RimWorld Rimworld among Steams top 100 selling games so far this year. |
- Rimworld among Steams top 100 selling games so far this year.
- Perfect Colony #28
- My T-Rex now has bionic kidneys for enhanced cyber-pissing. Science has gone too far.
- [1.0.1956] Sniper Turret!?
- I was blind #27
- Love can bloom even on a battlefield
- Grenades, What's wrong with them and why they should be changed to consumables like launcher
- Flashstorm got me early on. RIP first colony
- A PRISONER KILLED DAN'S CAT
- Almost everyone in my late game colony just got the plague
- Marginally improved hydroponics configuration?
- The fiercest predator in all of the lands
- After Sammy and her friends tried to raid me, I was gracious enough to let her hangout with them for a while before I ate them. Delicious!
- Terrifying explosive only pirate waves are apparently now a thing in 1.0
- Colony 75-H: Seagraves - Incidents & Casualties Report
- Even More Good Art From Beta 1.0
- Visible Scars?
- Why are colonists not upset about the loss of limbs?
- This is the happiest pawn I've ever had.
- Muffalos spontaneously getting pregnant on caravan
- So I just found a new way to kill Thrumbo's...
Rimworld among Steams top 100 selling games so far this year. Posted: 05 Jul 2018 09:03 AM PDT |
Posted: 05 Jul 2018 08:56 PM PDT |
My T-Rex now has bionic kidneys for enhanced cyber-pissing. Science has gone too far. Posted: 05 Jul 2018 05:59 AM PDT |
Posted: 05 Jul 2018 07:48 PM PDT |
Posted: 05 Jul 2018 09:34 AM PDT |
Love can bloom even on a battlefield Posted: 05 Jul 2018 10:47 PM PDT |
Grenades, What's wrong with them and why they should be changed to consumables like launcher Posted: 05 Jul 2018 07:45 PM PDT So everything in Rimworld's combat is pretty balanced, Except grenades. Specifically how enemies have an unlimited number of the fuckers and the willingness to kill themselves and their friends throwing them. The problem I see mainly is that they're slightly weaker launchers (al la most modded ones, and the doomsday vanilla) but they don't have the draw back of one shot and its gone. The way to counter them is easy but its just tedious and doesn't really fit the rest of the game play, and its Micro action heavy. Its a type of play that just seems to be gaming the game. Hawk eye any enemies with nades, watch the throw, pause, move, unpause, watch the throw, repeat. That doesn't seem like "interactive gameplay" it seems like a chore of combat. What if grenades were a little more powerful but you could only carry them as an "ability" on a pawn, similar to how pawns will carry meals with them in their inventory. [link] [comments] |
Flashstorm got me early on. RIP first colony Posted: 05 Jul 2018 03:08 PM PDT |
Posted: 05 Jul 2018 07:22 PM PDT Dan is a crashlanded OG member of my colony. Late last night while the entire colony was defending, a prisoner named Prince snuck out and killed Dan's cat "Sprenny". Dan is practically the leader, with shooting/crafting and construction all above 10. Something had to be done. I could not let this slime ball get off scott free. The psychopath Roy took his long sword and went into the prison... All I wanted was a limb to be chopped off. And luckily the left hand came off fresh. Although the prisoner got his, Dan had a mental break down consistently for the rest of the summer. Digging up graves, taking large amounts of cocaine. Eventually he became useless to my colony, divorced his wife, overdosing and suffering brain damage. He no longer holds the royal bed 9x9 room and is put in the barracks with the 14 others that don't deserve 9x9. He only does hauling and cleaning now, kind of a dirty misfit. Can't craft like he use to. Dan.. maybe I shouldn't have cut the prisoners hand off? What that have stopped your downward spiral? I hope you make it to the ship, you did build my base <3. [link] [comments] |
Almost everyone in my late game colony just got the plague Posted: 05 Jul 2018 03:06 AM PDT |
Marginally improved hydroponics configuration? Posted: 05 Jul 2018 04:36 PM PDT Both fit the same number of bins. The advantage is that the empty spaces have been moved to the edges. There's also a little bit choice - the 4 edge basins can be moved one space over if needed. Why this is better: The empty spaces being on the edge means that you have fewer squares to mine out and heat. If you want the rooms to stay square, assuming an 11x11 room you can fit more batteries around the edge (10 v 8). That's obviously a fire hazard, but still an option. Having a bit of wiggle room could also let you fit a single sunlamp into a slightly awkwardly shaped space. You can also arrange multiple sunlamps slightly closer together, like this. If you want a square room with 4 sunlamps, you can set up a room like one of these: https://imgur.com/J0l2lOW A 22x22 room would need supports, but having more of the empty squares adjacent to each other still gives you more freedom about what to use the non-basin spaces for. [link] [comments] |
