RimWorld You can get stuck during the tutorial if you get a settler who is incapable of violence.


You can get stuck during the tutorial if you get a settler who is incapable of violence.

Posted: 14 Feb 2018 07:41 PM PST

The tutorial requires you to equip each settler with a weapon. If you are unlucky to get a settler who is "incapable of violence" you cannot equip them with a weapon, and will not be able to advance the tutorial. Even having another settler equip it does not advance it.

submitted by /u/JollyGrapefruit
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Family Ties (RimWorld Comics Special)

Posted: 14 Feb 2018 05:49 AM PST

my desert colony update - now 3.5 years in. graveyard has grown more than the colony, but still alive!!!

Posted: 14 Feb 2018 03:41 PM PST

So... raids are more profitable than the game development you say?

Posted: 14 Feb 2018 04:04 PM PST

I got terrified for a second here.

Posted: 14 Feb 2018 06:57 AM PST

TIL if you harvest a guilty prisoners heart, you only get the "justified execution" debuff(-2)

Posted: 14 Feb 2018 01:03 PM PST

So a raider showed up in my fresh sea ice colony, I gunned him down, patched him together and started harvesting his lung and kidney. Of course both failed, so I went for the heart and it worked. Interestingly I only got the justified execution debuff instead of the organ harvesting one.

However I forgot to strip him for his nice tuque.

Edit: I just realized that he gave me his heart for valentines day, how cute.

submitted by /u/Moartem
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My colony's first legendary sculpture.

Posted: 14 Feb 2018 08:45 PM PST

Mod request: Replace colonist hit sounds with the roblox "oof"

Posted: 14 Feb 2018 03:19 PM PST

If none of you do it, imma do it myself.

submitted by /u/WhosVenom
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Happy Valentine's Day from the rim

Posted: 14 Feb 2018 11:42 AM PST

I just lost my max skill constructor because my medics all decided to feed prisoners instead of save their own man.

Posted: 14 Feb 2018 09:12 PM PST

Really wish we had specific priorities right now. Doctoring for my people before prisoners for example.

submitted by /u/jerichoneric
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So raider, I see you've returned to my colony...

Posted: 14 Feb 2018 11:14 AM PST

I feel neutral about this

Posted: 14 Feb 2018 02:25 PM PST

Wow... didn't expect this in the game. Loving it!

Posted: 14 Feb 2018 09:36 AM PST

I am pretty new to the game, only about 16 hours, and had 1 base. (my first base...) But I sadly don't have it anymore.

One of the colonists died, and his pet cat COMPLETELY freaked out and scratched and bit everyone, causing a cascade of events of starvation and blood loss. And all 5 colonists died :(

LOVE IT!!!! and that is a ferocious cat :)

submitted by /u/zorch-it
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Turns out a lifetime of piracy has left him well-suited for the Rim. Welcome, the fastest of learners!

Posted: 14 Feb 2018 05:46 PM PST

Well, that was interesting

Posted: 14 Feb 2018 12:00 PM PST

I had two caravans show up right after each other. One was an exotic goods caravan the other was a pirate merchant.

When the two met up right at my trading spot there was an immediately firefight. a Total of 12 pawns were killed and at least one more injured. Also a Muffalo ended up dead.

I did rescue one downed caravan guard, but she didn't stick around after healing. I also snagged as much stuff as I could from the fallen, mostly weapons and meals.

It was a nice little moment, and the good thing was that they didn't blame me for a thing. I never got a notice that a faction liked me less, just the bonus for when the guard walked off the map safely a day after the fight.

But the one problem is I have 3 pawns still, so cleanup is taking a while.

submitted by /u/mvargus
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⊳furniture furniture

Posted: 14 Feb 2018 12:55 PM PST

Anyone for Chinese?

Posted: 15 Feb 2018 01:12 AM PST

This is the add we need

Posted: 15 Feb 2018 12:51 AM PST

Sappers decided to take out the ancient danger for me

Posted: 14 Feb 2018 10:14 AM PST

Rimatomics, how to?

Posted: 14 Feb 2018 11:35 PM PST

basically i need help with rimatomics, and specifically how to gather weapons test data

(i have edadvanced options allowing me to set forced targets for my turrets, is it interfering?)

