RimWorld The Far Side predicted Rimworld perfectly


The Far Side predicted Rimworld perfectly

Posted: 13 Jun 2018 09:49 PM PDT

That's a sound reason.

Posted: 13 Jun 2018 02:11 PM PDT

That moment when you realize you've been running a concentration camp in Rimworld...

Posted: 13 Jun 2018 02:50 PM PDT

So recently I got it in my head to test exactly how things like infection immunity, loss of organs/limbs/blood, recovery and such progressed. So I captured a lot of raiders, healed them up as best I could, then methodically began wounding them, operating on them with either skilled or unskilled doctors, varying levels of medicine, keeping them in deliberately squalid or deliberately sterile conditions, and observing exactly how they died before feeding them into a crematorium.

I created a freaking concentration camp. Unit 731, or similar. So I burned it to the ground.

On the other hand, I DID learn a lot about cleanliness, infection, treatment quality, health...

[edit] Maybe my next experiments should be about health and drugs. Luciferium states, etc.

submitted by /u/Captain_Shrug
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[Meta] I've been moving into my apartment and haven't had a proper table in a week. I take back every snarky thing I've said about eating without a table. Fucking sucks, yo.

Posted: 14 Jun 2018 12:12 AM PDT

Two pawn colony start, pretty father Cody and his ugly son Ollie. My first raid includes one woman engaged to the both of them.

Posted: 13 Jun 2018 01:46 PM PDT

That's so satisfying :)

Posted: 13 Jun 2018 11:59 AM PDT

Sweet, some labrador retrievers joined my colony

Posted: 13 Jun 2018 01:10 PM PDT

Maximum efficiency or how to sell a prisoner for 6000 silver

Posted: 13 Jun 2018 11:53 AM PDT

Colonist went to relax "socially" by herself, on an awful chair, directly on top of a ram that's been dead for 6 days.

Posted: 13 Jun 2018 05:12 PM PDT

Boomalope Tip

Posted: 13 Jun 2018 05:14 AM PDT

Boomalopes can explode from dying in Toxic Fallout. I was almost positive they didn't, but now half my colonists are burned (:

And the burns got infected (((:

submitted by /u/Rhumbler
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After over a decade of dementia, I think my alpaca is just too stupid to die

Posted: 13 Jun 2018 11:12 AM PDT

No love for chemfuel?

Posted: 13 Jun 2018 10:02 AM PDT

I have just finished my first game and part of my power setup was a line of chemfuel generators and some boomalopes. I have noticed though that apparently people don't use chemfuel generators that often, at least according to posts. What gives?

submitted by /u/CaloctoraOrganism
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Is there a way to have your own reoccurring characters?

Posted: 13 Jun 2018 07:43 AM PDT

So I know that there are some characters that are able to appear in everyone's games as a result of being paying for that.

But I am wondering, is there a way to have some personal characters appear randomly in your own game?

I know about about Prepare Carefully, but I am talking about wanting them to encounter them after the colony. Does anyone know if this is possible? I assume that I would need to edit a file, I just don't know what file I would need to edit. Any help would be appreciated.

Edit: I discovered that the mod Rainbeau's Editable Backstories actually adds some characters that can then appear in the game (the characters from Firefly). So I will be diving into examining the code for that mod to try to figure out how that was done.

On the off chance that Rainbeau Flambe sees this, I would love a chance to talk to you about this and learn how it was done.

submitted by /u/Sir_Darin
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One person beats the shit out of animal while second treats it. This is how you properly tame.

Posted: 14 Jun 2018 12:23 AM PDT

[B18] Need a Light? Fire when you want it

Posted: 13 Jun 2018 08:23 PM PDT

Need a light?

This is a small mod that adds two tools (weapons) that start a fire when you want it. I created this so I could start things on fire without waiting around for molotov cocktails or the later game incendiary weapons.

There's a small chance pawns will burn themselves with while using these tools.

There is a flint and steel and a lighter. They can be crafted at a smithy.

This is my first RimWorld mod, suggestions and feedback welcome.

Please post bugs here

Steam workshop

Dropbox

I'm not an artist, texture improvements welcome! Ask and I can provide the GIMP files.

Code, textures and sound © wandererobtm101

Released under MIT license.

submitted by /u/wandererobtm101
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Upping the Difficulty

Posted: 13 Jun 2018 11:30 PM PDT

Started out my fourth attempt at the game, used a healthy 20 mods, including prepared mod. Set up my starter group with 5 people different races only added inventory was extra weapons and a raptor from the dinosaur mod. Hogtown was thriving by winter with 11 colonists randy was set to challenging, had gone a month without raids and my group seemed invincible with their awesome firepower.

