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    Wednesday, November 27, 2019

    RimWorld Resurrection (OC)

    RimWorld Resurrection (OC)


    Resurrection (OC)

    Posted: 26 Nov 2019 08:40 PM PST

    i drew my oldest married colonists, Priscilla and Ray. they've been kicking ass for a long time, with ~500 kills shared between them

    Posted: 27 Nov 2019 01:56 AM PST

    I wanted to start a ice sheet play through...

    Posted: 26 Nov 2019 04:34 PM PST

    I made a thrumbo horn axe out of cardboard construction paper and an old pair of jeans.

    Posted: 27 Nov 2019 12:03 AM PST

    when they breach your defenses

    Posted: 27 Nov 2019 02:23 AM PST

    Sympathetic cabbages

    Posted: 27 Nov 2019 06:24 AM PST

    Rats you say?

    Posted: 27 Nov 2019 02:52 AM PST

    Randy revealed himself to me

    Posted: 26 Nov 2019 10:16 PM PST

    a r t

    Posted: 26 Nov 2019 10:24 AM PST

    Just wanted to share my 3 year old base that I've been playing for the past week would love some feed back on it if i can improve it.

    Posted: 27 Nov 2019 06:40 AM PST

    I made myself in game...

    Posted: 27 Nov 2019 04:09 AM PST

    He went insane the second he got out of the pod :(

    submitted by /u/dpbart
    [link] [comments]

    TIL: Traders pyromaniacs will happily set your base on fire

    Posted: 26 Nov 2019 10:09 PM PST

    Thanks Randy. One of my best researchers literally exploded for no reason. Just shows to go ya, one minute you're exchanging pleasantries with Toni, the next you're idiopathically exploding. That's life on the Rim.

    Posted: 26 Nov 2019 09:25 PM PST

    whose fucking fault is that

    Posted: 26 Nov 2019 09:00 PM PST

    They put a carving of the mayor getting beat up on his own sarcophagus

    Posted: 27 Nov 2019 01:16 AM PST

    This 'Achievement Point' at the Furthest End of my Map with Nothing Else

    Posted: 26 Nov 2019 10:09 PM PST

    Not sure if I should execute or recruit him...

    Posted: 27 Nov 2019 07:57 AM PST

    Story of my life

    Posted: 26 Nov 2019 11:59 PM PST

    Let's start a revolution!

    Posted: 27 Nov 2019 01:14 AM PST

    [Guide] Special Operations on the Rim: A Guide To Raiding Slaver Forts/Large Prison Camps [Non-Vanilla]

    Posted: 27 Nov 2019 12:46 AM PST

    Introduction

    So you've hit late game and you're looking for a challenge beyond just flattening whoever dares to assault your fortified base? Instead of using nukes or missiles to destroy Slaver Forts, why not raid them and free their prisoners for recruiting to your colony? Of course, do prepare accordingly to avoid being flattened yourself...

    I've written this guide based on past raiding experience - it was rough at first and I took many losses, but I got the hang of it over time and it became fairly routine. Hopefully it will help those looking to conquer this late-game challenge for the first time. Although the weapons and gameplay mods below are not necessarily required (you could theoretically do the raid with just vanilla weapons and mechanics - just be prepared for a high casualty count), I have included them anyway as they were what I used.

    [Mods referenced in this guide]

