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Rimworld - Establish a colony on an AI-driven frontier planet

Borman

Member
Im having a ton of fun, perfectly playable. It isn't perfect, especially in regards to colonist priorities (although it can be set manually), but for an alpha version I have already gotten my money's worth.

The attacks on my latest colony are getting quite large.

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Barging in here, because...

a) This is like Prison Architect!
b) I am enjoying this (thanks to whomever recommended this in the Spacebase thread!)
c) I can't seem to trick my colonists into cutting down trees (!?)
 
Barging in here, because...

a) This is like Prison Architect!
b) I am enjoying this (thanks to whomever recommended this in the Spacebase thread!)
c) I can't seem to trick my colonists into cutting down trees (!?)

I think you can go to the job screen for your colonists and delselect everything else other than tree cutting for a particular colonist and all they'll do is cut down the trees you select for removal
 
I think you can go to the job screen for your colonists and delselect everything else other than tree cutting for a particular colonist and all they'll do is cut down the trees you select for removal

Ah yeah, very...cryptic, it's considered plant cutting. Kinda weird that I have to basically forbid everything in front of it though.
 
Here's a quick rundown on what's coming in the next build
New metals and stone types, beauty system, lockable doors, a 'stuff' system (things can be made of different materials), diseases and additions to the medical system (prosthetics and drugs), melee weapons, armor stats (vs. blunt, piercing, electric, etc.), equipment stats, Faction bases shown on world map (not used ... YET!), graphic engine tweaks
 

r1chard

Member
I've deliberately not played it since the first release - I don't want to over-play it before all the goodies are added; it's getting difficult to hold back with all the cool stuff he's adding :)
 
New build!
Alpha 7 is out! This time we’ve added artificial limbs and prosthetics, jungle biome, new trade system, organ harvesting and trading, and a whole ‘stuff and stats’ system where certain things can be made of other things.

- Stuff system allows you to build walls, furniture, and other structures out of arbitrary materials.
- New stats system for calculating and reporting thing stats from skill, race, stuff, and other factors.
- There are now multiple types of stone: sandstone, granite, marble, slate, and limestone.
- There are now multiple mineable minerals: metal, silver, gold, plasteel.
- Leather harvesting from animals, and cloth harvesting from cotton crops. Special space-tech cloth types.
- Make clothing from arbitrary fabrics or leathers.
- Reworked damage deflection chance per-damagetype armor system. Some animals and mechanoids have natural armor.
- New biome: tropical rainforest. A choking, disease-infested jungle. Disease rates are linked to biomes.
- Prosthetic limbs, from simple to complex: peg legs, wood dentures, simple prosthetics, enhanced bionic limbs and eyes.
- Organ harvesting and transplanting.
- Diseases: flu, plague, malaria, sleeping sickness.
- Chronic conditions (age-related): Cataracts, bad back
- A bunch of new traits. Brawler, prosthophile, and more
- New trade system and interface.
- Traders carry and buy any item, including prosthetics, neurotrainers, organs, slaves, weapons, apparel, commodities.
- Neutrotrainers: Matrix-style instant training devices.
- Lockable doors
- Melee weapons: Club, knife, spear, shiv, short sword
- New animals: cobra, monkey, camel, tortoise, boar, rhino.
- Storyteller redesigned and rebalanced.
- Visitors carry their own food and hopefully won’t raid your food supplies.
- Translations can be set to avoid using tiny text (useful for Asian languages where tiny characters are unreadable).
- Rewritten credits system integrates translator credits from each translation automatically.
- Piles of other additions, fixes, and tunings.
 
Great to hear changes are coming. I'm still giving this a half hour most days. Fun times, especially when large groups start hammering the base.
 
The new build is live. So I started a new colony.

Starting the Colony
The first thing you discover is that the UI has changed. Now you can build walls out of any material, including silver or uranium. I'm not sure how much resources you would lose deconstructing silver later, so maybe it's a good stop-gap alternative to metal in the early game. I don't like the UI change - he reduced the buttons but added a submenu - but I guess that will be refined later.

The other major change is that you have to choose to build conduit or non-conduit walls. Conduit walls are more expensive, and this forces you to more carefully plan your structures. I noticed starting walls (abandoned buildings) are not deconstructable yet, either...

Day 3: The Plague
Somehow, my cook is also my only proficient miner. This is a problem, because she just caught the "mild plague", which seems to take days of bedrest + medicine to treat. Luckily it doesn't spread even though they all sleep on the floor in the same room.

