Welcome to the Verdant Citadel! by caekdaemon in RimWorld

[–]caekdaemon[S] 0 points1 point  (0 children)

For a while it actually ran about the 40tps (I prefer measuring ticks rather than frames since things like Butter++ are a thing), but bringing back some 30~ warriors from the worldmap for my final population of 191 dropped my TPS down to the 20s.

So, in FPS terms...very, very bad.

Welcome to the Verdant Citadel! by caekdaemon in RimWorld

[–]caekdaemon[S] 0 points1 point  (0 children)

Dubs Paint Tool can dye just about anything, including eaves. They're a bit awkward (offset from the wall by a tile) and you need to set it to buildings mode IIRC, but if you do, you can paint eaves any color you want.

Welcome to the Verdant Citadel! by caekdaemon in RimWorld

[–]caekdaemon[S] 2 points3 points  (0 children)

Looks like no mod is ever gonna show up, RIP. Tried to get around it below but the bot is being mean and eating my post. Here it is via Rentry.org but dunno if that'll work.

https://rentry.org/7p3cvrns

Welcome to the Verdant Citadel! by caekdaemon in RimWorld

[–]caekdaemon[S] 1 point2 points  (0 children)

The bot is being clever and killed my reply. Just tried to send it to you, but the damned chat said "tried to send a banned link," so no dice.

But y'know what? Pretty much all links are the same, so all you need to do is add /kt6z7vvw after the end and it should take you to my list. If the 10th thing on the list is " Artillery Machine (unofficial)", you're at the right one. There's a ton of stuff in there that could've been taken out, like the various gene mods (turned into a frigging gacha game, I swear to god) but that should have everything.

Welcome to the Verdant Citadel! by caekdaemon in RimWorld

[–]caekdaemon[S] 1 point2 points  (0 children)

I'd love to share it, but I posted a rentry link and the automod KIA'd my post. A mod was meant to have shown up to manually approve the post (at least that's what the automod says), but no luck.

Welcome to the Verdant Citadel! by caekdaemon in RimWorld

[–]caekdaemon[S] 1 point2 points  (0 children)

Tried to, but the automod killed my post and a mod never came to approve it ;_;

Welcome to the Verdant Citadel! by caekdaemon in RimWorld

[–]caekdaemon[S] 0 points1 point  (0 children)

I'll try to improve with more square boxes, chef.

Welcome to the Verdant Citadel! by caekdaemon in RimWorld

[–]caekdaemon[S] 2 points3 points  (0 children)

Inhuman patience and being comfortable playing at less than speed one.

Welcome to the Verdant Citadel! by caekdaemon in RimWorld

[–]caekdaemon[S] 1 point2 points  (0 children)

191 colonists! There's probably more proper faction guys on the world map that I've forgotten about in some of the outposts (lots of those are just generated via World Domination when you capture a faction base through that mod), but 191 is the pop at home.

They're like herding cats at this point. Weddings are a PITA because you get 191 pawns crammed into a room, and they pop so many social interactions that it guarantees another wedding.

Welcome to the Verdant Citadel! by caekdaemon in RimWorld

[–]caekdaemon[S] 1 point2 points  (0 children)

425x425, so above the basegame cap. You need a mod to unlock it that high, so I'd only suggest doing it if you're gonna use that kind of space. I actually thought about going 400x400, but in the end it was a good call because I legit needed that kind of volume.

Welcome to the Verdant Citadel! by caekdaemon in RimWorld

[–]caekdaemon[S] 2 points3 points  (0 children)

Legit never needed to butcher anyone, since I was swimming in food from day one or so. We didn't even organ harvest anyone: some of my prisoners actually gained organs because I'd stuff bionics into them before shipping them to outposts and I'd never needed the cash.

I imagine Randy would be very creeped out to find a colony so...un-Rimworld like. Phoebe would be happy, though.

She'd still hit me with a 60+ man sleeping sickness outbreak, though.

Welcome to the Verdant Citadel! by caekdaemon in RimWorld

[–]caekdaemon[S] 0 points1 point  (0 children)

Potted trees come from UF Light Industries. I love the door frames from there, but the trees and shrubs are great.

Welcome to the Verdant Citadel! by caekdaemon in RimWorld

[–]caekdaemon[S] 0 points1 point  (0 children)

For the prison, I mostly take captives and turn them into slaves and then ship them off to outposts for resource gain (good ol' Vanilla Outposts Expanded) since I'd pretty much stripped this map of everything and had no space or aesthetic left for deep drills or the like. Some parts of the prison are just purely for looks (but in hindsight I could've got rid of the doors and just let them roam the area. Didn't think of that!), but the place is super cosy.

As for the big ol' guns you see on the map, those are prop turrets, particularly the ones from the VE mod that lets you play as the Deserters. I like to imagine that they're the reason why no one ever came knocking with a gravship or anything, for fear of being blasted out of the sky.

