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    Wednesday, November 20, 2019

    RimWorld That seems fair.

    RimWorld That seems fair.


    That seems fair.

    Posted: 20 Nov 2019 06:07 AM PST

    When you finally sh*t after 3 days

    Posted: 19 Nov 2019 11:02 AM PST

    So i kept running out of food, and couldn't figure out why. Then, I remembered....

    Posted: 20 Nov 2019 05:17 AM PST

    "Excuse me! Sir! It's so cold outside and I just wanted to buy some parkas maybe? Oh... Ouch... Ok.."

    Posted: 20 Nov 2019 05:15 AM PST

    Spent the past 4 hours making a lil village inside my superstructure :) I call it sanctuary!

    Posted: 19 Nov 2019 11:15 PM PST

    The great disaster of 5504

    Posted: 19 Nov 2019 08:20 PM PST

    5504, 15th of Aprimay.

    Rebar, first colonist of Bots, surveyed his handiwork. 8 finished bedrooms. 8 personal bedrooms. Pure luxury. It had been a long road since they crashed. Three hard winters and more, building this place up from the dirt. But at last things were starting to really come together.

    The next day the bugs came.

    The insects tunneled up into the bedrooms. Luckily everyone was out in the fields. We gathered to plan. "Ok, we've heard about this. Fire works best, and we've got stone walled bedrooms with nice wooden floors and doors. This is as good as it's going to get." Rebar deconstructed a large section of his carefully laid wood floor in the hallway outside, as a fire break, then tossed a Molotov down to the nearest door. The fire lit up like a champ and tore into the new rooms. So much for luxury.

    We hadn't heard about how the bugs could mine.

    They busted through a wall and poured out in a flood toward a row of surprised faces. The fighting was brief and bloody.

    We prevailed somehow, but with at least half the colony downed. That's when the steel vents caught fire. The fire raged into the workshop, leaping impossibly from bench to bench, out of control. It swept through the base, claiming the lives of the downed colonists - except for one who we were just barely able to grab in time. We set up a makeshift hospital and barracks in a separate greenhouse while everything else went to ashes.

    The next morning we took stock: Three colonists upright with cuts and burns. One - the only one we could pull out of the fire - permanently bedridden with a shattered spine. It was Rebar. We had no bedrooms. No workshop. No food. No tables... Just one sunlamp and some half grown crops. That's when the raiders attacked.

    We limped into the fields and took cover behind some sandbags. Little good it did. The raiders moved fast and shot faster. We downed one... They killed two. Our last man standing was clubbed down into the dirt, and taken prisoner.

    The sounds of gunfire faded. Inside the greenhouse, it was warm and quiet. Rebar, last colonist of Bots, lay paralyzed on the dirt floor. Wishing he could at least dig graves for his comrades. Wishing there was even enough left to bury.

    submitted by /u/PulpySnowboy
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    (Art thingy) TheMachiner

    Posted: 20 Nov 2019 12:46 AM PST

    What I imagine a Lancer to look like..

    Posted: 19 Nov 2019 11:28 AM PST

    Just Another RimTribe Story - Episode 15

    Posted: 20 Nov 2019 04:40 AM PST

    A mod that adds a faction called PETA

    Posted: 20 Nov 2019 04:30 AM PST

    This new faction will hate you if you go round killing peaceful animals (unless they are gravely injured by something else) will not mind you if you kill off overpopulated and aggressive animals and like you if you euthanise downed/gravely injured animals (injured by something else) They could sell everything to do with animals including animal statues, beds etc but also sell a few other things, it. Could work with other mods like a dog said and other animal affecting mods to put their stuff in their shop, they will never take animals in to fights and if forced to fight with animals and fleeing isn't an option they will instead try to kill the animal they are forced to fight as humanely as possible.

    submitted by /u/jjh5874
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    Mod suggestion. Caravan: Set new faction

    Posted: 19 Nov 2019 07:48 PM PST

    Hi, I had an idea for a mod that I think would be nice. I'm currently in end game and have too many pawns. I thought of this mod idea while thinking up ways to (ethically) get rid of some. I think it would be nice if we had the option to send a new type of caravan: Settlers.

    You fill it up like a normal caravan, selecting the pawns, items, and livestock you want to send. But once the caravan is off of your map, you lose ownership of them. Their goal is to establish a new faction, somewhere on the map. The probability of it succeeding could depends on the pawn's skills, the number of them, the amount/quality of items you sent them with... and of course just dumb old luck!

    If they succeed, after x number of quadrums you would get a notification that a new faction has been created, as well as the location of their settlement(a randomly selected tile near-ish your base). The new faction from then on act as a vanilla faction: You can trade with them, get requests from them, etc...

    As part of the mod, you could also get a request from a (friendly) faction for volunteers. As long as the event is active, any settler caravan you send out will have a boosted chance of success, AND will get you an increased reputation with the faction that made the request.

    But what if it fails? In the best case, you get no notification. The pawns can later turn up in rescue quest or as part of another faction, either friendly or hostile, same as banished pawns. In the worst case, you will recieve a notification that they established a new PIRATE faction. The chance of this happening is higher for every bloodlust, psychopaths and cannibals you send on the caravan.

    Though I imagine a mod like that would be kinda tricky to implement, mostly due to the challenge of coming up with the system of probability, I think it would be a very good mod, with a balanced cost/reward system. It would also add a new dimension to the game, and a more ethical way to get rid of unwanted pawns than to outright banish them or sending out a caravan to starve.

    I don't know shit about modding, so I hope this will interest someone :3 Take care!

    submitted by /u/AerisaFoxFeather
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    Its totally worth it for camp raids.

    Posted: 19 Nov 2019 03:20 PM PST

    Is it normal to keep a mass grave site outside your base to scare away the locals?

    Posted: 19 Nov 2019 04:02 PM PST

    Maybe Rimworld was the friends we made along the way...

    Posted: 19 Nov 2019 09:40 PM PST

    i drew some of my favorite colonists! i might color this in someday lol

    Posted: 19 Nov 2019 06:26 PM PST

    A mod that adds in underdeveloped factions that you don’t know exist untill you find them

    Posted: 20 Nov 2019 04:32 AM PST

    Basically the title

    submitted by /u/jjh5874
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    What's the perfect mods for ultimate realism that can run with Combat Extended?

    Posted: 20 Nov 2019 07:18 AM PST

    Huh? I don't think that's meant to happen...

    Posted: 20 Nov 2019 05:43 AM PST

    Mod request to help sort apparel.

    Posted: 20 Nov 2019 07:04 AM PST

    Is there a mod which sorts apparel per layer when you are assigning outfits? Like all apparel which are a skin layer or middle or outer layer.

    submitted by /u/tinchek
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    Bug Hunt

    Posted: 19 Nov 2019 09:15 PM PST

    Weird road to nowhere. #EbolaRoad

    Posted: 20 Nov 2019 03:00 AM PST

    Ladies and Gentlemen, this is it. We reached peak evolution right here.

    Posted: 19 Nov 2019 10:14 AM PST

    Mr. Tucker must have been a professor at a community college

    Posted: 20 Nov 2019 07:41 AM PST

    how to be a sneaky pawn?

    Posted: 20 Nov 2019 07:17 AM PST

    are there any stealth mechanics in rimworld?

    submitted by /u/RaskKing
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    Blood Machines

    Posted: 19 Nov 2019 02:05 PM PST

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