Day 6: Lots of visitors
On Cassandra rough, it seems that tribes visit in groups of 6-8. I built the long table and 8 chairs, and our combined group still uses everything there. The cook is still sick. Well, "major sick", now.

A squirrel went mad last night and clawed down the front door. Our plague cook finally beat it down with hand-to-hand combat. I guess we don't need the door.

The game tells me of the amputation/procedure system if I need it, but I don't think a bionic pegleg is a good idea yet.

Day 12: The fire
The cook is recovering. She also likes to take a break from the bed and go mining despite doctor's orders. Her medical history shows a ton of scars from that squirrel fight, though.

At night, I suddenly receive a message that pirates are attacking, and intend to kidnap someone and leave. Great...but there's nobody in the vicinity given. Instead, there is a giant (8x6 squares) fire covering my building and farm. Not sure if this is a bug or a pirate attack or just some lightning I wasn't informed of, but it totals the colony. The geothermal generator, nutrient dispenser, and half the room go down in flames.

I'll play it out tomorrow but suffice to say a move to the mountains may be in order...
 
New alpha update. No official changelog list yet, but this was posted last month
The good news is that the next release will at least feature boreal forest and tundra biomes, a full temperature and season system with fire, heaters, air conditioners, warm/cool clothing, hypothermia and heat stroke, and oodles of other smaller content additions like herbal medicine, weaponsmithing, and properly reworked economy and stats systems.
 

Orgun

Member
New alpha update. No official changelog list yet, but this was posted last month

https://www.youtube.com/watch?v=JvK0Q17808g

---Temperature and seasons---
A new temperature system tracks temperatures indoors and outdoors.
Characters can get hypothermia, frostbite, heatstroke, or burns from being in extreme-temperature areas.
Certain clothing can protect against temperature discomfort/harm.
Temperature changes daily and on a yearly cycle according to where you are on the planet. There are distinct seasons.
There are special heat wave/cold snap events.
Added heater and cooler buildings.
Food spoils. This can be slowed or prevented with refrigeration.
Snow falls and accumulates over winter. It slows down movement.
Snow can be cleared manually, and will melt if heated.
New apparel: Parka and tuque.
Added new biomes: boreal forest and tundra

---Art and crafting---
Sculptor's table added. Colonists can create abstract sculptures.
Sculptures and melee weapons have a quality. Quality is influenced by crafter skill and affects beauty and damage.
Apparel crafting now allows crafting any kind of apparel.
Can now craft any kind of melee weapon from appropriate materials.
Created 'unfinished thing' step to crafting. Crafting can now take several days per item (as in the case of advanced weapons or art).
Added art trading.

---New content---
New animals: elk, hare
New plants: pine tree, birch tree, moss, xerigium
Xerigium plants can be farmed and refined into herbal medicine.
New power plant: wind turbine.
New weapons: triple rocket launcher, doomsday rocket launcher.
New items: Glitterworld medicine, herbal medicine.
Alphabeaver event creates alphabeavers who will consume trees until stopped.
Ancient cryptosleep shrines now generate on the map. Open the cryptosleep caskets if you dare - the occupants may not be friendly.
Economy and trader stock generation reworked and rebalanced from the ground up.
Stats inspector allows inspecting more things in more places, and provides more, clearer info.
Several new songs from Alistair Lindsay.
You can now release prisoners. This gains you goodwill from their faction.
You can now configure your keyboard hotkeys.
Dozens of other fixes and improvements.
 
New alpha!
https://www.youtube.com/watch?v=Mu6nsUUzgy0
"Alpha 9 is out! This time we’ve added alcohol, drunkness, binges, hangovers, multiple sculpture types with generated art based on historical events, personal shields for melee fighters, and dozens of smaller improvements. A full change list is at the end of this post."

Alcohol
- Added hops growing, beer brewing, beer drinking, inebriated thoughts and ability impacts
- Added special ‘binge’ mental breaks
- Added teetotaler and chemical fascination traits
- Added hangovers

Tales and art
- There are now three tiers of sculpture: small, large, and grand. Grand sculptures are 2×2 cells.
- Sculptures now have generated descriptions of what they depict.
- Sculptures will depict events that happened earlier in a colony’s life, include: killings, drunkenness,vomiting, landing in drop pods, artwork created, struck ore, person captured, person recruited, animal hunted, surgery done, someone was on fire, someone went psychotic, someone gave up
- High-quality weapons have art engraved into them.
- All weapons now have quality levels, including guns and bows.

