RimWorld One of my colonists wiped out my entire colony before the 1st day ended


One of my colonists wiped out my entire colony before the 1st day ended

Posted: 30 Jan 2018 08:27 PM PST

One of my colonists, Ade, was a pyromaniac. And as soon as we landed she started a fire 1 tile outside our home area. I didn't know this and thought my colonists would get around to putting it out. Then when I noticed they weren't bothering I expanded my home area. I was too little too late as soon my entire stockpile is flaming, Ade burns herself and her bonded pet to death, and then the fire consumes all my other colonists. As my last colonist is dying, my storyteller Randy sends down rain, as the fire goes out my last colonist Badluck dies because of a extreme infection. The Colony lasted 13 hours.

I LOVE THIS GAME

submitted by /u/Ratbagthecannibal
[link] [comments]

I checked the social tab for the first time in a while

Posted: 30 Jan 2018 11:10 AM PST

And the raid MVP goes to Toni! For taking out a Scyther single handed, without a scratch! Runner up goes to Adiemus for landing a single bolt-action shot.

Posted: 30 Jan 2018 05:26 PM PST

I guess someone is a little lonley...

Posted: 30 Jan 2018 06:04 AM PST

This is nice.

Posted: 30 Jan 2018 02:44 PM PST

Story of my Day 1 Ancient Danger Invasion

Posted: 30 Jan 2018 08:56 AM PST

Sorry, colony's full, but good luck out there!

Posted: 31 Jan 2018 01:17 AM PST

How could something be poor quality with such a beautiful description

Posted: 30 Jan 2018 05:55 PM PST

BB is an ungrateful smarty-pants who hates Billiards.

Posted: 31 Jan 2018 12:23 AM PST

While desperately trying to survive yet another winter in the frigid Boreal Forest, I had a friendly bulk goods trader pop in and we did a bit of dealing. I managed to sell off a lot of the crap clothes I'd accumulated from raiders, and decided with the surplus I'd buy some cloth (all my growers are prioritized on food, never had time to spare for growing cotton). Joy had been a bit of an issue so I wanted to build a sexy Billiards Table... out of Limestone because.. why not? So I got JUUUUST enough cloth to make the billiards table and instructed Angel (who has a Construction skill of 15) to build it... poor quality. Whatever, at least I have a Billiards Table now.

Nobody seemed to be playing it, so I thought maybe I'd clean the area around it, so I sent BB, my next-to-worthless Researcher who is incapable of violence, social, animals, cooking, and firefighting and only has skill above 2 in Construction and Research to go clean.

Apparently this menial task that took her away from her cushy armchair in her private research room with the pretty potted plants was just too much for her and she decided she was going to throw a tantrum, and take it out on my poor (poor quality) billiards table and begun attacking it. I figured I could just wait out her mental break and just have someone keep repairing the table to keep her from breaking it. So I sent someone to repair the table, over and over and over and over, day turned to night, night turned to day, BB was still determined to destroy that damn pool table. Finally I had enough of BB's whiny antics, I drafted Angel and had her arrest BB.

Now BB is spending her time psychotically wandering (another mental break) around the kitchen/prison and I'm just sitting here hoping a slave trader shows up before she gets recruited again and decides to give me even more misery.

submitted by /u/sbourwest
[link] [comments]

Burn clothes on campfire?

Posted: 30 Jan 2018 06:24 PM PST

We should get an easier way to get rid of tattered clothes or clothes we don't need.

Don't you think burning off a torque in a freaking crematorium is an overkill?

As title says we should be able to burn clothes or salvage them earlier on in the game

submitted by /u/rayzgr
[link] [comments]

Pyromaniac visitors/traders...

Posted: 30 Jan 2018 06:52 AM PST

I get it, even accepted that there are a worrying number of people on The Rim who sometimes simply can't suppress their urges to set shit alight. I've even had a few pyromaniacs in my own colony at times.

But seriously, when you come to another friendly faction's home - a small corner with a glimmer of stability and hope in an otherwise brutal universe - and your people start setting the place ablaze, don't have the entire faction turn against me JUST FOR ATTEMPTING TO TAKE THE CHEEKY BASTARD INTO CUSTODY.

I don't even intend on keeping him, why would I? I just want to keep him detained until he calms down and can rejoin the rest of us who aren't setting fire to my food stores and mediocre art.

