RimWorld Typical Tuesday Suggestion Thread -- February 06, 2018


Typical Tuesday Suggestion Thread -- February 06, 2018

Posted: 06 Feb 2018 12:13 AM PST

Please use this thread as a week-to-week suggestions box for Tynan, the /r/RimWorld mods, and game modders. Post whatever you feel would improve your RimWorld experience, but keep it civil! Before you post, please take a glance at the release notes and see if what you're suggesting has already been implemented. I am a bot, so I can't make jokes. If you'd like a Typical Tuesday joke, or if there are any problems with this post, please message the moderators of the subreddit.

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

"Im a light sleeper" - Colonist

Posted: 05 Feb 2018 04:59 PM PST

Rimworld LPT: Use a colonist with a shield belt to bait Centipedes, Doomsday Rockets, and other collateral damage weapons while your colonists get free shots

Posted: 05 Feb 2018 04:11 PM PST

The story of Maddie, the wimp who couldn't walk

Posted: 05 Feb 2018 12:47 PM PST

Recently I made a post about how one of my colonists, Maddie, had a scar on her eye and was constantly in shock due to pain. She is a wimp and could only walk when high on smokeleaf. The best solution to get her to walk again would be a bionic eye. Until then she would just lie there in bed.

I was showing this game to a friend when a message popped-up:

We will reveal to you a place where you can find:

1x bionic eye

For 480 silver

I freaked out. My friend didn't understand what was going on and I was just bouncing around! After some explaining, I immediately send a caravan down to the spot containing one colonist, Sheppard.

In the meantime a raid arrived, killing one of my colonists and injuring the rest. Only Maddie, high on smokeleaf, was there to save the remaining colonists. After bravely treating my doctor, she collapsed on the floor. My doctor knew to save all.

After days of waiting in bed (and walking around stoned on smokeleaf) Maddie finally saw Sheppard coming through the door with a bionic eye. During the long operation I was all tensed up, incapable of waiting but not wanting to speed it up if something went wrong.

The operation was successful and Maddie could walk again without being high for the first time. I felt so good.

Two days later Maddie got killed by a pack of manhunting beavers.

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

"Tribespeople are fleeing" I don't think so

Posted: 05 Feb 2018 03:25 AM PST

Meteors (RimWorld Comics)

Posted: 05 Feb 2018 05:53 AM PST

Worth it.

Posted: 05 Feb 2018 06:36 PM PST

That one raider who manages to headshot half of your colonists.

Posted: 05 Feb 2018 11:30 AM PST

Want to give Sea Ice a try? Here's a quick start guide

Posted: 05 Feb 2018 09:12 PM PST

- Scenario: The Rich Explorer (Easy to manage & no fear of lacking resource) or Crashlanding (Good luck pressing Random to get 3 Cannibals)

The higher the difficulty, the easier it will be early-mid game.

- Picking character:

  1. Must be Cannibal (The +15 Mood buff from cooked cannibalism keep colonist happy); Psychopath and other mental toughness trait recommend but not required.
  2. Minimum construction level 4 (You need 6 for solar panel, 4 for wind turbine)
  3. Must be capable of violent, caring, dumb labor. Intelligence is strongly recommended (Since there's not much to do early game).
  4. Cannot be Pyromaniac (Game over if "Zzzt..." happened)

- Landing: Choose a spot closer to the pole, average summer temperature should be under or near 0C (Permanent Winter = No fear of spoilage).

- Startup:

  1. Pause game upon landing, mark pet for slaughter (They consume food and give nothing in return).
  2. Build a 6 Tall x 9 Wide room, you should have 25 blocks of Steel wall on the plan. Use silver to build a door (Final - 24 Steel Wall blocks + 1 Silver door)
  3. Build battery right next to a wall outside, build Wind Turbine/Solar Generator right next to the battery. I like Wind Turbine since you can fill a battery faster with it (and also because it takes 4-5 days to drain one battery). Inside, build a Heater and an Electric Stove.
  4. Finally, use silver to build a Butcher Table and a Research Bench.
  5. For stockpile, create a Build Roof Zone at front/back of the cabin and create stockpile zone.
  6. Optional: You can use wood for flooring and build a horseshoe pin, a 1x2 Table, a Stool (for both Research Bench and Table), a Bed, a plant pot and a non electrical tailor table.

Resources spent:

  • Silver butcher table, silver research bench, silver door = 1750 silver
  • Battery, Wind turbine/Solar panel, Electric stove + 6x9 building = 445
  • 6 components
  • Optional spending: 1x2 table & stool, bed = 98 Wood +87 for flooring + 15 horseshoe +15 plant pot +75 tailor table = 290 Wood.

In the end, it should look something like this. That's a 52 (somewhat impressive) room.

Your leftover resources would be 5 steel, 10 wood and 200 silver.

- Tips:

  1. It'll be very boring early on, it's a perfect time to keep X3 on and alt tab to do some other work.

  2. Early on, don't reject any runners, you can check stats and make them fight/bait the chasing pirates if they are not worth keeping.

