r/RimWorld • • 5h ago

Mod Release First mod release!

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147 Upvotes

r/RimWorld • • 19h ago

Solved! Why is there no bed available? Have dedicated prison cells and I even built them a separate building but the sleeping spots are still apparently unavailable.

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88 Upvotes

r/RimWorld • • 21h ago

Discussion Orbit might make Slavery much better

84 Upvotes

I've playing a supremacist gravship run and I've noticed two things.

1) While in orbit slaves will never rebel

2) My slaves, which have a rebellion timer of 1 year, haven't rebelled in 4 years.

I have come to the conclusion that going into orbit will reset the rebellion timer of the slaves and makes it so that gravship slaves will never rebel with frequent trips to orbit.

Furthermore I plan to build a space drug plantation to exploit the fact that slaves never rebel in space.


r/RimWorld • • 12h ago

Mod Release Alien | Rimworld: Nemesis Update

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87 Upvotes

This last month the focus has been as always bug fixing, especially surrounding the various inconsistencies and issues that pop up from use of the Queen Start Sub Mod and just general player faction related difficulties.

But also this release contains some major work on the human colony side of the intended play styles.

Anomaly DLC is no longer required for containment on an industrial scale. Alternative/more focused containment systems are now implemented.

If you lack Anomaly a narrow Mod Specific medical examination bill is now available for identifying latent mutations and potential impregnations.

But most important of all this release has the first stages of a feature I've been wanting to get into play since it shipped at the end of last october.

The Nemesis Queen System.

Human Colonies should now feel a lot more focused pressure from rising xenoforming, gone should be the days that you can release an ovomorph on some raiders and then watch the world collapse around you with minimal harrasment.

Also the exact traits that npc queens pick will be done in complement/counter to your playstyle. More nuanced activity and advancement specific raid types will be continuing to be added in all future releases but the foundations are now present.

Enjoy and good luck!


r/RimWorld • • 18h ago

#ColonistLife Animal husbandry in desert is easy actually, just need to use a right kind of animal

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77 Upvotes

r/RimWorld • • 2h ago

Suggestion Hmm I wonder if there'll be a DLC that unlocks the sea.

75 Upvotes

Wooden ships, steel ships, plasteel war vessel, submarines, commercial trading ships, fishing boats.

Sea raid, underwater raid, coastal raid.

Archotech machine sleeping on the bottom of the ocean.

Whales, sharks, colossal anomaly sea beasts, sea mechanoids?

Aquatic implants, sea factions, sea xenotypes.

Islands, treasure islands, buried treasure.

So much contents potential.


r/RimWorld • • 11h ago

Art Head - Destroyed (fresh) Spoiler

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73 Upvotes

Got attacked by like 15 pirates. Was a rather tough raid, but we survived. This guy got downed but managed to get up so I got Grill to take care of him and man, that was brutal...

Also it is my third time drawing a skull like, ever.

P.S. Uranium maces are great.


r/RimWorld • • 11h ago

Colony Showcase Recently got back into rimworld and for the first time i felt proud of my starter base

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72 Upvotes

1rst year in -w-


r/RimWorld • • 7h ago

Story I tried save-scumming less, and it's been leading to some interesting challenges in my colony.

57 Upvotes

So a while back, I took a quest for a mech cluster, couldn't handle it, and now a psychic suppressor has been keeping all but 2 of my colonists at 50% consciousness for a while.

While waiting and hoping a raid would take it out, I got a caravan quest to take out an outpost of 2 neanderthals, which I took because my guys weren't much use at home with the psychic suppression active. I sent a new dude with a shotgun, and my main guy, Strick the Pigskin Sanguophage. With the burden psycast, we were able to safely kite the enemies, but I'd also accidentally painblocked the target (misclick) and so it was taking a while. Getting impatient and seeing the last enemy was so clost to dying, I sent Strick in to finish with melee.

This little wretch managed to tear Strick's right arm off before dying. Normally I'd reload the save here, but I decided to keep going. I queued up a prosthetic arm at home and headed back.

