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/r/RimWorld

511,405 Subscribers

2

Is there a list of all the Evolved Organs from the Evolved Organs mod?

1 Comment
2024/09/19
16:25 UTC

2

Save Our Ship 2: Miniatures (mod showcase)

0 Comments
2024/09/19
16:19 UTC

2

Massive raids in early game

I'm having massives and impossible raids in the early game in some playthroughs and I don't know why. Is this happening due some mod malfunction?

1 Comment
2024/09/19
16:02 UTC

5

Update: My gay colonist has finally found love

After my last post I started grinding hard on my tribal colony. I wanted DADT to find someone so I accepted every new male pawn I could, went on rescue missions, and scoured every single raider for the gay or bisexual trait. I did however set a few rules:

  1. New colonists who did not meet the criteria still had to stay. It's not their fault!
  2. Love is DADT's personal mission! I wasn't going to put my other colonists in constant danger for just one man. Survival matters.
  3. It was DADT's job to fall in love. No psycasts or cheating to get the job done.

After almost three years of hard work, progress, and a slowly growing tribe (15 colonists strong at this point), poor DADT was still alone. His bisexual buddy even tried to cheat with him at one point but was rightfully rebuffed (good for you DADT). Other colonists had paired off and while DADT was very popular, he still was one of the only colonists alone in his bed. He had another brief fling with a bisexual waster but before they could pair off he was lost to a raid.

DADT is a beloved uncle to the colony children and is best friends with an 86 year old Ytakkin who cares for the colony chickens and a 38 year old female waster/sharpshooter. They helped build the wall together and I assume they have been a source of comfort to him in these lonely times.

During our last raid DADT was gravely wounded and in hospital when one last rescue request came through for a beefy looking dude named Shy. While it is usually DADT who handles these missions with a small crew, he was too injured to send, so our philandering bisexual and two sharpshooters set off to pick him up. A small skirmish netted us the colonist.

A tough, gay, pretty warrior with decent crafting and double passion in melee. The himbo king with a heart of gold.

Back to the village they came with one last bit of drama. Because our philandering bisexual was the man to rescue Shy, their relationship started elevated. Will this man ever stop torturing DADT?

However love prevailed and as DADT set out recruiting and reducing the resistance of Shy a relationship blossomed and the two now share a bed. Maybe soon they'll get married. In their honor I christened them with new nicknames (Doask and Dotell). I hope the best for them.

Im thinking of making Doask our colony leader, but for now maybe he can finally enjoy the honeymoon phase.

0 Comments
2024/09/19
15:40 UTC

1

Does anyone else have lag spikes from sleeping mechanoids waking up?

I recently had a mechanoid ship part fall, then lag spikes ~1s in length start to happen every 1-2 unlagged seconds. I know it's the mechanoids because the lag spikes coincide with the mechanoids shifting from 'sleeping' to 'resting' and back to 'sleeping'. I suspect fire is somehow triggering their 'awake' procedure, but they fall back asleep since the fire deals zero damage.

Also, for as long as I can remember, when I shoot at a ship part or a sleeping mechanoid, as soon as the bullet comes out of the barrel, I get a lag spike (even if the shot would miss) and the same 'sleeping' to 'resting' thing occurs (again, even if the shot would miss). However, I've also been using ~200 mods for years, most of which I am still using.

Does this happen to anyone in vanilla? If this happens to you and you're modded, mind sharing your modlist so I can try narrowing down my mods? I have a massive list of mods so this would help greatly.

0 Comments
2024/09/19
15:17 UTC

9

So that's why firefoam poppers and no wood interior 😟

https://preview.redd.it/gnyqz8pa0spd1.png?width=1266&format=png&auto=webp&s=7f09aaaa11135f83c43bea14acbb1e0ceaa1f722

Randi really did a number on me. There was a manhunter pack of foxes, everyone inside! I had three slaves, they started to rebel, and took a grenade launcher, and lit the whole thing on fire. I wanted to arrest a slave, but clicked the wrong pawn. They furiously started putting out the fire. I should have just dehomed the whole thing and let it burn, but they died while I was trying to save six colonists. Just after I decided to set my current save to hardcore, as I want to discourage myself from clicking a save when it all goes wrong.

