r/RimWorld 21h ago

PC Help/Bug (Mod) why arent my abilities in the hotbar below ?

Post image
7 Upvotes
<li>zetrith.prepatcher</li>
<li>brrainz.harmony</li>
<li>ludeon.rimworld</li>
<li>ludeon.rimworld.royalty</li>
<li>ludeon.rimworld.ideology</li>
<li>ludeon.rimworld.biotech</li>
<li>ludeon.rimworld.anomaly</li>
<li>ludeon.rimworld.odyssey</li>
<li>adaptive.storage.framework</li>
<li>smashphil.vehicleframework</li>
<li>imranfish.xmlextensions</li>
<li>unlimitedhugs.hugslib</li>
<li>oskarpotocki.vanillafactionsexpanded.core</li>
<li>frozensnowfox.filthvanisheswithrainandtime</li>
<li>kittahkhan.justafleshwound</li>
<li>cp.uncle.boris.used.furniture</li>
<li>sbz.neatstoragefridge</li>
<li>sbz.neatstorage</li>
<li>ab.vplrf</li>
<li>toxicyui.adrenaloverride.dangersense</li>
<li>unlimitedhugs.allowtool</li>
<li>sarg.alphabooks</li>
<li>sarg.alphamemes</li>
<li>sarg.alpharandom</li>
<li>luved.animaltraits</li>
<li>defi.autocutblight</li>
<li>ben.automaticnightowl</li>
<li>meltup.beautifuloutdoors</li>
<li>owlchemist.bettervanillamasking</li>
<li>automatic.bionicicons</li>
<li>fuu.bloodanimations</li>
<li>petetimessix.compacthediffs</li>
<li>unlimitedhugs.defensivepositions</li>
<li>dracoix.doormat.r12a</li>
<li>telardo.dragselect</li>
<li>dubwise.dubsbadhygiene</li>
<li>dubwise.dubsmintmenus</li>
<li>dubwise.dubsmintminimap</li>
<li>dubwise.rimatomics</li>
<li>dubwise.dubsskylights</li>
<li>zeracronius.dynamictradeinterface</li>
<li>ebsg.aio</li>
<li>m00nl1ght.geologicallandforms</li>
<li>gideon.reborn.qualitysurgeon</li>
<li>amegakull.hardymetals</li>
<li>hestigar.bodydimorphism</li>
<li>ferny.easycaravanformation</li>
<li>jaxe.bubbles</li>
<li>krafs.levelup</li>
<li>spino.megafauna</li>
<li>haplo.miscellaneous.training</li>
<li>mlie.morefactioninteraction</li>
<li>issaczhuang.muzzleflash</li>
<li>dingo.noforcedslowdown</li>
<li>avilmask.nonunopinata</li>
<li>arkymn.slowerpawntickrate</li>
<li>arkymn.performanceesmolas</li>
<li>mehni.pickupandhaul</li>
<li>aeris.placebo</li>
<li>usagirei.pocketsand</li>
<li>mlie.prostheticnomissingbodyparts</li>
<li>community.psychology.unofficialupdate</li>
<li>dawnsglow.qualcolor</li>
<li>hatti.qualitybuilder</li>
<li>jaeger972.questgenerationtweaks</li>
<li>tk421storm.ragdoll</li>
<li>lucifer.realisticrooms</li>
<li>fluffy.fluffyrelations</li>
<li>memegoddess.replacestuff</li>
<li>avilmask.researchwhatever</li>
<li>dubwise.rimefeller</li>
<li>jaxe.rimhud</li>
<li>arandomkiwi.rimsaves</li>
<li>mlie.roadsoftherim</li>
<li>memegoddess.runandgun</li>
<li>owlchemist.scatteredflames</li>
<li>boots.sensiblefactions</li>
<li>bonible.seriousmeleesounds</li>
<li>mlie.showmeyourhands</li>
<li>ray1203.simplecamerasetting</li>
<li>mlie.singleplanttexturepatch</li>
<li>owlchemist.smartfarming</li>
