RimWorld L-Lewd!


L-Lewd!

Posted: 07 Jul 2018 04:50 PM PDT

An 85 year old and a pacifist just defended my base from a year 3 pirate raid.

Posted: 07 Jul 2018 05:58 PM PDT

So I sent basically my entire colony out on a recovery mission to get some resurrector mech serum (hidden treasure quest). It was close by so I figured it'd be safe. The only pawns I didn't send along were Loren, a 85 year old, frail, nearly blind woman (because she would've just slowed the caravan down), and BB, the base's only pacifist (because she'd have been useless anyway).

Of course, this is Rimworld, so of course about eight or nine heavily armed raiders drop into the south west of the map. That part of my base is defended only by a line of sandbags and a single turret. This normally works fine, because my colonists are all pretty good shots and have good weapons. However, they're all gone.

By some miracle, Loren manages to leg it over to the sandbags before the raiders arrive there. She carries a charge rifle, and is actually a pretty good at using it despite having cataracts in both her eyes. She kills one raider and shoots another in the face before being downed. The turret finished off the second one, and then shoots a third one. This means all the close contact raiders are downed. The others start taking pot shots at the turret from a distance. Their aim is terrible, but it's pretty obvious the turret is going down before they are. Luckily, BB, despite being a conscientious objector, has no problems fixing a turret while it's firing at the enemy. The next couple minutes are very intense, as the turret fires at the raiders, while BB (who is not a builder) desperately tries to repair the damage it's taking, and is littered with holes while doing so.

Eventually, the turret shoots enough raiders for them to break and flee. BB manages to drag Loren to the hospital and treat her, but passes out before she can self treat. Sadly, she bled out before the expedition returned. RIP in peace, BB. You did well.

Except, you know, I had resurrector mech serum now.

submitted by /u/amphicoelias
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Head of Surgery #29

Posted: 07 Jul 2018 09:35 PM PDT

RIP "I'll go outside and have a picnic in a blizzard" girl

Posted: 07 Jul 2018 12:57 PM PDT

What a beast.

Posted: 07 Jul 2018 11:35 AM PDT

Equipping Weaponry

Posted: 07 Jul 2018 04:54 AM PDT

I just had to.

Posted: 07 Jul 2018 05:18 AM PDT

Chaos on the Rim

Posted: 08 Jul 2018 12:27 AM PDT

"There is such thing as too many Mods"

Posted: 07 Jul 2018 03:32 PM PDT

Rimworld Without Mods: Johnny Nobody III, malaria survivor, brawler, and plant expert, is skewered on the end of a Thrumbo horn, while trying to melee the beast with a pointy stick like an absolute moron.

Rimworld With Too Many Mods: THE Obi Wan Kenobi, colony leader, robot, drug addict, wizard, war veteran, jedi master, slave owner, gourmet chef, and cult leader extraordinaire, valiantly rides his faithful yorkshire terrier steed, Paddledor, into battle against a hoard of giant hyper-realistic manhunter rats. Off in the distance, a raid from the human-sized sentient praying mantises is being decimated by Crocodile Dundee and his army of H.P. Lovecraft monsters and T-Rex pets.

I think I need to rethink my mod list a little.

submitted by /u/DannyAndIsaac
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Late stage - Randy (Medium) was so kind for so long. Then 3 x Pirate raids with 20+ pawns, 2 x infestations in the hostpital, and finally a raid that kidnapped 15 of my pawns, followed by a siege that caused this (and ultimately, death). Best playthrough yet!

Posted: 07 Jul 2018 11:43 AM PDT

The chat history in this game is an absolute goldmine!

Posted: 07 Jul 2018 08:30 PM PDT

You're already dead.

Posted: 08 Jul 2018 12:57 AM PDT

Prepare Carefully 1.0 mod available

Posted: 07 Jul 2018 09:24 PM PDT

I apologize if this is old news, but I literally just found out two minutes ago that the Prepare Carefully mod for 1.0 is available at github. You have to manually install it. I didn't know how, but figured it out fairly easily by doing a bit of research on how to do it.

This is the mod I missed the most when I switched over to 1.0, and I have a feeling someone else might feel the same. Again, I apologize if this is old news and I was just out of the loop, but hopefully someone will find this info useful.

submitted by /u/Annie_Benlen
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Purple Berries from Red bush?

Posted: 07 Jul 2018 11:26 AM PDT

[Mods 1.0] Fluffy has updated many of his mods to the unstable build - take a look

Posted: 07 Jul 2018 02:12 PM PDT

Holy crap, multi-party raids are awesome

Posted: 07 Jul 2018 07:09 PM PDT

Before 1.0, raids always began in one spot - a single raiding party entering the map, or a cluster of drop pods falling in one location. Now raiding parties can, and often do, begin as three groups and attack from all sides. I LOVE this. It adds much more tension to the game and nuance to the fight, because you have to split your firing teams up into groups. It's micromanaging that's actually fun. These multi-party raids also function as three separate raiding groups, so if you whittle down one group, the rest don't flee in terror.

