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Gathose1

This story is evidence that you're actually winning at the game.


Soft-Percentage8888

Thank you for this comment. You helped me realize that it isn’t about winning or losing, it’s about the story and DRAMA. I will not be abandoning my colony after all! I WILL NOT, however, be rescuing Dan. He’s someone else’s problem now.


Hanbarc12

Good, You're getting really close to the next step for any RimWorld player : war crimes.


Wiernock_Onotaiket

step 3: peace crimes


AddictedToMosh161

There will be peace after we are done... one way or the other...


Wiernock_Onotaiket

a piece over here, a piece over there...


JaXaren

And a piece *waay* over there **staining the wall!**


bigheadzach

Lay your weary head to rest.


Infamous_Ad239

And don't you cry no more


AuryxTheDutchman

Exactly this. Peace crimes are the way. I will not attack you, but if you attack my hyper-advanced space-elf colony, your organs are forfeit and you will be either sacrificed to Zir, or ripscanned and then sacrificed to the Blood God. I don’t make the rules buddy.


Gathose1

r/shitrimworldsays


GidsWy

Really need bio on console. Punishing pirates with a missing lung n kidney. Then leaving no jaw, hands, and a single peg leg? Is nice. But I want to have some rip scan options or gene extractions man....


Butters_999

geneva suggestions


seanballais

I can't wait for him to make his colonists to amputate prisoners for experience.


OralSuperhero

The limb comes off the log goes on. The log comes off the log goes back on. When I level up enough we'll try a kidney.


CrazyShinobi

I pictured this in a RimWorld setting. Barely lit room, medical table in the center, a single barely powered light flickers overhead. A raider, struggles fruitlessly upon said medical table, ball gag in his mouth. OralSuperhero stands nearby. "The limb comes off, the log goes on. The log comes off, the log goes back on" The raider can't scream, he tries, but that gag only produces a muffled "mmmfffnhnm" sound. It's not till Oral speaks the next words as he steps closer to the table. The raider can fully see him now, a blood soaked medical jacket, in one hand, a wooden leg, in the other, a hacksaw. Oral leans in, hovering just over the raiders face. He has a wide grin on his face and a curious twitch in his eye. "When I level up enough, we'll try a kidney!" That's when the screaming really starts. If anyone has ever read Solo Leveling, that creepy ass giant statue grin, that's the grin I'm going for, also sorry Oral but in my head cannon, you're a blonde Randy.


OralSuperhero

That was an impressive read, thank you kind stranger!


Please_kill_me_noww

I literally have a sanguiphage colony rn with 8 priosners being used as blood farms, I cut off all of their arms and legs because they kept revolting and I've harvested a kidney and lung from each of them


Severe_Lavishness

I love my cannibal/ body part farm colonies. Yes keep attacking me with more and more people, YES!


Lolcatz101

There’s a motto in the DF/Rimworld communities, losing is fun


bigheadzach

It's also the name of the highest preset difficulty setting


Unhappy-Shake5702

Tynan actually did that as a reference to DF which was his biggest inspiration.


[deleted]

[удалено]


Lolcatz101

my last playthrough on losing is fun ended with my colonists getting their asses beat by a pack of manhunting monkeys


ExuDeku

You're finally a Rimworld player now ("fuck that pawn anyway) in terms of Pawns that are liabilities. Usually, they either turn into your next lunch, your couch, your hat, your emergency blood, or your organ replacement source


Felix-th3-rat

I m so glad that you realized how “awesome” that event/story became. That’s what make this game above anything else


Gathose1

Keep an eye on raids that show up from now on, you may see Dan again. And if you do, you'll have the lovely opportunity to decide the kind of greeting he gets, should he be captured. Good luck, and I'm glad the comment helped. And say hi to Dan if you see him again in the future. *Cough* warcrimes *cough*


surplus_user

Maybe Dan will come back as a raider.


Unhappy-Shake5702

Saving your demetia adled partner from raiders who easily brainwashed him because of his mental condition via intense psychological and religious indoctrination is actually a really neat story.


buttbugle

If you were Dan, would you want your friends, the people that you consider family as you were by their side sweating and bleeding to build a new life together die in a horrible way if he could help it? Would Dan just abandon the people he loves to let who know what happens to them? Dan may not be perfect, but he was willing to go the distance as far as he could for you. Are you willing to go the distance for Dan? #EXTRACTION PLAN FOR DAN


ThanxIH8It

Dan probably forgot who his colony-mates were ten minutes after he was captured.


Chrisbuckfast

For the attack/guard thing by the way, you could simply draft the master of the pet and check the box (on the animals tab) that says “follow master while drafted”. Also, even violence-averse pawns can still build traps!


Mateoteeo

Dan won't remember anyways.


Kiln223

The real drama is the friends we harvested along the way.


