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

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Rimworld with all DLC packs costs over $120.00 USD now. Is that a record for non big studio AAA games?
Fun fact, the DLC is super easy to "crack." Basically you just need the files, go into the "about.xml", and if you see "<steamAppId>*Number String*</steamAppId>" delete the whole line. DLC after Royalty (so Biotech and Anomaly) don't have this line IIRC, never saw it at least. Speaking of anomaly.
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I heard it's very hard so I'm holding off on going too into it yet.
It's incredibly difficult compared to everything else, it's like a mod in how unbalanced it is. Not V.O.I.D. unbalanced, but pretty wild. For example, I had a bunch of Thrumbo come in after a wave of Sightstealers...hunting them doesn't even compare. And those are the easier enemies. Do NOT get your wealth too high. Pray someone makes an easy to edit XML-based mod where you can tweak the difficulty, hope Tweaks Galore does something like that. The 1.5 update is great otherwise and truthfully I like Anomaly so far, mainly because I'm a sucker for this type of horror. Now I need to install some mods that can turn Rimworld into a Gothic Horror one day.
 
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I've been playing it a lot over the weekend, really enjoying it. I'll second in that it can be pretty tough; I went and knocked difficulty down a level. Once you cross from basic entities to advanced, things get spicy. I haven't gotten to "ultimate" ones yet.

Once you get a chamber or two for research, containing the entities isn't so bad. And there's a lot you can do with them (resarch/resource gen/power gen). Some of the rituals are very interesting, though I think some of them are probably only best done on sieges/gathering new research volunteers. Any of the ones that target a pawn will give a negative thought unless you've got the right precept.

I'll give this word of warning, at least: a single Revenant can destroy your entire colony if you're not prepared. It's thematically very cool, but it can be pretty crippling. I ended up going down from something like 6 colonists to 2 trying to fight it. You need to get your hands on something like molotovs and get some precise throws. The new fire weapon is probably also a good choice, but I hadn't unlocked it yet when it showed up. I don't know if there's a failsafe for when one's around to prevent a raid, but I consider myself pretty lucky that Randy didn't decide to fuck me over by sending one while I was dealing with that entity. That would've been a game over for sure.

The new stun crossbow is pretty good on fleshy targets. It's like an EMP for biologicals, so they adapt and you can't stunlock them forever, but I imagine if you got two or three shooters and micro their aiming, you can handle big waves pretty well. They were very nice against Chimeras.

Ghouls are also pretty fun. They're just a melee meatshield at the start, but they never need to sleep or have any needs except raw meat. So if you're in a animal-less spot it might be hard to handle one early, but the real fun is when you unlock the upgrades for them. You basically turn them into Resident Evil bioweapons, like the regenerator/iron maiden. Get some pawns with Tough and double-passion melee and you've got a great way to defend your worthwhile colonists or just kill animals around the map. I think the genes affect them, too, so you might be able to implant some, but I haven't built up my genelab yet. Might want to augment them, then ghoulify them.
 
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Waiting for grimworld to update so I can do grey knights SCP or night lords warcrimes dunno.
The eternal cycle of wait for [cool mod update] followed by waiting for cool mod with cool update to patch to latest edition.
They updated, well except for the vehicles. Soon I imagine.
 
Fun fact, the DLC is super easy to "crack." Basically you just need the files, go into the "about.xml", and if you see "<steamAppId>*Number String*</steamAppId>" delete the whole line. DLC after Royalty (so Biotech and Anomaly) don't have this line IIRC, never saw it at least. Speaking of anomaly.
With most of these games cracking their DLC is never harder then pointing CreamInstaller at it. There are some though that you have to take additional steps (Like Total Warhammer needing you to find the actual assets somewhere and putting them in the correct place). I'm OK with paying Rimworld guy for his fun game but fuck encouraging more people to switch to the Paradox model of DLC Official Mod spam every 6mo

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Just as another piece of advice: don't end up like I did. Make sure your base is lit up. All of it. Especially areas that you might need to visit every day or two lest something bad happen. Heed the warning.

I had accepted a quest that involved two back-to-back raids after 3 days of waiting. Figured it'd be tough, but manageable, since I had a triple rocket launcher and some decent shooters.

Then it got dark.