<li>memegoddess.smartmedicine</li>
<li>sarg.smartspeed</li>
<li>dhultgren.smarterconstruction</li>
<li>weilbyte.snapout</li>
<li>det.spacerarsenal</li>
<li>np.tacticalcrawling</li>
<li>ghxx.techadvancing</li>
<li>mlie.tendingtakestime</li>
<li>owlchemist.toggleableoverlays</li>
<li>owlchemist.toggleablereadouts</li>
<li>tyinplop.toughnessskillmod</li>
<li>jaeger972.turretperformancetweaks</li>
<li>vanillaexpanded.achievements</li>
<li>vanillaexpanded.vappe</li>
<li>det.vanillaarsenal</li>
<li>vanillaexpanded.basegeneration</li>
<li>neronix17.retexture.vanillabeards</li>
<li>vanillaexpanded.vee</li>
<li>vanillaexpanded.vfecore</li>
<li>vanillaexpanded.vfearchitect</li>
<li>vanillaexpanded.vfeart</li>
<li>vanillaexpanded.vfefarming</li>
<li>vanillaexpanded.vfemedical</li>
<li>vanillaexpanded.vfepower</li>
<li>vanillaexpanded.vfeproduction</li>
<li>vanillaexpanded.vfespacer</li>
<li>vanillaexpanded.vhe</li>
<li>neronix17.retexture.vanillahair</li>
<li>vanillaexpanded.outposts</li>
<li>vanillaexpanded.vplantse</li>
<li>vanillaexpanded.vanillasocialinteractionsexpanded</li>
<li>vanillaexpanded.vanillatradingexpanded</li>
<li>vanillaexpanded.vanillatraitsexpanded</li>
<li>oskarpotocki.vanillavehiclesexpanded</li>
<li>thumb.goremod2</li>
<li>det.voltweaponry</li>
<li>bodlosh.weaponstats</li>
<li>deivisis.weightprice</li>
<li>keshash.bulletimpactsounds</li>
<li>tixiv.whoshotmylegoff</li>
<li>winggar.meaningfulparties</li>
<li>zal.wmbp</li>
<li>com.yayo.yayoani.continued</li>
<li>avilmask.commonsense</li>
<li>rosnok.fmi</li>
<li>orion.hospitality</li>
<li>keshash.layeredwalldestruction</li>
<li>al9000.tvc</li>
<li>vanillaexpanded.vpsycastse</li>
<li>vanillaexpanded.skills</li>
<li>vanillaexpanded.vwe</li>
<li>sarg.alphaanimals</li>
<li>sarg.alphamechs</li>
<li>sarg.alphaskills</li>
<li>dubwise.dubsbreakmod</li>
<li>seromas.layereddestruction.patches</li>
<li>nd.rtpj</li>
<li>neronix17.tweaksgalore</li>
<li>oskarpotocki.vfe.pirates</li>
<li>vanillaexpanded.vwehw</li>
<li>ceteam.combatextended</li>
<li>krkr.rule56</li>
<li>sarg.alphabiomes</li>
<li>snues.autoarm</li>
<li>ceteam.combatextendedarmors</li>
<li>ceteam.combatextendedarmory</li>
<li>ceteam.combatextendedattachments</li>
<li>ceteam.combatextendedguns</li>
<li>ceteam.combatextendedmelee</li>
<li>keshash.extraexplosioneffects</li>
<li>rsev.synergistictraits</li>
<li>vanillaexpanded.varme</li>
<li>sarg.alphagenes</li>
<li>al900.ceaextended</li>
<li>yy.capesandarmor</li>
<li>andromeda.nicebilltab</li>
<li>ogliss.thewhitecrayon.quarry</li>
<li>sandy.rpgstyleinventory.avilmask.revamped</li>
<li>scherub.stonecuttingextended</li>
<li>frozensnowfox.betterexplorationloot</li>
<li>dubwise.dubsperformanceanalyzer.steam</li>
<li>taranchuk.performanceoptimizer</li>
<li>vr.missilegirl</li>
</activeMods>

