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wrench, in Research Station Omega, 19 pawns, 8 ghouls, No mods, first Anomaly run.
@wrench@wandering.shop avatar

@TheRedPriest Oh wow, I love everything about this base :-) The way that the rooms follow the mountains without being just a set of squares, the decorated entryways, and most of all the monolith that fell just in the middle of the ancient danger... How many years did this colony go for?

TheRedPriest,
@TheRedPriest@rimworld.gallery avatar

Thank you! I try to follow the organic lines of mountains and rivers when I build, lends itself to a more...natural look.
The colony went for 17 years, first doing the Anomaly "ending" and then the ship since it was a type of ending I had never done.
And yea the monolith breaking through the roof of the ancient danger was a...surprise to be sure. Let me know they can kinda land just about anywhere.

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 Nefarious Research INC || ~6 colonist At Her Peak || Rimworld Anomaly
@TheVillageGuy@rimworld.gallery avatar

Blight is overrated

lemick24, in Nefarious Research INC || ~6 colonist At Her Peak || Rimworld Anomaly

What mod do you have for your marble (I assume) to look so crisp and white? I like it!

TheVillageGuy, in Breiroga - ~90 colonists, 13 years, tribal start
@TheVillageGuy@rimworld.gallery avatar

Could you add a modlist? Asking for a friend

Seigest, in Rivertown • 8 Year old medieval base • Timelapse in comments
@Seigest@lemmy.ca avatar

I always wonder how these make it past long winters without a freezer. But then I noticed you have meat drying racks. I wonder I that comes with a salt harvesting mechanic.

Also is there a mod to make flour from grains? As somthing to ensure other tribes are also limited to medieval tech. I fear If I took this challenge printer whould just pop in with some doomsday launchers and destroy me.

G-Fiti,
@G-Fiti@rimworld.gallery avatar

Vanilla Factions Expanded Classical has large passive coolers that actually reach freezing temperatures.

Medieval Overhaul has Wheat that makes Flour that can then be turned into bread.

As for limiting what can spawn I suggest turning off all factions besides those from Medieval Overhaul and Vanilla Factions Expanded Medieval. And also using the storyteller from Vanilla Factions Expanded Medieval.

Seigest,
@Seigest@lemmy.ca avatar

Neat! Thank you for the info I'll have to try that out

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.

thriceandonce, in ea

also drop the seed + tile, this looks like a fun starting place

thriceandonce, in Embracing the unknown · 8 Colonists · 2 Ghouls · Day 150 · The Anomaly, Cassandra Adventure (just before the update)

O.O that's... a lot of traps... how long did that take your colonists to build?

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)

NotAVillageGuy, in Soviet Saratokna! A vaguely Russian 8-year fortress in the tundra I had fun playing while waiting for VFE Mechs by u/TomtFoxx 2020
@NotAVillageGuy@rimworld.gallery avatar

u/TomtFoxx:

Since several people have asked for my modlist, I'll attempt to post it here, It's quite a biggy though. These mods are what I have slowly collected after nearly 1500 hours in the game and are mostly a bunch of QOL and little tweaks. Probably makes the game a little easier overall, but it's all for fun. I've starred the ones I consider "must haves" Here it is, in the order it appears in my mod manager:

*Harmony

*Mod Manager (fluffy's)

*HugsLib

JecsTools

*Humanoid Alien Races 2.0

*EdB Prepare Carefully

*Awesome Inventory

*Wall Light

*Dubs Bad Hygiene

*Common Sense

Consolidated Traits

*RimFridge

*LWM's Deep Storage

*[Literally every single mod from the Vanilla Expanded series]

Vanilla Melee Retexture

*Veinminer R1.1

*Smarter Construction

*Smart Speed

*Smart Medicine

*[021] Compact Reward Config

99 Percent

*Achtung!

Advanced Power Plus

*Allow Tool

*[basically every mod that adds hair types because I like variety]

Animal Tab

Animals Logic

Antigrain

Autocleaner

*Auto-Cut Blight

*Automatic Night Owl

Balanced Eclipse and Solar Flare

Better Spike Traps

*Better Workbench Management

Bionic Icons

*Blueprints

Bridgello

Change Research Speed

*CM Color Coded Mood Bar [1.1+]

Craft Glitterworld Meds

CrustyTextiles (Continued)

DE Surgeries Color

*Defensive Positions

*Dismiss Trader (Continued)

Display Cases (Continued)

*Don't Steal My Walls!

