RimWorld It did what, now...???


It did what, now...???

Posted: 04 Apr 2018 06:06 PM PDT

Some good yet shamelessly reposted art of a cute thrumbo, munching on some Psychoid leaves.

Posted: 04 Apr 2018 04:59 PM PDT

I've Never Seen a Nicer Hat

Posted: 04 Apr 2018 10:14 PM PDT

MFW you know it's time for a bigger pet bed

Posted: 04 Apr 2018 01:33 PM PDT

List of Rimworld Tips

Posted: 04 Apr 2018 04:58 AM PDT

It's been a while since I've seen a tips thread and there's a lot of new people so I figure we could use another one. Below is a collection of tips I've compiled from various threads. If you know a tip not on the list post it for others to see.

Edit: Thank you everyone for all the replies and all the kind words. I figured this thread would get a few comments, I never expected it to be so popular.

Building

  • When doing large construction projects setup critical stockpiles for resources nearby. Other colonists and hauling animals will bring the resources allowing your constructors to work faster.
  • You can create a hasty weatherproof stockpile by building a single wall and using the roof tool around it to add a roof. Items can be stored beneath the roof without decaying from the weather.
  • You can create greenhouses by creating a room around fertile ground. Sunlamps provide light to grow crops and aircondition/heating can make the room temperature suitable for growing.
  • You can create a furnace by creating a stone room with a stone door. Put bodies or unwanted burnable items inside then torch it with a fire based weapon like a molotov.
  • Cool/heat hallways and vent the air into connected rooms. It's cheaper and more efficient. In cold biomes you can heat your base with the exhaust from your freezer or from geothermal plants/vents.
  • Solar panels and food crops don't block wind turbines. Consider using them to keep the area clean so the turbines don't become blocked with trees or roofs.

Combat

  • Undraft melee combatants when enemies are nearby. If they are set to engage enemies they will run around automatically attacking.
  • Fight melee enemies like mad animals at doorways. You'll be able to have multiple colonists attacking at once but the enemy will be forced to attack 1 at a time.
  • Draft everyone in combat even people incapable of violence. Also send all wandering animals to a safe zone. Undrafted people and animals may wander into the gunfire otherwise.
  • Tame some boomrats or boomalopes. If you get an infestation move their zone to the hive area and the animals will rush inside. When they die they'll burst into flames setting the bugs and hives on fire.
  • You can deplete enemy/colonist personal shields by using EMP grenades or setting off a firefoamer.
  • Putting a roof over your defences will stop your colonists from getting an aiming penalty due to bad weather.
  • When raiding outposts if you don't bring any animals you can wall your colonists in and use an Animal Pulser to cause all animals on the map to go manhunter and wipe out your enemy. WARNING: If you do this there's a good chance you won't be able to loot the outpost before the forced leave timer expires.

Management

  • Assign your hunter to an area that excludes your freezer and any animal corpse stockpiles. Your hunter will be unable to haul their kills anywhere so they will instead continue hunting every animal you have tagged. Kills can be hauled in quickly by other colonists or hauling animals.
  • Assign your growers to night shift. Your growers will be able to plant and harvest everything all at once instead of running back and forth for a single plant.
  • Assign a doctor to day shift and a doctor to night shift. Your doctors will automatically treat people 24/7 without you needing to micromanage treatments.
  • Place a growing zone over an area and forbid sowing. Your growers will automatically harvest trees, berry bushes, ambrosia plants ect when they reach maturity.
  • Setup critical stockpiles next to or near workbenches and hospitals for important resources. Workers will be able to grab materials faster and spend less time running around. Material stockpiles on stools next to workbenches will allow workers to grab materials instantly instead of moving around. For kitchens drop the meals on the ground so your cooks can churn out dozens of meals in no time.
  • Change the ingredient radius on production bills to only what's necessary. This will stop cooks and crafters from wasting valuable time running across the map to retrieve things.
  • Setup your clothing policy so people only use clothing 51% durability or higher. If their clothing drops below they'll automatically unequip it preventing the tattered apparel debuff. Setup bills to create until you have X of clothing items then burn or sell tattered clothing to keep your colonists always in good quality clothing.
  • Keep 1 in your work priorities for vital tasks Firefight, Doctor, Flick, ect. If you ever need a job done immediately change its priority to 1 temporarily.
  • A dirty base can have a large negative impact on mood. Have at least 1 colonist whose sole job is cleaning.
  • Confine baby animals to a safe area like a barn or kennel. It will protect them from predators and make them easier to train since your animal trainer won't have to run all over the base to train them.
  • You can turn off automatic homezone creation by clicking the house icon in the bottom right corner of the screen.
  • The clothing and drug policy on new colonists defaults to the first policy in the list. So modify the first policy to whatever setup you want people to normally follow to avoid having to change it.
  • You can have colonists firefight manually by drafting them. They'll extinguish all fires around them where they're standing allowing you to better control where you want fires put out.
  • Assign your crafters and cooks to night shift. That way all hauling for products and stockpiles can be done all at once during the day. It will avoid animals/people from hauling 1 item at a time.
  • If you use fast reproducing hauling animals like boars, foxes or wolves try to keep mostly females. It allows you to rapidly replaces losses and all babies can be murdered for meat/leather.
  • Non violent pawns are excellent for vital roles like researchers or doctors because it keeps them out of harms way. They can also be used in combat to drag allies to safety (shields recommended). WARNING: Depending on your work priorities they may wander into firefights if not drafted.
  • Chemfuel generators are great early power sources. Boomalopes can be milked for chemfuel so you can run chemfuel generators indefinitely if you tame a few. Each boomalope can power 2.4 chemfuel generators.

