RimWorld Rice or Corn? |
- Rice or Corn?
- For my Birthday
- Yea...Cool party guys..
- Oh no, you have activated the security chicken D:
- Not sure if I can afford the materials for this.
- Petition to change the downvote button to a falling antigrain warhead.
- Randy Random (Fanart)
- i tried making a few compact workshops
- An emotional ROLLER COASTER(this game is AMAZING)
- How would you feel if turrets were far more powerful, but also expensive in a maybe more meaningful way?
- What are good jobs for night shifters ?
- Is it normal to start to amputate a limb without grabbing medicine first?
- Stupid sexy melee
- I feel like starting a new game, but...
- My first Settlement-Late game
- Isn't the immortals mod OP?
- Best defense for a caravan ambush? Your own man hunter pack!
- They literally became lovers and broke up in 10 seconds irl
- Any ideas on how to kill ghosts?
- How do you do urban planning?
- If Rimworld had achievements, which one do you think would have the lowest completion rate?
- Healing Frail trait
- My colony called Big Egg! I just got a reversion serum for half of them so they're humans again (kinda)
- So robots do have feelings!
Posted: 10 Nov 2020 05:54 PM PST So I realized something from my last post that needs addressing... I posted some art that a lot of people commented on. Among those comments were clear allegiances to either Rice or Corn. That had me curious... What do people think? How big is Rice or Corn Gang? Why? P.S. This poll begs to ask you the question which of the two you'd rather have, but vote option 3 if you must vote for potatoes or any other wonderful crop. I would also like to acknowledge the fact that every crop has its strengths, and that few people rely solely on just one. [link] [comments] |
Posted: 11 Nov 2020 04:23 PM PST |
Posted: 12 Nov 2020 02:00 AM PST |
Oh no, you have activated the security chicken D: Posted: 12 Nov 2020 05:43 AM PST |
Not sure if I can afford the materials for this. Posted: 12 Nov 2020 02:52 AM PST |
Petition to change the downvote button to a falling antigrain warhead. Posted: 12 Nov 2020 12:01 AM PST |
Posted: 11 Nov 2020 06:27 PM PST |
i tried making a few compact workshops Posted: 11 Nov 2020 10:20 PM PST |
An emotional ROLLER COASTER(this game is AMAZING) Posted: 12 Nov 2020 07:55 AM PST So I bought this game years ago but never really played it. Something made me pick it up a couple weeks back and I've sunk 40-50 hrs into it already. After about 7-10 "bust" play throughs where I learned crazy cats are more dangerous then they seem and tables/lamps are the key to true happiness I finally have a good solid colony sticking. I am closing in on research for the ship and hope to beat this round. What was crazy was I had an early relationship and marriage between "Smith" and "Zlata" two talented medical professionals. I sent Smith off shortly after on a quick caravan to grab an item and his caravan partner(random person) fell to a knife wielding raider...it was between the knife guy and Smith and unfortunately 9 million combat misses later he also fell. I never really saw that he died but I lost the caravan and his new spouse back home was distraught. Fast forward a couple years and I run into Zlata's father during a raid. I am able to capture and heal him, but it got me wondering. I checked the social tab for really the first time and listed under relationships was "son in law - smith - Enslaved". HE WAS ALIVE. I was SO EXCITED Many more years ended up passing and I finally got a distress call to rescue him. I raided the camp grabbed him and brought him back expecting an epic reunion....instead I got two people talking about potatoes, they had sex a few times, then Zlata divorced him. tl;dr: love/life is a cruel joke my fiance is tired of hearing about rimworld so I had to share this story with someone :) [link] [comments] |
Posted: 12 Nov 2020 06:34 AM PST I don't think this would 'solve' kill boxes, but I nevertheless find the thought interesting. What if instead of just costing components, steel, maybe some plasteel or uranium, turrets required a special 'IFF-chip' item to build? I know Rimworld abstracts a ton of stuff and isn't exactly realistic, but I find it quite amazing how raw steel and components can create an autonomous sentry capable of reliably differentiating between friend and foe and even hostile animals. Now I'm not asking for this to change, rather I think it could be used to explain why turrets could require an 'IFF-chip' like item to build. To counter-balance this, maybe turrets could be made more powerful, with longer range, better accuracy and damage. This would put a limit on how many turrets a player can make while also making them less disposable. What are you guys thoughts on this? [link] [comments] |