One pawn left, some animals and a child I wanted to recruit to my colony. I was thinking about moving to a new spot, I might as well... πŸ˜”

0 Comments
2024/09/19
14:32 UTC

1

Is it possible to transfer the colony?

Hi i want to transfer the entire colony to another existing file (in another cell grid of the existing base), can i do it?

2 Comments
2024/09/19
14:25 UTC

2

question about Dead man switch mod

how i can create Lady android? i can create all of them except her,ive got all researches done and idk how to create this one
is it a bug? i cant create her? i tried to look around but google doesnt help

0 Comments
2024/09/19
14:25 UTC

5

PSA: Link your shelves

I don't know who needs to hear this, but I only recently found this out.

usually I don't bother linking my shelves, and just copy and pasted the settings from the existing shelves, but colonists will not stack items efficiently accross the different shelves unless they're settings are explicitly linked.

I don't know how I didn't notice this before, as when you think about it, it makes sense, as each shelf would be considered a different stockpile with equal priority basically, so colonists are just gonna haul items to the closest shelf, stacking efficiency be damned. Which is how it should work honestly, as checking00l 2000 stockpiles for stack efficiency every time a colonists is hauling some human leather would be alot more taxing on performance.

0 Comments
2024/09/19
14:07 UTC

1

For everything else there is mastercard

Thrumbo meat enough for your tribe for the winter. 748 silver Thrumbo fur to make nice warm armor tribal wear. 864 silver. Thrumbo horn to sell to merchant. 523 silver.

Knowing you can ignore the single attacking raider long enough to patch up hunters after bringing down the thrumbo, just to find out the raider will just haul away the thrumbo corpse right off the map instead of waiting around patiently to be dinner. Priceless.

1 Comment
2024/09/19
14:05 UTC

1

Work type dividing mod

When I first played I had a mod that split up the work tab, it was like the mod Work Tab but a lite version of that makes sense, if anybody knows the mod I'd really appreciate it

2 Comments
2024/09/19
14:03 UTC

30

The RimWorld Wiki says that a pawn without passion in a skill cannot learn a quickly as the average pawn with a minor passion. I took that as a challenge.

Hello RimWorlders.

on the RinWorld wiki page for Global Learning Factor it claims that,

Because they are multiplicative, even the highest Global Learning Factor, 270%, cannot overcome the multiplier from a lack of passion, 35%, leaving such a pawn learning that skill slightly slower (94% of base XP gained) than a pawn with a base global learning factor and a single passion in the skill (100% of base XP gained).

I have done some looking into this claim and have discovered that the highest Global Learning Factor possible without mods is 345%, not 270%. We will get into how I arrived at that learning ability, but first, allow me to review how learning works broadly.

When a pawn is tasked to work that falls into one of the skill categories (cooking, artistic, plants, etc) they gain XP towards increasing that skill. The pawn can only gain a certain amount towards each skill per day, and you can see how much they have gained and if they have hit their total for the day when you hover over the skill. When a skill hits 10, it starts to decay when not in use, meaning Pawns with high skills need to keep working to keep up their stats.

A pawn can either have no passion, a minor passion, or a major passion. When a pawn works on a skill, their Global Learning Factor is multiplied by their Passion to get their XP gain rate for that skill.

With no passion, it is a brutal 35% modifier.

With a minor pasison, it is a flat 100% modifier.

With a major passion, it is 150%.

A pawn also gets a mood buff when working on skills they are passionate about.

There are seven possible modifiers to Global Learning Factor.

Too Smart trait: +75%

Fast Learner trait: +75%

Slow Learner trait: -75%

Learning assistant implant (Royalty DLC): +20%

Neural Supercharge (Ideology DLC): +25%

Quick study Gene (Biotech DLC): +50%

The Wiki seems to incorrectly assume that a pawn can't have both the "Too Smart" and "Fast Learner" trait. While I have not ever had one spawn randomly with both traits, I have no reason to believe it cannot happen. But also, with the Biotech DLC and the introduction of children, I have proven that you can raise a child to have both traits.

It only took 24 children to do it!

