I have a very particular style of playing Rimworld (a colony sim game of 'here are some procedurally generated characters, guide them through some procedurally generated problems'). I load up my play with Things I Like, which include Things I Find Fun, Things That Make My Life Easier, and Things That Make My Life More Difficult In Fun Ways, and then play it from neolithic tech level.

Critical to the "things that I find fun" in this context is "aliens". In earlier versions of Rimworld this was done with the Humanoid Alien Races framework (despite the fact that Official Rimworld Lore says that there are no known aliens, we do not care); in current version of Rimworld with expansions there are basically transhumanist aliens, genetically engineered but can be made compatible with Teh Lore.

I of course run with both of these, and bonus fun happens when a HAR race picks up a Biotech genotype and goes extremely sideways.

So. A caravan came in with a pair of Syrchalis Harpies for sale, and I purchased them; they were a HAR alien that I did not have in my colony. I think both of them had variant genotypes, but I only remember one of them - who had the "pixie" xenotype from a fantasy races biotech mod which is psychically powerful but physically frail. I had not thought through this.

You see, the Syrchalis Harpies have a particular quirk - they don't require joy activities to be happy, but if they don't do a violence every so often they potentially go berserk. (I often manage this by, if a raid hasn't been in for a bit, sending one off to kill a local wildlife. We can use the meat, anyway.)

This combines poorly with tiny, brittle pawns with hollow bones. I am not sure whether I had extra stacked quirks on top of the 'pixie' xenotype but every time that this pawn took damage she took a lot of damage, and every time she fell down, she took damage.

Let us add to this another thing: this pawn happened to be a nudist.

Which meant she refused to put on either protective gear or a coat.

And for some reason that I did not bother to track down, she started getting hypothermia at temperatures below 24C.

My base is at a perfectly sensible 17C, because I dug it into a mountain and the temperatures are nice and stable there.

I did not discover this for a while, because the thing that I noticed first was an interaction with a different Make My Life More Complicated mod, which is Some Things Float, which, among other things, makes a) stuff come floating downstream in my river and b) sometimes pawns slip and fall and also start floating downriver and/or drowning.

Which combined with Water Is Cold that when idiot pawns get in the water rather than using the bridges, they get chilled, lose their manipulation stat, which makes it easier for them to lose their balance, which means they fall over in the river. Etc.

So my tiny angry harpy fell over in the river and broke her leg so hard it came off.

I could not for the life of me figure out how she lost her leg. I put a peg leg on her and let her carry on with her life. Only ... she kept getting mad, so I would get her up to go fight something, and then when I looked away she would fall over and break something else. Including eventually her peg leg, which I did not bother to replace.

She fell over and her arm fell off. I put her back together and stared at her, and moved her bed to the kitchen so she would stop getting frostbite in her toes, but as soon as she left the kitchen and went anywhere else, she would fall down again, and break something else.

... eventually I turned her loose and she finally fell over and her head fell off and that was that.

(Then the game crashed in the middle of her funeral but such is Rimworld sometimes.)
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kiya: (gaming)
( May. 2nd, 2019 07:00 pm)
As I managed to get my latest story submissions sent out (with titles, augh, titles suck) out before the 30 April deadline for both of them, and the children are eating my entire brain, and I managed to get a 1.0 mod layout running and playable, I have been spending the last few days playing a lot of RimWorld.

Most importantly: I got the Apini beta rolling. The Apini were my favorite nonhumans back before release, but the modder vanished back in version .17 or so (there were .18 and .19 before the 1.0 release) and many were saddened. Someone else picked them up again, and has been tinkering with them, but I never got them working - it turns out that basically .7z files hate me, hence the issues with getting it to run, but anyway. (Discovering how to deal with this this meant I got to run another mod that I hadn't managed to get working before, because also a .7z.)

The Apini, as one might guess from the name, are bee people. Which meant I got a game up and rolling, started contemplating permanent housing, and basically paused the game for two hours trying to figure out how to build adequate hexagons on a square grid. (Not a problem I'd bothered to solve before but I am that sort of mad, apparently.)

I feel satisfied with my results. (Image behind cut because polite; click to embiggen.)

Beedrooms! And other sorts of rooms for bees! )
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kiya: (gaming)
( Nov. 4th, 2017 06:09 pm)
So one of my intermittent amusements has been this beta game called RimWorld. (It is a very complete game with a super-busy modding community.) I have described the game as "Dwarf Fortress meets Firefly" and apparently that was part of the original pitch for the thing, so ha. Genre target: hit.

The background story in Rimworld draws from one of the near-archetypal structures of science fiction: there are wealthy, powerful core worlds (the Glitterworlds, in RimWorld argot) with amazing technology and luxury, and there are backwater frontier worlds (the Rim) where people have a hardscrabble existence and utilize whatever tech they manage to grab and figure out. (This is of course the setting of Firefly. And Star Wars. And arguably Dune. And...) Some people on those Rimworlds have lost most tech and live a tribal existence, others have retained more of the technology that got them there. Every world has multiple factions of people (unless modded so it doesn't) at varying tech levels and general hostilities to outsiders.

My version of RimWorld is... very modded. My current aesthetic for it is "suppose that this planet has a giant heap of genetic engineering experiments on it" for a setting. Which means that not only are there options for 3D printing organs and suchlike, but hideous genetically engineered crossbreed-abominations, humanoids with various animal heads, genetically engineered slave race bee people, Jurassic Park the Rimworld Mod, a similar mod for prehistoric megafauna, giant spiders (two sizes, giant and "oh fuck run"), and dragons.

In addition to this I have made it Star Wars adjacent, adding the Force, lightsabers, and Twi'lek (I like Twi'lek). And werewolves. (Very loosely based on W:tA.) (There is a vampire mod by the same modder, but it is recently enough released that it's patching three times a day or so and still produces hilarious bug reports.) I've also added some science-fantasy-metals stuff for sheer 'well, what the hell'. Along with piles of furniture, bits of tech, additional research, requirements to have seeds for crops, many many things that I can do with game!marijuana, and so on. Farming complexity, cooking complexity, clothing complexity, complexity complexity.

Anyway, KJ loves watching people play computer games, and so we started up a game together, picking out the place to land our colony and carefully building our set of people. There are several options for the basic game, and we chose the tribal start: very low tech, but five people. (The default start is roughly current-day tech known, at least the basics, but three people.)

I am going to chronicle the events in this madcap adventure over time.

So it begins. )

At which point I got overwhelmed by children climbing on me and had to stop playing, so there we end round one.
.

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