![]() ![]() I wasn’t too upset when the pirates took her life. She just ambled about the place while the other two worked their bums off to build her a bed, cook her food and fetch rocks from a million miles away. There’s scope to make it deliberately hilarious too – on my first attempt at Rimworld, one of my three starting colonists was a noble who refused to do any manual labour. Here's a snippet from Alec's above-linked feature: ![]() They can ignore you, experience mental breakdowns, and all the other things that make these games such great sources of anecdotes. The "of people" part is important, because like inspirations such as Prison Architect and Dwarf Fortress, you don't have total control over the people in your care. If you're not familiar, RimWorld is a management game of sorts where you're trying to protect and survive as a slowly growing colony of people. Now you can also take control of the local tribespeople on the planet, those same folks who you've been previously trading with or repelling invasions from. That's significant now because you're no longer limited to playing as the survivors of a crashed spaceship. The major new feature is a "Scenario system", through which you can set the starting conditions of your game. I'll pick out the significant highlights below. Here's the video, which goes through what's new step-by-step. And more so after watching the update video for alpha 14, which is coming July 15th alongside a Steam early access release. When Adam last played RimWorld, which was more recently than Alec, he sang its praises to me privately. When Alec last played RimWorld it had grown into an impressive blend of Prison Architect and Dwarf Fortress. Also they draw away fire from your colonists so they are very useful imo.When I last played top-down sci-fi survival-strategy RimWorld, it was barely playable at all. Occasionally rush in, grab the jello and then get back inside and you have a very reliable way to ram raids into the dust. Also if you have a beefy computer you can draw a perimeter wall around your base, build a gate so your expeditions can still leave and then put the pod somewhere outside. And the few bugs that survive can be killed on range and you can just pick it up again. It takes a while yes, but your colonists wipe the entire settlement without risking anything. ![]() Later I realized that my colonists could bring the uninstalled thing with a raid and then put it somewhere near the enemies and hide. But if you want to keep it and store it or set up a farm, minify everything lets you put it in storage and nothing will happen until you put it somewhere. And I DID heat the room to 78°+ so its kinda safe to say that these buggers can only be killed by bullets. Surprisingly enough I tried to kill them via heatstroke and these buggers are immune to that. And I dont think that some bug can survive an angry colonist with a minigun. This screenshot is from my first enclosure but I later on expanded it with a long hallway filled with traps and turrets at the end and they can fairly easily handle it. When you want you can set it up somewhere again and it will safely spawn. Now, I know Ill necro this post twice now but I realized that a reliable way to handle this: If you play with minify everything you can just uninstall the drop pod and safely store it somewhere.
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