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submitted 7 months ago* (last edited 6 months ago) by TheVillageGuy@lemmy.world to c/rimworld@lemmy.world

It's been two months since I informed everybody about this, if you already knew, just ignore it. !RimWorldPorn@rimworld.gallery is the sister magazine for this rimworld community, for sharing and viewing full size high quality renders of Rimworld colonies

Simply search "RimWorldPorn" on your fediverse instance (case sensitive) or visit directly at the rimworld.gallery instance

If your instance hasn't yet subscribed to it, search for "!RimWorldPorn @ rimworld.gallery" (case sensitive, replace the first ! with a @ on Mbin/Kbin). Sometimes it requires a bit of fiddling but it's worth it

If you have a Rimworld colony, do not hesitate to upload a render of it. However, make sure you read the instructions or watch the How-To video and read the rules on rimworld.gallery and upload there directly, not to your instance due to filesize limits

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submitted 10 minutes ago by StrangeQuark@lemm.ee to c/rimworld@lemmy.world

Hey friends,

Have the mod Armor Racks and have it researched but feel like a ditz not knowing how to build them?

No option I'm seeing in neither my architect options or benches (Smith/Machining and Fabricator)

Some directions would be appreciate

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clearly he's donkey kong's younger brother

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submitted 20 hours ago by Kolanaki@yiffit.net to c/rimworld@lemmy.world

I meticulously make roads and keep bed rooms nearby to the work the colonist is supposed to be doing, but I am still noticing that, without extra Common Sense, PUAH or Haul+ tasks being appended to their current action, they tend to take the longest possible route to reach their destinations. Like, I have a kitchen right in the center of my entire compound, with shelves and fridges to store the food in everyone's bedroom. He finished making a meal and was taking it to a building like 16 tiles away to the left. Instead of just going directly there, the dumbass goes right, out the walls (despite being assigned to a zone that doesn't allow them to leave the safety of said walls), around the entire perimeter of the compound, enters back in from the south and then proceeds up the 400 tiles or so back to the room that was super close to where he started. ๐Ÿ˜ฌ

Is there, like, a mod that allows me to set pathing priorities like you can in Dwarf Fortress, or do I just need to give them brain implants that make them not so stupid?

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submitted 2 weeks ago* (last edited 1 week ago) by Kolanaki@yiffit.net to c/rimworld@lemmy.world

These guys are new to me since the last time I played, so IDK what's up. I have a dead one just chilling in my freezer and nobody will do anything with it. It's not counting as a corpse? When trying to force it at the butcher or creamtorium, it says no corpse available; but they did stick him in the corpse pile.

I am using the Alien Races and Anthro Race mods, which might be fucking things up, but this is a default race, and even with the xeno ideology additions, my colony is set to not GAF about eating people (human or alien); not to mention they'd burn or bury it anyway, just because it's a corpse that isn't one of us. Not sure how to dispose of this fuzzbutt and stop the negative thoughts upon seeing him while grabbing some chow.

Edit: He weighs too much! IDK how the hell they carried him to the freezer in the first place though... He weighs 60kg, and the maximum anyone can carry is 34kg. :/

Edit 2: Even though I had already tried this, setting my crematorium to allow everything then forcing them to cremate bodies worked just now. Doing the same thing with the butcher table didn't, and I had already tried this last night with both before I made the post and it wasn't working... Ugh... ๐Ÿ˜ฎโ€๐Ÿ’จ

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submitted 3 weeks ago* (last edited 3 weeks ago) by JustEnoughDucks@feddit.nl to c/rimworld@lemmy.world

I played rimworld on and off casually for a few years. <100 hours in the game. I could never make it to the spaceship though I did have a pretty good colony or two.

Sorry here is the rant of my recent colony I tried playing for hours and hours:

I bought ideology and came back to rimworld because it sounded fun and wanted a simple tribal start. Everyone said arid shrublands is easy so sure. i picked pheobe on normal difficulty because I was looking for a relaxed time. Everyone says arid shrublands is the easiest.

