RimWorld The entire Rimworld subreddit in a nutshell


The entire Rimworld subreddit in a nutshell

Posted: 06 Jul 2018 01:14 PM PDT

I love the new Naked Brutallity Start

Posted: 06 Jul 2018 04:19 AM PDT

  • I drop off in a temperate forest
  • Lots of trees, berries, and easy animals to hunt
  • Not enough time to set up a room, so I build a campfire and a sleeping spot to wait out the night
  • Attacked and mauled by a bear while sleeping, and die

This is fucking amazing

submitted by /u/Lord_Pulsar
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Hauling

Posted: 06 Jul 2018 06:48 PM PDT

The Bridge of Meat

Posted: 06 Jul 2018 05:53 PM PDT

So, I have been playing around on the 1.0 build, and to test out bridges I made a simple 2 wide straight bridge across a river next to my base. And to help with defense I put alternating deadfall traps across its entire length.

What I was not expecting was for this to quickly become one of my best sources of food. Because crossing the water is so much slower, any animals on this half of the map route themselves across the bridge and thus through the traps. My colonists can barely keep the traps reset and the bodies hauled.

So far the bridge has gotten me.

*1x Fox

*3x Squirrels

*2x Raccoons

*12x Boars (A few wandered onto the bridge to eat the corpses of the Squirrels, then died which caused the rest of the herd to come to feast on the corpses of their fallen brethren, until I had to call the militia to drive off the boars from eating the bridge of boar corpses.)

*3x Deer

*1x Boomrat(Nearly took out the trap, and the bridge)

*1x Megasloth

*2x Rat

*3x Gazelle

All in about 2 seasons since I built it. *EDIT: Keeping this updated.

submitted by /u/N7Shand
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My robot went on a rampage and single-handedly killed 30+ deer

Posted: 06 Jul 2018 11:16 PM PDT

The v1.0 Armor System (What do you think?)

Posted: 06 Jul 2018 04:15 PM PDT

Not gonna lie, I think the new Combat/Armor system isn't as great as it could be.

I am not okay with it now being possible to 1-hit kill a pawn in full power armor (I was messing around in v1.0 and a power armor colonist's brain was pretty much destroyed by a very lucky arrow). I have tried to avoid using killboxes in my playthroughs, but I might have to now if all combat is going to be this luck-based. If a colonist got more serious wounds because I didn't properly equip them, I felt that I was responsible and that the game wasn't being unfair. But now if a colonist gets more serious wounds, I don't feel like I could have done anything to prevent it (short of just hiding my colonists behind a killbox [which I doubt is what the devs want]) and that it was all the RNG's fault. Also high-damage low-ROF weapons (like the sniper rifle) are now nearly useless because the few shots they could get off on a foe before said foe got their rapid-fire gun into range might just be absorbed by the armor.

HOWEVER, I do feel that it could make some aspects of combat less harsh and more balanced (specifically armored melee combat). Whenever someone would get hit (even just the lightest tap) it would all add up eventually and a pawn in full power armor would go down to a group of unarmed nothings in melee ( https://www.youtube.com/watch?v=KiTMKnBpIcc ). So the new armor system could make it possible for a proficient melee user to be semi-viable (assuming your whole playthrough is SMG free).

My ideal armor system would be something of a hybrid between the two systems. One where armor lessens the blows of some attacks (such as middle-of-the-road LMGs and assault rifles), while having a chance to reflect some of the weaker ones (such as unarmed punches or machine pistols), and while also being pierced by the high-damage slow-to-fire weapons (like the sniper rifle [again]). I feel that a system like that would give enough breathing room to all styles of play. If you like to have snipers, they would be able to pick off foes from a distance consistently enough to be viable. If you like crazy melee fighters, you would be able to slice apart enough baddies without being taken down enough to be viable. So everyone would be happy.

On the off-chance anyone on the dev team sees this, I would like to know what you think.

I would also love to know what you other players think about the new system and how you guys think it could be improved. Thanks for your time.

submitted by /u/DannyAndIsaac
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The Scream

Posted: 07 Jul 2018 12:25 AM PDT

Elite Warrior

Posted: 06 Jul 2018 04:13 AM PDT

Sarcophagus depicts a colonist getting nearly crushed to death. Colonist's cause of death: being crushed to death.

Posted: 06 Jul 2018 10:45 PM PDT

Here's mud in your eyes, kid. 1.0

Posted: 06 Jul 2018 01:37 PM PDT

I finally made it to 100 days!

