RimWorld They're Never a Good Thing (RimWorld Comics) |
- They're Never a Good Thing (RimWorld Comics)
- i'm helping
- Okay. That is dark.
- My modded permadeath base of 22 years.
- Bored at work again, so I have iterated on my colony design..
- Two of my colonists started dating the first night that the colony was established
- Question for modders, can we have more religion?
- Something that I discover
- I may need to rethink my strategy...
- I completed my rite of passage in rimworld
- Thoughts on my current colony? [Randy/Basebuilder]
- My couple day old colony got hit by a cargo pod that killed my bonded terrier and disabled its owner.
- [Bug] What a horrifying sculpture
- Am I apart of the club yet?
- Well, another colony bites the dust
- Does anyone else find incendiary shells useless due to wildfire limiting mechanics?
- I managed to tame a Thrumbo! I'm so happy
- Does anyone know a mod that heavily increases the amount of abandoned buildings?
- Goofiest demise to your best colony?
- My doctor is doctoring a chicken which i've set to no medical care. Anyone know how to fix this?
- Shattered spine
- "Incapable of violence"
They're Never a Good Thing (RimWorld Comics) Posted: 28 Feb 2018 08:59 AM PST |
Posted: 28 Feb 2018 04:27 PM PST |
Posted: 28 Feb 2018 07:10 PM PST So, a colonist had a "Jailbreaker" mental break. I knew the protocol; colonist goes up to a prisoner and starts a jailbreak. My colony is relatively new, so the "prison" was a map-generated structure I put a door on. A few sleeping spots, a cozy fire to ward off the cold... nothing fancy. So I watched Fay go up to the prison. Bashkire, the psychopath that makes dog food, was relaxing socially by the fire, so I figured he could be on standby to arrest the prisoner. Wow. So, as soon as Fay told Huntsman to break out, not even a second after... she plunged her knife into Huntsman's skull. All the way through his brain. Instantly killed him. While "wearing a blank look." And he was a pretty good candidate, too. Even had a fitting name. Now, I've seen a lot of crazy depraved stuff in Rimworld. She doesn't even have the Psychopath trait. But Fay just led someone on, promising them freedom, then immediately killed them. Just for fun, "mental break" aside. All while poor Bashkire was watching. He'll be fine, though. He's a psychopath. This is like watching a TV drama to him. Still, mildly disturbing. And I'm starting to wonder if Bashkire is seeing Fay as future dog food now. [link] [comments] |
My modded permadeath base of 22 years. Posted: 28 Feb 2018 08:10 PM PST |
Bored at work again, so I have iterated on my colony design.. Posted: 28 Feb 2018 07:28 AM PST |
Two of my colonists started dating the first night that the colony was established Posted: 28 Feb 2018 07:16 PM PST |
Question for modders, can we have more religion? Posted: 28 Feb 2018 02:06 PM PST I've tried out the Call of Cthultu Cults mod, and while I found elements there that I liked, I usually try to play neutral/chaotic good type colonies. The human sacrificing as well as the fact that the cult leader slowly seems to devolve into a cannibalistic monster just doesn't work for me. However, I like the fact that you can build a temple and pray for blessings, etc., So...... with that in mind. It there anyone who could develop a religion mod that doesn't have to be quite so dark? I like the idea of sacrifices of goods/food. I don't mind the idea of having to hold regular masses, or having the non-worshippers in a colony end up in quiet conflict with the worshippers. I could even accept some sacrifice of prisoners. I just want the seemingly forced cannibalism and the mutation removed or reduced quite a bit. But I'm no programmer, so I wouldn't know where to begin. Help? [link] [comments] |
Posted: 28 Feb 2018 09:04 PM PST I don't know if is part of the vainilla game or maybe one of my mods, but if you press shift and then click on the information of the object shows you the stats about that object with whatever thing can be build. For example. If you want to see the stats of a tribal wear with some the diferentes hide you can do it pressing shift and click on the info button [link] [comments] |
I may need to rethink my strategy... Posted: 28 Feb 2018 10:50 PM PST One of my colonists just died from a deadfall trap. I did the strategy where you make a 1 tile wide corridor filled with the traps, and then doors for the colonists to get out, but it's gotten long enough at this point that it's annoying to go and re-arm each trap one at a time starting at the inside so the colonists won't walk over them, but it bit me in the ass when my re-armer got headshot by it. Goodbye Nixon... you were one of the best... actually I lied, you were kind of only just good enough to not be a hat. [link] [comments] |
