RimWorld Monthly Challenge! -- September 01, 2018


Monthly Challenge! -- September 01, 2018

Posted: 01 Sep 2018 08:26 AM PDT

Attention Colonists! A situation has arrived, and we need your help! In the stickied moderator comment below is a save and a map, last as long as possible, and the winner can win custom flairs or other prizes! I am a bot, so I can't compete. If you'd like a Monthly Bot Competition, or if there are any problems with this post, please message the moderators of the subreddit.

submitted by /u/AutoModerator
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Yeah right

Posted: 01 Sep 2018 03:51 PM PDT

Husky on a ice sheet map

Posted: 01 Sep 2018 12:42 PM PDT

r/iamverysmart strat to women

Posted: 01 Sep 2018 01:14 PM PDT

[Concept] I really think that RimWorld could gain a lot from "cultural traits", as our colony evolves, that recruits have to adjust to, and factions might not tolerate.

Posted: 01 Sep 2018 02:43 AM PDT

E.g. if your colony likes to butcher people, your pawns will eventually adjust to it, significantly reducing the mood penalties, or in cases of some other traits, begin to like it, but it will also mean that any faction that doesn't also do it(pirates, some tribes) will look at you askance, and any recruit will need more convincing, and time to adjust, during which they might even decide to leave the colony, thus creating real drawbacks to things.

These traits would range from neutral stuff like "Heavily agricultural"(more traders/events wanting to buy food might come), positive stuff like "Luxurious" that nonetheless has some drawbacks("nice, that's a good place to rob I'd say"), through "bad" stuff like raiding other factions, butchering people(or worse, eating them), to merely differences: Tribals will usually not be very trusting of technologically advanced factions, but rather more wary, peaceful factions will probably wonder about your dependency on Luciferium, as will some about your free usage of Smokeleaf.

It could even lead to new and more in-depth mechanics: Extra options or consequences for new or existing events, a "pollution" mechanic that might make factions dislike you for, say, heavy deep drilling, mass deforestation, extra intense hunting, or running coal/chemfuel generators, colonists confronting you with their concerns about things, perhaps even having basic individual opinions, partly separate from the mood system - I think there's a lot of stuff that isn't worth making a trait for, that could well live as an opinion.

It also opens some opportunities for modding: Say, if a mod let you have and maintain mechanoids, it probably should lead to concerned factions saying "no, this is a bit much, I don't think we can keep being friends if you build murder machines that've gone berserk 8 times in 10".

tl;dr: The things you do would eventually affect the "cultural traits" of your colony, which can factor into events, make factions like or dislike you, and can make getting new recruits considerably tougher or easier as they need to adjust. Perhaps also a per-pawn opinion system, that represents their individual likes and dislikes that wouldn't have much place as full traits, that might or might not factor into the cultural traits system.


It's something I've been thinking about for several months at least, but never posted, and I think that now that full release was put off might be as good a time to post it as any. I think that it would be a great new way to balance some things, one that makes sense while also opening fresh possibilities for the game and modders alike and IMO likely enhancing the roleplay experience - right now, our stories are largely just about the pawns, where this would put some extra focus on your colony itself, giving both consequences and incentive to certain things.

Thoughts?

submitted by /u/derpderp3200
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From the front page of r/MemeEconomy

Posted: 01 Sep 2018 09:48 AM PDT

"I know hes my brother and everything, but damn is he ugly"

Posted: 01 Sep 2018 05:13 PM PDT

This short from the r/Unity3D sub illustrates an attack of man-hunter snakes on a tribal base, immediately followed by a Raid.

Posted: 01 Sep 2018 10:46 PM PDT

Forbidden Fruit (RimWorld Comics)

Posted: 01 Sep 2018 06:57 AM PDT

We may harvest organs and eat people, but this is just wrong!

Posted: 01 Sep 2018 09:07 AM PDT

When you really hate your family

Posted: 01 Sep 2018 03:22 PM PDT

How to get glitterworld medicine 101

Posted: 01 Sep 2018 02:46 PM PDT

[Suggestion] Get colonists to prioritize food that is closer to expiring over food that is farther from expiring whilst cooking

Posted: 01 Sep 2018 03:36 PM PDT

This would make high difficulty a lot easier and less micro-ey , as I have spent so much extra time trying to get my colonists to prioritize meat that is going to expire in 'less than a day' over meat that is going to expire in '1.7' days

submitted by /u/PretzilZ0
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That poor Alpaca

Posted: 01 Sep 2018 10:17 PM PDT

As one does.

Posted: 01 Sep 2018 06:54 PM PDT

I have 46 hours in this game and never once managed to get to "late game"

Posted: 01 Sep 2018 03:40 PM PDT

What am i doing wrong? The first time i started the game, i watched a beginner guide telling me about manual work chart, how to make growing/storage zones, how to give orders etc. And after that, i closed the guide and wanted to experience the rest myself. And i'm enjoying the game, it's awesome. I always play on rough difficulty and go for permadeath mode, which makes the game much more enjoyable imo.

The thing is, when i check other people's screenshots, i see they build huge bases with 15+ colonists available to them. I, in my 46 hours of playtime, never achieved such thing. What i do is mine rooms in a mountain, get my hunter to hunt and my cooker to cook, and live inside there. But at some point of the game, something bad happens. Sometimes it's 20 angry wolves invading and killing all of my colonists, sometimes my hunter going mad and shooting other colonists to death, sometimes a raid where there are more than 3 raiders setting everything on fire, making my batteries explode. I want to know what i'm doing wrong, but can't quite put my finger on it.

submitted by /u/evascale
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Found this gem on the wiki

Posted: 01 Sep 2018 07:32 AM PDT

He is useful, but he hates your guts

Posted: 01 Sep 2018 05:37 AM PDT

How my base feels like after getting a male and female doggo and waiting a few years

Posted: 01 Sep 2018 10:24 AM PDT

People's Republic of Butia, population:120

Posted: 01 Sep 2018 06:30 AM PDT

Colonists don't repair anything automatically

Posted: 02 Sep 2018 01:35 AM PDT

Since the new update (0.19) my colonists aren't repairing anything automatically anymore. So my question is, is it supposed to be like this or is this a bug? It was really good how it was because now I have to manually repair everything and it just sucks.

submitted by /u/BleachOrder
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Saying goodbye to the colony.

Posted: 02 Sep 2018 12:03 AM PDT

This is my first real colony, the other 2 were just me figuring out some stuff, I originally started with just Austin, Trader Joe (Originally named Farmer) and Roughchild.

The only reason all three of them are alive is because of extensive save-scumming, something I won't do next playthrough, probably.

I don't have the heart to send them to space ending the colony, plus I don't have the ship researched, the lag is now killer and all my mods are updating, so they will stay in the colony, forever immortalized as a screenshot, strange what you can start to feel about a bunch of binary code in a hard drive on your floor.

The colony has been going for well over 10 years now, it's hard to say goodbye.

(colonists in couples to the side of the group are married/lovers)

https://imgur.com/a/7W0uOFc

submitted by /u/Genericusername29142
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When the social fight goes too far....

Posted: 01 Sep 2018 03:22 AM PDT

Excuse me sir, you seem to have dropped your code.

Posted: 01 Sep 2018 03:03 PM PDT

Nice

Posted: 02 Sep 2018 12:41 AM PDT

There will come soft rains and the smell of the ground

Posted: 01 Sep 2018 12:28 PM PDT

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