I assume Harvest Organs Post Mortem would be banned, but would Evolved Organs Redux be allowed? or mods that allow you to grow organs or neutroamine (warcrimes expanded2)?
Easily? I dunno what happened in last versions, but infestations are joke comparing to other threats, they just not as big as before.
Other than that, just usual melee blocking at chokepoint tactic.
Hi, love your colony, but sadly it's not up the quality specifications of RimWorldPorn. Please make a larger render and repost it. You can do this by increasing the quality setting in the progress renderer mod. The file limit on RimWorld.gallery is 30MB, you may even go slightly over that. If you need help, please ask me here or in the discord
Player one, bottom, 11 colonists
Player two, top right, 11 colonists
Player three, top left, 8 colonists
2 colonists from player 1 & 3 are in a relationship and share a bed on the border, and the same for 2 from player 2 & 3 in the bed on the horizontal border
The table in the center is shared for social interaction
An Angelic and A Demonic, bound by the chains of the old forgotten god. They worked on either side of the wall between their worlds, doing tasks laid before them by their holy creator. Despite the ordained path laid out for them, fates had another plan, binding their souls to one another forever in love.
They met in secret, over and over till others of their faith caught on to their misdeeds. Forced to make a choice, they picked each other and left their homelands, landing on a chaotic world of untold hardships.
Thrown down into the mountain ridges bordering the edge of the Orange wastelands, deep within enemy territory, they ran from sword, arrow and spear. They ran till their godly energies were sapped from their very forms. At the edge of a powerful storm, they find their home; an abandoned Castle built into the side of a mountain. It once housed a Sanguophage of great standing within the region who had long since passed. They turned the mausoleum into a warm homestead and from there started a family.
Raiders and Bandits often pass through these lawless lands and once they were blessed with twin children, the fallen never allowed any to pose a threat to their futures.
The call for a raid is ever present, will you join your brethren to invade these alien lands?
Oh, my apologies then. We don't often see colonies with buildings up to the edge. If you make 1 cell dents in the wall you can have animals spawn there and be trapped, making hunting them real easy.
Oh, I never even considered doing that. Maybe something to keep in mind for next time. The idea behind the colony was it was essentially a road checkpoint that groups would have to pass through to get to the other side, as the upper tile and lower tile were impassible mountains (in actuality any groups passing through were just able to pass right over my colony, but I could pretend it worked, at least). One annoying part of that though was when an animal/insect decided it wanted to be on the other side it wouldn't take no for an answer. I'd occasionally find holes in my armored plasteel walls where animals/insects were able to sneak though. While the prisoners would rarely try to escape they would always end up stabbing themselves on the spikes lining the walls trying to clean the blood of their comrades in the outer areas before I would realize there were gaps in my pricey walls.
Sun lamps are on a separate circuit with only the windmills and solar panels since they take power and batteries. Heaters are on the main circuit of the base. Campfires are pre-built and forbidden, so if we have a solar flare, my builder can go light the fires very quickly and save the crops from dying of cold weather (Tundra). I built the setup on a patch of rich soil, so I get year-round growing except for eclipses and solar flares
Weapons:
Combat extended, Gun Nut, CE Guns, CE Armory. (from top left colonist to bottom right) FN Scar-H SOF, AKM-103, RPK, Lee Enfield, Lee Enfield, Saiga, Saiga, MP7. Plans to add Sig MCX, Honey Badger, PKM, Fightlite, etc. once I get the research finished
For the most part yes. I toggle each growing plot as needed if I need more food, or cotton, or healroot, etc. I am also still doing a lot of hunting and turning it into survival meals to either eat in emergency or to sell. I might add a 4th sun lamp on the top right of those three, so I can do more devilstrand and psychoid
I will definitely add a few poppers in but I haven’t prioritized researching them just yet. If I lose all my crops it will be okay because I have backup pemmican and survival meals
No plans yet, just built it for space to expand. I’ll probably do a few more mortars, the transport pod area, ground penetrating scanner, and maybe the ship there or maybe in the rectangle on the right (which used to be the ancient danger)
First playthrough & build. Vaguely 40K Astartes theme with heavily genemodded heavily bioniced marines who would engage enemies in the field, though usually at distance due to their weapons range (miniguns on regular marines, charge lances on double passion shooters, zeushammers on cataphracts). Living in the forest with many trained wargs & animals à la the Space Wolves or Caliban-era Dark Angels.
Second playthrough & build. Vaguely 40K Imperial Guard themed, no power armour, no genemods, only the bionics needed for biome survival and replacement missing limbs. Use heavy artillery from an entrenched position to bombard the enemy then lure survivors into the killbox where our less powerful shorter-range weapons (chain shotguns & heavy SMGs) had an advantage. Living in the desert/shattered biome of their homeworld like the Tallarn Raiders or Kreig.
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