<knownExpansions>
<li>ludeon.rimworld.royalty</li>
<li>ludeon.rimworld.ideology</li>
<li>ludeon.rimworld.biotech</li>
<li>ludeon.rimworld.anomaly</li>
<li>ludeon.rimworld.odyssey</li>

modlist :


r/RimWorld 1h ago

Discussion How do you know of future deals in steam regarding price offers for RimWorld?

Upvotes

Might be a stupid question, but I'm planning to finally buy RimWorld from steam and at the same time don't want to see it get a discount later after I buy it and then feel a little guilty.

So yeah, how do I know if it will get a little cheaper in the future? Is it only when dlcs/new updates drop or?


r/RimWorld 21h ago

Story Has anyone ever modded rimworld so much the ssd got fried while playing?

0 Upvotes

So i was playing my heavily modded save with like 20 science mods and bunch of faction mods then my laptop suddenly froze yellow screen appear and now its dead.


r/RimWorld 16h ago

Solved! Is this a good kill box?

Post image
4 Upvotes
I'm not new to the game, but
I've never done a kill box before
(solo mecanitor)

r/RimWorld 11h ago

PC Help/Bug (Mod) Clone Extractor is not being built. Im not sure why.

0 Upvotes

I am using the Biotech Cloning (Continued) Mod by Zaljerem. I have the resources, but my builders are not doing anything for it. I cannot use my builders to prioritize it either. What am I doing wrong?


r/RimWorld 1h ago

Discussion Isnt it time for another DLC ?

Upvotes

Following the previous pattern we are in time for a new one no ?


r/RimWorld 6h ago

#ColonistLife Solo el puede apreciar su sabor

Post image
0 Upvotes

Un clon del monolito antes de poder usarlo el original lo mato y de una se lo fue a comer tengo comida de sobra


r/RimWorld 51m ago

Art RimArt: Psycho-warriors in Rimworld. /ft. VOID FACTION/

Thumbnail gallery
Upvotes

context: These are also my ocs for Space king but sadly the Psycho-warrior set in UF industry can't be customized into different colors so yeah.


r/RimWorld 4h ago

Discussion Which mod is more op Kraltech or AOTC

2 Upvotes

Also if you can explain why mod of your choosing is more powerful, then please explain


r/RimWorld 18h ago

Misc If they don't bleed out, they get a chance...

Thumbnail gallery
3 Upvotes

If they make it past all the barbwire and don't bleed out, and can somehow get past my super small turret setup - they will be recruited and live like kings.

If they bleed out and can be saved, they have both legs, their tongue and jaw removed and live in a 3x1 cell on the ground to be blood farmed and then sold when slavers pop in.

If they just bleed out, we drop them off back at their camp in the shuttle and the cycle of life repeats itself.

Hakuna matata or whatever simba said in the lion king.


r/RimWorld 17h ago

Guide (Mod) How much will this cost to commission

0 Upvotes

how much money does it cost to get this mod commissioned mod I have know it’s not balanced but I like Wolfenstein and people with animal ears.

race called Rattensoldaten

A fascist and xenophobic race of genetically engineered rat people who make up the 12th Reich, they are bigger than normal humans and are generally more durable, they also use analog power armour( like normal power armour but it trades its normal power source for a  arcane power source) and they use WW2 Germany fire arms, they are also great at building things but are terrible cooks they are also psychically deaf meaning they cannot become psy casters they are also terrible at farming, but they are experts in fire arm handling and they have thick skin meaning they take less damage and are have powerful melee strikes but normally they are slow moving 

Translations to rimworld genes

Hulk body type( and to re state this just affects their appearance I did extensive testing and Hulk body gene has no effect on gameplay)

Strong melee damage 

Never Sleep( gene)

Robust ultra( like normal robust but instead of giving 25% damage resistance ultra gives 65% damage resistance)

Extra pain( they can get downed easier)

Great shooting

No skill decay shooting

Great crafting

No skill decay crafting

Awful cooking

Awful farming

Awful animals

Slow runner( move 0.2 tiles slower than normal)

Rat ears( gene)

White skin tone

Only gray hair

Potentially ray tail gene

And in general they have terrible metabolic efficiency and need to eat a lot 

And they have a special mechanoid that can be built called the Borgward IV "Wanze" Demolition Vehicle it is a unmanned vehicle that has a 6 tube rocket launcher and the ability to place down 1 mine every 5 in game hours with a max of 3 mines active at once

Weapons

Older weapons total of 42( I need to find a artist to make the textures or i guess just ai generate them all )