    1. Large Prison Camp - The tough nut you're trying to crack, henceforth referred to as Slaver Forts (based on how they appear in the in-game event).
    2. Defensive Machine Gun Turret Pack - Most modded bases will probably have this for part of their mid-game defense. You'll need this for the Mk 19 Automated Grenade Launcher (AGL).
    3. More Vanilla Turrets - Same as the above, but you won't be using any of these on the attack. Instead, your Slaver Forts will probably include a Devastator Mortar or two if this mod is active, so this guide is written with that scenario in mind.
    4. Project Itzal - Main Pack - Some nice weapons for the ordinary soldier. I like this for the Reloadable Rocket Launcher, Kugelblitz Launcher, Breaching Shotgun, Grenade Launcher and Super Heavy MG.
    5. Melee Weapons Extended - More nice weapons for the ordinary soldier. You'll probably want this for the stun baton and rocket hammer/charge sword.
    6. Advanced Shield Belts - More protection is always critical, and ranged shield belts are no exception. Costly to make, but a lifesaver when raiding these Forts.
    7. Shield Generators by Frontier Developments - Most modded bases will also probably have this as part of their late-game defense. Useful for the portable shield generator.
    8. Field Medic [1.0] - Adds craftable Medic Bags which, when equipped, allow for rapid stabilization of pawns that are bleeding out. Patched up wounds do NOT last as long as normal tends, but it buys time to bring them somewhere else if they are an hour from death. Useful in a pinch.
    9. [1.0] Tend Whenever - Allows your pawns with Medical skill of at least 7 to tend to the wounds of others immediately on the battlefield without needing to be carried to a sick bay/bed. A good mod to have if you don't want to endlessly be crafting medic bags.
    10. Transport Downed Pawns - For when you're lazy to wait for everyone to recover before loading them into transport pods. Just tend the wounds of everyone - even if they can't walk - and chunk 'em into transport pods, then land the pods at your base's hospital for better treatment.
    11. Transport Pod MK2 - There are a good many mods for transport pods, but I like this. MK2 version allows for vastly expanded cargo sizes and cute one-tile launchers, so they're great for sending in after the raid is done.
    12. MinifyEverything - Most modded games will have this anyway. Useful for minifying your Mk19 AGL and transport pods.
    13. Pawn Badge - Provides base functionality for adding more pawn badges and a few basic badges. I use this in conjunction with the U.S military's badges (which have to be downloaded separately and placed after this) - just search for Pawn Badges on the Workshop and you'll find a great variety. Useful for identifying who's who in the heat of battle.

    Stage 1: Preparation

    The assault of such a Fort should not be taken lightly, given that you will be going up against hardened walls, many troops and multiple mortars. Given that you will be committing a minimum of 10 pawns and up to 20 pawns for the duration of the raid, you need to first check if your base is secure against other raids while these many pawns are away from your base. No point bringing back rescued prisoners to a ruined base.

    It is? Great. Then I hope you've got significant industrial capacities because your raid squad will need the best tools for the job.

    [Squad Sizes and Equipment]

    A single raid squad should consist of 10 pawns divided into two teams: The tip of the spear (which I'll call the Commandos) and the fat spearhead (which I'll call the Bulk). Their armour is categorized as follows: T1 (best) - Ranged/Melee Shield Belts, Marine armour or better; T2 (decent) - Marine armour or better; T3 (basic) - Flak Jackets/Vests. Ideally all members should have Tier 1 armour, but alternatives loadouts do exist if shield belts are scarce:

    Role (Team) Weapon Armour
    Squad Leader (Commando)1,2 Super Heavy MG T1 (Ranged Shield Belt)
    Sergeant (Commando)1,2 Breaching Shotgun T1 (Ranged Shield Belt)
    Breaching Specialist (Commando)1 Grenade Launcher T1 (Ranged Shield Belt)
    Squad 2IC (Bulk)1,2 Charge Sword/Rocket Hammer3 T1 (Heavy/Normal Shield Belt)
    Gunner 1 (Bulk) Minigun T1/T2/T3
    Gunner 2 (Bulk) Minigun T1/T2/T3
    Demolition Specialist (Bulk) Reloadable Rocket Launcher T1/T2/T3
    EMP Specialist (Bulk) Kugelblitz Launcher T1/T2/T3
    Chief Medic (Bulk)1,2 Stun Baton T1 (Heavy/Normal Shield Belt)
    Medic 2IC (Bulk)1,2 Stun Baton T1 (Heavy/Normal Shield Belt)/T2

    1 It is highly recommended that these pawns should have the Steadfast/Iron-willed traits along with Tough and Jogger/Fast Walker. They must also have Medical skills above 7 to allow them to tend to wounds in the battlefield without Medic Bags.

    2 If you have the Medic Bag mod installed, it is recommended that these pawns are equipped with a Medic Bag for rapid stabilization of dying pawns.

    3 In a pinch, good quality longswords or maces could also be used.

    Do also prepare the following equipment for podding in together with the Bulk Team:

    Equipment Purpose Comments
    2x/1x Mk19 AGL (1 is possible, but it is highly recommended to bring another for a total of 2.) Additional firepower for Bulk Team Build then minify. Doesn't require ammo
    1x Mk2 Transport Pod For bringing everyone back safely Build then minify.
    1x Mk2 Transport Pod Launcher (fueled up) For launching the transport pod Be sure to fill it with sufficient fuel before minifying it.
    1x Portable Shield Generator (Optional, but highly recommended) Protection of Bulk Team from mortars Be sure it is fully charged before minfiying it.
    3x~5x Barriers (Optional) Protection of Bulk Team if shields go down Some mods include portable barriers that provide decent cover. Build and minify.
    Food, medical kits etc. (Optional) If things go FUBAR, these supplies will come in handy.