The fiercest predator in all of the lands Posted: 05 Jul 2018 03:35 AM PDT |
Posted: 05 Jul 2018 01:21 PM PDT |
Terrifying explosive only pirate waves are apparently now a thing in 1.0 Posted: 05 Jul 2018 06:23 PM PDT |
Colony 75-H: Seagraves - Incidents & Casualties Report Posted: 06 Jul 2018 01:07 AM PDT The following Incidents & Casualties report has been commissioned by the Central Colonial Authority of Lawyer's Village. The report is in regards to Colony 75-H: Seagraves. Colony Overview 75-H is located at (19.7°N 20.03°E) - or just east of Thilium Bay - on the planet Far Ain (ID: skuLLk3Y7). It is located in a tropical rainforest. The colony began on 1st of Aprimay, 5500 with 3 colonists. The colony has operated for 188 days. The colony has a net worth of 51,535 silver; 28,069 silver in infrastructure, and 23,466 silver in goods. Cassandra engines have been set at Rough for the duration. 75-H has reported 30 incidents. They can be broken down as follows:
Enemy raids can be further broken down as follows:
75-H has endured 15 casualties: 9 human, and 6 animal. They are as follows: Human Casualties Jordan, Evangelist Arrival Date: 1st of Aprimay, 5500. Founding member of 75-H. Primary Roles: Construction, growing. Status: Died 12th of Septober, 5500. Cause of Death: Smokeleaf overdose while being treated by Anna, Healer for sleep sickness. Survival Time: 2 quadrants and 2 days. Additional Notes: Incapable of violence. Zhang, Computer Arrival Date: 1st of Aprimay, 5500. Founding member of 75-H. Primary Roles: Research, crafting, cooking. Status: Kidnapped and died Septober 8th 5501. Cause of Death: Downed by a rifle bullet wound in the chest while attempting to rescue Bob. Died out of sight after being kidnapped by raiders from The Gray Cormorant Icanceram. Survival Time: 1 year, 2 quadrants, and 9 days. Additional Notes: Incapable of violence. Sadako, Messenger Arrival Date: 8th of Jugust, 5500. Primary Roles: Manual labor, defense, animal husbandry. Status: Kidnapped and died 13th of Decembary 5502. Cause of Death: Downed by a pistol bullet wound in the kidney. Died out of sight after being kidnapped by raiders from The Gray Jaguars. Survival Time: 2 years, 2 quadrants, and 4 days. Brio, Digger Arrival Date: 1st of Aprimay, 5501. Primary Roles: Mining, growing, hauling. Status: Kidnapped and died on 14th of Aprimay, 5502. Cause of Death: Downed by a rifle bullet wound in the chest. Died out of sight after being kidnapped by raiders from The Camels of Misery. Survival Time: 1 year, 13 days. Additional Notes: Originally captured and held prisoner for 4 days after aiding a raid by The Gray Jaguars. Dipsen, Castaway Arrival Date: 15th of Jugust, 5501. Primary Roles: Manual labor, butchering, growing. Status: Died 8th of Decembary 5502. Cause of Death: Blown up after shooting a nearby downed boomalope in a successful attempt to hold off a raid by The Gray Jaguars. Survival Time: 1 year and 8 days. Danielle, Commissar Arrival Date: 5th of Decembary, 5501. Primary Roles: Artistic, cleaning, defense. Status: Died 12th of Decembary, 5501. Cause of Death: Gunshot to the head by a raider from The Camels of Misery. Survival Time: 7 days. Teer, Tactician Arrival Date: 13th of Decembary, 5501. Primary Roles: Defense, growing, cooking. Status: Kidnapped 2nd of Aprimay, 5503. Status unknown. Survival Time: 1 year, 5 days (prior to kidnapping). Additional Notes: Husband of Anna, Healer. Nate, Marshal Arrival Date: 1st of Aprimay, 5502. Primary Roles: Defense, social. Status: Killed on 1st of Aprimay, 5503. Cause of Death: Gunshot wound to the head. Survival Time: 1 year. Animal Casualties Red, Yorkie Origin: Bonded animal of Seagraves founder Zhang, Computer. Status: Killed 5th of Jugust, 5500. Cause of Death: Beaten to death by raiders from The Camels of Misery. Hector, Cobra Origin: Tamed by Sadako, Messenger. Status: Died 11th of Aprimay, 5501. Cause of Death: Decapitated by a tiger. Monkey1, Monkey Origin: Tamed by Sadako, Messenger. Status: Died 18th of Aprimay, 5501. Cause of Death: Decapitated by a tiger. Bob, Norbert, and Faust, Golden Retrievers Arrival Date: Wandered into 75-H on 8th of Aprimay, 5501 and joined voluntarily. Status: Downed by a grenade on 8th of Septober, 5501. Bob died instantly. Norbert and Faust died the next day. Cause of Death: Trauma caused by a grenade explosion. 