RimWorld Typical Tuesday Tutorial Thread -- September 29, 2020 |
- Typical Tuesday Tutorial Thread -- September 29, 2020
- So I err, probably missed the greatest battle of the ages, cause I found this random corpse and checked the logs.
- I got nothing but a scenery art of my colony for celebrate our community.
- Love when my infestations come with instructions
- Halloween's cancelled, but here's what I've been working on anyway
- I needed some rhino skin, but when I saw these two friends sleeping together, I just couldn't bring myself to harm them.
- Vanilla Factions Expanded: Buccaneers Fan Ideas
- Rimworld is a wild right
- I knew they had low moods but jeez
- The story of my first colony
- It's moments like this that make me cry when i see a pawn dying...
- That's a yikes right there
- How to stop paralytic abasia crash victim auto-joining the colony?
- First I got confused then laughed hard when I saw this message.
- well, isnt this some interesting fighting method
- Animals are starving while they are actually sleeping on food
- "From here on out, we'll make our mark."
- Loving these persona swords!
- My doctor is a chad
- Question about Android Tiers
- started a VE mercenaries scenario for the first time and this was one of the random abandoned rooms. like a weirdly compulsive hoarding situation...
- Please help me figure out this bug that's causing sevre lag , which mod is causing this
- Nice
- The age old tactic of using explosives in a crowded room as a means of escape
Typical Tuesday Tutorial Thread -- September 29, 2020 Posted: 29 Sep 2020 01:14 AM PDT Please use this thread as a week-to-week space to ask your fellow /r/RimWorld colonists for assistance. Whether it be colony planning, help with mods, or general guidance, post any questions you may have here! If you have an effort post about a game mechanic then this is also fine space for that but please consider making a separate subreddit post for maximum visibility. I am a bot, so I can't make jokes. If you'd like a Typical Tuesday joke, or if there are any problems with this post, please message the moderators of the subreddit. [link] [comments] |
Posted: 29 Sep 2020 04:21 AM PDT |
I got nothing but a scenery art of my colony for celebrate our community. Posted: 29 Sep 2020 04:53 AM PDT |
Love when my infestations come with instructions Posted: 29 Sep 2020 04:09 AM PDT |
Halloween's cancelled, but here's what I've been working on anyway Posted: 28 Sep 2020 04:49 PM PDT |
Posted: 29 Sep 2020 01:35 AM PDT |
Vanilla Factions Expanded: Buccaneers Fan Ideas Posted: 28 Sep 2020 10:47 PM PDT NOTE: I am not in any shape or way associated with the VFE team, I'm just a fan who likes to do creative things and share them. I have no idea about balancing or even how to make mods, I'm just doing this for fun. Hello r/RimWorld, its me again, that First to clear something up, Pirates vs Buccaneers. Pirates are dicks. They will kill and loot and murder you for money. Buccaneers are less dicks. They will still kill and loot and murder you for money, but they prefer trading and exploring for wealth first. Basically, while Pirates are plain raiders, Buccaneers are more like adventurers. They also start at a medieval level of tech but can move up as the game goes on to represent how their adventures have netted them some new digs. Important note: Like Vikings, they would be greatly benefits from having ships. I've heard on the pipeline that apparently there is/was a vehicle mod that included ships and cars in the works. All of these ideas are going to be based on the idea that its not going to be required. I know, I know, lot of sad yarr's all around mateys. If Rimworld ever came out with an update that overhauled the seas and ocean tiles, that'd be grand as well. Storyteller - Material Matty (or Pierce Plunder)Matty has a similar mechanic to the Raid Restlessness of from the Vikings mod: Avaricious Acquisition. Every quad/year/something else, the colony will have to grow in wealth by a certain amount. Your are pirates and adventurers after all, you want the money. This isn't just silver, its the overall colony wealth. For example, say you have it set so that every quad, you need to add 1000 more wealth to your colony. If you fail to do that by the end of the 15 days, you're hit with a stacking -10 mood debuff of "no plunder". However, the inverse would also be true, if you say got 3000 more wealth added in the quad, you'd get a stacking +5 mood buff of "lotsa booty!" that would decay over time, effectively giving you a cushioned safe zone for you to not have to do build more wealth. I'm not so sure about balancing, maybe that after each year, the wealth increase goes up so by year 2 you need 2000 wealth per quad. The whole idea is that your pirate lads and lasses are greedy fucks who always want more and aren't ever satisfied. Part of the challenge is being able to control your colony's wealth growth so that you don't end up in a spot where you have to face down huge raids you aren't ready for. Beyond the AA mechanic, Matty would act similar to Pheobe except that he doesn't do cargo drops as much and prefer creating quests that requires you to go on adventures outside your base. The best way to think of Matty would be to think of him as the sea; when its calm, things are pretty nice and you'll a series of nice events back to back. However, when the seas get rough and the waves get nasty, so does he and he'll also send back to back bad events that will make you scramble to try and cover it all. Factions
Weapons
Apparel
Items
ArtifactsFound only during the Treasure Hunt event or as a quest reward, they will could as having gained a level of colony wealth for Material Matty's Various Acquisition mechanic.