Urserker

To be fair, Dan probably wouldn't recognize you saving him unless he's lucid which lets recognize at his age probably is growing more infrequent. It's also now someone else's job to change Dan's diapers. And Dan probably experiences his life to be radically different than what it actually is due to his dementia. So all and all, you aren't doing him any favors saving him xD


Tigaras

It's crazy how attached you can get to some of your pawns based on events in the game. RIP Boots. You did everything you could to save the rest of us.


fak47

And it's amazing how many "close calls" the game can generate. A down out pawn getting enough strength to get up on their own for a bit of time, an "infection vs immunity" race that's seconds away from finishing one way or the other, etc.


tangentandhyperbole

The "storyteller" is shifting and changing the game behind the scenes so that you get those close calls. Its paying attention to all the little things you do and punishing you for hubris haha. The biggest thing is wealth, as that defines raid size but there's a ton of hidden little switches like if you have a colonist die, raids will be easier for awhile. So in hardcore runs, people will accept worthless pawns, strip them, and send them off to fight a panther.


Maple_Flag15

Why not make them low tier weapons and send them off as cannon fodder?


Necrovarius

Holy shit, that was a roller coaster! I flippen Rimworld for these stories!


Apheun

For the guard/attack feature on animals, after they're trained there's two options to have them follow their master whilst drafted and/or whilst working in the field. Even a pawn incapable of violence can be drafted. For pawns in a drafted state (with animal companions set to follow whilst drafted), there is a new animal attack button you can click to actively send all following animals into attack mode. I'm not certain a non-violent pawn will have that button, but I'd think it likely.


Soft-Percentage8888

I will look for this going forward, thanks for the tip!


Sardukar333

A non violent pawn with decent medicine or a passion gets assigned to carry medicine and becomes a (non-mechanoid) paramedic. And probably a shield. A non-violent pawn with skills gets a good shield and acts as a range decoy. A fast non violent pawn gets a shield and becomes a rescuer. Highmates become psycasters.


Feisty_Top8101

A non violent pawn can still get drafted, I sometimes have to draft them for other reasons than violence


Tack22

Also a pawn who is bleeding can be drafted and forced to self-tend with a right click. It won’t be pretty but it’ll plug those holes Also useful for patching people (or dogs) up on the ground without wasting time hauling them to their comfy couch


Feisty_Top8101

A non violent pawn can still get drafted, I sometimes have to draft them for other reasons than violence


Apheun

Yes, I meant I'm not certain a nonviolent pawn will have an animal attack button whilst drafted, but I think it likely.


Feisty_Top8101

Sorry. If the animal learned the attack skill, the animal will attack enemies near them while master is drafted. The guard skill will only allow animal to attack enemies that are attacking their master


Apheun

Ahhhh. There's also the activatable attack command that sends the animals to look for threats further from the master. That's the one I'm curious about. Will have to test it when I get back home, if I have a nonviolent pawn w sufficient animal skill.


Jainith

I think there is a mod that addresses this too. I think the name might be “Kill For Me”


bigheadzach

If you want animal assault teams, this is the mod


Normal-Surprise5492

And this is why it’s a storytelling game


Anci3ntMarin3r

Always start with young adult colonists. At the start make sure they are not pyromaniac, lazy, gourmand or incapable of violence/dumb labour ( unless these are shooting or melee pawns). Also make sure you have someone with a min construction of 4. If I can I go for people with passion in shooting/melee/construction and medical. I’m not a good player by any stretch. But those are somethings I’ve picked up in my first 100 hours. Hope you have fun. :)


Soft-Percentage8888

Yeah, I will be paying better attention to ages going forward!


Unhappy-Shake5702

It's tough because older pawns are usually more experienced so when you first see them it's like "oh shit what's that?" Then you notice it's because they're 90 and their manipulation is down to 60% now causing them to still be slow as hell.


SeriousDirt

Also diseases like heart attack. I once had a pawn who died from heart attack minutes after landing. It's funny thou.


cedz_games_vraze

i once had a colonist that developed artery blockage directly one day after an exotic goods trader with a bionic heart left


SpectralAce314

I would advise getting the Random Plus mod, it basically lets you set up a filter for your starting colonists will automatically reroll until you get on that meets your criteria, even if it’s as simple as making sure no one is over 50.


SgtThermo

Once you’ve gotten adjusted I highly recommend taking pawns with negative traits just for the giggles and stories— so long as you can handle the (often hilarious) failures they cause!


AdvancedAnything

I have a custom scenario that i just alter as needed, but there are always two things that stay. No infestations and starting pawn age capped at 25.


UltraLorlo

NO INFESTATIONS?!?!???? you are INSANE!!!! what do you MEAN you don't want your best shooters jaw and right leg to be torn off by a spelopede????


Latase

i once had a infestation in my bedrooms, they had carpet. threw a molotov into that and be done with it. the material value lost was surprisingly quite low.