    Detailed above is what I would consider the bare minimum before attempting such a raid. In successive raids though, I found that having additional personnel on standby helped. Here is what I would recommend beyond just a barebones 10-men raid squad:

    1. 2 ODST/Rapid Deployment Teams consisting of 2 pawns each (for a total of four pawns). They should all be equipped with Breaching Shotguns, T1 (Ranged Shield Belt) armour and Medic Bags. I've nicknamed these teams 'Delta Force'. Have them sit in the pods on standby in your base so that they can quickly be sent in if needed.
    2. A 6-man 'Cleanup Crew' consisting of lightly armoured (T3 is fine) pawns wielding stun batons and with some medical skills. They don't have to be on standby, but if you're confident the raid will go smoothly and quickly you can leave them in pods ready to deploy once the raid is completed.

    Precisely why they're useful will be apparent in the next section.

    Stage 2: Infiltration

    So you've got everything you needed - how should you go about assaulting the Slaver Fort?

    This is where the Commando Team earns their stripes (or scars). I've named them as such due to their role of podding in early and taking out key installations - primarily mortars, but also turrets if necessary. They will be under extremely heavy fire, though, so be sure to lower the game speed to 1, save before sending them in (if you aren't confident) and make heavy use of the pause button.

    Recommended steps:

    1. [Landing] Send in the Commando Team and ask them to drop pod at the edges. (If you want a challenge, drop in at the centre*).
      1. Do NOT pull a Danny DeVito and go 'so anyway, I started blasting. Pow! Pow!' at the Fort's thick walls. I don't care how tough your armour is; the second your pawns landed, the mortars in the Fort would have automatically tracked and sent shells to your landing spot. The last thing you want to do is to be stationary (which is what pawns do when they're shooting at anything unless you've got mods for that) when those shells hit. Taking a full barrage of five shells (or seven, if you're unlucky) from a single Devastator Mortar salvo will DEFINITELY shred your shield belts and instantly incapacitate - if not outright kill - your team.
      2. Do NOT send in the whole squad at once. Mortars are great at shredding closely-packed troops and a small footprint will help in avoiding the shells (particularly when you can't see where they're coming from)
    2. [Reconnaissance and Breaching] Instead, keep kiting around the edges of the map until you've identified whether the base contains a Devastator Mortar (DM) or just normal mortars. The shells should generally miss you if you keep moving, and you'll be able to tell whether there is a DM or not by counting the number of shells which land in quick succession. If five shells hit a small area, the base has a DM and likely three to four other normal mortars. If not, it's likely to just be four to five normal mortars.
      1. If the base has a DM, keep kiting until you see one salvo land, then begin blasting away at the walls with your Sergeant's Breaching Shotgun and Breaching Specialist's Grenade Launcher. You have precisely 60 seconds (due to reloading time for DMs) before the next salvo hits, so you need to break through four or five layers of air-gapped walls before your team gets hit. If you're not confident that you can penetrate in that time, do as much damage as you can in 30 seconds then kite around until the next salvo hits before going back to blasting away at the walls.
        1. The second your Sergeant and Breaching Specialist begin attacking the walls, the Fort's troops will come out and shoot. Your Squad Leader will have the unenviable task of holding back heavy small arms fire and grenades with just his Super Heavy MG while mortar shells from the non-DM mortars are landing on where your team is, so make sure he's the best colonist you've got (and given the appropriate equipment as mentioned above).
        2. If you're kiting for a second round, you can have your Sergeant and Breaching Specialist assist in the returning of fire, but be sure to keep moving to avoid mortar shells landing squarely on your tiny team.
        3. If the base has more than one DM, you'll have to figure out the longest time you can shoot at the walls between each salvo and time it. You absolutely cannot afford to be hit while the walls are still unbreached, so you need to keep a cool head while shells and bullets are flying and make the damn hole in the wall.
        4. You can't kite forever hoping that mortars will run out of ammo as DMs do not require ammo. So you're going to have to go in and take it out before it takes your squad out.
      2. If the base has no DMs, it's a bit easier. You can kite until all the mortars have ran out of ammo, or simply kite + time the landing of shells and begin blasting away once a HE shell has landed.
        1. A mix of shells can sometimes land, ranging from EMP to HE and incendiary. I would recommend beginning breaching efforts after the HE shell has landed to take advantage of the mortar reloading time - it's better to be hit in the middle of breaching efforts by an EMP or incendiary shell rather than to begin after either shell has landed and be hit instead with HE shells while your shield belts are down.
    3. [Reconnaissance] Once breaching efforts have been successful, you'll be able to see the whole internal layout of the Fort. Hit pause and save the game if you're not confident, because the next stage is about to begin.
      1. Take note of the following: DM locations first, mortars with HE shells second, other mortars third, and turrets last.
      2. Your Commando Team will likely have taken some damage in the breaching efforts either from small arms fire or mortar shells. At most, you should only have two pawns incapacitated - have the third member patch them up to stop their bleeding (not with stabilize but with the normal tend function from the 'Tend Wherever' mod as the former will expire too quickly while you're still fighting) and send whoever can still fight into the fray. If all are downed, you will probably need to re-load the save and practice kiting + breaching + defending until you're familiar with the procedures and can breach with minimal/no casualties.