I completed my rite of passage in rimworld Posted: 28 Feb 2018 08:04 AM PST So I have been on this sub for a few weeks and always heard about people butchering and making hats or a veritable organ farm with their prisioners. My reaction was always: "These guys are a bunch of degenerates, nothing to see here." Yesterday I was playing a very cold map with a lot of Boars and Alpacas tamed, but I overestimated my food supply and found myself in map devoid of all creatures but a few rats and no grass to feed my lovely pets... then I saw 10+ human corpses laying around, very well preserved, with plenty of meat. I invested too much in my pets to lose them to famine, my colony now deals in Kibble made from human meat and my animals have never been healthier, thanks Rimworld! Shoutout to Val, my colonist that handled all the butchering giving no fucks at all and saved dozens of innocent animals. [link] [comments] |
Thoughts on my current colony? [Randy/Basebuilder] Posted: 28 Feb 2018 09:30 PM PST |
Posted: 28 Feb 2018 10:46 AM PST |
[Bug] What a horrifying sculpture Posted: 01 Mar 2018 01:48 AM PST |
Posted: 28 Feb 2018 12:19 PM PST I made my first human leather hat! The owner of the hat is the one who claimed the kill. [link] [comments] |
Well, another colony bites the dust Posted: 28 Feb 2018 06:35 PM PST Part carelessness on my part, part surprise. I'd just managed to wipe out a poison ship with no significant injuries. My builder/sniper did take an inferno cannon hit, but recovered fully and the pede never got another shot off. Sadly, the next major event was a raid of medieval raiders. I saw them and though it wouldn't be too bad, although I noticed a few had shield belts. It turned out every single one either had a shield belt or a smokepop belt. My battle line couldn't take them down fast enough and they reached the sandbags in a wave. A short time later, everyone was dead. Not my finest hour. [link] [comments] |
Does anyone else find incendiary shells useless due to wildfire limiting mechanics? Posted: 28 Feb 2018 12:07 PM PST To ensure the entire map doesn't get destroyed from wildfires, Rimworld has a mechanic whereas when an outdoor fire reaches a certain size the map generates rain that puts out the fire. The problem is, to me personally it feels the threshold is far far too low. Not only are fires normally just a non-issue unless they're indoors, it makes incendiary shells completely rubbish. I WANT to start big fires. I want a wall of flame to corner in the hordes of raiders and force them to run in terror. Instead, after 5 incendiary shells that already start relatively small fires, I get a nice relaxing shower. I know it sucks when a fire claims your crop fields, but at the same time they're easy to avoid with fire breaks and a good push for not using solely wood construction. On top of that, it's not like it's the only tough love mechanic in the game ( looking at you dual toxic fallout/nuclear winter). At the very least it would be nice if it was an option that could be changed, or scale with storyteller difficulty. [link] [comments] |
I managed to tame a Thrumbo! I'm so happy Posted: 28 Feb 2018 02:51 PM PST |
Does anyone know a mod that heavily increases the amount of abandoned buildings? Posted: 28 Feb 2018 02:21 PM PST I wanna do a zombie playthrough with zombieland and rebuild a town, sort of like what the old destroyed town/city mod was like, but those are outdated and don't work. Is there any alternative? [link] [comments] |
Goofiest demise to your best colony? Posted: 28 Feb 2018 09:42 PM PST I had 6 colonists in my enclosed stockpile zone for multiple days, (maddened deer) and the only colonist with a ranged weapon went berserk. When the pet with a sole purpose of rescuing arrived, there was nothing to rescue. [link] [comments] |
My doctor is doctoring a chicken which i've set to no medical care. Anyone know how to fix this? Posted: 28 Feb 2018 12:27 PM PST |
Posted: 28 Feb 2018 04:08 PM PST my designated doctor/researcher (no my only doc, thank Randy) got his spine shattered bravely defending my base from a mechanoid raid (seriously, do those guys shoot to dismember or something). I don't have any Luci, is there an alternative, or is he GFHO? [link] [comments] |
Posted: 28 Feb 2018 02:04 PM PST Capable of rearranging your face. R5: pawn doing something that pawn is allegedly incapable of doing. Also bizarre: the insects present are not hostile to anybody. [link] [comments] |
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