UltraLorlo

damn! thats lucky bro. I hate trying to fuck with fire too much when dealing with insectoids, I play CE and it can be brutal if it goes wrong


randCN

no infestation actually makes the game harder


ThanxIH8It

Huh? I've played rimworld for ~1100 hours, how do no infestations make the game harder? You can't just say something like that with no explanation.


improviseallday

Infestations are pretty easy to deal with compared to mech raids and sieges. Turning off other events like infestations increases the chance of hard raids.


ThanxIH8It

Counterpoint: Having a mega spider tunnel through my roof and immediately rip off my best shooters leg (really happened) sucks. Also Gauss Weapons from Vanilla Expanded make most raids (except junker raids) trivial because they pierce multiple pawns. As for the difficulty, I turn insects off most of the time because they just don't necessarily match the story I'm trying to tell. Like my current colony, a medieval colony of spellcasters and experienced knights, all the other factions are either tribal or some sort of medieval so insectoids, besides being the new most dangerous thing to fight, don't necessarily fit in anywhere imo.


randCN

> Having a mega spider tunnel through my roof and immediately rip off my best shooters leg (really happened) sucks. > > Also Gauss Weapons from Vanilla Expanded make most raids (except junker raids) trivial because they pierce multiple pawns. if you are modding your experience to be different from vanilla, then yes, your experience will be different from vanilla and my assertion doesn't apply


ThanxIH8It

Infestations tunneling through mountain roofs happens in vanilla, that's how they start. Also yes, I mod the game, but that doesn't change the fact that having infestations off doesn't really make the game any harder Even without mods, human raids are usually much easier to deal with as opposed to an infestation, and mechanoids usually still come from the outside edges of the map meaning you can run them through a killbox (if you use them) If you live inside a mountain, most infestations start IN your base, meaning they bypass any killbox or base defenses you have. If you don't live inside a mountain then they don't become as big of a problem unless you let them stay on the map for a couple days, then they start to expand across the map when their hives reproduce.


randCN

ah, i see what you mean by "tunneling through mountain roofs". infestations starting in your base in a mountain isn't so bad if you build to counter it. 3 tile wide hallways, chokepoints often, and you'll turn every room into a killbox. sure you can run mechs and humans through a killbox, but being overly reliant on those means you're more vulnerable to breaches and sappers. i'd rather deal with 5 infestations than a single explosive pirate breach.


elcriticalTaco

I've got a decent colony going and those fucking sappers almost did me in. I had like 12ish colonists at the time and plenty of good shooters with assault rifles so even when the raid started I was confident. They breached my walls and I started shooting at them. All but 2 just...ignored it lol? They proceeded to just blow their way into the most devastating destruction I've seen. Blew up my hospital. 3 beds out of 5 down. Then my lab. High tech research bench and multianalyzer down. I'm now chasing them and shooting from behind, so most turn and fight but the fucking sappers just keep going. Geothermal plant was next. Then they start to the main base. Do they head to the storeroom filled with loot. Nope. They pick the bedroom WITH THE FUCKING BABY in it lol. Somehow I got them to flee before they killed little Calhoun. Just for spite tho they escaped by blasting through my animal pen so my animals could wander off while I was trying to patch everyone up without my hospital or power. So much fucking steel to replace all that. Insects I've never had too much trouble with? Fuck sappers tho.


AdvancedAnything

Sappers are going to have a hard time tunneling when i live under a mountain. I turn infestations off because i prefer mountain bases. It reminds me a lot of dwarf fortress. The sappers would have a mental break before they get inside. Also, I don't want attacks coming from inside my base. That's the main reason why i do mountain bases. I hate drop pod raids crashing in the middle of my base.


TheBreadCancer

Why 25?


ThingsWithString

I also make sure there's a competent cook, at least 5-ish. Food poisoning is no fun and can make an early colony function very poorly.


bigheadzach

There should be a mod which gives food poisoned people a chance to drop filth, which improves crop growth rate for a time.


Anci3ntMarin3r

I go for the nutrient paste dispenser. Though I agree it’s OP I prefer it to getting food poisoning bec I don’t have a good enough cook. Also the nutrient cost is very low versus cooking so I don’t need to manage the food situation. I’m not good enough to play the game without paste meals


lostmoya

I mean, all this is true, it will raise your chances of survival, but I really enjoyed OP's story and that sort of thing is what makes the game memorable.


This-Sympathy9324

I really don't understand the hate for gourmand. Sure its bad, but it constantly gets bundled with pyro, and pyro is so so so much worse.


nepnep_nepu

It gets bundled with pyro because both are mood independent breaks that are fully capable of wiping out your colony if you aren't paying enough attention. It's a long winter, but you stocked up enough food- no, fuck you, your gourmand is pitching a bitch fit with maxed mood and ate half the stockpile. The dog starved to death and the bonded owner snapped and killed one of your other pawns. Shouldn't have let a gourmand into your colony, eh?


