RimWorld Nice. |
- Nice.
- i was confused why rimworld took so many spaces in my drive so i check it..
- Tfw you wonder why your game is lagging
- Apparently Music Idol leads to an interesting adult career...
- Hospitality #20 (part 3/3)
- Haven't played rimworld for a few months, this scenario generator is awesome.
- The Baby-Saga of "Blue", the Unfortunate Prisoner of Last Sunset
- Seems a little suspicious..
- It happend... My first Randy moment
- A tad bit more please
- An idea on how to automate the slaughtering of creatures in a defined zone.
- Will we ever have infiltrators like Dwarf Fortress has?
- Noticed a great bug with mortars today
- This is why people done like pyromaniacs
- The true con artist of RimWorld
- Tribal Start Problems
- After nearly 20 hours of Rough Cassie Permadeath...
- Sappers are weird
- Sometimes being nice pays off
- Any base planner tools
- High-quality mods not on Steam?
- How to get your rep with a faction from +60 to -100 in a minute for absofuckingnothing.
- Uranium Fever
Posted: 15 Feb 2018 10:44 PM PST |
i was confused why rimworld took so many spaces in my drive so i check it.. Posted: 15 Feb 2018 08:12 AM PST |
Tfw you wonder why your game is lagging Posted: 15 Feb 2018 10:07 PM PST |
Apparently Music Idol leads to an interesting adult career... Posted: 15 Feb 2018 07:19 AM PST |
Posted: 15 Feb 2018 04:29 AM PST |
Haven't played rimworld for a few months, this scenario generator is awesome. Posted: 15 Feb 2018 08:05 AM PST |
The Baby-Saga of "Blue", the Unfortunate Prisoner of Last Sunset Posted: 15 Feb 2018 09:48 PM PST I have a new colony named Last Sunset. We have 5 tribesmen plus one glitterworld prettyboy old man doctor (Medicine 18) who we saved from a dude with a stick a few days ago. We grow Smokeleaf (mainly for export, but occasionally the four of them who like smoking will hotbox the shit out of the storage shed), Healroot, and Strawberries. Our main import is love and friendship. Anyway, a few days pass and the good Doc gets settled into his spoiled-rotten rich-man tent. Then I get a notification that some kid named Blue is charging at my Strawberry ranch with a pocket knife. So I send Legua and Eagle out there to take care of em. Legua was coming from behind as she was out in the mines. She will soon switch from breaking stones to breaking bones. Eagle's already on the ranch high off her ass trying to hit this wheezing maniac kid with an asthma condition and arterial blockage. I hear nothing but "fffFT-t. fffFT-t. fffFT-t" as her shit aim starts to show. Blue manages to stumble up to Eagle and knicks her in the tummy. And then she takes another to the arm, another to the leg, etc.... all superficial cuts. I began to question if Blue had a melee skill at all or if this was his form of diplomacy. Eagle starts hobbling away from the homicidal pocket knife, while the other three tribesmen walk on by, trying their best to ignore the situation. Doc is lounging in his lazyboy with a sadistic grin, excited for the operation Eagle will "need" to be all patched up. Eagle rounds the corner of the ranch and starts musical-chairsing around the perimeter. Blue will not give her the time of day, as in her eyes it is and always will be stab-o-clock. Eagle rounds the fourth corner, returning to her original blood puddle. Bracing herself for a stab as she can sense Blue right behind her, she instead hears a loud THWACK followed by a piercing sound. It sounded as if Legua sent the business-end of a morning star into Blue's quadricep. Eagle's ears did not deceive her. Blue screamed out in pain and collapsed to the ground. Doc's witchlike grin had turn into a pre-orgasmic grimace. Legua's morning star collected ligaments and muscle fibers like they were spaghetti noodles. The other tribesmen were getting baked in a storage closet. Eagle stumbles into the tribal medical In the morning, Doc is the first to awaken. He climbs out of his palace-tent and walks down the path toward the town center. He grabs his strawberry cheerios and a pack of medicine from the pantry. After downing breakfast, he makes Eagle swallow some mud he found on the ground telling her it's this new herbal "medicine" and that it's NOT a pyramid scheme. He just likes being his own boss is all. It isn't until suppertime that Legua notices Blue has been swimming in a puddle of his own red mana for a good 18 hours. His leg looked like shredded ham and ramen. The screams were exhausted little pants. His eyes looked to the stars as if searching for answers, and the stars answered back: "lol u have asthma get fukt." We drag Blue into a small cave with a torch and a bedroll. After we use up the tribe's entire stockpile of headresses soaking up the wounds, Blue falls fast asleep. That next morning we have a bowl of strawberry cheerios and a joint waiting for him. Doc also happens to be the sweet talker of his tribe. Which is a big concern, considering nobody had seen him smile until he witnessed a mace turning manflesh into pulled pork. Doc heads over to Blue's cave and starts trying to sweet-talking him into joining up. Avoiding all mentions of the cost of