RimWorld Now everybody hates her (Comic)


Now everybody hates her (Comic)

Posted: 22 Dec 2017 06:48 AM PST

The Head Collector #18

Posted: 23 Dec 2017 01:23 AM PST

Military mod trailer

Posted: 22 Dec 2017 09:31 PM PST

Happy Christmas... SURPRISE!!! Brrrt

Posted: 22 Dec 2017 03:24 PM PST

It's probably retribution (Ms-Paint Rimworld Season 3 : Episode 3)

Posted: 22 Dec 2017 11:39 AM PST

[PSA] Make sure to rename anyone you're banishing

Posted: 22 Dec 2017 07:32 PM PST

Wholesome Rimworld - Bride makes her own marriage bed, and the art description is actually great.

Posted: 22 Dec 2017 01:11 PM PST

The Tenth Day of Rimmas (RimWorld Comics' Holiday Special)

Posted: 22 Dec 2017 07:45 AM PST

They Were Only Married Yesterday :'(

Posted: 22 Dec 2017 06:19 PM PST

Overpopulation is always a problem

Posted: 22 Dec 2017 08:06 PM PST

[EPOE] A.Power Arm vs A.Bionic Arm vs A.Bionic Arm + Muscle Stimulator. For a melee pawn with power arms, does the DPS factor in from melee weapon or does power arm damage count only if she's unarmed?

Posted: 22 Dec 2017 10:30 PM PST

I'm playing EPOE mod and trying to build an ultimate melee pawn. Right now she's a brawler with plasteel longsword. I'm confused by the damage on the Prosthetics. Does Prosthetic melee damage only count if one's not armed with a melee weapon?

Does having two power arm stack their damage?

submitted by /u/kshatriiya
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Cassandra has blessed me with the fabled wooden feet

Posted: 22 Dec 2017 11:14 AM PST

They appear to be unusually clever with their tactics!

Posted: 22 Dec 2017 12:52 PM PST

Incoming raiders just got shelled by drop pods

Posted: 22 Dec 2017 12:12 PM PST

I love the new blight system, now I can actually control my losses and practically lose nothing. I think Tynan is making the game easier you guys.

Posted: 22 Dec 2017 10:09 PM PST

Will colonists suffer a mood hit if I take their kidney and then put another one back in?

Posted: 22 Dec 2017 06:32 PM PST

Reason is that I rescued and recruited a person from an ancient temple, but he is a prosthophobe and had a bionic kidney. I also have a prosthophile who doesn't have any bionics, and I would like to swap their kidneys. So my question is, If I remove a kidney, will the "My organ harvested" (-30 mood) thought go away upon putting a different kidney back in?

submitted by /u/crherman
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I wonder how close to getting banned from /r/morbidquestions I'll get in making this Rimworld mod.

Posted: 22 Dec 2017 06:19 AM PST

I'm starting a bit of work on a necromancy mod (unrelated, but I could use some art), and Rimworld being Rimworld - simulating decomposition, rot, and individual body parts - I'm having to ask questions about the life cycle of a walking corpse and how punching a corpse might look in a fight.

At some point I might even have to ask how long after death your sperm becomes unusuable, in case there's a possibility for reproduction, 'cause of course that's a property in the files. I'm using the life stages to try and simulate the corpse decomposing, and how that would affect its size, ability to hold up in a fight, movement speed, appearance, sounds, etc. It's getting to the point where I'll need some hat-loving Nazi bastard to do human experiments for me to get the answers I need.


If you have any suggestions for the mod, of course I'd like to hear them. Current ideas/planned features include:

  • Ability for a pawn to become a lich, meaning they don't have to sleep, eat, or any of that other nonsense.
    • They have a phylactery that they reanimate at after a few days. Basically, you'll want to turn your most treasured pawns into liches.
      • If everyone dies then the raiders might start digging for the phylactery.
      • Maybe some raiders don't know what this shiny gem is so they nick it and take it to their base, while you plot their demise.
    • Balanced by giving everyone he goes near a "saw rotting corpse" mood debuff, among other things.
      • Perhaps the pawn has to be a psychopath or something to even accept the transformation.
      • Prisoners aren't going to take knowledge that there's a lich about lightly.
  • Wesnoth is a free, open-source game (highly recommended) with tons of really awesome sounds I plan on using.
  • Corpses now have a use beyond feeding prisoners, making hats, or being dumped on tables. They're like prisoners except you don't have to feed them.
    • You're basically enslaving their soul when you reanimate them, so they'll keep some of their skills, maybe without the ability to learn and/or with a penalty because dying made them forget some stuff.
    • If the pawn controlling the corpses gets too low of a mood, or maybe if he has a mental break, then he loses control and the corpses start trying to murder him to get their souls released.
    • After learning necromancy, go and get some of your pawns partially back.
      • They're less likely to try and murder your necromancer if he slips, though it varies from pawn to pawn.
      • Maybe pawns can sign a contract giving up their soul, meaning they keep more of their skills and/or don't require a master (basically a "sub-lich").

Of course, I have ADHD so it might never happen, or my programming skills might not be quite up to snuff.

submitted by /u/Zephandrypus
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Rimworld reminds me of factorio.

Posted: 22 Dec 2017 08:50 AM PST

And I mean that in the best way. Think about it

  • They both have a great dev team.

  • They both have little to no bugs.

  • They both take there time and release Solid updates.

  • They are both addictive enough to ruin lives

  • They both have a great modding community.

As someone who is new and only has about 40 hours this game is awesome and I love it and it's community even if most of you are horrendous people your great horrendous people.

submitted by /u/iiMaffasouras
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Siege and manhunting grizzly pack at the same time. Much fun was had by all sides.

Posted: 22 Dec 2017 07:42 PM PST

TIL: Stone Chunks can be fired by Pirates

Posted: 22 Dec 2017 10:55 PM PST

Ways to Make Door Cover Less Gamey

Posted: 22 Dec 2017 04:29 PM PST

Currently, a wall of doors with chunks in them provides the best possible cover for colonists. However, using door walls as cover is clearly not their intended purpose, and using them is mostly just taking advantage of mechanics. That being said, doors and door cover are vital to many fascinating and clever guerilla tactics, so I was trying to think of some way to minimize the gaminess of door cover while keeping them usable for more legitimate strategies. I came up with two adjustments to their cover mechanics:

  1. Make doors share their cover value with directly adjacent doors. It makes both logical and balance sense that a double door would provide less protection than a single door. Currently, every door provides 75% cover. With this change, only single doors would have 75% cover, while two adjacent doors would each have 37.5% cover and a triple door would have 25% cover, and so on. This preserves the cover given by single doors but penalizes using door walls as cover.

  2. If an item that provides cover is in a doorway, make it so that door does not provide cover. After all, the door is stuck open by that chunk, so how would someone hide behind that door for cover? This change should, however, only target items that provide cover, so that if a colonist falls and drops their gun in a doorway it doesn't create a massive hole in the colony's defenses.

With these changes, the most optimal defense for a colony will (hopefully) begin to look both more realistic and more as intended by the developers.

submitted by /u/Orles
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Stuck on tutorial

Posted: 22 Dec 2017 09:32 PM PST

Just built my artillery battery, what a coincidence.

Posted: 22 Dec 2017 09:46 AM PST

Alternative to Jabbamonkey's Graphics Overhaul

Posted: 22 Dec 2017 09:26 PM PST

This mod is for [A9] and makes Rimworld look super cool. I can't get it to work. What other mod updates the main graphics into something a little less polygon prison?

submitted by /u/Montanafur
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