  3. Make sure to strip downed targets, deadman apparel worth nothing.

  4. Your sole colonist will stay happy with cannibalism so forbid all non-human meals. They're for when you like a non-cannibal colonist and want to keep them. Most non-cannibal will start having a mental break after 2-4 days of human meat.

  5. Solo Thrumbo is easy to kill if you have two colonists and one molotov/incendiary launcher. One put Thrumbo on fire while other shoot.

  6. Research Smelting, then Hydroponics. Metal slag chunks are usually always available so keep hauling them. You cannot support a Sun Lamp until later on so don't try to push Hydroponics early.

  7. Buy food, steel and wood from merchants whenever you can. Importance in that order, left to right.

  8. Stay friendly with at least one non-tribe faction, they'll caravan to you. In dire situations, you can always kill a caravan muffalo for goods.

  9. A healthy colonist can provide 1 lung, 1 kidney and still live.

  10. Don't hesitate to banish people. Do remember to harvest their organs if you can.

  11. Range is king, colonists with good shooting skills and sniper rifles will win almost every fight during mid game. Especially when there's nothing for enemies to take cover.

There are more things I want to say but the post would just get ridiculous long for a quick start post so I'll leave it to you guys to discover.

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

"She is a 97-year-old Ninja Assassin"

Posted: 05 Feb 2018 09:27 AM PST

My colony just survived five raids simultaneously, And it was awesome.

Posted: 05 Feb 2018 12:54 PM PST

It all started out with your run-of-the-mill siege, Which wasn't an issue to deal with. I set my melee butchering squad to our mortar array and took care of the siege aspect in a moment, Then sent my gunners to pick off the other half as they came rushing towards our defenses.

But then, Another raid took place as the siegers began to rush. This time, They were attacking immediately, And consisted of roughly thirty pirates. A Suprise, To be sure, but it still wasn't much of an issue. I left two gunners on the west to take care of the meager siege force, And sent the rest of my gunners to the northern defensive barricade to welcome the oncoming raiders.

Then, A third raid took place. The siegers were all dead now, But there were now roughly twenty drop pods falling directly on top of my base. Half of them landed outside, Right behind my defenders set on the northern barrier, And a couple landed inside the nearby mortar storage and completely crushed nearly one hundred artillery shells. While the explosion had killed two of the (Damned) raiders who fell inside, There were still a couple trouble makers left behind who began to smack up my stone walls.

Now, For the first time in this playthrough, I felt like i was in a bit of a pickle.

Thinking "Oh shit", I quickly took my butchering squad from the now useless mortar array and set them on the new attackers, Who were beggining to spray down hot lead on my defenders. Luckily, Noone had fallen yet. But as my defenders turned to gun down the drop pods, The virtually unharmed group of raiders who had set in from the north moved in, And my gunners were now set under fire from two directions.

Setting into panic mode, I quickly told my butchering squad to take care of the enemies that remained inside of the barricade, Before going to deal with those who were now trying to break out of the ammo depot. Luckily, Only one of my nine gunners set onto the northern wall had been downed, And somehow everyone had avoided death. So, I set them to fire back on the northern attackers, And once the melee squad had dealt with the remaining interior threat i set them to launch off the few loaded mortar-shells that remained, And after a short but bloody battle, peace had finally returned to the compound.

About a minute or two passed, And i began to catch my breath. Everyone but two people had gotten injured to varying degrees, And four people had been downed out of fifteen, Including my only doctor (Although my emergency medic survived), And two of my best snipers. I Hurriedly put them into medical beds, Then told my medic to start tending to their wounds. Just as I began to patch them up, I heard the fourth siren. A fourth raid. Mechanoids.

Thankfully, Only four centipedes crawled across from the west, Which gave me some time to finish patching people up before they fell upon my base. I Set what few healthy gunners i could to protect the western wall while my main meleer continued to patch up everyone in the med bay.

Just as the centipedes fell into the range of my gunner's high-powered rifles, ANOTHER raid took place- Even more mechanoids, Coming from drop pods into the center of my base yet again. After a few moments of internal screaming and cursing, I drew everyone who could walk and hold a gun from my medical bay and set them in a small circle around the drop pods, Equipping my meleers with grenades and my gunners with their rifles.

Five scythers and an ungodly number of crawler mechanoids shot out from the drop pods, But before they could move into action they were struck by a wave of gunfire and explosives, which tore nearly all of the crawlers to bits and rent the scythers into shreds. Thanking RNGesus for the lucky grenades, I Hurridly redirected my field of rag-tag injured soldiers to the western wall to fight off the remaining centipedes, Who had been softened by my two healthy gunners.

Throughout all of this, My colonists had all somehow managed to avoid death AND dismemberment, Yet I still felt like my carefully planned defensive systems for predictable raids came apart at the seams the second the drop pods came down.

Christ, I love (And absolutely fucking hate) this game (And raid mods).

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

What do you guys do with all your corpses?

Posted: 05 Feb 2018 09:21 PM PST

Cremation? I would have to guess.

I haven't researched cremation yet and I have so many bodies buried around my base. Anyone know of a good disposal method that doesn't require me blocking off my own expansion because I have no fore thought whatsoever?

submitted by /u/ThePewPew1337
[link] [comments]

First time dealing with a ship, i think im prepared

Posted: 05 Feb 2018 01:38 PM PST

Positivity is key.

