#Colony Sims Talk Ahoy! (Rimworld, Dwarf Fortress, etc.)
1 messages · Page 3 of 1
I find it amusing that you built tanks before trucks. 😄
Yep. Tbf the tanks didn't cost engines or suspension or tires. Just raw steel and components
Are they from different mods or something?
Yeah
Yep! The trucks are from vanilla expanded while the tanks are from Titan Vehicles (Continued)
I need to stop compacting evolution chambers
At least I don't think I can make it any smaller now lmao
... I need to build some evolution chambers
I think ranching improvements are what my first 2 planetoids will work on while I'm getting oil up and running on my 3rd
Disappointingly, it doesn't have any volcanoes. But I think I can still make a petroleum boiler using the bottom-of-the-map magma.
Lack of plastic is really starting to impact my plans in all areas, so that's priority #1
You can but it will run out eventually.
Eventually a thermium aquatuner will provide all the heat you need
getting 3 hatch ranches up and running as early as possible helps so much
each ranch can feed ~4 dupes
Yeah, hatch ranching is high on my priorities too, haha. I didn't pick a Terra start, so no hatches on either of my first 2 planetoids.
3rd one does have them though
Tadaaa
Pph nice base
Now, puft ranching though... that's a bit of a puzzle.
Puft ranching is a lot easier now with the separate pickup and dropoff buildings
You can have the ranch have two dropoffs. Once Prince, seven good boys
You could even make a side chamber for the prince where it's separated by liquid but in the same "room" and in a vacuum if you are really scarce in the gas you are trying to deposit
hehehehehehehehehehehehehe
My museum is coming along nicely (also Bump!)
Ooh, fancy!
thanks!
-3: ate without table
awww
Accurate
Automation is fun!
Nice
Of course, half of the wires melted when the rocket on the right launched. 
Rebuilt all the exposed bits out of steel, shuffled things around to hide the wires inside tiles where possible.
hm, not sure about any other improvements I would be able to add here, other than eventually moving the hvac
Hydrogen cooling loop for the food? The only thing I can think of to add is decorations to make the cook happier. 😉
hydrogen coolings really nice yeah, since you can just have it in atmos unlike the aquatuner
is that a great hall
Definitely make sure it's a great hall if it doesn't count yet. That's about the easiest +6 morale possible.
there is a lot of space left of the freezer which made me worry about room size being too big
i dont see a door separating the mess tables from the freezer
oh good point
It's not a separate room though, yeah - the liquid gates don't separate rooms
can just put doors next to the liquid lock though
I'm curious about the shipping layout, though. One conveyor loader drops into the lower freezer, sweeper takes from there to load the grill/range; 2nd loader ships finished food to the upper freezer?
yeah
I should really set up freezers in my game. I'm overproducing so much food that the spoilage doesn't matter, but that's also bad efficiency. 😄
it's so incredibly easy to set up a freezer
even if you don't wanna fuck with liquid locks, you can just use a refrigerator with a low max storage
I'm using a mod that makes airlocks actually seal unless they're set to Open, so I don't have to mess with liquid locks at least.
Liquid locks always felt silly to me, so I prefer making the building called an airlock actually work as an airlock. 😉
but yeah this kinda design is what I'm going for
Though, if I really wanna meme and make it two separate rooms
hm, it would leech cold to the lock though I think
a pneumatic door in vaccum doesn't transfer heat iirc
can easily test in sandbox by making some 1000C steel and -100C soper coolant over the water there and placing the door though
An open airlock door in vacuum definitely doesn't, otherwise all the tricks for using doors as automated heat transfer widgets don't work.
I wonder if there is/was a comment on that mod that was like "CE compatible? 👀"
maybe belongs in a thus-far uncreated transport tycoonlike post, but i've been having a lot of fun with workers and resources again. (this design does not work at all because i forgot all jobs have three shifts)
those workers are NOT resourcing
grand total of ten guys trying to split a 30 person service job between themselves over three shifts this is peak retail
Have youve considered giving them a pizza party once a year?
Also what game is this?
I believe it's called Workers and Resources - IIRC it's a communist econ/industry planning game?
Communist econ
Reinvents capitalist job shifts
Manage all aspects of your republic in this soviet-themed city builder game. A planned economy puts you in control of everything from mining resources to manufacturing goods and providing services – use this power to make decisions that impact your citizens’ day-to-day lives and their ultimate loyalty to the nation. Whether it’s construction, tr...
$39.99
17491
81
Really, really in depth city builder
Like you have to buy every garbage truck you need and you have to pick from available models
You can split trash into up to 7? types and then process them all differently
It puts the Planned Economy into economy planning games 😉
ya
something i think a lot of people miss, is that its difficulty settings are very granular. if you'd like, you can use the preset modes, or you can, like me, toggle off certain problematic elements like water, which i find kind of tedious just because you have to take into account pipe diameter, water pressure, and gravity, all while already handling heat which already involves hot water tanks and cubic meters of water
what it does that i find quite unique, and also something that slots it more into the colony builder niche in my brain, is that your budget is only drained when buying resources (or grown by selling commodities and raking in money from tourism.) there are no "maintenance costs," per se, only the cost of the materials needed to maintain whatever it is that needs maintained, and once you have that production chain you no longer need to buy it as long as supplies are sufficient at home and you can get it where it needs to be in time. (also, you have two currencies and you can only buy things from NATO with american dollars or from the warsaw pact with rubles)
the workers are also given great detail. they have lifespans and very simple personalities. (do i need alcohol? do i need to go to church? what is my current education level, do i own a television?)
