Rimworld

It's been two months since I informed everybody about this, if you already knew, just ignore it. **!RimWorldPorn@rimworld.gallery** is the sister magazine for this rimworld community, for sharing and viewing full size high quality renders of Rimworld colonies Simply search "**RimWorldPorn**" on your fediverse instance (case sensitive) or visit directly at the **[rimworld.gallery](https://rimworld.gallery) instance** If your instance hasn't yet subscribed to it, search for "!RimWorldPorn @ rimworld.gallery" (case sensitive, replace the first ! with a @ on Mbin/Kbin). Sometimes it requires a bit of fiddling but it's worth it If you have a Rimworld colony, do not hesitate to upload a render of it. However, make sure you read the[ instructions](https://rimworld.gallery/m/RimWorldPorn/p/4/Avoid-removal-read-the-rules-If-you-are-having-trouble) or watch the [How-To video](https://m.youtube.com/watch?v=1vYqa65hfAA) and read the rules on rimworld.gallery and upload there directly, not to your instance due to filesize limits

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I played rimworld on and off casually for a few years. <100 hours in the game. I could never make it to the spaceship though I did have a pretty good colony or two. Sorry here is the rant of my recent colony I tried playing for hours and hours: I bought ideology and came back to rimworld because it sounded fun and wanted a simple tribal start. Everyone said arid shrublands is easy so sure. i picked pheobe on normal difficulty because I was looking for a relaxed time. Everyone says arid shrublands is the easiest. Holy shit. 4 animals on the entire map + 1 herd of elephants. Almost no trees whatsoever, and researching is so damn slow that I have only had stonecutting and complex furniture done *in 2 years*. Electricity by itself *would take 3-4 years* of non-stop research... Meanwhile, there is no way to heat or cool anything because campfires make a room boil (and there is no wood) and passive coolers don't work (and there is no wood). I have a giant cactus farm, but don't worry, somehow it takes 2 seasons to fully grow when it says 15 days on the card and it is 100% fert. So that doesn't help much. So there is no way to cool except to go into the mountains. Fine, except oh wait, when it is 60C outside, it is still 50C in the heart of the mountain when everything has doors... I have half the map covered in agriculture and the heat is so intense (35-60C and never ever ever drops below that) means that I have to use every bit of spare wood for cooking and every single day is a fight to have enough food. I have to rotate out cooks because they will pass out in the kitchen. Then I am hit with heatwave after >70C heatwave. Crippling and incapacitating all of my colonists for a week at a time until everyone is starving. Don't even think of cooking during a heatwave. Then it will get to over 80 in the room to cook one meal and the colonist will instantly go down. Not to mention the frequent heat storms during the heatwave to set everything on fire, but of course there I'd no technology like "a bucket of water" so my colonists have to let it all burn or die of heatstroke trying to pat it out lovingly with their bare hands. 2 raiders in 3 years, 0 chance to supplement my 5 colonists in any way at all. Each of those 2 raids had the people instantly killed, so no chance to recruit. I can't hunt because my tech is so bad and my colonists are so slow that shooting an elephant once means they charge across the map and wipe out all 5 colonists in 30s I can't raid because every single day is a fight for food for the day and the colonist tech is so bad they would get destroyed instantly. I can't research armor because that would take years and years and I need to sink every minute in every day trying to get electricity so the next heatwave doesn't wipe me out. Pretty much I am stuck in the most difficult fight for my colony every minute of every day and it simply isn't fun at all. Not eventful at all either. There is no story, just a slow grind of no technology and brutal, never ending heatwave conditions. This is what I assumed desert would be like, not arid shrublands... That isn't even mentioning the weekly "mad hare"... some world that this is, 1 mad rabbit will beat 2 people, 1 with a spear and one with a revolver. What on earth. Then I am down to 3 people for at least 3 days while they recover. No way they will go down my completely open spike corridors either, they will just wait outside until I need someone to harvest agave outside of the walls where 1 single scratch takes your colonist down to 20% movement speed and it can just run them down... /rant Sorry, I hear people say that arid shrublands are the easiest biome, but holy hell would I disagree. If your farm isn't churning out rice within the first few days, you are simply completely dead.

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For me personally, it has to be animal pulser. I go into a Base, hide in a small room and activate it. Now I can witness a custom manhunt pack against my enemies! It's so much fun to watch.

