RimWorld - a game about worlds on the rim of the galaxy, not licking buttholes

I caved and got it, this is cute so far. How active is the development?

EDIT: I can literally set mandated drinking schedules to keep everyone complacent happy. This is excellent.
 
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  • Agree
Reactions: Coleman Francis
That would be great. I find myself clicking for ages to find three psychopaths before starting a game, because its colony policy to feed prisoners on nutrient paste made from the flesh of their fallen friends.

Rimworld is so fucking awesome.

Download the mod "prepare carefully" and you won't have to deal with that. You can customize your 3 people however you want and pick what they start with.
 
This abrasive tart broke one of my original colonists heart by refusing his marriage proposal. Perhaps he didn't know what he was getting into though.


She had a cock!! What a game!!!

Edit: Based on her current activity, I assume she cleans up nice.
 
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Illicit Drug use is a serious problem in the real world as well as in the fictional realm of "Rimworld". Especially, it seems, in my flock of chickens and roosters.


Notice that her habit grew to the point where it was considered "massive" according to the game. By the way, she's the second chicken this season to OD on flake, which is Rimworld's version of Crack Cocaine. The red arrow is pointing to the dead chicken and the circled box to her right is the flake she had been so thoroughly enjoying.

Just for fun, notice the haphazard array of items surrounding the dead chicken: the box to the left contains a human kidney I extracted from a POW awhile back, some fertilized chicken eggs next to that, a rifle, a pistol, fresh m1lk, and unrefrigerated raw meat right above the dead chicken. And those yellowish splotches all around the area? That's Amniotic fluid from recently hatched chickens lol.

I really have got to do something about that stockpile. Colonist Nevil doesn't seem to mind though. He's just snoring away, with all manner of stinking filth right outside his bedroom.
 
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Does anyone know of any good mods that introduce new enemies/monsters that raid your base?

The zombie apocalypse mod is out of date, so currently I'm only using the cosmic horrors mod
 
I just got this game a few days back. Currently have a colony going with a few very low key mods involved (Neuroleaf production, tilled soil and fencing).

I also decided to tame a couple of hares that were nearby the colony.

I have never needed meat or other animal pelts ever again.

Indeed, I currently have some 45 hares wandering around my settlement breeding like crazy, it's now gotten to the point that any outside the designated "barn" building are culled.

Daily.
 
Just lost an 8 year old colony to some asshole pyromaniac that decided to light the place up during a big raid, which eventually cut off power to my defences.

My new policy is to sell every pyrofag into slavery as soon as they join. That or outright just shoot them.

Indeed, I currently have some 45 hares wandering around my settlement breeding like crazy, it's now gotten to the point that any outside the designated "barn" building are culled.

That's why I never keep little animals around that aren't bonded. They just reproduce way too quick to the point where they eventually become locusts.
 
dis shit updated today. And it's roughly one jillion times better a good improvement over the last version. (it actually got playtested and shit woah)
 
So bit of a necro, but this game is launching soon and wanted to ask people here who still play it: is it still a great game? I've read through the LS: Dwarf Fortress thread and it's just about got me to jump into learning to play it. On the other hand I've seen this game and it also looks fun (especially seeing some 40k theme mods). So, opinions on it in the current state? Thanks!
 
I just bought this game and it's quite addicting; tried a Lets Sperg with lolcow characters with minimal supplies, but after the first day, I suspected there was nothing I could do to keep them alive. Their greatest achievement was making (1) bed.
 
I like this game, but I agree that the solar flare event is kinda bullshit. Also the short circuit event is stupid, where shit just explodes for no reason.

Everything else can be sort of prepared for to some degree. A solar flare killing electricity at the wrong time can utterly fuck you, especially if you're settled in an unpleasant biome.

However, I think it's not that hard to mod out those events.
 
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Reactions: NeverHappened
I like this game, but I agree that the solar flare event is kinda bullshit. Also the short circuit event is stupid, where shit just explodes for no reason.

Everything else can be sort of prepared for to some degree. A solar flare killing electricity at the wrong time can utterly fuck you, especially if you're settled in an unpleasant biome.

However, I think it's not that hard to mod out those events.

I found running cable in walls cuts down on that and makes it easier to manage when it does happen (short circuit). Also, stone walls. This game is pretty easy mode compared to dwarf fortress, though, but the mods make it interesting. The lewd mods, at least.
 
I just got this game off my wishlist for Christmas. Years ago my ex backed the kickstarter and got to alpha test. It'll be nice to see how far it's come
 
Unfortunately it has a rather hefty pricetag
A few hundred hours later, i can say i definitely got my money's worth out of it. I always compare games and the like to the value of something like a movie ticket. If i get more than a few hours of enjoyment for $15, i consider it a win.