recruitment being "an arm and a leg", Doc mentions that he can perform surgery on the leg. Blue's eyes lighten for a moment. He's 17. Scared. Dying. Obviously sent here as a "rite of passage" in some fucked-backwards tribe that wants him dead. A good kid sent down the wrong path. Unfortunately for Blue, he is in the House of the Last Sunset. From both a world map and a metaphorical perspective, Last Sunset is the end of the road. Blue's eyes fade back into the darkness of the cave as Doc elaborates that he cannot recover spaghetti-leg. He offers a rudimentary pegleg prosthetic which he says will return some mobility. Blue begrudgingly agrees to it. They set in the work order for next morning, 8am sharp. Doc gets up a few hours early to gaze at the water. It calms him before surgery. He kicks down the door to the cave and excitedly shouts for Blue to get up as he hums some homemade tune. Before Blue can rub his eyes clean, Doc is shoving weed and anasthetic down his gullet. Who knows which one made him pass out first, but whichever did, he's out cold. Doc gets to work. He tightens a foxtail bandana around his forehead. His knife makes the first cut. Hours pass - the surgery's finished. Blue's still asleep. Doc nudges him out of his coma, hands on the blanket that covers Blue's lower half, excited for the grand unveiling of his new set of walkers. If trumpets had been invented by this point, you would've heard their chirps as the muddied blanket curtain took a proud, slow roll down Blue's waist. Layer after layer rolls back onto itself as the blanket travels down his hips. The blanket continues and within seconds the eager smile drains from Blue's face and he turns to stone. Doc took the wrong leg. [link] [comments] |
Posted: 15 Feb 2018 04:34 AM PST |
It happend... My first Randy moment Posted: 15 Feb 2018 11:17 AM PST I am fairly new to the game, about 60 hours and I decided it's time to try something new. I started a new colony with Randy Random on "Hard" and in the beginning everything seemed to work out fine. My colony survived for about half a year and was doing pretty good. I had 7 colonists, 2 pirates in jail, enough power and even some hydroponics to give me a constant food income. In the first two weeks of the colony, a Boomrat tamed itself and I remember thinking to myself: "I will regret this one day" - That day came around 5 minutes ago. Randy decided to send me a raid, I fought them off and was busy healing up my colonists, as a manhunter pack of wolves appeared. "No big deal" I thought to myself foolishly, as my pawns are busy inside anyways. I restricted them to stay inside and forgot about the animals... One of the wolves got close to my base and fought with Kirill, the Boomrat. It took him about three bites before Kirill exploded into his face and scared the wolve off. Sadly, the fire spread to the only (!!!) remaining wooden wall in my base and set off a huge inferno. I tried to get the fire under control but got attacked by the wolves as they could see inside my base now. The fire burned trough the freezer and destroyed the paste dispenser, letting the prisoners free while two of my best pawns got torn to pieces by three wolves each. The other three pawns were busy beating the fire out before eventually collapsing and burning to death. I never experienced a wipeout like this and it only took one random event and about five minutes. I am speechless and a little sad. Thanks for reading and sorry for any spelling or grammar mistakes that might've lead to eye infection on your end. [link] [comments] |
Posted: 15 Feb 2018 11:47 PM PST I've been playing RimWorld for a few months now and I'm looking to get out of vanilla and into the wonderful life of modded gaming. But before I blindly jump down that rabbit hole I was hoping for some suggestions on a set of mod packs. Any thing and everything really. I appreciate the help in advance! o7 [link] [comments] |
An idea on how to automate the slaughtering of creatures in a defined zone. Posted: 15 Feb 2018 03:47 AM PST |
Will we ever have infiltrators like Dwarf Fortress has? Posted: 15 Feb 2018 08:56 AM PST In Dwarf Fortress, it is possible for a vampire to sneak in with a group of migrants. If you're paying attention, you might be able to notice them, but they are rare enough that they can easily slip through the cracks. If a vampire successfully infiltrates your colony, you will start to get reports of citizens being found dead in their bedrooms, apparently drained of all their blood, with bite marks on their neck. Because colony populations tend to be much larger in Dwarf Fortress compared to RimWorld, tracking down this vampire can become difficult to say the least, but there are some telltale signs, one of the most prominent being the vampire's age. If you keep an eye on your colony's living area during the night, you might spot the vampire sneaking into someone's room to do their dirtywork. I feel that something like this could be a perfect fit for RimWorld. Imagine rescuing someone being chased by pirates, but in actuality they are a spy. They could inform their faction where your traps and