Animals
Events
Pawn TypesAs the game progresses, Buccaneers will start to use better weapons. By the end of the game, they'll come with charge weapons and more advanced equipment. While anyone has a chance of spawning in with a Jolly Randy, only the Bosun is guaranteed to do so while staying in the back lines.
Scenarios
Again, thank you for reading my semiconscious stream of thought I wrote instead of going to bed at a reasonable time. Seriously, its like 1 AM now that I'm done writing and I've had pirate music in the background for most of it. Jack Sparrow is going to find me in my fucking dreams in a Randy costume. Speaking of which, I had a good bit of fun making eater eggs to other pirate-themed media and myths, hope someone finds them as amusing as I did. [link] [comments] |
Posted: 28 Sep 2020 07:58 PM PDT So, I bought this game last night and I've already had some really dumb shit happen, and I wanted to share them on here because they're just really really dumb. First one is when Johnny saved a Geologist single handedly, without getting hit, which isn't that dumb on its own, what was dumb about it was I had a character get the art bonus bit, and I got a masterwork statue, which, is a statue dedicated to Johnny's little fight. Second thing was when Johnny went off to go and save some doctor, but that isn't the focus of this bit, no no, what happened was the geologist fucking hit one of the other pawns, who then broke one of his legs. Only to then, look at the log tab to see right after, the geologist tried to hit on the one pawn, which lead to another fight, leading to his other leg being broken. Third thing was when after two hours of nothing important happening, was a mega sloth self taming, the cat I started with dying instantly to a squirrel, the geologist i saved going mad from said dead cat, and digging up some corpses and slapping those fucks in the dinning room table, and finally, part of the power grid exploding. A really good fourth thing which is miner was my crafting room. Which also had a wood burning engine in it, left it for a bit to find out it was 150 Degrees Fahrenheit. A few other bits were me putting my butchery right next to a med bed I've only played for 8 hours but I love this game al EDIT: I just realized I put right instead of ride. Woops! [link] [comments] |
I knew they had low moods but jeez Posted: 28 Sep 2020 02:35 PM PDT |
Posted: 29 Sep 2020 02:48 AM PDT I have like 1700 hours on steam so ill share my first colony that I had (yes I kinda remember it) [link] [comments] |
It's moments like this that make me cry when i see a pawn dying... Posted: 29 Sep 2020 06:30 AM PDT |
Posted: 28 Sep 2020 08:39 AM PDT |
How to stop paralytic abasia crash victim auto-joining the colony? Posted: 28 Sep 2020 09:27 PM PDT I keep getting transport pod crashes. The person inside has paralytic abrasia. I can decide whether or not to heal them up and have them join, or not. Just like a normal transport pod crash, except the person is harder to heal and more likely to join. I don't mind the event itself, it's thematically fun. Except ... I can't decide to not let them join. At best, I can let them die where they crash - which gives all my pawns a "colonist died" debuff. But is there any way to tell the game that I want to choose whether or not this person is invited to the colony? This auto-join is as bad as the "wild (wo)man joins" event. No, I don't want to accept that misandrist pyromaniac glutton who's incapable of dumb labour. I wouldn't accept them as a free colonist, I don't want them forced into colony membership just because they also have the bonus of a crippling disease. TLDR; other than disabling the event entirely, is there a way to make the Abrasia person not be automatically added to colony roster? [link] [comments] |
