RimWorld You tame one pig


You tame one pig

Posted: 11 Feb 2018 09:44 PM PST

You tamed a pig. You found out they can haul. You train it to haul. This is useful you think. You tame two more and do the same.

The pigs have more pigs. You train more pigs. There are several pigs now. You see a large herd. You decide to tame all of them.

A wanderer joins with an army on his tail. He has good animal handling skills. With the pigs help you defeat the invader. They become useful to you. You tame more pigs.

The pigs quickly become the most useful part of the fortress. They haul faster than anyone. They guard the tamers. Your pawns become skilled in their respected arts. Traders come from miles around to purchase your incredible pigs.

Two weeks pass

Pig growth is now exponential. You start producing extra food to account for the pigs. There are roughly 70 now. They haul as soon as the job is done. All pawn labor goes into training pigs and making food.

Two months pass

A group of mechanoids land to wreck havoc. A small pale figure over the hill is briefly registered on the sensors before the ancient heralds of death are overwhelmed by an unstoppable force of meat and rage. All that is left are twitching pieces of plasteel.

and so on

A section of the wall crumbles and a large spider like creature pushes through slavering. It sees a pale human girl mindlessly cutting stone. She dies laughing.

The ground begins to shake. The insect vanishes back into the hole. It is followed. Several metric tons of chitin are all that is left.

two years pass

A death squad from a distant glitterworld has arrived. They are armed in the most technologically advanced weaponry ever seen. At least 100 in rank.

In three minutes, the last of them were pulled screaming into the depths of the fortress, never to be seen again.

The planet was nuked from orbit. A reminder to all that out of all the professions in the Rim, animal husbandry was the most useful in practically every situation. Because at the end of day, drugging a pig with luciferium > all of human technological innovation.

submitted by /u/TheVisage
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My sister knows i love RimWorld so she made me a thrumbo event card and a little thrumbo

Posted: 11 Feb 2018 06:06 AM PST

Thanks, RNGsus

Posted: 11 Feb 2018 09:46 PM PST

A public apology to Devin

Posted: 11 Feb 2018 11:48 AM PST

Dear Devin,

I'm writing here on a public forum, a sincere apology for my behavior. My only excuse is that I have only owned this game for 10 days, and I was incredibly frustrated after the fourteenth time you fell over in the freezer, despite having no pain, bleeding or other announced illnesses.

I apologise for calling you a useless waste of space, and threatening to make you into a hat.

Most of all, I am sorry it took me a week of in game time to realise you were missing a leg after the Timber wolf attack.

My bad.

Sincerely,

A colonial overlord

submitted by /u/eternal8phoenix
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O rly Rimworld

Posted: 11 Feb 2018 04:55 PM PST

Comic - How Feedback Loops Work in Game Design

Posted: 11 Feb 2018 09:20 AM PST

I'm not sure if I'm proud of this or ashamed by it...

Posted: 11 Feb 2018 02:13 PM PST

We finally made it.

Posted: 11 Feb 2018 05:44 AM PST

Any fix for my grandpa with dementia or should I just scrap him for parts and turn him into a coat?

Posted: 11 Feb 2018 01:26 PM PST

My oldest character has developed dementia. He has level 16 crafting and construction, along with affinities for both. In my bid to keep him alive, I've augmented him with bionics and artificial organs from EPOE and GlitterTech. As such, he has something like 500% blood filtering, 300% movement and 250% manipulation. His consciousness has been brought back up to 100% by an AI chip but unfortunately, he keeps going on confused mental breaks which is really cutting his productivity. Any mods that might add a way to potentially cure him in the future?

submitted by /u/Comrade_Corbyn123
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When a random comic on the web fits your colony perfectly

Posted: 12 Feb 2018 12:24 AM PST

PriorityCleaner Mod (keep your sterile areas sterile! Ludeon link in comments)

Posted: 12 Feb 2018 12:15 AM PST

Juliette has seen some shit

Posted: 11 Feb 2018 02:30 PM PST

How do you decide who to recruit?

Posted: 11 Feb 2018 08:12 PM PST

Whenever I see people post that they have 30+ colonists in their base, I can't help but think to myself, "There's no way every one of those colonists are worth having."

Since population influences the size of raids, I tend to be very picky with who I recruit. A little too picky, in fact. So, I want to ask you all, what is the bare minimum that a colonist needs to have in order to be considered worthy of recruiting? Also, what traits do you think would make a colonist a "must have" in spite of any downsides, up to and including pyromania?

submitted by /u/OdChatich
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How about soil in livestock barns eventually becomes rich soil?

Posted: 11 Feb 2018 08:01 PM PST

Does anyone poop in this game?

submitted by /u/RuchoPelucho
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The David Bowie seed doesn't play around.

Posted: 11 Feb 2018 10:10 AM PST

Just enjoying my first Permadeath playthrough after 200 hours of playing and Zzzt.... Send Help

Posted: 11 Feb 2018 09:01 PM PST

Face it: This does not look like a forest or a grassland.

Posted: 11 Feb 2018 09:25 AM PST

This is a screenshot of part of a Temperate Forest biome.

Notice the plant life? The picture was taken in late spring. Yeah it's time that we make plantlife grow randomly across the map instead of spreading from the edge. Grass needs to life longer than just a measly season, and be able to survive winter like it does in real life. When a forest fire happens, plant life should grow up from underneath the ash, not over it like a lid going on a coffin, same with winter and spring.

submitted by /u/The_Spare_Ace
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Hungry colonist bit a guy's head off... I had no idea they could do that

Posted: 11 Feb 2018 08:42 PM PST

PSA: Chemfuel storage safety vs tantrum

Posted: 11 Feb 2018 09:05 AM PST

Oh boi

Posted: 11 Feb 2018 07:51 PM PST

Chemfuel idea

Posted: 11 Feb 2018 02:28 PM PST

I think it would be cool if you could be digging in a mountain and find a pocket that essentially has retextured water in it that is a pool of chemfuel and you can use a pump(the one for removing water and swamp) to suck it up and it would drop chemfuel canisters on it when absorbed, then when the pocket is sucked up you can use drills to get the rest from under ground.

submitted by /u/SYDWAD
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Time for food. =)

Posted: 11 Feb 2018 03:54 PM PST

Well, are you?

Posted: 11 Feb 2018 10:47 AM PST

Rimworld Mod Development Cookiecutter: Build a Boilerplate Mod In 30 Seconds or Less (Repository, Instructions in comments)

Posted: 12 Feb 2018 12:37 AM PST

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