EDIT:no, im a retard it jus has a huge minimum range

submitted by /u/redduck12
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My brother made a cool RimWorld drawing!

Posted: 14 Feb 2018 05:53 AM PST

Why is it necessary to use Medicine to Remove Organs ?

Posted: 14 Feb 2018 03:31 PM PST

Just wondering, technically you could just tie them up instead, propably it would be harder but still Possible ?

submitted by /u/Nextran
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Happy Valentine's Day

Posted: 14 Feb 2018 06:22 AM PST

Amp up the intensity! (Story)

Posted: 14 Feb 2018 06:58 AM PST

I play on a mode called Wild AI: Lunatic difficulty (can't remember the mod it's from. I can check later). It's basically Randy Random on steroids. Sometimes the game throws stuff at me that is completely ridiculous (run before last ended by a 13 man raid on day 7 of my tribal start where 4 of the attackers had power armor).

As for late game, I have a crazy amount of mods. One of which is a "dire raid" mod, in which the points used for raid calculation are multiplied (I have my setting set to 5x!), as well as running a mod that makes multiple raids possible spawning from the same event. On top of this, a mod I run makes the raiders much more well matched (by giving them more points per pawn for equipment).

The most intense moment I've ever experienced was when my 5 year colony had a few super soldiers and another 25 or so combat-capable pawns, and a ridiculous kill box filled with turrets of all kinds. Up until this point, no raid had stood a chance against my base.

A large sapper raid spawns on the weak side of my base. Nothing I can't handle. My handful of super soldiers can defend against it pretty easily.

As the sappers begin to mine through my western wall, a dire raid spawns to the north, and simultaneously a drop pod raid from that same faction lands right in the center of my power grid.

This is where things get dicey. I was relying on my elite squad to take out the sappers as they came in, but now they had to be recalled to the generator room. By the time they got there, the drop pod raid had destroyed all of my batteries and the majority of my generators. They were killed quickly enough, but the damage was done. My entire turret array was down. I quickly rerouted power and had colonists building impromptu batteries as the sappers broke through on the west side and the dire raid hit my killbox to the east. My elite squad was split. My two 20 skill melee brawlers fought the entire sapper raid in a choke point that was a bit larger than I would have liked, but they did it. The two of them killed 24 raiders on their own. Unfortunately, one of them was killed by a sniper headshot just before his companion (and wife) killed the last enemy, making them flee.

While this is happening on the west, the dire raid is past my turrets in the killbox, and my colonists are firing at them out of doorways and from behind walls within the buildings of my base interior. A couple colonists go down here, many more raiders there. Suddenly, my turret array comes back online and starts SHREDDING the raiders who are now standing basically on top of them.

A siege spawns somewhere in the middle of all of this, and mortar shells begin landing just as my turrets come back online. More colonists go down, and the entire base is just a mess at this point.

The 4 remaining members of my elite squad rush out to face the dire raid, and everyone else still standing grabs my downed colonists and begins loading up my ship's cryopods. The turret array loses power again and I know there's still way too many raiders to deal with without them.

At this point, of my 33 colonists, 8 are dead, 9 are downed, and absolutely nobody is without injury. My ship has 25 cryopods. Just enough for everyone still alive to escape.

At the last possible moment, my super soldiers recall to the ship. Three of them enter the cryopods. Before the fourth can enter (my last brawler who held off the sapper raid), a mortar shell destroys the AI core, making the ship unable to launch.

My brawler is fortunately skilled at construction, and rushes to create a new component for the ship. She barely does in time, taking heavy fire from the raiders now deep within my base. Some of them are beating on parts of the ship now. She runs to the last cryopod.

A few squares before she reaches it, a mortar shell destroys it. The last vacant cryopod. The reactor is one impact away from destruction, and there's no way it could be remade. We're out of time.

She turns back to face the horde of enemies as the ship's launch sequence is initiated, sending 24 colonists off to the stars.


I've NEVER experienced anything close to this intense. I regret soooo much that I wasn't recording or thinking to take screenshots of this. Sorry all I have is the story. Hope everyone enjoyed.

EDIT: Spelling

submitted by /u/Unho1yIntent
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