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    Thursday, May 14, 2020

    RimWorld I see your 86 GB output log and raise you my 402 GB output log.

    RimWorld I see your 86 GB output log and raise you my 402 GB output log.


    I see your 86 GB output log and raise you my 402 GB output log.

    Posted: 13 May 2020 09:59 PM PDT

    Rimworld Output log - I guess thats why my HDD was almost full

    Posted: 14 May 2020 01:07 AM PDT

    That feel when you're barely more valuable than a single component.

    Posted: 13 May 2020 07:29 PM PDT

    Check the size of your output log....

    Posted: 13 May 2020 07:26 PM PDT

    The Big List of Rimworld Tips

    Posted: 14 May 2020 04:23 AM PDT

    This list of tips is something I've put together over the years by playing rimworld and reading the subreddit. So a big thanks to anyone who posts tips or takes the time to help others out.

    I'm sure the long time players have seen it a few times but I think it should help the newer people quite a bit. I've updated it for the current game removing and adding some stuff. Anything new is at the bottom of the categories list so start from there if you've seen it before.

    If you have any tips of your own please post them in the comments for everyone.

    Building

    • When doing large construction projects setup critical stockpiles for resources nearby. Other colonists and hauling animals will bring the resources allowing your constructors to work faster.
    • You can create greenhouses by creating a room around fertile ground. Sunlamps provide light to grow crops and aircondition/heating can make the room temperature suitable for growing.
    • You can create a furnace by creating a stone room with a stone door. Put bodies or unwanted burnable items inside then torch it with a fire based weapon like a molotov. Make sure to remove the homezone for the interior to prevent fire warnings. WARNING: Forbid the door while burning is in progress, animals or colonists may try to enter the room otherwise which will result in death.
    • Cool/heat hallways and vent the air into connected rooms. It's cheaper and more efficient. In cold biomes you can heat your base with the exhaust from your freezer or from geothermal plants/vents.
    • Solar panels and food crops don't block wind turbines. Consider using them to keep the area clean so the turbines don't become blocked with trees or roofs.
    • You can combine your dining room and recreation room. Your colonists will get buffs appropriately as normal and it's much easier to make a single room impressive and wealthy than two seperate rooms.
    • Orbital traders drop your items at the nearest unroofed beacon to the comms console. Make a single beacon outside to ensure your trade goods always end up there.
    • Chemfuel is very dangerous make sure to store it inside a double walled stone room with a firefoamer to prevent accidential explosions.
    • You can cheese turning items on and off by having a small unconnected power conduit running underneath or nearby. Then you can simply hit reconnect to swap it from the power network to off.