no, these colonists all died horribly 30 seconds after this screenshot

but then I reloaded a save and actually full assed the fight
surprised that they downed you while wearing heavy armor
the first time I was holding a baby and I was like 'ahhh they'll be fine'
Flesh creatures have surprisingly good AP
Cody my leader got a fucking brain scar through a deserter helmet
from a toughspike
ah right vanilla rimworld has different armor system
Ah yeah if this was CE, we would literally stand there all day
then yeah get guns
in the world's dumbest standoff
I once had a dude in CE legitimately nearly starve to death while being attacked by a cougar
base CE makes fleshbeasts extremely trivial to kill
lmao
just send someone to kill'em
she did what now
lmao
this is why I give my chars Endling trait
so that I don't have to shoot endless waves of my pawns' own relatives who are on the planet despite me having crashed on it from OUTER FUCKIGN SPACE
I do kinda wanna get back into rimworld but that dlc tax
mood
Ok, I have a really good pawn. Mans is my best builder, one of my best researchers and an 11 shooter.
BUT
He has one scar on his leg that leaves him in permanent Serious Pain (-10). I just need to find a bionic leg and I can fix it, but until then, I am :|
Sometimes I feel bad about hitting bandit camps made up of 3 dudes with poor shortbows. Then I find their rations [human meat] and I don't feel so bad any more.
Would Frostpunk and They Are Billions fit here?
Yeah!
Hey!
I'm an unrepentant Eco player. What say you?
I mean same, although my most longterm 2070 colony was all three
Yes, a long time ago
How do people store their hay in rimworld?
Cause it lasts around a year
Unless you refrigerate it
or do you just attempt to turn it all into kibble?
I usually turn it to kibble
It’s not like I face shortages of twisted meat or insect meat
I.... Don't find a lot of insects. Is that normal? Also, my colony is primarily underground, so I avoid doing stuff that could upset the colonists too much more (having to butcher humans)
But I have a stock of turtles and cows, so the amount of meat I have is always crazy high
Like, if I just had to survive on what's in my freezer, I have years of meat
Twisted meat is from anomaly
Technically speaking you can place a freezer next to the animal pen
Where you store the hay
And animals will eat it on their own as long as you place an animal flap for them to access it
I'm a masochist who tries to find a sweet spot where all the hay gets used up by the time winter ends and I use kibble as a buffer until the first crop grows, usually by a make-until-you-have-X bill for the kibble. Ingredient restricted unless necessary.
If your colony is underground you should be getting fairly regular 'Infestation' events unless your difficulty is lower
Personally I just grow haygrass where my animals are and let them eat it and if it goes to waste oh well
You're gonna get so much more by the time the hay rots, same with herbal medicine
something you could do is have a dedicated shelf (or shelves) for hay in your freezer at high priority, and then have other, smaller shelves (or zones) in the barn at higher priority. So any excess hay will get put into long term storage when the barn gets filled up. At the expense of extra colonist labor hauling hay whenever the barn shelf gets used.
extra colonist labour
That's what dogs and dryads are for. 😉
I set up a room in my animal pen and use animal flaps to seperate it, as i cool it down with AC units
86 veils (of normal+ quality) is a LOT to manufacture in 12 days time
But I got it done
Why does uranium weigh 1kg / item T^T It's so damn fucking heavy
ugh, boom rats self-taming is annoying
Is an Archotech eye for my cyborg sniper worth 3.5k? I'm thinking I buy it, even if it isn't, cause I'm currently sitting on like 9k+ silver and am thinking about making a bunch more shortly
I need to empty my stupid fridge T^T
... oh yeah, i could just go straight up to the expensive meals
I need to expand the freezer, I think
Cause I have shelves everywhere it makes sense to have them
So if I need more space, I need more space
I'm getting a TON of mechanites attacking me, either from wandering in or from ship chunks falling from the sky
possibly cause the mechs actually manage to damage my characters and the two infestation events were in my mining tunnels which is terrible for them and great for me
so I straight up didn't take damage
LMAO
But what if a bad double cold snap hits your colony on top of a toxic fallout and a siege and a breacher raid and one of your pawn has malaria
Heavier materials do more blunt damage when forged into blunt weapons
Uranium mace is a go to for early game melee weapons for that reason
Also consider getting adaptive storage
It’s better for performance than vanilla shelves
And costs less space
I know, I just got like 600 as a mission reward but because I forgot it was fucking HEAVY I didn't bring any pack animals, just some horses so I had to sell ~300 of it, just for my caravan to be able to move
That could happen.... I doubt it and I have some hydroponics and indoor sun spots
uranium is in fact one of the densest metals to exist, so it makes sense that it's heavy
(funnily enough gold irl is slightly more dense, but it's "small pieces" currency adjacent denomination in rimworld makes it hard to justify a high mass. Each piece of gold is 8g in rimworld, meaning a full stack of 500 is 4kg)
on the forums sylvester said a uranium mace is better thought of as a depleted uranium mace, and it's 100% uranium. pure uranium mace. explains a lot
Adaptive storage is a very good mod
I had my doubts but it made my base building so much better
Cows
The real answer if you want to be fully efficient is none
Hugely compacts storage
For context you can store like 1000 rice in 4 tiles with the food barrel
I'll be honest it doesn't make it easier, it just makes base building not huge
it also makes your storerooms REALLY pretty
yeah
Dangit, I'm a sucker for pretty bases
I'm staring at all the DLCs trying to decide if I can be a little financially irresponsible, as a treat -_-
Ok, which adaptive storage mod should I be using?
