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Leal
Oct 2, 2009

I really loving love Rimworld guys

Rimworld is a colony simulator game that had its full release in 2018 and is now on its third expansion. Unlike most modern games where they add 2 or 3 dungeons and reskinned gear that has +20 damage/armor, these add new stuff that really shake up the vanilla gameplay. This is now my third thread after doing a general colony in vanilla, where the colony started with automated buildings and ended going to space and another thread doing 2 colonies, one of cannibal vikings who rose through the ranks of royalty and one of hedonistic druggies who partied until they met a machine god.

What does Biotech offer?

Biotech adds quite a bit actually, compared to the previous two expansions. Whereas the other two focused on one aspect (being a snooty noble and having religion), there are three big things added:

Genetics! In the vanilla gameplay, all humanoids were just humans. Some of the more popular mods were ones that added aliens, from typical grey man to androids to fox girls. Well now they're all official! Through the genetic system pawns can have simple cosmetics (elf ears, blue skin, red eyes, brown hair!) to things like depending on smoking weed or else they fall into a coma or die, or maybe they aren't able to do creative jobs as well, or are natural shooters. There are ways that these are balanced, which I'll explain later.

Children were added. I never cared much for mods that added children, but apparently they were quite popular. Now instead of relying on a wanderer joining, a rescued pawn joining, buying slaves or capturing pawns and recruiting them (which would have caps based on your story teller and would get more difficult), your pawns can toss and turn between the sheets and have children. Children age significantly faster than adult pawns and are capable of doing most jobs when they hit 13. During childhood they earn points that will let you pick better traits, skills and passions for them when they hit certain age thresholds. Or you can throw them into a vat that speeds up their growth, but they'll have poo poo stats if you do that.

Finally they added an official way to control mechanoids. Mechs can be gestated in machines and will require charging. This means automated laborers and fighters that you don't need to worry about feeding or caring for the emotional needs for. However this comes at a cost: Besides power needs, their charge stations will produce pollution. Pollution can be bad for some pawns, but amazing if you have pawns specially set up to coexist with it. Or you can throw them at your neighbors to piss them off.


So whats this LP going to do?

The last thread I had an ambitious plan of doing three colonies. Didn't quite work out, especially since one pretty much required building up and then restarting three times. This time I have two options:

:siren: Note :siren: I will be playing through this assuming you either have played Rimworld, know about its mechanics or have read my previous LPs. By this I mean I wont go too deep into mechanics that aren't something new that Biotech introduces.



Polluting Collective 1
Polluting Collective 2
Polluting Collective 3
Polluting Collective 4
Polluting Collective 5
Polluting Collective 6
Polluting Collective 7
Polluting Collective 8
Polluting Collective 9
Polluting Collective 10
Polluting Collective 11
Polluting Collective 12
Polluting Collective 13
Polluting Collective 14
Polluting Collective 15
Polluting Collective 16
Polluting Collective 17
Epilogue


Marauding Way 1
Marauding Way 2
Marauding Way 3
Marauding Way 4
Marauding Way 5
Marauding Way 6
Marauding Way 7
Marauding Way 8
Marauding Way 9


Names

VideoWitch ✔️
bios ✔️
senrath ✔️
Slaan ✔️
NGDBSS ✔️
BraveLittleToaster ✔️
Talow ✔️
SugarAddict ✔️
Breadmaster ✔️
Fajita Queen ✔️
Archenteron ✔️
ChaosDragon ✔️
someone awful ✔️
JackSplater
Akratic Method
DoubleNegative
Ashsaber
silentsnack

Leal fucked around with this message at 22:54 on Apr 24, 2024

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BraveLittleToaster
May 5, 2019
Voting for Vampirates. Necromancer vampirates is an auto-vote.

Would like to sign up for a colonist name either way!

NGDBSS
Dec 30, 2009






BraveLittleToaster posted:

Voting for Vampirates. Necromancer vampirates is an auto-vote.

Would like to sign up for a colonist name either way!
Same, if you couldn't guess my tastes on this you haven't been paying attention over multiple LPs.