Age
- Old characters now appear at a low but regular rate.
- Old characters have gray hair and tend to have age-related illnesses (cataracts, bad back) which reduce their effectiveness.
- Old characters tend to spawn with higher skills.
- Since people don’t age in cryptosleep, characters now have both chronolotical age and biological age. Even animals and mechanoids have ages.
- Dates are now relative to specific years. The game starts in 5500.

New stuff
- Personal shields added. These one-person shields block a certain amount of damage from ranged attacks and also prevent shooting out. Great for melee fighters.
- Artillery shells are now needed by artillery cannons. Shells on the ground can explode. Siegers will come with shells to use to bombard you. Shells can be crafted at the machining table.
- Added deterioration: items left outside for a very long time will deteriorate and eventually crumble away.
- Surgery can fail now, sometimes catastrophically. Failure chance is related to the surgeon’s medical skill and the quality of the medicine.
- You can now rescue incapacitated neutral people and heal them. Their faction will be appreciative.
- Guns now have quality levels which affect accuracy.
- Added Heavy SMG
- Added psychic foil helmet
- Added corn and rice crops.
- Vomiting: Some diseases, drunkenness, cryptosleep sickness, and hangovers now cause people to vomit.
- People can now get food poisoning. Bad cooks are more likely to accidentally poison meals.
- Game now records total real playtime per colony.
- Added ‘pause on load game’ option.
- Many new sound effects from Alistair Lindsay for UI, work, and combat.

Misc improvements
- Deep optimization on various systems – especially AI. This should make big colonies run much more smoothly.
- Added bad thought for wearing tattered clothes.
- Apparel becomes damaged when owner dies from violence.
- Apparel actually takes the damage it absorbs as armor.
- Apparel wears out over very long periods of use.
- Uranium ore now appears as a minable natural rock.
- Colonists will now go to extinguish nearby fires even if someone else is already coming to do it.
- Cryptosleep caskets are now sealed, come with warnings, and can contain deadly ancient defenders.
- Reworked the ‘do until you have X’ option on bills; it now works for more bills and shows the number you currently have.
- Eating now takes priority even over emergency work (doctoring, firefighting) if a colonist is starving.
- Colonists, when hauling to stockpiles, always haul the max amount they can carry, and drop the extra nearby if the target cell can’t hold it all.
- Reworked ship takeoff sequence into a proper whiteout with nice credits.
- Player can no longer magically toggle power on any item. Rather, you designate power to be toggled and the colonists go do it.
- Temperature now equalizes through both walls and roof/floor.
- Lengthened day from 20,000 to 24,000 ticks. Shortened month to 12 days.
- Reworked auto-tutor to rely more on passive alerts and less on in-your-face interrupting modal dialogs.
- Colonists are now bothered by people walking around inside the room while they sleep.
- People newly woken from cryptosleep have cryptosleep sickness for a while.
- Wind varies over time (not just with weather changes), and so will the power output of wind turbines.
- Fonts are now nicely antialiased.
- Tons of other refinements, rebalancings, and bugfixes.
 
Alpha 10!
This time we’ve added a new “joy” need with a bunch of ways to fulfil it, new timetable, outfits, and thing filter management tools, and dozens of smaller improvements.
https://youtu.be/zdNuJ8ESJPI
Joy
- New joy need added. Colonists want to have “joy”, which means anything that lets the stop working and enjoy themselves for a while.
- Added armchair and dining chair
- There are various kinds of joy. Repeated use of the same kind of joy builds up a tolerance, reducing its impact. Colonists will prefer joy sources they are not already tolerant to. Result: it’s beneficial to provide a variety of joy sources.
- Added joy sources
  • Skygazing
  • Meditating/praying
  • Social relaxation around campfire or table, with or without beer
  • Horseshoes game
  • Chess
  • Billiards
  • Television (purchasable)
  • Telescope for astronomy (purchasable)
Outfits system
- New outfits manager system added. You can design ‘outfits’ (restrictions on what a colonist is allowed to a wear) and assign them to colonists in a central interface. Colonists will then independently work to find the best apparel possible given their outfit and the current season. They will automatically switch out damaged apparel for better apparel, or poor-quality apparel for high-quality apparel.
- If the player manually assigns apparel, the colonist will never remove it until the manual assignment is cleared.

Timetable system
- New timetable system added. You can assign each colonist a daily timetable which describes when they should sleep, work, have joy, or decide on their own.