*Don'tBlockDoor[1.0-1.2]

*Doormats

*Dubs Break Mod

*Dubs Mint Menus

*Dubs Paint SHop

Easy Speedup

Effective Lumbering

Enemy Self Preservation

*Everybody Gets One

Expanded Floors

Simple Concrete

Expanded Floors (Dropdown Menu)

*Faction Control

Faction Resources

Fast Moisture Pumps

Faster Smoothing

Flags (Continued)

*Fluffy Breakdowns

Foxes Aren't Suicidal(Continued)

Frame Rate Control

*Fuse Plus

Jewelry

Gemstones

Grenade Fix: Rearmed

Growable Mushrooms

Growable Neutroamine

Guards For Me

Gunplay

High Tech Laboratory Facilities

*Hospitality

Incident Tweaker

Incident Person Stat

Invisible Animal Beds

Invisible Conduits 1.2

Lag Free Lamps

Less Arbitrary Surgery (Continued)

Less Rebuff

*Let's Trade!

Level Up!

*Little Storage 2

Mad Skills

*Map Designer

*Map Reroll

*Medical Tab

Medical Training

Meditation Freedom

*MendAndRecycle

*Metal Don't Burn

*MinifyEverything

Misc. Training

Misc. Mapgen FactionBase

*More Furniture [1.1 + 1.2]

*More Furniture [1.1 + 1.2] Royalty Patch

More Hydroponics Crops (Continued)

*More Linkables

*More Sculpture

Noku Mushrooms

*Optimization: Meats (1.2)

*Partially-Passable Wind Turbines

Pawn Name Variety

Prison Labor

PrisonerRansom

*Psychology (unofficial 1.1/1.2)

*QualityBuilder

*QualitySurgeon

*Quarry 1.1

*Rah's Bionics and Surgery Expansion

RainbowLamp[1.1-1.2]

RainbowWallLight[1.1-1.2]

*Rational Romance 2

*Realistic Darkness (Light)

*Realistic Planets - Fan Update

*Realistic Rooms

*Filth Vanishes With Rain And Time

*Recipe Icons

[The Regrowth Biomes Mod Series]

*RenameColony

*Replace Stuff

*ResearchPal

*Rimatomics

*Rimefeller

*RimHUD

*Royalty Tweaks

*RT Fuse

*Rumor Has It... (Continued)

Run and Hide (Continued)

Safely Hidden Away

Search and Destroy

*Selectable Sculpture Graphic

*Set Owner for Prisoner Beds

*Set Up Camp

*Show Draftees Weapon

*Simple Search Bar

*Simple Storage

Simple Turrets

Simply More Bridges (Continued)

Skilled Stonecutting

Snap Out!

*SRTS Expanded

*RimHeli

SRTS Expanded - Old Genesis come on, you know it looks way better.

*Stabilize

*Stack XXL

*Stuffed Floors

*Tables+

*TD Enhancement Pack

Terraform Rimworld

*The Price Is Right

Tilled Soil

*Tradeable Stone Blocks

*Trade Ships Drop Spot

TradeHelper

*Trading Spot

Tribal Headgear Retexturing

Tribal Pawn Names (Continued

Use Bedrolls

*Use Minified Buildings

Utility Columns

Various Space Ship Chunk (Continued)

Wall Sun Lamp

*Yayo's Combat 3

Zen Garden

*MoreFloors

Indoor Tree Farms

Glass+Lights

Give Me Meat

*Don't Drop Weapon

Mortar Accuracy

*Show Hair With Hats or Hide All Hats

Small Research Bench

Solar Flares Affect Mechanoids

*Complex Jobs

*Vanilla Fences (Fence Tab)

*Priority treatment 1.1

*ED-Embrasures

*Dynamic Population

*Real Ruins

*Ignorance Is Bliss

Palisades

Palisades Embrasures Patch

Beauty and Ugly

Dynamic Diplomacy

NamesGalore

*SF Grim Reality

*Yet Another Stockpile Presets

Gradient Hair

Eccentric Tech - Cosmetic Modifications

Eccentric Tech - Flares

Eccentric Tech - Foxy's Armory

Remove Death Amnesia

NotAVillageGuy,
@NotAVillageGuy@rimworld.gallery avatar

*Simple Sidearms

Sparkling Worlds - Full Mod

Un-Limited

SRTS Expanded: The Crimson Fleet

Archotech Expanded Prosthetics

Character Editor

*ShowModDesignators

My Little Planet

*No Edge Fade - Lite

Large Faction Bases

*RuntimeGC

Desire Paths

Desynchronized: Tales and News (Continued)

