/r/RimWorld
Discussion, screenshots, and links, get all your RimWorld content here!
Rules:
Follow standard reddiquette.. Reddit's Content Policy must be observed at all times. See this post for specifics of discussions on minors.
Maintain an atmosphere of respect and never personally attack anyone.
Tag NSFW and/or flair "Explicit" as appropriate Use the NSFW tag for nsfw discussion, in-game circumstance, and modded content. Vanilla content on it's own (blood, hediffs, moodlets, etc) shouldn't be tagged NSFW. Discussion and in-game circumstance that entail infanticide/miscarriage, sexual abuse, or otherwise peak-edge must be flaired [Explicit]. NSFW comments on untagged posts will be removed. Tasteless shock-value posts/comments may be removed and banned at mod discretion; try to at least be cheeky. Lastly, titles must be tame
Self Promotion: Guides are OK, Let's Plays are not. Streams and let's plays may be posted in r/RimWorldStreams
Rimworld-related subreddits:
/r/TalesFromRimWorld - Colony Stories
/r/RimWorldPorn - High Quality Images of Rimworld Colonies
/r/Rimreddit - Colonists playing only on a single planet
/r/RimworldSeeds - Rimworld Planet Seeds
/r/RimworldArt - Posts about Rimworld Artwork (not fanart!)
/r/SpaceCannibalism - Rimworld memeposts
/r/ShitRimworldSays - /r/nocontext posts about /r/RimWorld
/r/RoastMyColony - Rimworld Colony Rating
/r/RimworldSwap - Swap saves with other players
/r/RimWorldTales - /u/srgrafo's Rimworld Comic Series
/r/RimWorldStreams - For all of your videos and streams needs
/r/RimWorld
I went into Anomaly completely blind, expecting my colony to be wiped out because that’s just how Rimworld goes. The metal horrors seem absurd. I’m used to losing everything due to my own hubris, but getting a hidden infection from any anomaly attack, or even from a random colonist joining, is just ridiculous.
How are you supposed to survive without getting wiped out? Especially when the only way to detect the infection is for an RNG event to trigger at least twice while having an uninfected doctor AND actually knowing about the event from the wiki, it just builds to a pretty sour colony wipe
I'm starting my first 1.5 run, and I want to replicate the flooring I used for my workshops in 1.4, since I think it makes for a clean industrial look. But for the life of me I can't find it in flooring options.
I've tried Concrete, Paved Tile, Sterile Tile, Slate Slab, Stone Slab (Slate) Asphalt, Steel Tile, Random Paving (Slate). The only thing I can tell is that its compatible with Kuratheris's ExtraStone mod as I did it in Thometzekite for the generator room.
I know some people are going to reach out to ask if I'm blind for not recognize a semi-common flooring type, and I've made my peace with that. After 2 hours of trying to replicate it, its stuck taking up room in my head, and I just want to move on.
Any help with be much appreciated.
You asked and we delivered! Whether you have played RimWorld on Console (Xbox and PS4) and the PC Edition or you've simply watched gameplay of either version, you know that one thing between them all stands true. They have significant differences between all of them in terms of UI, gameplay mechanics, and DLC content. Below is a detailed breakdown, categorized by core game aspects, controls, UI, features, and DLC differences.
## Note to Moderators - Please adjust this post and flair, if you think this is fit for being pinned that is. Remove this note afterwards thanks! ##
.::| Gameplay Features |::.
.::| UI/Controls |::.
.::| Performance |::.
.::| ROYALTY |::.
.::| IDEOLOGY |::.
.::| BIOTECH |::.
.::| UI and Control Specific Differences |::.
.::| Game Engine: Combat & AI |::.
.::| Game Engine: Research and Resource Management |::.
.::| User Interface (UI) |::.
.::| Controls and Actions |::.
.::| Gameplay Features |::.
.::| Game Items |::.
.::| Game Mechanics |::.
.::| DLC-Specific Mechanics |::.
.::| Graphics and Performance |::.
This shorter breakdown can pair with the earlier guide for an efficient and detailed comparison between RimWorld on PC and Console. Let me know if you need more specific features or items broken down!