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I had legendary armor that broke, will i get a quest for it again? And a second question, is there a mod that removes durability on legendary weapons and armor? I feel like they should be unbreakable EDIT: So I just got the mission to go get it again. Interesting. I guess I'll get some kind of repair mod and repair it once I had it for a while

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I'm not in a hurry, but I'd like to know if I can make Biotech mine now or if it's worth waiting. Thank you for your answers!

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Thanks for subscribing everybody and keep those lovely renders coming! !RimWorldporn@rimworld.gallery

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https://i.imgur.com/jFY2ynf.mp4

Though it wasn't shown in the video, this happened behind the regular barricade as well. [Modlist](https://privatebin.rinuploads.org/?2c1143ac20792efe#9NxWVL8Vcs5cpPbEp4bpFFMagFfuXgBuEm1nJYLkrSQY) [Log](https://gist.github.com/HugsLibRecordKeeper/891844a64960b22007210fa070d932eb) Edit: This does not happen outside cover

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https://youtu.be/TG4XzZ6W84g

Cult of Planet is a colony of a progressors society, whose goal is to infiltrate this planet. On Third Year we had only Mechanoids as raiding enemies. More then 12 mech events invade our colony.

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Cameron 'Scorch' Alumbaugh started hitting on the ladies of our colony almost immediately upon arrival. Every one of them, regardless of age or species. He just doesn't give up, even when they're happily married, obviously pregnant, and firmly rejecting his advances. I've seen him with four or five "rebuffed" debuffs at a time, and when he doesn't get his way, he will sometimes run around setting the colony on fire. (That's why we imprisoned him.) If he wasn't so good with plants and rocks, we would have sent him packing already.

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https://www.youtube.com/watch?v=Rsz8zHoSAcw

Continuing our colony timelapse, 3rd Year is ready. We removed the ineffective killbox, put in more canopy-roof for toxic fallout event, prolonged the tail of the spiral closer to the edge of the map. And we would have reached the edge of the map if not for several breacher raids in a row.

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https://www.youtube.com/watch?v=btHYcB7EWcE

Continuing our colony events with this video of Year 2. Cult of Planet is a colony of a progressors society, whose goal is to infiltrate this planet. Second Year ends with AI Core treasure.

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I don't know what cave-in this art is referring to but I like the idea of a tank being scared.

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imgchest.com

In the mod "Save our Ship 2" I managed to capture a pirate ship. The large, red ship is the pirate ship, and the small asymmetrical ship is mine. First, the pirates send a boarding party using small personal shuttles. These landed spread out around my ship, allowing my colonists to gang up on the individual pirates ad take them out. Then I send my guys over to the pirate ship, in an effort to take them out. I had them use the airlock as a chokepoint. The pirates threw themselves at my colonists until they routed. The pirates tried running to the edge of the map in order to escape. A lot of the remaining pirates didn't have space suits at this point, and I had lined up my colonists to shoot the fleeing pirates, so none of them actually managed to reach the edge of the map. Which wouldn't have helped them eitherway, because their in geostationary orbit. This would be a lot more difficult if the enemy AI wasn't brain dead.

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imgchest.com

Marked as a spoiler because its a monster from Anomaly. The thing is, these things are not scary, because they don't have the AI necessary to capitalize on their invisibility. They act like typical raiders, meaning you can place your tough melee guys in a chokepoint, and they'll come to get their skulls bashed in. It would probably be better if they instead acted like predatory animals, milling around on the map, and occasionally hunting one of your colonists. If they'd then avoid groups of colonists, while also always attacking in a group themselves, they'd be a truly terrifying monster. Basically, you'd have to hide out in your base, or go out to hunt them. And if you do choose to wait them out, there would be no indication that they've left.

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I love Rimworld and play it a lot. I frequently see posts and articles comparing the two. I got Dwarf Fortress, watched tutorials, printed out flow charts, and really gave it a try for several hours. But I didn't get into Dwarf Fortress :( some of the mechanics are weird. Many things are not intuitive or don't make sense. Like seeds that are needed for growing mushrooms are defaulted to be used in cooking and the setting to turn that off is difficult to find. I finally realized an analogy today. Rimworld is like The Sims while Dwarf Fortress is like Sim City. Rimworld you directly control people and micromanage a colony. Dwarf Fortress is Sim City - you zone things and say generally what you want to happen, but don't control your meeples directly. Thoughts on the comparison? Any other folks like Rimworld but not Dwarf Fortress?