Adaptive Simple or Adaptive Ideology?
oh, wait, do they recommend using both? 
the answer is both, ignore me
I have just started a new Rimworld game cause I got all the DLCs
And landed next to an ancient strider thingy
Spooky
Oh, perfect for my polyamory-encouraging mechanicus cult
is it... dangerous?
I may have forked myself this run
None of my colonists have an affinity for construction and none of them have more than 2 T^T
Oh! It does blow up in a big fiery explosion if you whack it too much
but its the only way to get the stuff to make mechs
good luck!
:)
I would like to scream
All of my colonists refused to eat meat, despite it being acceptable to the ideology and none of them having the Vegan trait.
So they're all hungry, two break, and then I get a mad Cobra
So.... new colony time!
Above is your one step solution to all your adaptive storage needs
.... that's not adaptive storage tho?
But yeah Reel’s is probably the best out of the storage mods
Just watch those load order
Have you got rimpy?
... probably? Let me check my list
If you don’t know you don’t have it haha
oof
It’s a mod order loader
So that you don’t have to boot up rimworld just to switch around mod order or activate new mods
Extremely convenient if you use a lot of mods
It’s library file and instructions on how to use it should be available on steam workshop
oh, that's right
Yeah, I tried to get it working once upon a long time ago, but got fed up with it
Decided the like 30 sec turn around was acceptable to not fuck with rimpy
more like a 5 minutes if you use a lot of mods
I think people are reccing RimSort nowadays
From my experience it's pretty good
Also being in the same barrack satisfies polyamory needs
Though there is a mod that gives bigger beds for your polycule and one that lets pawns in a polycule sleep with each other in shift
Technically if you only put the beds belonging to members of the polycule in the room
The room gets re-sorted to be a Bedroom
Huh does it?
Yeah, I remember my colonists not complaining when I make their children sleep in the same room as them
Duplicants will now occasionally slip while walking over ice or puddles of oil.
eheheh
Welp. I'm hoping 30 days of tending to this guy with the weird paralysis is worth these stats. Considering I don't have a strong doctor-type yet, it should be
He's also got an animal-summon power
ooh, the furry xenotypes
Unless that's a modded one 🤔
the medical will definitely be helpful
furry xenotype, yeah
hmm, kinda wish I had gotten carefully prepared to make all of my starter colonists bi
It would have been very funny
(is there a way to induce the Bi trait in-game?)
this one, technically
since you can add/remove traits on the fly, outside of the creation menu at the start of the game
much better than prepare carefully, since that mod has some incompatibilities that make it very... bad.
to the point it causes problems in late-game colonies
alternatively, you can use this and set the commonality of every pawn to be bi
sweet
... I can't prevent child labor in my colony. I swtg
I set the lil bugger to "all time is sleep or recreation"
Still manages to make herself a new romper T^T
😔 yeah
AND NOW SHE'S UPSET SHE HAD TO WORK
I personally see it as they're learning the ropes of the colony in their free time...
which does make me weirded out when they're blasting stuff in a smelter 🤔
THE LITTLE BASTARD
I SAVED YOU FROM RACOONS
me @ local noble who needs me to imprison his (her?) sneaky link: "please ignore the indoctrination. we just wanna show you about cyborgs and polycules"
mmm, I wish I could make "patchleather" meat :|
It'd make life a lot easier
mmm, there's mods for it
also I believe VE Mechanoids has a building that turns meat into ground, mixed meat
He has naked speed so remember to fit him with the heavy bandolier
Should work well as your sniper or kiting gunner
hmm, do I take Work Speed or Movespeed here?
I think movespeed, especially if I plan to have them work as a doctor?
makes sense
Why is everyone that wants to join my society a funking child?
the children yearn for the MACHINE
Rimworld is like "hey I know I just sent that cold snap your way and you are on the verge of running out of food, but look it's a child!"
Children can make good laborers
So, I got thrashed by xenotype soldiers T^T (how do they pay for all those alterations?? they had Very Fast + Reduced Pain + Great Melee T^T)
Time for a new save, ig
Time to figure out what ideology I wanna mess with
hussars?
They pay for it with addiction to Go-Juice or they fall into a coma and die
Not sure, they just rolled on me
basically great shock troopers/horrible to play against because they tend to come in absolutely hopped up on drugs.
That's what happened to me
and superior firepower is how you deal with them, but that's hard to do.
Yeah go-juice sets your pain to x0%
which means they will never drop into shock from pain
it's run them out of HP or hit something vital
And they're usually just used by the empire so they tend to have body armor
and generally they don't "pay" for it, factions will have like a spawn list of gear/raid points and will assign that to the amount of pawns that will raid you.
It does suck when you're just not ready for raids.
it is based on wealth, so you do need to be careful how much stuff you own vs how much you can protect
try a kill box or a classic trap corridor if it keeps happening
Yeah, I forgot it was based on wealth.
generally having a low wealth/most of it is focused on defence will be the way to go.
Though you can also maybe figure out different set ups with time
or if you're cheeky like me, turning a base radius into deep water and having only one exit and entry.