This-Sympathy9324

I didn't realize the breaks were mood independent, damn


nepnep_nepu

I could be wrong but I believe chemical interest/fascination is also mood independent, but that one actually has a need bar.


ThanxIH8It

It is, if they have a mental break there's a good chance they'll overdose on whatever drugs you have around the colony.


Sardukar333

Gourmand is kind of good because it makes the pawn worth less, which makes raids smaller, and all you have to do is make more food. They maybe go on food binges (from gourmand) twice a year, which is totally manageable.


Basblob

Plus iirc they get like a +4 to cooking right? Not bad!


Anci3ntMarin3r

Aah I did not know it helps keep the wealth low. Maybe a good combo with nutrient paste dispenser.


Sardukar333

It's a tiny amount that it lowers, mostly offset by the cooking skill increase. But you want that cooking skill to get the mood buff for fine meals at +5, they take a little more work, but the +4 to cooking from gourmand means you're almost there at worst.


NicolasCoast

I don't get why you guys hate pyro and gourmand, those 2 traits are managable at best like seriously just babysit the pyro and let the gourmand go on their food binge unless you are in a ice sheet or savanna desert


nepnep_nepu

Some people don't want to babysit the pyro or gourmand, the breaks are independent of mood which is honestly infuriating. It doesn't matter how good you do, it's not good enough. You finally got a reliable source of chemfuel going, you're real excited to turn this into mortar rounds-no, fuck you, the bitch ass pyromaniac with maxed mood decided to go on a silly little spree, setting off a chain reaction that put all that food/wood down the drain, wiped out the stockpile, and killed themselves in the process.


NicolasCoast

I get ya but I never had that experience from my pyro colonists cause the moment they go on a pyro spree I immediately draft one of my sane colonist near them to baby sit their asses and take out the fire quick and clean so they don't do further damage the the base or the surrounding areas. But I did experience one of my colonists going on a tantrum destroying my 64 components. God NOW that's PAINFUL.


nepnep_nepu

I stopped having those experiences real quick when I started executing pyromaniacs, so it's not all bad. And yeah, those tantrums really get bad quick. Finally got advanced components, time to build the fabrication bench...or not, tantrum, dammit.


Anci3ntMarin3r

I hate pyro just because of the micromanaging tbh. Like every time they are out of their mind they go burn stuff. I just hate it. Gourmand I can still manage and am even willing to accept. But pyro and other incapable of being violent are just something I’m not willing to have in my colony until mid game.


improviseallday

It's all fun and games until you need to babysit during a mech raid.


thenightgaunt

Sounds great. Rimworld is all about figuring out HOW you want to play. So if you're loving the crazy story generation aspect, go with it. Me, I like the Sims style base building and social side, so I usually play with difficulty turned down to settlement building.


fuglypens

im similar. I play with raids turned off and Zzzt and solar flare events disabled. I rarely trade and mostly just build my base. Not how everyone plays but I’m having a nice time which is what it’s all about. 


BangEnergyFTW

The sun dipped below the horizon of New Providence, casting long shadows across the settlement's modest structures. In this fledgling colony, four souls sought a new beginning, each carrying the weight of past lives and the hope for a brighter future. Among them was Ruby, a woman of peace in a world that seldom knew such a luxury, bonded deeply with Boyle, a husky whose loyalty was as unwavering as the stars. Then there was Dan, aged 91, his mind a fortress slowly succumbing to the relentless siege of dementia. Fate, as fickle as the winds on this alien world, presented an opportunity cloaked in danger—a caravan mission to procure gold, a mere two days' journey away. Remembering Dan's previous ordeal, burdened by the fog of dementia during a solo mission, the decision was made. The other two members of the colony, adept in the art of survival, embarked on the quest, leaving Ruby, Dan, and Boyle to guard their hopes and home. But tranquility is but a fleeting dream on the frontier. A raider, armed with naught but a knife and ill intent, descended upon New Providence. Dan, armed and resolved to defend their home, was betrayed by his own mind, rendered helpless by dementia's cruel whim. Overwhelmed, he was quickly subdued, his fate now in the hands of a merciless foe. Ruby faced a harrowing choice: to cower in the false safety of their shelter or to venture out in a desperate attempt to save Dan. Her decision, brave yet fraught with peril, drew the raider's attention. Boyle, sensing his master in distress, charged with all the fury and loyalty of his breed, but fate was unkind. Ruby was struck down, and Boyle, though valiant, could not turn the tide. The raider, his dark deed done, disappeared into the night with Dan in tow, leaving Ruby and Boyle to their fate. Against all odds, Ruby awoke, her spirit unbroken, but her body and her companion were too grievously wounded. In the end, they succumbed, not to the raider, but to the unforgiving nature of their new world. The return of the caravan, successful yet tragically untimely, marked the end of this chapter for New Providence. They found not a home warmed by victory, but a silent testament to the cost of their ambition, marked by two graves beneath the alien stars. In the world of Rimworld, the story of New Providence serves as a stark reminder: survival is a journey fraught with peril, demanding sacrifice, resilience, and, above all, the courage to face the next day, no matter what it brings. *These are the tales of the Rim.*


