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TheVillageGuy, in Doctors with potatoes · the end
@TheVillageGuy@rimworld.gallery avatar

Taken at 3d22h, at the end of this year's hot potato challenge.

All goals reached, an impressive list showing only allies - no enemies. I love the chaotic yet organized look of this colony.

Congratulations to all players!

2DKiri,

It's been such a blast and I'm so grateful to everyone who has participated, helped out, donated and watched. Thank you! <3

Hqiran, in Elysium, a medieval city, Pearl of the Sea, home to 50 Pawns
TheVillageGuy, (edited ) in Playing Lenla with all DLC. I believe my second village so 5yo. Forgot to check storyteller settings
@TheVillageGuy@rimworld.gallery avatar

Turns out they were on adventure story (medium at the time)

Aftermath

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.

ProtokSt, in Alcatraz · 150 colonists
@ProtokSt@rimworld.gallery avatar

Why bottom left ruins is full of textile?

TheVillageGuy,
@TheVillageGuy@rimworld.gallery avatar

We had to store it somewhere

ProtokSt, in Sparta · 112 babies · First toddler Uno welcomed! Find Waldo! (Wearing a brown TOP hat) 28.5MB
@ProtokSt@rimworld.gallery avatar

Seems it was peaceful gaming )

ProtokSt, in Playing Lenla with all DLC. I believe my second village so 5yo. Forgot to check storyteller settings
@ProtokSt@rimworld.gallery avatar

Lenla - is a name of the Village? How did you choose this name?

TheVillageGuy,
@TheVillageGuy@rimworld.gallery avatar

It may be the seed, I'm not sure

ProtokSt, in Menan · 278 · My first village
@ProtokSt@rimworld.gallery avatar

Looks natural, it will be interesting to fight versus medieval raid on this base

TheVillageGuy,
@TheVillageGuy@rimworld.gallery avatar
ProtokSt, in District · Sea ice · 19 (2 died) · $666666 · Randy Adventure gameplay/strive to survive raids · 102 raids · 752 days
@ProtokSt@rimworld.gallery avatar

I like compact bases like this one

Gallery_Curator, in Randy Island - 90x90 tile challenge - A Tropical Rehab Clinic (trippy water render unintended but fitting) by u/Cato_Heresy 2021
@Gallery_Curator@rimworld.gallery avatar

OP Mod-lists:

Gameplay & UI
Beauty & Texture Updates
Pawns - Hair, Guns & Gear
Initial Start / spawn in here if interested. The easy way to play an Island is just to use the 'Biomes: Island' mod, but I personally disliked some sweeping changes they made to water and weather effects.

Instead, I used Map Designer - they have an option toggle to generate a 'Perfectly Round Island', regardless of map tile selected. I also used Better Map Sizes when selecting my tile on world spawn to reduce the size to about 90x90.

Finally with the map being so small I used Change Map Edge Limit to remove the restrictions on building at the map edge.

Gallery_Curator,
@Gallery_Curator@rimworld.gallery avatar

My colonists live an idyllic lifestyle in the sun, with Parties, Orgies and Festivals a regular occurrence. Our chief exports are Yayo, Sushi and Whisky, all sold directly to Hospitality guests.

Playing on a tiny 90x90 map was a huge challenge and for the most part an engaging one. Every resource and caravan mission counted, we collected hundreds of limestone chunks!

Downside was having enemies spawn literally on top of you, with entire mech clusters crashing INTO your base. Wild animals get desperate to eat your crops (or pawns) real quick. Building 30% of the base on bridge support vs enemy explosives is pretty worrying.

TheVillageGuy,
@TheVillageGuy@rimworld.gallery avatar

This post gets an exception from rule 2 because it is surrounded by water so there's nothing to see beyond the island

Trillion404,

PSA: the trippy water can be fixed by 'hiding' the updated water images from your terrain mod (if interested, I can dredge up the details). I used the trick in my post a few below. In your case, I agree it adds the perfect ambience to your island!

TheVillageGuy,
@TheVillageGuy@rimworld.gallery avatar

This might be valuable information for other users who run into this as well

TheVillageGuy, (edited ) in District · Sea ice · 19 (2 died) · $666666 · Randy Adventure gameplay/strive to survive raids · 102 raids · 752 days
@TheVillageGuy@rimworld.gallery avatar

Sadly, somewhere along my playthrough something adjusted mech raids to be 100% after a certain point. I could not put my finger on the cause so I had to remove the mechanoid faction as a whole to be able to get regular raids. I made a rule for myself, 1 year of mining on a nearby mountainous tile was allowed by the local population.

After that we were on our own. We got as much steel as we could to build the intitial base. By growing rice, cotton and healroot we got our own production going. We had a psychopath butcher the raiders, for making chemfuel and clothes to sell. There are unlimited traders here, although not for free. Making all the armor was a lot of tedious work, we had to learn a lot the hard way. But most of us survived and we are now one our way to an unknown destination

Engine start video

Mods:

brrainz.harmony
ludeon.rimworld
ludeon.rimworld.royalty
ludeon.rimworld.ideology
ludeon.rimworld.biotech
ludeon.rimworld.anomaly
arandomkiwi.rimsaves
unlimitedhugs.hugslib
avilmask.commonsense
neptimus7.progressrenderer_steam
carbontnt.ezinfestation
jaxe.rimhud
zylle.standyourground
mlie.fencesandfloors
unlimitedhugs.allowtool
jastro.reclaimfabricupdate
arof.fluffy.worktab.continued
vesper.notmyfault_steam
swablu.ambience
giantspacehamster.moody
smashphil.dropspot
mlie.wehadatrader
erdelf.minifyeverything
thevillageguy.gen2hydro.1_steam
mehni.numbers
uuugggg.tdpack
fluffy.blueprints
calltradeships.kv.rw
uuugggg.replacestuff
tvg.timelapse2023

Trillion404,

Do you always play Sea Ice?

At a glance, I didn't see any evidence of mods in your base, is it all vanilla?

TheVillageGuy,
@TheVillageGuy@rimworld.gallery avatar

This was my second sea ice run, I've done all kinds of playthroughs, villages. being. my. favorite. It's a shame the modlist mod isn't compatible with 1.5 but I'll see if I can post a modlist from the modsConfig.xml file

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.

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.

Thekingoflorda, in Grem Silo Year 2, Heavily Modded
@Thekingoflorda@lemmy.world avatar

I need to do such a playthrough, it looks so pretty.

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