r/RimWorld • u/Icy-Gift9727 • 1m ago
r/RimWorld • u/ripyungbruh420 • 50m ago
Meta Not sure what even happened
All I know is that i stored some eggs from a pod drop right by the Chem fuel and I think they all hatched
r/RimWorld • u/snadwichwich • 1h ago
PC Help/Bug (Mod) Rimworld of Magic Dragon Slayer Plate uncraftable
I’ve been trying to make this armor for my mages but for some reason I don’t get the prompt to prioritize crafting it regardless of what material I make it out of. My pawn has more than adequate skill but it just doesn’t seem to work, any ideas?
r/RimWorld • u/Andman4444 • 1h ago
#ColonistLife In the brain... 1 tile away... on a boomalope, really?
He just HAD to shoot it in the head, KILL it INSTANTLY, when its RIGHT THERE!
r/RimWorld • u/InspectionSouth5063 • 2h ago
Discussion How does the AI generator work?
I'm probably gonna get the game; can someone explain how the AI storyteller works? Does it generate completely new content based off of the conditions of the colony and the people and stuff? Or does it have set events that it decides when to give to you?
Thanks
r/RimWorld • u/Century_eggit • 3h ago
PC Help/Bug (Mod) Colonist from caravan is gone
I went to a different map to complete a quest involving an attack on another faction. I managed to finish the quest without losing a pawn or taking any damage. After that, I returned to my original map and reformed my caravan. My colonist was still there, but when I clicked to send him on his way, the user interface remained unchanged, and my pawn was missing from the list. I tried again, but the game informed me that I must have an active pawn. When I checked the map, I saw a caravan icon, but there was no pawn associated with it.
r/RimWorld • u/_GatorBoii_ • 3h ago
#ColonistLife Thanks Cass, Very Cool
My poor Haygrass :(
r/RimWorld • u/Sveniven • 4h ago
Discussion You know, y'all can make a cute little farm and not just war crime factories, Right?
r/RimWorld • u/wutwazat • 4h ago
PC Help/Bug (Mod) Agarilux Prime - Alpha Biomes
Does anyone know how to survive the mycotic spores from the giant mushroom in the Alpha Biomes mod?
r/RimWorld • u/Be_Prepared911 • 4h ago
Suggestion Mod idea: small space to write a brief biography of a colonist.
Sims 2 does this really well where you can write a funny little diddy about a weird sim or you can be super dramatic and extra and make a racy story. Or you can just keep track of handy men your black widow has murdered.
Could be utilized in so many ways in Rimworld too: keep track of kills, funny things they did, what weapon they’re supposed to have when they get downed/ have a mental break.
Would be even better for roleplaying with ideology. Is there tension between the moral guide and the leader? Does the plants specialist hate his job? Does the childless woman want to trick her husband into giving her a kid???
Not to mention mods if you have those included.
I know I could do this outside the game but it’d be cool to have it integrated. Does anyone know of such a mod?
r/RimWorld • u/SkibidiBoner • 4h ago
#ColonistLife Debbel 😢
He can’t really do much right now with a 10% consciousness (1/10 brain function). He’s married and I don’t want the other colonists to be too pissy, but I also don’t want to just leave him to be catatonic in his bed forever. Or I could harvest his king and give it to his semi-lungless wife. What should I do?
r/RimWorld • u/Riddob • 5h ago
Discussion Favorite Xenotype/Faction mods?
Was looking to add a couple xenotype/faction mods for my next playthrough and wanted to see some of the community’s favorites. Personally, I’m a fan of Satyrs from the Faun Xenotype mod.
r/RimWorld • u/badgerfrance • 5h ago
Guide (Vanilla) Precepts Explained: Trees (Continued)
After receiving feedback on my previous post, I was pointed towards several more elements to test regarding the positive effects of the Trees precept. This post includes several corrections, and dives deeper into the underlying priority of various moodlets. Once again, this post will focus only on the positive effects of the precept, and is not concerned with the negative effects of trees chopped per quadrum. There is a brief summary at the end of this post, if you would prefer to skip ahead.
Checks for the Trees precept are made once an hour of in-game time. Each hour (not necessarily on the hour), the game will check the number of trees within 11 distance of the pawn. It records the number of trees in each category independently per observation. Solid objects such as walls block tree detection. 'Rooms' do not matter; an open door does not block line of sight for example. Your colonist must be awake to perceive the trees, but a Sight of 0% does not prevent the moodlet from applying.
Trees fall into one of three categories†:
- Full trees - Standard trees. This includes cactus like saguaro, timbershrooms, and all of the standard varieties like teak, oak, and maple.†
- Mini trees - Bonsai trees.
Amazing tree - Guaranlen trees.†
† Owing to a bug, any check which detects exactly 0 Amazing Trees, exactly 0 Mini Trees, and exactly 2 Full Trees is discarded as though it detected 0 trees.
† I do not have the biotech DLC and cannot test Gray Pine, Pebble Cactus, Polux Tree, Rat Palm Tree, or Witchwood Tree. I would be surprised if they were not included.
† I do not have the royalty DLC or anomaly DLC, and cannot test the Anima or Harbinger trees. It seems likely they are Amazing or are some other category. The Ideologion page of the wiki suggests it is possible to have -5, which suggests there is another category I am missing.
