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ripsa, in Doctors with potatoes · the end

Cool! What's the purpose of the door the opens onto a wall near the end of the trap tunnel where it opens onto the killbox?

TheVillageGuy,
@TheVillageGuy@rimworld.gallery avatar

My best guess it's either a place where colonists can stand to fight but raiders can't, or is a distraction to slow them down as often raiders go for doors, they don't seem to care what's on the other side of then

StinkyDave, in Doctors with potatoes · the end

What the purpose of the checkered walls near the kill box? Stops bugs spawning?

TheVillageGuy,
@TheVillageGuy@rimworld.gallery avatar

I think so. Using wood is cheap and inviting for enemies to set fire to, with a bit of luck causing a roof collapse on them (wood=good)

StinkyDave,

Brilliant. I’ve been watching John Francis play, he’s starting a Swat Wizards build with mods. It makes me want to get back into it but then I remember I don’t have the time :(

modssss, in 4 year colony / Seed: yana, Coords 23.43 N, 19.88 W/ 27 colonists, 1.3m wealth

This has been by far the most successful colony I've had. A ton of my colonists have advanced bionics, they're equipped with broken ass mechanoid busting weapons, and my stockpiles are overflowing with steel, plasteel, and components.

The biggest thing that helped me this run was definitely selling insect jelly. I got it down to a science to where I only really need to lay down stone walls between cullings with autocranes (from VFE mechanoids) building the area for me, but after that I have free kibble, silver, and combat experience

Current goals in the colony are to pursue nuclear power, upgrade my androids, raid VFE mechanoid ships, and start production of drugs from Mechanite Forge (herculum, bastion, etc)

TheVillageGuy, in Desert Fortress, Super Structure w. Killbox
@TheVillageGuy@rimworld.gallery avatar

Nice, I like river crossing maps

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.

ripsa, in Forest City, no Killbox

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.

TheVillageGuy, in Devilsteel hideout · Blood and Dust · mechanoid cluster landed partially in base
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da_stoneee, in Recluse Mechanitor to Stellarch Ascension - run / 15 years / ~4 mil / 43 colonists plus dozens in outposts / >170 mods
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)

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

TheVillageGuy, in Divinity Cirque, a republic medieval colony at the blunt end of a valley with 28 pawns
@TheVillageGuy@rimworld.gallery avatar

Congratulations, you are the winner of the Summer contest

CookieJarObserver, in Desolation / sea ice / 27 colonists
@CookieJarObserver@sh.itjust.works avatar

Do your batterys explode that often?

HoomPaPa,

I lost three in a zzt during a raid early game so I'm not letting that happen again. No power= no colony

HoomPaPa, in Desolation / sea ice / 27 colonists

Played at very low difficulty still pretty hard. Hope I didn't crop to much

TheVillageGuy,
@TheVillageGuy@rimworld.gallery avatar

As it's just ice surrounding it, cropping is allowed, so job well done. Nice colony!

TheVillageGuy,
@TheVillageGuy@rimworld.gallery avatar

OMG I just noticed you used my hydroponic basins!

HoomPaPa,

yeah! That's why I need so much power

Chimera_Tracker, in Wildflowers - 6 Colonists - 5 years - ~$200'000 wealth

The Banished of Brienwa lives here.

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?

TheVillageGuy,
@TheVillageGuy@rimworld.gallery avatar

Very nice. What mod gets you the gigantic trees?

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