Posted: 06 Jul 2018 03:12 PM PDT

Caravan improvements in 1.0

Posted: 07 Jul 2018 01:11 AM PDT

I'm impressed as hell with the improvements to caravanning in 1.0. Figured I'd throw up a list of the changes here so other people can bask in the glory. Let me know if I've missed any.

Forming caravans:
Animals follow the crew while loading, so it's much faster.
Animals and people can be added/removed while the caravan is forming.
Bonded animals have a heart icon in the selection list and mousing over the icon shows who they're bonded to in the tooltip.
The amount of nutrition required per day is listed along with how much forage per day (see the travel section for details of foraging) or whether an animal can graze and what category of food they require.

Travel:
Pawns skilled at farming can forage for berries/agave while the caravan is moving. This is taken into account in the caravan's calculation of the days of food remaining.
Caravans can be told to rest at any time, pausing their movement, doubling their forage rate, reducing the chance of being ambushed by 30% and allowing recreation.
Bedrolls carried by a caravan are used during rest. Uncertain if the bedroll's stats improve rest efficiency and immunity gain. They are also used by downed pawns being carried by the caravan.

Ambushes:
Captives can be taken just by reforming the caravan before they bleed out - they'll be listed as people that can be added. First aid will be performed while they caravan is moving.

Deployed objects (mortars, batteries, furniture) are available to be added to the caravan without needing to be uninstalled first. No more accidentally leaving behind the bedrolls because you forgot to pack them up first.

submitted by /u/SwashBlade
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My whole colony is dying because of infections from a squirrel attack. This is ridiculous.

Posted: 06 Jul 2018 02:20 PM PDT

Probably told her all about his Callahan full-bore auto-lock.

Posted: 06 Jul 2018 09:22 AM PDT

Tortoises in Rimworld

Posted: 06 Jul 2018 07:20 PM PDT

Just a reminder that this exists

Posted: 06 Jul 2018 02:06 PM PDT

Vivian Pls.

Posted: 07 Jul 2018 12:57 AM PDT

The Different Types of RimWorld Players 101

Posted: 06 Jul 2018 08:30 AM PDT

This is a basic guide to different types of RimWorld players, who are either people on here, me, or people I have seen play RimWorld.

  1. The Cannibal. Probably the person looking at this text right now, they take people prisoner, harvest their organs until they die, butcher their corpse and feed their flesh to the other prisoners and their colonists and make clothing out of their skin. Sometimes, they also enslave them to do work for them.
  2. The Normal Person. They probably just got this game, and are learning as they go along. They play normally, like actual people would. They might stumble across the play style of The Cannibal when they stumble across certain traits, and at that point, they either become The Cannibal or drop it straight away. Or, they might, after that, become...
  3. The Nice Person. This person hates to make people suffer, so always cooks good meals, gives people tables, proper rooms, and never kills anyone if they don't have to, and does the same to prisoners. If they kill someone while trying to restrain them in a mental break, or if they get killed by other means, they may start from an earlier save.
  4. The Challenger. This person loves to challenge themselves. They may intentionally start with bad stats and traits, play on Randy Extreme all the time, with permanent toxic fallout, volcanic winter, raids every day, instant kill/destroy bullets + melee, all sorts.
  5. The Luck One. These people either have good luck and get just what they need (orbital trader buying organs and selling good weapons), or bad luck and get the wrong combination of events at the wrong time, (raid, best doctor killed, fire due to raid, medicine burns, plague outbreak) but either way, luck has something to do with their gameplay.
  6. The Colony Builder. This person builds massive colonies for fun, sometimes with god mode, sometimes over time. Whichever they pick, they still built a massive colony, and they deserve upvotes. These can be aesthetically pleasing or not.
  7. The Reddit Poster. This person gets a lot of funny things happening to them, like Zzzt events literally saying "that is a huge explosion." (wow.) or maybe their 1.0 interactions are funny, or maybe someone leaves them human leather or wooden feet. They decide other people will laugh at this, and posts it to Reddit.
  8. The Comic Maker. These people make a story on their own, either related to their game play or not. Some will draw it themselves, and they will do it in different styles to each other. However, some people might put colonists from the game in and put text near them to make a comic.
  9. The Cheater. This person cheats. That's all I have to say. They make excellent, all 20, full bionic, fully armoured colonists, and make large, luxury colonies with god mode, and if their colonists die? Boom, resurrected with dev mode.
  10. The Roleplayer. These people are quite rare, and I have never seen anyone do this, but I think at least a few people in the RimWorld do this. They make special colonists, and play out (or attempt to play out) their every move. Every. Single. Move. They don't kill their brother to make their girlfriend who they engaged to single unless they want them to. They don't let them try to flirt with their arch-nemesis because their relationship with their now-dead fiancé is over unless they want them to. They don't let them burn down the entire colony made out of wood because their arch-nemesis rejected them unless they want them to. If they want to have it done, it will be done.
  11. The Modder. This person cannot play without mods. They have over 20 mods most of the time, all with new guns, races, game mechanics, needs, buildings, crafting, recipes (crafting AND food) and much more. If they lose internet, they are very likely to be preparing for mods they don't even have.

