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    Thursday, February 20, 2020

    RimWorld I am bloody loving these new loading screen tooltips [1.1 Unstable]

    RimWorld I am bloody loving these new loading screen tooltips [1.1 Unstable]


    I am bloody loving these new loading screen tooltips [1.1 Unstable]

    Posted: 19 Feb 2020 03:52 PM PST

    I have 1,194 hours logged according to Steam, and have never turned a prisoner into a hat.

    Posted: 20 Feb 2020 03:17 AM PST

    The result of 2 mechanoid raids attacking in the middle of another mechanoid raid. I never hated mechanoids this much.

    Posted: 20 Feb 2020 05:22 AM PST

    It's sick that we are still not discussing main addition from 1.1.

    Posted: 19 Feb 2020 09:17 AM PST

    The new patch inspired me to try a vanilla playthrough. It's been 170 days on Rough Randy, commitment mode

    Posted: 20 Feb 2020 12:30 AM PST

    I am not a patient person.

    Posted: 19 Feb 2020 11:24 PM PST

    I think its time to remodel my IRL Bedroom

    Posted: 20 Feb 2020 07:07 AM PST

    1.1 is the best update ever...

    Posted: 19 Feb 2020 09:46 PM PST

    It has been done

    Posted: 20 Feb 2020 01:49 AM PST

    Can't wait for the QoL changes

    Posted: 19 Feb 2020 08:09 AM PST

    On my way!

    Posted: 20 Feb 2020 12:16 AM PST

    Pro tip: dedicated animal handler is a bad idea.

    Posted: 19 Feb 2020 12:35 PM PST

    [Guide] How to easily level up your medics, your social skills AND ensure the lives of your prisoners after release.

    Posted: 20 Feb 2020 07:14 AM PST

    1. Get a prisoner (a dedicated prison nutrient paste machine also saves your pawns a bunch of time here too.)

    2. Install left wooden foot.

    3. Install right wooden foot.

    4. Install left peg leg.

    5. Install right peg leg.

    6. Install dentures.

    7. Remove dentures.

    8. Remove both peg legs.

    9. Install just one peg leg. You can now keep removing and reinstalling each part forever and each surgery earns your medic XP

    10. If the prisoner has any bionics, remove these for safe keeping. You can replace vital bionic organs with cheaper prosthetics.

    11. Set order to only break down resistance. In between consciousness, your counsellors go in and make small talk with your guests and earning social XP.

    12. Keep removing and reinstalling peg legs but remember only one side at a time. If there ever is a prison break, with just one peg leg they probably won't even get to the prison doors.

    13. If you really want a captive audience for your social pawns, just remove both peg legs until you've had enough of the chit chat. Bear in mind though that your prisoners can't feed themselves when they're bed bound.

    14. When you've finally had enough release your prisoner. Some prisoners are too traumatised or don't have the physical prowess to recover from their surgery so they might need some Luciferium to get them back in on their feet.

    15. Once your prisoners are off the map if they ever return to raid you again, they're so slow they'll fall really far behind the main attack force. In my experience, the Raid always retreats before my previous guests ever get near the colony. So unless you ever actively hunt them, they'll never see another battle against you so that's one less gun and one life saved.

    Ethics [+1]

    Medical [+1]

    Social [+1]

    No one died in the making of this guide.

    Edit: There's nothing to stop you installing bionic arms but if the surgery goes wrong you'll lose the arm and there's a small chance of facing a prison break vs a prisoner with bionic arms.

    EDIT: Jimmy was a pretty bad dude, a gangster so I pushed the boundaries of a captive audience - don't worry, it's all fixable and he seems to be having a good time of it all.

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

    Who needs gear when you have honk.

    Posted: 19 Feb 2020 03:00 PM PST

    My Last colony in 1.0 Overrun by around 40 Centipedes

    Posted: 20 Feb 2020 07:31 AM PST

    Oh so very true....

    Posted: 19 Feb 2020 04:16 PM PST

    Today, I was attacked by a raider armed with a mug of beer.

    Posted: 19 Feb 2020 09:18 PM PST

    You f*ckin' what?!?!

    Posted: 19 Feb 2020 03:32 PM PST

    Want to remove natural generation of compacted machinery.

    Posted: 20 Feb 2020 05:47 AM PST

    I am using a mod that changes compacted steel into iron ore (Vanilla Iron and Steel) and raises the number you get from each block (More Steel). Also have a mod that makes the recipe for turning steel into components cheaper.

    I would love to remove or replace the natural generation of compacted machinery on the map. Does anyone know of a mod that can do this?

    I have tried the old Configureable Maps mod but that only has the option to remove both compacted machinery and compacted steel (which makes iron not spawn as well).

    submitted by /u/slaad01
    [link] [comments]

    So Sidoroff Is The Mentally Unstable One?

    Posted: 20 Feb 2020 02:03 AM PST

    The hardest choice I have had to make, do I put him down or try and save him?

    Posted: 20 Feb 2020 02:30 AM PST

    New trade options!!!

    Posted: 19 Feb 2020 10:50 PM PST

    Anyone else notice that exotic goods traders have more neurotrainer mech serums? I for one welcome this change!

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

    I tend to build my bases as singular structure rather than sprawling complexes. What do you think of this layout, with room for 12 (or more) pawns? In a day or two once it's built I'll upload screen shots but I'll take feedback now.

    Posted: 19 Feb 2020 01:24 PM PST

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