And any game with an active modding community... well.

cost and value.png

It's dumbed down dwarf fortress, and i love dwarf fortress.
 
I like this game, but I agree that the solar flare event is kinda bullshit. Also the short circuit event is stupid, where shit just explodes for no reason.

Everything else can be sort of prepared for to some degree. A solar flare killing electricity at the wrong time can utterly fuck you, especially if you're settled in an unpleasant biome.

However, I think it's not that hard to mod out those events.

Disabling it is super easy, it's all in the scenario editor.

Part of what makes this game so cool to me is that you can customize the scenario you start with so that it fits with whatever you deem to be fun or fair. I've had two brothers start with 100 button down shits and they have to make a factory that sells them. Or a team of 5 clones (literally the same pawn copied 5 times) that all have the same stats and have to work together despite none of them knowing how to farm.

You can disable events, program events, force traits, program repeating events (ex. I have a wanderer join every 30 days just to make some of the rougher difficulties bearable) and even set a timer for a Planet Destroyer that will end the game if you can't make it offworld in the time allotment YOU pick.

I'd recommend the "Prepare Carefully" mod that let's you modify pawns entirely, save them, make presets, give them familial relationships, and edit starting gear before beginning the game. Again, if you choose.

This game is just as much about telling the player a "story-on-the-fly" as it is about survival and making human leather hats.
 
Alright I'm about 80 hours in now. This game is sorta consuming my life outside work I find myself playing 6 hours every night until I have to go to bed. And you know how when you play a game and get obsessed that you get like a brain worm when trying to close your eyes and all you see is the game? Yea that has happened a couple times now, a sure sign I need to step away from the screen.

I've made so many mistakes in my colonies but I've really learned from them. The most important things when starting imo are shooting and building and then maybe plants and more important even then that is "burning desire" for pawns on the most important skills like building, cooking, shooting and farming. You can train up pawns fairly quickly that have the burning desire to train. For example you can take a level 2 cook and turn them into a skilled professional (level 9) in a few days. It's a bit of a pain to micro but it's so worth it to have your pawns only doing stuff they like: building, shooting, art, whatever.

I like to settle in the optimal zone with is a equatorial river highland in a temperate forest with temps between 50-75 that is on a highway with a couple neutral settlemens nearby (within a couple days) to trade with.

Once I land I like to build around the geysers + river for easy power and build into the side of a mountain. If it's "ancient danger" be careful opening it as their will be some dangerous shit in there that you aren't ready for most likely until you can upgrade your guns and armor and get some more manpower.

Once I get a basic barracks built (I don't bother with bedrooms for awhile) and kitchen then I build a freezer and nice rec room and production zone with the barracks and kitchen central with the production and rec areas towards the periphery with the storage areas and farming zone on the outside edges. I usually plant a big zone of rice (like 8x3, grows really quickly) and then a big one of corn and hops slightly separated in case of blight. Blight is a POA to micromanage when it happens.

Research wise I like to grab beer and water power then rush to guns and turrets and then finish up drug production for trading (flake).

Animals wise I like muffalos (good all around animal, gives fairly valuable wool, females produce milk, and they can release as meat shields during raids) and boomrats initially. Boomrats are easy to tame and you can herd them into a pen and then release them on a raid where they will explode choke points for you. Llamas are good early too for their soft valuable wool.

Later on rhinos and megasloths are awesome for hauling and protection. Any animal that will haul is good, hauling takes up a lot of time for your pawns no matter how organized your base is. I'm kinda partial to cougars for some reason as well, they seem to always bond with the master for the mood bonus.

Feeding them can be a bit of a poa but usually I just designate a barn zone for them and ban them from any zone inside the actual living area. I usually let them eat from half my rice crop + their usual roaming food so nobody starves.

Once the food cycle is rock solid and I've got some beer production going I like to form a caravan and go see what I can trade and/or do any quests around the area. The rescue quests can be dangerous but rewarding. Just make sure you have more than one person capable of being a doctor in case your main doctor gets hurt on the journey and obviously carry some meds with you.

At this point transitioning to mid game is where I'm at now on my latest, best colony so far and I'm determined not to fuck it up. Last colony I made way too much wealth (made a couple legendary art pieces) that attracted the wrong kind of attention before I was ready. The crashed ships in mid/late game are no joke. The mechanoids that come out you have to try and kite or just overwhelm with firepower. This time I need to make a shitload of defenses BEFORE I make a region famous art piece.

We'll see how it goes this time as I get into mid and late game. I'm still a noob and outside of reading the wiki I'm trying to learn everything as I go and not just min/max everything from guys with 2K hours that post on reddit and shit.
 
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