RimWorld The Fifth Day of Rimmas (RimWorld Comics' Holiday Special) |
- The Fifth Day of Rimmas (RimWorld Comics' Holiday Special)
- Advanced Rimming Tips
- Quicktip: When you finish raiding an outpost pay close attention to what tables, chairs and beds are made of.
- I don't think PETA would be happy with me...
- Rimworld B18 Mod List. "A more complete feeling."
- we had one hell of a run, but now the shows over
- Stonehearth, my longest lived and most successful colony so far. In Fall of year 3 right now
- Ah. A Peaceful Migration in RimWorld.
- Bit of a Boomrat problem, any creative solutions?
- Colonists stonecutting with chunks way far away rather than storage?
- When you thought you've cut all the blighted crops but you actually left one behind
- how to stop a berserk from killing anything 101.
- Is it possible to rearm a deadfall trap that has a stone chunk on top of it?
- My cat seems to enjoy Rimworld too
- Second post around this colony, Casualty list: Estillise-consumed by Yutyrannus, Nicole-malnutrition, Letke-malnutrition, Kiley-malnutrition, Xue-infection, Rin-malnutrition, all pets-slaughtered for food.
- Keep getting burnt out after starting colonies
- So young?
- Saying goodbye to my favorite colony
- What do you like about Rimworld?
- An error
- Wargs vs wolves.
- Help with fermenting barrels
- Did the rubberbanding bug during 2x speed get fixed?
- 200 hours in, i finally got a colony to live to the 5 year mark!
The Fifth Day of Rimmas (RimWorld Comics' Holiday Special) Posted: 17 Dec 2017 07:59 AM PST |
Posted: 17 Dec 2017 03:32 PM PST Howdy fellow rimmers What are some veteran tips you've discovered through yours hours of gameplay? Here are some of mine:
[link] [comments] |
Posted: 17 Dec 2017 06:15 PM PST I recently found two Plasteel beds at a tribe's outpost, just wanted to share. [link] [comments] |
I don't think PETA would be happy with me... Posted: 17 Dec 2017 05:37 PM PST |
Rimworld B18 Mod List. "A more complete feeling." Posted: 17 Dec 2017 08:47 AM PST |
we had one hell of a run, but now the shows over Posted: 17 Dec 2017 07:19 PM PST |
Stonehearth, my longest lived and most successful colony so far. In Fall of year 3 right now Posted: 17 Dec 2017 05:55 PM PST |
Ah. A Peaceful Migration in RimWorld. Posted: 17 Dec 2017 02:08 PM PST |
Bit of a Boomrat problem, any creative solutions? Posted: 17 Dec 2017 05:36 PM PST |
Colonists stonecutting with chunks way far away rather than storage? Posted: 17 Dec 2017 11:06 PM PST I'm kind of new to this wonderful game, but ever since playing it I've become rather addicted. I have one issue though, I have a stonecutting table with bills properly set to cut sandstone and granite blocks out of rock chunks. Currently all of my rock chunks are being stored relatively out of sight in a "dumping stockpile zone". However, whenever my colonists go to cut some blocks, they always grab chunks from all the way across the map rather than within ~30 squares from them where there are some already placed in the dumping zone. Is this normal? What can be done in this case? I have an insanely large abundance of rock chunks (mostly sandstone) and I have that bill set as my highest priority. Even when clicking on a pawn, and setting their priority to the table, they will still go over yonder to pick up chunks rather than taking from the nearby stored ones. [link] [comments] |
When you thought you've cut all the blighted crops but you actually left one behind Posted: 17 Dec 2017 05:39 AM PST |
how to stop a berserk from killing anything 101. Posted: 17 Dec 2017 02:38 PM PST |
Is it possible to rearm a deadfall trap that has a stone chunk on top of it? Posted: 17 Dec 2017 10:13 PM PST Edit: as always, the answer came to me just a few minutes after posting about it. The problem is that I have a stone chunk stockpile on top of a hall of traps, to slow down raiders. In order to rearm a trap a pawn needs to move the chunk off of it first, but it can't because it's a stockpile, so you need to temporarily disable stone for the stockpile. It's a pain in the ass. [link] [comments] |
My cat seems to enjoy Rimworld too Posted: 17 Dec 2017 07:31 AM PST |
Posted: 17 Dec 2017 12:38 PM PST |
Keep getting burnt out after starting colonies Posted: 17 Dec 2017 09:29 AM PST Hey everyone, I got started playing Rimworld in A15 or something like that and had a great time, but haven't played in a while since. I've constantly reinstalled the game and recreated new colonies only to spend half an hour on selecting characters and locations. When I do finally get into the game, I'm immediately burnt out and don't feel like I'm having any fun. I know I enjoy this game because I HAVE reached late game and enjoy it quite a bit once I'm already moving and have a good thing going, but early on is just such a trudge for me to push through and every single time I get bored and quit without saving. So do you guys have any suggestions for early stuff I can do to make the game more fun? Maybe some goals I can set that will make things more enjoyable early on or tips for selecting colonists from the randomizer that I spend so much time on? Thanks [link] [comments] |