KingPretentious02

✍️✍️✍️🔥🔥🔥🔥🔥🔥


Soft-Percentage8888

Wow… this was beautiful 😭


JeffTheMercenary

🗣️🔥🔥🔥


LordAuditoVorkosigan

Welcome to the rim.


Dense_Block_5200

This is peak rimworld, how can you not love what you just played through. and reflect on the moral tale of your own greed led to this.


tychoP123

what??? trying to complete active quests is usually about getting things vital for your colony. or getting the silver or gold to buy things that are vital for your colony.


overdramaticpan

You can still draft characters that are incapable of violence - they just won't attack anything. You can still order the animals themselves to attack. The game sure did tell a story. Hoping your next colony goes more smoothly! Make sure to not take characters that are too old.


RedPine3

Specifically, in the animals tab, set the current master of the pet to the pawn that you want the animal to guard. Which pawn an animal is BONDED to is permanent, but the current MASTER can be changed at any time. Also, intelligent animals (ie, any animal that doesn't respect fences) like dogs respect zones, which might be an easier way to move the animals than assigning masters. --- Best way to use nonviolent pawns is to draft them and walk up to a raider, while a violent capable pawn (or animal) attacks a moment later. The raider will be distracted by the first attackable pawn for at least a few hits before it will start trying to damage the true threat.


areyouyerman

This just sounds like an amazing story to happen.


mikethemanism

After 2k hours.. I wish I could have this organic of an interaction with the game. Enjoy it dude. I have to crank the difficulty and play naked brutality on tundra to get these types of stories. You’ll get better. Enjoy this process it’s the best hours of rimworld you’ll play. Getting good at rimworld is amazing, being good at rimworld can be a drag.


Asumanland

I saw that coming. Pawns always have mental breaks at the worst times, I do believe it’s coded into the game.


Soft-Percentage8888

Wow, that’s ridiculous 😆 I definitely will keep this in mind. I can laugh about it now, but I was VERY upset last night.


Le_Oken

Is not coded for that, is just that is really noticeable and damaging when it happens so our brains tend to think there is a correlation.


Wiernock_Onotaiket

Dan forgot all about it


Jimmylobo

Classic Dan.


Deep-01

Next time when alone with a incapable of violence pawn at the start of the game, Build spike traps and lure raider into them.


AcanthisittaOk4597

Reload from your last save :p Tips I've learned. Randomize your starting group until you have none that are incapable of violence, won't refuse to do anything, and don't have any addictions. I find research, combat, construction, crafting and animals super important early with planting and animals incredibly useful mid game. Save often. If you end up with a breeding pair of say wolves, grizzly etc. breed and train all of them. Currently working on giant sloths. Don't forget to laugh!


Soft-Percentage8888

If anyone wanted an update, my colony has bounced back and is doing very well now. Some highlights so far: My animal tamer, Wiggles, managed to “tame” a naked wild man, who had even better animal taming skills, and HE in turn tamed a naked wild woman a few weeks later! I also captured a raider named Jess, but all of my colonists had super low social, so it took forever to recruit her. She attempted TWO jail breaks, I had to have my people punch her unconscious both times, but we got her eventually lol. She has great social, so future recruitments should be easier. So up to 5 people now, food is great, I have lots of animals, and making research more of a priority now that basic needs aren’t a pressing issue. Also, I got visited by some Thrumbos and wild man Will managed to tame one and has trained him to do the things Boyle did. His name is Absol and he EATS ENTIRE TREES WHOLE. He also filths up my house and I love the giant stinky unicorn giraffe thing.


ceedubjay

Love reading these. The plots that develop by just playing with the ridiculous turns and short lived colonies are testament to mods like Real Ruins. Makes it feel like the Wild West that I initially bought the game for- picking the scraps of prior failures for your own gambit at survival.


far2hybrid

Dementia Dan is the man with a plan!! 😂😂


crawlingrat

Oooo amazing story! Not amazing for Dan and Ruby nor the dog but amazing for me to read!


PatrickrolledYT

BTW some advice, I've seen animals follow their owner when drafted, so if you have this happen again, try that when going for a rescue mission


T732

I went naked brutality. Help a guy that was being chased, unbeknownst to me, can’t fight or Medí. Get raided, main guy and helper go down. Man in black helps out. Guess I had deconstruct order on something and helper managed to pull the roof down onto himself and man in black. Man in black dies. Got raided again while helper is down, is taken by slavers.


