r/RimWorld

A CHILD KILLED 3 OF MY COLONISTS!

English is not my first language, so please forgive any spelling mistakes.

I'm in complete shock! In 3 years of playing this game, I've never seen this happen!

I sheltered 3 refugees, including an 8-year-old child. They betrayed me, which is fine, but the CHILD WITH A CLUB HITKILLED 3 COLONISTS! 3 hits to the head! 3 instantly dead! I'm abandoning this colony and starting another. The only survivors are a newborn baby, the baby's father who is a pyromaniac, and a damn cook who lost both arms and an eye!

Is my RNG that cursed, or has this happened to you guys? I've had colonists instantly killed by blows to the head before, but for a child, it's new.

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u/No-Sky1802 — 9 hours ago
▲ 483 r/RimWorld

TIL: Colonists with "Sickly" trait get only one type of disease in space

Every month she gets one of those extremely fun organ decays. We have no resources or technology to save her. She dead.

Kinda dumb mechanic interaction TBH

u/korda_machala — 13 hours ago
▲ 1.2k r/RimWorld

Rimworld doodle - Impid

Just an Impid doodle. I tend to draw Impids whenever I’m feeling down. ><

u/CMYK-KIM — 16 hours ago
▲ 224 r/RimWorld

Exploring Ancient Ruins Be Like

Impossible! This isn't the gravship!

Mods used in the video :
- Draft Directions
- Draft Anything 2.0
- Yayo's Animation (Continued)

u/TheTheDuhh — 13 hours ago
▲ 308 r/RimWorld

With the acquisition of Gravlift, the Trade City of Eudora has become permanently orbital.

Standard Year 21. The corporate tradeship of Eudora has acquired Gravlift through unknown means - some said they leveraged the power of Archotech for themselves. Other said their corporate CEO and an Empire nobility, Lev, struck a deal with the Imperium of Casopgal using his Knight status to acquire one.

Trade City of Eudora has finally gained orbital parity with the Space Guilds and the Empire's flotillas, allowing them to remain orbital in space indefinitely without the need to land - Hydroponics take care of the oxygen and food needs for the near-thirty strong crews, while Gravcoils power generators ensure the eternal manipulation of gravitons to their leverage. Even the chemfuel and astrofuel itself are handled by Fleshmass regeneration. And finally, the Gravlift itself to allow the Gravship to stay in space without the need to hitch onto superorbital entities. The rest of needs will be handled by orbital trading by the kin flotillas with..... 'pharmaceutical trading'.

Never again the savage and uneducated tribes of lower atmosphere can touch the corporation, and city of Eudora shall remain of the ship name befitting the word of ancient Earth.

u/AdrawereR — 15 hours ago
▲ 1.6k r/RimWorld

Work History! Find out wtf your pawns are up to

I got annoyed with pawns that seem constantly busy but the job I want them to do is never done, so I built this mod to see what they're actually doing:

https://steamcommunity.com/sharedfiles/filedetails/?id=3727287885

It also splits bars into active vs. travel time which I'm finding useful to decide if the base needs a redesign (credit to Erythion for this idea).

u/lebek — 19 hours ago

No Slave Mental Breaks (and More)

Disables mental breaks for slaves and introduces three new options to further customize and enhance slavery:

Features

  • Mood-Based Suppression (Highly Recommended): Mood directly impacts how fast suppression falls. Miserable slaves will lose suppression drastically faster, while happy slaves will stay compliant longer- or forever.
  • Total Suppression: Disables rebellions completely when a slave is at 100% suppression. Can be used to make slave soldiers viable or just make slavery less of a hassle.
  • Suppression Offset: A simple slider to globally increase or decrease the amount of suppression slaves receive. Use it to fine-tune 'Mood-Based Suppression' or to make vanilla slaves harder to suppress as a trade-off for no longer having mental breaks.

Why use this mod?

For Gameplay: Needing to pamper your slaves so they don't lose their minds every day ruins the point of slavery. In vanilla, converting prisoners takes forever, but it's practically mandatory unless you want them taking massive mood penalties because you "chopped trees" or "fed them their friends." This mod buffs slavery and makes it a genuinely viable, low-micromanagement way to get use out of a pawn.

For the Story: Vanilla mental breaks lack consequences for slaves. Even if you've broken their will and kept them fully suppressed, they can still just decide to take a 24 hours (mental) break whenever they feel like it, while your warden watches impotently. You can retaliate, but they'll never learn or gain self-preservation.

Finally, there's already the suppression mechanic, and having both doesn't make sense. If a slave is miserable, they shouldn't 'Sad Wander' for 24 hours undisturbed before going back to their tormentors- they should fight or flee.

Dynamic Playstyles

With the Mood-Based Suppression feature enabled, slavery scales naturally with how you treat your captives:

  • The Brutal Slaver (Very Low Mood): If you run a "work-to-death" camp, suppression will drop rapidly even with a collar and strap. To keep them compliant, you will actually need to play like a slaver: maintain good wardens, fill rooms with terror sculptures and gibbet cages, and occasionally beat suppression into them- or even execute the most unruly slaves to inspire terror in the others.
  • The Standard Camp (Average Mood): Slaves sitting at ~25-55 mood will play more or less like vanilla, but without the annoying, consequence-free mental breaks.
  • The Elite Vanguard (High Mood): If you treat your slaves well, their suppression will hold steady. This allows you to safely equip them with marine armor and weapons, forming elite, loyal slave-soldier armies like Janissaries, Mamluks, or Sardaukar without the constant fear of a heavily-armed rebellion.
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u/Impossible_Mud_3517 — 12 hours ago
▲ 3.4k r/RimWorld

Couch orientation doesn't matter

Long story short, I needed research done fast (medical) so I slapped in two benches. I had an armchair but before I built a second one, I impulsively replaced it with a double sofa. turns out, they're quite fine with researching over the side of the seat.

