RimWorld Chemfuel


Chemfuel

Posted: 18 Aug 2018 02:07 PM PDT

Me when a luciferium-addicted pyromaniac crashes in a pod and is need of immediate medical treatment

Posted: 18 Aug 2018 06:34 PM PDT

RimWorld finally broke me

Posted: 18 Aug 2018 03:50 AM PDT

I used to be a regular player. Not ‚regular' as most players in this sub (organ harvesting, human leather cowboy hats...) but just regular. Decent. Innocent.

But everything changed with my latest colony.

I started with one colonist, barely any resources - but instead a kick-ass T-Rex. In my imagination these two were best buddies who fought many battles together and even managed to survive a crash landing on a godless planet. Man and beast. Ready to built a cozy place to spend the rest of their days together. Caring for each other, fighting side by side, merciless rulers over their own little land.

After my pawn built all necessary building/rooms/equipment, the first raid started. It was quite easy to fend them off. Who would have a chance against a fucking T-Rex and his gun wielding buddy?

Then he came: „Sasquatch". A wee boy, merely 17 years old. Chased by raiders. No skills at all. Begging for mercy. My pawn and his mighty beast felt pity for him. They took him in to help the boy become a man. What they didn't know was: this boy was a drug addict and very unstable.

Nevertheless, the colony was doing well and becoming bigger and bigger. More pawns, more structure. Every once and a while, Sasquatch would snap due to his forced drug withdrawal. A good beating usually helped.

Then the day came. The day RimWorld broke me.

Sasquatch snapped again. He fell into an animal killing berserk mode. All my other pawns were occupied with some nasty raiders, so it was a fight between one mighty T-Rex and a wee boy. Nothing to worry, right?! Unfortunately, Sasquatch gained godlike powers for a few seconds, apparently jumping several meters straight up, ramming his steel knife right into the beast's head, dealing him serious brain damage and killing him with one blow. Damn.

Sasquatch got arrested immediately, while the colony held a burial and service for the fallen king of the rim. The brother of my first pawn. It was a sad day.

Nevertheless, Sasquatch needed to be taught a lesson. They put him in a 2x2 cell without a proper bed or light. A miserable place for a miserable person. The worst doctor was sent to chop his legs off. Immobilizing him was a safe way to prevent further incidents.

The legs made quite some money with a trader. Neat!

The next years, my colony blossomed. It grew in size and numbers. But the hate for Sasquatch didn't become any less. That's why my colony started a nice little tradition: every year, on the day Sasquatch slaughtered the T-Rex, they took one body part of Sasquatch. Hand by hand, arm by arm, kidney by lung, eye by jaw. Just enough to keep him alive. During cold winters, they would allow him to get hypothermia, just to the level of incredible pain. Then they would set the heater to a temperature low enough to keep him on that level of misery. During the other seasons they would pump him full of different drugs. Not to make him feel good in the short term but to force painful withdrawals over a long time. Sasquatch - not a wee boy anymore but a man of 25 years now, who has spent 8 years in the tiniest, dirties prison / torture chamber - didn't feel too good most of the time.

His misery told the other pawns a lesson and helped them to build a magnificent colony. However, it was build on blood and body parts. The colony recognized how lucrative organ harvesting was.

The lowest level was finally reached, when the question was raised: "Why just harvest and sell organs? Why not make use of the skin as well?" It was the day my colony went full mental.

It is now a very efficient, unconquerable organ harvest farm. Taking apart prisoners, selling their organs and producing human leather cowboy hats and chairs.

And then there is Sasquatch. Barely alive, constantly in immeasurable pain, limbs and organs taken. He was just allowed to keep one eye, so he can witness his misery.

Was it all worth it?

Definitely! Only Randy can judge me!

edit: the cell is 2x2, not 1x2 - unfortunately, I had to build it that big to install a heater. However, it never gets cleaned and I used one free square to create a dump where only rotting corpses are allowed to be stored.

Thanks to the users that gave me the great idea to use the mech serum on Sasquatch (restoring him to perfect health), so the whole process can be started all over again

submitted by /u/jackhammer_joe
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my first attempt at a house type base instead of a hole in the mountain

Posted: 18 Aug 2018 10:59 PM PDT

Likely story

Posted: 18 Aug 2018 11:46 AM PDT

Ignore my bad art and tiny text, but I drew a comic.

Posted: 18 Aug 2018 07:05 PM PDT

The Barony of Conifer

Posted: 18 Aug 2018 10:52 PM PDT

An Innocent Food Binge (RimWorld Comics)

