
r/RimWorld

i’ve gotten some kids for the first time from a refugee quest and omfg they are just so cute 😭 drawing on the floor and watching people work and going to their little classes.. does it get more wholesome than this?
Different Ways to Raise Children in Your Colony
Crew-served weapons require less physical work and builds teamwork
Mods used in the video :
- [RH2] Rimmu-Nation² - Security
- Misc. Training
- [sbz] Misc. Training retexture
- Childrens Drawings
- Yayo's Animation (Continued)
7 stages of grief - Rimworld edition
this is what i've been through for a week now trying to salvage my main save which has run for 19 in game years itsno longer playable that is if i want to keep my sanity and have an actual fun
*spoiler alert
it wasn't that easy chance are you'll just keep trying to fix that one save whenever and idea comes up in your time not playing rimworld
I dumped a corpse in the prisoner room. How long does it take for your prisoners to start eating the corpse out of desperation?
Feed, my children
Did you know? Animals eat blight
why let the crops go to waste? also, cutting it down takes labor. Just slap a pen marker down and let the animals do the work
Combat Extended Addiction (Im trying to free myself)
Alright, it’s been half a year since I got a MUCH, MUCH better laptop than the one I had before. The first thing I did? Download RimWorld AND Combat Extended.
I’d always seen A LOT of praise for CE, with people constantly glazing it for how it completely “overhauls” RimWorld’s combat and how it’s supposedly the definitive way to play. But with my previous laptop being absolute garbage, I could barely run it without watching my TPS go straight down the drain. So, the moment I got this new laptop, I immediately jumped from Yayo’s Combat to Combat Extended.
And, boy, was it GOOD.
The ammo system was definitely annoying at first, but once you finally figure it out, it becomes pretty easy to manage. Then there’s the ballistics, the reduced reliance on pure RNG, the way armor actually feels meaningful, and just how much more deliberate combat becomes. It was... amazing. It was... Addicting. Like taking Luciferium.
Whenever I thought about removing CE from my modlist, I’d genuinely feel sick at the thought of playing without it. I had become dependent on this damn mod. Two years of colony-building later, and I had somehow convinced myself that Combat Extended was no healthy for me.
But eventually, I had to make a decision.
I’m finally ending my two-year colony run and getting off Combat Extended. I have no idea what the withdrawal symptoms are going to look like, but I suppose I’ll find out soon enough.
The biggest problem is that A LOT of mods simply break or become incompatible with CE. The biggest offender for me is Dead Man’s Switch, which has been sitting there like a beautiful forbidden fruit that I can’t properly enjoy because CE has decided to wage war against compatibility. So, after all this time, I’ve finally decided to switch back to Yayo’s Combat and free myself from this addiction. For better or for worse.
Goodbye, Combat Extended. You were one hell of a drug.
Edit: I didn’t know Dead Man’s Switch was actually compatible with CE. I didn’t see it listed in the compatibility lists, so that was my mistake.
That being said, DMS is NOT the sole reason I’m getting off Combat Extended. It was simply one of the mods I thought wasn’t compatible, and honestly, that should already give you an idea on one of the reasons why I’m quitting CE.
There are still A LOT of cool mods that I want to try but can’t use because they aren’t compatible with Combat Extended (and it takes quite awhile to get patched). Rimmunition’s Armor is one example. At this point, I just don’t want to keep finding an interesting mod, getting excited about trying it, and then having to ask myself, “Is this CE compatible?”
I’ve gotten to the point where I’d rather have the freedom to experiment with different mods without constantly worrying about compatibility patches, conflicts, or whether CE is going to throw a tantrum over it.
I love Combat Extended. I really do. But after two years colony worth of using it, I think I’ve had my fill.
Can’t a man simply try new things without having to perform a compatibility autopsy first?
And also, this isn’t meant to be a shot at Combat Extended at all. If anything, it’s a massive compliment to how good the mod actually is.
I’m not quitting CE because I think it’s bad, boring, or poorly designed. Quite the opposite. I’m quitting because I’ve gotten so accustomed to how good its combat feels that going back to something else genuinely feels like I’m giving up something I’ve become addicted to.
The problem isn’t that CE failed to keep me interested. The problem is that it succeeded so well that I ended up building my entire modlist around it. After two years colony worth, I simply want the freedom to experiment with mods without having to worry about whether they’re compatible with CE.
So no, this isn’t a “Combat Extended bad” post.
If anything, it’s a “holy shit, this mod is so good that I’m having trouble letting it go” post.
Edit 2: Also the load times are starting to get quite long (10-15 minutes).
58 megasloths?!?!?
when it originally popped up i was debating cause it would have been lotsssss of food but i let the quest expire cause i didn't really have any faith in completing it without my colonists get really injured or dying. my colonists have no armor and i have no security around my base so.
the 96 advanced components really tempted me
would you guys have taken it?