Szarrukin
Sep 29, 2021
I vote Mechanicus... I mean Pollution

someone awful.
Sep 7, 2007


if i see vampirates then there's only one choice!

Cooked Auto
Aug 4, 2007

If you will not serve in combat, you will serve on the firing line!




:drac::respek::yarr:

Slaan
Mar 16, 2009



ASHERAH DEMANDS I FEAST, I VOTE FOR A FEAST OF FLESH
We need to :toxx:

ChaosDragon
Jul 13, 2014
Pollution

SugarAddict
Oct 11, 2012
Catgirls.

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

Sorry but this just sounds too good. Vampirates

Leal
Oct 2, 2009

Oh god, I will not be touching that one.



Though I should post this comic



To reiterate: Yes, Tynan saw the catgirl race mods and made them available as a choice in vanilla Biotech

BraveLittleToaster
May 5, 2019
It's good to see catgirls included in as many games as possible.

SugarAddict
Oct 11, 2012

Leal posted:

Oh god, I will not be touching that one.

It's actually an April fool's day joke. (it's not real).

Ohgod it's real.

killitwithfire.

SugarAddict fucked around with this message at 08:20 on Jul 20, 2023

NewMars
Mar 10, 2013
Vampires


Their goal seems more interesting.

habituallyred
Feb 6, 2015
Pollution Paging captain planet...

DoubleNegative
Jan 27, 2010

The most virtuous child in the entire world.
:bandwagon: Vampirates, of course.

biosterous
Feb 23, 2013




voting pollution purely because i'm currently watching someone play as vampirates in total warhammer 3 and thus am sated on that front :v:

Rorahusky
Nov 12, 2012

Transform and waaauuuugh out!
Vampirates. Curious how this will work out.

Arioch
Oct 6, 2018
Pollution, cover the world in a shroud of blight.

JackSplater
Nov 20, 2014

Metal Coat? It's already active?!
Pollution. Never did figure out how to effectively manage a polluted world. I'll sign up for a colonist name, as well.

Akratic Method
Mar 9, 2013

It's going to pay off eventually--I'm sure of it.

Any day now.

As a lifelong opponent of Captain Planet, I must vote Pollution

SIGSEGV
Nov 4, 2010


Pollution, the factorio spirits compel you.

Leal
Oct 2, 2009
Gonna call the vote here and it looks like vampires had a strong lead but ultimately pollution clutched victory by 1 point!

Fajita Queen
Jun 21, 2012

This looks exciting, I love rimworld.

BraveLittleToaster
May 5, 2019
The powers of earth, fire, wind, water and heart combined will be no match for polluting catgirls.

Akratic Method
Mar 9, 2013

It's going to pay off eventually--I'm sure of it.

Any day now.

Let the cat poo poo apocalypse begin.

SugarAddict
Oct 11, 2012

Akratic Method posted:

Let the cat poo poo apocalypse begin.

Town name is probably gonna be "Catbox" or "Cat poo poo Box" or "The Litter Box" or something.

Lynneth
Sep 13, 2011
I vant to suck

...

...

Blood. Vhat did you think?
Vampires!

Leal
Oct 2, 2009
Polluting Collective 1



Biotech comes with a start that will fast track us onto the joys of being a mechinator. The story is the colonist was chased off, but we'll have our revenge. They'll all see! Not pictured is me disabling the wanderer join events because I want to enjoy the difficulty of putting effort to get more recruits I don't want useless rear end pawns thrown onto me.



The story teller for this run will be Perry Persistent. The only Vanilla Faction expanded mod I have running is Ancients, but its story teller Alfred Ancient just does a steady increase in difficulty while locking you to a lower population. Yawn. Perry here will do events more often. I pick the second hardest difficulty cause I may be a pro but I'll never make millions doing e-sports.



Our planet of Alpheratz Aludra, which is one of the best names I've seen (Usually I get stuff like Prime 0-121). Going with 30% planet size cause honestly, big planets are not worth the increased load times. Also I drastically lowered the planet's temp, and don't worry about the lack of settlements, I lowered it for the sake of taking an image. I set it to max and regen.