Just invest in weapons first
Go-juiced enemies are pretty tough to fight
They don't get downed from pain so your only hope is dealing enough damage to either kill or immobilize them
They run pretty fast too so no outrunning them
i also invest in go juices pretty early
I don't tend to use go juice for much since I run killbox
🥳
They are very useful for melee pawns
I... did not realize a Grand Meditation Throne took 3,669 work to build
This is gonna take FOREVER
... do I recruit the unnaturally old child that has necromancer nanites in her body?
go go go go
Go go go go
You can incorporate a corpse box into your defense for her
Children have the potential to be the most cracked colonists
But they take so long to get fully online, and even then there is an awkward period where they are technically an adult but still suffer from having less HP than one
She's... Not aging 0.0
yeah
also, for some reason, the new mother in my colony really likes the psychic throne room to breastfeed in. Kinda weird
There's no table in there, just a BIG throne and some braziers
They feed at the closest comfy chair
Thrones count as comfy chair
Build sofas in your nursery to avoid it
Table not necessary
But add a table and it will double up as a place people can have lunch while wandering the base
Just click social gathering place off on the table so that your pawns don’t get sonic attacked too often
I'm working towards a 50/50 solution for now: A way to funnel more invaders to fewer chokepoints, but not a true "one corridor of traps" killbox
AdamvsEverything has a vid that deals with raider pathing
In a nutshell, if they can find no obvious thing to attack like an exposed colonist or an object, they will split up to attack random walls
I'm trying to funnel some of them through an insect nest, cause I have like 4 or 5 of them on the map
That's why I liked CE, it really let you do stuff well without killboxes/funnels
Lobotomy Corp seems designed to drive me insane :(
genuinely true tho
https://www.youtube.com/watch?v=MQrmMkhF22o oh boy a new series
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Two Archoseeds are sent to a Neolithic human world to guide them in their journey, but the two Archoseeds have a disagreement on who should guide the humans, leading to all-out war.
This is a traditional Generations style series, whe...
starting with literally nothing, like, no research to the point where the only thing in the crafting spot is "find a nice rock to hit people with"
Oh god
I cannot decide which reward I want
My high-shooting character could use the eye. My high-melee pawn could use the arm and the sword
My psyker would love +10 honor
High power melee pawns are really fun so I say monosword
hello ive just finished my first rimworld playthrough and id like to dabble into mods, any vanillaesque mods i should get?
Vanilla Expanded series will keep you busy for the next 1000 hours
I would advise against the Vanilla Expanded Races, they're very complex
but factions like empire expanded, deserters, ideology, furniture, food, etc
lots of very vanilla adjacent stuff
Steam Workshop: RimWorld. [url=https://www.patreon.com/oskarpotocki][img]https://i.imgur.com/m7knAau.png[/img][/url]
[url=https://store.steampowered.com/app/1839760/Cursed_Crew/][img]https://i.imgur.com/bwwqvS7.png[/img][/u
Here's a big list to pick and choose from
I'll second the Vanilla Expanded stuff in general
Aside from that, I think most of my mods are QoL/UI stuff
I also always add the one that lets you research fuses & breakers, because I feel it's absurd to be able to craft bionic spines but not a basic electrical fuse.
^^^
there's also that one mod that's a solar flare shield
it eats a lotta power and generates a lot of heat, but it'll block solar flares from affecting your colony
Works well against EMP devices too!
if you are feeling a bit spicy you could try Eccentric Security Systems
for guided missiles
The Regrowth series change the biome a little
Makes forests more dense and such
Geology adds more map type so you can have stuffs like coves or river deltas
A bit more diverse than vanilla's maps
They all are but some of them introduce systems that aren't very vanilla-like
Like Outposts or Trading
And some allows straight up broken stuffs like Skills Expanded letting you have 1% aiming time or Psycasts Expanded
The Weapons Expanded components can be straight up bloat if you don't use them
And Accessories Expanded gives you broken stuffs like a ranged shield belt
It’s more in the sense that they are balanced with respect to vanilla rumors and not the presence of other mods including other vanilla expanded mods
So mixing and matching too much will likely have unintended consequences
welp
I think my rimworld instance has crumpled under the weight of its modlist
time to
time to (sniffle) purge my mods
😭
Nooo
Is there a way to put a tree in my prisons?
Pretty much all nearby factions like/love trees
😭
Could unroof and unfloor a tile then plant a tree there
The temp loss wouldn't be too significant with just one tile, and while the cleanliness could affect your operations, you could build a separate prisoner operation room
I think most Vanilla expanded mods work together
they're made by the same mod team
I (have) run them all and not seen any issues, but I think a lot of them just add too much shit
the races in particular I think are too complex to bother with, and outposts and skills are too strong
Psycast Expanded is not balanced but IS really fun and can let you do like, a magic university or a late-game tribal colony
Oh yeah I can't recommend Adaptive Storage enough
Massively compacts the base so you have space for other stuffs
Yep
Not even that, they're designed so they add even more things if some mods are isntalled together to make them work even better together
Very cozy
oh that's nice!
yeehaw...
If you're cold, they're cold. Let them into your chemfuel storage
I wonder what it feels like to pet a boomrat
Squishy
like a balloon filled with oil, and sometimes random fur.
Greasy rat
okay this sent me
So there's an event that makes someone from another faction propose to one of your colonists, either moving into your colony or that pawn moving to the other faction
There's a mod that adds orangutans and they teach people skills, which requires a social screen
This apparently lets them propose to your pawns using the above event
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Two Archoseeds are sent to a Neolithic human world to guide them in their journey, but the two Archoseeds have a disagreement on who should guide the humans, leading to all-out war.
This is a traditional Generations style series, whe...