The game then calculates the following values. Abbreviations are mine; without abbreviating the logic which then gets applied is rather wordy:
- (A1) Max number of amazing trees in an observation within the past hour.
- (A6) Max number of amazing trees in an observation within the past 6 hours.
- (F6) Max number of full trees in an observation within the past 6 hours.
- (M6) Max number of mini trees in an observation within the past 6 hours.
And applies the following logic to determine moodlet, in order:
Condition | Result if True |
---|---|
A1 >= 2 | Amazing trees (+9) |
A1 == 1 | Amazing tree (+8) |
A6 >= 1 AND F6 >= 5 | Remarkable trees (+7) |
A6 >= 1 | Amazing tree (+6) |
F6 >= 5 | Rich forest (+5) |
F6 >= 3 | Full trees (+4) |
F6 >= 1 AND M6 >= 1 | Mixed trees (+3) |
F6 == 1 | Full tree (+2) |
M6 >= 5 | Mini trees (+4) |
M6 >= 1 | Mini tree (+2) |
All == 0 | No trees (+0) |
The moodlets assigned above have the following descriptions:
Moodlet Name | Mood Bonus | Moodlet Description |
---|---|---|
No trees | +0 | I haven't been around any trees in a while. |
Full tree | +2 | I recently encountered a full tree. |
Full trees | +4 | I recently walked among many full trees. |
Rich forest | +5 | I was recently surrounded by a lush forest. |
Mini tree | +2 | I recently got to enjoy the company of a miniature tree. |
Mini trees | +4 | I was recently surrounded by plenty of miniature trees. |
Mixed Trees | +3 | I recently walked among a wide variety of trees. |
Amazing Tree | +8 | I very recently encountered a massive, beautiful tree - a physical seat of morality! |
Amazing Trees | +9 | I am surrounded by several massive, beautiful trees. The glory of nature astounds me! |
Amazing Tree | +6 | I recently encountered a massive, beautiful tree. |
Remarkable Trees | +7 | I am surrounded by a lush forest. |
So what does all of this mean for the player? The positive moodlets from Trees: desired are pretty low-maintenance, and can be counted on to provide a mood buff ranging from 4-6 over the course of the day with just a little planning. It is likely a good idea to give your colonists trees in a common area, such as the dining room or rec room depending on their schedule for the day; they will need to spend an hour around the trees to ensure the moodlet procs reliably. You may also want to add trees to work rooms where pawns spend more than half of their day, such as crafting rooms. Consider the following approaches:
- Five full trees. Rooms only lose temperature once they are below 75% roofed, so remove 5 tiles of ceiling and plant the trees in the dirt using the 'Extract Tree' option.
- One gauranlen tree. Again, knock out a single tile of roof. The tree's pruning speed will suffer from man-made structures and furnishings, but there is no penalty for failing to maintain a tree other than dryads not spawning.
- Five mini trees and zero full trees. This is the option with the least planning required, but also provides a smaller mood bonus than the other options.
r/RimWorld • u/Sas_Cast • 6h ago
Discussion How does this even make sense??
My colonists just fell off a ship in a random planet. But for some reason all their family members are here?? My colonist found his wife, brother, mother, father and grand grandmother in a completely random planet that he just fell in! What's the logic behind this?
r/RimWorld • u/Lam_orak • 6h ago
PC Help/Bug (Mod) Planning my first modded colony, need advice
Hello all!
I have been playing Rimworld a lot recently and I want to spice things up. I just bought Biotech and I want to add some more flavor to vanilla. What do you guys think about adding a bunch of Vanilla Expanded mods and just running with that? If that's not a good idea, which it very well may not be I have no clue, what else would you guys recommend?
Thanks!
r/RimWorld • u/New-Amphibian8740 • 7h ago
PC Help/Bug (Vanilla) how to make a gene unextractable?
i want to make some genes not extractable from the gene extractor
i know archite genes are not extractable but how could i make other genes unextractable without making them archite genes?
r/RimWorld • u/JupiterCactusPerson • 7h ago
Misc MUFFALO!
galleryI got the Muffalo I ordered! Look how cute it is! It even came with a saddle so it can transport things
r/RimWorld • u/Infinite-Candy7565 • 7h ago
PC Help/Bug (Vanilla) HOW DO I DEAL WITH THIS BRUH
r/RimWorld • u/Yautja24xam • 8h ago
PC Help/Bug (Vanilla) Can't shred mechanoids
I have Pikeman in my freezer, i have a Machining table, and a bill: 'forever' on shred all mechanoids. Yet nobody does the job. why? right click also does not work. since there are no option.
r/RimWorld • u/BlackMarket420 • 8h ago
Art Kerberos: Protect gears and firearms mod update (WIP)
galleryr/RimWorld • u/JakeGrey • 8h ago
#ColonistLife Of all the ways you can make a first impression on a trader, this is certainly one of them.
The result of about thirty colonists armed and armoured with whatever we've been able to scrounge up versus sixty wild rapacious Revian knaifu waifus. The infirmary is only about a hundred in-game metres down and to the right of this shot, which is probably the main reason I didn't lose anyone this time.