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    RimWorld An addendum to rule 5: No memes

    RimWorld An addendum to rule 5: No memes


    An addendum to rule 5: No memes

    Posted: 19 Sep 2020 12:46 PM PDT

    Hello once again from the r/RimWorld mod team. After some rethinking and general redefining, we have added a new rule to reinforce a subrule: generally, no memes are allowed. This doesn't mean a blanket ban on everything that could be considered a meme; let's make an example:

    • Someone draws Randy (or Cassandra, ever had her as a storyteller recently?) a-la Drake meme format; that took effort and is considered related to the sub, hence can stay here.
    • Someone uses God Mode in game to create a screenshot (or even a multipanel screenshot) that resembles the Distracted Boyfriend meme; that is entirely made with in-game asset and, again, took some effort, so it too can stay here.
    • Someone reposts a gif from r/All of a turtle chasing a person, with a title relating it to RimWorld; that has not much to do with the game and it was a low effort post, so it belongs to r/SpaceCannibalism.
    • Someone creates a meme with a meme generator about RimWorld; again, that is a quite low effort post, and it too goes to r/SpaceCannibalism.

    Here is another example of an acceptable meme and an unacceptable meme.

    Thanks! - /r/RimWorld mod team

    Edit: More examples and rephrasing.

    submitted by /u/Denkata121
    [link] [comments]

    How Rimworld Feels Like...

    Posted: 19 Sep 2020 07:41 PM PDT

    So I heard people here love corn....

    Posted: 20 Sep 2020 04:37 AM PDT

    Is this Blood Gulch?

    Posted: 20 Sep 2020 06:08 AM PDT

    Ever wonder if an urbworld, glitterworld or a medieval world are best suited to survive Rimworld? I made a spreadsheet to analyze this

    Posted: 20 Sep 2020 03:32 AM PDT

    I got curious what the game would look like if I used Prepare Carefully and used the respective worlds as "presets" to base my squad around. Yknow, only use their backstories and base my skillsets off of what the general average seems to be with them, restrict less-frequent skills to singular colonists (making their death more devastating for the colony and the dependence on them much higher) whilst the common skills get tagged to everyone, and basically see how it winds up. Basically like a sort of premise where each of these types sends a colony ship to Rimworld.

    I ended up making a spreadsheet to compare numbers which you can find here, showcasing which backstories I used for determining the most and least common skills (each world type is it's own spreadsheet tab):

    https://docs.google.com/spreadsheets/d/1uIcWfjWF4wtoUpZBqH-2OrVQBaMSR_jWL1GOSKm6If4/edit?usp=sharing

    Basically went through and added any backstory that has a mention of those worlds whilst making it clear they lived there. Adventurer for example namedrops glitterworld, but merely as one destination out of many.

    It's kinda hilarious in a way because each of them have something they're inexcuseably terrible at, and it makes me wonder if these would actually be fun presets to try. I was thinking of doing double-flame for any skill above 15% of the world's total skillpoint count, one flame for any skill that achieves 5%-14% of the total skillpoint pool, and everything else would be flameless, and total neglect for anything that hit the negatives. Oh, and of course fitting traits, such as no taking Fast Learner for Medieval world. It basically ends up looking like this:

    Urbworld

    Fantastic at fighting and does decently with technology and crafting, but they legit have no idea how to farm or herd animals. This means you probably can't build with wood ever, you cannot rely on animal companions, their construction rate would leave something to be desired, and even with a cook, there won't be much TO cook since they're only proficient with hunting and not farming.

    It feels like playing like this would demand that Urbworld becomes nomadic raiders, simply because it gives them quicker access to raw materials for crafting, circumvents their subpar construction, and food won't be an issue if they just keep stealing it from people. Their social skill also DOES allow them to trade well, again encouraging them to constantly travel.

    They seem to do fine with Shooting, Melee, Social, Intelligence, Medical and Crafting, so they have the skills they need to keep a battle going, they just don't really have any of the skills they need to actively build a damned society. I wonder how well it'd work out playing a nomadic-style game with these limitations and I'm tempted to try.

    Glitterworld

    I had a hunch Glitterworld residents might be royally screwed if you take them off their planet. They do better than expected thanks to decent melee but I still think you'd only get a couple colonists that can fight and the overwhelming majority wouldn't have a gun. Like if we pit the three worlds against each other and gave them fighters proportionate to their combat skills, these guys are screwed.