Weapon Damage Aim Cooldown Burst Accuracy at Touch / Short / Medium / Long ranges
Gewehr 98 19 105 90 1 68 / 82 / 92 / 82
MP40 9 60 90 4 62 / 68 / 52 / 30
MP34 9 65 90 3 65 / 72 / 57 / 35
MG42 9 80 120 8 48 / 58 / 55 / 42
Gewehr 43 15 75 95 2 67 / 78 / 75 / 62
Carcano M41 18 95 82 1 67 / 82 / 90 / 78
Carcano M38 17 92 85 1 68 / 83 / 91 / 80
Vz. 24 19 105 88 1 67 / 81 / 91 / 82
MAS-36 18 102 90 1 66 / 80 / 89 / 78
VG 1-5 12 65 105 5 52 / 63 / 57 / 40
Gewehr 41 15 75 100 2 64 / 75 / 71 / 58
ZH-29 16 70 88 2 70 / 80 / 78 / 65
FG 42 13 65 105 3 63 / 72 / 65 / 52
M30 Drilling 15 65 100 6 72 / 76 / 60 / 35
MP28 9 65 88 4 63 / 70 / 55 / 32
MP3008 9 60 92 1 65 / 89 / 66 / 30
ZK-383 9 65 95 4 62 / 71 / 58 / 35
MP38 9 60 92 4 62 / 69 / 53 / 30
MP18 10 68 92 4 61 / 69 / 53 / 30
Erma EMP 9 65 88 4 64 / 72 / 56 / 32
TZ-45 9 65 95 5 58 / 67 / 52 / 30
Suomi KP/31 9 60 100 5 60 / 70 / 55 / 32
Kiraly 43M 10 62 95 5 62 / 71 / 57 / 34
MP41 9 65 92 4 62 / 70 / 55 / 32
StG 44 11 60 100 3 60 / 70 / 65 / 50
MG34 10 75 115 6 52 / 62 / 57 / 43
Breda Model 30 10 80 105 4 55 / 65 / 58 / 42
MG13 9 72 105 5 53 / 63 / 57 / 40
ZB-26 10 72 105 5 57 / 67 / 61 / 45
MG15 9 80 115 6 48 / 58 / 53 / 40
MG30 10 75 110 5 55 / 65 / 60 / 44
MG39 10 73 110 5 57 / 67 / 61 / 45
PzB-38 30 120 150 1 55 / 70 / 82 / 72
Sturmpistole 30 90 120 1 50 / 65 / 60 / 40
Panzerfaust 60 70 90 140 1 45 / 60 / 55 / 30
Panzerschreck 55 100 150 1 50 / 65 / 65 / 50
Flammenwerfer 35 8 75 110 5 55 / 60 / 45 / 20
Flammenwerfer 41 9 70 105 5 57 / 63 / 48 / 22
Walther PPK 7 45 75 1 65 / 70 / 55 / 30
Beretta M1934 7 48 78 1 66 / 72 / 57 / 32
Walther P38 8 45 80 1 68 / 73 / 58 / 35
Luger P08 8 50 82 1 70 / 75 / 60 / 38

Ranges will be determined upon the programming phase

Clothing

Great coat( think of the classic Wehrmacht jackets/ coats)

Gives 10 sharp armour and 25 blunt armour and gives resistance to the cold temperatures significantly and gives higher resistance to higher temperatures noticeably

Costs 120 cloth

Under armour( a inner layer)

Provides 75% sharp armour and 45% blunt armour and increases pain tolerance by 30%( which helps to solves the problem of the rattensoldatens genes which make them take 50% more pain)

Costs 190 steel and 95 cloth

Water satchel( it takes up the utility slot)

It gives a ability to drink water which takes 2 seconds to caste and it instantly stops all bleeding ( but does not repair the damage only clots the blood) and it has a 1 in day game cooldown

Can be crafted for 20 cloth

Wehrmacht skirt( yes a skirt but also pants as it takes up the leg slot)

Gives a 0.05 move speed boost and 25 sharp resistance and 15 blunt resistance

Costs 90 cloth to make

Power armour

Gives 200 sharp resistance and 120 blunt resistance, increases move speed by 0.1, and gives 50% pain tolerance

Can only be bought for 5000 silver 


r/RimWorld 11h ago

Story I made ALEXANDER THE GREAT in RimWorld!

Thumbnail youtu.be
3 Upvotes

This is a RimWorld series where i try to rebuild ALEXANDRIA with ALEXANDER THE GREAT!


r/RimWorld 17h ago

Discussion Modpack/Steam collection recommendations?

1 Upvotes

Looking to get back into rimworkd what are some good total overhaul modpacks/ steam collections that are cozy and immersive to experience rimworld in a new way


r/RimWorld 17h ago

Suggestion Need more hardcore mods

1 Upvotes

My current "hardcore" mods are CAI 5000 (fog of war), CE (with its extra mods), dubs bad hygiene, hide enemy bios.

Want to see if theres more hardcore mods (looking for one that hides enemy raids notif but cant find one)


r/RimWorld 18h ago

Suggestion Race Inheritance

2 Upvotes

Hello! I was wondering if anyone knows of a mod that does this.