All the way in the north is our new base. I had to dramatically lower the planet's temp, otherwise this biome would be the very tippy top and not have any mountains. The Propane Lakes is from Alpha Biomes, and its cold but better than doing an ice sheet run because there is, you know, stuff there instead of just a flat white map.



Now for our ideology, this would be a very appropriate one... Except for the hatred of autonomous weapons. And that doesn't just mean turrets either, this includes mechanoids. What kind of mad scientist doesn't want autonomous weapons of destruction? Designing robots is a science too!



Here is the ideology we'll be going with. Tunneler will give followers an indoor need instead of an outdoor one, which will be nice cause we're going to want to be indoors as much as possible. Progressive speeds up electrical work benches. Mechanoid supremacy gives a penalty to killing mechoids and access to the mechacker role, which has the ability to explode mechs. Finally there is Polluter, which requires not just the base but the world as a whole to become polluted. Mech labor is sped up, colonists will be happy if we dump pollution and we start with toxifier generators researched.

When it comes to precepts I go default on most things, some notable ones are:

Humanoid hybrids being accepted. Can't have fun with genes if everyone is going to be a bigoted rear end in a top hat.
Autonomous weapons being accepted. Cause no poo poo.
Reliquaries being forbidden, and not having any relics. I don't really care much for them
Reputation is lowered, which gives a -50 penalty to relations with everyone. Would YOU trust a collective who grinds animals down into slurry for genetic material and steals people's genes?
Barracks is preferred. This is different than last time I tried this and it made colonists pissed off that their barracks was too nice. We can't spare space for bedrooms, we need the space for research!

We only have 3 roles, one being the leader and the other being the moral guide that every ideology gets. And then there is the Mechacker, which as said can make mechoids explode. Technically we can have another, the mining specialist. But they can't do a bunch of work so *blows fart noises out of mouth*

We got 3 general celebratory rituals and a change on the funeral ritual. Instead of a burial we launch the body to space. And then there is the unique ritual that we have for being a scavenger structure ideology: Scrapping ritual. The colonists will break down a piece of high tech equipment and we get components out of it.

No relics, no weapon preference, no preferred apparel. We do have a venerated animal but I'll reveal that at a later date. Also there is now a "Preferred xenotype" option, where colonists get happy for having that xenotype among them. However any xenotype that isn't picked as a preferred type will be considered disliked and colonists will be unhappy with having them around and it creates social problems. Thats a bit much.



After making the ideology we can pick xenowhoa holy poo poo look at all of those categories! I uh, may have downloaded a few mods. So this is the new thing that Biotech brings in, xenotypes. You have baseliners with no genetics at all. Then there are 10 premade ones in vanilla (and with my mods there is another 9 out there...), including demonkin who can spit fire, socially inept super geniuses and god drat vampires. And whats great is that you can now make different types of pawns without getting a race mod and having to put up with the creator's bloat or deciding their special race should have native 200% defense and their fists can set other pawns on fire and other such stuff.



The balancing factor in creating xenotypes is as genes are added complexity increases, with some genes increasing complexity more than others. Complexity increases the time it takes to create a xenogerm, which is how you would inject a pawn with a new xenotype. Then there is metabolic efficiency, which changes up how slow or fast your pawn's hunger meter decreases. Negative traits increase the efficiency, while positive ones decrease it. You can make a pawn with a bunch of negative traits who only needs to eat half as much, or a super pawn that needs to eat 2.25 times as much. There is also a hard cap on efficiency, that is you cannot bring it below -5. You can increase the efficiency to over 5, but you don't get any benefits in regards to hunger.

I should mention that for the most part, cosmetic genes don't contribute at all to complexity or efficiency.



And then there are the traits themselves. Sure I got mods running, but there is still a bunch in vanilla Biotech. Hell, there are some that are currently hidden cause they're special genes that you are intended to work for to get. Besides the abilities shown here, there are also genes that are basically traits like attractive, there are cosmetic like skin or eye color, being immune or reliant on drugs and flat out bonuses or penalties to skills.