    Stage 3: Suppression and Neutralization

    So your Commando Team has successfully breached with some minor/moderate casualties. The Fort is on full alert with soldiers massing towards your location and mortars preparing to fire at the breach while turrets lie ready to lay down fire on unsuspecting pawns. How do you successfully overcome the base's internal defenses?

    Recommended steps:

    1. [Suppression of enemy mortars] Remember having noted the location of DMs (or mortars with HE shells if there are no DMs)? This is where it's helpful: See how far they are from your Commando Team's breach. If they're all the way at the opposite end of the map, send in your Bulk Team to take out the DMs/HE mortars. if they're fairly close, your Commando Team can take it out instead and you can land your Bulk Team at other mortar locations instead.
      1. All mortars have a safe zone within their minimum range - anything too close can't be fired upon by them. If your Commando Team is able to make a run for it and get within the safe zone of the DM/HE mortars before other shells hit, then you can assign them that and have your Bulk Team take out other mortars instead. If not, assign the Commando Team to take out the nearest mortars and have the Bulk Team focus on taking out all the DM/HE mortars by landing near to - or right - where they are.
      2. It is up to you if you wish to just shoot the pawn operating the mortar or the mortar itself. Doing the former will preserve the mortar if you wish to bring it back to your base after the raid's done, but risks enemy pawns loading the mortar and using them against you once your squad is somewhere else. Doing the latter will permanently destroy the mortar, but you won't have to worry about random shells coming in after you thought a mortar pawn was already suppressed.
      3. Mortars WILL explode upon destruction and are likely to explode any unused shells nearby as well. Do bear this in mind and destroy them at range if possible.
      4. I like to split up my Commando Team into 2-1 or 1-1-1 configurations to take out two or three mortars simultaneously so that my Bulk Team can focus on taking down two other mortars and immediately clear the Fort of mortars shortly after their landing. Of course, if the Bulk Team or surviving Commando Team is only able to take out the highest priority mortars (DM/HE), do expect to receive mortar fire from two or three other mortars while your team is inside the base.
    2. [Suppression of enemy pawns] The landing of your Bulk Team should have disrupted the massing of enemy pawns against the breach entry and taken out at least one or two nearby mortars. However, you're still going to have to defend against small arms and explosives (grenades, etc), so this is where your equipment which you've landed comes in handy.
      1. Of the three following pawns (EMP Specialist, Chief Medic and Medic 2IC), get one to set up and man the Mk19 AGL(s) while the other sets up the portable shield generator. If you brought in two AGLs, that's even more firepower you'll be able to bring to bear. Your gunner pawns should be focused on returning fire with their miniguns while you control the pawns manning the AGLs and instruct them where to hit. Any extra manpower can be used to set up barriers if you brought them.
        1. Most enemy troops will be massed in little pockets taking cover behind various objects. Have your AGLs focus on grouped enemy troops for maximum damage while your gunners return fire to wandering/isolated pawns.
        2. Do make sure that everyone is standing within the portable shield generator's range so that they are protected from bullets and incoming mortar shells. It can't take much damage, but it will certainly soak up more than individual shield belts can.
      2. Your Squad 2IC can be used to repel enemy melee troops or sent on solo mortar/turret-hunting missions. If you are short on manpower, have your medics repel enemy melee troops with their stun batons while your EMP and Demolition Specialists man the AGLs.
      3. The miniguns and AGLs should provide sufficient firepower so that you do not need to use your Demolition Specialist's Rocket Launcher or the EMP Specialist's Kugelblitz Launcher. The latter in particular is highly difficult (and dangerous) to use as firing its EMP shell will temporarily disable enemy mortars and turrets in a large radius, but also your own portable shield generator and any shield belts unlucky to be caught within its blast radius.
        1. If, however, your own portable shield and shield belts are down and you're in a dire situation with mortars firing down on you, you may consider using the Kugelblitz Launcher. Just be mindful of the shell's slow speed - it does not travel as fast as a mortar shell does, so its effect is not exactly instantaneous.
        2. The Demolition Specialist's Rocket Launcher can be used if you feel that you lack sufficient firepower (particularly if you lose one or both AGLs during heavy fighting) or you wish to blast away at internal walls for ease of fighting.
      4. While the Bulk Team occupies the main forces, the Commando Team can chip in to assist after all mortars have been neutralized. Engaging alone or in pairs while bullets are flying may be somewhat dangerous, but their traits and superior equipment should compensate for it.
    3. [Suppression of enemy turrets] Once the enemy has been put to flight, you can zoom out and double-click on any enemy turret you see to automatically select all enemy turrets. Since they can't move, send in your Squad 2IC or anyone with shield belts to destroy them (or cut their power to deactivate them if you wish to take them back with you). This isn't too difficult.