    Combat

    • Undraft melee combatants when enemies are nearby. If they are set to engage enemies they will run around automatically attacking.
    • Fight melee enemies like mad animals at doorways. You'll be able to have multiple colonists attacking at once but the enemy will be forced to attack 1 at a time.
    • Draft everyone in combat even people incapable of violence. Also send all wandering animals to a safe zone. Undrafted people and animals may wander into the gunfire otherwise.
    • You can deplete enemy/colonist personal shields by using EMP grenades or setting off a firefoamer.
    • Putting a roof over your defences will stop your colonists from getting an aiming penalty due to bad weather.
    • When raiding outposts you can wall your colonists in and use an Animal Pulser to cause all animals on the map to go manhunter and wipe out your enemy. WARNING: If you do this there's a good chance you won't be able to loot the outpost before the forced leave timer expires.
    • Carpet or wood floors can be used to create traps. Once enemies are inside set the floor on fire to burn them alive. It works best if they have to deal with your colonists gunfire at the same time.
    • With a pod launcher, a boomrat or boomalope and some chemfuel or artillery shells you can create a makeshift warhead. Launch the critter into the enemy and when they explode on death they'll trigger all the additional explosive items. WARNING: Colony animals may not die but instead get downed. It may be wise to use more than one in your warheads.
    • Tame some boomrats or boomalopes. If you get an infestation move their zone to the hive area and the animals will rush inside. When they die they'll burst into flames setting the bugs and hives on fire.
    • With clever use of quests and their timers you can set up enemies to fight each other while reaping the rewards. Have a manhunter pack and mechanoid cluster? Combine them so they kill each other then finish off the winner.
    • Pay attention to the consequences of having a monument damaged. The consequences can be used as a defence against tough enemies. If your monument will cause a manhunter pack to show up what better time to trigger it then when you have a huge raid? It will help you in your defense and allow you to reclaim the space for a new building project.
    • Insects can be a wonderful source of meat, jelly and easy quest rewards. They spawn underneath overhead mountain tiles. By having a single area like this you can make them spawn there. Box it in with thick walls, build some stools, some wooden floors and incendiary IED's. If done correctly next time they spawn they'll set off your trap and burn alive. If you want to retrieve the meat/jelly break the wall to equalize the temperature to the outside then put out the fires and finish off the insects.
    • Having large animals on your map can be useful for defense. With the Manhunter Pulse psycast or an Animal Pulser you can drive the animals insane causing them to attack your enemies. This will weaken your enemies and provide you with a large influx of meat/leather.
    • When a colonist is obscured by at least 2 tiles of smokescreen turrets will be unable to target them. By having some people armed with smoke launchers you can safely clear away mechanoid cluster turrets without being shot at.
    • Some bionics/implants have some nasty effects when hit by an EMP. A brain implant will knock the person out. A specialized stomach will cause the person to start vomiting. This can be used to incapacitate your enemies or your own people if they have a mental break.

    Management

    • Assign your hunter to an area that excludes your freezer and any animal corpse stockpiles. Your hunter will be unable to haul their kills anywhere so they will instead continue hunting every animal you have tagged. Kills can be hauled in quickly by other colonists or hauling animals.
    • Assign your growers to night shift. Your growers will be able to plant and harvest everything all at once instead of running back and forth for a single plant. Darkness will make them work slower with moving and working however xp is time based so they'll learn quicker.
    • Assign a doctor to day shift and a doctor to night shift. Your doctors will automatically treat people 24/7 without you needing to micromanage treatments.
    • Place a growing zone over an area and forbid sowing. Your growers will automatically harvest trees, berry bushes, ambrosia plants ect when they reach maturity.
    • Setup critical stockpiles next to or near workbenches and hospitals for important resources. Workers will be able to grab materials faster and spend less time running around. Material stockpiles on shelves next to workbenches will allow workers to grab materials instantly instead of moving around. For kitchens drop the meals on the ground so your cooks can churn out dozens of meals in no time.
    • Change the ingredient radius on production bills to only what's necessary. This will stop cooks and crafters from wasting valuable time running across the map to retrieve things.
    • Setup your clothing policy so people only use clothing 51% durability or higher. If their clothing drops below they'll automatically unequip it preventing the tattered apparel debuff. Setup bills to create until you have X of clothing items then burn or sell tattered clothing to keep your colonists always in good quality clothing.
    • Keep 1 in your work priorities for vital tasks Firefight, Doctor, Basic, ect. If you ever need a job done immediately change its priority to 1 temporarily.
    • A dirty base can have a large negative impact on mood. Make it a priority to keep it clean. A good way is to simply have a colonist whose sole job is cleaning.
    • Confine baby animals to a safe area like a barn or kennel. It will protect them from predators and make them easier to train since your animal trainer won't have to run all over the base to train them.
    • You can turn off automatic homezone creation by clicking the house icon in the bottom right corner of the screen.
    • You can turn on automatic replacement of destroyed furniture/structures by clicking the hammer icon in the bottom right corner of the screen.
    • The clothing, drug and meal policy on new colonists/guests defaults to the first policy in the list. So modify the first policy to whatever setup you want people to normally follow to avoid having to change it.
    • You can have colonists firefight manually by drafting them. They'll extinguish all fires around them where they're standing allowing you to better control where you want fires put out.
    • Assign your crafters and cooks to night shift. That way all hauling for products and stockpiles can be done all at once during the day. It will avoid animals/people from hauling 1 item at a time.
    • If you use fast reproducing hauling animals like foxes or wolves try to keep mostly females. It allows you to rapidly replaces losses and all babies can be murdered for meat/leather.
    • Non violent pawns are excellent for vital roles like researchers or doctors because it keeps them out of harms way. They can also be used in combat to drag allies to safety (shields recommended) or as animal trainers. WARNING: Depending on your work priorities they may wander into firefights if not drafted.
    • Chemfuel generators are great early power sources. Boomalopes can be milked for chemfuel so you can run chemfuel generators indefinitely if you tame a few. If you use Dubs Bad Hygiene you can also turn fecal waste into chemfuel.