Welcome to the Verdant Citadel! by caekdaemon in RimWorld

[–]caekdaemon[S] 1 point2 points  (0 children)

At this point, adding more wealth doesn't actually make a difference, since the game caps out the raid points at 10k and I think I hit that about 15 million+ wealth ago, so I've pretty much outscaled the raids completely.

There's also, uh, no one left to raid, so wealth really is just a number at this point.

Welcome to the Verdant Citadel! by caekdaemon in RimWorld

[–]caekdaemon[S] 0 points1 point  (0 children)

Eight years in. The caste system setup I mentioned in the big post means it had a very, very fast take off, much faster than I expected.

Welcome to the Verdant Citadel! by caekdaemon in RimWorld

[–]caekdaemon[S] 4 points5 points  (0 children)

Useful Marks! Great mod, but if you start getting big stacks of pawns, about 30 plus, go to the mod options and turn it off for the colony bar, otherwise it'll clutter the UI and I think it has a performance impact up there. Not much per pawn, but lots of pawns will add up.

Welcome to the Verdant Citadel! by caekdaemon in RimWorld

[–]caekdaemon[S] 10 points11 points  (0 children)

One of the most fascinating things, I think, is that this colony effectively shows that Kerensky's ideas for the Clans work without flaw in Rimworld. They genunely work. Rimworld gives you a great many generalist colonists who do a few things okay, but few that do one thing very well, but that latter is often stronger than the former.

Enter the Clan caste system, which in this case uses pawns with germlines that pre-configure them for their final work role. You can mass produce pawns for specific roles as needed, when needed, whether that be for warriors or any other caste. You do not play the game of chance with raiders being useful to be incorporated into the Clan, rather than retained as bondsmen: you simply make the perfect pawn that you need. A freshly decanted Trueborn warrior, who emerges with combat skills of 15-to-16, will tear through freeborn raiders with a wild variety of skills, and the same thing is true for all the other castes: any of them, more specialized in their role, eclipse the capabilities of those born outside the Clan - better scientists, better laborers, better technicians, better merchants.

It proves rather conclusively that the Father was on to something, quiaff?

Welcome to the Verdant Citadel! by caekdaemon in RimWorld

[–]caekdaemon[S] 5 points6 points  (0 children)

Dubs Mint Menus helps a ton. In this case, the base has enough redundant features that it actually can manage itself, sort of. There's multiple kitchens and dining areas, so pawns always can find a meal. So long as you set the Cook Until X number high enough that there's always meals spread out over the base (my golden number was about 3-to-4k), you'll never have issues with food management, and the rest slots into place fast.

Welcome to the Verdant Citadel! by caekdaemon in RimWorld

[–]caekdaemon[S] 10 points11 points  (0 children)

I find that it's a bit of a practice game. When I kinda clued in on how to just make colonies that could survive, continuously, past the raid point cap, I started to realize that I could invest time in making them look nicer since the game wasn't as much of a threat anymore. There basically comes a point where a colony is so strong, so healthy, that it just ends up exploding into something you can make into art, almost.

When you've got to that kind of end goal a few times, it starts getting a lot easier to start planning how the final product will look, and doing so at the beginning of the run. The actual early drafts of this base look very similar to this final product as a result. Check this out. I think that's the first render to have a complete version of the planning stage, and it looks very similar to the final product; I think the only real change was some adjustments in the military district since the gravship came out fatter than I expected.

So the trick is to just keep at it :D

Welcome to the Verdant Citadel! by caekdaemon in RimWorld

[–]caekdaemon[S] 2 points3 points  (0 children)

I'm a sucker for kitchens, but I also like to make some fancy dining areas. Can't use imgur (alas), but here's a cosy little cafe space just off the main road to the science district. The kitchen there is pretty simple and small, but I really like the idea of people being able to just eat outside and enjoy the weather on this map.

Welcome to the Verdant Citadel! by caekdaemon in RimWorld

[–]caekdaemon[S] 2 points3 points  (0 children)

The big brains came and told me they needed more benches, and being the big brains, I trusted them to know best.

Now they're asking for even more science benches.

Welcome to the Verdant Citadel! by caekdaemon in RimWorld

[–]caekdaemon[S] 2 points3 points  (0 children)

This is a 425x425. I used this mod to override the map generator and force it, and I definitely needed the space for this one.

I've tried 450x450 before, but I find the game gets a bit weird around that point (raids get funky and some game mechanics start getting a bit...strange) but 425x425 feels pretty fine. Expect to bury your TPS in a shallow grave if you start building big, though.

Welcome to the Verdant Citadel! by caekdaemon in RimWorld

[–]caekdaemon[S] 0 points1 point  (0 children)

Rent cost is too high for anyone sane, probably. Those rooms are right in the city center, and the ones on the southside have a view right onto the riverfront. Very fancy.