RimWorldPorn

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YakaryBovine, in Vault 88, a refuge in the wasteland

I'm sure I'm not the only one who watched Fallout and had to do a Vault-style playthrough.

I started as a solo Mechanitor in a fully toxic biome to simulate the irradiated world of Fallout. I had a few self-imposed rules:

  • No cleaning up toxic waste outside of the vault itself
  • No genetically modifying colonists to be tox-immune
  • No using 100% toxic resistance gear

This ensured that my colonists had to spend the vast majority of their time in the vault. I did have a few mishaps here and there with a few colonists getting dementia at early ages, but once I acquired the Megatardi you see in the top-right room wastepacks became trivial to manage.

I also tried to ensure my colonists could be good American citizens. No Royalty, no recreational drugs, plenty of tea (really should have been coffee), and no risky genetic alteration (i.e. nothing like Kill Thirst). All of my power came from the soybean farm so the Vault is self-sufficient.

None of the vanilla endings suited the Vault dwellers well since they didn't want to leave their Vault, let alone their planet. Instead they destroyed the Empire so that they could live in peace.

lukewarmtuna,

May I ask how you got the map to generate with a big mountain in the middle like that? Was it a mod or anything? I don't recall ever seeing a map generate like that, and I really want to play through with a central mountain like that.
Thanks

SuperTaster,
@SuperTaster@rimworld.gallery avatar

Map Designer, Mountains Tab, pick the Donut Mountain shape, and pull the slider until it's in the center.

YakaryBovine,

Geological Landforms populates the world map with interesting tiles like this one. I used Map Preview to find an appropriate tile. If I were to do it again I'd use Prepare Landing as well.

Trillion404, in Arctic Bed & Breakfast, 6 Colonists, 5 Years, High Automation, Sea Ice

Arctic Bed & Breakfast

  • Randy Random, 'Losing is Fun'
  • 6 Colonists, 3 Children
  • 5 Years
  • RimFactory & Mechanoids
  • Combat Extended, Vehicles Framework, SRTS
DaMonsterKnees,

Looks great friend, thanks for sharing! Forgive my ignorance, but what did you start as and how many folks did you have to eat, ballpark? Cheers!

Trillion404,

I had always wanted to try a Sea Ice play through, but couldn't see how to survive the early game. So full disclosure: I started as an Archonexus part 2 site. This way I at least started with warm clothes, good guns, genetics, etc. I had assumed the hard part would be surviving hypothermia and starvation, but what I learned is the challenge is surviving the nothingness. Nothing to eat, nothing to build with, nothing to trade. So the only way to survive the early game was to eat raiders, ideally after harvesting their organs. The first 2-3 years were really brutal and started getting better only after deep mining and hydroponics. To answer your question, there must have been 100's of raiders contributing their protein to my survival.

Props to those players whose origin site is sea ice.

TheVillageGuy,
@TheVillageGuy@rimworld.gallery avatar

My first one was real, started in alpha when animal herds were still gigantic. I then continued way later when solar panels had increased in size and if you scroll down to Flowerville you'll see the end result. I fooled myself into believing there was no cannibalism, but there's clearly a corpse hanging out at the dining table. Anyway, without those big herds it's really hard now, you have to get lucky and get warm clothes asap

Trillion404,

Yes, I've seen your base! Amazing that you've kept it going since the very beginnings of Rimworld!

Curious how you got value out of solar power. I was surprised to find that during long stretches of the year there is little to no zero sunlight. I know that's the case IRL, but didn't expect it in the game. So I quickly abandoned solar.

TheVillageGuy,
@TheVillageGuy@rimworld.gallery avatar

I just kept building panels and batteries to make sure there was always enough power. On my current run I have split the power into three segments so one zzzt doesn't drain all batteries in one go. Panels are expensive though so it makes wealth high, but it's free energy so no resources wasted on electricity

HornyOnMain, in Hidden in the Mountains Base - 20 years - Wealth over 9.5m - 40 Colonists - Arid Shrubland - 300X300

Jesus, what was the fps by the end here? I take it you had some performance improvement mods?