Holy shit. 4 animals on the entire map + 1 herd of elephants. Almost no trees whatsoever, and researching is so damn slow that I have only had stonecutting and complex furniture done in 2 years. Electricity by itself would take 3-4 years of non-stop research...

Meanwhile, there is no way to heat or cool anything because campfires make a room boil (and there is no wood) and passive coolers don't work (and there is no wood). I have a giant cactus farm, but don't worry, somehow it takes 2 seasons to fully grow when it says 15 days on the card and it is 100% fert. So that doesn't help much. So there is no way to cool except to go into the mountains. Fine, except oh wait, when it is 60C outside, it is still 50C in the heart of the mountain when everything has doors...

I have half the map covered in agriculture and the heat is so intense (35-60C and never ever ever drops below that) means that I have to use every bit of spare wood for cooking and every single day is a fight to have enough food. I have to rotate out cooks because they will pass out in the kitchen.

Then I am hit with heatwave after >70C heatwave. Crippling and incapacitating all of my colonists for a week at a time until everyone is starving. Don't even think of cooking during a heatwave. Then it will get to over 80 in the room to cook one meal and the colonist will instantly go down. Not to mention the frequent heat storms during the heatwave to set everything on fire, but of course there I'd no technology like "a bucket of water" so my colonists have to let it all burn or die of heatstroke trying to pat it out lovingly with their bare hands.

2 raiders in 3 years, 0 chance to supplement my 5 colonists in any way at all. Each of those 2 raids had the people instantly killed, so no chance to recruit.

I can't hunt because my tech is so bad and my colonists are so slow that shooting an elephant once means they charge across the map and wipe out all 5 colonists in 30s

I can't raid because every single day is a fight for food for the day and the colonist tech is so bad they would get destroyed instantly.

I can't research armor because that would take years and years and I need to sink every minute in every day trying to get electricity so the next heatwave doesn't wipe me out.

Pretty much I am stuck in the most difficult fight for my colony every minute of every day and it simply isn't fun at all. Not eventful at all either. There is no story, just a slow grind of no technology and brutal, never ending heatwave conditions. This is what I assumed desert would be like, not arid shrublands...

That isn't even mentioning the weekly "mad hare"... some world that this is, 1 mad rabbit will beat 2 people, 1 with a spear and one with a revolver. What on earth. Then I am down to 3 people for at least 3 days while they recover. No way they will go down my completely open spike corridors either, they will just wait outside until I need someone to harvest agave outside of the walls where 1 single scratch takes your colonist down to 20% movement speed and it can just run them down...

/rant

Sorry, I hear people say that arid shrublands are the easiest biome, but holy hell would I disagree. If your farm isn't churning out rice within the first few days, you are simply completely dead.

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For me personally, it has to be animal pulser. I go into a Base, hide in a small room and activate it. Now I can witness a custom manhunt pack against my enemies! It's so much fun to watch.

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submitted 1 month ago* (last edited 1 month ago) by TheBlue22@lemmy.blahaj.zone to c/rimworld@lemmy.world

I had legendary armor that broke, will i get a quest for it again?

And a second question, is there a mod that removes durability on legendary weapons and armor? I feel like they should be unbreakable

EDIT: So I just got the mission to go get it again. Interesting. I guess I'll get some kind of repair mod and repair it once I had it for a while

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Thanks, Randy (lemmy.dbzer0.com)
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submitted 2 months ago by howler@lemmy.zip to c/rimworld@lemmy.world

I'm not in a hurry, but I'd like to know if I can make Biotech mine now or if it's worth waiting.

Thank you for your answers!

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Thanks for subscribing everybody and keep those lovely renders coming! !RimWorldporn@rimworld.gallery

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submitted 2 months ago* (last edited 2 months ago) by moosetwin@lemmy.dbzer0.com to c/rimworld@lemmy.world

Though it wasn't shown in the video, this happened behind the regular barricade as well.