I ended up scrambling as I got assaulted by Noctols, building lamps in every bedroom and hallway, trying to chain floodlights to reach the noctoliths, but I ran out of steel. So I had multiple entity raids, the 2 quest raids (first was on the edge, had to throw a captured Nociosphere at them, the second landed by drop pod in the middle of the base, blew them [and my base] up with the rocket launcher.)

A monolith activated because I couldn't reach it in the dark, causing duplicates of every colonist to spawn all over my ruined base and start attacking everyone. And I still can't get rid of the darkness, because the last noctolith is on the edge of the map.

Never say that Randy doesn't have a sense of humor.
 
Of all the DLCs, which one would you nerds recommended the most?
 
Of all the DLCs, which one would you nerds recommended the most?
I'd say Ideology. It gives the most content in terms of how varied and different you can make each colony.
My ranking overall would probably be something like Ideology>Biotech>Anomaly>Royalty, but some of it probably depends on personal preference (if you like stuff like building throne rooms and giving your pawns psychic powers more than gene splicing, Royalty would be higher.)
 
Only one question for Anomalybros. How brutally, and unexpectedly did your first sight-stealer die to one of your colonists? My farmer got attacked by one with 3 melee, and I thought she was dead, then she turns around and stabs it in the neck with the starter knife, and stabs it again in the face. Then I find out sightstealers are weak at melee, but only a threat to unarmed colonists. Pack your knives, kids, observe the buddy system, and remember: buddies dont let buddies fight alone. (I AM TERRIFIED FOR MY KIDS)
Downed pawns crawling is fucking awesome (they'll try to get into the nearest hospital bed by themselves).
Its a lot more epic to watch your colonist try to crawl away from a brawl than watching them lay there until they die while everyone else also bleeds out or someone drops a live explosive near them.
you've got a great way to defend your worthwhile colonists or just kill animals around the map
Ghouls are nasty, I watched a raider try to melee fight one, and he was bleeding out so fast by the time he went down I didnt even have time to set up a sleeping spot before he died. 900%/sneed from a ghoul with a single hand talon. My ghoul also regularly hunts tigers and leopards for food, its actually horrifying to see becuase I'm going to have to fight one eventually.
Just as another piece of advice: don't end up like I did. Make sure your base is lit up. All of it. Especially areas that you might need to visit every day or two lest something bad happen. Heed the warning.
Not just lit up, but with redundant lighting. I suffered a Bzzt right before experiencing the darkness with solar power being my source of power. Everyone in the colony died. I turned the difficulty down, tried again then I suffered a solar flare after I experienced a darkness event. I recommend Helixen gas lights from Vanilla Expanded, as your network can never be shut down, only sacrifice is your base is green tinted forever. I got my hallways hospital, prison, and kitchen/freezer/dining room lit up with gasligt.
 
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Only one question for Anomalybros. How brutally, and unexpectedly did your first sight-stealer die to one of your colonists?
The sightstealers always spook the hell out of me when they pop up, but yeah, a single one is usually no problem at all. It's when they swam en masse that things get dangerous for your lone pawns. Or their big brother...
900%/sneed from a ghoul with a single hand talon.
I'm still working on my base so I haven't gotten to the point where I can really augment them beyond the usual ghoul accessories, but one kitted out with the usual bionics/archotechnics along with the plating/spikes/heart might be the scariest melee pawn imaginable. The ones that show up randomly haven't been much of a threat, thankfully, so long as you're able to block it with your own while somebody shoots.

So far, I think the scariest entity I've had (at least in terms of overall colony destroying danger, some of them are just genuine horror) is when Randy sent seven Devourers at my base a while ago. Keep in mind that they can swallow a pawn whole and I only had about 10 colonists in total to fight with. If I hadn't called in some imperials for a ceremony an hour before and had them join in, that would've been a run ender. What's funny is that the last time I had seen any, it was just a single one. I could definitely see some of the Anomaly entity spawns getting tweaked down in a patch later on.
 
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Apparently in 1.5 the sunlamps give light to a larger area than shown and the swastika is no longer the most efficient pattern to place hydroponics basins.
Hydroponics.png
 
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Recently got the game and I'm just playing with the base game and trying to go at it as blind as possible. I learned why they're called boomrats the hard way.

I've been playing the scenario where you start naked with nothing, and finally have a good run because I found some sort of cryosleep ruins with lucifierum all over the floor, that I was able to sell for a pretty penny, as well some some form of OP sci-fi gun. When I opened the cryosleep pods, a bunch of people all got out, puked over the floor, and ran off the map.