Also, when I was confirming the mechanic, I learned armchairs are 0.8 comfort, but couches are 0.85. Couches are more comfortable!

u/Ellysiuum — 23 hours ago

So... didn't know pollution went under mountains...

I had been managing a bit of leakage with two cleansweepers, then kicking the issue further... and further... down the road. I missed one lone raider when the door was open, lit my tox generators on fire then... yeah... I do have vanilla recycling expanded, for the huge pumps to reach under the mountain but... how imporant is it to clean this up? Minus some dead crops I don;t use (cannibalism run ftw!), it just seems like rad like exists here.

Also, best way to ditch the bags? Spam making pods and launching them eats a lot of steel, something I really can't eat atm. So, looking for whatever other way I can. Have all the DLCs

u/Right_Bad_2706 — 17 hours ago
▲ 106 r/RimWorld

"Oh no,not a mech raid too. Those centipedes are tough. Huh, the bears think they're men. Isn't that convenient"

u/Roymundo — 18 hours ago
▲ 137 r/RimWorld

VVE Raid mod is so good

For those who don't know, modders have created two separate Vehicle Raid mods.

One is named Vehicle Raid Framework and the other is named VVE Raid. I can't speak to VRF yet as he just did a big rewrite and I didn't add it to my modlist, but VVE Raid?

Holy fuck is that good shit!

I have a 65 man colony that is built up nicely with defenses, a valley base between two mountains. Been dealing with mech raids, Empire raids, infestations, all good and had built up my defenses nicely. So I was thinking, okay, nobody can threaten me, starting to feel like there won't be any more close calls. So I added the VVE Raid mod on a lark to give it a shot.

Then I got my first vehicle raid, which was a large raid of pirates with a ton of vans, off road vehicles, cargo trucks, dirt bikes and motorcycles. They knocked out a couple walls that I haven't had knocked down in a very long time as they rolled up Mad Max style and dumped a shit-ton of infantry and were able to breach into my killbox before my defenders were fully set up. However, their lack of armored combat vehicles meant I was able to run them off despite the breach. I'm thinking, huh, that's neat! Really gave a different feeling as I watched a large component of trucks and cars come up to my walls and start dumping infantry out. Very cool feeling, very different after 6k hours playing Rimworld.

Then I get a second vehicle raid. Light tanks, flame tanks, IFV's, armored cars and a scytherman. Probably around fifteen armored vehicles with a large infantry support component, tox raiders, so they're throwing gas and knocking down walls to open up my base for their vehicles.

Despite using my defensive Buryah as they approached (which thank god, because if I didn't have that to take out the Scytherman, shit would have gone real sideways) and calling in a small squad of allied support, they were able to breach into my fields which hasn't happened all game. I lost two of my best colonists, one of which was a psycaster who I screwed up moving and he got murked by a light tank shell.

I haven't even faced a serious T3 vehicle raid yet and just am loving it. Have enjoyed the vehicle mods as a concept but felt they were making me a bit too OP since raiders couldn't use them, but now I have a reason to build rapid reaction tank units which I've never done before.

If you've been waiting to use the vehicle mods for modders to implement vehicle raids, give it a shot. The VVE Raid one isn't perfect yet, but it's already a wild time when you get a armored vehicle raid. There was something truly uniquely scary about seeing that Scytherman light up and launch a barrage at my colony, was great.

reddit.com
u/XavierVE — 21 hours ago
▲ 554 r/RimWorld

drew some of my little chudling pawns

i will never give my pawns armor

u/dravissss — 1 day ago

How to bring outfit stand to foreground of crate?

So I was laying out my armory and thought to put the outfit stands in front of the crates I want to put grenades or packs in.

I was assuming that any item built in the cell below another will always show in the foreground, but as you can see the crate cuts off the top of the outfit stand.

A minor issue but something I want to try and fix.

How would I tell the game to bring the outfit stand to the foreground? Can it be done in game or would I have to get into the Defs files for one or both of the mods?

Used mods are:

Neat Storage

https://steamcommunity.com/sharedfiles/filedetails/?id=3416243474

Outfit stands plus

https://steamcommunity.com/sharedfiles/filedetails/?id=3545172389

u/FrikandelSpecial — 16 hours ago
▲ 143 r/RimWorld

Winner gets their freedom back

I'm glad they made these gladiator fights different from usual melee combat and added a bit of flair to it.

u/Grimsobite — 1 day ago
▲ 753 r/RimWorld

I'd like to report a bug.

Vanilla Gravship Expanded, if you have a Gravlift module and lift into the orbit the quest still spawn shuttles for quests.

The shuttle has nowhere to land in empty orbit tile and thus the only logical place to land is IN YOUR SHIP.

Needless to say I've got multiple hull breaches.

Drawing for elaborative explanation.

Interestingly, the entire trail that shuttle traveled into the map also ripped all the ship roofs in its path right off, hence entire ship hull breach.

u/AdrawereR — 1 day ago
▲ 129 r/RimWorld

Worst she can say is no, am I right?

Apparently whatever she said brought him to a catatonic breakdown

u/Still_Coconut_2853 — 1 day ago