RimWorld One million copies sold!


One million copies sold!

Posted: 31 Jan 2018 11:50 AM PST

A place to live #3. My biggest colony yet.

Posted: 31 Jan 2018 05:30 AM PST

"Lassie, get help! Get help Lassie!" Dog: *munchmunchmunch*

Posted: 31 Jan 2018 06:15 PM PST

Things I'd never thought I'd do in a game: Keep a brain-dead grizzly alive to serve as an impromtu bear factory.

Posted: 31 Jan 2018 11:26 AM PST

Antigrain Warhead

Posted: 31 Jan 2018 05:05 PM PST

so I went to an item stash to get an antigrain warhead, cuz that sounds like fun and I'd use it to smash a raid I can't handle if possible, and when I got there, it was guarded by some improvised turrets and two pirates. One of the pirates had power armor and the other was manning a mortar with incendiary shells. So my sniper slowly moved through, shooting turrets outside of their range after he and the charge riflewoman killed the guy in the power armor, and I started shooting at the guy on the mortar. He then randomly entered the building at the center, which I found odd. I thought "maybe he decided to go eat a meal or something" and started shooting at the next turret instead. Then he came back out of the building. With the antigrain warhead. After a brief irl heart-attack I got my sniper to take him out before he could load it into his mortar, but that's a new and horrifying thought that he will draw ammo from the treasure room before he manually goes to fight. O.o

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

I just want to say I absolutely love the depth of control over the difficulty in this game!

Posted: 01 Feb 2018 12:23 AM PST

I'm not sure if it's an underrated feature or not, but I deeply love how much control this game gives players over the game.

While I know many people live for the Dwarf Fortress level of impossible challenge where all things must eventually die, I'm more of a mid-range kind of guy myself. I like to keep having interesting things thrown at me, but not be infinitely frustrated by never being able to achieve my goals.

I am very excited to buy this game again for my dad when it hits version 1.0 as he was a big fan of Gnomoria which he played for 100+ hours just in peaceful mode building settlements, and Banished which he enjoyed but found the difficulty curve of keeping your town from experiencing massive die-offs to be a bit off-putting. He enjoys games but prefers a more sandbox experience nowadays (he is 62) where he can just kinda play around, and he's always been a sci-fi fan so Rimworld seems perfect for him.

Most of all I appreciate that I will be able to tell him that he can play the game without having to make it a "combat simulator" and with the exception of maybe some maddened animals he can focus on the simulation aspects, I may even be able to talk him into playing at the next tier and experience some raids for the benefit of prisoners/new colonists.

I think it's great that this game not only has the base difficulty settings but also many facets of it's difficulty with selectable A.I. Storytellers, multiple starting scenarios, and a scenario editor where you can even customize ones and exclude certain events and elements you dislike.

I know the general assumption is that most people will start at a lower difficulty, get used to the game then progress up the ladder, but I just want to say I am very VERY happy this game supports and caters to a multitude of playstyles and is not designed to be played a specific way.

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

A quick crappy comic - Marksmanship

Posted: 31 Jan 2018 09:55 AM PST

And today I learned why you shouldn't store spider eggs in the freezer.

Posted: 31 Jan 2018 11:20 AM PST

There should probably be "water aerobics" or "knitting" joy actions in the game for my newest colonist.

Posted: 31 Jan 2018 11:39 AM PST

Things are going well in the colony (Cassandra basebuilder, don't lamegameshame me) and we've got 14 colonists. Suddenly get the escape pod notification and I'm pretty excited since I haven't had an opportunity to bring on a new person in a while. The soon-to-be-newbie, Chiyoko, had great stats at first glance. No pyromania, no "incapable of dumb labor," and she's got an 11 in medicine right off the bat!

Oh, she has cataracts... well, we've got bionic eyes!

Oh, she's 93 years old... well, we've got spare organs out the wazoo!

Oh, she has freaking DEMENTIA.

Well, I decide I still won't let grandma die in a field alone, so I choose to rescue her instead of capture, since pawns have never chosen to stay in the colony afterward when I do that, and a quick google has most responses say you need to capture them to convince them to stay after they get healed. I'll have my doctor patch her up and send her off on a grand old lady adventure somewhere that isn't on my land.

"Chiyoko is no longer unable to walk" Oh yay, one less mouth to feed. Not my monkey, not my problem anymore!

"Chiyoko chose to join your colony" you fucking what mate

Thanks Cassandra.

submitted by /u/zombiemommy09
[link] [comments]

Oh, no! Manhunter!

Posted: 31 Jan 2018 09:36 AM PST

My 300 day base

Posted: 01 Feb 2018 01:30 AM PST

Keyboard shortcut for beauty tool

Posted: 31 Jan 2018 11:08 PM PST

Is there a mod that adds a keybind for toggling the beauty tool so you don't have to click it on and off? Would be so nice ^

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

Sleeping Al-Rashid had a very close call with a steel meteorite

Posted: 01 Feb 2018 01:16 AM PST

dude stahp (disturbing prison art)

Posted: 31 Jan 2018 03:02 PM PST

Male 6 isn't the smartest colonist out there...