    Misc

    • Luciferium is a permanent commitment but it can cure scars after a season or 2 including brain injuries that leave colonists permanently bedridden.
    • If a colonist is suffering from a lot of grief over losing family members or friends you can put them in crytosleep. While in crytosleep their negative debuffs from losing friends and family will continue to count down.
    • If you're trying to get a colonist clean of addictions or of long duration mood debuffs consider cutting off their legs. People without legs will remain in bed and be unable to have mental breaks. When their problems are solved give them a pair of shiny new bionic legs.
    • Boars and pigs can be fed entirely on human corpses. In this way you can recycle human meat into usable pig meat without any negative debuffs.
    • If you want to do human butchering save it for after parties and weddings. The big mood buffs will offset the negative debuffs. Cannibal and Psychopath colonists can butcher humans without a penalty other colonists however will still get a single penalty.
    • Get a prisoner with high resistance. Your warden can practice their social on them and they can act as an organ donor if colonists get injured.
    • Two colonists getting into constant social fights? Arrest person A and make person B the warden with the friendly chat option. Once their relationship is increased repeat the process with person B as the prisoner and person A as the warden. By the end they'll both be best friends. WARNING: People may not go quietly to prison and may fight back, ensure people aren't armed to avoid unwanted deaths.
    • Pay attention to the weather. Whenever it rains draft some people and take them out to hunt the local boomrate and boomalope population. The rain will extinguish any flames.
    • A sterile room increases research speed and a clean kitchen reduces food poisoning. Butcher tables are considered dirty so keep them in a separate room from your stove.
    • A colonists movement speed and global work speed is affected by the areas lighting level. Having no light will cause them to move and work slower.
    • Stripping raiders before they bleed to death allows you to get their clothing without the tainted apparel debuff.
    • Psychic Shock Lances can instantly down enemies. This makes them ideal for downing thrumbos (for profit), enemies to recruit or stripping enemies of bionics. WARNING: Shock lances have a chance of setting fire to peoples brains.
    • Burnt carpet or burnt wood floor have a hefty movement speed penalty making them ideal for slowing down enemies approaching your defences.
    • The happier a prisoner is the easier they are to recruit. If you need to boost their mood try giving them drugs.
    • People with the Bloodlust trait can wear tainted clothing without a debuff.
    • To get rid of useless colonists without a debuff arrest them and leave the prison door open so they can "escape".
    • To avoid mood debuffs from your stored corpses put them on shelves. The shelves prevent the mood debuffs from triggering.
    • If you have a colonist about to break you can render them unconscious with medicine. The debuffs will continue to tick down and they won't be capable of breaking.
    • If a fire gets out of control quickly deconstruct one of the walls. The room will be considered outside and the temperature will equalize to outside.
    • If you have a trader around and a raid to clean up you can quickly throw down a stockpile over the raid area. All the items will show up in the traders inventory allowing you to sell them without carrying them elsewhere.
    • If a colonist is bleeding out and you can't get them back fast enough forbid your hospital, throw down a sleeping spot and set their tending to no medicine. Your doctor can patch them up on the spot.
    • Material items like steel and stone can be stockpiled outside without worry of them deteriorating saving you space inside for other items.
    • Under the Bio tab you can rename a colonist. The first box lets you set a nickname, the second box lets you set a job title.
    • You can reorganize colonists along the top by holding right click and dragging them. Use this to organise your people by weapon or job type.
    • You can amputate infected limbs via the operations menu. Depending on the infection location this can save a colonists life.
    • Want to trade with the empire but don't have anyone with the correct title? If you host titled guests you can use them to trade with the empire if their title is high enough.
    submitted by /u/rimworldjunkie
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    Colonists are just so dumb...