Posted: 17 Dec 2017 10:47 AM PST |
Saying goodbye to my favorite colony Posted: 17 Dec 2017 11:03 PM PST This is Drythorn Citadel, a subsidiary location of Typeworld Securities LLC. Saying goodbye to this colony and starting a new one but wanted to share with the community [link] [comments] |
What do you like about Rimworld? Posted: 17 Dec 2017 11:18 AM PST I am thinking about getting it and i just wanted to hear some pros and cons. Also can i play it with my friends? (Obviously I haven't done much research on the game) [link] [comments] |
Posted: 17 Dec 2017 05:44 PM PST Hello, i'd like some help with figuring out how to fix this, if possible. Now, the problem is: Using transport pods to drop inside a map (like a raid, or precious minerals map), causes an error which it drops the pod but doesn't 'open' it, leaving the pod there and the colonists and any items brought stuck inside. I also do not know which mod may be causing this issue, as i have no mods that change anything related to transport pods. The closest one is A Rimworld of Magic, that adds a special building that works like a transport pod. Said building also gives the error. Using the pod to drop in a world map tile causes no error from what i've noticed, and i can move the caravan. This is the error log: Exception ticking ActiveDropPod17996: System.NullReferenceException: Object reference not set to an instance of an object at Verse.ThingOwnerUtility.GetAllThingsRecursively (Verse.IThingHolder,System.Collections.Generic.List`1<Verse.Thing>,bool) <0x00082> at Verse.ThingOwnerUtility.GetAllThingsRecursively (Verse.IThingHolder,bool) <0x00032> at MapReroll.RerollToolbox.RecordPlayerAddedMapThings (Verse.IThingHolder,Verse.Map) <0x000a4> at MapReroll.Patches.ActiveDropPod_PodOpen_Patch.RecordPodContents (RimWorld.ActiveDropPod) <0x00035> at (wrapper dynamic-method) RimWorld.ActiveDropPod.PodOpen_Patch1 (object) <0x00021> at RimWorld.ActiveDropPod.Tick () <0x0005c> at Verse.TickList.Tick () <0x002c6> Verse.Log:Error(String) Verse.TickList:Tick() Verse.TickManager:DoSingleTick() Verse.TickManager:TickManagerUpdate() Verse.Game:UpdatePlay() Verse.Root_Play:Update() [link] [comments] |
Posted: 17 Dec 2017 11:39 AM PST I was just attacked by a manhunter pack of ~30 wargs. While they hardly damaged me, I now have about 10 injured wargs I can try to tame. I wonder if doing that is good? I currently have an army of 20-40 (timber)wolves doing all hauling that needs to be done, and are the standing meatshield when a dropship lands within my perimeter. (I also have 500+ boars, but my map can't provide for those for more than a few days, so they're always gone as a roving army attacking outposts). Now I keep hearing wargs are good as haulers, since they won't eat your meals and will feed on the unprocessed dead animals/raw meat. While that seems good, they also have some drawbacks: instead of a 0.18 hunger rate they have a 0.25 hunger rate, so I'd be able to sustain less wargs than wolves (plus I am providing wolves with kibble to get quite a bit of nutrition out of my wheat fields). They are also heavier and have more wildness rate: thus create much more filth: this is one of the biggest drawbacks as now I have already 2 dedicated cleaners cleaning my base. And finally, they are slower than wolves, so slower retrieving of goods I "drop from elephants (why can elephants haul, the goods I first dropped from them, but can't they automatically unload themselves is beyond me)". So are wargs really that good? Considering my freezes is huge and normally fully stocked with dead bodies anyways. (Each time my caravans returns home i kill about 200 boars). wolves seem to prefer raw meat over meals anyways? [link] [comments] |
Posted: 17 Dec 2017 02:45 PM PST Whenever i want to fill the barrels i have to do them one by one. I was wondering if there was a way for the colonists to fill them automatically and if so how [link] [comments] |
Did the rubberbanding bug during 2x speed get fixed? Posted: 17 Dec 2017 11:24 PM PST I was playing and realized I had been playing in 2x speed for like an hour and no rubberbanding at all. Just curious if anyone else noticed. [link] [comments] |
200 hours in, i finally got a colony to live to the 5 year mark! Posted: 17 Dec 2017 09:03 AM PST |
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