So far these multi-party raids aren't insurmountable, but I can only imagine what they'll look like later down the line. Regardless, Tynan, ya did good.

submitted by /u/DarthGrandma
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The World's Fastest Rimworld Game

Posted: 07 Jul 2018 05:29 AM PDT

  • Generates new world for a tribal start (a scenario I seldom play)
  • Picks Randy Extreme for maximum spicy (BAD CHOICE)
  • Picks Arid Scrubland because I was feeling a little adventurous
  • holy heck where is all of the wood
  • I don't have much of a house and my colonists take notice
  • Randy Random then dumps on the Flu and Fibrous Mechanites on my colony at the same time
  • 4/5 colonists are bedridden (floor ridden?) and now need more food and medicine than usual
  • All of the food is raw and the medicine is gone.
  • Psychic ship then lands right next to by base.
  • Psychic ship drives all of the tortoises mad
  • oh my god why are there so many tortoises
  • Everyone was bitten to death by tortoises after 7 ingame days
submitted by /u/DannyAndIsaac
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Decided to revisit rimworld prototypes. If you thought it was bad now...

Posted: 07 Jul 2018 05:02 AM PDT

New Challenge Play Through Start Idea

Posted: 07 Jul 2018 05:59 PM PDT

Thought of quite a fun play through challenge, requires a few mods though.

The Roboticists

You need misc robots and colony manager.

I recommend also having Prepare Carefully, Fuse, Fluffy Breakdowns, Pawns are capable, and Solar Flare Shield.

Modify your starting resources to contain more steel, components, 4 gun turrets, and one of each of the robots. (ER, Hauler, Builder, Crafter, Kitchen, Cleaner, Omni)

Modify your starting research to enable construction of power and stuff. (Power, all the robotics, automated gun turrets)

Modify it so you start next to a Solar Power generator.

You are only allowed to start with two colonists.

You may never recruit colonists from prisoners or from those fleeing raiders, you may only rescue escape pod or cryo pod pawns and may only recruit them. The same rules apply to those you rescue, so you're just adding mouths to feed.

You may not use a pawn to do anything a robot could do. Ie. you may not craft, build, tend, cook, butcher, plant, mine, sow, cut, etc. If a robot cannot do it because the skill required is too high, then you may use a pawn if they have high enough skill. good luck having a highly skilled colonist though hahahahaha

You cannot designate tasks that can be done by robots through Colony Manager. [Mining, foraging, chopping wood, etc] Hunting is allowed though, as that is a 'sport'.

Your pawns are only there to manage the robots, eat, sleep, and be happy. They are glitterworld residents after all.

To stop yourself being tempted, use prepare carefully to make sure building, crafting, cooking, etc are disabled. Only disable hauling if you have pawns are capable, otherwise you can't set up the robots initially.

Your pawns are NOT allowed to engage in combat. Everything has to be done remotely via your drones.

Essentially, you are now playing Rimworld through your pawns.

Good Luck.

submitted by /u/dubeyisme
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My most amusing battle yet.

Posted: 07 Jul 2018 07:01 PM PDT

Just got raided by the pirate band, I had 4 colonists and they sent 4 raiders. I had a pretty good weaponry advantage over them and wasn't worried about anything except maybe a nasty injury.

The raiders approach my defensive line, and the first shots are exchanged.

Immediately my top shooter with the best weapon says screw this! Has a mental break, and decides it's time to go on an eating binge. He runs back to the camp and proceeds to stuff his face.

Well, things suddenly became something to worry about. My guys managed to knock one raider out, but subsequently one of mine gets killed right after, and seconds later the other two get knocked out.

Hungryman is sitting at the table stuffing his face. (Bastard has a table to eat at, why is he so upset?!)

Raiders decide to kidnap who they can and escape. Two of the raiders each pick up a colonist and proceed to flee back the way they came. The third raider decides the quickest way home is in the opposite direction, through a mountain and begins mining his way through it, looks to be at least 20 tiles thick through that section.

Just as things seem hopeless, a mad animal alert happens. A bunny is pissed off!

Hungryman, still at the table, eating. He is inside however and safe from rabbits.

The rabbit, likely straight off the set of the quest for the holy grail, charges at the two kidnapping raiders, and quickly slays them both, as they refuse to put down their victims. A 77 year old female joywire artist and a 56 year old female factory worker.

I begin to think the situation is recoverable, but the rabbit tries its luck against the mad miner, and quickly gets killed.

Hungryman, still hungry.

His two friends, bleeding out on the dirt.

Hungryman is full! He rushes out his nearest downed friend and takes him to a bed, applies one bandage to hopefully slow the bleeding and heads out for the other guy halfway across the map. He makes it and gets him to the outskirts of camp. All that food made him sleepy! Collapses from exhaustion, sleeps as his friend bleeds out and dies.

Hungryman manages to get back to finish the bandaging job, and collapse into his own bed, his final thoughts for the day likely about what he would have for breakfast.

submitted by /u/Soiled_One
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Loving the changes in 1.0

Posted: 07 Jul 2018 06:22 AM PDT

It's like a different game, but better, so much better balanced.

It's also bad for me, since i can't stop playing.... :)

submitted by /u/Ironfishy
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[1.0] anyone think tree planting time is over-tuned?

Posted: 07 Jul 2018 10:01 PM PDT

It shouldn't take an entire day to plant a tree. Balance issues aside it's just weird.

At the very least, if my colonist is going to go insane from doing the same thing for the past however many hours, they should be able to come back to the job without losing their progress.

submitted by /u/Iriah
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Mod Help

Posted: 07 Jul 2018 11:58 PM PDT

Hello, I was wondering if there was any Full "Settlement Simulation" mods. That run the game without any interference on my end.

submitted by /u/schuylar1000
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