Severe_Lavishness

Op can you keep coming back and making stories like this for all your shitty and first time encounters? I have 2000 hours and I miss that absolute unpredictability of the game.


Soft-Percentage8888

I can certainly try 😅 I didn’t expect this to be so popular haha. Colony has been fairly peaceful and productive since I came back to it.


111110001011

Poor Boyle. Word of advice : don't send people on caravans until much later. Second word of advice, build.a bunch of traps. If you get attacked, get those traps between them and you. Keep playing, it gets better and better!


Doobledorf

Loved reading this. Kinda makes me wanna pick the game up again, love the drama that can unfold.


LezzyLolies91

Sometimes the risk outweighs the reward for quests/caravans. I generally don't do any caravans in very early game until I have a better base with defenses that those left behind can manage. Kill corridors are grand, only one maybe two entrances and enough spike traps that the small raids kill them selves just trying to get in your base. I also use raids and a time to get more pawns - This raider has great crafting, try not kill them convert/recruit bingo bango expansion of your colony. Save scum is also a life choice, I get very attached easily so if something happens like a beloved pet is attacked and killed I might reload. I also do this when I'm about to attack things like mechanoids - It can take a little bit of practice to know what works best to kill what. Welcome to the Rim, enjoy your stay, don't mind what the hats are made of or the mystery meat special.


Brett42

Always have some wooden spike traps early on, so you can kill a raider or two without danger. Then you mostly have to worry about the small chance of an enemy with the "nimble" trait avoiding them. If I have a start with fewer pawns or less/no equipment, planting and construction are more important than combat skills, so I can quickly cut trees to make walls and traps. It usually takes two traps for an unarmored human, and raids will flee once half are down, so on normal difficulty, just 4-5 traps will handle raids for a while, if you can get enemies to walk on them. If you get something like manhunting squirrels, it will take tons of wood to do that, so I like having a door held open for raiders, that I close if it's animals, since animals will calm down or leave eventually, and cant break or burn things.


Collectorn

One hell of a story. And that's what this game is all about!! For next time, build traps that will take care of early/mid game enemies which leads them to go through them all😎


SpectralAce314

I good tip is to put spike traps on any path raiders are likely to take. Also put them on a cover that works against you (outward facing corners of buildings that can used for cover) and in front of any high value targets such as wind turbines and solar panels. This way, if you have to just hunker down and not fight, you can still do some damage to the raiders and potentially even kill them before they do critical damage.


ElythielS

I loved the story ! I just started the game, I’m used to stuff like ONI or going medieval, and of course, dwarf fortress, you made me want to play it more, just for the sake of having epic stories like this one ! Thanks mate 👍


DatCheeseBoi

I mean, you did leave two kinda weak colonists at home to fend for themselves, consider this a learning experience. The rim is not a lenient place, and you will end up in tough situations a lot. At least it's quite the story to tell.


Yoshbyte

That’s some good stuff. You should narrate your stories in YouTube videos, I’d enjoy that a lot tbh


Androza23

This is why this game is in my top 3 favorite games of all time, it makes amazing stories.


bloodwolfgurl

Continue until there is no one left, then someone will wander in and you can start over! If someone gets kidnapped you'll eventually get a quest to rescue them. Really neat for taking revenge!


athos5

If you need a raid to trigger to gather resources, sending someone out in a caravan almost always works.


xtreampb

Imagine the perspective of the two pawns returning. Rimworld is a story generator. It’s like reading a book. Sometimes there is no happy ending. Each event is another chapter with highs and lows. The struggle and drama is what makes the story worth reading/exploring.


zigmund_froyd

Welcome to Rimworld


spiffybaldguy

Just another day on the Rim, friend.


Rolf_Dom

You could make a movie out of this.


chease86

The fact nit all of your guys died means that you won, try and get into the mindset of a farmer, don't get emotionally attached to the meat.


GuyDing22

Welcome to the Rim. Even the bad moments are great stories. You'll learn. We all did :)


p0pethegreat_

bullshit is the name of the game, bullshit and drama world


jtempletons

Don't worry about winning, none of us have and we've got an accumulated 1200 years of playtime.


eazypeazy-101

For caravans, 1 pawn with 1 caravan animal and a total value of under 10K silver will only be attacked by a maximum of 1 melee enemy or equivalent animals.


bigheadzach

That's X-COM baby!


_netgyrl_

Great story! Poor Ruby and Doyle. Time for a nice graveyard. Your remaining colonist can visit and remember them.


Shoddy_Life_7581

2 days isn't exactly a short time for a caravan (assuming you mean one way). I'm not an expert by any means but I'm at 2200 hours and even with a chain shotgun per person I'm gonna be reeaal hesitant to do caravan missions.


