RimWorldPorn

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TheRedPriest, in NewYou - 96 colonists - 19 year old colony
@TheRedPriest@rimworld.gallery avatar

I JUST changed my modlist, purging some things and added others, but here's my full current list:
https://rentry.co/dvofmwab

ShellMonkey,
@ShellMonkey@lemmy.socdojo.com avatar

Damn, here I am with like a dozen total and half are more utility type (hugs/allow tool/replace/etc)...

TheRedPriest,
@TheRedPriest@rimworld.gallery avatar

That's how I started. I check the workshop every so often and sort by last updated, and the pile keeps growing

ShellMonkey, in NewYou - 96 colonists - 19 year old colony
@ShellMonkey@lemmy.socdojo.com avatar

Gotta up my plugin game, never seen most of the bits in there.

ripsa, in Desert Fortress, Super Structure w. Killbox

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.

TheVillageGuy, (edited ) in Eastern Patience | ~46 Colonists | 3 Slaves | ~24 Prisoners | Seed: locust (1.3) | Scenario: Moyo Refugee | Storyteller: Randy, Medium | Play Time: 173.69hrs
@TheVillageGuy@rimworld.gallery avatar

Very nice colony, thanks for posting. Next time, please follow rule 2, don't crop the image if there's no need.

Leora,
@Leora@rimworld.gallery avatar

Thank you! Image hasn't been cropped, that is the complete map

TheVillageGuy,
@TheVillageGuy@rimworld.gallery avatar

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.

Leora,
@Leora@rimworld.gallery avatar

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.

Elon_Moschus, in Eastern Patience | ~46 Colonists | 3 Slaves | ~24 Prisoners | Seed: locust (1.3) | Scenario: Moyo Refugee | Storyteller: Randy, Medium | Play Time: 173.69hrs

Lovely. Thanks for sharing

Seigest, in Menan · 278 · My first village
@Seigest@lemmy.ca avatar

I like how you maintained the road and kept things natural looking. It’s so hard to avoid making a boxy grid.

King_eeK,
@King_eeK@rimworld.gallery avatar

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

sem, in The Laboratory of Cosmic Aspiration / 10-Year-Old Colony / $56 Million Wealth (Ambition of the Cosmic is really fun) / Custom Difficulty / Occupied by 2 mechanitors, their 7 clone offspring, an adopted refugee, and 20 mechanoids by u/T33Tness 2023
@sem@lemmy.ml avatar

May you share the story? I mean who are this mechanitor, what is their motivation, etc? I like RimWorld stories

Lester-Collins117,

This was a year ago so I don't exactly remember, but I think the idea was to have a morally dubious scientist and his wife explore what sketchy, questionable things they could experiment with. They'd create test tube babies that were given genes from prisoners, they would experiment with mechanoids, and they defended themselves with the O.P. turrets from the Ambition of the Cosmic mod. I also included the V.O.I.D faction, and their goal was to stop the awful things the scientists were getting into. It was a lot of fun.

Gallery_Curator, in The Laboratory of Cosmic Aspiration / 10-Year-Old Colony / $56 Million Wealth (Ambition of the Cosmic is really fun) / Custom Difficulty / Occupied by 2 mechanitors, their 7 clone offspring, an adopted refugee, and 20 mechanoids by u/T33Tness 2023
@Gallery_Curator@rimworld.gallery avatar

modlist

Seed: Tuque

Coverage: 100%

I used geological landforms and ngl, it took a while to find the perfect map for this concept.

Out of Combat Move Speed Boost made travel on foot feasible.

Gallery_Curator, in Grem Silo Year 2, Heavily Modded
@Gallery_Curator@rimworld.gallery avatar

OP made a very nice description on the /r/rimworld subreddit

SuperTaster,
@SuperTaster@rimworld.gallery avatar

Thank you for that. That thing where I write all the words, but forget to link it back from the render.

Deceptichum, in Grem Silo Year 2, Heavily Modded
@Deceptichum@sh.itjust.works avatar

What are the giant crystals for?

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

Decoration! I had to do a lot of devmode setup to get the anima tree island and sunroof working before the game actually started, so I added crystals and 12 legendary obelisks in a ring around the island for flavor. A raider picked up one of the giant crystals and ran away with it(as one does).

It took a few hours of setup before I was able to turn off devmode and actually unpause the game, but I think it was worth it.

thriceandonce, in Nikolay · Anomaly · 14 colonists · 1 Ghoul · 200K wealth · 330 days

Oh I love the tri-coloured wall along the bottom!

Ashyr, in First Anomaly Colony - Little Big Mountain Base - Boreal Forrest - Wealth over 1.25 million - 23 Colonists - Day 659 - with 2 Years at a Long Night

Beautiful base, what do you think of Anomaly?

G-Fiti, in Anomalous Base • 8 Year old Anomaly base • Timelapse in comments
@G-Fiti@rimworld.gallery avatar

Here is the timelapse: https://www.youtube.com/watch?v=Rk9Nsz-8f9A
Modlist can be found in the video description!

TheRedPriest, in Research Station Omega, 19 pawns, 8 ghouls, No mods, first Anomaly run.
@TheRedPriest@rimworld.gallery avatar

My first Anomaly run, a Void research group turned Void Cultists. Did all modless to get a feel for the new mechanics (and let the mods update). All in all I had a great time with this colony, and I eagerly await for mods to start using the anomaly systems

Fizz,
@Fizz@lemmy.nz avatar

What was your favorite entity?

TheRedPriest,
@TheRedPriest@rimworld.gallery avatar

Oh hard to pick. As far as entities to keep in containment: Flesh nucleus and Devourers. Free flesh and when Devourers escape i just send a ghoul in to get eaten while everyone else wails on them,

Lore-wise? Revenants. They are SUPER annoying to deal with tho.

Fizz,
@Fizz@lemmy.nz avatar

Yeah I love the revenants. The first one I encountered got 4/8 ok my colonists before I tracked him down.

TheVillageGuy, in ea
@TheVillageGuy@rimworld.gallery avatar

Errr, could you tell us some more about this prosperous looking colony? Especially in the title (see rule 4)

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