Posted: 31 Jan 2018 01:14 PM PST

What do you guys do right at the start of the game?

Posted: 31 Jan 2018 09:55 AM PST

Beds? Roofed stock pile area? Start on the crops right away? What do you guys do?

I've restarted a bunch of times now due to giving up after things go too wrong in perma death, but I still haven't figured out an optimal starting build.

What are the most useful early game pawn stats to get? I usually reroll until I get one pawn who is decent at construction, but what else is useful to have right at the start?

submitted by /u/tway2241
[link] [comments]

My first successful colony!

Posted: 31 Jan 2018 03:22 PM PST

Gray and Killfaces on and off relationship.

Posted: 31 Jan 2018 07:16 AM PST

Gray was the young and tough bodyguard who crash landed on the planet with two elderly researchers, and kept them safe for the first year with his exceptional plasteel knife skills.

Killface was an early recruit, with amazing shooting skills and the bloodlust trait, sometimes as high as x15 when he really got to sniping tribals.

They fell in love and where one of my first successful gay couples who did not break up over a random argument, realizing there are NOT plenty of fish in the sea in a 5 to 10 person colony. Gray and Killface got married in the dining room and much beer was consumed.

Unfortunately Gray was the king of bad luck... he lost an eye in a close quarters fight. Then a fox... a FOX... scratched his other eye down to 1 point left making him effectively blind. He already had a few other permanent scars from past fights... so I breached an ancient evil and after killing off the bugs and preserved colonists we got a stash of Luciferium.

Gray... took a long time to recover... but he recovered. Unfortunately his random scars seemed to take priority over his horribly scarred eye. But Luci will run out on you... so Gray and Killface usually alternated between a year of bliss and a year apart, as his husband went into cryosleep waiting for pirate ships and exotic traders to fly by.

It must have been odd for killface, to slowly catch up with Gray and then grow older than him. For Gray it was easier, just a long nap and it would be a different season or a different year, and a ship would have delivered his Luci, a cybernetic eye and a cybernetic arm, because he is a clutz and loses limbs a lot.

(Mod notes: that playthrough made me download Luci Heals More, which made Luci work the way I had imagined it would... gradually. Killface had a super broken explosive sniper rifle from a mod... I have not reinstalled that mod for further playthroughs. But it was funny watching killfaces joy go through the roof as he killed tons of invaders. All relationships where governed by Psychology, not vanilla)

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

Made a time-lapse video showing my progress from day 0 to day 210

Posted: 31 Jan 2018 10:42 AM PST

I have found a OP way of creating nice rooms early in the game

Posted: 01 Feb 2018 01:14 AM PST

If you make a house on dirt you can plant daililys instead of floors to create Decent room quality super early

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

Colony of Cthulhu - Part 1

Posted: 31 Jan 2018 08:52 PM PST

Here is the start of the ongoing tale of my new colony.
It is my first time modding and I used a couple of the Cthulhu mods, but not many. I also used Prepare Carefully because I wanted to make myself and my friends. I hope I didn't make the characters OP, I tried to make them realistic.
I love the Cthulhu mythos so I am excited to watch my friends and I descend into madness.
It's tame so far, but just getting started and I will update as I go.

Prologue - https://imgur.com/a/3LZeb
Chapter 1 - https://imgur.com/a/u3SEr

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

Top Five Stupidest Things in Rimworld

Posted: 31 Jan 2018 12:18 PM PST

1 - Steel doesn't burn. Well, unless you get it to thousands of degrees, like 1300 degrees C, which isn't gonna happen except in something hotter than a blast furnace. Or unless it's super fine steel like in steel wool. But the idea of a steel wall burning is ludicrous.
2 - Maddened manhunter rats killing a man is ridiculous.
3 - Hunters taking 50 shots and still can't hit an animal lying on the ground unconscious when they are standing one food away.
4 - Blight. Yes, I know there are plant diseases, but they don't consume all plants at once.
5 - Multiple eclipses and solar flares happening in one year. Solar flares might affect radio communication, but not power generation. And anyway, how does a solar flare affect energy in your batteries when you are inside a mountain? Completely stupid.

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

Help with what to do with a downed Colonist

Posted: 31 Jan 2018 02:57 PM PST

I have a colonist named "Lady." She was defending the colony from a mad boar, and went down. Ok, nbd i thought. Someone kills the boar, rescues her to her bed and she's fine. Right? I guess not...

She now has a scar on her brain from a boar tusk. she has 4/10 damage there and is incapable of doing a lot of thing. Her consciousness is 29%. She eats, doesn't need medicine, but is just in bed.

Is she just a vegetable? she wont walk, talk, work, make human hats anymore? Or should I wait it out and she'll eventually get better?

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

Post a Comment

Powered by Blogger.