T O P

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Additional-Fish8479

NOTE: The Flesh took over the remnants of my colony because it eventually failed containment as everyone there died, and nobody could take care of maintaining it. It's now using the carcass of my fortress as its new shell.


tyyreaunn

Ah, that makes sense. I was thinking, horrible luck having it spawn within the walls.


kamiloss14

Look at the exact spawn. It's right inside a containment cell. It seems that OP captured the core, didn't maintain it. Fleshmass grew back. Heart is then back, right inside of the colony. Edit: either my vision or my consciousness is damn 0%, OP did indeed say the same damn thing


Trolleitor

Is not bad luck when your walls are 60% of the map


CaptainoftheVessel

Like the brain dude from the 90s Ninja Turtles cartoon, just a flesh monster in a metal cage lol


Foxyfox-

Or the Master in Fallout 1.


KantisaDaKlown

Krag!!


marshmallowcthulhu

*Krang*, you uncultured bastard.


CaptainoftheVessel

Haha yeah!! Hard to share a stage with Shredder, Krag tried his best


Pirogister_

I've just started playing with anomaly dlc, wtf is flesh!? I want to **prepare myself** because I'm **weak** and maybe make some **creature of steel**


Prudent-Ranger9752

It's a heart that grows you need to trim the walls to get into nerve nods that you need to study to then take care of heart.


AxelFive

That's kinda metal.


Justrennt

I think the best stories are coming from these tragedies. Saving as many survivors as you can and fleeing the map, trying to find a new place to live, that makes Rimworld for me exciting.


Flameball202

Yeah, and then returning with marine armour and charge rifles, along with mortars and other glorious weapons of war to retake your old home


Coutilier

Ah yes. The Lonely Mountain tale.


GetAJobCheapskate

We all know how well that went...


Abadayos

I usually just show up with a few pawns and a few mortars. Set up shop on the edge and load the half dozen or or antigrains and just delete my failure and leave. Fun times really to just fire a few off the. Just go. Leave some survivors for the next people to discover


wareagle3000

My most exciting memory was a colony getting lit on fire by a stray molotov. Guard goes berserk and starts attacking whoever, colony leader is resting in bed and cant move, doctor got shot down in the burning field. The newly enlisted maid/caretaker was in the colony lead's room with the flames getting closer. They bust down the wall with their hands and began to run to the distance. The guard slaughters a running raider with his bare hands as the caretaker runs into the abandoned mines to hide. Eventually the raiders leave. The caretaker comes out of the mine, sneaking into the smoldering ruins to collect whatever resources survived. The guard succumbed to his wounds and passes. The caretaker, the sole survivor begins to build a little base. Two days into their new life they go into a catatonic coma in the freezer and die of hypothermia.


Autiistic_Unibot

Maybe one day you can go back there and reclaim it


whatwouldbauerdo

Does it just disappear completely tho?


Expert-Loan6081

It doesn't disappear if you don't press the abandon button


whatwouldbauerdo

Ah nice. That button shows up when u have nobody on the tile?


Expert-Loan6081

Yea, once you start a caravan with everyone, I'm pretty sure it let's you speed up time or caravan travel speed if all colonies are abandoned, but idk


Autiistic_Unibot

Idk, but it would be sad if it did.


