Very nice post! 30MB on the spot, look how crisp the details are compared to reddit, not to mention steam. I've made a comparison based on your colony.
Thank you! This was before I'd gained the confidence to cut corners on the houses and soon started running out of space, Lenla followed after this one and then Sparta.. Without corners 0.0 ruining the eyes of many rimworlders
Roughly 3 years ago I made a benchmark save with 10000 colonists. I measured performance and stored the results. I thought about it today and ran some new tests, with my new pc and rimworld 1.4 as new additions. I have also made the save available again. If you like you can run the benchmark yourself and submit the results in the comments.
Important note: run it with core only and try to be accurate with the timing. Make sure you read the RandyMe.txt file.
I had fun playing Rimworld medieval colony! One of my exciting playthrough for years playing this game.
Started with three pawns: an exiled noble, a renowned oath-breaker knight (RIP, I got cocky telling her to fight 20 tribals by herself) and her reclusive son. They founded a colony at the cirque of Blacktrunk Range as a safe haven for refugees of Rimworld and a center of trade for civil societies. Base layout made naturally as time went by.
Main mods are Medieval Overhaul, Combat Extended, Vanilla Psycasts Expanded, and RimWar. Memes are collectivist, republic, trader, and party life. Storyteller is Maynard Medieval and lastly, adventure story difficulty (because I would like to try basebuilding this time).
CorianderBubby: "I started an adventure story map with 5 tribals, limited the whole map and factions to tribal-only tech, so I could try a 'medieval' sort of run even though it's not - but it's less-than-industrial at least.
I don't have any DLCs, and really the only game-changing mod I'm using is Combat Extended.
As you can see, I bumped the difficulty up through the absolute roof just for a bit of fun. Had about 40 tribal raiders show up, one group got tangled with the ancient danger marines and bugs, and the rest are currently destroying my base.
My guys are all 5 of the ones in red (3 currently deceased), I am going to try to escape with the last two and resettle a new tile to extend their story!
I didn't get enough time to build something awesome before the contest deadline, so I decided to light it on fire, since I'm only a year in. Since fire is cool."
Here's how it started. It took 2 friendly attacks and a lot of precisely timed attacks on mechanoids when they were seperated from their group. Destroyed the weather changer with a sniper, step by step. It took ten days. We lost all our animals. But we all survived due to the Devilsteel walls
Other allowed mods: Combat Extended, QOL, decorative mods
Not allowed: balancing mod like storage enhancers, trading manipulators
Play at your own difficulty level. Feel free to mention it in your post description
Feel free to ask about other mods when in doubt
Tag your colony with hospital
Deadline: December 1st
Reposting is allowed if you expand your hospital. Your last post will count. Older posts don't have to be, but may be removed
From the steam page:
I tested and fixed some compatibility issues with following mods (not 100% guarantee it is bug free):
- Hospitality (allied visitors don't take patients out of their bed) (allowed for contest)
- Multiplayer (fixed a few desyncs)
- Diseases Overhauled (allowed for contest)
- Expanded Prosthetics and Organ Engineering (allowed for contest)
- MedPod (patients prefer medpods over other beds) (allowed for contest)
- Combat Extended: there are some reports of strange effects, for example patients will try to "stabilize" themselves before proceeding to a hospital bed. But there are other random weird things happening that I do not have time for to investigate all. So not compatible at the moment.
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