75-H currently has 4 active residents remaining. They are as follows: Erika, Physicist - Age 52 (86) Arrival Date: 1st of Aprimay, 5500. Founding member of 75-H. Primary Roles: Research, doctoring, constructing, crafting. Status: Alive. Right leg shot off and replaced with a peg leg after a raid by The Camels of Misery. Minor scars on the left arm and leg. Survival Time: 3 years, 8 days+. Additional Notes: Incapable of violence. Anna, Healer - Age 25 (671) Arrival Date: 10th of Jugust, 5500. Primary Roles: Doctoring, cooking, cleaning. Status: Alive. Mild pain and enhanced senses from sensory mechanites. Minor carcinoma in the right lung (growing). Minor carcinoma in the left lung (in remission). Survival Time: 2 years, 3 quadrums+ Additional Notes: Incapable of violence. Wife of Teer, Tactician. Sappy, Illicit - Age 21 (61) Arrival Date: 10th of Jugust, 5501. Primary Roles: Construction, hauling, wardening. Status: Alive. Minor scars on the torso and right eye. Survival Time: 1 year, 3 quadrums+. Additional Notes: Incapable of violence. Gaz, Illuminator - Age 73 Arrival Date: 9th of Aprimay, 5503. Primary Roles: Undetermined. Status: Alive. Permanent gunshot injury from an improvised turret in the left eye. Minor scar on the left leg. Survival Time: 1 day, 18 hours+. Estimated colony life remaining: <1 Year: 15% 1 - 2 Years: 43% 3 - 4 Years: 31% 5+ Years: 11% This concludes The Incidents & Casualties Report for Colony 75-H: Seagraves. [link] [comments] |
Even More Good Art From Beta 1.0 Posted: 05 Jul 2018 12:00 PM PDT |
Posted: 05 Jul 2018 03:04 PM PDT Hey everyone. Does anybody want visible scars on our colonists? In one of my first colony, i had a dog that got into a fight with an artic wolf. He gained a scar on its right eye, and that injury remained visible for the entire game. I thought this was normal, since i was still new, but a scar like that never appeared for anybody else in the game. I don't know if it was just a bug, but it made my dog look like a badass, a hero who conquered many battles and survived. In all the other colonists and animals, there are no signs of scars or missing limbs. Wouldn't it be cool to have some sort of permanent mark that tells us what type of injury they have and where? Because, at least for me, having visible scars only shows that those colonists lived to tell what happened to them. It could have been an angry turtle or a raid, but all of those scars would have a story behind them [link] [comments] |
Why are colonists not upset about the loss of limbs? Posted: 05 Jul 2018 04:59 AM PDT But the death of a relative that wanted to murder them makes them cry for months.. [link] [comments] |
This is the happiest pawn I've ever had. Posted: 05 Jul 2018 06:55 AM PDT |
Muffalos spontaneously getting pregnant on caravan Posted: 05 Jul 2018 09:28 PM PDT So I organized a caravan to go after a mineral deposit from the long range scanner, and I select my colonists and some muffalos to carry back the haul, taking special care to make sure none are pregnant. However, as soon as they get about half a day away from my colony, I get the notification that a muffalo is pregnant. I click it, and it directs me to my new caravan. A few hours later, the second muffalo gets pregnant on the caravan. Now, all of the muffalos on this caravan are female, and none were pregnant before we left. Aside from the theory that my muffalos are both going to give birth to muffalo Jesus, how is this possible? [link] [comments] |
So I just found a new way to kill Thrumbo's... Posted: 05 Jul 2018 08:15 PM PDT Get your builder, set their schedule to work all arround, and restrict them to an area around the thrumbo. Have them chop a few tree's in the area, or if there are no trees, then haul a stack of wood there. Build a wooden block near them. Set roof area over the wood block, but leave one tile next to the wood block unroofed. Try to get the roof over the thrumbo. Then draft and stand in the unroofed space. Deconstruct the wall. The roof will collapse on the thrumbo, dealing damage without agroing the thrumbo. Gotta be REALLY patient, since the damage is minimal, and you have to pause and unpause constantly, but it'll get the job done eventually. [link] [comments] |
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