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

  • Want to keep track of this thread?
    Accounts can bookmark posts, watch threads for updates, and jump back to where you stopped reading.
    Create account
I don't really mod it but it's trivial to set up the scenario get rid of the retarded events like the fucking bugs or niggers just tping into your base. At that point it's playable.
 
As someone who has been playing dwarf fortress for years before discovering rimworld. I like it, definitely not as deep or complex as dwarf fortress. But fun anyways, good introduction to the colony sim genre in general. And just great for casual play. 10/10.
 
If you want a diversion, KeeperRL is a fun diversion on the genre.

It marries the dwarf fortress colony sim concept to dungeon keeper.

You start with a dark knight or sorceror as a keeper and 4 imps. You attract immigration by mining a nice dungeon into a mountain, starting with different goblins, but later also wolfs, werewolfs, demons, a variety of undead,slimes, dark elves, gnomes.

You can summon more imps with gold, but it's better to just take some dwarven,elven or human slaves to do your mining.

Learn spells, build traps, brew potions, craft and enchant equipment and try to survive when the local knight and twelve of his fully armored buddies think you are growing a little too large and bulldoze down the door and slaughter all your minions until they kill you personally.

Or just take one wrong step and get decapitated by a golem using your head as drum practice.
 
I personally only really go for QoL mods. I think the only major gameplay change mod I have is combat extended. But there are plenty of flaws the base game needs fixed that mods fix. Tynan (or anyone at Ludeon) literally doesn't know how to program so there are tons of mods for fixing pathfinding and hauling behaviours of the colonists
Every time I look into those it's like:
"oh that make sense"
"this too, and it won't break the game too much"
"and this"
"well that might make the game a little easier but I always wished it worked like that"
etc. until I reach a point where I realize I've eliminated 90% of the challenge in the game and revert back to vanilla.

Fuck storage mods and people who use them especially. Having to build large storage facilities for your base that specializes in about 10 different types of industrial manufacturing and has a dedicated hospital, kitchen, an entire fucking farm etc. is not "unrealistic" or "unaesthetic". Have you ever seen an industrial complex? They are mostly storage.

Now that I've gotten that off my chest, I wonder if I should start a new game. Haven't tried Ideology yet, I figured it'd get updates after launch and personally I start a new game about once a year and play it for 100+ hours so I have to pick my time to start a new game carefully.
 
Fuck storage mods and people who use them especially. Having to build large storage facilities for your base that specializes in about 10 different types of industrial manufacturing and has a dedicated hospital, kitchen, an entire fucking farm etc. is not "unrealistic" or "unaesthetic". Have you ever seen an industrial complex? They are mostly storage.
Lot of bitching to say "I love having giant empty rooms my colonists have to waste time stumbling through". I don't give a fuck about realism, I do give a fuck about having to make my already giant base even bigger because you can only put three pieces of steel together in a pile.
 
Lot of bitching to say "I love having giant empty rooms my colonists have to waste time stumbling through". I don't give a fuck about realism, I do give a fuck about having to make my already giant base even bigger because you can only put three pieces of steel together in a pile.
I modded in a "win game" button so my colonists don't have to waste time building anything. Saves space, too and prevents me from having to waste time planning an efficient layout for my base.
 
I use a mod that just triples stack sizes. That seems to strike a balance between storage still being an issue you have to deal with and plan for and having your entire colony look like an episode of Hoarders because it's somehow not possible to fit more than 75 strawberries into two square meters.
 
Has anyone bought the DLCs? Wondering whether I should. They look cool but dont want to break all my mods for them.
 
Has anyone bought the DLCs? Wondering whether I should. They look cool but dont want to break all my mods for them.

I see no reason to pay for DLCs for a game I hate.

Also I can't stop playing it and see no reason to make my experience worse than it already is.
 
I hate this game.

But I can't stop playing it.

Prepare Carefully mod needs a 1.3 update.
Prepare Carefully is the single most important mod to have installed imho. I hate having to scour through the piles of dumb labor incapable pyromaniac drug addicts to find any halfway decent pawn. I can enjoy some of the more negative traits, tortured artist and neurotic are pretty fun tbh, but so many of the randomly generated pawns are quite literally wastes of oxygen.