    Stage 4: Rescue and Exfiltration

    The battle has been won and enemy pawns - those that can limp, at least - are fleeing in droves. The most challenging part is over, but you still have to care for the wounded, manage mental breaks and get everyone back in one piece.

    Recommended steps:

    1. [Crisis Management] Triage the casualties based on hours before they bleed out and the severity of their wounds. Have your Squad's Medics - along with the Commando Team, who should all have high Medical skills - to stabilize whoever's bleeding out, bandage those that are bleeding and carry the incapacitated to a mass medical bay for easier tending. Herbs and medical kits will be useful at this point, along with foodstuffs for consumption.
      1. You can use sleeping spots on the ground converted to medical use or portable beds if you have mods/minified them.
    2. [Rescue] Free the prisoners which you originally came for! I like to have the Squad Leader or Squad 2IC to be the first one entering prison cells flanked by his squad members, but if they're unavailable due to injuries you can use whoever is not occupied with stabilizing the medical situation. If you're feeling particularly generous, you may also blast holes in the prisons of those you aren't interested to rescue - they'll wander out and off the map.
    3. [Inventory Management] Remember the fueled Mk2 transport pod launchers and transport pods you landed? There's a reason I recommended filling the pod launchers instead of sending in chemfuel and fueling them up: Chemfuel can explode if your Bulk Team takes a direct grenade or mortar hit. So filled pod launchers are far safer especially when they've been minified. Set them up, be sure to minify your AGLs and portable shield generators along with any barriers you want to bring back.
      1. Also now's the time to raid the Fort for any gold, silver or materials you want. Minify all turrets and mortars which you wish to bring back, etc.
    4. [Handling of Mental Breaks] It is possible that some pawns get mental breaks and go berserk or something after seeing so many dead bodies. That's where your Medics come in: Have they double up as "Encouragers" and smack them silly with their stun batons until they're incapacitated and out of the mental break. Then tend to their wounds and bring them back to the main medic bay for exfiltration.
    5. [Exfiltration] The pod should be on the launcher: Just load up all the captured prisoners, rescued prisoners and who/whatever you want to bring back. Land the pod away from your base's defenses (since sometimes the captured prisoners are fired upon by turrets) and ferry the injured to your hospital. Those that aren't injured can either take a well-earned rest or help in bringing your loot to the various stockpiles.

    Conclusion and Screenshots!

    The raiding of Slaver Forts is challenging but quite fun. Hopefully this helps others looking to try out this aspect of the game!

    Some screenshots from my early - and final few - raids:

    What a Slaver Fort looks like from the outside

    -Early Raids lacking a full 10-pawn squad-

    Stage 2: Reconnaissance by Ghost Squad, pre-breaching.

    Stage 2: Reconnaissance after successful breaching. Note the position of three mortars in the screenshot - the nearest in the South-West will be taken by the Commando Team, while the other two on the far end will be the job of Ghost Squad's Bulk Team.

    Stage 3: Suppression of enemy mortars. Ghost Squad's Bulk Team lands and deploys their AGL, 2IC Peterson takes out the pawn manning the nearby mortar while the other members blow up the mortar in front of them and prepare for a tough fight.

    Stage 3: Suppression of enemy troops. Ghost Squad's Commando Team moves to capture some desired prisoners while Bulk Team relocates their AGL to a more defensible location.