HighF1yingBirds,

I used 'Performance fish', 'Rocketman', and 'Performance Optimizer' as optimization modes, but even with optimization modes, I only got about 160 ticks, so I had to play for quite a long time.

G-Fiti, in Rivertown • 8 Year old medieval base • Timelapse in comments
@G-Fiti@rimworld.gallery avatar

Here is the timelapse: https://youtu.be/CkAyf3bblsM
Modlist can be found in the video description.

brsrklf, in Hidden in the Mountains Base - 20 years - Wealth over 9.5m - 40 Colonists - Arid Shrubland - 300X300

So, what's the story for the lone, empty tomb outside?

CorianderBubby, in Snowbows | 2.5 Years Tribal Tundra | $120k Wealth | 8 Colonists | Adventure Story | CE

Growing:

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

Bradley_,
@Bradley_@rimworld.gallery avatar

Wow, is that ebough growing area for 8 people + animals?

CorianderBubby,

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

TheVillageGuy,
@TheVillageGuy@rimworld.gallery avatar

I would recommend at least one firefoam popper for your growing area. Do you have a plan for the circular open space?

CorianderBubby,

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)

brsrklf, in Bliss Hamlet - Arid shrubland peninsula - 11 colonists - 15 years

Your religion seems fishy to me.

But then again, your nobility seems to have a whale of a time.

DaMonsterKnees, in Small · 125 · Cassandra Medium · 100x100 · 5503/176 · Timelapse

What kinda indentured servitude, ate-without-table serfdom hellscape you got here, mate? Homey just opens the door to their room and collapses on their curiously ingratiating double bed? You cold, yo. Thanks for the share!

wesker, in Fully automated self sustaining symmetrical Base design
@wesker@lemmy.sdf.org avatar

I love the smary use of space.

I miss playing Rimworld, but it's such a time investment. It's been probably since 2015.

slazer2au, in Hidden in the Mountains Base - 20 years - Wealth over 9.5m - 40 Colonists - Arid Shrubland - 300X300

I don't play RW but watch a couple people play it. How do you deal with bugs if your entire base is under mountain?

TheChurn,

Bugs have terrible armor penetration, so some heavily armed melee pawns are basically invulnerable. Ghouls from anomaly, with some bionics, are also great.

You can also cheese their spawn location relatively easily, or prevent them from spawning entirely if the temp is below (iirc) -17 c.

GiantRobotTRex, in Bliss Hamlet - Arid shrubland peninsula - 11 colonists - 15 years

If you're interested in more details, I created a mock advertising campaign for the colony over at https://lemmy.world/post/12491578

TheVillageGuy, (edited )
@TheVillageGuy@rimworld.gallery avatar

Which can also be found in @rimworld by mbin/kbin users , or https://lemmy.world/c/rimworld for lemmy users

TheVillageGuy, in Small · 125 · Cassandra Medium · 100x100 · 5503/176 · Timelapse
@TheVillageGuy@rimworld.gallery avatar

5 year old colony, one of my first rwp / rimworld.gallery posts. Probably version 1.0

Timelapse

-Change map edge limit
-Manager
-Tilled soil
-Small maps

Fizz, in Fully automated self sustaining symmetrical Base design
@Fizz@lemmy.nz avatar

Oh yeah that one checks all the boxes. Beautiful base

Bradley_, in Polar peninsula • 7 years • 15 colonists + 15 bodyguards • CE + bunch of mods • 3 raids aftermath
@Bradley_@rimworld.gallery avatar

Do you see a giant patch of melted snow with a load of corpses? Well, as they tried to pick through my walls, i attacked them, and they ended up blowing themselves up with their own doomsday rocket launcher... I think i need to edit the game to not give weapons like this to raiders.

Luccy_wq2, in Check this out nerds :D / Seed: village / Coverage: 100% / Coordinates: 61.30ºN 142.84ºW

hope it's right this time, please mr. moderator XD

TheVillageGuy,
@TheVillageGuy@rimworld.gallery avatar

Rules on rwp have always been very strict, that's why you'll only find good renders here. Thanks for the effort you put into this post

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