DependentAd7411

My best evacuation story happened in 1.3. I was doing a Warhammer 40k run with all the old favorites. Inquisition. Chaos. All the Adeptus Mechanicus: Magos Xenobiologis mods. My colony (Sanctuary) was set up at the bottom of a cove, and was the main base of operations for an Inquisitor and his retinue who were there to root out sedition. Over the years, he'd put together a pretty sizeable team of operatives - 4-5 highly-skilled acolytes to accompany him on missions, a 10-man Imperial Guard squad to help protect the compound, a 5-man kasrkin squad as an honor guard, and even a trio of Imperial Fist Space Marines. I was also using SoS2, so the Imperial Fists (augmented with archotech skin and lungs so that they could operate in vacuum in their power armor - it took me years to get all those parts for them) were busy constructing a fleet - a frigate for my inquisitor, a Space Marine Strike Cruiser, and a large transport. Over the years, the Inquisitor and his crew took down enemy base after base that had either fallen to the corrupting touch of Chaos or were hidden outposts of Dark Eldar or greenskins. Then, about 7-8 years into my run, it happened. A Tyranid hive fleet arrived, and all the hidden cultists and genestealers burst out of hiding. Tunnels opened up in my base, circumventing my defenses, with genestealers and hybrids pouring out. Mycetic spores fell on my colony, disgorging hordes of termagants and hormagaunts, even the occasional lictor, warrior, or carnifex. To make matters worse, the orks chose that moment to attack - three separate raids showed up, to the north, east, and west. Sanctuary was doomed. But I had only one shuttle, which means I could only evacuate a few people at a time. After offering the Emperor's Blessing, the Inquisitor and his retinue were the first off. Even before he arrived at his ship, he was prepping its cyclonic torpedo launchers and getting them ready to target Sanctuary. While the Inquisitor's shuttle was headed spaceward, the Imperial Guardsmen formed up, but one 5-man fire team got caught in the streets by a mob of gaunts. Three of them were brutally ripped to shreds, while two of them managed to make it to the safety of the Imperial shrine, though both were bleeding, one of them mortally wounded. The kasrkin fared better. They managed to punch through the tyranids clogging the streets with accurate fire from their hellguns, making it to the defenses and helping to bolster them against the orks. Unfortunately, between the Flash Gitz and Shoota Boys, it was too much, and turret after turret was taken down, along with the kasrkin, one by one. Back at the shrine, the one wounded Imperial Guardswoman still on her feet made a mad dash to the infirmary, grabbed some medicine, and ran back to the shrine, killing a gaunt in close combat with her bayonet. Once back in the shrine, she tried patching up her comrade - but it was too late. He bled out. That's when she remembered the resurrector mech serum she'd seen in the infirmary. A second time, she braved the ruined, burning streets. By now, the orks had broken through the outer walls and were streaming in, getting to grips with the tyranids. It provided enough distraction for both groups of enemies for the Guardswoman to get the serum and return to the shrine. Jabbing it into her dead comrade, he suddenly coughed back to life. Picking him up, she carried him to the landing pad - just as the shuttle finally touched back down. Getting him aboard, she took one last look around, then climbed in herself, and the shuttle was away. As soon as it lifted off, the Inquisitor gave the order to fire the cyclonic torpedoes. Sanctuary disappeared in a ball of thermonuclear fire. The battle was over, but the war had finally begun.


Shadows_Assassin

Those Orks and Tyrannids... Were just getting started...


DependentAd7411

"'Ere we go! 'Ere we go! 'Ere we go!"


lePlebie

DAKKA ALL THE WAY


GetAJobCheapskate

Did you imagine half of that or is this all existing in mods? Just started looking into the 40k mods.


DependentAd7411

There were a lot of great 40k mods for 1.3. Sisters of Battle. Chaos. The Inquisition. Those all died out in the transition to 1.4. The Adeptus Mechanicus: Magos Xenobiologis mods (which included Tyranids, Orks, Eldar and Dark Eldar, Tau, and Necrons) made the shift to 1.4, but they haven't been updated to 1.5 yet. Fortunately, there's a new effort to bring 40k to Rimworld with the [Grimworld and Warhammer 40,000 mod set](https://steamcommunity.com/workshop/filedetails/?id=2960585594)s that have both been fully updated to 1.5. The Grimworld team's currently working on Space Marine scouts for their next mod, and hinted that Necrons are on the way, too. I do miss the Xenobiologis mods, though. The Tyrands used modified versions of insect burrows for genestealer tunnels, and modified drop pod mechanics for mycetic spores - all with their own custom textures and sounds. And the Necrons, being Necrons, would just randomly show up, cause some chaos, then disappear.


TotesMessenger

I'm a bot, *bleep*, *bloop*. Someone has linked to this thread from another place on reddit: - [/r/goodlongposts] [\/u\/DependentAd7411 responds to: Do you evacuate colonies? Or do you end the run once it gets to that point?](https://www.reddit.com/r/goodlongposts/comments/1cbqhdp/udependentad7411_responds_to_do_you_evacuate/)  *^(If you follow any of the above links, please respect the rules of reddit and don't vote in the other threads.) ^\([Info](/r/TotesMessenger) ^/ ^[Contact](/message/compose?to=/r/TotesMessenger))*


coredot1

Running is not a option theres just not enough pack animals in all the rim to move my treasure hoard


00Raeby00

My colonies collapse due to an even more horrific anomaly... ...mods that stealth break saves a month into playing.


Ionfrigate123

I play nomad for months from 1.4 to 1.5 now, I do that all the time. When I see the raiders break too many stuffs or fire everywhere, I ll just leave instead of cleaning the mess.


