RimWorld After hours spent beating my head against the "Prison Break" problem, it's time to go back to basics...


After hours spent beating my head against the "Prison Break" problem, it's time to go back to basics...

Posted: 30 Nov 2017 11:05 AM PST

Match made in heaven. Wonder what they talked about.

Posted: 30 Nov 2017 02:17 PM PST

You just HAD to drop a meteorite on my spaceship, huh Randy?

Posted: 30 Nov 2017 03:36 PM PST

Tornados are terrifying but mountains are tall

Posted: 30 Nov 2017 04:00 PM PST

Tornados shouldn't go over/form on mountains. Would be a good way to defend yourself from them without having to implement new building materials or something like that. Plus the infestation is a good trade off for protection from tornados seeing as they are seemingly rare anyway.

EDIT: Also having tornados form in the correct geological biomes could be an idea.

submitted by /u/STEEZYLIT
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Massive 124 Passenger Ship Launch!

Posted: 30 Nov 2017 12:59 AM PST

I know some of you like to have their pawns marry in chapels. Mine tie the knot in their very own dive bar.

Posted: 30 Nov 2017 04:03 PM PST

Cease and Desist.

Posted: 30 Nov 2017 01:01 PM PST

A Rimworld story in 3 parts

Posted: 30 Nov 2017 08:15 PM PST

Infestations can be unsatisfying. What about this solution that leaves them as they exist.

Posted: 01 Dec 2017 12:12 AM PST

The sudden random nature of infestations annoys me a bit, as well as the hack-like solutions to make them spawn away from your main base.

Remember the warning message that pops up when your colonist nears the ancient danger? What if the same pop up happened when a colonist hears burrowing happening on the other side of a wall. It would give you time to prepare and removes the dissatisfying random nature of bugs randomly appearing in your hospital to play doctor on the patients.

The balance is that one of your colonists has to be able to be around to hear it, so you could still get a surprise problem in low traffic room.

Edit: Just saw the suggestion thread. Forgive me I'm new here.

submitted by /u/WaltKerman
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Trivia: sea coast on swamp biomes are a bit odd, but with that sudden transition, they also feel unique and interesting. What do you think?

Posted: 30 Nov 2017 04:19 PM PST

Randy has sent me a total of 55 incendiary shells... And I'm on sea ice.

Posted: 30 Nov 2017 09:02 PM PST

How can I contact Randy for a refund?

submitted by /u/Deadmanwater
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This is how i caravan.

Posted: 01 Dec 2017 12:34 AM PST

Let's play a game of "Good idea, bad idea".

Posted: 30 Nov 2017 11:37 AM PST

Good idea: randomly pop in with your trade caravan at a friendly neighborhood colony.

Bad idea: as a member of a tribal faction to attack an outlander trade caravan.

Good idea: accept hospitality and medical aid of the friendly colony this altercation happened in.

Bad idea: leave before you're actuall healed up

Good idea: move towards the edge of the map to get home.

Bad idea: snap, go berserk and melee attack a Cassowary.

Subsequently, he died of malnutrition. Parrot, you were an idiot. And other idiots will now wear you as a hat.

submitted by /u/FWMadCat
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I'm being held hostage by a boomrat

Posted: 30 Nov 2017 05:32 PM PST

Randy getting his punches in during the early game.

Posted: 30 Nov 2017 02:41 PM PST

When you wait for night to come so she falls asleep and you can wall her inside hoping she stops eating your precious smokeleaf.

Posted: 30 Nov 2017 01:30 PM PST

I don't even know anymore

Posted: 30 Nov 2017 06:25 PM PST

One cargo pod versus the world's unluckiest squirrel

Posted: 30 Nov 2017 11:07 PM PST

Guys, since so far there isn’t a use for the rivers. Why not let bridges or even a water turbine to be built for extra power?

Posted: 01 Dec 2017 12:57 AM PST

Always on patrol

Posted: 30 Nov 2017 08:23 AM PST

Are there any updated bulk cooking mods?

Posted: 01 Dec 2017 12:35 AM PST

"FeedTheColonists" hasn't been updated for the beta release and have been trying to find a new mod to bulk cook.

Any suggestions? I'm pretty nooby when it comes to mods.

submitted by /u/StephenSenpai
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Any mods that make war more exciting?

Posted: 30 Nov 2017 08:29 AM PST

I want to make war upon my enemies, hear their screams as they burn, the lamentations of their women and tear a swath of destruction through the land.

The problem I have is as far as I know that enemy outposts and bases have no effect on my own base. Caravans will come and go, raids will happen when the storyteller wants them to. I could clear and entire faction from the map and see no decrease in raids, and conversely I could let the pirates build dozens of outposts around me with no issues.

Are there any mods that change this? Something like a "Strategic Stanley" storyteller who bases your caravans and raids off of nearby settlements.

Also any other mods that make warfare fun are welcome!

submitted by /u/mikev37
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This is my favorite dog.

Posted: 30 Nov 2017 06:23 PM PST

Mod request: Reprogram mechanoids

Posted: 30 Nov 2017 08:01 AM PST

I always wanted to be able to install a brain chip thing on mechanoids to make them join me. They would me unable to do most skilled jobs but wouldn't require food or sleep. Perhaps to balance it you should have the brain chip be extremely rare or have the surgery installing it very dangerous. They might also need repairs with plasteel-components to heal wounds. If someone makes this please make it work with Mechanoids Extraordinaire (and perhaps backwards compatible with a17?) Thanks.

submitted by /u/NildimensionalString
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Which weapons do you use and which do you ignore?

Posted: 30 Nov 2017 06:44 PM PST

Maybe I should expand my palette. What do you guys use and why?

And what do you ignore?

submitted by /u/Chezni19
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