TL;DR my shitey artwork probably triggering visiting pyromaniacs who I then try to arrest in order to temporarily stop their fire starting spree deals a hit to faction relations that seems disproportionate when you consider they were setting the bastard place alight

submitted by /u/WallOfShite
[link] [comments]

2nd Game Options

Posted: 30 Jan 2018 07:43 PM PST

I'm playing my second run and I'd like some starting advice. I did disable Infestations because I am not especially good at combat and my first base was devastated by bugs (though it did make for some great drama!)
With games I like, I tend to take lots of screenshots and share the story of my character in the game. I really wish I did this with my first colony, but I am going to do it with my second.
This is such a shitpost and I'm sorry, but I'm obsessed with this game and have literally gone back for months in this subreddit reading all the old stories (Slow time at work) so I bet there's someone out there that would be interested in following this journey.
Given this map, where might you start out and what kind of base would you build?
https://imgur.com/NCPfvQo
Easy to enclose, natural defense of water, awkward fertilizer patch, doesn't seem to have good vent access. Limited expansion opportunities- Would probably be a cave base.
https://imgur.com/eAGqsRK
Seems like a middle ground of everything. Well balance but no fertilizer.
https://imgur.com/a/frzrG
Open, easy to defend.
https://imgur.com/a/frzrG
I like this one, but I'm not sure what I'd build here.
(I just had to crack open that ancient danger. Looks like it'll be sealed for the majority of this playthrough...)

submitted by /u/See_Double_You
[link] [comments]

I have a bit of a problem.

Posted: 30 Jan 2018 06:48 PM PST

I have never actually built a lasting colony above ground. Every time I play a new game, I instinctively dig under a mountain instead of building open-to-air structures. So my question is, what is the point of above-ground bases? To me it seems like they are easier to raid, and cost resources to build instead of giving you resources (Stone). They also require you to spend materials on floors instead of just smoothing the stone floor. I know that infestations are meant to balence mountain bases, but with properly built hallways, turrets, and burn rooms, they are trivial. The biggest reason I can think of is that it is difficult to vent heat from coolers without making an alternate route for raids, but a sealed area open only to the sky lets you do this easily. They are also immune to tornadoes, and provide you with many opportunities to mine ore during construction. So, what is the point of above-ground bases?

submitted by /u/crherman
[link] [comments]

That was close...

Posted: 30 Jan 2018 04:52 PM PST

Anyone Working On A New Xenomorph Mod?

Posted: 30 Jan 2018 05:20 PM PST

I've been desperately looking for a xenomorph mod where I can expose the colonists or prisoners of my choosing to facehuggers in order to breed xenomorphs. This alongside special tools like training pheramones, or queen controllers etc.

or is there currently anything like this out there?

submitted by /u/Lockerd
[link] [comments]

[A17][B18] GlitterWorld Prime Mod Updated.

Posted: 30 Jan 2018 01:16 PM PST

I've made an art and drugs profit spreadsheet, tought I'd share it

Posted: 30 Jan 2018 05:57 AM PST

Link to the spreadsheet.

EDIT: I made an error in the first version (this is fixed as of 31/01 00:30 GMT) which made art way less profitable, the current values should be correct. I altered the original conclusion of this post.

The spreadsheet has two tabs, one for art and one for drugs. It takes into account the value of the raw materials, there is a column for when you buy the raw materials (using the material buy price) and a column for when you gather the raw materials yourself (using the material sell price). The sheet also takes into account game difficulty and skill levels. You can edit the values on the top of the sheet to change these (You cannot edit the sheet, so you'll have to download it and edit it locally), however, the general trend doesn't really change. For art, large sculptures are the most profitable (The whole spreadsheet used large sculptures, I got this info from the wiki and didn't check it, so if I'm wrong here, let me know and I'll do the math again)

Conclusion: For art, large sculptures yield more profit than small sculptures. Golden sculptures make the most profit, then uranium, then plasteel, then jade. However, mining enough of these resources to turn them into art is probably not possible. Wood is slightly more profitable than granite, marble, slate, limestone and sandstone. But the difference is small, so which material you should use depends entirely on the map you are playing.

For drugs, wake-up is the most profitalble neutroamine drug and psychoid pekoe is the best psychoid leaves drug. Never buy psychoid leaves, you'll lose money, grow them yourself instead. Wake-up outperforms psychoid pekoe, but you obviously need to be capable of buying enoug neutroamine to produce wake-up, on the other hand, you do not need growers.

