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RimWorld Typical Tuesday Suggestion Thread -- February 27, 2018


Typical Tuesday Suggestion Thread -- February 27, 2018

Posted: 27 Feb 2018 12:12 AM PST

Please use this thread as a week-to-week suggestions box for Tynan, the /r/RimWorld mods, and game modders. Post whatever you feel would improve your RimWorld experience, but keep it civil! Before you post, please take a glance at the release notes and see if what you're suggesting has already been implemented. I am a bot, so I can't make jokes. If you'd like a Typical Tuesday joke, or if there are any problems with this post, please message the moderators of the subreddit.

submitted by /u/AutoModerator
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This cargo pod full of alpaca wool killed a small herd of alpacas

Posted: 26 Feb 2018 07:53 PM PST

Never uh.. seen a relationship screen like that

Posted: 26 Feb 2018 02:16 PM PST

When the raid shows up right on time

Posted: 26 Feb 2018 10:45 AM PST

400 hours played and I just learned you can make a selection box over your colonists' display to select them.

Posted: 26 Feb 2018 11:50 AM PST

Because the intro to Peggy was successful, I got the doc to put back her lung. Then he proposed

Posted: 26 Feb 2018 11:36 AM PST

I found Rimworlds worst caravan leader

Posted: 26 Feb 2018 01:29 PM PST

"Hey this shirt really looks cool, where did you get it?"

Posted: 26 Feb 2018 02:22 AM PST

Be careful who you call fugly in middle school

Posted: 26 Feb 2018 03:24 PM PST

Tempting

Posted: 26 Feb 2018 05:04 AM PST

Omae wa mou shindeiru.

Posted: 26 Feb 2018 11:52 PM PST

What a game!! Thank you so much Tynan!!

Posted: 26 Feb 2018 02:37 AM PST

TLDR: I've been waiting for ages to get to the point of being able to launch a spaceship on this game! Finally managed it! And got to hear the epic song that came after the launch! Thank you so much Tynan for such a wonderful game!! Below is pretty much the story of my colony in its last days

So a while back on this subreddit I saw a post about how this guy had never bothered getting to the end game and launching the spaceship since he didn't see the point. He then said that when he did, however, he was really happy with the song that was played as a reward! I realised I wanted to hear this song, but that none of my current colonies were ever going to reach that level of advancement. At the same time I wanted to do this on permadeath so that I could truly appreciate the victory! So I set randy to rough and set off!

And so Erewick was built. I started with my two trusty friends and we began working towards the spaceship.

After 7 gruelling years of raids and man hunter packs (although not a single toxic fallout... my my randy) I finally managed to construct the space ship. The ship itself took two years, largely due to its size and cost of materials.

Stone, my true MVP with 20 crafting by the end of it was the only one with sufficient crafting to build the advanced components required. Other colonists helped where they could but only succeeded in creating a thriving metropolis that attracted more raids!

In the final months leading up to the launch, raid after raid came down on us. By the time the ship had been completed we had lost 4 colonists (after not losing anyone for 3 years!)

I watched as my brethren broke into tears over the losses to the colony. My decisions to order prisoner organ harvesting so that we could afford components led to even greater morale problems. Things were not looking good. Especially after the town pessimist, Weeks, lost his wife in a vicious gun battle to friendly fire. That same night it also became apparent that Alan wasn't waking up. He was in a coma, as a result of a bullet wound to his brain.

Finally Stone finished his components and I put the finishing touches to the ship with Darcy. We commemorated Chirpy (one of our strongest builders for years!) with a statue on the ship. Last, we placed Alan into the ship cryptocaskets along with the animals we wished to bring with us (2 pet muffalo, 2 huskies and my wild boar Hope). We held a departure ceremony and prepared to leave. The perimeter alerts went off and three of us held back to fight off the tribes people trying to stop us leaving. The rest entered the ship and waited patiently to know our fate. We didn't even reach the walls before we heard the gun turrets shredding the invaders. Their screams echoed through the hallways as we smirked at each other and returned to the ship. Stone, Pearl (my wife) and I all wished each other luck before entering our caskets. I've set the coordinates for my homeworld. I hope this AI core is trustworthy and gets us there!