    Stage 4: Crisis Management. The battle has been won at a heavy cost: 3 pawns are downed and many are bleeding.

    Stage 4: Exfiltration: The rudimentary medical bay of four medical sleeping spots can be seen near the transport pods which have been set up; no effort was made to loot the storehouses. All pawns - whether downed or captured - were loaded into the transport pod before it was sent back to the base.

    -Late Raids with the benefit of Delta Force on standby, running without portable shield generators because they were deemed unnecessary-

    Stage 2: A Commando Team breaching a different Fort after kiting mortar shells. Notice the air-gapped walls.

    Stage 3: Commando Team successfully breached from South-West without any incaps and taking out a turret to their right, Bulk Team landed in North-East to take out an enemy mortar position. Demolition Specialist downed - possibly due to AGL exploding - while a Delta Force squad of size 3 (Jet, Uffa and Jennii) was called in in the North-West to ease pressure on the pinned-down Bulk Team.

    Stage 3: Putting together a breaching team to breach walls again and take out the last mortar/cannon.

    The benefits of having multiple squads: One is sufficient for base defense - along with Base Security Forces and High Command - while the other can serve as a backup for the third that is raiding if Delta Force is insufficient.

    FAQ

    1. What's the purpose of Delta Force and the Cleanup Crew?
      1. The guide above is for a barebones team of 10 pawns. I like to call in Delta Force if additional backup is required to take out mortars or for flanking maneuvers on enemy pawns. Two (or four) pawns with breaching shotguns can pack a hell of a punch, particularly when they have excellent traits and T1 armour as well.
      2. The Cleanup Crew is what I send in if a squad has taken particularly heavy losses during their attack. If only your Secondary Medic is left standing after a long and grueling fight, the Inventory Management and Exfiltration will take a long time. Sending in extra helping hands tends to speed up the loading process and is a good buffer in case your last standing pawn from the squad goes on a mental break as well.
      3. As my base/colony grew larger, I eventually could afford to have an entire squad on backup - beyond just the Delta Force and Cleanup Crew - in case things went FUBAR for the first squad. The more experienced squad (with higher stats/skills) would always serve as the backup squad in the event their less experienced counterparts got iced. Also makes for good fun role-playing 'joint operations' between different squads if one's up for that.
    2. Why didn't you recommend bringing in mortars for counter-mortar/battery fire?
      1. Unless you're landing your mortars outside the Fort, the mortars you're trying to take out are likely to be within their minimum range, so that renders them useless. Even for those mortars which your mortars can target, they may not be taken out in one hit unless you have mods increasing the accuracy of your mortars significantly or you employ mortars that can fire many shells (like DMs). Finally, your mortars will likely take be hit first and explode before they can fire off many shots because they'll be locked on and targeted the second they land with your Commando/Bulk Team. In addition, your Commando Team doesn't have much manpower (and time) to man mortars while trying to breach the walls unless they are shielded by something more than a portable shield generator, so I have generally refrained from bringing in mortars to counter enemy mortars.
    3. Why didn't you recommend bringing in the AGLs with the Commando Team?
      1. The AGLs are stationary emplacements and you do NOT want to be stationary when the mortar shells hit; you want to be kiting the shells. Although they may be useful for breaching due to high damage, I personally prefer to breach without them since I don't want to risk one guy getting hit by a slew of DM/HE shells while he's operating it.
    submitted by /u/Zereon
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    If your pawn has no weapon and is keeping a beer in his eq, he will use it as a weapon.

    Posted: 26 Nov 2019 08:10 AM PST

    My new tropical beach base, any suggestions for improvements?

    Posted: 27 Nov 2019 12:28 AM PST

    Steam Awards this year would have been a perfect fit for Rimworld. Unfortunately, we can only nominate it for the "labor of love" award.

    Posted: 27 Nov 2019 12:55 AM PST

    Last year's categories: Game of the year (PUBG), VR Game of the Year: Skyrim, Labor of love: GTA V, Best developer: CD project Red, Best Environment: Witcher 3, Best Alternate History:Assassin's creed, Better with friends: rainbow six siege, Most fun with a machine: rocket league.

    versus:

    This year's categories:. Game of the year, VR game of the year, labor of love, better with friends, most innovative gameplay, outstanding story-rich game, best game you suck at, and outstanding visual style.

    Not saying Rimworld's not a labor of love, but "the best game you'll suck at" might as well be its motto at this point.

    submitted by /u/KittenTwitch
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