With the two traits, a pawn can have a Global Learning Factor of 250%. Putting in a Xenogerm with Quick Study and a Learning Assistant gets us to 320%, and a Neural Supercharge tops us off to 345%.

https://preview.redd.it/c3dloecmorpd1.png?width=1662&format=png&auto=webp&s=e2a176482f71cb4d389fe240fbd4c08a2cb5ffd5

With such a huge Global Learning factor, this pawn can learn at 121% learning speed even without a passion. This means they are learning about halfway in between a normal pawn with a minor or major pasison.

https://preview.redd.it/mcj0yjbqorpd1.png?width=1192&format=png&auto=webp&s=9d2900290c8d37bed8f88495b4b124eba0846223

But wait theres more! I thought you all would like to see what it looks like with a passion and I included that as well.

345% with a minor passion

518% Learning speed with a major pasion

Thank you all for reading. Don't worry, I'm going to edit the wiki it just takes a bit because my submissions need to be approved first.

I am cooking up a couple more posts, so have your eyes peeled for:

Adventures in gene-splicing

Cancer or (The Unexpected Virtue of Major Cell Instability)

4 Comments
2024/09/19
13:29 UTC

14

The child that ran from 36 manhunting megasloths is frustrated because of no body modding

8 Comments
2024/09/19
12:27 UTC

2

How long does it take for a chemical addiction to wear off?

ive had a colonist with a chemical addiction since the start of my world and his chemical addiction wont go away. im new to rimworld so i dont know if it wears off or not. there isnt any chemical on the map and its always at 0. on console edition if this helps.

6 Comments
2024/09/19
12:16 UTC

20

What is your preferred speed to play at and why?

I usually play very casual on easier difficulties so I have the game running 3x speed almost always. I have a hard time playing normal speed because it feels too slow to me, but what is your preferred speed? And to normal speed players, why should someone like me try it sometime?

34 Comments
2024/09/19
11:59 UTC

1

Really dumb question.

How do I make pawns return from a quest? I send them there, do the objective (rescue someone/pick up an item etc) but I can’t actually complete the quest.

3 Comments
2024/09/19
11:40 UTC

1

pawn not doing any jobs and clogging up my trace log

https://gist.github.com/HugsLibRecordKeeper/3c4807b53f8db978e5b0a82dfe00b701

https://preview.redd.it/1a4inkpu1rpd1.png?width=1296&format=png&auto=webp&s=1e2e993268d59212d97c3d09885c867513a2e078

so do i just delete him or... i just recruited him and he's the only one with this problem. i have 3 other colonists working with no issues, just this guy. hes also the only one that can do dumb labor because i wasnt paying attention when i started.

0 Comments
2024/09/19
11:11 UTC

76

Get rid of any obelisk FAST with this simple method...

BOOOOM

In my experience one mine deals about 6% of health. Probably can use even less explosives if damaged first, but it's up to you.

26 Comments
2024/09/19
11:10 UTC

0

Whats wrong with organ harvesting raiderS?

i fail to see whats the moral problem here, they came here to murder and pillage of their own volition. if they wanted to make profit off of our suffering why should they be exempt from this. and besides its a far less painful death, then just leaving them to bleed to death in my killbox. i mean its not like we are strapping em down and just Yoinking out their kidneys we do anesthetize them. like what its suddenly less moral to kill this raider now suddenly because it helps pay for turrets?

45 Comments
2024/09/19
10:54 UTC

10

[Theory] The empire created Neanderthals as a mean to get cheap workers

Neanderthals are just a worker caste just like other types of castes like the genies, dirtmoles, hussars and highmates, there is a book called brave new world where it describes castes of genetically engineered humans, from the upper classes of society like the Alphas and Betas down to the lower classes, Gammas, Deltas and Epsilons the working castes, Epsilons being the lowest caste, in the book once an epsilon worker is described as having a simian like appearance which resembles Neanderthals.

Worker castes are generally engineered to endure demanding jobs like mining, were they would be exposed to heat and chemicals, just like the genes the Neanderthal xenotype has.

Recently used a permit and called a laborer team, all 4 guys were Neanderthals, had bad traits and a few useful skills, used them to haul corpses and clean after a raid, one of these guys had a mental break and decided to destroy a stack of explosive shells maybe he wanted to end his miserable existence.

Perhaps the Neanderthal faction are just imperial settlers who separated themselves from civilization due to the collapse of the empire and their low intelligence.

I just read the half of the book but it reminded me of rimworld.

8 Comments
2024/09/19
10:13 UTC

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