RimWorld Here's my W.I.P. attempt at a RimTown


Here's my W.I.P. attempt at a RimTown

Posted: 03 Feb 2018 11:17 AM PST

Just another day in Rimworld

Posted: 03 Feb 2018 12:03 PM PST

Just bought the game and fired up my first run

Posted: 03 Feb 2018 10:39 AM PST

And my first three colonists are a sex slave, a prostitute idol, and a gardner named "Lucky."

Update: a rabbit killed everyone

submitted by /u/souldeux
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Phil's lover died, so I bought him a dog named Bubbles.

Posted: 03 Feb 2018 08:02 AM PST

A colonist named Rena, lover of Phil, was attacked, killed, and beheaded by a fox.

She was the first colonist we had ever lost, so we built her a tomb and sarcophagus. Her sarcophagus is inscribed with "Indebted Rena."

Soon after, a trader flew over and I was able to buy Phil a dog,a Yorkshire terrier named Bubbles. A companion for Phil in his time of need.

Phil had bonded with Bubbles. He had latched on to him well and trained him quickly.

Two days later, a bear entered our property and killed Bubbles.

Poor Phil.

submitted by /u/-PM_ME_YOUR_SMILE-
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"The worst trade deal in the history of trade deals, maybe ever"

Posted: 03 Feb 2018 09:14 AM PST

When every single lightning strike triggers a fire - dense forest mods. Gives me a heart attack

Posted: 04 Feb 2018 12:41 AM PST

Escaped the planet for the first time!

Posted: 03 Feb 2018 02:11 PM PST

*Looks up drugs in the RimWorld wiki once*

Posted: 03 Feb 2018 11:25 AM PST

Trains? old train lines?

Posted: 04 Feb 2018 01:26 AM PST

Has anyone or the dev team ever considered using 'highways' in map building as active / abandoned train lines?

I think it would be a neat feature to settle next to an active train line, house your animals so they dont get run over(hopefully your tribes/colonists wouldn't be as retarded to fight a metal bull- perhaps the tribesmen... I digress), possibly have the option to make a stop for guests or whatnot. I've never stumbled across any mods but I'm easily imagining a layer to the game that could easily be an official asset.

submitted by /u/Kpenney
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First 364 days on the Rim... new player, be kind and give advice!

Posted: 03 Feb 2018 10:05 PM PST

A group of pirate traders beat up and killed one of their fellows after he insulted one of them. Then they left. But now I can feed him to my dogs

Posted: 03 Feb 2018 01:18 PM PST

Sometimes Phoebe has no chill. There are also beavers, but the fallout will sort them out.

Posted: 03 Feb 2018 02:14 AM PST

I started and finished my first game of Rimworld

Posted: 03 Feb 2018 07:01 PM PST

I picked this game up recently after seeing someone play it on twitch. I booted up the tutorial and kept the tutorial game going until I finally finished the space ship and escaped planet! It took me almost 4 years in game and 86 hours of play time. This game has instantly become one of my favorites. I have too many fun stories to share all of them, but here's some screenshots I took during the play through.

https://imgur.com/a/psdYm

submitted by /u/nik9111
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What tree do you farm?

Posted: 03 Feb 2018 06:41 PM PST

After a quick analysis of the tree growth times, I decided on going with the Drago tree, although I'm not sure it's the best one. It give you approximately 30 wood every 15 days.

Has anyone analyzed tree efficiency (wood by growth time) with all the new trees? If so, which one is best? Which do you grow?

submitted by /u/Jagger425
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Tonight's colony began as it ended..a man and his dog.

Posted: 04 Feb 2018 01:29 AM PST

Turret placement and friendly fjre question

Posted: 04 Feb 2018 01:21 AM PST

At how many tiles will turrets start hitting themselves?

I'm not sure if it's okay to put two turrets together back to back, or three, so on.

The same question applies to colonists as well, how many tiles can they stand back to back without committing friendly fire.

