relationship), but what really hit him the hardest was the death of his son Turner, a member of a gang of orbital raiders that tried to kill us and were subsequently torn to shreds by Nattsen, who has yet to be forgiven. We recovered the body so that when all of this is over we'll be able to give his son a proper burial. But besides all of his quarrels, he practically taught and raised his youngest daughter Leth by himself, with a little help from Max. Rush is a highly capable fighter who wields a unique sniper rifle and masterwork charge rifle (I have a mod which allows colonists to carry multiple weapons). He has an impressive skill for playing "Ding dong ditch" with enemy forces. I must also mention that he has a good few bionics, with his spine having to be replaced... twice.
Age: 43
Chronological age: 107
-Baseliner
Childhood: Orphan of war
Adulthood: Lone traveler
Notable Skills-
Shooting: 16
Melee: 8
Mining: 14
Cooking: 14
Plants: 15
Incapable of: Social
Traits: Tough
Nattsen is the final starting member of the crew, an excellent fighter who has also singlehandedly kept the entire crew fed (and for the majority of our journey, the only one keeping our cargo stocked). She recently married Dimitry who has had similar life prospects according to their backstories. She's been on mostly good terms with the rest of the crew, except for Rush, but they're starting to neutral out by now. Nattsen tends to spearhead assaults alongside Coco, without any bionic or genetic enhancements might I add. She does have to uniquely high damage charge rifle however, which probably helps a bit! ;)
(I mean, that's probably how turner died after one volley too but-)
Age: 20
Chronological age: (Null)
-Baseliner
Childhood: Colony Child
Adulthood: Colonist
Notable Skills-
Melee: 14
Crafting: 15
Medical: 12
Social: 11
Intellectual: 15
Incapable of: None
Traits: Fast learner, Tough, Jogger
The news that Coco was pregnant alarmed me, how were we going to give a child a decent upbringing on a ship being chased by death machines? Well, she survived alright, even if her first life lesson was that toxic air is bad for your lungs. She learned exceptionally fast and replaced her mother as our primary ship captain (who has a pilot assistant in her brain, by the way), along with becoming a great melee combatant, mastering a monosword to fight side by side with her stepfather Max. I didn't really like her getting married to Byte, who has known her ever since she was a child, but that's her choice I suppose. :/ Nevertheless, I think Coco and Rush are proud to have a kid like her. Leth is currently crafting everyone marine/locust armour and bionics for our final struggle against the mechive.
Age: 33
Chronological age: (Null)
-Baseliner
Childhood: Voyager child
Adulthood: Space researcher
Notable skills-
Plants: 14
Crafting: 13
Intellectual: 13
Incapable of: Social
Traits: Kind, Cannibal
Byte was a wanderer who had begged to join our crew early on in our adventure. We thought about turning him away since he didn't have much of a way to defend himself that he'd supposedly need to survive our journey, but he's been valuable member nonetheless, acting as a good co-pilot, freeing up Nattsen to do other tasks beyond farming and keeping our equipment up with the technological advancements that Coco made. When he joined us he also had a crippling psychite addiction, therefore he was a bit of a mental break problem whilst we helped him quit it, and of course he's a cannibal... but we haven't let him eat any humans so far, so I think he'll be alright.
Age: 48
Chronological age: 102
-Baseliner
Childhood: Medical assistant
Adulthood: Medieval sailor
Notable skills-
Melee: 14
Animals: 11
Medical: 12
Social: 11
Incapable of: Skilled labour, Firefighting
Traits: Teetotaler, Brawler, Quick sleeper
Max was also another wanderer who had begged to join us. He's essentially built to be a melee combatant with a his brawler trait, so he has the honour of wielding his own Zeushammer to scrap mechanoids with ease. When he's not fighting, he's up fishing at the break of dawn, or tending to the wounds of other colonists. Unfortunately a scyther managed to shatter his nose one time, but who needs a nose when you have a toughskin gland and bionic eye? Eh?