Misc
- Colonists can fall unconscious on their own if over-exhausted.
- Reworked how melee verbs are selected so they’ll be selected with a bit more randomness. e.g. Someone with one scyther blade hand won’t use it exclusively; you’ll need to get them two if you want a true killing machine.
- Beer can now be wielded as a weapon (like wood).
- Passion flames are now displayed subtly on the work overview screen.
- New end credits song from Al!
- Reduced skill degradation rate.
- Day length extended from 24,000 to 30,000 ticks. Days per month reduced from 12 to 10.
- Hunters will now approach and execute downed animals at close range.
- Reworked food search so it smoothly integrates information about food distance, taste, and psychological preference to get the most optimal food source.
- Health tab now displays overall bleeding rate.
- Starvation and blood loss are now staged and affect consciousness as they worsen.
- Reworked how skills generate so there will be more initial skill variation and age affect starting skills more.
- Rebalanced and reformatted plant ecology tunings to lengthen crop cycles and slow wild plant spread. Reworked plant growth in relation to light levels so plants can still grow slowly in dim light (e.g. tundra summers).
- Pain now creates unhappiness.
- String lists are now part of language data and can be translated.
- Butcher table, sculptor’s table, and stonecutter’s table can now be made of various stuffs.
- Trees are no longer sowable. Traders carry wood.
- Characters will now sometimes resist arrest.
- You can now set a minimum skill level on bills.
- Visitors will now carry away wounded guests from their faction.
- Hunted animals will occasionally fight back. Some animals always fight back.
- Doctors now automatically rescue downed colonists.
- Generalized toggle power interaction to ‘switch flicking’ and applied it to power switch toggling and door locking as well as building power on/off.
- Many many other fixes, adjustments, and optimizations.
 
Alpha 11!
It’s here! The update includes a whole host of clever new AI strategies including sappers who blast and dig around your defences and raiders who burn crops. I’ve also added a number of incidents, including several long-term atmospheric conditions like volcanic winter and toxic fallout, as well as an array of traps for players to use, dozens of other new features and hundreds of fixes and small improvements. A full change list is at the end of this post.
Full change list here
https://www.youtube.com/watch?v=LR9wqSyfSwQ
 

Trouble

Banned
Ok, I've got to know. What's the link between this an Prison Architect? They appear to be using the exact same engine and lots of the same assets, but made by different developers.
 

Mikey Jr.

Member
Definitely looks interesting. Really liked prison architect.

Going to see how the steam summer sale shakes out.
 

Armaros

Member
Ok, I've got to know. What's the link between this an Prison Architect? They appear to be using the exact same engine and lots of the same assets, but made by different developers.

It was a placeholder art style that the devs decided later was the final one. (Probably too expensive to remake everything in a new art style)

Iirc all of this has been discussed between the two devs and there is no issue.
 

Trouble

Banned
It was a placeholder art style that the devs decided later was the final one. (Probably too expensive to remake everything in a new art style)

Iirc all of this has been discussed between the two devs and there is no issue.

I see. I thought maybe they licensed the engine from PA or something. I wasn't trying to accuse them of anything untoward, the two games just seem very similar from an art and game mechanics perspective.
 

Steiner84

All 26 hours. Multiple times.
this poor 2 pages thread is all we have for this absolute gemstone of addictive game?
Really?
Gaf dissapoints.
 

Gaz_RB

Member
This game is dope. I was supposed to be asleep hours ago.

It's like Dwarf Fortress but I actually know what the fuck I'm doing.
 

Purkake4

Banned
The new animal training stuff is sounding really interesting in the worklog. Hopefully they'll make combat more dynamic in the future as well, at the moment it's a bit chaotic.
 
The new animal training stuff is sounding really interesting in the worklog. Hopefully they'll make combat more dynamic in the future as well, at the moment it's a bit chaotic.
And it's in now