Of course xenotypes like this were made day of release. So what am I going to go with for our mechinator? Well it looks like a bunch of the vanilla xenotpyes have around 13 complexity, so I'll go for that.



And this is what I've come up with. Ignore the skin color and gray hair, that isn't part of the xenotype. The fluffy tail gene helps with cold weather. When it comes to skill genes it goes from great, strong, poor and awful for +8/+4/-4/-8 points. While you can't have negative skill, you'll need to earn enough to push yourself above 0. Have 3 skill and -8 from genes? You'll need to grind up 5 more points to 9 skill to have 1 point. You can't go above 20, but this means you will only have to get to 16 or 12 skill to have 20. So this xenotype will be good at shooting while not too hot when it comes to generating food. But thats what mechs are for, yeah?

Aggressive will make pawns twice as likely to start social fights, on top of making their mental breaks be more violent ones. Acid spray will have the pawn fire off an AOE of acid, with a 12 hour cool down. AOE is always good with the way raids work in this game. Mech conversion will allow the pawn to make a mech friendly for a day, where it'll revert to being hostile again. 1 day cool down. Summon militor will allow the pawn to summon a militor mechoid, it'll last for a day before vanishing. 1 day cooldown.

Now for the female gene, how are they supposed to procreate? Don't you worry about that.



Phil here will be the mechanitor. The name autogenned that but I'll roll with it in honor of DSP, the LPer that I aspire to be (I'll rename the character later). Someone all about creating stuff should be industrious and what kind of industry worker is not abrasive? I'll note that originally recluse was a trait that gets forced on the mechanitor start, but I removed it cause I don't want a colonist getting pissed when I plan on having more colonists join. Then again, combining abrasive with aggressive will lead to fun times when more colonists join anyways.

Besides starting with the headset needed to control the mechs, this start also gives you a bioencoded masterwork autopistol. Mechs can handle most work, but we definitely want skill in intellect and crafting, both for research and making mech parts. That social might bite my rear end, especially since I disabled wanderer joins, but its fine.

Also I noticed the age and dropped it to 35. I aint dealing with a pawn getting a bad back in a quadrum :argh:



And welcome to our winter wonderland. We're having a toasty -3 degrees outside. The light blue areas are propane lakes, some of it solid, some of it liquid. What about the rest of the map?



How considerate of these bugs to dig out all of our hallways! And yeah, this location on the map tile is on an "impassible" terrain, but if they have cave systems, thanks to the Geological Locations mod, we can both settle and navigate around them.



Here is everything Saski touches down with. 40 survival meals, 900 steel, 55 components, 1k silver, 100 plasteel and 10 medication. That disco ball looking thing are 5 basic subcores, which are used to make more mechs. Speaking of mechs, we also land with a constructoid who can build things at a skill level of 10. Then there is a lifter droid who lifts.

First thing's first, we need to find some shelter and get all the basics down.



This little nook near the cave entrance will be a good spot to build at. Note the walls looking a bit rusty, thats part of the scavenger style of the ideology.



To spare our steel supplies I have Saski chop some trees down. Or in this case, crystal flowers that provide crystalline wood. They are extremely weak and weirdly enough have a lower beauty value than regular wood, but they'll do for furniture. There are flash frozen trees spread around the map that also give regular wood, but I'll save that wood for things that require wood and doesn't offer an alternative material.



Night of the first day and its time to take advantage of our neighbor's generosity. Gotta stretch out those survival meals after all!



The living quarters thus far, lets explain some of the new things Biotech adds. First off, up top outside the bedroom is a toxifier generator which is a great item, all things considered. Normally it needs to be researched but the pollutor ideology starts us with it. It provides 1.4k W of energy with absolutely zero fuel requirements. Yes, it can provide power for absolutely nothing more than the 125 steel and 3 components it takes to make. The catch is that every couple of days it will pollute 6 tiles around it in a large radius. If that radius is full of pollution it'll stop working, so you'll need to be on top of that. And when you clean pollution it will create a toxpack that you must dispose of or deal with in some way.