This intro rant finally put it into words why I don't care for industrial playthroughs
(I mean this is why I don't super care for modern era games in general or games that try to do a weird combination of modern influence. Be weird)
it only bothers me when social media becomes a thing referenced
cities skylines twitter bird thing
ORANGE JUICE AND TOOTHPASTE
getting a popup every two minutes that reads "#power #outage #lol! #wtf" and feeling the dread seep in
on the subject of games with overeager references to our time and colony sims
surviving mars having legally distinct Musk rocket company as a playable faction, and the concept for Musk rocket company's big rocket as the default ship everyone uses, leaves a bad taste in my mouth now.
If you want a musk free space city builder that's not intentionally limited in the base game we can recommend this one. we like it quite a lot
https://purple-nebula.itch.io/alien-horizon
yeah i have a feeling if surving mars was made now musk would be a parody faction thats bad
he is not spacex
i wish he was less of spacex
miserable work environment apparently
at the rate musk is going they might replace el diablo with musk
🖼️ Gallery: 10 Images
https://preview.redd.it/tsci60chqmhe1.png?width=1008&format=png&auto=webp&s=6f6d14eda38...
Surprised the save didn't self immolate at that point
You can see in the comments that in some parts it absolute has
hmm
Potat
Colony Sims Talk Ahoy! (Rimworld, Dwarf Fortress, etc.)
there w ego
for ease of access
I have been playing rimworld again recently
this time as a Sikh gurdwara
flexible ideo that started with Healthcare (because it forces having a hospital and at least Charity: positive)
then I picked up Vegan (because there's no vegetarian, and yeah I know sikhs aren't all veggies but hey)
and uhhh Monastic because it's basically a temple complex anyway
Has expanded a bit since then
I have Hospitality mod on but I just open tons of spare beds and set them to $0 and 'guests can take food for free'
and I make sure to try and save raiders
then I capture them and top 'em up with blood (I hemogen extract my colonists every 3 days or so), and release em
or convert and recruit any that seem....unsuited to raiding, or more suited to monastic life
also my favorite mod recently is the one that uses the food that you have in your colony to texture meals
So like, if you have these things in stockpiles, the meals will take on those for pictures
even if they still try and cook, idk, 60 nutrition of Onion
I really like imagining what sort of foods my colonists eat anyway, and try and not mono-crop, so this mod is my fave
So you are vampire Sikhs?
No, you can purposely create hemogen packs by having your colonists give blood
Yeah but for what purpose
like an actual red cross station, I just save the blood and use it for transfusions
It can save people dying of blood loss
Ah I see
Yeah
It gets rid of automatic death on down
But also means that you will see something like that
Turns out shooting someone like 4 times does that to you
I just have a few hemogen wine for my sanguophage in her inventory
my guy is slumming it
high stellarch of the empire visits 2 bit colony
Maybe you should detain him
Welp, someone either arrest him or get the beating stick
Yeah, mental breaks in scenarios like this mean the beating stick
I think he started out with rimworld stuff yeah
can just send someone to arrest him that usually stops mental break
and then just immediately release him and immediately anesthesize him
these days I just drag them into the biosculpter medpod
There's a psycast that stops mental breaks by putting the target in a brief psychic coma
bad news, that brief psychic coma scales with both the targets psy sensitivity and how good the caster is at it, so in modded it rolls around to being kinda useless cause a brief coma of ~a year, isn't uncommon
well if you are looking for modded solutions there's also a stungun
hmm
actually psychic shock eh?
never heard of it putting people in a coma of a year lmao
It also has a chance to give people brain damage
it's not psychic shock is one of the words, words of serenity maybe?
Also didn't happen to myself since I don't have any of the dlcs, but a playthrough I'm watching
if one is looking for a mod to deal with mental breaks, I believe there's one where your social pawns can talk down the mental breakers and they'll go to their room afterwards if successful.
I forget which mod adds it, but the execute command also works well if you use a blunt weapon, chance on kill vs down depends heavily on weapon type
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Two Archoseeds are sent to a Neolithic human world to guide them in their journey, but the two Archoseeds have a disagreement ...
goddamn
ahaha... ha... ha... 😔
I don't get it what
Play time hour
Oh! I thought there was an easter egg for upcoming announcement in the banner
my genuine reaction
MY LIEGE
with shamblers being a thing
I can't believe people haven't remade the zombie mods yet
I think some mod I have gives Shamblers ability to infect pawns they bite
Alpha genes for sure turns them into special infected from l4d
From spitters to boomers to tanks to hunters
Too bad my sanguophage melee specialist is immune to all diseases
Yeah I disabled that
I just like the horde stuff and infection
I could do it myself I guess with the scenario event every X days thing
Pretty sure infection also comes from alpha genes too now that I think about it
Probably does tbh
Always a bit annoying to take care of all the bodies after a shambler raid
that's why god made molotovs
If it weren't for the acid mortar things I'd love to try making a base deliberately inside a fleshheart mass
I think I use the flamethrower from anomaly instead
Bit finicky in CE though although flamethrowers are great
They work too well sometimes?
Basically sometimes they just dump their entire fuel tank at a target at once instead of a slow stream
Completely obliterating whatever’s on the other side
oh lmao yeah I've seen that
Which is probably not intentional
Join Luci on her ride for adventure.
Rough Trail cover by FamilyJules: https://www.youtube.com/watch?v=hYSdKtXTumI
#rimworld #rimworldanimation #animation #shorts
nice rimworld animation
has also made me reconsider how big an anima tree should be
A short animated video of Raquette, my second best soldier taking on a horde of enemies by herself (and her metal companions)
Based on true events (sorta) in my latest playthrough in RimWorld.