And now, time for...

THE FINAL BOSS.

All of the above. Oh god, this person is insane. They have a district of cannibals, normal people, nice people, and horrible people (in terms of stats/traits) all in one colony. They have a balance of luck, sometimes falling on the bad side or sometimes the good side. They need 4 districts, all with basic needs, from mods as well, and they need a big colony that is aesthetically pleasing to put them in. They post the events they have to Reddit, and make a comic out of it. If something goes horribly wrong, they cheat to bring them back to where they were. When they get raided, they need to grab their modded guns because they are the strongest (and sometimes even their ammo if they play with CE (Combat Extended, not Cheat Engine FYI)) and if they're up to it, they also control their moves carefully.

And such is the end of our list of players. Hope you enjoyed this, it took me a long time to make. Alright, see you at 7 upvotes!

submitted by /u/PyromaniacHatter
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What to do next?

Posted: 07 Jul 2018 01:35 AM PDT

So I've just finished a play through on B17 after rediscovering the game a few weeks ago, but what should I do next?

I was thinking of doing a vanilla 1.0 Cassandra start but not sure what Lansing site to go for. Up until now, almost all my playthroughs have been in rainforests or temperate forest in the mountains. Any suggestions?

submitted by /u/Monkeyseemonkeychew
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1.0 Unstable Scythers are stupidly powerful

Posted: 06 Jul 2018 11:09 PM PDT

I've been loving all the changes to Rimworld lately, and it's brought me back to the game even after dumping 500-ish hours into it. I've been playing 1.0 Unstable in particular for about 15 hours now, and in that length of time, the only moment where I've ran head first into a brick wall was the arrival of the first psychic ship and a "new and improved" enemy within.

Scythers have now been split into two - Lancers (who use the Charge Lance) and Scythers (who only attack with melee). Lancers are no issue - they behave pretty much the same as pre-1.0 Scythers. The new melee Scythers, on the other hand, are a completely different beast. Prior to 1.0, regular Scythers had a melee attack that did huge amounts of damage, though I didn't have an issue with it at all since I never used melee pawns in the 500 hours I've put into Rimworld (melee, in my opinion, is just a patchwork system that is much riskier and overall inferior to guns). I simply would never have pawns in close range to convince a Scyther to attack them with melee. But with the Lancer-Scyther split in 1.0, the full force of Scyther's melee potential has been unleashed.

First and foremost, the psychic ship event is made to force the player to move out of their heavily fortified areas to deal with a growing threat (in this case, it's increasing levels of mood debuffs, wild animals going berserk, and toxic gas killing all the plants). You're meant to leave your heavy steel walls and turret nests to destroy the ship, so when a ship falls on your section of the map, you start the confrontation from the get-go without the fortifications you've invested in. Your only two options to alleviate this are to build walls and sandbags near the ship part (which takes time, and time is of the essence), or get your soldiers ready back at home base, have a pawn hike up to the ship and shoot it (aggroing all the mechanoids), and having them run back, with the mechanoids on their tail. Both options are kind of tedious, but if that was the extent of the issue, then I wouldn't be typing out this post.

Say you've made your fortifications around the ship. It took resources, some you may or may not have at the time, and it took time to set up, but you're ready. You set off the ship. Here's where everything goes downhill. It's VERY likely that at least one of the mechanoids, if not a handful of them, will be melee Scythers. These enemies will pour out of the ship and bumrush the closest colonist they see. They are about as fast, if not faster, than a regular colonist. They close the distance at great speeds and begin meleeing your pawns. If you choose not to use melee pawns, or if your melee pawns are dealing with other threats, you're left with a melee Scyther slicing your colonist into swiss cheese.