I get it's a story thing, but I can't stand dealing with a go-juice addict flying off the handle 24/7 when we haven't even got crops in the ground.
I was just messin, that's not my colony, it's Null's. This is my colony.

I have a lot of mods most of which are from the vanilla expanded collection, but nothing particularly gamebreaking imo. Some people argue that stacking mods are OP, but I don't give a fuck because massive storage rooms with shit all over the ground is not aesthetic and having to keep expanding your storage in a mountain base is a nightmare, I like to keep things compact and relatively organized. I'm fairly happy with this so far, but I wish I would have had the foresight to build my kill box into the mountain instead of having the outer defense, just because I'd like it for RP if my colonists stayed underground 24/7. I may put another wall up for two tier defense if things start getting hairy, but I've been pretty lucky so far with this meager defense. I keep meaning to put up lights in the hallways because it increases movement speed, but the walls need to be smoothed to put up the wall lights and wall smoothing takes ridiculously long.

Also, I'm not sure if this were added in the Ideology update or what, but being able to grow mushrooms for food in the mountain makes mountain bases so much more doable. Fuck relying hydroponics for food, and this colony is in extreme desert, so there's pretty much no animals for hunting and no land for farming., besides the shitty dry dirt around the mountain edges which iirc has like 30% fertility or something like that. I grow grass there for the donkeys to graze.

Please excuse the mess.


SIdenote: Has anyone noticed that there seems to be an imbalance in the spawning of female and male pawns? I feel like I get way more females than males. 8 of my 11 pawns are female and all I did was recruit pawns with useful skills. Seems anomalous. Could be a bug caused by a mod, Idk.

View attachment 2438489View attachment 2438490View attachment 2438492
The new Tunneler meme in Ideology unlocks fungus cultivation and a social role which increases the speed at which miners dig. As long as you can manage the bugs it makes mountain bases a lot more interesting.

Regarding multiple ideoligions and recruiting, just arrest any infidel and break their heretical beliefs before trying to add them to the colony. Having a mild impact from your ideoligion with an open minded tenet is important if you want to play classic Rimworld, though your recruits might be fundamentalist space jihadists. You can also pick an existing faith from the other factions to allow for easy recruitment, but where's the fun in that?
 
Has anyone bought the DLCs? Wondering whether I should. They look cool but dont want to break all my mods for them.
I have both but haven't really given Ideology a fair shake. I will say I don't think Royalty was really worth it. The interesting parts were already modded in, if not as cleanly, and the Empire just isn't interesting as a faction. Most mods from what I've seen don't need them so not using them really isn't detrimental but they also shouldn't break mods if you do get them. I really only bought them because I bought the game so long ago that I got it for cheap and I felt like throwing some extra money at the dev since its my most played game on Steam. Future DLCs though I'll wait and see gameplay of before I take the monetary plunge.
 
Has anyone bought the DLCs? Wondering whether I should. They look cool but dont want to break all my mods for them.
Royalty is just retarded and under cooked tbh.

Every single Royalty playthrough is going to be the same, you gotta ally yourself with them if you want to get consistent upgrades and psylinks for the pawns (Pawn. Singular, because without mods if you decide to grant a title to more than one pawn it gets even more retarded since each one is eventually going to want their own throne-room, give speeches, not do certain jobs, etc etc)

You cant build your own Empire, customize your psylinks, there's no real dynamic faction diplomacy even though it's about nobles vs commoners.
Hell, even the nobles themselves don't treat you any differently compared to any other faction, the only difference is.... they look more retarded then usual.

There's no alternative ways of conquering\raiding other factions, such as a trojan horse or espionage, basically anything other than walking through the front door or using droppods.

It just feels bland and underdeveloped.
Sure, it does have some goodies like the new royalty weapons that have their own unique quirks, but nothing that you couldn't already get in some form for free with mods.