turrets are, thus giving future sieges pinpoint mortar accuracy, plant bombs in your stockpiles, or assassinate a key colonist if you don't find them out soon enough. Imagine an advanced mechanoid that disguises itself as a human, and the way to actually tell them apart could be subtle things, such as them eating very, very little food, or not bleeding hardly at all from what would normally be fatal injuries. Then, one day, a mechanoid raid arrives and this colonist reveals themselves and begins to attack from the inside while the others attack from the outside. Perhaps a colonist with high enough social skill might be able to pick up on ulterior motives. Or, even better, people with the "empath" backstory might have this ability. What do you all think? How would infiltrators change how you play the game? [link] [comments] |
Noticed a great bug with mortars today Posted: 15 Feb 2018 06:17 AM PST My caravan was trying to retrieve a resurrection serum, and the local pirates had a minibase with a mortar and some turrets powered by solar cells. I figured I'd wait and raid when the turrets ran out of juice. But the mortar presented a problem with this plan. I clicked on it to see if I could learn anything useful And noticed there was a remove shell button! I popped the shell out over and over and laughed at that pirate mook as he kept reloading it while I waited for those turret batteries to run out. [link] [comments] |
This is why people done like pyromaniacs Posted: 16 Feb 2018 12:24 AM PST |
The true con artist of RimWorld Posted: 15 Feb 2018 09:36 AM PST |
Posted: 15 Feb 2018 10:58 PM PST Still new - ish to the game. I really enjoy Tribal Starts but I find the raid situation gets untenable once the second grow season starts. I'm just starting to craft bolt actions and they drop mechanoids on me or I start to get those crazy siege raids where dudes with bazooka are plastering my people. How can I minimize this? Is my only option to go full Dwarf Fortress and mine out a base with deadfall traps? Like is the "Tower Defense" style escalation inevitable or am I doing something that attracts very heavy raids? I play on Phoebe / Rough but have a hard time not getting overly save scummy when I get psychic drone ships vs my recurve bow or half broken scavenged machine guns. [link] [comments] |
After nearly 20 hours of Rough Cassie Permadeath... Posted: 15 Feb 2018 08:25 AM PST |
Posted: 16 Feb 2018 01:48 AM PST |
Posted: 15 Feb 2018 04:30 AM PST So I'm kinda new to the game. It's my second playthrough, and I'm not at the cynical psychopath organ harvesting stage yet. I'm trying to play a nice helpful bunch that tries to help. So I had an event where someone was running away from another person on my map. I helped them and captured the attacker, Sam. I noticed she's an 11 skill at shooting with a passion, so decided to recruit. A few days later after treating her as nice as I could and she refused to join. I decided she served her sentence and released her. A few days pass and I get a similar event of someone running away needing help. And to my surprise it's Sam, running away from her previous faction. They are both still alive in my colony and the attempted murder doesn't seem to have affected their relationship that much, so I guess good karma does happen in this game sometimes. [link] [comments] |
Posted: 15 Feb 2018 09:24 PM PST If you have any base planner tools you like to use can you list them down below. Thanks. [link] [comments] |
High-quality mods not on Steam? Posted: 16 Feb 2018 01:02 AM PST So I've gone down the mod rabbit hole, and after noticing that a couple of mods which are outdated on Steam are updated for Bate 18 elsewhere, I started wondering what I might be missing. Are there any must-have or high-quality mods which have not been uploaded to Steam by their authors? [link] [comments] |
How to get your rep with a faction from +60 to -100 in a minute for absofuckingnothing. Posted: 15 Feb 2018 04:27 AM PST 7 visitors showed up and managed to get to my colony; this is a rare feat because of the map I'm playing (too cold with lots of fallout). One of them just getting inside my base got a tantrum so I, by reflex, got to pacify him with my pacify-guy; who somehow equipped himself with a plasteel shiv. All hell broke loose. And in the 5secs that followed all visitors died. There were 2 very good potential candidates too :( -100 rep now and all I got is some shitty gear and some crappy food :/ Yeah... [link] [comments] |
Posted: 16 Feb 2018 12:21 AM PST Alright so I'm 600 days into my Randy basebuilder playthrough. I'v got 31 colonists and I'm wrapping up my space ship but I need ALOT more uranium (mainly for advanced components). And late game tips for getting the stuff? I really want to end game with all my pawns in space so only sending a few isn't an option. [link] [comments] |
You are subscribed to email updates from RimWorld, a sci-fi colony sim from Ludeon Studios. To stop receiving these emails, you may unsubscribe now. | Email delivery powered by Google |
Google, 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States |
Post a Comment