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imgchest.com

Follow up to my [last post ](https://sh.itjust.works/post/20807694), the problem has been resolved using a killbox. Admittedly, I had to reload several times before I got it right. So in about 5 out of 6 universes, the colony died.

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imgchest.com

The ongoing toxic fallout means that the sunblocker the mechanoids brought along won't cause any damage for the time being.

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2nd playthrough, Cassandra Classic, strive to survive, Tribal start. This game can be brutal, huh? I love it!

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rimworld
Rimworld Seigest 5mo ago 90%
The garden

nearly 16 are now "infected" I've been studying this thing for like 2 years, my scientist mentioned they could "solve" it some time ago. But now even they have been adding to the garden. I'm wondering if my curiosity has doomed them all.

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They aren't trying very hard tho.

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the text says: 'me watching the civil outlander union become hostile (I settled 4 tiles away instead of 5' stupid white text on white background

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I lived bitch. Don't fuck around with hares yall

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imgur.com

I tried to make my duplicate as different from the original as possible, but they fell in love anyway

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https://i.imgur.com/Zf99oNv.mp4

::: spoiler audio ideas for this meme * electric man 2 second factory * holding out for a hero * portal science is fun * paper mario soft light * dr stone thousands of years may have passed - fits well thematically * tf2 the calm * THE MOST MYSTERIOUS SONG ON THE INTERNET ::: edit: fixed stupid youtube embedding

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edit: they are allowed the food, they just don't want to consider it

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this is actually going on right now in my save and I am having much fun for those with poor eyesight, the meme says: my lone sanguophage scrambling to search for a cure as all of my colonists are slowly taken over by The Cube titles I thought of while making this meme: * highway to hell * hello distressingmemes * Nightmare Scenario * you will be next * i'm making the final cut, it's down to the wire

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I'm looking for a mod that'll let me set up a master list of work bills that can be done by multiple pawns across multiple workstations without having to edit the bills list of each one. Does this exist? I currently use a mod (one of Dub's I want to say?) that can clone and link bills, but you still have to set up each workbench individually and remember to link anything new you add so it still gets tedious in a large colony. Something used to do this iirc, possibly Fluffy's Colony Manager, but I'm sure it didn't in the previous verstion or two and I've only started getting into 1.5 in the last week so I'm not sure if anything new has popped up. Alternatively, if this isn't already a thing and anyone's up for making it I'd be happy to throw some money your way. Thanks.

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https://i.imgur.com/egEuU8O.png

for anyone ootl, the original wall light mod had the clickbox for the object cover the wall, whereas the base game one has it in front of the wall

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www.youtube.com

I did a void provocation and kept my colonists grouped together. Then traders arrived and the revenant spawned inside the area of my proximity detector

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I spent 40 minutes looking for a specific image from a guy asking on reddit about why his fridge was overheating (due to a steam geyser) but I couldn't find it ::: spoiler I thought they were called geothermal vents until right before posting so here's the alternate reality version of this meme ![](https://lemm.ee/api/v3/image_proxy?url=https%3A%2F%2Flemmy.dbzer0.com%2Fpictrs%2Fimage%2F55faa2ce-3681-4e8c-837d-eaa5974b1a83.png) :::

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It started 26 days ago, I've had to bring in my scores of animals and slaughter 4/5s of them just to ration out the hay I had. Construction has begun on two internal farms to supply more hay, currently feeding everything off of my very generous mushroom farm. I can't even bring myself to upgrade my monolith because I'm almost wiped out by a bit of cold water. My long term plan is to create a clone army of bionic super soldiers to help defeat the anomalies as we embrace madness. Instead I've got a friendship ranch full of badly specialised pawns. Does anyone know if there's a mod to extract genes from anomalies to implant them into my pawns? I know about the spine, but after some extra fun to be gained from studying them.

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For how long should spoiler indicators be used? (From release date)

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Is a spoiler warning like this enough to warn us not to look at content, or should spoilers be behind a NSFW tag?

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https://lemmy.dbzer0.com/pictrs/image/0cd0b0ee-17c1-443b-8ced-57e23cda1e29.png

the chart is the highest cover values in the game for non-anomaly items, from the rimworld wiki I altered the rimworld screenshot to move the cover effectiveness text to the top but I didn't alter any of the data

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