First I got confused then laughed hard when I saw this message. Posted: 28 Sep 2020 10:39 AM PDT |
well, isnt this some interesting fighting method Posted: 28 Sep 2020 01:45 PM PDT |
Animals are starving while they are actually sleeping on food Posted: 29 Sep 2020 02:08 AM PDT This problem started after I got more animals, they are sleeping on grass and food but they don't eat ... most of them are boomalope I have to train them so my colonist give them food or they will die I'm not sure what is wrong? [link] [comments] |
"From here on out, we'll make our mark." Posted: 29 Sep 2020 07:38 AM PDT |
Posted: 28 Sep 2020 03:43 PM PDT So in my first "Ancient Danger" area, I came across two persona swords. One gave my character "Painless" which means he feels no pain. The other was a stronger sword, but if the user didn't kill anything within 20 days, it would start complaining to the user. Anyway, a year or two in, my Painless pawn has fibrous mechanites. Basically he gets a big boost in some abilities, but feels a lot of pain.... but he feels no pain ;). Anyway, just wanted to say I'm loving this game, year after year. That is all. [link] [comments] |
Posted: 29 Sep 2020 06:58 AM PDT So I'm pretty new to rimworld, and my colony had a flu outbreak, the two people who caught it were my main gunner, and my doctor. Gunner lad was fine, was at 60% immunity before flu reached 30% Doctor though. Not so much, even with best medicine was always behind, got him to 1% behind eventually. He was nearing 100% and I was bouta cheat and just re-load, then, when he got to 100%, before he died, his immunity reached 100%, too. My doctor just decided he didn't feel like dying that day. Glad too, he has 14 medical with inspiration. [link] [comments] |
Posted: 28 Sep 2020 11:52 PM PDT I'm wondering if it's possible to permanently upload a copied mind from the skycloud into an android surrogate? The only options I'm seeing are to remotely control something, but not to transfer the consciousness entirely. [link] [comments] |
Posted: 28 Sep 2020 06:07 PM PDT |
Please help me figure out this bug that's causing sevre lag , which mod is causing this Posted: 29 Sep 2020 06:18 AM PDT can anyone please help me figure out which mod is causing this , severe lag , and this error comming up every 5 seconds --------------------------------------------- Speedy threw exception in WorkGiver VisitSickPawn: System.NullReferenceException: Object reference not set to an instance of an object at RimWorld.SickPawnVisitUtility.CanVisit (Verse.Pawn pawn, Verse.Pawn sick, RimWorld.JoyCategory maxPatientJoy) [0x00074] in <d72310b4d8f64d25aee502792b58549f>:0 at RimWorld.WorkGiver_VisitSickPawn.HasJobOnThing (Verse.Pawn pawn, Verse.Thing t, System.Boolean forced) [0x0000c] in <d72310b4d8f64d25aee502792b58549f>:0 at RimWorld.JobGiver_Work+<>c__DisplayClass3_1.<TryIssueJobPackage>b__0 (Verse.Thing t) [0x00013] in <d72310b4d8f64d25aee502792b58549f>:0 at Verse.GenClosest+<>c__DisplayClass2_0.<ClosestThingReachable>b__0 (Verse.Thing t) [0x00034] in <d72310b4d8f64d25aee502792b58549f>:0 at Verse.GenClosest.