What are good jobs for night shifters ? Posted: 12 Nov 2020 03:37 AM PST I've finally finished successfully my first colony and i've learned a lot about automation, how to set up pawn work and your colony. I'm looking to create a night shift/day shift for my pawn in the next one, even though i don't have night owl pawn. The problem is : i don't see a lot of different work to be useful in shifts. Haulers and cleaners is the only other really interesting choice i see after the big interesting one : researching. Cleaning after the filthy day shifters or hauling stuff to be ready for the day. For example cooking seems an okay night shift work but doesn't provide much if i prepare enough meals for at least two days. Which is mandatory since i will need to be able to endure time without a cook if he gets sick/injured enough that he cannot work for a day. And like everyone, i always use a paste dispenser to save my colony if i ever need it. Another example is crafting. It looks like a good idea at first, however if your day shifter didn't finished his bill, then the night shifter won't be able to work and finish it. I think it's possible to counter that fact if i double every bills i ever do. For example, instead of having one bill to create devilstrand duster then i set up two bills for the same thing. Not looking optimal though for every day work, only when i need a lot of things crafted fast. Same goes for artists. Is that really useful ? I mean, if i ever need something to be done quick i'll build more workbench. Then plant cutting/growing might be interesting. Sometimes when my colony starts to get big, with large crop fields, my pawn start cutting grown up plants on one side then move to another because the plant here started to be harvestable and back and forth because a few crops became possible to harvest. It wouldn't happen for night shifts. Though is it really worth it for the little bit of time and work saved ? While looking around for it, i've seen someone commenting how he wanted a night shift doctor. I can see the point of that, but if i ever need to bandage/heal pawn during the night because of infection, then i can manually do it. It's not too common to put someone on night shift only for that purpose. I've also read about how it was useful to set up different shifts for pawn that hated each others. It wasn't that big of a problem on my previous colony since i wanted to go for that city like look. So most of my colonist worked on their corners in small groups and only saw each other during recreation time. It also helped that i did a tribal start and built my colony around an anima tree, so that i could use and abuse the word of love and get a lot of couple later on. So, what's your opinion, and most important, your experience, on night shifters primary work ? [link] [comments] |
Is it normal to start to amputate a limb without grabbing medicine first? Posted: 12 Nov 2020 06:03 AM PST Whenever I amputate limbs my doctor will grab medicine to anesthetise the patient, then after the cut -while the patient is bleeding out from the fresh wound- the doctor will pop away quickly to grab more medicine. They're bleeding out and they grab the rest of the medicine they always needed for the surgery. Is this normal, and if so, why is it normal? *and [link] [comments] |
Posted: 11 Nov 2020 07:46 PM PST |
I feel like starting a new game, but... Posted: 12 Nov 2020 12:19 AM PST I've been playing RimWorld on and off for the last 3 or 4 years, and there's a clear patern : I just abandon nearly every single game when it switches from the survival and development of a small group of stranded settlers to the defense of a base against hordes of mindless raiders. I just don't like it. Massive groups 5 to 10 times larger than my colony appearing out of nowhere to move like braindead cattle in rags towards my killboxes is neither realistic nor interesting. It's also dull and repeatitive. Are there any mods out there adding some tactical/strategic layers to this aspect of the game ? I'd rather fight smaller groups with better gear and some sense of warfare awareness (ie. not walking headfirst towards my turrets), also have some control or at least oversight over the raids themselves (for example, scouting nearby aeras could let me know when a raid is coming, from which direction, which faction, etc...). Please note that my last game was for the release of Royalty, so if some of these points have already been addresses I apologize. Thanks everyone ! [link] [comments] |
Posted: 11 Nov 2020 07:23 PM PST |
Posted: 12 Nov 2020 03:11 AM PST I installed recently the immortals mod, basically some characters out of rng appear to be immortal, if the immortal character dies he will come back to life after some days. Recently I managed to capture an immortal that lost his legs so he's constantly on bed, so I've been using him has an infinite resource or organs, because after he dies all of the organs I harvested it will regrow, so have like 10 hearts, 20 lungs etc... Isn't a little op this mod? [link] [comments] |
Best defense for a caravan ambush? Your own man hunter pack! Posted: 12 Nov 2020 08:38 AM PST |
They literally became lovers and broke up in 10 seconds irl Posted: 11 Nov 2020 02:44 PM PST |
Any ideas on how to kill ghosts? Posted: 11 Nov 2020 07:32 PM PST |
Posted: 12 Nov 2020 08:29 AM PST |
If Rimworld had achievements, which one do you think would have the lowest completion rate? Posted: 12 Nov 2020 08:23 AM PST |
Posted: 12 Nov 2020 08:19 AM PST Hi guys! I have seen a lot of opinions regarding how to heal the Frail trait. Some say Luciferium will fix it. Others say Luci only heals scars and nothing else so a Healer Mech Serum is the only item that can cure it. Others say it is uncurable but its effects can be countered by bionics. I gave one of my frail pawns luci and it did heal it in about 2 years time. So there you have it. Luci can fix the Frail trait :) I dont know if the bad back also applies since its somewhat similar. This is my first post so I hope it can help those who are still confused about the diverse opinions. See you in the Rim! [link] [comments] |
Posted: 12 Nov 2020 12:36 AM PST |
Posted: 12 Nov 2020 06:26 AM PST |
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