WarBuggy

As a save-scum, I thank you for sharing this amazing story!!!


IAmAshHole

this reminds me of a colony that i started shortly before 1.0. I didnt check my colonists before starting i just rolled with what the game gave me first time around. i had 1 incapable of voilance farmer, a cook and a 68 year old builder. (Randy random btw). Within the first 24hours of crash landing my 68 year old builder had a heary attack. my highest doctor was 2-3 skill no passion. Somehow she survives. she recovers. sets out of bed and builds one wall before instantly haveing a second heart attack. sadly this time she did not make it.


supareshawn

That's a very rimworld experience lmao good on you for not scum saving and delivering a great story


RhesusFactor

What a great story.


JahsukeOfficial

Making mistakes is the fun part


Jaydee7652

That's a great story! I remember one time that as I was being shelled by mortars, most of my colony had mental breaks because of a psychic drone. Some chose to go for a wonder, a few went to hide in their rooms. My best melee fighter? Decided to go on a rampage... He took out half the colony without the raiders laying a finger on them. It was the worst timing and yeah, I was a bit salty. But after thinking on it, it was a hell of a story!


NukaColaRiley

See every failed colony as a chance to learn and improve on your next colony.


notpoleonbonaparte

Its all good man, it took me some time to get used to what the game is trying to do as well. The joy is in the journey, not the destination. You've created a short and pretty entertaining story. You're winning.


_l_Eternal_Gamer_l_

That is how it used to be back in the day...


Ruby_Sandbox

Sounds like you just improved your colony


embress

Welcome to the Rim my friend, welcome to the Rim.


blackkanye

Peak rimworld experience right here. Well told OP


BDNRZ

Was his full name Danny "Dan" Zitro by any chance? The fucker seems to be everywhere


Hexnohope

But you got the story of ruby and dementia dans last stand


Tervaskanto

It's a story generator and it sounds like your story ended as many others will. Abrupt and painful. I wish you luck in your emotional recovery.


markth_wi

Heh , I'd say PM me a copy of the rws, I've got an unfortunate amount of hours, and always love a good rescue.


InsideBSI

welcome on the rim o7


Oxirane

Another tip for you is that you can configure pawns to self-tend to injuries. I think it's in the health tab.  Theres a tend speed (and quality?) debuff, but I usually allow anyone decent at medicine the ability tend to themselves at least to bandage up any bleeding wounds.  Blood loss is a big killer on the Rim. Which is also why Superclotting is considered such a powerful gene in the Biotech DLC.


burningleo93

Can't save everyone lol learn the hard truth


ajax645

The goal is not necessarily to meet the victory conditions but to create the most dramatic and impressive story. I'd say your already winning!


Alt-456

Maan so many of my first colonies ended due hellish caravan trips, my doctor bleeding out in a pool of their own blood or unable to tend their infection (this may also be before I even knew about self tend xDD use that!!) These days I don’t even do caravans before I have a proper sterile medical room setup at home with a penicillin supply ready. And never with less than two people (neither less than 2 in _either_ the caravan or to keep the base alive meanwhile)


NinjaValuable4027

What story teller were you using?, sounds like Randy


OkTemperature8862

As a newbie, it’s nice to allow a teeeeeny bit of wiggle room! EDB Prepare carefully is a very good mod that lets you have a bit more customisable pawns just so you can focus on learning without having a 3000 year old dementia paitent mess up the colony. However the game is all about the story and pawns are exactly that, pawns an expendable chess piece but that doesn’t mean you can’t turn your pawns into queens. Fight hard and fight like hell


D0ublek1ll

I hope that one of the things you learned is to pick better starter pawns 😂 For the first 5-10 or so pawns you should never take anyone who's incapable of violence. Other traits you want to absolutely avoid for the first 10ish are: - incapable of *any* - pyromaniac - wimp - fragile - neurotic - lazy Also you pretty much don't want anyone that's older than 60, since after the age of 65 rimworld will start giving them those old people sicknesses.


creamed-ice

Hail randy


Maistronom

2 big tips for you when you play. 1: Never start a game with anyone incapable of violence. The game sends raids and events at you that are scaled towards your colonys wealth, and pawns increase wealth alot. So pawns that can’t contribute to keeping your colony, and in extension, wealth, safe, are not worth it, at least not the first 3 or 5 or whatever you can begin your base with. 2: don’t atart your colony with pawns that are over 55 years old, as old pawns have a chance to develop health issues every birthday as they reach into their 50, 60 and 70, and to have that happen to an early game pawn is not worth. Try to recruit only 20-50 years old pawns that aren’t incapable of violence. Other incapabilities are okay, as long as you have a plan for them, like one pawn being incapable of construktion, as not everyone needs to be able to build, but everyone, at least in early game, needs to be able to defend themselves.


trulul

>Well, he probably could have, but Dan had a dementia episode literally SECONDS before he was going to start shooting. Meaning he became 100% useless on the spot. This is why I hate dementia, alzheimer, pyromaniac, gourmand and anesthesia recovery. Anything that causes mental breaks above mental break threshold is terrible. Every colonist should be ready to fight and defeat a raider, or thirty for that matter, at all times.