My current issue is that my primary colonist, the founder, is a creepy breather, and everyone else hates him. I captured a pirate raider and recruited her, but she has the tendency to start social fights, and just keeps getting into spats with the founder. I took her tongue out thinking that might help, but instead she had a mental break and now I have to go through the whole recruiting process again after arresting her. She has really, really high skills in certain areas, so I think my solution might be for her to be relocated to a house outside of the main base and hopefully if she lives with my other mute colonist they won't get into fights and can still work for me.
 
She has really, really high skills in certain areas, so I think my solution might be for her to be relocated to a house outside of the main base and hopefully if she lives with my other mute colonist they won't get into fights and can still work for me.
You can also set separate schedules for your colonists, so that one is up and working while the other is asleep, which means less time interacting. This is best if your sleeping quarters are separate rather than a barracks (so people going in and out don't disturb people sleeping all the time.) The person awake at night will have a harder time working and be a little upset at being in the dark, but if you have a base with lights, it shouldn't be a problem.
 
My current issue is that my primary colonist, the founder, is a creepy breather, and everyone else hates him. I captured a pirate raider and recruited her, but she has the tendency to start social fights, and just keeps getting into spats with the founder. I took her tongue out thinking that might help, but instead she had a mental break and now I have to go through the whole recruiting process again after arresting her. She has really, really high skills in certain areas, so I think my solution might be for her to be relocated to a house outside of the main base and hopefully if she lives with my other mute colonist they won't get into fights and can still work for me.
Give them different schedules to minimize their interaction.
 
Just as another piece of advice: don't end up like I did. Make sure your base is lit up. All of it. Especially areas that you might need to visit every day or two lest something bad happen. Heed the warning.

I had accepted a quest that involved two back-to-back raids after 3 days of waiting. Figured it'd be tough, but manageable, since I had a triple rocket launcher and some decent shooters.

Then it got dark.

I ended up scrambling as I got assaulted by Noctols, building lamps in every bedroom and hallway, trying to chain floodlights to reach the noctoliths, but I ran out of steel. So I had multiple entity raids, the 2 quest raids (first was on the edge, had to throw a captured Nociosphere at them, the second landed by drop pod in the middle of the base, blew them [and my base] up with the rocket launcher.)

A monolith activated because I couldn't reach it in the dark, causing duplicates of every colonist to spawn all over my ruined base and start attacking everyone. And I still can't get rid of the darkness, because the last noctolith is on the edge of the map.

Never say that Randy doesn't have a sense of humor.
The flare packs will be your greatest asset here as they provide light for like two minutes realtime and you get something like 10 of them, then you can put them on all of your colonists while keeping them armed at the same time. They also stun horrors (and your colonists too so don't toss them too close)
 
The flare packs will be your greatest asset here as they provide light for like two minutes realtime and you get something like 10 of them, then you can put them on all of your colonists while keeping them armed at the same time. They also stun horrors (and your colonists too so don't toss them too close)
Yeah, that's what I eventually ended up going with, just making one of those and my entire colony huddling together as we tried to push our way to the edge of the map. It was a very cool scene. I really should've researched the tech sooner, but I had wrote it off while working on other things. I imagine that they're also super-useful against Revenants (which seem to have gotten a little nerfed this patch, thank God), but didn't have access when the first showed up at my base.
 
Yeah, that's what I eventually ended up going with, just making one of those and my entire colony huddling together as we tried to push our way to the edge of the map. It was a very cool scene. I really should've researched the tech sooner, but I had wrote it off while working on other things. I imagine that they're also super-useful against Revenants (which seem to have gotten a little nerfed this patch, thank God), but didn't have access when the first showed up at my base.
I was quite satisfied all in all with the DLC, probably up there with biotech as really enhancing the experience and letting you play out multiple brand new gimmicks throughout a full colony such as dark cultists or Rimworld foundation. I had space marines (grey knight larp enabled by anomaly) so the balance was silly for me but some things were still of genuine concern.(like seeing a terminator begin playing with The Cube)
Crawling, wall light and underground cabling are all lovely additions to the game for free as well.

Heres to hoping tynan continues the good work. (give us viable insectoid husbandry already tynan)
 
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