Ideology on the other hand is pretty sweet, each faction has it's own distinctive religions\ideologies, fully customizable and moddable, tons of unique sprite swaps for different furniture\weapon\apparel styles (If you use animalistic style for example, then a bunch of different armors and furniture's are going to look more animalistic, but if you decided to with or morbid it'll be more skull and bones)

Not to mention it brings a good amount of new features that aren't just more weapons:

You can own slaves, terrorize them and make them do work, completely different than just having prisoners sit in a room all day.
There's different types of rituals that will depend on the way you customized your ideology.
You can have a cannibal settlement who doesn't give a shit about butchering other people, in fact you can even set it up so you gain mood bonus's instead.
Different ways of "beating" the game, the new quests are pretty fun.

Honestly, I don't want to spoil it and I could talk about it forever, my point is Ideology is legit, it's fun, customizable and actually brings something new to the table.

The only reason you should buy Royalty is if a bunch of your fav mods require it, that's it.
 
As much as I was disappointed with Royalty on paper, I kinda liked it.

I agree that first impressions were underwhelming and on par with a complex mod, and when it first released I didn't even get it because it wasn't what I had been waiting to be added into the game at all. But after putting a further 100+ hours into the game with Royalty, it did grow on me. I didn't mind building throne rooms and special gear and even if I didn't, the penalties for not fulfilling their royalty needs really aren't that punishing. The ability to call in reinforcements is really cool. The addition of the (completely optional) sidequests means you'll always stay busy with clear goals, something the game needed, and if you don't want any additional tasks right then there's no penalty for declining them. Psychic powers are alright, in combination with the titles they add roleplay value if nothing else. The new tech add needed variety and are more in line with vanilla gear than mods tend to be.

I'd absolutely recommend getting both of the DLCs, even if they aren't 100% perfect. If you're going to play the game anyway it's definitely better with the DLC than without it, and what's 15 bucks anyway if you're sinking countless hours into the game?
 
Here I am playing RimWorld as I heard about it from Null on his podcast. My first colony has completely ethical with no hard drug production and instead, I have decided to give to Troon Ranch a run for it's money as I am now an Alpaca ranch making high quality beds and clothes.
 
Rough start on this new colony. A free colonist in exchange for a few days of foggy rain? Sure, why not!

The first colonist to join my founder, Nails, was an absolutely worthless pothead teenager that ended up letting a zombie that somehow got it's fucking hands on a shield belt into the base. In the chaos of me trying to kite around the zombie, Nails was downed by one of my own turrets and proceeded to have the whole right half of his body bitten off. To her credit, the pothead managed to stop him from bleeding out. After Nails wakes up, pothead goes on a tantrum and starts smashing my production machines. Having had enough of pothead's antics, I decided have Nails use her as target practice. He ended up killing her in a critical shot to the stomach. Due to "double tap" mechanic in the zombie mod I'm using, he then proceeded to rip her head clean off with a single arm. Moral of the story: Do not allow colonists you can't screen beforehand into your colony. also potheads suck ass

The state of the colony's residents:
rimworld.png rimworld2.png
I am so tempted to use character editor give him his limbs back and pretend this never happened, but in spirit of St. Tynan, I shall press on.
 
Last edited:
fedora.PNG

I am amused

How are you faggots enjoying the Ideology update? My current playthrough is a bunch of cave dwelling incels who never want to go outside and hate the light
 
View attachment 2526897
I am amused

How are you faggots enjoying the Ideology update? My current playthrough is a bunch of cave dwelling incels who never want to go outside and hate the light
Haven't bothered with Royalty or Idealogy. Both seems to add gameplay I have no interest in.

I'm doing a mountain map for the 1st time seriously this playthrough. I'm having a really hard time getting colonists (on standard difficulty with Phoebe) as I only managed to take one prisoner in the first year and a half and all the transport pod crashes bled out before I could rescue them. Raids are no problem as my wealth isn't anywhere close enough to trigger big ones yet. I'm getting my guys geared up now to try and kill off an insect infestation and then do the Ancient Danger. Luckily the one prisoner I got is an expert shooter so between her and my other enforcer at level 10 shooting with SMG they should be able to kill these insects that are basically blocking half the map.
 
Back
Top Bottom