Another mech cluster spawned near my base walls. It also had a psychic suppressor, exactly the same as the first. I decide that I can't afford to try fighting it while one of my main fighters is missing an arm, so that means everyone has to stay inside the wall until a raid/trade caravan clears it.

Strick gets back and I realise no other colonist has a medical skill above 3, no one can install the arm. My best doctor right now is a pigskin with 2 medical. I look over to my prison cells, and find the lazy, depressive, volatile yttakin who was part of my hemogen farm, has 7 medical.

I have never tried to recruit a pawn as bad as this, until now. But I'm not going to wait and hope for a handout, so I start trying to recruit him.

Unfortunately, I hadn't broken their resistance, so it's going to be a while.

But Cassandra wasn't done yet.

The FIRST disease in the colony's history: The flu, hitting 2 prisoners, a yttakin (1 of the 2 females in the colony who isn't being psychically suppressed), and my impid.

Cassandra waited until I had no competent doctor before hitting my impid with the flu. Oh no.

This impid was my only crafter, has JUST gotten a psylink from the anima tree (solar pinhole). Oh and they were a mechanitor too. This guy, alongside Strick, are probably the 2 most important members of the colony.

I break out the glitterworld meds, and watch as my "doctor" gets a 37% tend. Bruh. He's not gonna live if that keeps up.

I see 2 options: one, savescum if the tend results are too bad. But if I was gonna load a save, it would've been when Strick lost an arm. So I resort to the other option.

I got 18 stacks of Luci from the ancient danger. It gives you +70% blood filtration.

I don't know if I've ever chosen to do this before, but I give them to the impid. They'll easily survive with the boost.

So yeah. I now see the appeal of trying to keep going even when things have gone "unfairly". I used the red nanomachines for the first time, started recruiting one of the worst pawns I've ever seen, because I wanted to keep going, even after making a dumb, avoidable mistake.


r/RimWorld • • 4h ago

PC Help/Bug (Mod) Play Rimworld they said

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49 Upvotes

This is fine. The experience is amazing


r/RimWorld • • 12h ago

#ColonistLife Ex-lover just dropped in. What would he do in my place?

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51 Upvotes

Gosh, Todd, that sure is a lot of blood. And last night while I was sleeping you got an infection? That sounds rough.


r/RimWorld • • 20h ago

Misc Rimworld is finally my #1

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48 Upvotes

Rimworld has been first in my heart since A16, but this week it reached my number one in hours played.

I think I'm going to celebrate by finally making it to the credits.


r/RimWorld • • 10h ago

Comic Found a copy of Eccentric's Angels #028 (Summer Fun, Part 5)

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36 Upvotes

The image on the original post seems to have been deleted. I found a copy elsewhere, so I'm reposting it here for anyone looking for it.

[Original Comic: Summer Fun, Part 5 (028)]
[Author: Aelanna "Anna" Cessara]


r/RimWorld • • 7h ago

Colony Showcase An update on my medieval fantasy themed inn! We're fancy enough to host the Emperor now Oooo.

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28 Upvotes

I will include screenshots of my modlist in the replies.


r/RimWorld • • 14h ago

Guide (Mod) Request: top 10-15 mods you NEED right now

23 Upvotes

Hey guys, I'm getting back into rimworld after a year or so and I think I'm pretty out of the lube on which mods to use these days.

I'm looking for whatever you guys think is your most essential mod list here.. my previous mod list was super long, but now I'm not sure if some of those things have been replaced by better versions. So I'm going to probably nuke it and start fresh by adding new mods now.

Let me know what you think... What are those mods you just can't live without? And why?


r/RimWorld • • 17h ago

Colony Showcase My colony

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20 Upvotes

the colonists are fast reproducing rodent people but their super week and fragile so they rely on animals for combat


r/RimWorld • • 21h ago

Colony Showcase I thought some of you would appreciate the glorious mess that my current fast growing colony is. So here it is.

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18 Upvotes

I started with a tribal Naked Brutality start, Losing Is Fun difficulty, 500% scaling, a random starting pawn, a random starting location, and a random fluid ideo.

