Rimworld — Onto my defenses…for vampires

Jason R. Holt
2 min readDec 22, 2020

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A dwarven gate, crenelated walls, and some ballistae to start with.

After surviving a couple of small incursions and a double-mech drop from a robot colony, I finally got time to build some basic defenses. While the gate is pretty strong, the crenelated walls a little better than sandbags as enemies are only slowed by them, not stopped. It was a stop-gap to allow my defenders time to marshal to that location on the map.

I have enough permanent, non-zombie, colonists now (~15) that as long as I get a good 6–8 of them to the area where I’m being attacked, I can usually hold off the invaders until backup arrives.

Work schedule and allowed-area settings for colonists in Rimworld.

In addition, I’ve been fairly successful with capturing enemy PCs (those with powers) as opposed to the random meeples that make up the bulk of the invasions. That means nearly all of my colonists have some useful magic power to help in combat. Including my first high-ranking vampire.

A Rimworld vampire mod “Rim of Madness: Vampires”

The Vampire mod (Rim of Madness: Vampires) has a lot of cool stuff. They basically implemented Vampire: The Masquerade as an overlay onto the game. It provides a lot of powers, effects, and underlying attributes to the base game, such as blood and vitae, ghouls and gargoyles, sunlight and coffins, etc. It does add a bit of complexity and there’s a couple of minor mod-conflicts/bugs to deal with (one that causes your vampires to be deleted from the game if they are sent on a caravan).

Overall, it’s a fun addition and adds a lot of uniqueness to a sci-fi survival game.

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Jason R. Holt
Jason R. Holt

Written by Jason R. Holt

Bay-area IT guy and general fanboy for all things geeky and techy.

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