Misc

  • To save power mark all the deep drilling nodes you want with the planning tool then turn off the scanner. As you drill nodes remove the planning from the area so you know its been mined.
  • Luciferium is a permanent commitment but it can cure scars after a season or 2 including brain injuries that leave colonists permanently bedridden.
  • If a colonist is suffering from a lot of grief over losing family members or friends you can put them in crytosleep. While in crytosleep their negative debuffs from losing friends and family will continue to count down.
  • If you're trying to get a colonist clean of addictions or of long duration mood debuffs consider cutting off their legs. People without legs will remain in bed and be unable to have mental breaks. When their problems are solved give them a pair of shiny new bionic legs.
  • Boars and pigs can be fed entirely on human corpses. In this way you can recycle human meat into usable pig meat without any negative debuffs.
  • If you want to do human butchering save it for after parties and weddings. The big mood buffs will offset the negative debuffs. Cannibal and Psychopath colonists can butcher humans without a penalty other colonists however will still get a single penalty.
  • Keep a prisoner around but don't recruit them. Your warden can practice their social on them and they can act as an organ donor if colonists get injured.
  • Two colonists getting into constant social fights? Arrest person A and make person B the warden with the friendly chat option. Once their relationship is increased repeat the process with person B as the prisoner and person A as the warden. By the end they'll both be best friends. WARNING: People may not go quietly to prison and may fight back, ensure people aren't armed to avoid unwanted deaths.
  • Pay attention to the weather. Whenever it rains draft some people and take them out to hunt the local boomrate and boomalope population. The rain will extinguish any flames.
  • A sterile room increases research speed and a clean kitchen reduces food poisoning. Butcher tables are considered dirty so keep them in a separate room from your stove.
  • A colonists movement speed and global work speed is affected by the areas lighting level. Having no light will cause them to move and work slower.
  • Stripping raiders before they bleed to death allows you to get their clothing without the dead mans apparel debuff.
  • Psychic Shock Lances can instantly down enemies. This makes them ideal for downing thrumbos (for profit), enemies to recruit or stripping enemies of bionics (mods). WARNING: Shock lances have a chance of setting fire to peoples brains.
  • Carpet or wood floors can be used to create traps. Once enemies are inside set the floor on fire to burn them alive. It works best if they have to deal with your colonists gunfire at the same time.
  • Burnt carpet or burnt wood floor have a hefty movement speed penalty making them ideal for slowing down enemies approaching your defences.
submitted by /u/rimworldjunkie
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When ya boi go huntin with granades

Posted: 04 Apr 2018 03:00 PM PDT

When you've reached breaking point

Posted: 04 Apr 2018 07:51 PM PDT

Adjusting... (RimWorld Comics)

Posted: 04 Apr 2018 06:43 AM PDT

If you drop a hat on a standing lamp it looks like a severed head with a pompom hat

Posted: 04 Apr 2018 03:12 PM PDT

This is uhh, some pretty short notice you guys.