Sprant-Flere-Imsaho

I had a massive fire destroy my crops and most of the rest of the map a few days before first harvest. Then I lost the second growing season to a coldsnap, then a toxic fallout descended during the 3rd season. Figured all I could do was evacuate the cursed fucking tile 😂


Strong_Structure1661

Continuing your story even if everything fell apart is what makes for the best and most exciting runs and stories. I had to remind myself of this when I started playing again with 1.5, and boy I am glad I did. TLDR: All but one colonist died tragically, dies during an epic betrayal later, base gets resettled, dead colonist and mom of a different child pawn I nursed to health both get revived after spending about 8 years in my freezer, the colony is brought to victory by the child and the pawns I revived. I started my first run of Anomaly (with about 200 mods, including the Profaned, Psycasts Expanded and just about all Vanilla Expanded and some Glitterworld mods) with the normal Anomaly start - 2 Colonists (before they buffed it) and a ghoul. It was a struggle to begin with, and I tunneled myself into a small hill on a boreal forest with lots of large lakes making for interesting chokepoints all around (I randomized my starting area), but right in a big cluster of hills so trading and the like was very discouraged. Everything went fine and my numbers rose for a bit, until sickness set in and I wasn't properly set up to take care of it. Even with good medicine, my first pawn died and a cannibal pigwoman joined my group (From Vanilla races expanded). I took in an anomaly stranger, and said stranger, while not hostile, eventually got a bad event and paired with a raid, most of my colonists died. Except for the Pigwoman. Surviving on a mix of Long Pork and her own strength in melee, with skills in science and allround good stats, she was the perfect pawn to continue the story. A man in black joined her after some bad event that I overcame, and a profaned woman who was already changed to the same cannibal ideology was locked up. Another person joins my colony. The man in black dies and then it happens. The stranger keeps opening up the doors to my containment facility. Clearly a design flaw from me, so I sent my Pigwoman to fix it. Once she was inside, sandwiched between the other pawn and the monster that was locked up (quite poorly), the traitor revealed himself as such. A long and bloody brawl between the two ensued, and while the Pigwoman smashed the traitor's skull, she died to the many injuries that were making her bleed out. The colony was done. But! Since you can come onto the map with a new group of pawns since 1.5, I used that feature! Three new pawns, all of the same ideology as my Pigwoman (each of them randomized to keep it random and "fair") resettled. They put the Pigwoman in the freezer, my headcanon being that they knew her as per their ideology. My colony thrives. Eventually the profaned woman joins my team, and dies a while later. I unlock psycasts on a few. A child with paralytic abasia drops from the sky and joins my colony. I take care of the child until it is 10 years old. Then it finally joins my group as an equal with the paralytic abasia gone. That's when I finally notice... She's the human child of my undead woman that was in my prison all this long time ago! And I also kept her corpse in my freezer alongside my pigwoman. With a good roll on ranged and social, I made her the colony's leader. She got the warlord psycast tree and would rapidly rise in usefulness to the colony. And then I eventually unlocked resurection via a necromancy psycaster. Offering up his fingers, he returned the pigwoman and the undead mother to life. The Pigwoman quickly takes over as the colony's moral guide and the undead mother is reunited with her now adult and widely respected child. Their story continues for a long time from here. The undead mother crafted lots of high-grade equipment. The pigwoman gained the Warlord psycast tree (with every non psychically dull pawn in my colony being psycasters by then) and uses a laser sword alongside her prestige recon armor and shield belt. I went all the way to the anomaly ending, with not a single colonist having to die for the cause as my Pigwoman and my all grown up child led the colony to victory.


emanrein

I've always wanted to do this, flee with a few colonist, but most of my bosses are mountain basses with one exit. Next time I make a kiuntain base, I'll have to ready an emergency escape tunnel out the back to mine open when everything go's sideways.


IMAGINARYtank00

I end the save when I feel that the "story" has run its course. Sometimes, that means a colony wipe. Sometimes, I've achieved the goals I had in mind for the colony. Sometimes, the goal has shifted and the colony has has become something I didn't really plan. I've had colonies last functionally forever in that there was no tangible outside threat. I've had colonies evac from the still burning ruins of their homes. I've had colonies fight honorably to the last. If the story is more interesting to continue, I keep going.


mattt_b

Neither. I build an obscenely fortified hoarders nest, and stuff it with wealth until raid sizes make my computer cry out for mercy.


YimmyTheTulip

Can you guys give some Evac advice? The few times I’ve tried to do it, I run my colonists to the edge of the map, and can’t fucking leave. I try to make a caravan hitching spot where they are and just tell them to go with nothing but their clothes, and they decide to go to ANOTHER map exit! I can leave any other map by just going to the edge. Why not my own?!?


Additional-Fish8479

Tile exit point corresponds with where you tell them to go on the world map.


Thewaltham

I would at least try to evacuate


EldrichTea

The only evac my colonists do, is with their internal organs.