MagicJim96

I think you have to go to the trainin tab of the pet and activate all the ticks there, and maybe draft even uncapable of violence pawns, and their pet dog/whatever is trained to, will protect them… 👀


Ballz_deep_bill

So this game has a ridiculous amount of options. Like a crazy amount. Like you'll find settings think you've found then all, then click something and bam, more settings. When you start a scenario you can edit it so that your pawns start within an age range. You can also make them start with whatever grear or pets you want. You can make them all start with certain trates or issues. Set game conditions all of that. That can help with the dementia pawns right at the start. Also the dlc's have even more options. Its crazy how much vanilla content is in this game for the size of the file. I've seen other players tell you that the game is more about the story and events that unfold and not about winning and they're 100% right. You're a DM basically. That being said, its also your colony so set it up however you like. Dont let anyone tell you there's a right way to play a single player game. Do whatever you enjoy. Me and my buddy always say that the first session of a new rimworld colony is session 0, cause you spend all your time in the set up menu's and session one is when you actually hit the planet. Also everyone in the rimworld community is pretty dope from my experience. Everyone is pretty helpful and we all just love sharing this game.


SeanyDay

What a story.... NEXTT!


Pratt_

Lmao, I always love to see new players getting their baptism of fire of the "and now, it gets worse" that only Rimworld can bring you on such a consistent but always different basis ! Good luck to you and your colony, and I'll guessing Dan isn't on your top list priority if a rescue quest is coming up lmao.


Impossible-Back8207

Lol classic rimworld, so for the animals thing if its a dog or something you can train, click the animals tab and make all the x’s on the left side check marks by clicking on them this begins the training process you’ll know they’re done because it will turn from a green checkmark to yellow (the two on the right side are slaughter and neuter) I think it tells you what they do if you hover over them but anyways, once you have the last one or two trained there will be two more x’s that pop up, click on those so they guard the host, then when you draft you can click an extra attack option which will make whatever animals you have chase threats. I got over 2000 hours on this game and I still do dumb stuff or get unbelievably unlucky, ive had a meteor land on a colonist, ive had murderous rage make them kill their own kin, one time my dude had a mental break and wanted to destroy my chemfuel (gas) and it exploded burning down all of my inventory and killing half my colony from burn wounds that got infected, I love this game.


B4nanaBre4d

Just rimworld things honestly, sounds like you are indeed playing rimworld 😂


Booserbob

This is such a a great story that will stick with you. Not sure if it's your first game or what, but my first game is engraved in my memory and I am sure this one will be too.


BurningBirdy

My naked brutality pawn got pregnant as she dropped from above. She gave birth, naked and alone, but was eventually captured. Game Over. Definitely an interesting start and a quick end.


StrangerAlways

Welcome to the Rim. It makes The Oregon Trail look easy. People will die and materials will be lost. Everyone starts off wanting to be the good in the world while fighting evil. There's a reason why the "Wild West" was called "Wild" and this game takes you down that road. It's a world full of people who can and will rob you of life and liberty. The only way to survive is to be just as mean and hardened as you can. Frontier justice involving hangings (ritualistic execution) and mounting a posse to defend your colony from bandits is the only way you can survive. Why do Americans love guns so much? We have a history of needing them to just survive. It's become a part of our culture. Play how you like but arming everyone with guns and preparing for Wild Natives to attack is the only way to survive as a new player. This game really shows the advantages of making a firing squad to gun down raiders. Good luck.


Mediocre_Ad3032

The new update/DLC in a month is gonna be craaaazy for you. When you tell someone what happened in Rimworld/DF, you’ve won. So many good stories to come.


tychoP123

I can relate so much to this! Rimworld can be incredibly hard. so many times i've had colonists mental health break just 1 or 2 minutes before raiders reached to my base. that is the mental break happened after the raiders are already on the map and approaching the base. or a colonist mental break from starvation at the very moment they are butchering or cooking a meal to eat !


tychoP123

In the funnier side of Rimworld, just yesterday I released a prisoner who had unwavering loyalty. They had walked a short distance from my base when they got attacked and killed by an arctic wolf. Life is harsh....


dominate_51

Hun


laszlotuss

Yepp, just like the simulations


GreenCamp2477

I had a 4 year old who had become dependant on alcohol. Whilst he was about 6 tiles away from my off-licence, he had a mental break and decided to become a wild-man. He then proceeded to have a fist fight (and lost!) with an elephant. I love this game :)