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CYS Colony Simulator - Anomaly

4 days ago

Totally cribbing from Sherbet's excellent idea, I am building my new Rimworld run, starting with my fellow Gazette staff. This game will vary from Sherbet's in a couple critical ways. Firstly, I will be using the Ideology, Biotech and Anomaly DLC. Secondly, I have a similar but different mix of mods (only 63, opposed to his 100+)

This run will also be starting with a specific Anomaly scenario: Three researchers and a mindless ghoul. Specifically the staff of the CYS Gazette, those devout Cystians, received a mysterious signal from deep space. While the signal held data, it seemed random gibberish, obvious collected from lost and forgotten storygames from such long-forgotten wastelands as AO3, COG, and dozens of even less well known sites, as was well as snippets taken from the jewels of Cystia itself. Anthraxus, RKrallanor, Fresh_out_the_oven and the Fleshbot Larimar as well as numerous others whose names and significance are as transient as the various nameless bots and noobs that litter the online listings, quickly outfit a research vessel and plied the spacelanes to determine the source of this strange signal.

After months of travel with only a review contest to keep them busy, they finally arrived as a distant and unsettled world, known only by a code from the stellar index. Initial scans showed this rimworld world was little populated with an interesting mix of primitive tribes, space pirate clans, and small enclaves of relatively modern society. Some significant civilization had called this place home once. Th ruined cities still dotted the surface. The signal pulsed strongly from the below, and Anthraxus, RKallanor and Fresh heard suddenly could hear its call in the minds. It was no longer random story fragments, but their own names being called.

With a sudden flare of devastating energy, a blast from the planet's surface lanced through the research vessel. Bathed in strange and unknown energies, the nameless adn insignificant crew's flesh began to ripple and move of its own accord. Our four valiant and foolhardy researchers leapt for the escape pods, Anthraxus shoving Larimar into one. As the doors closed over them, all three could see that for Larimar it was too late. The bot's flesh casing began to twist and move as the escape pods launched.


Minutes later they emerged from their escape pods in a foggy forest bowl set high in the mountains. The soft trickling of a creek or something similar echoed nearby. Even from their landing site they could see ancient hulking war machines and ruined structures mouldering in the overgrowth. Anthraxus, RK and Fresh emerged from their escape pods and quickly assessed their situation. With horror and disgust they saw what had happened to their friend and assistance, Larimar. The fleshbot had been corrupted, it's flesh become grey and loose on it's frame and both arms replaced by stranch fleshy tentacles. It was quickly apparent that Larimar's mind had also been befouled. While he seemed to pose no immediate threat, it was obvious that he would be of little use for anything but dealing with whatever threats may await them.

As the little band surveyed their surroundings, they found the scattered supplies that had come down with their pods and more interestingly a great monolith with two human corpses laying at its base. The monolith was broken and shortened, but covered in dark, unreadable markings and runes that seemed to twist and move the longer one looked at it. The signal that had drawn them here clearly emanated from here. The three researchers, now colonists, shared a foreboding look. There was nothing to do but the doing, and their shared faith in the power of the written word and science told them that only hard work and diligent research would allow them to learn what the whispered song of the monolith could mean.

CYS Colony Simulator - Anomaly

4 days ago
I can confidently say I am unfamiliar with literally all of Anomaly's content, so this should be interesting. And freaky. I was going to comment on the permanent 51 degree summer, but then I noticed it's Fahrenheit, so this colony won't be sweating their way into an early grave immediately, yahoo!

CYS Colony Simulator - Anomaly

4 days ago
Mercer Gang (Anthraxus, Enter and UnescapableDeath): 0

CYS Colony Simulator - Anomaly

4 days ago
We are so far behind, I serious doubt this will have an impact.

CYS Colony Simulator - Anomaly

4 days ago
You and Sherb at least make sure you're eating, sleeping, showering...or at least aiming for two out of three.

Rimworld needs to include a "pawns one by one become hopelessly addicted to Rimworld" colony threatening event.

CYS Colony Simulator - Anomaly

4 days ago

I just got my first featured comment since the start of the contest. Obviously splitting my focus is helping fight my undiagnosed ADHD and letting me be productive across multiple fronts.

It would be very funny if there was a late game issue (once some more advanced recreation options become available) of a Polybius/Rimworld type game that is very fun and relaxing but completely addictive.

CYS Colony Simulator - Anomaly

4 days ago

So as our erstwhile researchers begin building up their new base and Larimar takes out his endless agression on the useless war machines (literally, they drop no useable stuff and just take up space and be visually interesting!) we have our first couple of votes:

Camp layout Vote:

  • Individual cabins - Each colonist gets a decent sized room that stands alone. This option gives some inherent protection against the threat of fire and gives more cover if a fight breaks out in the colony, but requires more resources overall, particularly to heat and cool each one.
  • Residence Hall - Just like back in college, each colonist has a decent sized room that are connected into one large building. This will simplify heating and cooling, and increase the chance for social interaction, but presents a much greater risk for fire spreading.

Initial Focus: Highest priority to start with is constructing shelter of course, but what are our 2nd and 3rd priorities?