Posted: 18 Aug 2018 06:06 AM PDT

This is how I want to be buried when I die

Posted: 18 Aug 2018 03:17 PM PDT

Xia Xue

Posted: 19 Aug 2018 01:20 AM PDT

This is fine

Posted: 18 Aug 2018 11:10 AM PDT

Some really, really desperately needed QOL changes

Posted: 18 Aug 2018 03:13 PM PDT

  1. When colonists have the option of doing work (repair, building, etc) while standing in a door or while not standing in a door, they should always choose to NOT stand in the doorway between heated interiors and arctic death
  2. When colonists are wandering from lack of queued work they should always choose to wander NOT into arctic death. They should choose to path into more temperate areas either indoors or outdoors depending on which is better for them
  3. Colonists should choose NOT drop items into doorways to arctic death and instead should choose to drop them on an adjacent tile, and items that are blocking doorways should be hauled automatically by anyone capable and selected for hauling. There is already an option to keep doorways open, we don't need to drop items in them even while doing work, if possible
  4. Colonists should not wander into other peoples bedrooms while they are sleeping :o
  5. There needs to be a way to force colonists to ration their food better (IE, waiting until the malnutrition debuff). Not all colonists absolutely require eating when passing the first bar to stay out of mental status breaks, but in some environments food can be really scarce and rationing is required for survival
  6. Maybe an option to not do certain work while under heavy debuffs would be nice, so as not to waste materials on failures or on building inferior products, when they could instead just wait a minute or two and then complete the work for better quality or less failures. This would need to be controllable in the pawn settings though since sometimes working under stress is the only option
  7. Some extra extra QOL to set an auto turn-off battery level for your power using devices (would like the sun lamp to turn itself off if it drains the batteries to less than 40 or 50%), would be nice. Or at least a level where your pawns will flick them.

A lot of frustration comes from just these simple things while I'm doing an arctic survival challenge. I had my colonist literally kill every plant in the colony because he MUST stand in the door to the arctic -170F weather while he is repairing the heater that broke. And trying to get him to go inside meant he would actually drop the components in the doorway and go inside without them. I mean wow guy, what a champ.

The other problem I keep seeing a lot is that the horseshoe pole is outside (not enough room in his arctic house), but I want him to stay inside as long as possible. So I can only choose to have him stay in the warm temperatures and not use the horseshoes, or allow him to use the horseshoes and immediately afterwards go for a nice brisk walk in the -185F next to all the dead bodies from raiders who froze on their way to the food supplies. Micromanaging him back and forth constantly is exhausting and the materials to fix this problem aren't available yet. If he chose to wander inside instead of out in the arctic death this wouldn't be an issue at all

I really love this game, it's a lot of fun, please make some minor changes to the AI to make the experience not so annoying though :(

submitted by /u/Plaje
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The Unforeseen Sacrifice (a.k.a., why you should always check the Health tab)

Posted: 18 Aug 2018 02:29 PM PDT

I guess I interrupted something.

Posted: 18 Aug 2018 05:57 PM PDT

The most hated person in the galaxy

Posted: 19 Aug 2018 01:44 AM PDT

Introducing human processing machine 3000, from a former factorio engineer.

Posted: 18 Aug 2018 10:26 PM PDT

You were suppossed to cure cancer, not cause it!

Posted: 19 Aug 2018 12:51 AM PDT

I am never not impressed by these insults

Posted: 19 Aug 2018 12:50 AM PDT

RimWorld Squatters

Posted: 18 Aug 2018 01:17 PM PDT

A 16 year-old naked "wild woman(?)" just wandered into my colony; she has a wooden foot

She wandered into my crops and started eating my berries

Bitch 'bout to get shot

I love RimWorld

submitted by /u/Diabeetush
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Moments before my first colony to escape blasted off

Posted: 18 Aug 2018 10:04 AM PDT

Null Relations

Posted: 19 Aug 2018 12:18 AM PDT

I'm using some mods that add in more factions, and I did not add them mid save. I get an error message every once and awhile about a null relationship between 2 factions.

The output read, "Faction A has null relation with B. Returning dummy relation". Could anyone tell me if this is a mod conflict or is it something to do with my save? I wouldn't want to restart if it doesn't fix the problem.

submitted by /u/kenminsoo
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The soft touch of a woman, or the soft touch of alpaca wool?

Posted: 18 Aug 2018 09:01 AM PDT

My tribe has been around for two years and has gotten to 12 villagers, and yet somehow by random happenstance is entirely male. The odds of that are 0.02% if you're wondering. Every woman raider that's attacked has either been killed in battle, died of her injuries, or been an abrasive, volatile misandrist with a psychite addiction.

My adventuring team had recently come back with resurrector and healing mech serums, my intention of course being to use them in case one of my men takes a bullet to the brain.

Until, I-shit-you-not, a beautiful, nudist, sanguine woman with a 12 burning passion for medical dies during the next raid. The men suddenly have a literal beautiful, peppy, naked nurse falls into their collective laps like Snow White's delicate body before the seven dwarves.

So, like, obviously they HAVE to bring her back so they can fawn over a beautiful young girl who loves to lovingly and skillfully tend their battle scars.

But then I see the other person who died during the raid. A former rancher with a 17 in animals. What I didn't mention before is that my tribe is also completely devoid of a single guy who even so much as knows how to pet a cat, or could be bothered learn. The winters are very cold here, and they could do with some warm clothes, not to mention a pack animal or twenty.

I eventually had to go with the rancher. The guys NEED some pack animals and he's not going to make the whole colony depressed by constantly rebuffing unwanted advances. Also, it's perhaps a comfort to the frustrated fellas hat he, too, is very beautiful.

submitted by /u/ohgodspidersno
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First timer

Posted: 18 Aug 2018 05:56 PM PDT

Never played. Heard so many good things, and love sim games like Prison Architect etc.

This game, so far, feels like it's going to be an amazing journey.

An hour in, a colonist of mine, went crazy and started lighting shit on fire and it spread like it was California, and everyone died.

I loved the entire thing. Wasn't even mad.

submitted by /u/kkerins86
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Taking corpse obsession to a whole new level

Posted: 18 Aug 2018 08:05 PM PDT

Respect hare or else

Posted: 18 Aug 2018 06:44 PM PDT

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