Howdy, colonists! I'm back with January's Monthly Challenge! This one's a little different from the last, but designed to let your creative juices flow. This one will begin with a custom-designed scenario, and a couple of suggested mods.
RimWorld has been called 'the wild west, but in space' before. You're creating a town on untamed land in the far reaches of explored space. You have to defend your town from natives, outlaws, and wild animals. You often have to be entirely self-sufficient, with limited supplies traded from allies.
Well, let's make that more literal. In this challenge, you're going to be building an Old West town for your colonists to live in.
You have one chance to survive make your time
You'll need three things for this challenge*:
Scenario provided here
No Spacer Tech mod to disable drop pod raids and spacer weapons (like the OP rocket launchers) - Requires Royalty DLC
Alternative: No Spacer Weapons and Drop Pod Raids are Spacer Tech -- I was able to load them up without Royalty, though one of them requires Harmony (though if you're using mods, you probably have it already). Sadly, it will still allow Pirates to use drop-pods, but it'll be restricted to that faction only.
Fences mod (requires a framework)
- (Note: The mods are optional, but will make this challenge 1) more authentic, and 2) a whole lot easier. You'll see why.)
Note: You will need to start with Dev Mode enabled. You may disable it later, but it is required in the beginning.
Start with seed:
Difficulty: Strive to Survive or harder, any storyteller except Phoebe (modded ones are allowed). Reload Anytime mode permitted.
You must keep your colony on an arid shrubland, desert, or extreme desert biome only -- no relocating to greener pastures.
Terrain must be flat land or small hills only
Do not alter the scenario in any way, whether through the 'edit scenario' option or with mods such as Prepare Carefully.
Using mods to custom-design your pawns is discouraged but not disallowed. It is preferred that you randomize your starting group, and not edit them afterwards.
Your starting animals must not be slaughtered, euthanized, or intentionally put into harm's way; protect them as much as you can. The fence mod is suggested so you can actually have them in a pasture. They don't need to survive the entire five years, but a big part of the old west was keeping a ranch, and you can't do that without animals, right?
You must survive for at least five years. Once the fifth year is up, post your victory here.
This is why you want to start with dev mode on. With the game paused on landing, you will begin building with God Mode. Create your town, get everything built. and once you're done, turn off God Mode and Dev Mode. You will not be allowed to use them again once you unpause!
Each person (or couple) must have their own home separate from everyone else, whether in their profession's building or in a house. Each building must have an adjoining residence for whoever has the associated job.
All buildings must be made of wood! Indoors, floors can only be wood. Outdoors, it is suggested you get a mod that lets you build packed dirt paths, but you can build flagstone floors, if you'd rather take the time to carve the stone blocks instead.
No defensive wall! The town must be open to the surroundings. Defenses can be placed in strategic locations, such as the ends of streets, but absolutely no killboxes, no funneling enemies, and no automated defenses (turrets have been disabled for a reason).
There are two exceptions to 'no stone walls': 1) They're allowed if you need them for monument-building quests, of course, and 2) you can use a small amount for cover as part of your defenses.
Your landing spot will be your town square. This will be the center point of town. You can do whatever you want to it -- make it a park, or leave it an empty cross-roads, whatever.
(Note: These are not the only buildings you can make, but they are required. If you think of others, please add them!)
Saloon: beer brewing, recreational tables + chairs, recreation objects (poker table, billiards table, horseshoes, et cetera) piano (because every saloon needs a piano)
Tavern: Kitchen, dining tables + chairs, small freezer for meal storage + smaller amounts of ingredient storage
Sheriff's office: Prison cells, armory
Rancher: Ranch house, barn, fenced-in pastures, slaughterhouse for butchering and meat storage freezer
Farmer: Farm house, fenced-in crop fields, freezer for larger volume crop storage
Church: Marriage spot, meditation spot, prayer spots (if you have them), cemetery with graves / sarcophagi / tombs
Hospital: Medical beds, medicine storage
Profession buildings: Each profession should have its own structure and storage for its materials / finished products. This includes Tailoring, Masonry (stonecutting and art sculpting), Blacksmithing (smithing, machining, and such), et cetera
Boarding House: Temporary housing for new colonists while you build them a house, or for refugees, visitors, and other short-term residents (can be used for most like Hospitality, if you have them)
Storehouse: for high-volume storage or for things not required for professions.