Posted: 05 Feb 2018 10:00 PM PST

Part 2!

Posted: 05 Feb 2018 07:22 AM PST

Favorite Scenarios?

Posted: 05 Feb 2018 06:04 PM PST

I love the vanilla scenarios, but I have to admit I love my own even more. My favorite one that I've played so far is a mashup of rich explorer and 3 survivors.

A rich advanced bionics Entrepreneur must escape the consequences of shady backroom deals and takes his bodyguard and sex slave with him. The Rich leader has social skills, intelligence and crafting (bionics and all). The bodyguard has melee and shooting (and normally one other key skill, I choose construction normally) and the sex slave does the growing, cooking and animal care. I give him custom starting materials, all the bionics technologies and normally plop him in a boreal forest. To compensate for using prepare carefully to craft the characters how I like them I play on permadeath at higher difficulties with Randy. I've already gone through this scenario twice with it ending up in flames and, may I just say, charred corpses have never smelled sweeter.

Some mods that make it more fun and in character: Prepare carefully (Best for this kind of customization) EPOE Prison Labor and Locks (being an entrepreneur and all..this seemed appropriate)

I have other mods but I feel like for this scenario these are key.

I've also done a tribe of psychopathic cannibals, a variation of rich explorer where he brings a harem of fairly useless sex slaves, a solo tribesman who is charismatic as fuck and handy with a club (the recruiter scenario) and others. I love the customization this game allows.

Anyone else have fav scenarios they do? Or variations of vanilla scenarios? I'd love to hear so I can borrow them and try it out.

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

Just survived a 100% plague

Posted: 05 Feb 2018 09:41 AM PST

Had a plague hit my 9-person colony hard, and I put my 4 infected into the hospital. I watched as my 'leader' had his plague tick up just a bit ahead of his immunity all the way to 100% but when the plague reached 100%, his immunity also reached 100% .1 hour later, leading hi to survive. This game is too damn stressful

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

Interesting traits for a so-called 'Missionary'

Posted: 06 Feb 2018 12:33 AM PST

So my colony was raided by werewolves alcoholics.

Posted: 05 Feb 2018 01:52 PM PST

missing eyes on bulls?

Posted: 05 Feb 2018 09:26 PM PST

I have cows that are breeding. I have 5 bulls that are 1 year old, that were selling for cheap. I wondered why. So I checked. all 5 bulls have both of their eyes cut out. Not scarred, not shot, just straight up cut out. Anyone have any idea what the fuck happened?

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

Terriers are assholes.

Posted: 05 Feb 2018 06:28 PM PST

Terriers are assholes. Well... I guess it's just their survival instinct but...

See, my first colony was doing well - or so I thought for a first game -, until I got hit with a few days (months?) of toxic fallout. Then things started going downhill and once the toxic fallout disappeared - yes, I survived! - I was found without a lot of food and two colonists out of 4 with dementia.

Then starvation hit. I guess the terriers were hungry too because Fabio decided to eat the head of Garry who was incapacitated in a medical bed.

I'm in love.

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

Gronar and the siege

Posted: 05 Feb 2018 01:29 PM PST

Another Gronar story Colony was getting sieged, completely out of mortars from the last raid. I realize Gronar's pet (skittles the cthrumbo) was essentially invincible. I had the terrible plan to send Gronar out, riding skittles into the 30+ raid (mind you a good amount were using bows and weak guns) When Gronar was about halfway there, I got a red alert. Tornado, right behind the siege base and moving towards them. The gods favor Gronar. When he gets there with his pet, they begin tearing through the tribals as the tornado rips them apart from behind. I then got the "the arrows are fleeing" notification. I normally chase them, but as the gods favor Gronar. The tornado did all of the work. Gronar and skittles turned out okay, though Gronar was a few hits away from death (pain killer ribs made it so he hadn't fainted) in the end I'd realized his sword had broken and he had beaten the last few to death bare handed.

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

Pretty new to the game (hour or two in). Trying to set up an indoor hydroponics facility. having trouble with power, can you tell me what I'm doing wrong?

Posted: 05 Feb 2018 12:55 PM PST

Sleeping Sickness

Posted: 05 Feb 2018 01:36 PM PST

Had a permadeath colony that started as a lone rich guy, after everything finally started cleaning up, 2 of my 3 colonists got sleeping sickness, rendering them useless food vacuums for a long time, and after 2 weeks of tending to them, one of the 2 went berserk, knocked out the other 2, then attacked a cougar and passed out. Don't start in the jungle, only good luck I had was a cryptosleep casket pirate had a bionic eye that i was able to salvage really early game.

submitted by /u/stanman51
[link] [comments]

Feeding carnivore pets

Posted: 05 Feb 2018 06:25 PM PST

Is it more efficient to just let them eat simple meals or prepare kibble? Any other suggestions? I already give them access to dead bodies when available and let non-haulers scavenge the map for rodents. Causal player for abt 2 years, usually just cassandra rough. Recommended (simple) mods for organizing pets?

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

Post a Comment

Powered by Blogger.