    Posted: 13 May 2020 08:21 PM PDT

    No don't steal my cursor during a raid!

    Posted: 14 May 2020 03:02 AM PDT

    Outsource your problems to other problems

    Posted: 13 May 2020 08:31 PM PDT

    -4 Awful Bedroom

    Posted: 13 May 2020 02:03 PM PDT

    MUST.... NOT... TAKE!!

    Posted: 14 May 2020 03:55 AM PDT

    Rimworld is like The Sims but with defense turrets and cannibalism.

    Posted: 14 May 2020 05:43 AM PDT

    Cute puppies sleeping

    Posted: 14 May 2020 01:18 AM PDT

    All based according to my experience

    Posted: 13 May 2020 01:50 PM PDT

    Mods adding some features to the trading menu?

    Posted: 14 May 2020 04:18 AM PDT

    Im looking for a mod that adds some tweaks to the trading menu.

    Lets say you are buying a bunch of goods from a trader and you owe him 3000 silver. You have 12000 corn in your stockpile. Now instead of having to manually select how much corn you need to sell to owe the vendor 0 silver you get a button that does exactly that for you instantly.

    What would be great too would be a button to sell just enough of a good to get all the silver the vendor holds.

    submitted by /u/ishouldjustenditall
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    Man, of ALL the luck. The ONE invader I wish I could say was in my posse. DUNDEE, WHY DID YOU HAVE TO DIE!?

    Posted: 13 May 2020 09:01 PM PDT

    Outdoor Recreation Ideas

    Posted: 14 May 2020 07:08 AM PDT

    Outside of horseshoes, there's not a lot of options for outdoor recreation. I've put out stone chessboards in the past, which still has some degree of authenticity to it, but it still feels lacking. I couldn't find any outdoor related mods in the workshop either. Has anyone found any interesting mods? Have any creative suggestions?

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

    Why is this the chosen path?

    Posted: 14 May 2020 12:52 AM PDT

    Alright, lets talk about the MAJOR upcoming changes

    Posted: 13 May 2020 01:42 PM PDT

    Alright, lets talk about the MAJOR upcoming changes

    So there are some major balance changes that are going occur in this next patch. Here is the source.

    TLDR: Important changes to psycasting, the empire, and manhunter packs.

    Disclaimer haven't played with the unstable version, just going with the log. Note every patch note is discussed below.

    Note This discussion pertains to the patch notes in 1.1.2632 unstable, and 1.1.2633 unstable.

    Manhunter

    Added the scaria disease. This rabies-like disease causes animals to go mad with rage. It explains some of why manhunter animals are actually manhunters, and by rotting affected corpses, prevents manhunter packs from obviating the whole hunting/ranching aspect of the game. An affected animal can easily be treated to cure it.

    Manhunter animals now properly leave after 1-2 days if not killed.

    Scaria now has a difficulty-dependent chance to rot a corpse instead of rotting all corpses.

    It makes sense where Tynan's action stems from. Meat stockpile for days was a little ridiculous. I disabled them in part because of this, and because the mechanic is cheesable by closing all door entry to your base. (Cheesable things in this game is a discussion for another day.)