<ClosestThing\_Global>g__Process|5_0 (Verse.Thing t, Verse.GenClosest+<>c__DisplayClass5_0& ) [0x00047] in <d72310b4d8f64d25aee502792b58549f>:0 at Verse.GenClosest.ClosestThing_Global (Verse.IntVec3 center, System.Collections.IEnumerable searchSet, System.Single maxDistance, System.Predicate`1[T] validator, System.Func`2[T,TResult] priorityGetter) [0x0008d] in <d72310b4d8f64d25aee502792b58549f>:0 at Verse.GenClosest.ClosestThingReachable (Verse.IntVec3 root, Verse.Map map, Verse.ThingRequest thingReq, Verse.AI.PathEndMode peMode, Verse.TraverseParms traverseParams, System.Single maxDistance, System.Predicate`1[T] validator, System.Collections.Generic.IEnumerable`1[T] customGlobalSearchSet, System.Int32 searchRegionsMin, System.Int32 searchRegionsMax, System.Boolean forceAllowGlobalSearch, Verse.RegionType traversableRegionTypes, System.Boolean ignoreEntirelyForbiddenRegions) [0x0014e] in <d72310b4d8f64d25aee502792b58549f>:0 at ExpandedRoofing.ClosestThingReachableHelper.ClosestThingReachableWrapper (Verse.IntVec3 root, Verse.Map map, Verse.ThingRequest thingReq, Verse.AI.PathEndMode peMode, Verse.TraverseParms traverseParams, System.Single maxDistance, System.Predicate`1[T] validator, System.Collections.Generic.IEnumerable`1[T] customGlobalSearchSet, System.Int32 searchRegionsMin, System.Int32 searchRegionsMax, System.Boolean forceGlobalSearch, Verse.RegionType traversableRegionTypes, System.Boolean ignoreEntirelyForbiddenRegions) [0x00049] in <f814eb4228dc4aa0a801e6bf24509816>:0 at (wrapper dynamic-method) RimWorld.JobGiver_Work.RimWorld.JobGiver_Work.TryIssueJobPackage_Patch1(RimWorld.JobGiver_Work,Verse.Pawn,Verse.AI.JobIssueParams) Verse.Log:Error(String, Boolean) RimWorld.JobGiver_Work:RimWorld.JobGiver_Work.TryIssueJobPackage_Patch1(JobGiver_Work, Pawn, JobIssueParams) Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn, JobIssueParams) Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams) Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams) Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams) Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams) Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams) Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams) Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&) Verse.AI.Pawn_JobTracker:TryFindAndStartJob() Verse.AI.Pawn_JobTracker:Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch1(Pawn_JobTracker, JobCondition, Boolean, Boolean) Verse.AI.Pawn_JobTracker:JobTrackerTick() Verse.Pawn:Tick() Verse.TickList:Verse.TickList.Tick_Patch2(TickList) Verse.TickManager:DoSingleTick() Verse.TickManager:TickManagerUpdate() Verse.Game:UpdatePlay() Verse.Root_Play:Verse.Root_Play.Update_Patch1(Root_Play) ----------------------------------------------------------------------------------------- there is also this error every minute or so : ------------------------------------------------------------------------------------------- Root level exception in OnGUI(): System.NullReferenceException: Object reference not set to an instance of an object at SimpleSidearms.rimworld.Gizmo_Brainscope.GizmoOnGUI (UnityEngine.Vector2 topLeft, System.Single maxWidth) [0x001b0] in <131cbe718ce549358c7074e40983b850>:0 at (wrapper dynamic-method) Verse.GizmoGridDrawer.Verse.GizmoGridDrawer.DrawGizmoGrid_Patch1(System.Collections.Generic.IEnumerable`1<Verse.Gizmo>,single,Verse.Gizmo&) at DubsAnalyzer.H_DrawInspectGizmoGridFor.Prefix (System.Collections.Generic.IEnumerable`1[T] selectedObjects, Verse.Gizmo& mouseoverGizmo) [0x0007e] in <15f5e117e65b44ccb628985a5dc8f929>:0 at (wrapper dynamic-method) RimWorld.InspectGizmoGrid.RimWorld.InspectGizmoGrid.DrawInspectGizmoGridFor_Patch2(System.Collections.Generic.IEnumerable`1<object>,Verse.Gizmo&) at RimWorld.MainTabWindow_Inspect.DrawInspectGizmos () [0x00006] in <d72310b4d8f64d25aee502792b58549f>:0 at RimWorld.InspectPaneUtility.ExtraOnGUI (RimWorld.IInspectPane pane) [0x00022] in <d72310b4d8f64d25aee502792b58549f>:0 at RimWorld.MainTabWindow_Inspect.ExtraOnGUI () [0x00006] in <d72310b4d8f64d25aee502792b58549f>:0 at Verse.WindowStack.WindowStackOnGUI () [0x00038] in <d72310b4d8f64d25aee502792b58549f>:0 at (wrapper dynamic-method) RimWorld.UIRoot_Play.RimWorld.UIRoot_Play.UIRootOnGUI_Patch1(RimWorld.UIRoot_Play) at (wrapper