(Kinda started trying to write a story halfway through. Hope it's still readable! (And not too mundane either!!))

submitted by /u/Brothererb
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Might be a stupid question but why doesn’t Tynan just incorporate player-built mods into the actual game?

Posted: 26 Feb 2018 09:06 PM PST

Assuming he got full permission by the authors, is there any reason to not incorporate some of the more popular mods into the game such as "haul everything" and "psychology"?

Genuinely curious

submitted by /u/CaptainKidd5
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How do I deal with this?

Posted: 26 Feb 2018 04:13 PM PST

Bringing back items from Item Stash Run

Posted: 26 Feb 2018 08:30 PM PST

So I am on a really new run. I sent 1 of my 3 guys to go loot this Item Stash.

It has no enemies on the map and is filled with a lot of nice things (like three solar panels, batteries, turrets).

But...I did only send the 1 guy and like enough food for him to get there and back.

Now what?

Any advice on what I should do at this rather nice and abandoned location? Or should I just go home?

If I go home, can I send a caravan back to this location and it'll have the same stuff at a later date? According to the missive I got, it seems like the place will be "looted" by others eventually.

Thankss!

submitted by /u/Nimara
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Well, here goes my wealth, i better prepare for some heavy raid.

Posted: 26 Feb 2018 10:22 AM PST

My four year Rimworld Colony (Modded). The SDD.

Posted: 26 Feb 2018 01:42 PM PST

Sleepy baby boomalope made 2 centipedes kill 4 scythers with friendly fire

Posted: 26 Feb 2018 02:59 PM PST

Scythed?

Posted: 26 Feb 2018 07:06 PM PST

So just got lucky and defeated my first scythes raid(only one of them). What do I do with the body? Don't have machining table yet but I guess that can disassemble them? I have a tribal village and just got the tech and decent supplies to make field smithy etc. no electricity yet. Is it better to try and sell the sycther corpse?

submitted by /u/WebHead934
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I didnt screenshot that but my colonist went on an insulting spree on my cleaner because of ugly enviorment

Posted: 26 Feb 2018 12:24 PM PST

Raided by bugs

Posted: 26 Feb 2018 08:18 PM PST

Here we were minding our own business when all the sudden these bugs pour out of a cave halfway across the map and almost kill everyone with intense battle music. I just got raided by bugs,

submitted by /u/Vivilacqua1
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At least he died high.

Posted: 26 Feb 2018 06:04 AM PST

Pregnant muffalo binges on luciferium.

Posted: 26 Feb 2018 03:13 PM PST

To start with the calf was healthy so no innocent muffalo calfs were injured.. mother on the other hand is no longer with us.

Is she safe to butcher and eat dead mama muffalo?

submitted by /u/Doomarda
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The Tribe - Harvest season

Posted: 26 Feb 2018 02:53 PM PST

Synth recruitment

Posted: 27 Feb 2018 12:28 AM PST

Is it possibly to recruit a synth ??

submitted by /u/__Jinx__
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RimWorld When the tantrum guy targets the chemfuels


When the tantrum guy targets the chemfuels

Posted: 25 Feb 2018 02:00 PM PST

Meant to release this prisoner but now, Peggy, is part of the team.

Posted: 25 Feb 2018 10:32 AM PST

My colony just won the lottery

Posted: 25 Feb 2018 03:35 PM PST

I dont think this is the best trade that exists...

Posted: 25 Feb 2018 09:36 AM PST

When I said 'Melee attack to death'...

Posted: 25 Feb 2018 09:21 AM PST

So i was playing calmly until i moved my cursor to the bottom of my colony. My first words " O kurwa".

Posted: 25 Feb 2018 03:55 AM PST

Pirates wont see it coming...Under all the power armour!