Flags and Banners (Continued)

Gastronomy

*Growing Zone Priorities (Continued)

Highway Restoration

Houseplants

*Interaction Bubbles

*Just Ignore Me Passing

Lasting Flowers

Medpod

Memorable Auroras (Continued)

Mercenaries For Me

*Netrve's DeepStorage GUI

*No Debris 1.1/1.2

Nocturnal Animals (Continued)

*Numbers (patched) 1.2

*Optimization: Meat and Leather

*Pick Up And Haul (Continued)

Prisoner Arena (Continued)

RimQuest (Continued)

RimTraits - General Traits

RunAndGun

Salted Meat

*Share The Load

Shoo!

Sometimes Raids Go Wrong (patched)

Tabletop Trove - Additional Joy Objects and Decor

*Ugh You Got Me

Unique Canids

Efficient Utilities

*Royalty compatible with Expand Furniture Patch

*VFME - Caravan Packs!

What's That Mod

Animal Medical Bed

Backup Power

*More carpet and leather floors

*Combat Update 1.2

*No Gloves No Boots No Problem

[The Entire TMC Armory series of mods]

[TRAHS]Framework

[TRAHS]Trading Goods

*Animal Food Restrictions

Alpha Animals

*Helixien Gas Architect Tab

Gas Traps And Shells

Gas Traps And Shells Retextured

Red Dawn

*Progress Renderer

*Better Pawn Control

*Better Message Placement (Continued)

NotAVillageGuy,
@NotAVillageGuy@rimworld.gallery avatar

My god typing all that out really made me face how many mods I use.. Thanks for calling me out, reddit. phew.. Most of these are probably not necessary but they've slowly pushed me to 1500 hours in this game, sooo I guess something good is happening here.. If you have any questions about the mods, just let me know c:

And I wouldn't recommend using all of these unless you have a super CPU because the game will take forever to initialize ._.

Daxtron2, in Lenhamra III, 4 years in, slowly automating the production

Got a mod list to share? Looks great!

B-at-at,

Thanks! It's quite a list, and I think three of them are my own that I didn't publish:
https://pastebin.com/74pdLBhv

TheVillageGuy,
@TheVillageGuy@rimworld.gallery avatar

What mod are you using for the luscious indoor plants? Such a nice touch. Asking for a friend

Elon_Moschus, in Lenhamra III, 4 years in, slowly automating the production

Nice map!

B-at-at,

Thank you! I designed it myself with Geological Landforms.

ivn__gg,

How can I design maps with geological landforms? Also, which mods do you use?

B-at-at,

In the mod options (or prepare landing) you get a very nifty landform editor.
The mod list is a rather long one:
https://pastebin.com/74pdLBhv

TheVillageGuy, in Rimworld Caliphate - ~30 colonists, desert, 60C
@TheVillageGuy@rimworld.gallery avatar

A question; What mod did you use for these rugs?

Gallery_Curator, in The Factory - Mechanist, Arconexus playthrough, stage 3; 3 colonists by JesterMasquerade (2023)
@Gallery_Curator@rimworld.gallery avatar

And thus the journey reaches its end. When I started this run the goal was to test player-made xenotypes, test the Mechanitor run, and see how different biomes, particularly Alpha Biomes biomes, reacted to pollution. The First base was set in a mechanite biome, second in a slime, and third on an ocular forest as you can see. Those that saw my other uploads will notice that the base style is very similar. That is on purpose, to give the sense of continuity, that they were made by the same people. Plus I was going for that circuit board look. Well, on to the tale.

The previous departure had left a foul taste on the mouth of the trio, the feeling of having achieved the bare minimum to create a self-sufficient base lingered in their minds...but such thoughts vanished as they witnessed the sight before them:
A circle of mechanical pillars surrounding a massive construct, the very air drumming with pressure, their brains shuddering over the sheer amount of information being transmitted.

All around them the air was covered in a red fog, a strange sense of unbelonging stabbing at their minds, a wrongness in the very air, the very dirt. As far as the eye could see horrid mockeries of plant life rose, unblinking eyes following their very motions and queer red jellyfish floated through the air...This...this was more like it. This place was still being terraformed, changed and shifted by the archotech for some purpose beyond human settling...in fact the place seemed very much NOT built for human life. A perfect stepping stone for their purposes.