Scyther's melee DPS is insane. Unless your colonists are equipped with power armor, they WILL go down in about 3 hits or less. What's worse is that your pawn's rifle is useless at melee range. As of 1.0, you can no longer tell your pawn to stop wasting their time smacking the enemy with the butt of their gun and actually SHOOT their target. Instead, when you direct them to shoot an enemy that's in their face, they instead forget how to shoot at close range AND forget how to use their gun as a melee weapon. They sit and foam at the mouth for several seconds, which is a very undesirable situation for them to be in. Also, using a gun to melee a Scyther is rather ineffective, as they will still bisect your characters very quickly as it is. Overall, no matter what kind of fortifications you make, the melee Scythers will very likely overrun your pawns, lock them in melee combat, and pick them off one by one - and very quickly at that, given how easy it is for them to down or outright kill a pawn.

Certainly it couldn't get any worse, could it? It does. Depending on your luck of what ratio the mechanoid spawns are, you could have one melee Scyther and a few shooters consisting of Lancers and Centipedes, and one melee Scyther is bad enough, given what one is capable of. If there is more than one, with a few lancers or a centipede as backup, there is basically no hope. The Scythers will close the distance on your pawns, essentially ripping the gun from their hands as they carve them up like a Thanksgiving turkey, and their backup will pick off the rest, or at the very least distract them while the melee Scythers do their work. Redirecting all your pawns to fire on the melee Scyther solves fewer problems than you'd think, especially if there are more than one melee Scyther. You'll likely even friendly fire the pawn that is being attacked. This all happens while A.) other melee Scythers run down more of your pawns, B.) the Lancers and Centipedes continue firing on your pawns, or C.) all of the above.

I've sat here at length, save scumming in Rimworld to try to figure out how best to deal with this situation. But after six tries, every single time my firing squad is ripped to shreds by melee Scythers. They're simply too fast, too well-armored, and too deadly. After 542 hours put into Rimworld, I can confidently say that this is a huge, unwarranted difficulty spike - the kind that makes you think "why does this exist"? I've faced several mid-game raids in 1.0 already, and they absolutely do not compare to the DPS that melee Scythers dish out. Ship part events are already enough of a nuisance, forcing you to leave your fort to deal with a threat that gives few rewards beyond plasteel and components (unless that changed in 1.0, but I'm not 100% sure of that yet). Now Rimworld has the equivalent of several Marvel Wolverines that can effortlessly cleave your firing line apart. I might as well just open dev mode and delete the ship, because Hard difficulty prior to 1.0 Unstable was never THIS overwhelming... and it's all because of a single enemy type.

submitted by /u/DarthGrandma
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This game is fantastic!

Posted: 06 Jul 2018 12:54 PM PDT

I been eyeballing this or the prison sim game on steam for a while and jumped in. I love the concept and learning what I am doing. I must have built 7 colonies by now. Currently building my house into a cave and being killed by man eating scorpion things that the game didnt alert me were attacking.

Case of beer, Friday night will be gone.

submitted by /u/jbutler15120
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Well, Randy, thanks for the meat, I guess. I wasn't planning on going outside anyway.

Posted: 06 Jul 2018 04:43 PM PDT

Either I'm lucky, or something weird is happening

Posted: 06 Jul 2018 06:19 PM PDT

I decided that I'd try the naked, brutality scenario in the unstable build. But I was going to log how I did so that I would have something to post here.

I even went as far as to just accept the initial pawn (52 years old, no weapon skills, no construction, asthma in both lungs) and initial drop point (ok, this wasn't bad, arid scrubland with a year round growing period.).

Now I'm about 10 days in and not only is my initial character alive (a bit beat up by a mad gazelle, but just bruises), but I have a second character thanks to an escape pod, and a decent rice field going (when the animals don't steal the crops since my second character won't haul, but does the harvesting.)

I won't say its easy, I'm stuck with a little 3x6 room for both characters until I can figure out how to start cutting stone, but otherwise, the colony isn't instantly dying like I thought it would. (Randy Random on rough/hard)

submitted by /u/mvargus
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Seeking eager vic- *ahem* colonists to carry on our shared game legacy. (Hoping to have more people visit /r/rimworldswap)

Posted: 06 Jul 2018 03:38 PM PDT

Another valuable member of the colony gets their head removed.

Posted: 06 Jul 2018 11:46 AM PDT

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