Posted: 25 Feb 2018 09:59 AM PST

[Hardcore SK] Tribal Ice Sheet base - day 94

Posted: 25 Feb 2018 12:16 PM PST

We’re almost at 75k subscribers that would be like 87,000 hats

Posted: 25 Feb 2018 10:35 PM PST

There should be a way to set when pawns can use certain medicines. This way, you can set the pawns not to use your best medical supplies to fix a bruise and instead only make the best medicine available only for surgeries and diseases

Posted: 25 Feb 2018 10:07 PM PST

Another infestation thwarted by an incendiary IED. Everything burnt to a crisp except for... The backup incendiary IED?

Posted: 25 Feb 2018 01:07 PM PST

Five days old and already helping herself to my spoils

Posted: 25 Feb 2018 09:02 PM PST

Post Migration progress!

Posted: 25 Feb 2018 04:30 PM PST

how i imagine it

Posted: 25 Feb 2018 10:28 AM PST

Any Stone buildings?

Posted: 25 Feb 2018 11:10 AM PST

There should be an option for "any stone" buildings which are just stone buildings that aren't resource-specific. They could either be a random color or their own, but the point is for function when you only have a few of each type of stone and need something built quickly. Thoughts?

submitted by /u/battlemage64
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Running RimWorld in Borderless Windowed?

Posted: 25 Feb 2018 06:45 PM PST

Nothing I've tried works,

  • Borderless Gaming (glitches it out)
  • "-window-mode exclusive" (did nothing)
  • "-popupwindow" (did nothing)

Please help, or implement this in-game Tynan, when I mean Borderless Windowed I mean Fullscreen, No Taskbar, but not have the game minimize everytime I click on my second monitor.

submitted by /u/Xevioni
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One of my stupidest ideas ever.

Posted: 25 Feb 2018 07:21 PM PST

Can My animal get addicted? If Yes will it go on beserk rages?

Posted: 25 Feb 2018 08:23 AM PST

desert colony update - 512 permadeath days of randy on rough - ready for my 3 originals to blast off!

Posted: 25 Feb 2018 10:41 AM PST

My thrumbo quarantine. Post pics of yours.

Posted: 25 Feb 2018 09:44 PM PST

EMP Shell/Grenade Plus Chemfuel/HE shells, Theorycrafting. Best way to deal with threats with extreme prejudice?

Posted: 25 Feb 2018 11:43 PM PST

While watching one of my favorite RimWorld streamers, somehow things came around to discussion about the Psychic/Poison Ships, as it is one of those threats that is not easily handled. Moreso because the streamer in question was doing vanilla no pause extreme, so there is not much time to react in that scenario.

With the knowledge that EMP grenades and mortar shells detonate both Chemfuel and High Explosive (HE) Shells, an idea began coming together, and tests were done. (Credit to twitch user NotEthanIce for all the testing).

  • The ships will activate if anything is built within 3 tiles of them. However, stockpiles, and pawns hauling to them, will not activate a ship. This means you can ring a ship with either HE shells or Chemfuel with no hassle.
  • It is easy to split shells into single item stacks through loading/unloading your mortars, allowing for the breakdown of stacks to singular shells.
  • Most importantly, HE shells will chain reaction explode when there is 1 tile of separation between them, or side by side. 2 tiles seems to be too far.

With this knowledge in mind, one can load/unload shells and then haul them to stockpile zones around the ship. Making each stockpile a 1x1 zone, hauling 1 shell, then forbidding it before removing the shell, rinse and repeat, can allow you to prime a ship for destruction with this knowledge. All it requires is an EMP grenade blast or EMP mortar to hit any of the shells. Testing showed that 10 HE shells consistently destroyed the ship, as well as downing and/or killing all of the mechs it spawned.

This knowledge can extend beyond handling ships, too. Since HE shells chain, and EMP Grenades have a relatively generous range... one can create a manual daisy chain of HE shells to blow up raiding forces if you control their pathing to some extent. IE killboxes and the like.

Some quick math. HE shells are 5 steel, 30 chemfuel per shell. This means 50 steel and 300 Chemfuel. You can turn any organic into chemfuel, or turn wood into chemfuel, so creating chemfuel is easy (Except maybe on Sea Ice?). Steel is returned to you from the ship, approximately 3 stacks per ship destroyed. You also gain components and plasteel from mechanoids you break down, so if you use the EMP Mortars, you're guaranteed to regain your components. In all, it's a net gain, just takes a little bit of time to set up for ships.

