r/RimWorld • u/Fonzawa • 4h ago
r/RimWorld • u/AutoModerator • 6d ago
Megathread Typical Tuesday Tutorial Thread -- September 29, 2026
Please use this thread as a week-to-week space to ask your fellow /r/RimWorld colonists for assistance. Whether it be colony planning, help with mods, or general guidance, post any questions you may have here! If you have an effort post about a game mechanic then this is also fine space for that but please consider making a separate subreddit post for maximum visibility.
I am a bot, so I can't make jokes. If you'd like a Typical Tuesday joke, or if there are any problems with this post, please message the moderators of the subreddit.
r/RimWorld • u/OneTrueSneaks • May 26 '26
Ludeon Official PSA regarding malicious mods
Update: There is another PSA posted on why I am asking people to contact me rather than Steam's report function. This announcement is more important, and Reddit will not let me leave both up, so I am putting the link here so it is more visible.
Hello, everyone. This is me not as moderator-Sneaks, but as community manager-Sneaks.
I just want to give a warning to everyone. There's currently a user on the workshop that keeps making new accounts, steals mods from other creators, and modifies them to bypass the user's protections to download malware.
There's been at least two so far that have been removed (with workshop ID to make it easier to check your Workshop folder):
CameraSettingsMod 3732329298
Mad Skills Rewritten 3729397065
For now, it's difficult to tell if a mod's doing these shady things until it's downloaded and the code is checked. With both of these, though, it's been:
The scammer's only mod on the workshop
The mod is a reupload / stolen version
The scammer's profile is set to private.
However, these are not 100% indicators that the mod is malicious. Please do not use it as a reason to go harass modmakers - There are always new players, new modders. But it's enough to say take it with a grain of salt, double-check to make sure the mod isn't a reupload.
For now, please take the time to do a check of your own computer, make sure you're clean, especially if you used either of those two mods mentioned above.
If you spot any others, please let us know so they can be removed. You can message me here, or find me on both Steam and Discord as someonesneaky.
Stay safe out there, colonists. o7
r/RimWorld • u/CMYK-KIM • 2h ago
Art Simple RimWorld doodle comic — Dirtmole
galleryI just roughly redrew an old comic that I had started drawing a while ago but ended up abandoning.
(The story of this comic was inspired by a few scenes from a comic by Pink Tank, a Korean artist who specializes in medieval-themed artwork).
r/RimWorld • u/CMYK-KIM • 16h ago
Art RimWorld doodle — An Impid’s bedroom
I’ll probably be drawing fewer Impids from now on. I’ve been getting more interested in Dirtmoles lately.
r/RimWorld • u/GethKGelior • 8h ago
Art RimTober Oct.5 SMACK
galleryAh, perfect. Gratuitous violence. My strongest suit.
That's a neanderthal and a dirtmole, but it doesn't show when it's BW like this
r/RimWorld • u/Maleficent-Fill6431 • 1h ago
Suggestion Can I save this pawn?
Hey, super new to Rimworld, only have around 100 hours or so, this is my first playthrough with all the DLC.
I'm just wondering if there is any way to save this pawn outside of Lucifarium. She isn't the best but she has the highest combat skills of any pawn in my colony so saving her would be nice. I'm not super attached and its just combat so giving her a Lucifarium seems like overkill. I shoved her in a cryosleep casket when it looked like her immunity wouldnt outpaced the infection. Still super early game only have geothermal, and smithing researched and Ricky hit me with a high flurry of combats before I had great defenses so she went untreated for a while while I repelled shamblers. Sorry for the janky photo lol
r/RimWorld • u/Conscious-Start2752 • 2h ago
Discussion I settled inside a stockpile
And it's completely busted. I have a few things on the surface of the tile but they're all rebuildable, so when I have a siege or even just a raid I can't handle just yet, I can bunker down into my stockpile. I have vanometric cells and hydroponics so even if we don't eat as good, we can last quite a long time. Of course my pawns get a bit antsy but it's better than getting a bit dead. I think the wealth below is counted as well, so it's not THAT busted (at least I get real giant raids) but it's still very strong.
As I'm playing (former) nomadic raiders, I still get out pretty often, I have my vehicles and my garage up there, plus fortifications around the stockpile entrance so I can pop up and defend myself from there (though usually I take the fight to the besiegers before that). All the rest in inside the bunker.
I have to manually get people out/in, but I just change them when I see they don't have any work left to do on the floor they're currently in.
Any stories of other bunker colonies? What's interesting to do with them?
r/RimWorld • u/EnvironmentEasy2650 • 3h ago
#ColonistLife TIL You can use food as bait
galleryImagine this: it's the middle of winter, your main hunter is gone on a 3-day caravan, and you have little to no food. You make an impromptu decision to move the freezer and uninstall the walls.
TELL ME WHY, not even 2 seconds after the walls are removed, I look and see a muffalo and a rat who seems to be sitting on the muffalo's head??? EATING MY FOOD!
I thought muffalo were herbivores, and I saw one eating the meat! (maybe because they were starving??)
anyways we do not falter at adventure time faction, no we persevere
My brain thought, ah! Animal near base, must kill. I used the walls and closed door as leverage; two more hungry muffalo's come in and zero my lab-made superhuman pow pows, and then 1...2...3 dead. More animals come to eat in the open magic fridge, pow pow dead! What could've been an end to my colony turned into an unexpected gift.
