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    Wednesday, January 15, 2020

    RimWorld I saw the post and thought that it lacks depth

    RimWorld I saw the post and thought that it lacks depth


    I saw the post and thought that it lacks depth

    Posted: 15 Jan 2020 12:36 AM PST

    Me and the boys going to die in the player’s base

    Posted: 15 Jan 2020 02:14 AM PST

    Sometimes its not about organs or hats, sometimes its just about the warcrimes

    Posted: 14 Jan 2020 08:34 PM PST

    Ah yes I’m a god (Thanks to SrGrafo for the template)

    Posted: 14 Jan 2020 09:27 AM PST

    Props to whoever plays Phoebe :3

    Posted: 15 Jan 2020 04:13 AM PST

    Can I get an F for my colony?

    Posted: 15 Jan 2020 04:44 AM PST

    Last Stand

    Posted: 15 Jan 2020 06:22 AM PST

    Has anyone ever talked about the clearly lawsuit-crazy company that makes the defective ships in rimworld?

    Posted: 15 Jan 2020 02:47 AM PST

    Like, the sheer amount of ships that just fuck off and crash into a far off planet, never found again? How is the company that makes those ships still in business? WHERE IS THE JUSTICE

    submitted by /u/SunshineTae
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    Manhunter event moments before disaster

    Posted: 15 Jan 2020 06:39 AM PST

    When you set Randy Random has Merciless

    Posted: 15 Jan 2020 02:25 AM PST

    One of the horses gave birth to a Unicorn

    Posted: 14 Jan 2020 10:00 PM PST

    Oh no Thanos ;(

    Posted: 15 Jan 2020 07:51 AM PST

    The more you know ;)

    Posted: 15 Jan 2020 07:47 AM PST

    Randy Merciless just ended my first ever solo run. Here's to you, Rock Lobster. The two years we spent together on the Rim were some of the best I've had :'(

    Posted: 14 Jan 2020 08:57 PM PST

    So update on my post where i made a temple for randy and well....he 'gifted' me something indeed

    Posted: 15 Jan 2020 12:01 AM PST

    Mortar the hell out of them

    Posted: 14 Jan 2020 08:29 PM PST

    One of the devs made this the value, I want to congratulate him

    Posted: 15 Jan 2020 07:16 AM PST

    Theorycrafting: The Cooker Box

    Posted: 15 Jan 2020 04:20 AM PST

    Now that we have the magnificent Vanilla Furniture Expanded and Doors Expanded, I got around to thinking. It's all well and good to have a killbox where you can toss a couple of molotovs in and heat it up the wazoo, but the fact that you have to build a capping wall kind of kills the idea for me.

    Enter remote doors and flamethrower turrets.

    The Toasterbox. Crematorium included only as sample. Raiders must consult PDS before engaging use. Disclaimer: May cause third-degree burns occasioning death.

    A couple of things make this work. First is that you can make the things out of fireproof materials, so that once enemy bodies catch fire they won't end up burning the whole building down. The second is that...well, unless embers set them on fire, buildings won't catch on fire regardless of air temperature. The third is that the remote door on the other side of the blast door remains open at all times, until the raiders actually make it into the killbox. Of course, the entry tunnel can be lengthened to your taste in how many raiders get cooked simultaneously. A small one-pot meal for a single cannibal, or a grand feast for all the cannibal tribes in RimWorld? You decide!

    Ideally, we want a destructible non-security object inside the killbox to act as a lure for the raiders. It might even be a single pile of gold there to act as bait, if you don't want to build something - but keep in mind that a raider might just decide to steal it and leave. The object has to be non-flammable to ensure reusability, and it should have a high enough hitpoints pool to take some abuse from meleeing meatbags.

    Here we have a testbed containing a bunch of merc elites. I've spawned them in by console to see just how quickly they can go from 0 degrees to surface of the sun. The idea here is to see if a plasteel remote door can contain the force of a few raiders banging on it long enough to cook them to well-done.

    0 degrees C outside. Not very toasty inside...yet.

    After three volleys of flaming, this is the result. Unfortunately, it seems that I need to go back to the drawing board regarding the use of the flamethrower turrets. As fun as it is to watch them set things on fire, it turns out that the flamethrower turrets are also highly flammable (80% on a standard steel one). A plasteel flame turret is better, at 40% flammability, but it turns out the real winner might be a uranium one with 0% flammability. Which I find rather ironic, as uranium in real life is pyrophoric and will self-ignite if exposed to air!

    1294 degrees C after three volleys and rapidly climbing. Raiders down from instant heatstroke and major burns.

    Perhaps instead I could use chemfuel barrels and a landmine to trigger the fires instead. And wooden floors instead of concrete, to further amp up the heat.

    Experiment status: partial success. Turrets did not survive experiment. 100% lethality rate achieved in 3 volleys, 80% incapacitation achieved in two volleys. Plasteel remote door survived with over 50% of its HP remaining.