So, a bit of theorycrafting, and I did a brief search and hadn't seen anything about this yet. Chances are good someone else has come up and used this before, but it was pretty nuts to all of us involved even if it's come up here before. Credit goes, again, to NotEthanIce on twitch, as well as the streamer involved, Warren333.

submitted by /u/Spacecowboy2011
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I managed to take a good screenshot of my colony moments before it was lost. Thoughts on design?

Posted: 25 Feb 2018 01:00 PM PST

Are there any mods to show a colonist's skill increasing?

Posted: 25 Feb 2018 11:04 PM PST

After seeing Oxygen Not Included do this I would like to see my colonists' skill progression without having to check manually.

submitted by /u/anthony405
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RimWorld Not That Sneaky (RimWorld Comics)


Not That Sneaky (RimWorld Comics)

Posted: 24 Feb 2018 07:27 AM PST

This is two seconds before things started spiraling out of control

Posted: 24 Feb 2018 02:38 PM PST

Randy Prime™ Home Delivery Service

Posted: 24 Feb 2018 10:47 PM PST

Sure just let me get right on that...

Posted: 24 Feb 2018 05:29 PM PST

Assassination Attempt Leads to War with Outlander Union

Posted: 24 Feb 2018 12:26 PM PST

So I'm playing Rimworld. I'm many hours into this colony, and I'm in the process of remodeling my kitchen, when I see an alert pop up: "Lily is being burned by superheated air" What the fuck? How did that happen? I quickly scroll up and indeed Lily is injured. She's in the Mayor's (mod) room which is 300 degrees Fahrenheit. He's sleeping, but his wooden dresser is now a pile of rubble.

How the fuck did a fire start in here? Then another alert pops up: "Fire!" I scroll over two room and see a guest from a friendly Outlander base ignite the furniture. I check his stats and yep hes a Pyromaniac, but hes also a known weapons trafficker. I attempt to arrest him so he doesn't light the whole building on fire and the leader of the Faction uses this as an excuse to declare war on me! Suddenly all the guests are hostile, attacking my dudes and killing my puppers.

So basically the Faction Leader sent a Pyro and a known weapons smuggler into my base to break into my Mayor's bedroom and light in on fire while he was asleep and when I arrest the dude trying to murder my colonists he claims it's grounds for war.

I have more than enough silver to buy his favor back but you know what? You want war? I'LL GIVE YOU WAR. I just finished my brand new, late game killbox. THANK YOU FOR VOLUNTEERING TO TRY IT OUT. I will CAPTURE your soldiers, REMOVE their organs, and send them CRAWLING home on peg legs and then I will follow them and BURN your colonies to the GROUND.

You think you can attack my colony in broad daylight and get away with it? I will turn you into KIBBLE feed you to my dogs.

submitted by /u/Mycellanious
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Myles, you okay there?

Posted: 25 Feb 2018 12:38 AM PST

LPT: if you use Prison Labor you can make your prisoners butcher human corpses and have them carry the guilt

Posted: 24 Feb 2018 05:25 AM PST

The prisoners will have the mood debuff but your colonist wont. Also, the prisoners will be fed and you won't have to bury or cremate the corpses.

It's a shame prisoners are not allowed to tailor their own clothes though. I have them mining inside the mountain and cutting the rocks into blocks.

Also the prison is the only place where infestations can occur and I can't say I'm looking forward to that but man is it satisfying to know.

submitted by /u/cilvet
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The pyromaniac in me was like...

Posted: 24 Feb 2018 12:01 PM PST

My Special Colonists

Posted: 24 Feb 2018 03:06 PM PST

Who's ready for some popcorn?

Posted: 24 Feb 2018 09:08 AM PST

Is there any way to increase the limit for colonists?