Posted: 04 Apr 2018 05:10 PM PDT

An Odd Way to Power your Colony?

Posted: 04 Apr 2018 05:28 PM PDT

With my latest colony I accidentally discovered a way to power your colony with no solar, wind, geo, or wood. The only resource I use to do this is haygrass.

I first tamed some Boomalope with my animal tamer(I planned to originally use them as grenades for raid defense), and found to my shock that they produced chemfuel instead of milk. I set up chemfuel generators, and my new power source was born!

A Boomalope makes about 10 chemfuel daily, and generators need about 5 chemfuel daily, so the setup isn't too costly. However, you need a shitload of haygrass.

(WARNING: if your Boomalopes starve they will explode and start a fire!)

PROS:

  • No fluctuation in power
  • Low space consumption(for generators)
  • No sunlight needed
  • Can build generators wherever you want
  • Cheap to build(100 steel Vs. 200-400 for other)
  • Decently Cost efficient

CONS:

  • Need 1-2 large haygrass farms
  • Can lead to problems in volcanic winter/other apocalypse
  • Need a permanent animal trainer
  • Dependent on Boomalopes
  • Generators make lots of heat

I still think geo and wind power are the two best methods to generate power, but this interesting setup does have some interesting perks.

How do you get your power, and is this strat viable aside from being very weird?

Currently at 18 generators and 10 Boomalopes. Consuming 16kw of power and only using Boomalope power right now lol

submitted by /u/Zenobiyl
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I've got your nose

Posted: 04 Apr 2018 06:50 PM PDT

I have never seen a more useless colonist...

Posted: 04 Apr 2018 07:44 PM PDT

Is it bad that I snickered at this?

Posted: 04 Apr 2018 02:56 PM PDT

Deathworld Suggestions

Posted: 04 Apr 2018 07:16 PM PDT

So I think I've decided on the theme for my next B18 colony. Toxic Deathworld.

I'm only about 2200 hours into the game and still learning, so I'd really appreciate your help sorting out some mods and scenario settings for a particular story I'd like to see played out.

Two couples experience an unexpected windfall of credits from injuries obtained in the mech world forge where they work.

While not enough to join the gliteratti it is enough for them to make a fresh start on the Rim. Little do they know the company selling "homestead parcels" and packages knows little of the destinations they dispatch colonists to for a small fee, in fact the only reason they feel certain there's actually a planet there is because it was listed on 120 year old mining probe data they used to fill in the blanks of their "property database".

The promised colonial transport ship turned out to be rented space in a ridiculously slow robofreighter.

Since most of the wandering colonists that arrive at my colonies are 90 year old's with blown backs and bad eyes there's no doubt many of them are victims of such schemes! Swindled by urbworld and suburbworld con artists of their hard earned nestegg's then having their pods randomly jettisoned by a robotic crew... such a shame...

The windfall mentioned in the narrative is important because I plan on dropping these poor settlers into hell itself and I would like some chance to survive.

The plan is not to give them all power armor and blaster pod turrets or anything, they are expecting to be left on a fairly temperate world where there may be a problem. They're ready for Cassandra Rough on a vanilla world.

They've invested in livestock, seeds, building materials and some important equipment. The quality and quantity of which will depend on just how deadly I can make this rimworld.

For instance. They will be starting with an OHU dropship. Will it be critical evac transport as they flee from camp to camp because they can't withstand any raid or will it be parts?

It's going to be a cold, dark map. So a permanent eclipse and toxic fallout along with permanent winter are a given. I don't want to do an ice sheet. I actually want to bump up the amount of minerals available to see if they can make a viable mining colony and produce a spaceship under the harshest conditions available.

Configurable maps should be able to do a lot of this. https://steamcommunity.com/sharedfiles/filedetails/?id=1194812929 along with Prepare Carefully of course - https://steamcommunity.com/sharedfiles/filedetails/?id=735106432.

I want all aggro wildlife all the time. Lots of it, and stuff that gets high on the toxic fallout, doesn't drop dead half poisoned before they reach the perimeter. Like aliens style xenomorphs crawling out of the woodwork. I have no idea where to start with this. Will zombies cut it? Are they even in B18?

I intend to mod the scenario pretty heavily. I'm going to grant the required mods like hydroponics and probably geothermal power, something for gas masks or environment suits as well.