If we compare drugs to art: gold/uranium/plasteel/jade large sculpture > wake-up > wood/granite/limestone/sandstone/slate/marble sculpture > pekoe

Note 1: I didn't consider the raw material mining factor (for wood and psychoid leaves you need growers, for minerals/stone you need miners/constructors). For wake-up, you do not need additional pawns growing/mining, so as long as you can buy enough neutroamine, this probably is the best option.

Note 2: When a sculptur gets inspired (inspired art event), you'll make a lot of profit by constructing a golden sculpture, even when you buy the gold. Keep in mind that you need to be able sell the sculpture (Its probably impossible to sell a legendary golden grand sculpture in vanilla)

If I made a mistake somewhere, please let me know :)

submitted by /u/Ticket_Please
[link] [comments]

Colonists making poor dietary choices - Ignoring proximity?

Posted: 30 Jan 2018 10:44 PM PST

A year later it's still here.

Posted: 30 Jan 2018 06:50 PM PST

Sniper rifle worth and accuracy science

Posted: 30 Jan 2018 02:14 AM PST

As you might know, sniper rifles max out their accuracy at excellent. A legendary sniper rifle improves only its touch accuracy, which is useless, but it also costs a lot more, adding unnecessary wealth to your colony.

Excellent: 60%/100%/100%/100% $960

Masterwork: 68%/100%/100%/100% $1440

Legendary: 75%/100%/100%/100% $2880

If you damage the legendary rifle until its health is 43%, it keeps those stats, but its value becomes $715, equivalent of a superior version.

A masterwork sniper keeps the stats while its health is at least 65%, at which point its worth is $865.

submitted by /u/JaB675
[link] [comments]

Mechanoids sure do know how to make my day a tad worse

Posted: 30 Jan 2018 02:02 PM PST

Question for people with Modding knowledge.

Posted: 30 Jan 2018 07:15 PM PST

There is a StraightJacket mod by Jecrell, where one pawn can force another pawn to wear or remove the strightjacket. As far as I know its the only mod that does somthing like this.

My question: Can you give animals clothing slots, then use this power to make animal armor where the pawns can equip/unequip it on the animals?

I tried looking at the mod myself but I cant even open .DLL files let alone understand what im reading if I could.

submitted by /u/XelNigma
[link] [comments]

The Tale of Emmie

Posted: 30 Jan 2018 06:41 AM PST

Looking through the Reddit inspired me to recall an old RimWorld tale from one of my older and outdated saves. It involves Emmie, the urbworld sex slave.

Emmie arrived at the colony under some less than grand conditions, running away from a small group of pirates. My colony, technically headed by a man I will call Dave since I have no memory of the other colonist's names, was rather small and was happy to bring on the extra pawn. For the first few quadrams her life was fine living as usual and enjoying the attention her beauty brought her. Then the shit hit the fan for her.

I can't exactly remember what started the fire. Maybe it was a rogue lightning strike, perhaps a pyromaniac colonist. What I do know was the repercussions. Caught in the flames Emmie was burnt from head to toe, barely getting the treatment she needed. While most of the burns healed one would stay permanently. A large one across her entire face, leaving her ugly, stripping her of the beauty she once had.

But then came another colonist. Lets call him Joe. While the others started being rather nasty about this new ugliness Joe was quite the opposite. He started nice conversations. They fell in love. Got married. Everything was going well. Until Joe ended up in critical condition with no decent doctor to treat him. Heck he was the doctor. I had to freeze him.

Then the game got a major update and I had to leave Emmie and Joe where they were in the old save. In my mind things would have got better. We would have eventually found a doctor to save Joe. Life would be good. But lets face it. That wouldn't have happened. This is the Rimworld after all.

submitted by /u/Giggy010
[link] [comments]

Animals...

Posted: 30 Jan 2018 01:32 PM PST

Which ones do you decide to tame, maybe breed ?

Which ones do you prefer to train or just keep for their products?

How do you keep them ?

Outside or in a barn?

Personally I like breeding and selling Huskies, but I haven't really made use of other animals yet. Also if there are any must have mods for animals, do share please.

submitted by /u/Voxzaco
[link] [comments]

Post a Comment

Powered by Blogger.