    While manhunter packs removing the need to hunt or ranch is a valid concern on the surface, these mechanics aren't fleshed out enough to consider them a loss. The hunting mechanic is simply 1) Player considering whether the animal will become enraged. 2) Manual draft hunting. There is no automation aspect for hunting. Hunting with the colony manager mod adds proper depth to hunting, because the player has to put a fair amount of thought about setting it up.

    The ranch aspect is just zone management for grazing, setting a safe zone for raids, and learning to keep the animals out of your drugs. It's more annoying-micromanagement than anything, because you have to remember to change the zone during a raid, and manually slaughter them. Additionally, there is no neuter option (zoning male and females isn't an acceptable option), no way to automate slaughtering process without colony manager mod. And tamed animals just wander around like dorks, no player engagement outside of having a dedicated animal bitch. Colony manager mod adds enough depth + automation to ranching to make it worthy loss.

    Suggestion: Scaria infected animals don't rot, but give one fourth the usable products. All manhunter animals have Scaria. A manhunter pack of 100 elephants would give resource yield of 25 elephants; more than enough to feed the colony for a without going overboard. This also gives consistent resource rewards, instead of getting nothing from not being able to butcher a rotten corpse. Treating a downed Scaria-infected animal then killing/butchering removes the resource penalty, giving players options to min-max manhunter packs. This change would remove the ridiculous wealth gain from slaughtering so many animals, while still allowing players to ignore ranching.

    Pyscast

    Psycasters now have a psyfocus need. If psyfocus is very low, they lose the ability to safely use psycasts. Psyfocus is built up by meditation, and falls slowly over time. Meditation is best done while focusing on an object of some kind. Different kinds of pawns can focus on different objects depending on their cultural background, social position, and traits. Royal pawns meditate best on their throne. Tribal pawns can meditate to nature-oriented foci, like rare animus trees, self-built nature shrines or ancient animus stones - but only if they are far away from artificial structures. Ascetic pawns meditate to walls. Pawns with morbid traits meditate to graves and sacrophagi, gaining extra psyfocus if the grave contains a person or a dead family member. Other pawns meditate to artworks. Meditation is best managed by the player putting down meditation spots; pawns will choose the best possible meditation spot for them. The player can assign specific times for meditation on the pawn's schedule. Bedridden pawns can meditate from bed (at lower effectiveness if there is no meditation focus object provided). Pawns in caravans will automatically meditate at reduced effectiveness, and prisoners will meditate in their cell as best they can. Shooting up on go-juice will instantly boost psyfocus. An alert notifies the player if psyfocus is low. This system replaces the authority need which royal pawns used to have, and links the requirement to meditate directly to the psychic powers that it counter-balances, while opening up play paths and roleplaying opportunities for different kinds of colonies (especially non-royal colonies) who want to develop psycasters.

    Renamed psyfocus gear to eltex gear (since the word psyfocus now refers to a need).

    Remove psychic silencer.

    Thoughts: It's interesting that counter balance to psycasts was supposed to be authority. I just used the androids mod to print hypersensitive masochists. I also made them some of the androids nobles when I couldn't get enough silencers. I felt the authority+throne room+apparel+bedroom cost was enough for free psycasts when I wanted them too. I can get behind the mediation change, because silencers were too hard to use in the base game, and non-noble psycasters were a bit strong. (Empire penalty was easy to pay off.) However, this supports comes with a few changes I like to see.

    1. Remove psychic hangover penalty if the pawn never crossed the safe entropy threshold. It is now the first penalty for overload. Reason::Meditation cost is enough, and applied to all pawns. I also want to be able to spam focus and painblock.

    2. Meditation requirement is not more 4 hours a day, and pawns that mediate have reduced amount of recreation decay. Reasoning: Players should be able to give pyscasts to productive pawns to boost combat. Completely, stacking recreation need with mediation need means your killer-crafter will not be productive, since you want him to mediate everyday to be able to use pyscasts as needed.