Following the Detailed Feature Comparison by Category, this section will focus on how to access features that are located differently or removed in RimWorld Console Edition compared to the PC version. Each entry highlights how to access these features, and where to find them on each platform, and will also mention any that are missing or altered significantly.
.::| Work Tab & Task Prioritization |::.
.::| Health Tab & Health Operations |::.
.::| Architect Menu-Building and Zoning |::.
.::| Time Controls (Pause, Speed, Fast-Forward) |::.
.::| Combat & Drafting Colonists |::.
.::| Research Tree & Unlocking Technologies |::.
.::| Gear and Inventory Management |::.
.::| Zones & Stockpile Management |::.
.::| Rituals and Social Roles |::.
.::| Performance and Save Management |::.
This breakdown follows the flow of the original Detailed Feature Comparison by Category, providing an efficient summary of feature access differences between PC and Console. These detailed comparisons will help users quickly understand where differences lie and how to access each feature on both platforms.
.::| Mod Support |::.
.::| Game Updates and Patching |::.
While RimWorld Console Edition stays true to the core experience, the biggest differences are seen in control schemes, UI navigation, and performance. The PC version allows for greater complexity, faster control, and access to modding, while the console version sacrifices some flexibility and speed for a more streamlined, accessible experience. Each DLC is largely intact on both platforms, but the user experience differs due to the UI and control constraints of consoles.
Let me know if you need more details on any specific areas or additional features! If anyone has anything to add or contribute, please send me a message or an email with your recommended edits.
Hello again from my 500% run. This is my first ever rimworld, and im wondering how to change names. after i got that new guy i really wana know. What even is a name "Boy"?
I am currently enjoying playing Flight of the Valkyries as I swarm down on unsuspecting pirate encampments with a couple of Bradley IFV's.
I'm really enjoying playing with vehicles and a bunch of static defenses from Fortifications-Industrial and citadel, but I seem to have pretty much jumped the power curve for any difficulty the game can throw at me. I know Smash Phil has said that he is working on trying to get AI factions to use vehicles, but that capability is currently out of reach.
Does anyone know of any mods that will either add in additional factions that almost exclusively use heavy weapons and power armor, or any way I can get the AI to use these OP defensive weapons at their own outposts? Like, wealth be damned If I'm getting a melee raid give them all mono swords, cataphract armor, and jump packs.
TLDR: I want to make relic quest objectives spawn really far from my colony but I'm not quite sure how to do that or where to start, armed only with basic knowledge of coding and Rimworld's code, so now I'm bugging you guys for advice and/or guides.
So, a feature I have recently decided needs to be in Rimworld as I continue with a Medieval Overhaul colony is the ability to customize the distance at which quest objectives spawn on the map. Which is to say, I am clinically insane (as I assume most Rimworld players are) and I always wish that the quest objectives for certain quests, like the relic quests from Ideology, could spawn at basically the other end of the continent like the ship quest does. I really want it to feel like I'm going on a quest for that holy grail, not like I'm sending someone to pop over to the grocery store to get it.
The only thing is, though, I haven't been able to find any mods that let me do this, at least in my 20 minutes of searching. So, I've decided that I've gotta do this myself.
It seems to me, with my extremely limited knowledge of modding any games at all, like most Rimworld mods are made through either messing around in text files or directly editing the game's code. I'm definitely no stranger to digging through the text files, but I'm not sure if quest spawn distance is something that can be edited from there. This means I might have to edit the code itself, though I'm not familiar with the code structure of Rimworld or how easy it would be to make a change like this. I know just enough about coding to know that this has the possibility to be nightmarishly difficult depending on how quest spawns are generated, but not enough about coding to be considered actually capable.
Most of the modding guides I've found seem to focus on creating new things rather than editing existing ones, which leads me to my actual questions: where might I find a guide that helps explain how to mess with Rimworld's code? And if any of you are more intimately familiar with the code, do you have an idea of how difficult this might be, as well as where in the code I should be starting to look?
Alguém pode me ajudar a descobrir um mod? É um mod que voce marca em algum lugar no mapa e o colono vai atrás.
So I've got a quest that I'm not sure what reward I should pick. I'm using grimworld 40k btw just so you know. I could have
A) brookie (13 medical and 13 intellectual kinda just a joke I already have way to many people but she's an option)
B) 14 glitterworld medicine, 1 psychic emanator, 16 advanced medkits and 176 jade
C) 1 resurector mech serum 1 skilltrainer (social) and one bionic arm
I just finished researching microelectronics and they want 16 button down shirts for it.