They're stranded, they're broke, they're ship is orbit capable but there aint nothin' there and we aren't quite sure how much fuel is left...that we might need to burn in a genny to keep the turrets running.

Anyway, I'm open to any and all suggestions you may have as far as mods, techs, scenario constraints, plans, strategies or whatever. How do I build hell on the rim?

submitted by /u/seesaw242
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A solar flare and a raid happened at literally the exact same time which means all of my turrets are down. What the fuck randy, this isn't your usual bullshit, this is a goddamn coordinated assassination attempt. Lets see if I can dodge this bullet.

Posted: 05 Apr 2018 01:29 AM PDT

I think I have a bug problem

Posted: 04 Apr 2018 12:56 PM PDT

Picking up

Posted: 04 Apr 2018 11:33 PM PDT

Is there any mod that allows you to pick up items when you are in your base, like you can when your colonists are in a tile that is not a colony of yours? I. E. I want to make my most useless pawns suicide bombers where they just carry chemfuel to the raiders and then drop it once they are downed, then some mortar bullet can trigger them

submitted by /u/jmtama
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Roving, feral pack of man-eating...Yorkies

Posted: 04 Apr 2018 07:12 PM PDT

Rimworld: A Retrospective

Posted: 04 Apr 2018 07:07 PM PDT

My first colony started off well, didn't have many issues getting started. Maybe food but I never ran out. I survived 2 raids, made some hats, put on said hats. Life was good...but then Kota discovered something. An ancient ruin tucked away merely steps away from my home. After a while of diddling around trying to find out how to get inside, I finally find a way in. Out of the newly created crevice a scyther bursts out, running at Kota. I draft my other two colonists (would have had four colonists but one crashed and bled out before I could get a bed made) and make them kill the scyther, everything is still fine. On the inside of the ruins there are 3 cryosleep pods, but we will get to that later. I guess they are right when they say that when it rain it pours. First off my hunter Romero gets mauled nearly to death by an irate grizzly. When healing in his bed, the only other colonist with a gun (Dave) gets hit in the head with a spiked club during a raid. He is also in bed healing. Kota tends to them for a couple of days before they are back out of their bed an working again. they are still a little hurt mind you. Then I get this hankering to find out what's in those pods...maybe its 3 new colonists for my budding town. I send Romero in there to open one casket, i'm excited. Then hell breaks loose. All three caskets open in a burst, three burly women look at Romero and then open fire. Romero tries to run out of the ruins, but is mowed down at the door by Cassidy (Her name is the only one I remember of the three horseman) The three of them burst out of the ruins, running towards my home. Kota is in the back still cooking that grizzly meat, and Dave is tending the garden. They start by setting my wind turbines on fire, then move around the corner of my house, putting Dave into the firing squad. By now I know that the end is nigh. Kota is my only man left... the one who discovered this ruin... the one who caused this hell upon my peaceful colony. The fire is burning through my whole colony, then like a cheesy Rom-Com it starts pouring down rain. SO I guess the saying was literally right in this case. I send Kota out of the back door, make him run away. Sprinting in the rain as fast as he can, not looking back. Then the third horseman rounds the corner, and I see the impending doom that is on the horizon. In slow motion I see her raise up a rifle, and shoot one single bullet. (Now how it hit infuriates me, because Romero couldn't hit the broad side of a grizzly bear) The bullet flies through the air, splitting each rain droplet it comes in contact with, and hits Kota right in the back...killing him. That was it, the end of a good couple hours of work. Just because I got curious what could lie in those fateful Cryosleep containers.

TL;DR I found a set of ruins, opened some cryosleep containers. They contained three women who slaughter my whole colony.

submitted by /u/Cheezypenguinz
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Just your regular personality cult, everything is fine

Posted: 04 Apr 2018 12:43 PM PDT

How can I change the size of the maps?

Posted: 04 Apr 2018 11:19 PM PDT

Just as the title says, is there a way to select a large map (not world) to play on?

Are they all the same size?

Basically I'd like to build a big base with lots of room around the edges.

submitted by /u/MrWrangler
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I am proud of my little base and all it's defenses

Posted: 04 Apr 2018 08:28 AM PDT

Is there a mod that makes it so colonists won't automatically overdose and/or warns you about colonists in danger of a fatal overdose, even if hidden?

Posted: 05 Apr 2018 02:29 AM PDT

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