    Sidenote: Need to ensure that either the doors are all forbidden, or the contents are marked as not in home territory. I had a colonist walk into it moments later to try and beat the fire out...and got roasted by 2000 deg C temp inside the room.

    Follow-up: Determine best way to lure unwitting meatbags into the cooker box.

    submitted by /u/FoxWithAShotgun
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    Been playing with this colony since 1.0 first came out, here's the colony in the 5530's.

    Posted: 15 Jan 2020 02:54 AM PST

    Day one

    30 Years Later

    Graph \ Statistics

    Previous colony showcase post during the 5520's

    ^ The Linked Colony showcase post also contains close-up images of diffrent areas and buildings in the colony and list what their purpose(s) are, it's largely the same as it is now in the 5530's. The main changes with the colony now compared to it's 5520 version is the addition of:

    • A new killbox to the south-west of the colony, designed to slow down xenomorphs during their assaults while the Corporation's combat drones and soldiers get into postion in the main killbox area.

    • The Prison/Psych Facility has been completely removed due to it being largely unused and for primarly being the target for infestations. To the left of the former facility there is a Mechanoid workshop, recently it was being expanded to house more reprogrammed mechanoids.

    • The Aresnal remains mostly unchanged with the exception of the turret in the center of the room being removed alongside it's granite embrassure and a bunch of the USCM equipment and weapons being removed. Initially two combat drones would be stationed 24/7 in the room but currently they are near the primary killbox due to how dangerous xenomorphs raids have gotten.

    • A Hospital, Spa/Lounge room and a bedroom was added to the western-section of the colony. Previously this area wasn't being used for much in the 5520's but in recent years more stuff was added. I had planned to also make a bunch of helipads just north of the hospital aswell but never got round to it.

    • Laslty, there is the new Medical Lab. The med lab was specifically designed to quarantine pawns who were either confirmed or suspected of being impregnated with a xenomorph embryo. The med lab is equiped with two primary countmeasures should shit hit the fan: the release of sleeping gas or the release of super-cooled air into the room via a vent and the presence of a quantum cooler. During "testing", xenomorph chestburters and face huggers proved to be highly susceptible to the super-cooled air and would eventually become incapacited which allowed the specimen to be safely retrieved or destroyed. The med lab is located next to three cryo tube things to keep people from chestbursting if the proper medical equipment/personel isn't available to preform the embryo removal proceedure. So far only one colonist has gotten face-hugged and thanks to the medlab, the facehugger was contained and safely destroyed and the colonist later had the chestburster embryo safely removed.

    Think that's all the new stuff with the colony since 5520, as said that post I made does contain a list of other areas of the colony like the alcohol brewery, the food production factory etc so I recomend checking it for additional information.

    Also, sadly due to bugs with the current playthrough that I can't seem to fix or find the exact cause of I plan to be starting another colony from scratch sometime soon so if anybody has any ideas for what type of colony to go with and what mods to go with aswell then please suggest them. Since B18 My colonies have all been Corporation-based so a change from that would be welcome.

    grammar

    submitted by /u/Unknown9492
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    Modern art in a nutshell

    Posted: 15 Jan 2020 02:23 AM PST

    Jackpot.

    Posted: 14 Jan 2020 03:15 PM PST

    Unusually fortunate start

    Posted: 14 Jan 2020 02:51 PM PST

    Boreal forest, naked brutality, hard mode randy.

    A raider came right after I built my first multi-purpose room (bedroom / crafting / storage for first few days) and finished planting my crops. All I had was a lousy club against a skilled bruiser with a knife. 4 days in - had to hide and let this single raider burn down my crops.

    Another raider came right after I finished rebuilding & re-planting. Still hadn't finished building defenses. 9 days in - had to hide and let this raider burn down my crops, again.

    Looking like a pretty lean winter, I have 2 joiners so 3 colonists now - I've only managed 1 harvest, just before winter, when it should be possible to get 2 harvests. A single raider arrives, no big deal, I have some defenses and ranged weapons now. Come at me, bro.

    A moment later, a large trading caravan wanders in.

    Raider runs up to caravan, shoots his revolver just once, critical success - hits a pack muffalo right through the brain. Who collapses immediately and drops all his things.

    Now not such a lean first winter, after all. (some of the meat is me stealing kills from predators. Map spawned with a large number of predators, as well.)

    https://preview.redd.it/80jpqdnnpta41.png?width=1115&format=png&auto=webp&s=750efaf1932850dffef768f4a6ca6a6255e91a15

    submitted by /u/BoomZhakaLaka
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    TFW your 10yo brother shitposts on your social fighting and it's actually "good"

    Posted: 15 Jan 2020 05:13 AM PST

    When your colonist is ascetic

    Posted: 15 Jan 2020 01:18 AM PST

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