    Strangely they are horriawful at mining, meaning you must either trade for anything non-wood or build absolutely everything you can out of wood, which seems ironic given we expect high-tech from Glitterworld. I suppose you might be able to build a decent amount using stone crafting, but still, it's not ideal.

    They're great at the intelligence skills like Intellect, Medical, Social and Art, decent at Plants, Crafting and Construction, and then it's all downhill from there, meaning this is a society that should probably rely on killboxes for fighting and trade routes for any mining-based materials.

    Medieval World

    A society that kinda has a little bit of everything...that never advances itself ever!

    This world seems at least decent at everything if we look at it proportionately, though they're the worst if we're looking at sum totals. Medicine being so low on their priority list obviously isn't great and doesn't speak well for the longevity of individual colonists. Definitely suits medieval times, that's for sure. The losses of Art and Shooting aren't the worst though, especially since everyone and their mother can use a sword.

    The most glaring thing though is that not a single adult backstory provides Intellect. The ONLY intellectual backround in the Medieval world is a Trainee Alchemist, which apparently didn't work out for the trainee since there's no adult alchemist roles.

    This means you're legit playing a game where you're stuck with the earliest technologies and don't really advance at all. In a way though, traveling to and rushing down the already-built spaceship with knight armor and longswords sounds hilarious though.

    Thought about doing this for tribals and a generic world too, but it's both harder to filter for and it's far more likely they're just evenly balanced and boring since they have much larger pools of backstories.

    Anyways, just wanted to share this in case anyone was like me and wondered what each of those worlds look like if you try and make colonies out of them.

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

    When you forget to restrict your workers and materials

    Posted: 19 Sep 2020 08:19 PM PDT

    Fan art: my kitchen

    Posted: 20 Sep 2020 03:00 AM PDT

    This could turn into one of the best things that ever happened on rimworld community. (Please check out this awesome mod:rimthread)

    Posted: 20 Sep 2020 06:56 AM PDT

    Not today Randy.

    Posted: 20 Sep 2020 05:58 AM PDT

    [1.2/1.1/1.0] GUN NUT - Chapter #1 | v1.2.6

    Posted: 20 Sep 2020 02:34 AM PDT

    They're becoming self aware

    Posted: 19 Sep 2020 09:15 PM PDT

    Just wanted to show you guys, my workshop where my two favorite colonist (who are actually maried!) wortk together <3

    Posted: 20 Sep 2020 03:16 AM PDT

    When you boutta ruin some colony's day

    Posted: 20 Sep 2020 06:23 AM PDT

    Is that their specialty or something?

    Posted: 19 Sep 2020 11:00 AM PDT

    You sure you're not happy about it?

    Posted: 20 Sep 2020 05:49 AM PDT

    Cheers, Love! The Cavalry's Here!

    Posted: 19 Sep 2020 03:04 PM PDT

    First ever time in orbit, shocked that even made it there. had issues with space on the map i was building the ship for that reason it is not finished. but SOS2 veterans, help me out on what i'm missing. gonna add salvage bays and smelteries to the right of the ship now.

    Posted: 20 Sep 2020 02:45 AM PDT

    Animal migration? Sweet! ...wait...

    Posted: 19 Sep 2020 10:57 PM PDT

    When there's a lot going on in your colony

    Posted: 19 Sep 2020 05:55 PM PDT

    She casually KO'd a rhino on her way to visit my base.

    Posted: 20 Sep 2020 05:55 AM PDT

    My wife is a rancher on a Rimworld part 5: Pet Cemetary

    Posted: 19 Sep 2020 11:09 PM PDT

    Rimatomics Veterans! Rate baby's first Chernobyl! (Also provide feedback, I would like to avoid abandoning my colony.)

    Posted: 19 Sep 2020 08:28 PM PDT

    So I just did a prisoner rescue quest and came back using a shuttle, but one of the camp's turrets wasn't "mine", so when the shuttle unloaded it shot the other turrets and they all blew up in addition to all the other loot.

    Posted: 19 Sep 2020 01:54 PM PDT

    Excuse me what?

    Posted: 19 Sep 2020 09:21 PM PDT

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