Workshop Release: Consequences for Famine Foods
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Welcome to the Workshop Release! This is my first mod for the game and I plan on making more, feedback and suggestions are highly welcomed. Workshop link is below, though the entire text description can be found in this post
Following a discussion with the original mod author. I will be commissioning replacement artwork for the thumbnail, and the 4 recipes added by the submod.
Just to be clear, under the "Creative Commons Attribution 4.0 International" licensing the original mod was published under, I am under no obligation to do this. I am doing it as a courtesy out of respect for the original artist.
Consequences for Famine Foods is a balancing and expansion submod for Famine Food created by SirVan, which adds a range of desperation foods intended to keep colonies alive when normal food supplies run out.
For the full details on the original Famine Food recipes and how they are made, see the original mod page linked above.
What this mod changes
The main change is that famine foods are no longer something a colony can rely on forever without consequences.
Most famine foods now contribute towards a shared Nutritional Deficiency condition. Different foods build it at different rates, and it slowly recovers once a pawn returns to a better diet.
At low levels it only causes minor mood and performance penalties. If a pawn continues living on poor food for long enough, it progresses through increasingly serious stages affecting things such as work speed, tiredness, movement, manipulation, healing, immunity and eventually consciousness.
The condition also records which famine foods contributed towards it, so the health tab gives some idea of what has actually caused the problem.
Some of the more extreme foods have additional consequences of their own rather than just increasing Nutritional Deficiency.
Wood Dust
Wood Dust now causes a separate Wood-Dust Digestive Load as well as contributing towards Nutritional Deficiency.
The digestive load clears much faster, but eating enough Wood Dust in a short period can cause nausea, pain, vomiting and physical penalties.
Crafted foods also remember how much Wood Dust was actually used in the recipe, so lightly and heavily padded foods are not treated the same and give different severities of Nutritional Deficiency and Digestive Load.
Black Bile
Black Bile has been reworked around Putrid Contamination instead of the original Gut Rot effect.
Repeatedly eating it causes contamination to build up, leading to increasing nausea, pain, vomiting, tiredness and physical penalties. At higher levels it can also lead to Acute Foodborne Infection, while Gut Worms remain as a rarer additional complication.
The Strong Stomach gene greatly reduces the amount of contamination gained from eating Black Bile.
Black Bile is also correctly recognised as containing both meat and human meat, so normal cannibalism reactions apply where appropriate.
Rockail
Rockail now provides no nutrition and pawns will no longer treat it as a normal food source just because they are hungry.
Eating it builds an Ingested Mineral Load. Repeated servings cause increasing abdominal pain, nausea, vomiting and physical penalties, and a sufficiently high mineral load can result in an intestinal obstruction.
New recipes
Four new famine foods have also been added.
Peel's Brimstone
8 Corn makes one meal-sized serving compared with the 10 Corn needed for a Simple Meal, stretching a corn harvest by around 25%.
It is one of the safer famine foods, but relying on it as a long-term diet will still eventually cause Nutritional Deficiency.
Carpenter's Stew
6 Rice and 15 Wood Dust makes one meal-sized serving. It stretches quickly-grown rice much further, but carries the digestive and nutritional consequences of eating a considerable amount of sawdust.
Butcher's Loaf
10 Meat, 1 Fat and 25 Wood Dust makes two loaves, allowing a small meat supply to feed considerably more people at the cost of heavily adulterating it with sawdust.
Tanner's Pottage
5 Leather and 5 Meat or Vegetables makes one serving, allowing what little proper food remains to be stretched with leather.
Human Leather is tracked properly, including the appropriate cannibalism reaction.
Existing Famine Foods
The original foods have different levels of long-term consequence rather than all receiving the same generic debuff.
Moss Mush and Peasant Slosh are among the milder options, while Leather Stew, Mud Pie and other more extreme foods build deficiency faster.
Stone Biscuit is one of the strongest regular contributors, balancing its emergency calorie efficiency with being an extremely poor long-term diet.
Beaver Gruel and Pinewood Miche use their actual Wood Dust content rather than an arbitrary penalty.
Dietary classifications and ingredient handling
Several foods are now classified more appropriately for Ideology and dietary restrictions.
Leather Stew, Black Bile, Mud Pie, Stone Biscuit, Butcher's Loaf and Tanner's Pottage are treated as containing meat or animal material where appropriate, while plant-based foods remain vegetarian.
Human Leather used in Leather Stew or Tanner's Pottage is remembered by the finished food, and Black Bile is explicitly recognised as containing human meat.