Thank you so much for all the support. Sorry for the lack of upload as I just enrolled in university once more for my degree.
Disclaimer: The helmet u...
Oh my god
Wild.
Awesome
I forgot which game did that to out people that were pirating it, gmod I think?
Just making a bogus error that can only happen on a pirated copy, ban whoever has it
Serious Sam iirc had an invincible scorpion boss that would chase you and one shot you
Yeah I just remember some indie game using a fake error to purge their pirated users
sims has articulating splines as a loading screen message
Man, that's a deep cut
"Reticulating splines" was a loading message at least as far back as SimCity 3000
It's in a lot of maxis games
Is that eccentric tech or a different type of maid uniform?
techcentric tech
It's the Victorian Apparel mod
norm is armed and dangerous
What would happen if three librarians landed on a rimworld
Answer: Start a library
Goal is 100% animal scans, max size library, 100+ books, 5+ legendary books
plus temporary guest housing, a child play/reading room, and social services as needed
so probably a walk-in clinic
starting condition was vanilla industrial, but with all the weapons and armor removed and replaced by 10 random books
and forced trait Academician
niceeee
Fringe what.
He probably deserves his fate tbh
That's a terrible background
Though I think it gives +intellectual
....it should probably give minus
it should give minus intellect and minus social
Execute that man
🤔
I didn't take him in, so yeah
finally, the perfect profession for my self insert
hmm
for context, this is a hauling workdrone (not a lifter mechanoid) making coffee
sometimes you just need a cup of joe before you get to hauling.
Your Local Library
(slowly becoming the brotherhood of steel slightly)
Features: community garden and swimming pool, walk-in shelter and clinic, rec-center, multi-faith chapel, library services, gene-bank, research facilities, packaged survival meals for free, and robust defences against raiders
Still struggling on expanding the book count, traders really don't carry as many books as they should
It also runs on renewable energy :3
This is so cute
nice
Reposting because it qualifies as a short now
Thank you so much for watching my animation!
If you want to see more stuff like this, please consider subscribing or becoming a supporter on patreon for rewards. Appreciated my dude.
https://www.patreon.com/lukehumphris
https://www.instagram.com/lukehumphris/
https://www.tiktok.com/@thelukehumphr...
Yes I love these videos
The issue is my wealth is rising steadily so I need to start militarizing my librarians
By necessity when the library is done they're gonna be marine armored and charge rifle carrying
I have a full team of synths on hibernation around defensive positions
So whenever enemies show up I awaken them and have them hold off the enemy while my combat team gets ready and civvies get sent to bunkers
Honestly should’ve done this earlier
Mech units are a lot easier to manage in CE than I thought
nefarious mechs
lmao
they have a mod for mechs that can wear human clothing i'm not NOT gonna use that opportunity to make me a squad of clone troopers
that shoot guns with EXPLOSIVE BULLETS
bnunnies
The mod also has the benefit of having the solution to the one thing that gives me gripe with mechs
Which is that it gives some mechs command relay authority
Give the mechs diapers
Unfortunately the underwear mod does not include diapers
......40 days into an Ice Age purple event
And I just noticed my growing season is now 'Never'
Really glad I have 1500 survival meals packed
Still not gonna be enough for up to 2 years though
120+ days
Trading for food
Or heaters in hydroponics bay
Hunting also should work
Yeah, I'm hunting everything on the map and stockpiling tradables
Heating hydroponics is a great idea
I don't normally do cold ass biome games
Might want to switch to nutrient paste until the ice age is over, iwrc it’s more efficient than cooking meals
(If you aren’t already doing that of course)
I should but I have 1500 packaged survival meals stockpiled so it doesn't matter for a while
If I get down to it I'll definitely be feeding people mushroom and hydroponics sludge tho
yeah, I would normally do an indoor cooking room, while expensive on electricity, it's probably one of the better decisions when it comes to managing food supplies
ahh
nothing like waiting 20+ minutes for rimworld to boot up
only for it to freeze on loading my save
😔
Bruh that is a MOOD
Pfffffftttttt
Hahahaha
yup, got the grippers and the grippers out
no hands make sense if u want absolute maximum dexterity but the feet r kind of an achilles heel moment
What if you drop something and you want to pick it up with your toes
my army of rabbits are increasing in number
I love this mech army
I have 3 squads guarding various defensive dugouts around my colony
intended to keep enemies busy while my main force decisively clears one side
but if enemies come from one side the mechs can form up into one massive force and then just mow everyone down with suppressive fire
🛠️ Wishlist now on Steam: https://store.steampowered.com/app/3435610/Exark/
Say hello to Exark, a run-based engine builder/autobattler set aboard a massive ark-ship.
Developed by Robot Cat Limited and coming soon under our publishing banner! 🔥
#gaming #newgametrailer #enginebuilding #autobattler #indiegame #solodev
That's the rimworld experience
so uhhh
had to use a little fuckery
........turns out I had a metalhorror at some point
......and 1600 survival meals
so I narrowly survived a 6 metal horror event with 10 colonists
then I had to laboriously sell all the meals I ever made
I still had one more outbreak
so it MIGHT be contained now?
Ice Age is finally over so we're back to growing, and I have the Wastepack Atomizers up, so I can finally use mechs (I refuse to fuck around with wastepacks)
Mechs are real nice
......starting to feel bad for whatever colonies got my metalhorror tainted meals, sorry guys
Yeah never trust the chefs
I think I purposefully only make one or two pawns a chef
The rest of the cooking can be done by mechs
because I'm forbidden from raiding, I make money by hunting, growing, and churning out survival meals from like 4 ovens
there's a mech that does cooking?
