Main mods:
Hotseat (for narrative variation) RimOut: Legion Faction SK's Fallout Great Khans Bad Hygiene Communicable Diseases Hospitality Gastronomy ReGrowth - Wasteland (requires ReGrowth Core) ReGrowth - Mutated Animals Fallout Races Ghouls and Robots (Seperate mods) Vault Tec Handy things [O21] Fallout Armoury The Forge - NCR Armoury
It's not too bad really, once you have it set up and make sure there's always enough resources, it just sorts itself out. You have to play at low difficulty, though, or it will get to being a lot of work, really fast
This is not my colony, but I do play very large colonies. The answer is in the numbers; if you have enough colonists set to do the same job, it will get done. The only problem is that things like workbenches get reserved. So workers with a specific task, like cooks, get assigned a bed near their work spot, because all the time they're travelling to their stove, it's reserved and can't be used by other cooks. All goods they require to do their jobs are hauled in by other colonists
Full description:
The Nothern Estheder Eternal Compound. 10 Vampires in a Swamp, with another 10 humans to be converted once the Hemogen farm has been expanded. Proud producer of finest headwear and marble statues. An Adventure Story told by Randy Random, Valeria Vanilla and Steven Savescum.
Codoyoubo is a kind nation accepting everyone - even those that do not want to carry or clean! We have the frail, the weak and the creepy breathers.
But now is their time! With huskies on their side they will create a nation to fear.
They have been preparing and the framework has been laid.
Things I personally like about this:
Retooling the 'outdoors' grow areas (middle-top-left, and left) to be nutrifungus farms for chemfuel production. I'd put separate zones with pathways just so I could manage sowing a little better - I kept on having half sown fields, that would then be harvested on different days (and re-sown) and that just annoys me. So 'turning on' one field at a time, ensures the planters focus their efforts.
The double-geo-vent greenhouse in the top right.
The 3x3 grid of bedrooms in the bottom left - all 'countess' grade.
Lighting in the 'temple' to bring out the highlights of the high life carpet.
Finally figured out that 'Wondrous' tier was a thing, and thus the throne room is. Themed in black and gold with generous uses of paint. (The black dining chairs are actually silver, but the gold ones are slowly getting replaced with actual gold chairs).
Kitchen/corn store is mixed, and straw matted for 'walking areas' with sterile tiles under the shelves to boost the cleanliness a bit. Straw matting is because I feel it's better than sterile - cleanliness in a kitchen only matters below -2, so having a whole room at 0.6 doesn't really help much. But having straw matting means a -15 blob of 'filth' just doesn't show up as quickly in the first place. The room is also larger though, to 'dilute' the cleanliness impact of one blob of filth, and the sterile tiles push the average up just a little.
The autobong in the prison is good for keeping prisoners in check - with the right amount of leg removal, they can be so borderline on moving around, that they're not causing any trouble even if they break, but they can still feed themselves, saving a bit of pawn-time.
Most of the solar power goes into sunlamps, and most of the 'baseline' energy is chemfuel. Next on the to-do list is a better nutrifungus-processor-chemfuel power plant. Chemfuel generators also generate some heat, so this is vented in to the base during the winter to keep temperatures up a bit more, and save a little on running heaters. (But I want to try using them as 'space heaters' for an nutrifungus crop).
No killbox here, we're using turrets and 'bunkers' - the mortar pit is mostly roofed so my nudist gunner can mortar during the winter.
Generally we've got paired 'batteries' of uranium sluggers, with a goal that they're walled between them so there's no chain explosion, but one battery covers the other. So one neanderthal with a breach axe can't wreck the whole thing.
Generous use of coloured lights for aesthetics.
Morbid 'style' imported just because I really like morbid carpets, so we've a mix of those 'ordinary' high grade carpet, and high life carpets. But because I also brought in hindu style, we don't have those boring morbid sculptures about the place.
We're just about transitioning to spring here, which is why you'll be able to spot psychoid/corn planted in the snow. It's not quite cold enough to kill it, and getting warmer, but the snow hasn't melted yet.
Seed: Tuque
Coverage: 100%
I used geological landforms and ngl, it took a while to find the perfect map for this concept.
Out of Combat Move Speed Boost made travel on foot feasible.
My colonists live an idyllic lifestyle in the sun, with Parties, Orgies and Festivals a regular occurrence. Our chief exports are Yayo, Sushi and Whisky, all sold directly to Hospitality guests.
Playing on a tiny 90x90 map was a huge challenge and for the most part an engaging one. Every resource and caravan mission counted, we collected hundreds of limestone chunks!
Downside was having enemies spawn literally on top of you, with entire mech clusters crashing INTO your base. Wild animals get desperate to eat your crops (or pawns) real quick. Building 30% of the base on bridge support vs enemy explosives is pretty worrying.
OP made a very nice description on the /r/rimworld subreddit
Modlist:
Harmony
Core
Royalty
Ideology
Biotech
HugsLib
Allow Tool
Camera+
CleaningArea
CM Color Coded Mood Bar [1.1+]
Colonist Bar Adjuster
Geological Landforms
Level Up!
Map Preview
More Planning [1.4]
Numbers
Progress Renderer
QualityBuilder
RimHUD
Save On Incident
Self Dyeing
Thrones plus
Trait Rarity Colors
Work Tab
Dubs Mint Minimap
Quality Colors
[T] MoreFloors 1.4
Wildfire (Continued)
SaveJobWorld
Cherry Picker (dev)
[FSF] No Default Shelf Storage
Defensive Positions
WeaponStats
Quest Reminder
Designator Shapes
RocketMan - Performance Mod
Gallery_Curator
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