Human Meat, Insect Meat, Human Leather and incidental Wood Dust are also unchecked by default when they are merely optional ingredients in a bill. They can still be enabled manually if you actually want to use them.
Medieval Overhaul
Medieval Overhaul is optional.
Without Medieval Overhaul installed, this mod provides lightweight versions of the ingredients needed by the Famine Food recipes that normally depend on it.
- Fat is obtained as a butcher byproduct.
- Flour can be made from Rice or Corn.
- Salt can be obtained through stonecutting or by sacrificing stone chunks.
- Pinewood Miche, Mud Pie and Stone Biscuit remain available without requiring the full Medieval Overhaul mod.
The fallback system is deliberately simple and only exists to support Famine Food.
If Medieval Overhaul is installed, its own Fat, Flour and Salt ecosystem is used instead.
Animals
Animals can also suffer from the ssme conditions that affect humanoids.
Some nutritional effects do account for the animal's normal diet, so suitable plant-eaters and meat-eaters are not treated exactly the same as human pawns.
Compatibility
The mod is intended to be safe to add to an existing colony already using Famine Food.
It is also intended to be safe to add to existing saves already using Medieval Overhaul.
Legacy fallback ingredient definitions are retained for save compatibility, including when Medieval Overhaul is enabled later, so CFFF's own Fat, Flour and Salt references do not disappear from an existing save.
This does not mean Medieval Overhaul itself is guaranteed to be safe to add or remove mid-save.
Requirements
- Harmony
- Famine Food
Medieval Overhaul is optional.
Credits
Famine Food was created by SirVan.
Consequences for Famine Foods is an unofficial companion mod and requires the original.
Medieval Overhaul was created by SirLalaPyon and project contributors. CFFF includes lightweight fallback ingredients for the Famine Food recipes which normally use Medieval Overhaul's Fat, Flour and Salt. When Medieval Overhaul is installed, its own ingredients are used instead.
Famine Food and its original assets are used in accordance with its CC BY 4.0 licensing.
One of my prisoners is withdrawing from yayo and smashing their fists against the granite walls repeatedly. Should I beat the fuck out of them?
Don't worry about the blood I had an accident.
I hate these little meltdowns they have, can I just beat them unconscious so they stop?
They're pretty addicted (72%) it'll take a while for them to get it out of their system
Tell me your Personal Custom Scenarios
Instead of describing what I'm talking about I'll just list mine:
The Three Nopes
Three glitterworld residents crash land on a RimWorld. They look around and immediately say "nope" and work tirelessly to escape.
-Crashlanded Scenario
-No Recruiting
-No Trading
-Spawn in AI core when needed
I like to play this on 500% and treat it like a race. I use Prepare Carefully and mostly stick to the point limits, but its ok if you go over, they are fancy-pants glitterworlder's after all
The Lonely Incel
Disgusted by the cyber-orgies and desperate to meet a more traditional woman, one young man flies to a Rimworld to win the heart of a fair lady.
- Rich Explorer Scenario
- Recruit 1 female pawn only (no males)
- Boosted research
- Max melee stat and longsword on spawn (he's studied the blade)
- Very low social
This one is tough. I've only ever won on 500% once. I had to abuse/get lucky on calling in friendlies
That's my Personal Space
Three nepo-babies in-route to their private trust-fund planets crash land on a Rimworld. Private-schooled and exceptionally educated, they are each extremely proficient at one non-combat skill (you can do two skills like construction and crafting and I won't call the cops). They have an extreme distaste for the local poors and will not live with them
- Starting pawns are full of negative social traits (abrasive, volatile, etc)
- Starting pawns can live in a bunker, but all recruited pawns must live outside of the bunker
- Starting pawns will never help recruited pawns
- Starting pawns only defend their bunker during raids
Cranking the difficulty really helps this scenario. My favorite was when one of the starting pawns somehow fell in love with one of the poors so they were exiled into their own living situation. Later the two remaining starting pawns were killed during the finale and the rest used the spaceship to leave, except for the couple from earlier who remained to live happily ever after
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What are your personal scenarios?
i sent a team to tame a wild neaderthal you know a tamer and some back up incase it goes wrong and it went wrong that neanderthal straight ripped my dudes head off before the back up could get a killing shot off
bro just grabbed him by his neck and pulled
I've accidentally on purpose ended up with multiple nudist slaves. The smiles on their faces must be enough to melt even the most cold hearted hearts as they meander around with all their junk hanging out.
Ignore the lobotomy. I have ceased the practice on the others.
Surgeries that remove body parts should yield edible organs.
Let's just say those removed organic limbs should be edible.
Why can't I make Mwop taste how his bacon taste like as a lavish meal while he's being imprisoned.
I laughed and then felt bad at this combination of words
He was a raider, at least.