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

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I've never played with custom scenario settings so I didn't know that. Probably easier than finding a new mod every update

You absolutely should. They're very simple and easy. You can selectively enable or disable literally every single event in the game from a drop-down menu; raids, alphabeavers, toxic fallout, everything. I always disable short-circuits and solar flares personally. I believe the latest versions also let you edit the percentile strength of infestations, quest rewards and a huge number of other things. You are genuinely wasting time and effort if you're using mods, this stuff is all editable with a single slider or menu in the editor.
 
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My main builder is so good that colonists brag about how comfy the steel dining chairs are.

Sidenote: I do not remember there being any "goblin" attacks. I think Grasshopper is full of shit.
 
I hate this game.

But I can't stop playing it.

Prepare Carefully mod needs a 1.3 update.
 
The developer has stated quite openly that if you're playing Rimworld as a colony management game you're playing it wrong. He wants every game to end in you escaping. That's your one, singular goal. The escalating challenge is designed to force you towards escape without giving you a chance to breathe or relax enough to get seriously invested in the actual world you're on. I'd say that the base game actually accomplishes this pretty well.
He has literally never said this. You are both wildly misrepresenting what he has said and/or outright lying.

He has repeatedly said over and over that Rimworld is not a game, it is a story generator. It does not have a goal. You are not meant to be trying to "win" at anything, or head in any direction. The reason he says that the game is not a colony management sim is because that was the mindset of what he was trying to create, not that he is trying to force players to engage with the game a certain way.

Nowhere has he ever said that players are engaging with the game wrong. He has only said how he views the game because that's how it drives his development philosophy. In this talk he gave at GDC he says he does this because thinking of something as a "game" puts mental constraints on the possibilities of what you can create and carries with it certain assumptions that he wanted to distance himself from as he designed the game. But he has never said that players are playing the game wrong.


I'm not saying this game is great or good or perfect, I vastly prefer Dwarf Fortress to Rimworld. But there's no reason to misrepresent what the dude's saying. There are tons of flaws in the games design where you do not need to make up things just to add more.
 
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I want to try and make a serious attempt at getting into RimWorld after fiddling with it off and on a while back. The general impression I'm getting from this thread is mods are more or less essential to getting the most out of it, but I'm guessing if it's anything like games with actual modding support obliviously scraping things off the top layers of the Nexus or Workshop is only going to get you so far. Is there a short list of mods worth picking up anyone wouldn't mind recommending? I have Royalty but not the latest DLC if it matters.
 
Are the DLCs worthwhile? Did they breathe a bit of new life into it? I haven't played Rimworld in a year or so. I don't have the tism for a 100+ modlist, as they few times I did try it just threw up more errors than I cared to troubleshoot, though RimPy did help some with that. I play close to vanilla with a few QoL mods (fluffy's mods are pretty cool) and a couple content mods (GiddyUp and Megafauna+Dinosauria ftw, ride em cowboys! Also dubwise mods are great) I saw in youtube vids. If anybody has any good rec's for mods, I'm open to suggestions.
 
Are the DLCs worthwhile? Did they breathe a bit of new life into it? I haven't played Rimworld in a year or so. I don't have the tism for a 100+ modlist, as they few times I did try it just threw up more errors than I cared to troubleshoot, though RimPy did help some with that. I play close to vanilla with a few QoL mods (fluffy's mods are pretty cool) and a couple content mods (GiddyUp and Megafauna+Dinosauria ftw, ride em cowboys! Also dubwise mods are great) I saw in youtube vids. If anybody has any good rec's for mods, I'm open to suggestions.
Try mods again, I'd suggest adding 5 or so at a time until you come across a buggy one. They used to be jank and inconsistent, but I'm running ~20-30 right now on Linux and have no problems at all.

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. Things like making sure colonists don't trap themselves while constructing, or close off a part of a construction, or making it so colonists actually use their inventory to haul items so they don't have to go back and forth as much.

Tynan is such a shitty programmer that I really see no issue personally with adding mods that fix his mistakes.

The dlc are pretty good, ideologies are a lot of fun imo. Wasn't super into royalty but I am liking the ideologies a lot so far. It makes playing really weird playstyles much more possible. Currently running a colony of techno-objectivist cannibals.
 
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Try mods again, I'd suggest adding 5 or so at a time until you come across a buggy one. They used to be jank and inconsistent, but I'm running ~20-30 right now on Linux and have no problems at all.

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. Things like making sure colonists don't trap themselves while constructing, or close off a part of a construction, or making it so colonists actually use their inventory to haul items so they don't have to go back and forth as much.

Tynan is such a shitty programmer that I really see no issue personally with adding mods that fix his mistakes.

The dlc are pretty good, ideologies are a lot of fun imo. Wasn't super into royalty but I am liking the ideologies a lot so far. It makes playing really weird playstyles much more possible. Currently running a colony of techno-objectivist cannibals.
I consider pathfinding and hauling mods QoL, and have a few. I was going through the workshop and adding stuff after I posted this. I also like Run'n'Gun & Run'n'Hide. There were a few mods I loved that hadn't been updated in forever, like Mechanical Defense and a couple of prison mods. Thats one of the reasons I kinda got bored with the game. But I'm feeling the itch to play it again, now. But I have trepidation about even starting it because its been so long that the mod updates for the 15 or so I do use is gonna be a pain.

Not gonna bother with the DLC for a while unless it goes on sale. I can't justify paying $40 buck for dlc for an indie game I paid $10 for. Royalty looked kinda blah but Ideologies looks kinda cool. Techno-objectivist cannibals is exactly the kinda thing I'd do with it, too! I know some mods are dependent on dlc, too, I saw a Zorg ZF-1 mod (dont press the little red button) on youtube that almost had me going to play it again but it required Royalty.
 
Playing this while screwing around with a 40k mod. It really captures the feel just right. My 9 guardsmen get absolutely outshot when eldar/Tau/orks show up. Relying a lot on heavy bolter turrets and lascannons.

I rate the experience 10 watt flashlights/10.
 
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.

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RimWorld is a fucking fantastic game. Along with all the mods you can install, it's definitely a must-play and it's pretty accessible for people not into colony sims. Always play randy for the best experiences because it's completely randomized. Just some words of advice for potential players.
 
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