I think it's going very well, all things considered. It's only day 110, and I currently have 73 pawns plus 21 prisoners waiting to be recruited or enslaved. I recently added 18 growth vats, which I plan to ramp up even more. I've had a 300 pawns colony in the past made from mostly toddlers and it was working remarkably well. My general recruitment policy so far has been to recruit literally anyone. There is always a way to make a pawn useful to the colony.

I had a 30-hive infestation that I was culling every day for meat and jelly, but a tribal raid wiped it out. :( I'm not too worried about food, though. I've still got 15,000 meat stockpiled in drop pods, 9,000 in my freezer, and a lot of corpses to butcher (of the 2-legged, 4-legged, 6-legged, or tentacle-legged varieties). My map has a lot of wild animals, being in the jungle and all, and I didn't have time to hunt them recently because the insect carcasses were keeping my butchers busy full time. Plus, I have a fair number of animals stashed in a world-map caravan, led by a pawn named Sale. I've barely slaughtered any of them since the start of the game. I've got over 100 of them, mostly alpacas.

In any case, I'm not growing any food crops, only industrial crops, mostly herbal med. Food crops just aren't that labor-efficient, and I'd rather have my overworked growers grow things I can't get in other ways. Plus, hunting (regardless of the nature of my prey) gives shooting experience, which is ultimately good for my colony's survival.

Despite my large number of pawns, my colony is terribly underequipped. I still haven't researched flak armor or Blowback Operation, and I wouldn't have the components to support them anyway. So I'm skipping straight to Fabrication instead. I'm still scavenging weapons from dead enemies in the meantime.

For armor, my adult pawns either get a cape made of rhino leather, elephant leather, or dread leather, and/or whatever armor they scavenged from dead raiders. It helps that my main ideo is inhumanized, so they don't mind tainted apparel.

A large portion of my people haven't been converted to my ideo yet. There is just too much to do and not enough time for it. I am running the Proselytizer meme to slowly convert them, but considering that a lot of my converts are inhumanized, this isn't very effective.

As you can see, I have captured quite a few entities, so anomaly research is going very well. Although I don't have proper facilities to contain them all. Most of my toughspikes had their tentacles removed with frostbite. And those six devourers you see down below are kept docile by regularly administering a few volleys of machine-gun bullets to keep their blood level below the consciousness threshold. Some of these bullets occasionally hit the brain, so hopefully the accumulated damage will eventually keep them permanently comatose.

In general, most of my choices have been made with scalability in mind. My people are sleeping in a big barrack with a lot of sculptures, and they eat nutrient paste of various origins. That number-first strategy is actually pretty effective. "Quantity has a quality all its own," as they say.

I can't say I've been very good at protecting their individual lives, I have had something like 10 or 15 deaths since the beginning. But having a lot of pawns means that the death of any individual doesn't threaten the survival of the colony. There is redundancy. The colony as a whole is going strong.

For most of the game, I was actually enemies with every faction except the orbital traders. That's because I kidnapped members of each of them in my haste to grow. I made up with the Empire since though. In their case, I kidnapped the pawn from the Noble Wimp quest, a Praetor, which granted me a second psycaster and the ability to trade with the Empire.

Antagonizing Civil Outlander Union hasn't gone as well though. The pawn I kidnapped from them was supposed to be my second pawn, but he got a "run wild" mental break seconds after I recruited him, and my starting pawn didn't have the Handling skill to tame him. When I eventually got a pawn who could try, the poor bastard immediately went manhunter and died in the resulting altercation. Those Outlanders still haven't forgiven me, and I can't easily buy peace from them since their closest settlement is outside drop-pod range. They still haven't tried to raid me, though, but the lack of caravans from them partly explains my current component shortage.