    3. Recreation gives some boosts to pysfocus, and pawns will engage recreation to boost pysfocus if they are scheduled for recreation but have a full recreation need. Reasoning: Better balance needs for mediation and recreation.

    4. Psychic silencer renamed to pain-mediation enhancer. Reduces (not eliminates) the need for mediation at the cost of 10% pain. Reasoning: Easier to use on masochist pawns, and viable for non masochist pawns. Increase frequency of sellers.

    5. Bionic implants only apply part of their market value to pawn wealth. Reasoning: Pawn wealth gonna scale poorly with all the psychic implants the player is now encouraged to use. Start at 75% value and adjust as needed.

    6. Go-Juice is safe to use every 2-days, with no risk of addiction at zero tolerance. Reasoning: Go-Juice isn't viable as a combat drug for all your colonists because of the addiction risk that leads to brain damage. This change makes it a combat drug like wake-up. (Wake-up is great to so your pawns don't collapse from exhaustion when you need them the most. Wake-up is free to use at zero tolerance) Go-Juice production cost now 4 neutroamine, 2 Yayo, 30 work to make. Time and money expense offsets the buffs.

    Empire

    Empire no longer sees use of any psycast as illegal.

    Changed bladelink weapons to be no longer illegal to use without title.

    Renamed bladelink to persona weapons.

    Made psychic amplifiers no longer removable.

    Fine by me, though we just lost all reasons to be against the Empire. (At least make Empire pawns give more human leather.) Faction relation penalty for illegal pyscasts was not a big deal as long as faction relations were above zero. It was viable to outfit your level 4 noble with level 5 and 6 psycasts and pay the faction fee. (Level 4 gives access to skip, and doesn't have the fine floor requirement.) This change does allow me to use my stockpile of linked mono-swords, which is nice. Weapon cost and specific pawn requirement is enough. Tynan did mention that he was going to address the path to be against the Empire, so I'll wait and see.

    I understand where Tynan is coming from with the amplifier removal change. Free removal can make it a bit too easy to get amplifiers, even with save rerolling. Who cares about brain damage on a prisoner? At the same time, you should be able to remove them and get something. Instead of completely, eradicating this option, surgery should give you pieces of an amplifier that you can assemble into an amplifier. Neuters the option while giving some reason to be against the Empire. Maybe lock research into resetting bladelink weapons behind acquiring linked empire weapons to make a techprint…

    Minor, but notable changes.

    Stripping neutral or allied pawns now causes goodwill loss.

    This is fine only for downed pawns/guests. Not prisoners. (Don't need more notification sounds.) Number should be in proportion to the market value of the gear. Makes sense factions would be annoyed that you didn't help a guest/downed pawn and looted them.

    Added royal armor. This is special powered armor which improves psyfocus. It's extra beautiful and it's required to satisfy noble requirements.

    Fine. We get to craft our own version of power psyfocus gear. I still think that power armor should still satisfy noble requirement. Should be our choice if we want to pay the pysfocus opportunity cost, or happen to have a lot nobles in power/cataphract armor...

    Mortars now have a visible progress bar while cooling down.

    While this is a good UI change to help manage multiple mortars, mortars aren't worth using; a barrage of 10 mortars is very meh. In 1.1.2587 mortar explosive radius was reduced from 3.5 to 2.9. Suggestion: Reduce the force miss radius and increase the explosive radius. Increase damage fallout from the center of the hit. That way we can get minor damage, with occasional sweet hits. Less feel bad misses. UI should also make it apparent how much mortars/damage a mortar shield can take. Feels unlimited until you EMP it, and how charge cycles work isn't apparent. There is no point in claiming them either; after they shut down since can't be removed. Players should be able use mech bullet/mortar shield, but the power per damage cost scales exponentially over a day. (Resets 1 day after the first damage, linear cooldown scaling with each hour.) Exponential scaling is important, so the player will never be able to stop a raid/mortar shells forever. Exponential scaling ensures that damage will even overpower a rimatomics nuclear reactor.