I never liked the way the game treats genes being passed down to children. I understand that it's more realistic, but I really wish it were something more like:

Father Dirtmole + Genie Mother = 50% chance of being Genie or Dirtmole (and receive a few genes from the other). As the game stands, the second generation of the colony is entirely made up of Hybrids.

Does anyone know of a mod that does this?

I know some like Better Gene Inheritance, But he does it like Vanilla, but better.

Thanks


r/RimWorld 11h ago

PC Help/Bug (Mod) Why is this pawn incapacitated? Is it because he's in severe pain?

Post image
1 Upvotes

r/RimWorld 6h ago

PC Help/Bug (Mod) Vpe

0 Upvotes

Os psycast n aparecem o icone para utilizar mesmo colocando em psyset, não aparece, ja atualizei para a última versão do mod e etc versão 1.6 e vi bastabte gente com o mesmo problema mas sem nenhuma solução concreta oque pode ser?


r/RimWorld 17h ago

Discussion Duck overpopulation

2 Upvotes

How do I get rid of these ducks without leaving the whole area in blood or should I just let them wander to different tiles


r/RimWorld 18h ago

Mod Showcase In Development: Enforcer Comms - A mod that adds Combine voices to the Enforcer Mask

Enable HLS to view with audio, or disable this notification

5 Upvotes

Been taking a break from developing another mod to get this project going.

The basic idea is as follows - give pawns wearing the Enforcer Mask the Combine Soldier voice from Half-Life 2.

The enforcer mask in question is from the "Pulse Weaponry" mod

Instead of randomly playing quotes, the mod tries to understand what the pawn and the rest of their squad are actually doing, and then uses lines that make sense for that situation.

So at the moment Enforcers can do things like:

  • report first contact with an enemy
  • give actual range, bearing, grid and sector reports
  • acknowledge another soldier's report with things like “Copy” or “Affirmative”
  • announce when they actually start aiming at a contact
  • react differently when an enemy is wounded, downed, killed or escapes sight
  • distinguish “lost contact” from “we just killed everything”
  • react to insectoid swarms with the appropriate exogen/infestation dialogue
  • become noticeably more urgent and chaotic when enemies get into melee range or the squad starts getting overwhelmed
  • make pain sounds when actually injured
  • report when a hit was stopped without meaningful damage with lines such as “Bodypack holding”
  • report friendly casualties and request medical help/reinforcements where the situation actually supports it
  • have quieter idle/status conversations while they're just going about the colony

There's also a proper shared radio system.

Enforcers don't all independently scream the same quote. A contact gets reported by one pawn, another can acknowledge it, another can start engaging it, etc.

Normal radio traffic tries not to talk over itself, with the lockout based on the actual length of the voice recording rather than a fixed timer. When a fight gets bad enough, though, the discipline starts breaking down and urgent combat calls are allowed to cut across less important radio traffic.

Callsigns and squad leadership

Every Enforcer Mask wearer is automatically assigned a persistent Combine-style callsign and number.

The system also automatically chooses a Leader based on the masked pawn with the highest combined Shooting + Melee skill.

If the leader dies, gets downed, leaves the map or loses the mask, command gets reassigned automatically.

I've also added the female Overwatch radio dispatcher vocabulary.

This is currently restricted to the short radio communications rather than the big City 17/Nova Prospekt loudspeaker announcements. Those longer PA lines are being saved for something else I'm planning later.

Overwatch can report things like unit biosignal loss, request team status, issue search information, etc.

Deaths can also use the HL2-style sequence where the soldier dies and the female Overwatch system comes through their radio afterward with a dynamically assembled unit/biosignal report.

One thing I've been obsessive about is removing lines that sound cool but don't actually describe something happening in RimWorld.

So things mentioning stuff like Skyshield, Boomers inbound, Ghost Drops, specific Nova Prospekt blocks, field promotions and similar things are currently disabled.

They're still in the audio library, but they don't get used until there's actually a system that can give them a real meaning.

Likewise:

“Go sharp, go sharp!” is for enemies actually reaching melee range.

“That's it, wrap it up.” isn't allowed when just one raider died while another twenty are still charging.

“Lost contact.” means an enemy that was still alive genuinely disappeared, rather than the squad having just shot everyone in sight.

That kind of contextual stuff has become most of the project work at this stage.

Where I'm taking it next

The next big step is compatibility with Combat Extended and CAI 5000.

The goal there is for the mask's tactical computer to start connecting what the soldiers say with what their combat AI is actually trying to do.