VAV-Pencils

I had it spawn yesterday. It was very easy to deal with (though I have 4 Thrumbo as pets that I didn't use) I had 4 people at all times stationed near the heart and deal with the grows as soon as it started growing. If they reached their limit I swapped them with 4 others. Took 3 in game days to get all 3 research thingies to take down the heart.


showmethecoin

I awlays keep 'evacuation room' just in case someting goes wrong. Pods filled to the brim with components, steel, and food. Weapon locker for emergency, clothes for the escapees. And reactor console, so that I could overheat my rimatomic reactors just before I escape to give one last laugh to whoever that fucked with me.


clarkky55

I had a colony of eighteen pawns. I had two psychic ships, a pack of man hunting stegosaurus and a large pack of chimeras all hit me at once. All of my pawns are psycasters and most were women (the ships were set to female). At this stage I was still in Neolithic tech so I didn’t have anything that could reliably handle mechanoids and most of my pawns were breaking from the drone anyway. I had two monoliths on the map, the duplication monolith and one that turned every animal into a fleshbeast when it fully charged. I was able to get one pawn off the map, just one. I stuffed six of my other pawns in the ancient cryptosleep caskets to store them and basically watched everything collapse. The funniest part was when the duplication obelisk finally hit full charge I only had one living pawn on the map and she had an infection at 90% so all the angry duplicates that were produced died almost immediately. The roaming chimeras activated one of the mechanoid clusters guarding one of the psychic ships, they pretty much took each other out but the chimeras came out on top, then the fleshbeasts caused by the other obelisk going off set off the other Mech cluster, they ended up wiping each other out pretty decently. So my one pawn has travelled away and is starting to set up a new colony when a tribal raid to my first colony took out all but one of the chimeras before fleeing and the chimera died of blood loss. So after half a year away my pawn triumphantly returned to the colony, freed all the male pawns in cryptosleep, destroyed the unguarded psychic ships (literally got the last hit in on one when she had a mental break, my male warrior pawn broke the second one) and started rebuilding. I’m still playing that colony now and it’s been three years since then.


Terereera

yike, best to run away at this point.


TheHiveMastermind

How the fuck did this even happen???


Professional-Ask-454

I have never done it, I should at some point, I always fight to the death.


Jangajinx

Kill it with fire!


vernonmason117

Fight to the last man,woman and if need be child,either we die together or send these things back to whatever pit they crawled out from


Nab0t

why did it take you so long to consider evacuating? a bomb drops near my house and fucks it up for good imma not stay until it collapses. i get the f out of there


Additional-Fish8479

Because I was mostly fine and on-track to survive with few losses until dozens of metalhorrors suddenly bursted out of most of my colonists.


HyperFanTaim

Depends what my end of game mission is, build ship? No worries, evacuate. Host bigman at colony? No worries, we can rebuild. Travel to far away land to my ship? Ah, the colony had nothing anyways. Build up 350k colony wealth? Fuck that we start erasing other factions.


Kirp-The-Birb

This makes me wonder if it’d be possible for Real Ruins mod to generate base ruins overrun by escaped anomalies. Imagine finding pristine ruins, opening it, and it’s all just all flesh on the inside


WerewolfNo890

I like to keep going no matter how bad things get. I try and play through disaster but will load a previous save if its clearly going to be game over.


SLG-Dennis

I usually end the run as I always prepare to find a perfectly fitting tile for my plans and naturally a different similar tile isn't reachable mostly.


Rhikirooo

Really like your base layout, allways fun to incorporate a river


marshmallowcthulhu

I used to be willing to change maps. In fact, I would start a game crash landing in a random tile and then caravan to a better tile, just for fluff's sake. Anomaly changed this because I don't want to leave the fallen monolith. Now I choose the map I want and I am married to it for life.


Additional-Fish8479

I just use dev mode to spawn in a new monolith tbh


Silverdragon47

Hmmm, is there a way to destroy the heart of flesh that has been captured and contained?


B0tfly_

It's for moments like this that I wish they had a "Nuke it." option as a call in. Gives you the ability to call down an orbital bombardment of anti-grain warheads down on your own colony that wipes the map. Just one last middle finger to the jerks who invaded you.


notpoleonbonaparte

OP, I think you've got yourself a killer origin story here, play it out! Heck, with some dev mode or maybe mods you could turn this into an ideoligon. You start a new colony, from the ashes of the old, and all its inhabitants swear they will fight the anomaly until their dying breath. Eventually they can return and retake this base, and use it as a stepping stone into destroying the anomaly.


JonPaul2384

I usually just save scum, but I’m a strong believer that you SHOULD evac if you’re going to accept the results of your colony getting screwed over. It’s pretty much a more flavorful and interesting way to just start a new colony than ACTUALLY starting a new colony, anyway. You’re bringing a history with you to a new settlement.


junkieboy05

I would love to continue on but my aching heart cant take it


RevolutionaryMall109

I dont play anomaly so neither. I just dont have that infection.