Age: 31
Chronological age: (Null)
-Baseliner
Childhood: Orphan of war
Adulthood: Mech war veteran
Notable skills-
Shooting: 16
Melee: 7
Mining: 12
Plants: 8
Incapable of: Caring, Social, Artistic
Traits: Tough, Nimble
Dimitri was the sole survivor of the raid Turner had been a part of, we captured and recruited him as he appeared to be the perfect candidate for our mission, a mech war veteran is obviously going to know a thing or two about storming a mechive. He is the proud owner of a masterwork charge rifle (note, we accquired these masterwork charge rifles from an underground weapons stockpile) and has fought valiantly alongside our main combatants, even marrying Nattsen of course. Unfortunately, Dimitri's father came looking for him with a raid party and was immediately pummeled to death by Max... (sigh... if only the people my crew cared about stopped raiding us...).
Age: 57
Chronological age: (Null)
-Waster
Childhood: Urbworld urchin
Adulthood: Recruiter
Notable skills-
Shooting: 13
Melee: 13
Social: 10
Incapable of: Caring
Traits: Slow learner
Skunk joined the crew after a shootout above a mega insectoid nest, most of her raiding crew had been mauled by insectoids by the time we stepped in to finish them off, we were impressed by how long she survived so we took her in. Since she's a slow learner she hasn't gained much skill since she joined but is still good backup to have around. She's has an assault rifle from surplus equipment but since we recent found a massive quantity of plasteel we'll be getting her out of the the ship-standard vacsuit and into marine armour (everyone has a designated jump pack/shield belt depending if they're ranged or melee), and we'll be Crafting her some neat bionic eyes to account for her recent cataracts. She gets along well with mostly everyone in the ship but is only a recent member.
Age: 31
Chronological age: (Null)
-Hussar
Childhood: Medieval slave
Adulthood: Actor
Notable skills-
Shooting: 16
Melee: 8
Construction: 5
Mining: 9
Incapable of: Dumb labour
Traits: Body modder, Psychically deaf
Philly joined us after we defeated her band of mercenaries for a quest reward, yet again being the sole survivor (I think we've grown to become a very lethal colony @_@). We had to keep her confined in a cell long after we broke her resistance since she we needed to fix her wake-up addiction. But after that she's been a good fighter with a hand-me-down assault rifle and her hussar genes. Her full potential definitely hasn't been unlocked yet though, once we set her up with enough bionics she'll be unstoppable. We have large enough surplus of go-juice to furfill her dependency too.
P.S. For the mechive ending, there's two choices, you can salvage the tech inside the core to get some neat mechanitor stuff and it won't turn off all mechanoids, meaning you can still progress with mechanitors.
The mechanoid menace has been defeated, but at what cost?
Huddled among the battered remains of dozens upon dozens of mechanoids, Coco, Nattsen, Dimitri, Philly and Leth waited with aprehension for the confirmation that Skunk had completed her mission. An oppressive green lighting hung over them, typical of mechanoid strongholds, the bright hue was supposed to be optimal for each machine's optical processors. Combined with the cold vacuum of orbit it only made the crew more nauseous, their suits could only recycle what little air they had so many times. After what felt like forever they heard a distinctive boom from each of their earpieces. That loveable lunatic had made it there alright, now it was only a matter of how many explosives that stabilizer could take, the last of it's kind, the only thing left in their way to destroying the very centre of the mechanoid hivemind that loomed in front of them. Groaning with hatred for what it saw in front of it.
This… is how I imagine my crew felt just before they finished off the mechive, almost everyone made it out of this alive… while some had given their limbs, Rush had given his life, trying to hold back a wave of mechanoids. It was preventable, I should have known how to properly position everyone but now we must live with the consequences. Atleast he'll get to be buried with his son…
However, I've also made an interesting discovery, you can set up a base on the mechive platform, as long as you set up a grav anchor atleast. Since I don't think raids can occur on this platform, we've essentially found a safe haven. But I have a small quandary to ask any forum members who are interested. Should I use the already existing structures on the platform for the base? They have extremely strong walls so it'd take a long time to break them down and start from scratch, but they're kind of problematic in how it's all laid out. So should I just roll with the layout or reconstruct it?
Since trying to fit into a limited shape is in theme of the DLC (with limited tiles on gravship), I feel like it would be cool to adapt the rooms that are already there. Not to mention just how much health the walls have, making you resistant to breach raids (IDK if they happen in space). As long as the shapes are not too weird, it will work out