Also, when I made something in Dev mode with turrets having many of them seemed to affect the number of them that stayed powered on, and this was with all geothermals connected to the power grid, turrets were connected to the write but still showed that lighting sign for lack of power. Is that just because they're energy hogs?

submitted by /u/Kannot
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What about a mod for itinerant circus?

Posted: 03 Feb 2018 07:16 PM PST

We could caravan our freaks around the globe and amuse allies and foes alike for some extra silver

submitted by /u/RuchoPelucho
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Captain's Log: Story of The Ironeyes [Part 1]

Posted: 04 Feb 2018 12:53 AM PST

Day 1-22

3 survivors crashland - Goodman, Umi, and Bright + 1 warg boi

Goodman: Hunter, doctor, animal tender

Umi: Generalist

Bright: Negotiator and researcher

Crash down in a mountainous valley. Boars, turkey, some caves with shrooms. The three survivors haul their supplies to one of these caves, build some basic furniture and facilities, and settle down to survive. IMG1

Goodman and Bright become lovers on only Day 2. A good omen.

A strange, ominous monolith appears in the middle of the valley. Bright goes to investigate. IMG2

Bright suffers a horrific, otherworldy experience, and begins to write in a crazed frenzy. The resultant grimoire is in an alien tongue and is quite unnerving.

Bright has named her faction The Ironeyes, and the colony is now known as The Deephold.

The colonists construct a center to study the strange grimoire, and on a hunch also build a typewriter, to document their thoughts.

Construction begins on some basic wooden structures, though the main bulk of the colony is planned inside of the mountains.

As Bright begins to tentatively decipher the strange symbols, she feels her sanity begin to slip away.

Inspired by the occult writings, Bright founds a cult: The Dark Order. Soon, though, she is forced to halt her studies as she feels her mind begin to twist and writhe.

While exploring the northern reaches of the valley, Goodman makes a discovery - a hive of strange insects. Accompanied by Umi and Bright, he goes to wipe it out before the beasts can gather in numbers.

The hive is wiped out, but not before a megaspider conveniently disposes of an incoming raider. All three colonists are injured, but the eradication of the insects and the haul of strange jelly is worth the price paid.

A hat crashlands IMG3

Umi decides she is disturbed by Bright's religious beliefs, and begins to plot against The Dark Order.

Another raider comes, mounted on a grizzly bear. He goes down quickly, and his bear wanders off, looking rather confused.

Initial offerings and worship are made to Cthulu. Although originally skeptical, Umi slowly begins to see the shape of Bright's faith.

After several sermons, Goodman is initiated into the Order. Soon afterward, Umi repents of her earlier doubts and joins him.

After several days of construction and quiet worship, the colony is beset by a strange, dark creature. Although it goes down quickly and causes virtually no damage, the experience is unsettling to say the least.

RESULT AT DAY 22: Beginnings of a rudimentary base, and a quite-well-established cult (Watched status). One cougar in addition to the warg, all raids repelled, all colonists alive and well. IMG4

Part 2 coming soon

submitted by /u/Blitz100
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Woo! A +120 mood boost!

Posted: 03 Feb 2018 08:34 AM PST

Could things have minus wealth value?

Posted: 03 Feb 2018 08:50 AM PST

It's a sudden idea, What if a thing could have minus value?

I was thinking like, raider-style warning sign. You know, spikes with skull at top, foul corpse hang around it. It actually have minus value, decreasing overall colony wealth value, make less enemy spawn itself!

submitted by /u/Morrneyo
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That place must be famous for his hats

Posted: 03 Feb 2018 09:23 AM PST

Is it still possible to box Thrumbos?

Posted: 03 Feb 2018 09:23 PM PST

Each time my colonist begins to build, the Thrumbo wakes up, then runs out of the room before it is complete. Was the AI improved simply to fix this cheese?

submitted by /u/OdChatich
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Well that's not the least bit ominous or random at all.

Posted: 03 Feb 2018 07:14 PM PST

This man is older than jesus

Posted: 03 Feb 2018 03:09 PM PST

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