  • Food - We've got two decent patches of rich soil nearby that will yeild pretty good crops. Potatoes and Rice are the quickest to harvest, but I have more options from mods that I don't know off the top of my head.
  • Mundane Research - It looks like our only route to get off this world again is to build our own ship, but we are a long way away from being able to do that. It would be useful, both for trade and recreation, to focus on either brewing or making a drug lab, but putting in the research to develop turrents and weapons will give us better protection once the inevitable raids come. Especially since we currently only have one shotgun and a bunch of knives.
  • Anomaly Research - The twisting runes and ceaseless whispers of the monolith call to us. It is what brought us here, and may be the only way to actually escape again. This is less likely to yeild immediately actionable knowledge, but it the highest point of interest.
  • Collection - While the warmachines are useless, there are lots of little ruins scattered around. We could focus on deconstructing those, which will yeild a fair amount of steel and various carved stone blocks.

CYS Colony Simulator - Anomaly

4 days ago

Residence hall! Later on cabins can be a reward for the good colonists. 2nd priority is kind of obviously food, we need that to live. Third priority is where it gets a lot trickier, but I feel like we can rule out anomaly research for now. Best not to listen to the whispering voices when not properly equipped... Ultimately, I flipped a coin and landed on mundane research. it seems less dangerous regardless, so hopefully it's the right choice. 

CYS Colony Simulator - Anomaly

4 days ago
If my colony is anything to go off of, food should absolutely be top priority. And I'd love to get some Anomaly Research going too.

As for housing, definitely a residence hall.

CYS Colony Simulator - Anomaly

4 days ago
I also think a residence hall is the better idea. You can build individual housing later and dedicate it to the most productive members of the colony while the others get to use the old place, creating a class based society in the process. And yeah food is mandatory, but I'd also like to see some anomaly research because it's the voices in our heads that make us better at creating things.

CYS Colony Simulator - Anomaly

3 days ago

Maybe it ISN’T practical, but I want my own cabin, so I’m voting that. I’m also voting for food, since not having that would be pretty bad.

CYS Colony Simulator - Anomaly

3 days ago
Mundane research. What can I say, I’m a nerd 🤓

CYS Colony Simulator - Anomaly

yesterday

Residence Hall seems more practical for resource allocation, at least for right now. Individual cabins can be built later. Food should be a priority and then mundane research. A dedicated food system will allow for more flexibility for dedicated research later.

CYS Colony Simulator - Anomaly - First Update

yesterday

As if following the directives of some hidden collective of manipulators, the pawns got to work, building ample bedrooms for themselves, as well as a sizeable warehouse. While they did so, Larimar went to work destroying the useless ancient wreckage still laying around.

As everyone was working on either clearing trees, planting rice or constructing the shelter and beds, there were was a little bit of idle chatter, the most peculiar about potentially training worms to work the garden for them. This may have led to some misplaced expectations by someone, as RK tried the weirdest pickup line to exist in the far flung future.

Not surprisingly Fresh shut him down. While his feelings were a little hurt, his natural optimism seemed to help stave off the worst impact from it. The guys picked one mostly finished room, while Fresh took the other for the first night.

The next few days pass in a blur of activity. Just out of the natural flow of things, everyone kind of falls into a staggered pattern that somewhat minimizes conversation, but maximized productivity. The rice garden is planted, the bedrooms and warehouse finished and a workroom is started on. Alot of trees are cleared. Even when keeping busy, thoughts of writing and storygames are still on their minds. RK and Anthraxus have an extended conversation about them. Larimar finished destroying the last of the ancient junk.

It was on the dawn of the fourth day that the monolith itself began to writhe and twist. An ominous feeling of dread crept over everyone. Everyone quickly made observations and calculations. Given the rate of change, assuming it stayed constant, whatever was happening will reach it's conclusion in only a few days. No one knows what that will be, but everyone knows deep down that is can't be good. It is in making these observations that they realize another oddity about the monolith. While they could plan to build something, if those plans encroached too closely on the area around the monolith they just would not be acted upon. Regardless of priority or intention, no one will undertake the task. Something else always seems more important.

See the video!

Not knowing what was coming next, the group decided to adopt a name. The choice was obvious. The harder decision was what to call the colony itself. It was settled that the faction would be the "Forum of Cystia" and the colony would be the "Thunderdome" after an ancient form of literary combat that had been a core of Cystian law and conflict resolution since time immemorial.

Finally the last of the roofing was completed over everything but the workroom. Larimar had spent the last day or so just idly wandering around, but driven by hunger he killed a megasloth just south of the camp. As Anthraxus worked to move the megasloth into storage for butchering, he caught a glimpse of an ancient limestone wall set into the mountainside. A sphincter puckering feeling of doom settled over him. There was no way to know what it was, but Anthraxus knew an ancient and terrible threat lay behind those plain stone bricks.

CYS Colony Simulator - Anomaly - First Update

23 hours ago
If you have Character Editor installed, there's a mod called Platonic Relationships you can use so the Cystians won't hit on each other, if that's a practice you're interested in shutting down.

Also, I hope Anthraxus isn't getting any ideas about those bricks, that seems quite dangerous.

CYS Colony Simulator - Anomaly - First Update

13 hours ago

He was more focused on cleaning up all the blood at the time, but I certainly don't plan to dig at them any time soon. I honestly had missed them in my initial survey of where to build or I may have built further away.

Unfortunately I grabbed the Prepare Carefully mod but not the Character Editor. I may have to see if it is stable to do an 'in progress' add of that mod. I'm not worried about relationships, I was just a little surprised that they were friendly enough for that already.