Modlist

Log

Edit: This does not happen outside cover

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Cult of Planet is a colony of a progressors society, whose goal is to infiltrate this planet.
On Third Year we had only Mechanoids as raiding enemies. More then 12 mech events invade our colony.

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submitted 3 months ago* (last edited 3 months ago) by mox to c/rimworld@lemmy.world

Cameron 'Scorch' Alumbaugh started hitting on the ladies of our colony almost immediately upon arrival. Every one of them, regardless of age or species. He just doesn't give up, even when they're happily married, obviously pregnant, and firmly rejecting his advances.

I've seen him with four or five "rebuffed" debuffs at a time, and when he doesn't get his way, he will sometimes run around setting the colony on fire. (That's why we imprisoned him.)

If he wasn't so good with plants and rocks, we would have sent him packing already.

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Continuing our colony timelapse, 3rd Year is ready.
We removed the ineffective killbox, put in more canopy-roof for toxic fallout event, prolonged the tail of the spiral closer to the edge of the map. And we would have reached the edge of the map if not for several breacher raids in a row.

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Continuing our colony events with this video of Year 2.
Cult of Planet is a colony of a progressors society, whose goal is to infiltrate this planet. Second Year ends with AI Core treasure.

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I don't know what cave-in this art is referring to but I like the idea of a tank being scared.

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In the mod "Save our Ship 2" I managed to capture a pirate ship. The large, red ship is the pirate ship, and the small asymmetrical ship is mine. First, the pirates send a boarding party using small personal shuttles. These landed spread out around my ship, allowing my colonists to gang up on the individual pirates ad take them out.

Then I send my guys over to the pirate ship, in an effort to take them out. I had them use the airlock as a chokepoint. The pirates threw themselves at my colonists until they routed. The pirates tried running to the edge of the map in order to escape. A lot of the remaining pirates didn't have space suits at this point, and I had lined up my colonists to shoot the fleeing pirates, so none of them actually managed to reach the edge of the map. Which wouldn't have helped them eitherway, because their in geostationary orbit.

This would be a lot more difficult if the enemy AI wasn't brain dead.

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submitted 4 months ago by Forester@yiffit.net to c/rimworld@lemmy.world
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Marked as a spoiler because its a monster from Anomaly. The thing is, these things are not scary, because they don't have the AI necessary to capitalize on their invisibility. They act like typical raiders, meaning you can place your tough melee guys in a chokepoint, and they'll come to get their skulls bashed in.

It would probably be better if they instead acted like predatory animals, milling around on the map, and occasionally hunting one of your colonists. If they'd then avoid groups of colonists, while also always attacking in a group themselves, they'd be a truly terrifying monster. Basically, you'd have to hide out in your base, or go out to hunt them. And if you do choose to wait them out, there would be no indication that they've left.

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submitted 4 months ago by AirDevil@lemmy.world to c/rimworld@lemmy.world

I love Rimworld and play it a lot. I frequently see posts and articles comparing the two. I got Dwarf Fortress, watched tutorials, printed out flow charts, and really gave it a try for several hours.

But I didn't get into Dwarf Fortress :( some of the mechanics are weird. Many things are not intuitive or don't make sense. Like seeds that are needed for growing mushrooms are defaulted to be used in cooking and the setting to turn that off is difficult to find.

I finally realized an analogy today. Rimworld is like The Sims while Dwarf Fortress is like Sim City. Rimworld you directly control people and micromanage a colony. Dwarf Fortress is Sim City - you zone things and say generally what you want to happen, but don't control your meeples directly.

Thoughts on the comparison? Any other folks like Rimworld but not Dwarf Fortress?

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Follow up to my last post , the problem has been resolved using a killbox. Admittedly, I had to reload several times before I got it right. So in about 5 out of 6 universes, the colony died.

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The ongoing toxic fallout means that the sunblocker the mechanoids brought along won't cause any damage for the time being.

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Rimworld

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