Alpha 12
Animal taming is here! You can now tame animals, milk them, eat them, and train them into whirling furry/scaly death machines! We’ve also added codified room roles and statistics (like room wealth and room impressiveness), new traits, animals, threats, items, bonuses, bugfixes, and bugs.
https://www.youtube.com/watch?v=KkmR_FNp1ng
Animal taming
  • Colonists with the Animal Handler work type will now interact with animals.
  • Animal handling success rates are governed by the new Animals skill.
  • Handlers can tame animals. They approach designated wild animals with food and attempt to tame them to make them part of the colony.
  • Handlers can train animals as designated in tame animals’ Training tab. Animal training looks like taming, requires food, and trains one “trainable skill” at a time. Not all animals can learn anything; they need sufficient trainable intelligence.
  • Trainable skills:
  • Obedience: has master, follows master while master is drafted and defends him.
  • Release: master can release animal during combat to attack distant enemies, and call animal back.
  • Rescue: animal will rescue wounded colonists and take them to bed. Animal must be smart and large enough to do this.
  • Haul: animal will intermittently haul items like a colonist would. Animal must be smart enough to do this, and will haul an amount related to its body size.
  • Added Animals main tab, which lists all colony animals and provides interfaces to set their master and area restriction.
  • Each animal has a ‘wildness’ indicating how difficult it is to tame.
  • Animals have a minimum handling skill. Player is warned if they designate taming an animal that no handler can actually tame.
  • Tame animals can be assigned animal areas in which they will try to remain.
  • Tame animals can be bought and sold. Bulk traders carry normal animals, while exotic goods traders can buy and sell any weird animal, pre-tamed.
  • Tame animals can be designated for slaughter and animal handlers will slaughter them.
  • New animal behaviors and mechanics
  • Some animals (alpaca, muffalo, camel) can be shorn for wool that can be crafted into apparel.
  • Some animals (muffalo, cow, camel) can be milked.
  • Some animals (chicken, cobra, iguana, tortoise, etc) can now lay eggs. Fertilized eggs will hatch. All eggs can be eaten or cooked.
  • Animals can be pregnant and give birth. Animals are made pregnant when a male approaches and mates with a female. Birth is accompanied by amniotic fluid spray.
  • You can now build animal beds and animal boxes and place animal sleeping spots.
  • Animals all sleep.
  • Animals can have different graphics per gender.
  • Animals have “life stages” related to their ages. Baby animals are tiny and weak, juveniles somewhat larger, and adults are full size.
  • Colony starts with a random pet.
  • Animals can nuzzle colonists, improving their mood.
  • Animals can be named when tamed or when nuzzling. Names are drawn from a large bank of animal names.
  • All organisms including animals have life expectancies and will develop chronic conditions like frailty or cataracts in old age.
  • New incident: Farm Animals Wander In (some tame farm animals wander to and join the colony)
  • New incident: Self Tame (random wild animal on map becomes tame).
  • Doctors will treat animals’ wounds if the animal is in a colony bed.
  • Some animals may attack on a failed taming attempt.
  • Animals produce animal filth, proportional to body size, inversely proportional to petness.
  • Tons of new animal graphics and sounds for new animals.
New animals
  • Boomalope (large fragile animal that explodes and sets fires on death)
  • Thrumbo (giant peaceful powerful creature with amazing fur and horn)
  • Chinchilla (very valuable fur)
  • Capybara
  • Cow
  • Pig
  • Chicken
  • Yorkshire terrier
  • Labrador retriever
  • Husky
  • Elephant
Ancient artifacts
  • Ancient artifacts with psychic powers can be bought, sold, and found in ancient crypts.
  • Psychic powers work at any range through obstacles.
  • Artifacts are one-use.
  • The artifacts are:
  • Psychic insanity lance – drives a single target insane
  • Psychic shock lance – drops a single target asleep
  • Psychic animal pulser – drives animals berserk map-wide
  • Psychic soothe pulser – gives a temporary mood boost to everyone on the map
Graves and sarcophagi
  • Graves are no longer just glorified storage slots; colonists must actually ‘bury’ corpses.
  • Can now build sarcophagi out of solid materials. High-quality sarcophagi are art items.
  • Colonists will visit graves of dead colonists for a joy activity.
Misc new incidents
  • New incident: Poison ship. A variation on the psychic drone ship that kills plants in an expanding circle.
  • New Flashstorn. A localized, intense lightning storm in one area of the map. Causes big fires.
 

strata8

Member
I haven't played since Alpha 9, so tempting to jump back in again. Guess now is the time since the developer is going on a break, though I'll wait until the inevitable hotfixes are released.

Seriously excited, Rimworld is close to my dream game and the changes since 9 (especially 12) look absolutely massive.
 

23qwerty

Member
Yeah this game is seriously incredible, have put a ton of hours into it so far, a shame it doesn't seem to have much in the way of popularity on gaf
 

Taikun

Member
Rimworld is pretty much the only game I play these days, I love it. Been playing since A7 and it's improved a ton in that time.

Can't wait for my favorite mods to catch up with the new A12 update. Mods like Superior Crafting and Mechanical Defense are all but mandatory for me now.
 