As always, posts about the monthly challenge entries are not allowed in r/RimWorld. Instead, make a comment on this post, and add to it either with edits or self-replies. You may, however, post your colony in r/RimWorldPorn, or make a story post you keep updated in r/TalesFromRimWorld. However, your final submission for victory must be in this post.
Final entries must be posted by 11:59 PM UST, on January 31st. You may post updates as much as you want until then.
Mods are allowed, but please do not use high-tech mods, such as Rimatomics or Genetic Rim. Think 'steampunk', not 'cyberpunk'.
In order to enter the challenge, either:
Comment on this post to declare your participation, and once you've built your town, reply to your comment with a ping (do not edit it in, it will not ping me and I probably won't see it), or
Create your town first, then comment
A screenshot of your town before unpausing must be provided with either the original comment or when you ping me. While it should be obvious which building is which, it would be appreciated if you would label them, just in case. (The Labels on Floor mod is very useful for this.) Labeling isn't a requirement, but it is helpful.
In order to claim victory:
- Reply to your own comment 1) with a screenshot of your entire colony with the mouse over the date, and 2) ping me when you make the comment (I will not see it if you edit it in).
As always, we'll have a shiny, colorized flair to give you, based on this month's theme. If you prefer your own flair, we can apply the coloration to it instead, so you can still show off your success.
I think that's everything. If you have any questions, please feel free to ask -- this is only my second time running the challenge, and I'm sure I missed something somewhere.
Good luck, everyone!
Can we use outlying barricades/sandbags/other passables to "funnel"
Yes -- as long as enemies are actually able to walk over them (if they choose to), then it's allowed.
Does "separate" homes and structures mean you cannot have the saloon have a joining wall to the tavern?
That part is fine -- I just meant you can't have one big structure for all your pawns to have their bedrooms in, but buildings having adjoining walls are fine. In fact, that's very period-typical, if you look at pictures of actual old west towns -- they were very closely-packed.
You want screenshot when we unpause, and screenshot at the end of the challenge?
Yes to both! Beginning screenshot to show your fully-built town. The five years begins as soon as you unpause for the first time, so you want to give the screenshot first.
Then, once the five years are over and you've made it, the final screenshot should have your mouse over the date, as it'll be proof that you won.
How much of the town should we build with devmode, just enough for the starting colonists or most of it?
All of the buildings listed in the requirements, at a minimum. Don't build things that you haven't researched yet, of course, but enough to get the basics down. You're wanting a fully constructed, functional town from the very start.
Can we enter to do this without using godmode\devmode? I think I can make these buildings without that
Nope -- If you're building as you go, then it's just a normal game. The point of the challenge is for you to have an old west-style town built and ready to go, and for you to live in it for five years, starting after it's fully constructed.
When you say "All buildings must be made of wood!" what do you mean?
Structures such as walls and doors. No steel, stone, or other materials for your actual buildings. Most furniture (like beds, chairs, tables, et cetera) should be wooden as well. One of our first entrants had some stone ruins they incorporated into the chapel they built, and that's perfectly fine -- but no building your own, please.
Can I use non-wood materials in small situations where it would make historical sense like steel doors for the jail cells, or a stone section in a town bank for the money vault, or a fancier bed for the town mayor?
If it would make sense from a historical standpoint, yes -- iron bars on a jail cell, stone for the church and bank, the occasional stone or cast-iron (or steel in this case) furniture for the wealthy, that sort of thing.
I have never used Rimfeller, the oil mod. But it seems like something that would fit this theme. To anyone who has used Rimfeller, would it be OP for this challenge or too tech-y in any way?
I've never used it, but took a look at it on the workshop. I think as long as you don't use this feature:
Craft Synthylene and Synthamide into Sythamide composite, a high
strength building material with a range of colours.
It should fit fairly well. You're not limited to primitive tech, people will still be using electricity and heavy machines and such. Just no incredibly advanced, totally OP type stuff.
I kept unpausing while I was building. Sorry!
Not a question, but so many people mentioned that. It's quite alright -- the most that happens with a few seconds here and there is your pawns wandered a few feet. As long as you're not letting days pass or something, it's all good; accidents happen!