    Monuments can now be rotated while placing.

    YES!.

    Added a multi-reward system for quests. Quests now generally offer multiple distinct rewards and the player can choose which one to accept. Rewards are expressed through a new, easy-to-understand interface which reduces text reading burden.

    Good. Player choice = yay!

    Hosting quests are restructured and tuned with a system of guest conditions. Now, even if no threats come after the guests, they will come with some sort of challenge attached instead of just being free labor. They may be comatose. They may have a blood rot disease that needs treatment. They may be unwilling to work during their stay. We're looking at adding more variations to these conditions.

    That's fine. Once had a remove a carcinoma from a noble's spine. It was caused by a nuclear stomach. I was fine with extra mouth to feed even though the noble didn't do work. Enjoy your vacation old man. Reworking the free labor part aspect will require you to think about the court allies. Or you can just make all court allies incapable of dumb labor and call it a day. Not sure how you are going to balance shitty guest(s) && threat. Note that the multiple mech cluster will drop threat shouldn't need to be nerfed with crappy guests, as it can be game ending. Mood boost from mech clusters should be +12, but lasts 1/2 of day. Reason: Observed corpse x3, ate without a table. Doesn't stack.

    Now, if your pawn consumes food or drugs from inventory, he does it in place instead of moving to a random nearby cell. Good for taking drugs during a fight.

    Good quality of life change that I didn't think about asking for.

    Added new psycast: Entropy dump. This replaces entropy link.

    The design intention of entropy link seemed to be: give a specific pawn more entropy power. This helps new spell helps. I don't think entropy link should be replaced however, as I don't want to keep dumping entropy. Entropy dump should be usable on pawns without amplifiers, with a limited effect. (As offensive effect/attack, but not overpowered). I do agree that Entropy Link needed a rework, as it was niche to use.

    Suggestion Entropy link should be a more powerful way to manage entropy. Range should be unlimited, so it's easier to position pawns in combat. And line of sight should NOT be needed. Entropy Link should be able to be used on multiple targets without amplifiers, distributing entropy among targets. But it can't be used on non-colonists, and non-prisoner pawns. Casting entropy link on self resets the link duration for all targets, and Entropy link cast cost scales with number of a links. I advocate for this specific set up so I can turn prisoners into psycast batteries for my wizards. Not really concerned about the negative effects on their health. This is something I really wanted to do, and was disappointed that this wasn't viable.

    submitted by /u/ZacharyDK
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    Ahhh, Rimworld at it's finest

    Posted: 14 May 2020 02:46 AM PDT

    Sorry to post this here again, but we simply can't compete with 200K subscribers. We're looking for moderators on /r/RimWorldPorn. Please read and pass on if you know someone who might be interested. Thanks!

    Posted: 14 May 2020 04:10 AM PDT

    The Great Duck War

    Posted: 14 May 2020 06:01 AM PDT

    and it happened to me

    Posted: 14 May 2020 02:33 AM PDT

    Infections are a force reset on naked brutality permadeath? Wtf?

    Posted: 14 May 2020 04:16 AM PDT

    Like why is this a thing? If in the first few days or even weeks/months I get a raid/angry critter/etc. and get scratched ONCE it's instant death if it gets infected. Even if I tend to it IMMEDIATELY, if it gets infected I might as well just delete the save and start over. They'll be dead in 24 hours regardless. Can't make medicine until mid/lategame, basic self tending won't save you, it's just a death sentence with no ability to outplay it. Wtf? Even if the MOMENT the fight ends you immediately tend the wound and go to bed, you're dead. 20-something year old, healthy system, just insta-dies to an infection. What? This is the third or fourth game it's happened. Is there some hidden herb or something I'm missing that instacures it or something?

    submitted by /u/Diconius
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