Yeah this game is seriously incredible, have put a ton of hours into it so far, a shame it doesn't seem to have much in the way of popularity on gaf

Purely anecdotal, but colony sim games like these don't usually seem to be very popular with the kind of people that post on general gaming enthusiast forums like gaf.

I usually love games like this, but I have a thing about not playing games in early access or beta or whatever, so I'm holding off for now, but I have been very tempted to get the game off of the official website several times.
 

afroguy10

Member
Games fantastic.

I remember I had been playing for a few days and had a pretty large group, I think 11 people in all. I managed to "finish" the game with them but decided to keep going and see what would happen to the colony I'd left behind.

I set the time to fast forward and went and got some lunch and done a few chores around the house.

I came back to the base having been struck by lightning causing a huge fire that ravaged almost everything but then I was startled by the fact that a new colonist had recently moved in and was keeping things as tidy as he could so I started playing again and repaired as much as I could. A few hours later gaining one more colonist in the process and sadly, my new colony was completely and utterly destroyed by a gang of marauding bandits.
 

strata8

Member
This game :(

The thing I've been struggling most with is keeping the colonists happy. Nearly all the colonists are content with mediocrity, but there are always some who need a little bit more. One of them hated that his room was just like the rest, and another had a higher mental break threshold in tandem with a tendency towards feeling depressed. Needless to say it was always these two that slipped into poor moods, usually breaking down into a daze.

One of my starting colonists was Ann. She couldn't wield a weapon or mine, but she was a kickass doctor with amazing social skills. She had a knack for growing as well, so when she wasn't tending to patients or trying to convince prisoners she was sowing and harvesting. And Ann never complained, she was always happy. Just an all-round useful colonist.

Anyway, midway through winter my colony started to run out of food. The growing season had been productive, but the population had almost tripled. A hydroponics system was under construction but between a lack of steel and power shortages it had a slow start. I shut down everything on the third night of no power to the system, including all heating and lighting. They would have to deal with it.

I was desperately waiting for a bulk goods trader to radio in, as I had a lot of cash to buy grain with. I upped the number of hunters and had them killing everything on the map, mostly squirrels. It wasn't enough. The rice in the hydroponics was only half grown. People started to starve, and many broke down. It was cold and dark, but they still trudged along.

The dreaded red envelope appeared. Someone had gone into a frenzy. It was Ann. She had broken down in the hydroponics room as she tended to the plants. Ann lashed out at the first thing she saw - her husky. It took a few hits but eventually it turned on her and took her down with a bite to the leg. She was taken to the hospital room, but no one was particularly skilled and even with medicine the treatments were poor. Ann's leg wound became infected.

A few days passed. No traders had appeared, but the first of the rice had finally come to seed. The cooks didn't even have a chance to make meals - it was eaten raw by desperate colonists. Ann was still in hospital. The infection had become worse, and without meals she likely wasn't receiving much food. The medicine had run out but they still did what they could to treat her.

The next day the message finally came in: a bulk goods trader was passing by! I went to find Ann - the person with the highest social skills - but the hospital bed was empty. She wasn't in bed, nor was she in the rec room or hydroponics room. I found her outside in the snow. She had died only a few hours before. I don't know whether it was the infection or the starvation, but it happened. My best colonist died.

tl;dr: Happy peaceful colonist who never goes bezerk goes bezerk during food shortage, injures self, dies in bed from starvation/infection shortly before food shortage is resolved.
 

strata8

Member
New colony. It's been an interesting 6 months.

The pet dog died from an infection and I think my colonists accidentally ate her.

My hunter shot a rabbit with a sniper rifle and all the rabbits in the area went bezerk and downed her before she could run away. Following this they charged towards my colony, destroyed a turret, and downed my poor old cleaner and another colonist. I had one guy treating 3 people and taking care of a prisoner, who later died after my doctor accidentally cut her torso open while installing a peg leg.

Here's what it looks like:

Z4d3r6t.jpg


You can see the plans for a prison at the bottom, but for the moment I've got a prisoner in the luxury bedroom. I built the little passageway at the top when a herd of manhunter boomalopes entered my base, as no one was able to go outside and a colonist and a prisoner were stuck in the bedroom complex, slowly starving to death.

There's also the hospital on the left that's a bit at odds with the rest of the room. Had to make that attractive so a colonist (Time) stuck in bed with the flu wouldn't go insane because she wasn't able to play chess.
 
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