To balance the game I upped the difficulty one tick to rough. Within 2 days a raid landed with 12 enemies I was a little intimidated as they had good weapons, I took my sharpshooter my animal handler and a fat lady with an AK to go see if I couldn't snipe a kill. I moved in with my former stormtrooper named bounty lined up my sniper shot took it and took off the hand of a 16 year old boy. The raider returned fire with his sniper and as I was retreating a bullet struck Bountys heart and he died instantly. The scouting party retreated in anguish alerting the colonists of his fate.

Next day the raiders attacked I set up my impressive defensive formation with a side chamber that had my tree person with an lmg and my animal handler and a recent fresh recruit named Charlie with his longsword. The attack kicked off and right off the bat my L-VOC marksman headshots that poor bastard earlier who shot bounty. Gunfight breaks out, initially 10 seconds go by without many wounds, the enemy covers the lmg hallway with impressive firepower riddling my animals and treeperson with bullets, I retreated the LMG nest and hid my handler and Charlie behind some rocks. Simultaneously blood is spilled on both sides as the bulk of the raiders push the front door. By 20 seconds half of my colonists retreat and the raiders advance pushing down the lmg hall way and the front door. As a counter attack Charlie the animals and the handler charge the enemy while the remaining 3 shooters and my katana wielding fat guy push the front. The frontal counter attack is brilliant and the katana slices through 2 raiders like butter while my catlady guns down another, things did not go so well for Charlie and the animal handler though. When they pushed the entire raider squad turned and fired down the hallway Charlie gets one swing off before an entire burst headshots him dead, the boomrats explode raiders and animals alike go flying bodies on fire. The animal handler goes down in the hail of bullets and the raptor Nicholas goes berserk and runs at the raiders tearing one up but ends up getting shot down before it can down the enemy, 5 seconds later the remaining colonists push the raiders into full retreat, although none survive. Every person but the katana guy and the doctor got shot 2 colonists died, but we had won.... so we thought. Within 24 hours mental breaks spread as colonists were brawling insulting until the PTSD stricken Tree Person Kiki woke up from her coma grabbed her lmg and gunned down the entire colony, 10 hours later she bled to death from a stab wound from a colonist who fought back....

Was not expecting it to go from cakewalk to real rough with one tick up in difficulty.

submitted by /u/WombatCombat69
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USS Sigmund Freud is ready for launch (that would be the escape ship of an average RJW player)

Posted: 13 Jun 2018 01:03 PM PDT

How important is persistence in playing this game?

Posted: 13 Jun 2018 12:04 PM PDT

I noticed that, a lot of times, if something bad happens, it kinda ruins the game for me and I just restart again. I'm pretty much I'm a quitter, so I just wanted to see how important it is for other people, who've won the game, on how important it was that they didn't give up.

submitted by /u/taqfu
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I was proud of my progress and took a sc, 1 min later power cut off and 3 people got plage. Love this game

Posted: 13 Jun 2018 07:47 PM PDT

Doesn't this mountain kinda look like a t-rex?

Posted: 14 Jun 2018 01:29 AM PDT

Dogs

Posted: 13 Jun 2018 10:32 AM PDT

It started with 4 labs joining my colony, now I have 80 dogs. They won't stop impregnating each other and are eating all my food. Please help.

submitted by /u/AnimalShoes
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Game Crashing from Modlist

Posted: 13 Jun 2018 10:48 PM PDT

Hello sorry to bother everyone reading this with another modlist game issue, just trying to troubleshoot what mod it is that is causing the game is fail consistently now. I would assume it was one of the ones i recently downloaded but i haven't played in awhile and mod updates might have affected it too (note, i'm not very well versed on mod knowledge).

Here is the current modlist i am playing (and crashing) with. i apologize for its length, most of them are small quality of life changes:

Hugslib

Jecstools

Biomes Core

EdB Prepare Carefully

[RF] Faction Control [b18]

Psychology

Rimstory

Rimquest

Room Sense

Colony Manager

Smart Medicine

Biomes! Cavern Edition

[XND] Viable Weapon Trading

Snap Out!

Share the Load

Wall Vitals Monitor

Pharmacist

Just Ignore me Passing

More Furniture [b18]

Various Space Ship Chunk [A18]

Expanded Prosthetics and Organ Engineering

Designator Shapes

Medical Tab

[RF] Scenarios [b18]

Efficient Light

Advanced Biomes

And that's it! sorry for the long list, i'm fairly certain it's rimquest or rimstory just because most of the other ones do not affect the daily minutia of the game, which is usually when i crash. Biomes are probably not it since i've used vanilla biomes testing it. Kind of stumped on this so i hope that this community can give me a hand. Thanks in advance!

submitted by /u/Mad_Hatter96
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If I create a second base, to butcher people for dog food and hats, will pawns in the main base get mood debuffs?

Posted: 13 Jun 2018 04:32 PM PDT

I want to create a second colony two tiles away, with a couple psychopaths to get organs, leather etc from prisoners. Will pawns without psychopath be affected in the main base?

submitted by /u/PM_ME_UR_BUMZ
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