dynamic-method) Verse.Root.Verse.Root.OnGUI_Patch1(Verse.Root) Verse.Log:Error(String, Boolean) ----------------------------------------------------------------------------------------- thank you for any suggestions mod list : </modIds> -<modNames> <li>Harmony</li> <li>Core</li> <li>Royalty</li> <li>RuntimeGC</li> <li>Humanoid Alien Races 2.0</li> <li>Androids</li> <li>Androids Expanded</li> <li>I Clearly Have Enough! (Continued)</li> <li>Remove All Bodyparts (Continued)</li> <li>[1.2] Small Shelf</li> <li>[FSF] Growable Grass</li> <li>Trade Ships Drop Spot</li> <li>Range Finder</li> <li>Expanded Roofing</li> <li>Lakes</li> <li>Food Alert (Continued)</li> <li>Vanilla Weapons Expanded - Laser</li> <li>Vanilla Fishing Expanded</li> <li>Vanilla Weapons Expanded</li> <li>Vanilla Weapons Expanded - Quickdraw</li> <li>Cybernetic Organism and Neural Network</li> <li>Quarry 1.1</li> <li>Cleaning Priority (Continued)</li> <li>Prisoner Arena (Continued)</li> <li>Realistic Rooms</li> <li>[FSF] Filth Vanishes With Rain And Time</li> <li>Level Up!</li> <li>Dub's Paint Shop</li> <li>Vanilla Events Expanded</li> <li>Vanilla Apparel Expanded</li> <li>Taming Artifact</li> <li>[KV] Change Dresser</li> <li>HugsLib</li> <li>Colony Manager</li> <li>Medical Tab</li> <li>Expanded Prosthetics and Organ Engineering</li> <li>Hospitality</li> <li>Questionable Ethics Enhanced</li> <li>Recipe icons</li> <li>RimHUD</li> <li>Replace Stuff</li> <li>Fluffy Breakdowns</li> <li>Mad Skills</li> <li>Allow Tool</li <li>Tilled Soil</li> <li>QualityBuilder</li> <li>Defensive Positions</li> <li>Work Tab</li> <li>Wall Light</li> <li>Blueprints</li> <li>Miscellaneous 'CORE'</li> <li>Simple sidearms</li> <li>Stack XXL</li> <li>Interaction Bubbles</li> <li>Prisoner Harvesting</li> <li>[KV] Trading Spot</li> <li>Share The Load</li> <li>RunAndGun</li> <li>Kill For Me</li> <li>RT Fuse</li> <li>Better Pawn Control</li> <li>Pharmacist</li> <li>Everybody Gets One</li> <li>Furnace</li> <li>BioReactor</li> <li>[WD] Fast Moisture Pumps</li> <li>More Trade Ships</li> <li>Repair Workbench</li> <li>[SYR] Set Up Camp</li> <li>Rimatomics</li> <li>Achtung!</li> <li>PrisonerRansom</li> <li>Auto Seller</li> <li>CustomDeathRandomness</li> <li>Export Agency</li> <li>Cremate Auto Strip</li> <li>Feed The Colonists</li> <li>Grenade Fix: Rearmed</li> <li>Let's Trade!</li> <li>Locks</li> <li>Mechanite Forge</li> <li>MinifyEverything</li> <li>[KV] RimFridge</li> <li>Skilled Stonecutting</li> <li>Snap Out!</li> <li>Synthmeat</li> <li>Tradable Meals</li> <li>What Is My Purpose</li> <li>Relations Tab</li> <li>[T] MoreFloors</li> <li>Door Mat</li> <li>EdB Prepare Carefully</li> <li>Misc. Robots</li> <li>Animal Tab</li <li>Friendly Fire Tweaks</li <li>Predator Hunt Alert</li> <li>More Batteries</li> <li>Go Explore!</li> <li>Real Ruins</li> <li>Smart Speed</li> <li>MiningCo. Spaceship</li> <li>Mercenaries For Me</li> <li>Tradable Stone Blocks</li> <li>[KV] Faction Control</li> <li>[KV] Adjustable Trade Ships</li> <li>Better Workbench Management</li> <li>RimCities - Citadel Update</li> <li>Sparkling Worlds - Full Mod</li> <li>SRTS Expanded</li> <li>ShowModDesignators</li> <li>Rimworld: Spartan Foundry</li> <li>Build From Inventory</li> <li>A Dog Said... Animal Prosthetics</li> <li>Genetic Rim</li> <li>Enhanced Raiders 1.1</li> <li>Rimsenal - Core</li> <li>Centralized Climate Control (Continued)</li> <li>CM Color Coded Mood Bar [1.1+]</li> <li>Beautiful Outdoors</li> <li>Utility Columns</li> <li>Simply More Bridges (Continued)</li> <li>Reinforced Walls</li> <li>Vanilla Furniture Expanded</li> <li>Vanilla Furniture Expanded - Medical Module</li> <li>Vanilla Armour Expanded</li> <li>Vanilla Animals Expanded — Cats and Dogs</li> <li>Vanilla Animals