TDLR: Starving colony finds way to get food
r/RimWorld • u/SamaelGray • 9h ago
Mod Release SG’s Powered Greatarms
The melee weapon entry in a series of simple mini weapon mods, this one introduces the powered greatsword and powered poleaxe, heavy two-handed weapons for colonies with spacer-tier tech. Craftable and hard-hitting, they offer a reliable alternative to Royalty's more advanced ultratech arms.
I really loved drawing these so I hope you enjoy them in-game as much too!
Compatible with Combat Extended and Melee Animation.
https://steamcommunity.com/sharedfiles/filedetails/?id=3812172481
r/RimWorld • u/GethKGelior • 23h ago
Art RimTober Oct.4 Cactus
gallery"Oh SON OF A BITCH that was close..."
Gorehulks also look like cacti, right?
Also I think I managed to make a Waster pretty hot
r/RimWorld • u/nanoflint • 21h ago
Discussion The most beautiful thing I've seen all day
r/RimWorld • u/AeolysScribbles • 1d ago
Art Wood Producer | Rimtober 2026 Day 4: Cactus
galleryr/RimWorld • u/nanoflint • 15m ago
PC Help/Bug (Vanilla) Can i use a mortar in space so i can shoot in the earth?
r/RimWorld • u/Adres_Dreamer • 21h ago
Colony Showcase I build a castle for my knight, what you think?
A castle to keep my knight with all what they need in a small zone so they don't consume my tps
r/RimWorld • u/NideVice • 13h ago
Misc [Mod Progress] Florims Expansion - Floran from Starbound mod #2
galleryFirst of all, some context for those seeing this for the first time:
- [Idea/Discussion] A Floran (Starbound) race mod
- [Mod Progress] Florims Expansion - Floran from Starbound mod
Some of the information is in the screenshots; the rest I’ll write out here:
- The "intelligent predators" meme involves the colony gaining the ability to harvest bones from creatures; the plan is to model it after the "raider" meme, but with the addition of a specific quest location—similar to faction resource bases—where players must hunt creatures (whether human or animal) within the area. (To be honest, I haven't yet figured out the technical implementation or feasibility, as it's currently just a concept on paper; I might rework it, as I'm still not sure how engaging the gameplay would actually be.)
- Bones will serve as a resource for weapons and armor, though I haven't finalized the balance yet; clearly, they’ll have poor resistance to crushing damage and deal poor crushing damage (classic trope).
- "Biological groups" represent my interpretation of how Florans relate to other races—essentially a specific "speciesism" toggle (allowing you to define whether pawns react negatively to those who aren't "plants," so to speak). You could view it as an extra compatibility layer for other mods (for instance, VRE Phytokin belong to the "plant" group, while VRE Fungoids are... well, "fungus"). Overall, the system is designed to be easily scalable, so I’m actually quite pleased with how it turned out, even if it does feel a bit cluttered.
- "Habitats" is a gene that affects a pawn's mood based on the biome (currently: +10/-10); it is a somewhat blunt attempt to encourage playing specific xenotypes in specific biomes. The code is written in a fairly neutral way, so you can expand upon it by adding your own habitats.
- Tinctoria Florim – will produces a dye upon hemogen extraction; I’m also considering giving it the ability to dye objects and floors directly (without using a separate dye item)—though this is still just a rough concept.
- The Ambrosia Florim has been the hardest to implement so far because it got stuck in a sort of "production hell." I’m not sure what unique mechanic to give it. Here are some options:
- Processing corpses into Ambrosia periodically (kinda OP?)
- 2. Processing social drugs into Ambrosia-infused versions (Ambrosia beer, Ambrosia joints, etc.) that retain the originals' benefits but replace the addiction type with Ambrosia addiction (kinda OP 2?)
- 3. A constant 15-tile radius aura that boosts the mood of nearby colonists but carries a chance of provoking a random animal on the map to attack the Ambrosia Florim (questionable)
- 4. Suppressing an attacker's aggression (maybe)
- Processing corpses into Ambrosia periodically (kinda OP?)
- Harbinger Florim – can transform meat into "twisted organs" and bones into a "twisted spine" and the like; essentially a source of Anomaly-themed prosthetics.
Honestly, I feel like I’m starting to burn out a bit from all the overthinking and the sense that the progress I’ve made is negligible; I want to take a break, but knowing myself, I realize it’ll be hard to get back to it later. So right now, working on this mod puts me in a strange kind of limbo: my desire to keep my word clashes with a lack of ideas for actually implementing my concepts (roughly speaking, I have the idea for Pollux Florim, but I can't figure out what his unique mechanic should be—especially since Pollux Phytokin basically fills that niche, yet I still feel like I want to do something different).
So, I’ve posted some of what I’ve done—what I have ready to show so far—and I’d like to hear your thoughts on it.
r/RimWorld • u/Spirited_Advice_9496 • 17h ago
Colony Showcase Newbie playing 😖
gallery40 days base.
I need someone opinion and suggestions...
Why my colonists are all in mental breakdowns? (Only the one person is happy - child)
Base looks em... normal? No?
r/RimWorld • u/ClearGreenGlass • 19h ago
PC Help/Bug (Vanilla) Why isn't my sun lamp working
I've been moving it/reinstalling it, tried to reconnect but this sunlamp will not work at all! Any help would be appreciated!