I love rimworld, I've played close to 3,000 hours and I can't get enough of it, that's why every time they announce a new DLC I get excited like a child on Christmas Day, but the company rarely promotes that it's going to be the next thing and at the same time Being a small team it takes more than 1 year to finish something that I will eagerly finish in 1 week or less (anomaly I finish it in 6 days) that's why I ask you: what do you think the next DLC will be? And why?
In my opinion it will be related to creatures like trumbos or insects, I think they have never touched any of that and we will have meat factories (like biosculpture) but creating animals from others with X probability of failing and not ...accidentally create a manhunt event inside the base or something lol
Recently bought the Ideology and Royalty DLCs, and am prepping my first Ideoligion.
I started with a fluid build (ill learn and make changes as i go) and Proselytizer.
One of the precepts i have access to is called Apostasy.
I have read repeatedly that this precept works in a surprising way, in that when you convert people to your ideologion everyone will be mad at them (for changing from any religion to any religion).
People seem(ed) to be of the position if you convert them to your own ideoligion its bizzare that the pawns are mad.
I see many posts and discussions about how this is intended however.
If so that is fine.
But I also notice that those types of discussions all end years ago, and I can't really find anything current on it.
Maybe this is because it was changed so that your pawns are not upset by people converting to the ideoligion.
Or maybe people just accepted that this is intended behavior.
Before I hit go on this thing, can anyone tell me how Apostasy will work in regard to converting people to your own ideologion, in the most current updates? I plan to do lots of converting, and while I would like the global certainty boost from Apostacy, its not worth it if everyones going to hate each other. So this will decide if i want it or not
Thanks!
Smelly here is also the oldest pawn I've ever seen at a limber 96 with dementia, frail, and a bad back.
All I could do was marvel at the glory of the "Sickdol" and his 175% hunger rate.
İs it from a film or something?
"Hi, I'm new to the game. Id like to ask you guys which expansions paired what mods would be the best to turn my colony into Cultist Base of Unitologist akin to those from Dead Space universe? We are talking about human sacrifices, body horror and/or weird alien in origin artifacts to worship. Every recommendation is welcome"
My Friend is currently banned and patiently waits for his ban to end, and i know nothing about dead space so i couldn't help Him myself outside of "Buy anomaly and check the workshop".
Title basically. Unless other pawns bring resources to plans, my builders will completely ignore them and instead start doing lower priority jobs. I have plenty of required materials, so it's not that. Also, no zone restriction whatsoever. If I manually (prioritize) pawn to work over plans, they will bring materials themselves, but it's not how it used to be like a day before. It's like that for two different builders. Mods I have:
Any ideas what can cause this issue?
EDIT: It works flawlesly, just like before. Maybe restarting the game was enough?
EDIT 2: Okay, I think I found the problem. Because it seems it happens only while constructing things out of stone bricks. Pawns ignore such plans, but make wooden chairs just fine. I suspect it has something to do with my blueprint to build Relic Altar.
That sounds a bit reasonable, after all Altar was placed way before I placed traps blueprints. Maybe it wasn't a bug, just a feature all along? Don't know how to change flair, but this problem is solved.
Hello everyone. Is there a way to hide this error message and suppress the annoying "ring" sound it plays?
I don't understand why I'm getting these errors, everything seams fine from compability point of view.
Rimpy Modlist: https://drive.google.com/file/d/10AZT6ESwwExr4lUraRU_ENIyt6AkHbTS/view?usp=sharing
Hey guys i`m need mod for have two work priority layouts, how`d named this mod? Sorry, my Ingresh not so very good/
What do you guys think of keeping infestations for raids they have taken out 2 so far. also want the jelly to make an army of my own at some point
So I am currently approaching the end of my spacer run, and I already have a want to try some other play styles primarily a cowboy wild west themed run and a medieval run but I remember the medieval storyteller mods hasn't been updated to 1.5 since they're trying to remake it and I think it's the same for the industrial mod so I'm curious if there is currently a secondary mod I could use or if I just have to wait for those to come out