Expanded — Arid Shrubland</li> <li>Vanilla Furniture Expanded - Security</li> <li>Vanilla Animals Expanded — Desert</li> <li>Vanilla Animals Expanded — Extreme Desert</li> <li>Vanilla Furniture Expanded - Production</li> <li>Vanilla Hair Expanded</li> <li>Vanilla Animals Expanded — Tundra</li> <li>Vanilla Animals Expanded — Ice Sheet</li> <li>Vanilla Animals Expanded — Boreal Forest</li> <li>Vanilla Animals Expanded — Tropical Rainforest</li> <li>Vanilla Animals Expanded — Tropical Swamp</li> <li>Vanilla Furniture Expanded - Farming</li> <li>Vanilla Animals Expanded — Australia</li> <li>Vanilla Expanded Framework</li> <li>Vanilla Furniture Expanded - Art</li> <li>Vanilla Textures Expanded</li> <li>Vanilla Factions Expanded - Medieval</li> <li>Vanilla Furniture Expanded - Spacer Module</li> <li>Vanilla Factions Expanded - Settlers</li> <li>Vanilla Furniture Expanded - Power</li> <li>Vanilla Furniture Expanded - Props and Decor</li> <li>No Prison Breaks [1.1,1.2]</li> <li>Tech Advancing</li> <li>Numbers</li> <li>Rich Traders</li> <li>ED-Embrasures</li> <li>War Crimes Expanded</li> <li>[CP] Prisoner Outfit</li> <li>Vanilla Cooking Expanded</li> <li>Vanilla Plants Expanded</li> <li>Vanilla Cooking Expanded - Stews</li> <li>Vanilla Storytellers Expanded - Perry Persistent</li> <li>Vanilla Storytellers Expanded - Empress Evil</li> <li>Vanilla Factions Expanded - Insectoids</li> <li>Vanilla Cooking Expanded - Sushi</li> <li>Vanilla Brewing Expanded</li> <li>Vanilla Hair Expanded - Beards</li> <li>Vanilla Books Expanded</li> <li>Vanilla Weapons Expanded - Grenades</li> <li>Vanilla Plants Expanded - Succulents</li> <li>Doors Expanded</li> <li>In-game wiki</li> <li>Antimatter Annihilation</li> <li>Architect Icons</li> <li>Area Unlocker</li> <li>Armor Racks</li> <li>Auto-Cut Blight</li> <li>Auto-Mortars(Unofficial)</li> <li>Better ModMismatch Window</li> <li>Better Vanilla Masking</li> <li>Bionic icons</li> <li>Blood and stains</li> <li>Bulk Stonecutting</li> <li>Chatting on Comms</li> <li>Cheaper Components</li> <li>Common Sense</li> <li>[KV] Configurable Maps</li> <li>[KV] Consolidated Traits</li> <li>Damage Indicators [1.2]</li> <li>DermalRegenerator</li> <li>Disasters: Tornado</li> <li>DocWorld</li> <li>DontBlockDoor[1.0-1.2]</li> <li>Down For Me</li> <li>Dubs Performance Analyzer</li> <li>Epic Rivers</li> <li>GlitterNet</li> <li>Gunplay</li> <li>Heat Map</li> <li>ItemListSelector</li> <li>Labels on Floor</li> <li>LWM's Deep Storage</li> <li>Metal Don't Burn</li> <li>Mod Manager</li> <li>No Job Authors</li> <li>[FSF] No Default Shelf Storage</li> <li>[WD] Partially-Passable Wind Turbines</li> <li>Prisoner Capture and Manipulation</li> <li>[RF] Rational Romance (Continued)</li> <li>RenameColony</li> <li>RimSaves</li> <li>Rimworld: Altered Carbon</li> <li>Room Food</li> <li>Show Draftees Weapon</li> <li>Simple Search Bar</li> <li>Smarter Construction</li> <li>Stabilize</li> <li>Stackable Chunks</li> <li>PawnTargetFix</li> <li>Optional Icons for Architect Icons</li> <li>Startup impact</li> <li>Synergistic Traits</li> <li>TD Enhancement Pack</li> <li>Mo'Events (Continued)</li> <li>Temperature Control Unit</li> <li>More Mechanoids</li> <li>[KV] More Trait Slots</li> <li>Toggle Harvest</li <li>No Burn Metal</li <li>Various Space Ship Chunk (Continued)</li> <li>Wall Vitals Monitor</li> <li>WeaponStats</li> <li>More Linkables</li> <li>Yayo's Meteor</li> <li>Centralized Climate Control</li> <li>Just Ignore Me Passing</li> <li>Textile Stats</li> <li>Animals are fun</li> [link] [comments] |
Posted: 28 Sep 2020 03:02 PM PDT |
The age old tactic of using explosives in a crowded room as a means of escape Posted: 28 Sep 2020 10:32 AM PDT |
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