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

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Use roofing for fire breaks, about two tiles wide. Its free except for dotting a wall every 10 or so spaces. You can even use wood walls if you surround it with enough roofing. Section things off to what you are willing to let burn and remove from home.
 
Use roofing for fire breaks, about two tiles wide. Its free except for dotting a wall every 10 or so spaces. You can even use wood walls if you surround it with enough roofing. Section things off to what you are willing to let burn and remove from home.
Alternatively, a 3-tile wide flagstone path works and it doesn't require repairs. Just remember to remove the home zones they generate because pawns will try to clean it no matter how far it is.
 
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I've been having a lot of fun with the ships
almost done upgrading my sauser
 
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I've been having a lot of fun with the ships
almost done upgrading my sauser
I wonder how the map generator deals with holes in the ship.
I know it always tries to make space for your ship, no matter how mountainous or ruinous, but does it make space for just the outermost border, not accounting for holes, or does it allow the map to generate unlandable stuff where the hole could theoretically be.
Maybe Ill experiment by creating an extremely thin donut ship. See what happens.
 
I wonder how the map generator deals with holes in the ship.
I know it always tries to make space for your ship, no matter how mountainous or ruinous, but does it make space for just the outermost border, not accounting for holes, or does it allow the map to generate unlandable stuff where the hole could theoretically be.
Maybe Ill experiment by creating an extremely thin donut ship. See what happens.
The only problem i encountered with is that drop pods from traders ships land in these holes.
But it gave me idea that you can use these holes for a farming land that would be pretty secure from outside.
Alas this im not redesigning my whole ship for this.
 
Recently got the Biotech DLC. It seems promising! However, I don't want to start a new game so all my colonists are the plainest baseline humans there are. I might have to hand out some genes via developer mode just to get my gene-lab going. Alternativly I could wait for a raid and hope to extract em' from the prisoners but my weapon system is too good, I haven't been able to take prisoners in ages lol
 
Recently got the Biotech DLC. It seems promising! However, I don't want to start a new game so all my colonists are the plainest baseline humans there are. I might have to hand out some genes via developer mode just to get my gene-lab going. Alternativly I could wait for a raid and hope to extract em' from the prisoners but my weapon system is too good, I haven't been able to take prisoners in ages lol
Genepacks are sometimes found with traders, which can be supplemented with mods. The Alpha Genes mod adds a lot of new genes but also adds quests where abandoned Biotech labs can be raided with genepacks as loot.
 
Vanilla Expanded mods are the definition of pure bloat, I don't know why redditards keep recommending them. Some modules are good, but ones like the cooking or animal ones have so much unnecessary shit in them it's silly.
It's so much junk that isn't even vanilla. The random stuff they add seems desperate to fill every possible void of content with no thought to how it fits into gameplay.
Oh, Are saying that Githyanki and Frostpunk generators and magic skill trees aren't supposed to be part of Rimworld experience?

The redditards bit saddens me, it feels like everyone that posts there just subscribed to all these vanilla expanded and alpha mods and their games are a mess, I do like reading and talking about 'stories' that came from this game, but it's hard to take things seriously when the mods just keep giving them loot pinata of OP stuff and aesthetic clashes. My honourable mention is Vanilla Backstory Expanded, I would love more backstories because I don't like 'incapable of work' and the backstories without it are few and far between, but most of the stuff in that mod sounds like whatever Patreon subbers and redditors asked to be put in.
 
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I installed Ideology on a save that wasn't generated with that expansion, and all the Ideology icons are the same ugly placeholder. How do I fix this?
 
I installed Ideology on a save that wasn't generated with that expansion, and all the Ideology icons are the same ugly placeholder. How do I fix this?
Turn on dev mode in the settings, open the menu, and there’s an option like ”randomise ideoligions” somewhere in there.
 
Turn on dev mode in the settings, open the menu, and there’s an option like ”randomise ideoligions” somewhere in there.
I'm trying to just edit them to have icons. It won't work, apparently because they have memes? I need to randomize their symbols to get that working but it destroys the cosmetic features that were already written. Oh, I just need manually record those features to edit them back in.
 
In that case, you can just turn on dev mode, then open the ideoligions screen, select them one by one, and manually edit the icons in. You turn on editing in dev mode by clicking one of the two Xes at the top of the ideoligion screen.
 
Just started playing/learning this game and man it's terrifying. I sat down to play for an hour or so and now it's 2AM wtf

where did the time go

EDIT: oh so floods are a thing. how nice
 
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