Fabricor can do all basic crafting including cooking
But you can also download mods that do it faster
I just rip out the brains of raiders
Yeah, I would normally
But if you have moral scruples you can download DMS Synths instead
Which allows you to fabricate humanoid servant mechs without it
A bit more expensive on the neutroamine though
I'm just gonna pray for no more metalhorrors
DMS synths now make the bulk of my combat forces as well
The Rabbits
Ye
DMS came with a mech that extends command range
So I can just use it to deploy rabbits to defensive positions
damn, i haven't looked in stardeus' direction for a few months and it's got ship to ship combat in the works now?
i might have too much uranium
Just stack them on top of each other
huh, good for you goldberg 
there is actully a vanilla trans backstory i beleive
Yeah
Theres two lumi and sparkles are both backer made pawns
injuries are minor
Ouch
End of Early Access Hello dear leaders of <Ratopia>!! Hello dear leaders of <Ratopia>!! This is Cassel, the developer of <Ratopia>. As of today, <Ratopia> has officially launched after three years of development and one and a half years in Early Access. First, I would like to sincerely thank the team members who have worked diligently and persis...
Rats rats rats rats
The citizens of Ratopia each have their own wealth and unique characteristics.
There is no such thing as a free lunch!
Supply jobs and services for your ratizens to make them all happy.
…
$15.99
3008
Fun times
VFE Tribals run
made it through the tribal stage
now have a small herd of triceratops and 3 ankylosaurs
going for a cave dwelling base with a pallisade and traps
and I'm farming slowly
I have a ton of steel but for Roleplay Purposes I'm researching Bronze from VFE Classical
so I can pretend to be in the early bronze age
Here’s a dilemma
I know there’s a metal horror infestation loose in my colony
I already set all potentially infectious works to be done by mechs
(Cooking, medical, etc)
But concerningly no further infected flesh has been observed in… a quadrum
At this point I have no idea how many are infected
But I believe that containment procedure has been effective since they clearly haven’t gotten majority of my colonists yet
The problem is that currently my pop size is bloated because I have a large number of guests as part of a refugee quest
And if they leave the metal horrors might suddenly emerge as they might actually have majority among my original colonists
On the corollary it’s possible one of the refugees might be the infected
I’m at the point that I might start locking random colonists up and interrogating them
Should I do that or wait for further infected flesh
start giving each colonist set paths that they can only go on, and be restricted by.
If flesh shows up in said path, it'll give you a clue if it's a specific colonist or a guest.
3 pawns, all called John
never any more colonists, only slaves or mechs
John will ascend to greatness, becoming the rim's most powerful psycaster/stellarch
Excepting the worker squads you can summon from empire of course I assume
Yeah true
will be relying on disposable gangs of Not!Johns for a little help
yeah also the combat squads you can summon from them are great help
if you ever need disposable troops
It's him, it's John Rimworld!
https://store.steampowered.com/news/app/1062090/view/579383283382486203?l=english Beaver colony sim got a mole update (you can build overhangs and tunnel into cliffs)
Really enjoying how they're playing with verticality and layers
me playing rimworld few days ago: "Hmm, yes, today I will summon incomprehensible horrors beyond mortal comprehension so that I can make more biodiesel"
Filled my colonist's minds with eldritch beings and now they're happy being a cannibal
They also make good pets, you just have make sure to -# let them in
-# let them in
Started a new game, giving medieval overhaul a spin. Along with the prehistoric mod, so I can have Dino knights.
Source: u/SatisfactionFar3614 on reddit
workers and resources is coming out with a low tech dlc in two days
Build the foundations of your glorious Soviet Republic starting from the tumultuous 30s and lead it through a time of rapid industrialization and centralization. Face off against the limitations of the era, research technologies that revolutionized the world, and establish the roots of a nation that will stand for decades to come.
Whether you…
May 22, 2025
i like the choo choo :)
Oh that's cool

I'm really glad that stone outer wall is half built, otherwise I think I might've lost the whole kitchen
Is it enough fire though?
Not really
It felt like enough. 
Was a raid by imps with a couple firebows
By the time I took the screenshot I'd already put out all the fire joining the north & south fires
So
Back to using rimworld as a map maker
partially completed map for an rpg I'm making
featuring a trashed bit of green park, and a Not!7-11
Maybe I can make a lancer map with rimworld
I've seen someone on the subreddit make a dnd map using medieval mods in rimworld
for a campaign
I've definitely done this before. it's a really good map maker when you include mods.
SHIT
we should be allowed to sell excess power to the grid
there's a mod for that
Lol, of course there is
Random ramblings: oskar strikes again, that's an imperial shuttle from Vanilla Expanded; he has the Astropolitan culture logo on his armor; boy I hope they made caravans work better not just shuttle stuff; some kind of sciencey faction would be cool
Exploring derelict space stations would fit well with anomaly stuff too
Yeah lmao
Geniunely really funny and sorta weird how Oskar is both a modder and like on the official team
isnt astropolitan in base game
It is yeah, sorry I tried to divide my thoughts up
VE imperial shuttle is a seperate thing
Iirc it's the default culture for Crashlanded
Yeah
well its a good thing that update is coming soon
my save keeps on crashing on load 😔
yooooooooooo
Build your own gravship
Build your own ship and travel across the planet! Land anywhere you want to hunt for treasure, harvest food and fuel, and bring back souvenirs like exotic birds, long-forgotten gravtech, or a gold-plated charge rifle.