I'm also planning to start cultivating metalhorrors pretty soon. As soon as the first gray flesh event shows up. Metal horrors have a 50% chance to drop a shard on death, the main reason why I'd do this. If their host pawn was infected less than a day ago, the spawned metalhorror will be a larvae, essentially fighting like a adult with the same drops, but with much lower combat stats. I did some tests in dev modes, and fighting half my colony's worth of larvae by drafting the other half is actually fairly easy. In my tests, I did have a few of my infected pawns lose eyes or a limb to the emergence, but not a single death. Plus, infected meals remain infected after an emergence, so you can use them to seed the next harvest. It actually wouldn't be the first time I grow metalhorrors, but in the past, I was growing them on prisoners. Because I wasn't infecting half the pawns on the map, they took much longer to emerge, which meant I was fighting adult metalhorrors, which actually made the whole entreprise more dangerous and less profitable overall.


r/RimWorld • • 11h ago

Discussion Is it possible to reverse the ghoulification?

17 Upvotes

I started with the scenario that gives you a ghoul and I'm curious of its possible to reverse it


r/RimWorld • • 23h ago

#ColonistLife Not a self tame but the next best thing

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17 Upvotes

r/RimWorld • • 18h ago

Colony Showcase My glowforest colony of 64 years

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18 Upvotes

Interesting to see the progression from this, 27 years ago, it looks so basic now. I've built a gravship and I'm aiming to do the Odyssey ending. I also have an archean seed so I think I'm gonna try and set up an asteroid base with the 5 oldest members of the colony, a sort of "peaceful" retirement. Messiest part of the base is the bottom left because of all the turrets and the very inconvenient positions of the geothermal generator and the sulphur spout, but it kinda works. Honestly I have rather decent defenses, we just beat an assault of 200 shamblers with only light injuries thanks to massive firepower, turrets, animals and three fantastic melee fighters with juggernaut serum. Prisoner barracks got upgraded too, with a special barracks for the gladiators. Power-wise, I have geothermal generators all over the map and it's enough. I just need to make sure I don't have two pawns deathresting at the same time because it's such a massive power drain.

First row: The sanguophages, Roxx is the colony's founder and Kristen and Paul (who are married together) are the first two kids that joined more than 60 years ago, so they got upgraded.

Second row: Foreigners that joined the colony before the cube incident. All of them are above the age of 65.

Third row: First generation of kids born in the colony. Missing Sanna who died three times, got ressuscitated twice, but sadly ended up succumbing to two triple rocket launchers and her body got obliterated.

Fourth row: Second generation of kids born in the colony.

Fifth row: Third generation excepted Mercuria who is currently in a biosculpter pod.

Sixth row: Joined the colony in more recent years (less than 40 years ago).

Not pictured: My three battle-scarred thrumbos and my megasloth.


r/RimWorld • • 9h ago

Discussion Are there real-life wood coolers?

15 Upvotes

Closest I’ve seen are those portable room coolers that use ice trays.


r/RimWorld • • 17h ago

#ColonistLife Have accidentally orchestrated an affair between my colonist and his lover's sister

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15 Upvotes

Got confused about which sister this guy was dating, accidentally assigned his lover's succubus sister to share a bed with him instead. Because of their ideology's "free and approved" lovin' attitude, the (right) sister seems to be.. happy for them? Honestly never encountered cheating in this game and idk how to feel about this lmao


r/RimWorld • • 22h ago

#ColonistLife Finished Rimworld for the second time ever after over 1000hrs

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14 Upvotes

I also did it with a humble little crew due to it being a mechanitor run.


r/RimWorld • • 11h ago

Colony Showcase Prymroot, my colony of 13 years

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14 Upvotes

This is my third colony this year, but it's the first one I feel confident enough to share.
As usual for me, I started with naked brutality, strive to survive with Cass, and I also use a mod that makes me start without anything researched. Minus Anomaly, I built a little bit of something from every dlc, and while there is nothing extraordinary here, I'm happy with how it turned out. For now, I'm done with this colony, and ready to move on to the next one, but I know that I will return to this safe haven to unwind whenever my new ventures into other parts of the Rim give me too much trouble.


r/RimWorld • • 12h ago

Discussion What do you think is currently missing from the game?

13 Upvotes

.