Posted: 24 Feb 2018 10:17 PM PST

I know that the story tellers have a limit for how many colonists you should have, and it starts getting exponentially harder to get more colonists after a certain point, is there any way to change this? i've tried to look around in the files, but nothing seems to have changed.

submitted by /u/Kulfyr3
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Posion Ship? Where it is...Oh

Posted: 24 Feb 2018 04:29 AM PST

Beating up prisoners to gain melee xp is nice i guess

Posted: 24 Feb 2018 03:19 AM PST

EPOE List B18

Posted: 24 Feb 2018 07:58 PM PST

Doctor with brain damage

Posted: 25 Feb 2018 12:31 AM PST

My previous best doctor got some brain damage, 40% consciousness, and I put it to lower doctor priority.

But when I put to install a wooden foot on another colonist, for some reason it was the doctor with brain damage that took the job. I didnt notice.

Everyone can probably see where this is going. Yes he failed. he cut of the poor colonists leg. Like, how? you weren't even supposed to do anything that high up on the leg... It was just the foot.

submitted by /u/MihleGaming
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This has been a thoroughly stressful plague

Posted: 24 Feb 2018 10:07 PM PST

F E A R M Y W R A T H

Posted: 24 Feb 2018 10:37 AM PST

Someday.... I'll remember not to allow a refugee in.

Posted: 24 Feb 2018 04:32 PM PST

I probably will always say "yes" to refugees, but there are days I really wish I thought it through.

So my desert colony. Going fairly good. 5 inhabitants, building a new prison, just laid sterile tile down in the new hospital (only 1 bed). 4 of the 5 have range weapons. (bolt action rifle, revolver, 2 short bows). So I get a message about a 22 year old lore keeper and say "sure, come on down"... thinking I can stop any attack.

I get 9 sapper raiders, 2 with frag grenades, 1 with molotovs, the rest with guns.........

And......

everyone dies horribly to the frag grenades.

So. Here we go again, what shall I start with this time? :P

submitted by /u/mvargus
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Coming back to Rimworld after 2 year break. Some ESSENTIAL mods

Posted: 24 Feb 2018 12:49 PM PST

As the title states, I've come into a lot of free time and thought I'd get back into Rimworld. I haven't played in abput 2 years seriously and thought I'd see what you guys think about some essential quality of life mods.

I'm looking for some simple quality of life mods the don't change vanilla all to much as I know the base game has been updated quite a bit since I last played.

Thanks in advance!

submitted by /u/DaveTron4040
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Destroy the Hive, Before the Hive Destroys You

Posted: 24 Feb 2018 04:38 PM PST

So I, a bit of a noob on my third attempt at being successful, established myself pretty well. I was researching ship parts, had a steady supply of food, several colonists, etc. I really thought I was going to leave the planet and beat the game. But then, in one of my old mines, halfway across the map from my colony, an insectoid infestation occurred. I had dealt with one much closer to home and I wasn't prepared at all. Several colonists were severely injured. So, remembering the ordeal that was the previous encounter, I decided to leave it alone. What harm could come from a single hive halfway across the map?

Cut to a few weeks later and there are now 15 hives and around 45 insectoids. Fearing for my safety a bit (they dug through the wall I used in an attempt to seal it off) I tried to build a wall about halfway between me and them. It was the last mistake I'd make. Something set them off and a whole hoard of insectoids rushed my only working builder (the other didn't have any thumbs or a left eye). After they were done with him, the hoard triggered some turrets, which killed a few, but only enraged the rest. They rushed my colony, destroying walls, solar cells, everything in sight, while killing my cowering colonists. Except two. The only two who are incapable of labor, dumb or skilled, and just about anything else that would be useful for rebuilding a colony. And one of them is binging on yayo while the other is about to die.

10/10 would play again

The Hive

Aftermath

submitted by /u/Archada
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How did my boar manage to go through a mountain and into a insect-infested cave outside his zone?

Posted: 25 Feb 2018 01:43 AM PST

I tried to use a psychic animal pulser for raid defense and it work. REALLY well...perhaps too well...

Posted: 24 Feb 2018 12:35 PM PST

What is the benefit to having prisoners instead of just killing invaders?

Posted: 24 Feb 2018 04:40 PM PST

I don't know a lot about this game so please inform me

submitted by /u/jackblack2323
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