Settling was easy. The trio has become used to the construction of new bases by this point, but growth was slow. They had grown too accustomed to mechanical servitors, too softened by automation...but they would persevere.

This strange land offered some interesting challenges however. The first to be noticed was that the "trees" that populated the area did not produce wood in the traditional sense, the thick material within having more in common with fauna than flora, and thus being unsuitable fuel for early industry...it was however quite resistant to fire and thus an adequate early building material. Next were the ocular jellies, heralds of change and terraforming, the red gasses they bellowed seeming to be a concentrated form of the ever-present fog, which had the unfortunate effect of mutating any plant life into its mostly useless ocular equivalent...they would have to be...persuaded to leave the base area, by force of course. Their meat provided necessary nutrients for the first few meals.

For every challenge there is a blessing however, and the blessing of this land was revealed during the ground breaking of the mining operation: Red Quartz. The entire earthy strata of this place was converted to it, and each chunk contained a vein of a prized material: Alcyolite. Crystalline, piezoelectric and incredibly sturdy. They knew that the end goal would be to have every wall built of the wonderful material.

And such from humble beginnings the base rose. Rather than shy away from the opulent mechanical construct, they made it the central part of the base, forcing them to brave the mental strain produced by it, so they may grow accustomed to it, every other need being built radially around it. This would have unintended consequences however, as it strained the social bonds of the family, culminating in a divorce between Gaston and Campbell. It was an ugly affair, physical violence was involved, but in the end they agreed to work together for their common goal, their child remaining their best friend and confidant despite it all. Such things are easy when technology has made you barely a few years apart from your child's biological age, helped with a shared stuntness of social abilities from both parents, a flaw Baby did not share.

The base grew, mechanoids were built, as news of more factions focusing their eyes upon this small little rimworld. Perhaps rumours of their exploration and their ambitions had reached others, or maybe it was a recent investment in this arm of the galaxy. Nonetheless, with new factions came new technology and a strange peace, each faction too busy warring amongst themselves. Even the mechanoids made for easy pickings as they passed by, forced to march after a particularly gruesome fight. Perfect base materials for the base.

It was with a strange sense of glee that they were attacked by the fabled Cult of Arachna, a strange group bearing tech that before had been beyond the group's reach. Bionics that outperformed archotech at the price of wearing down the body, armour and gear of highly resistant materials, weapons that were casually built with personas...The pawns where outmatched...but the invaders where outnumbered. The tide was turned as 3 dozens of steel construct ruptured into the room, swarming the assailants. Of 4, 2 survived the assault...they would wish they hadn't.

Gallery_Curator,
@Gallery_Curator@rimworld.gallery avatar

You see, for a group that worships technology, the incompatibility between one's way of life and certain technological heights was...frustrating. Well, if they could not build it, they would steal it.

The survivors where undressed, one of them luckily featuring gear made with mechanitors in mind, and then strapped to a medical slab. Each of them endured a full day or surgery, each hour marked by a loss of body. A loss of senses. Limbs went first, followed by their spines, leaving them locked in their forms. Eyes next, plunging their world into darkness...then ears, removing any capacity to anticipate what would happen before pain and numbness warned them of what they were about to lose...Their hearts would be the very last, every single bionic soon placed within the Parents, the Child inheriting the pieces of archotech they had managed to accrue thus far.

It was a gruesome affair, but such is life on the Rim.

Maybe it was apprehension. Maybe it was the seed of doubt. But the closer they got to a sell sufficient base, the more they felt like adding to it. This could perhaps be their last work on this land as mortals after all...or at all. As such, certain...luxuries slowly crept in: A hospital built for more than the 3 pawns. A guest room for any people found in danger or ailing to rest before being armoured, armed and sent on their way. A classroom for the children that found their bastion of civilization in the wilderness...Eventually even that wasn't enough. They wanted permanence. Something that could outlast even the archotech dolmen at the heart of their base. An automated centre capable of working without any humanoid input...
Mechanoid constructs were gutted. Generators of all kinds were built for redundancy, avoiding fickle sources such as the sun or wind, and a massive supercomputer was built to withstand the processing of Mechanoids without the need of a Mechanitor...Their gift to the ones that would take over. The cherry on top: A fully automated factory capable of providing stone, steel, components, alcyolite and skysteel, powered by a single atomic generator, locked bellow the danger line...

And then...there was nothing more to do...The tribal faction holding the key was offered a gift of alcyolite-infused plate armour, and skysteel and mythril low-tech weapons...and in exchange they got the key. The last piece of the key...

May the world forgive us.

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