On the right side is a mech recharger that recharges our mechs. For these small ones they get 50% of a charge for every day they spend charging, and I believe they consume 10% per day. While charging the building will also generate waste, which will produce a toxpack after it hits 100%. Shouldn't take too long to get our map polluted. Also mechs can enter a dormant state and self charge without a recharger, but its way slower.



I get a high tech research bench up since we start with microelectrics already researched. And what is Saski doing over at the recharger? Well I got a mod that expands research a bit, makes it less "sit on a bench and wait". Pawns will look at objects or bring materials to the bench that are related to the research. Besides observing things just using certain workbenches will also contribute to progress. We can also get progress by talking with other factions... not just friendly conversations either, we can interrogate prisoners.



And don't worry, you aren't locked out of sitting on a bench and doing things the old fashion way. So if you can't/don't want to do certain things, you don't.



While waiting for things to be done I was looking around and noticed this neat thing. Bunch of (rusted) vehicles laying around.



Behold the mech gestator! This is where we can create more mechs. It'll cost a subcore and some steel, then the mechanitor needs to do some work to start the gestation process. As each one finishes, the mechanitor will need to do more work to start the next cycle. The mechanitor's intelligence will effect how long it takes for a cycle, for this one it'll take 2.2 days. As for the options we currently have? Besides lifters and constructors we have:

Militor, which is a combat mech with a mini-shotgun.
Agrihand, which can do farm work. I believe it has a grow stat of 10.
Cleansweeper. It cleans. What?
These all cost 50 steel and a basic core. There are a few other options, those were the alpha mechs research I was doing. But they are... really pricey, needing cores we can't make so I'll talk about those another time.



Did you notice the lack of a mech that does any digging? Yeah, there is none at the basic level. We'll need to level up our mech research to do that, so I hope you gave your mechanitor some mining skills! Either that or pray there are a bunch of metal structures that your construct bot can take apart.



Our first event of the map! Perry isn't being very persistent, this is day 3. Anyways lets look at our gue-



Oh god what



Dear god, that has to be an absolutely torturous existence.





So these are a xenotype of people who constantly grow cancerous tumors. That can still kill them. However they get several abilities that will let them use up those tumors, like self buffs to even healing other people. Oh and they can also transfer the tumors onto someone else :gonk:

They also are fully immune to toxins, can heal random wounds every 4 seconds and are so loving ugly



It can ruin someone's day.





Lol. Lmao, even. Good job.



Oh, and who is this? A fellow xenotype who also has great social despite being a psycho?



Welcome to your new home!







*Marvscream. mp3*

DoubleNegative
Jan 27, 2010

The most virtuous child in the entire world.
Antonina is an artistic soul, it seems.

Fajita Queen
Jun 21, 2012

Oh God that poor Taukai

Leal
Oct 2, 2009
Added a names list to the OP, if you want to be named go ahead and leave a post. Also we can name mechs, so if you want to be a robit let me know

Slaan
Mar 16, 2009



ASHERAH DEMANDS I FEAST, I VOTE FOR A FEAST OF FLESH
Can we make giant pollution spewing mechs, because we need pollution spewing mechs

DoubleNegative
Jan 27, 2010

The most virtuous child in the entire world.
I was a bot the last time I asked to be named, so can I be a colonist of some stripe this time?

Breadmaster
Jun 14, 2010

DoubleNegative posted:

I was a bot the last time I asked to be named, so can I be a colonist of some stripe this time?

Same for me

biosterous
Feb 23, 2013




i'll be whatever again, as bios again

someone awful.
Sep 7, 2007


i'd love to be a crappy little robot :buddy: (or whatever else needs a name, i guess!)

Ashsaber
Oct 24, 2010

Deploying Swordbreakers!
College Slice
Sure, I'm up for being a mech

SugarAddict
Oct 11, 2012
Put me up for anything.
*gets named as a chicken and immediately eaten*

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ChaosDragon
Jul 13, 2014
Sign me up again?

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