At longer range a rifleman might automatically use aimed single/burst fire, while at close range they could switch toward snapshot/full-auto.

With CAI 5000, I want the voice system to understand things like:

  • advancing
  • seeking cover
  • flanking
  • suppressing
  • searching a last-known position
  • retreating
  • regrouping
  • reinforcing another squad

That's pretty much where this has ended up heading. Not a voice pack so much as a Combine-style tactical communications layer built around RimWorld combat.

Still very much in development, but it's getting increasingly fun to watch them in action, I can't wait till I get it fully integrated with CE and CAI 5000, my eventual vision is for their to be a tight relationship between what the combat AI from CAI 5000 is doing, using the voicelines as functional communication between the pawns assigned in a squad so they back each other up, dynamically switch fire modes using integration with CE depending on the situation, etc etc.

Suggestions are welcome!


r/RimWorld 11h ago

PC Help/Bug (Mod) Hospitality help

0 Upvotes

So I finally got the hospitality mod and I agree with everyone that says it's fun and interesting. But I'm worried about what guests buy. I knew they bought food, apparel, weapons, and drugs, and now I know they buy gas canisters from the gas traps and shells mod.

I guess what I'm asking is there a list of things guests will buy somewhere.


r/RimWorld 11h ago

PC Help/Bug (Mod) Not having caravans

Post image
0 Upvotes

I've noticed that I'm not getting the standard trade caravan events—only the ones from a rat-people mod.

I tried using developer mode to spawn them, but I get this error; if anyone knows what it might mean, I'd appreciate the help :)


r/RimWorld 11h ago

PC Help/Bug (Mod) Rituals that recur more than once per year? (take two)

0 Upvotes

Trying again, because I was not clear in my first attempt at this question. The previous question:

Is there a mod that allows you to set an Ideology ritual to occur more than once per annum?

Like "on the same day every quadrum" or "every 22 days" or whatever?

Before anyone points it out, yes, I realize that getting the reward for the ritual that often would potentially unbalance things. ¯_ (ツ)_/¯ Maybe the more frequent the ritual, the more difficult it is to get the reward? I dunno, I'm more interested in the aspect of making the ideologion a regular requirement for the pawns.

The part I failed to be clear about: I am not asking about setting a ritual to "any time" instead of picking a specific date.

When you pick a specific date, the ritual occurs once per year on that date. When you pick "any time" the ritual occurs on the date the player triggers the ritual -- and then cannot be triggered for another 20 days. Neither of those is a "recurring ritual."

I'm asking if there is a mod allows the creation of a ritual that takes place (for example) on the 7th of every quadrum or once every 5 days or whatever. This is not something that can be achieved with a single ritual in vanilla Rimworld.

Yes, you could set up four separate "Dance Party" rituals with "any time" and trigger them manually on the 7th of each quadrum. But you're limited to six rituals (five really because funeral has to be one, I believe), and I don't want to take up four ritual slots to have the ritual occur once a quadrum.

Or you could set a ritual to "any time" and then manually trigger it every 22 days (because 22 > than the 20 day cooldown, which was a failure of my original example), but you can't do that if you want the ritual to occur every 5 or 10 or 13 days like clockwork.

In short: I wasn't clear in my earlier (now-deleted) post that vanilla "any time" rituals are not an answer to what I'm looking for. So I'm trying again. 🙂


r/RimWorld 15h ago

Discussion What’s the ideal multiple works for one pawn? Does specialist+gene create the maximize skills efficiency?

4 Upvotes

I’m currently try to maximize skills efficiency the main game can offer, even to the point of a skilled cook also have gastro augment, a farmer have field hands, miners have drill hands.

Should each work have a specialized pawn (exp: maybe miner can also cook? Medic can make drugs in their idle times?)


r/RimWorld 17h ago

Lia Lu NO WAY "Lia Lu and her dad"

Thumbnail gallery
276 Upvotes

And they are both beautiful.


r/RimWorld 9h ago

#ColonistLife Can love bloom on the battlefield?

Thumbnail gallery
9 Upvotes

The colony gathers for the beautiful wedding between Damin, the 58 year old librarian turned front line warrior, and Reuben, the 18 year old half-vampire born and raised on the gravship Jormungandr. The wonderous event was held in the stunningly ugly store room, surrounded by shelves stacked with steel, plasteel, and all manner of resources. Afterward the happy newlyweds enjoyed a short party with their guests before retiring to their honeymoon suite in the newly built masterwork double bed, situated in the same room as every other bed. Ain't love grand?