Your gravship starts small - just a grav engine, a few rooms, and enough chemfuel to lift off. But ov…
Coming soon
yeah this looks lit as hell
dlc SOS2... AND a buncha new stuff
yeah
but I love it
living a nomadic life is so much easier
when you can take your home with you
late game where I build a large gravship to ift myself into the stars sounds amazing
holy shit looking over all these changes they are talking about, will maybe have made like a ton of iconic essential mods, useless (Which is good).
Like you can just replace a wood wall with a steel wall, without tearing down the old wood wall, then building the new steel wall
ye
they added designator shapes just as a core thing now, not a mod anymore.
also fishing
I like that quest joiners now showing their best skill before joining, means you can really go "no you have NOTHING mister Stinkleton, you only have 4 plants."
i only rescue kids these days
I haven't played in a bit partly because I know I will lose hours of my day to it..and I need to be somewhat productive.
Dude the best change is the smallest
Multithreaded pathfinding and lighting
That should be real good for performancr
Love all the QoL mods just being added to the game, but I wasn't expecting them to just straight up do SoS
The subreddit agrees with me
I like the efficiency buff for having benches in the right rooms, that's a nice way to encourage organic colonies
Say sike right now
Pinch me
Am I in a dream
Geniunely havent played Rimworld since Anomaly dropped but jesus christ Im into this so much
We can live in space
We can have a mobile base
We can visit alien worlds
It’s literally everything I can ask for
I wonder if they’ll change the “find the spaceship” mission you get for the endgame
HEAVY BRDIGES
Where instead of the ordinary spaceship made of connection beams and cryptocasket and a dream
You find an intact gravship ready for takeoff
I think that’s a worthy reword for venturing across half the planet
Yeah you can now make a floating colony!!!
actual islands!!!!
And base game landforms!!!
BETTER ANIMALS!!!
That's a point, they add an ending normally
But they didnt talk about that this time
No they ddi
Well there is an end game challenge
Oh they did? I'm blind
Boarding the orbital machine
Ohhhhhh yeah
2muchcontent2read
The machine hive mind
Far above the planet, the mechhive pulses with hate. Its mechanoids reproduce endlessly, and they will never stop attacking until every human on the planet is dead. When you reach the inhuman mind behind this terror, you face a choice. Will you destroy it and shut down every mechanoid for good - or take control of its power?
Man rimworld is a fucked setting
We should take control of it to kill everyone on the surface
On a same planet
You have dark void gods
Whatever archonexus is
Mech hives
Insect hives
Cannibals
Imperial remnants
Space pirates
Glitterworld people be doing wild shit, there are whole industry worlds, there's a fucking galactic mechanoid/insect war
Space pirate cannibals
Pigmen
Mechanoid and insect war is specific to this planet I think
Well mechanoids happen pretty often
Across the human civilization
Insectoids are from Sorne though right?
Oh yeah that’s right
And designed to fight mechanoids
But yeah if the 'can you survive in the last game you played' ever happens
I'm Fucked
Im most curious about the "unique weapon system"
I think yeah in rimworld you can survive
just the world the game takes place on is a fringe world.
A....r-
A ri- a rimworld, you could say
No I couldn't say that.
Ribaorld
[Reply to:](#1176792551227924560 message) https://store.steampowered.com/app/3022790/RimWorld__Odyssey/ 📎
finally we can abduct people the honest way
honestly the biggest part of this is just how much it shrinks my modlist
so much qol and vanilla+ stuff now baked into the game
I'll probably still spawn in a moutainous forest regardless.
Well good news is they added landforms to base game
So now you can spawn in crevasses
Craters
Canyons
A safe place to build up your ship I wager
Wonder if I can use grav ships to trade
oh finally we now might have an explanation as to why we always get a drop pod of stuff.
The colony has a ship
seriously this one dlc and update takes out like 75% of my modlist
thats SO nice
oh wow that rimworld dlc looks like exactly somehting i've been wanting
a game that embraces the CDDA-esque mobile vehicle base
It’ll be a challenge trying to keep everything compact
how am I ever going to fit a goddamn chapel inside a ship
i guess my pawns will have to be satisfied with 4x4 bedrooms
barracks
well i'll have a barracks oo
For in case I have to recruit someone
But I’m sure I can spare 3 rooms for bedrooms
Nutrient paste goes without saying
The ship won’t have sufficient space for proper food storage
the most essential rooms
Engineering Bay (engine + batteries + fuel storage)
Residential block
Common Room
Life Support
Research
Manufacturing
Cargo Bay
Chapel
Would that be all?
you realistically don't need a chapel except to initially make people happy they have a religious leader, so you can probably remove that and turn it ino a hospital
medical bay, right
you'll need an anonmaly room to store the things you pick up for sure.
biosculpter room if i get the mod to compact that
presumably, a pilot room
i don't think ship to ship weapons are a thing in odyssey
and or defences if that's a thing
internal turrets though maybe
Oh yeah that will save a lot of room on personnel
Drop pod bay
New 1.6. feature
no stop
you have to buy tynan's book to start a second game in a 24 hour period.........
Lmao random comic artist basically predicting everything about the odyssey dlc from one teaser image
dev collusion psyop to boost ribaorld memetic saturation
oh shit there IS a new tree.
Many many new trees if you count giant mushrooms


