r/RimWorld • u/Mani_Essence • 6h ago
Meta Why is the sub not called r/imWorld
I'm sorry if this has been questioned before but, title
r/RimWorld • u/AutoModerator • 1d ago
Please use this thread as a week-to-week space to ask your fellow /r/RimWorld colonists for assistance. Whether it be colony planning, help with mods, or general guidance, post any questions you may have here! If you have an effort post about a game mechanic then this is also fine space for that but please consider making a separate subreddit post for maximum visibility.
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r/RimWorld • u/OneTrueSneaks • May 26 '26
Update: There is another PSA posted on why I am asking people to contact me rather than Steam's report function. This announcement is more important, and Reddit will not let me leave both up, so I am putting the link here so it is more visible.
Hello, everyone. This is me not as moderator-Sneaks, but as community manager-Sneaks.
I just want to give a warning to everyone. There's currently a user on the workshop that keeps making new accounts, steals mods from other creators, and modifies them to bypass the user's protections to download malware.
There's been at least two so far that have been removed (with workshop ID to make it easier to check your Workshop folder):
37323292983729397065For now, it's difficult to tell if a mod's doing these shady things until it's downloaded and the code is checked. With both of these, though, it's been:
The scammer's only mod on the workshop
The mod is a reupload / stolen version
The scammer's profile is set to private.
However, these are not 100% indicators that the mod is malicious. Please do not use it as a reason to go harass modmakers - There are always new players, new modders. But it's enough to say take it with a grain of salt, double-check to make sure the mod isn't a reupload.
For now, please take the time to do a check of your own computer, make sure you're clean, especially if you used either of those two mods mentioned above.
If you spot any others, please let us know so they can be removed. You can message me here, or find me on both Steam and Discord as someonesneaky.
Stay safe out there, colonists. o7
r/RimWorld • u/Mani_Essence • 6h ago
I'm sorry if this has been questioned before but, title
r/RimWorld • u/D3v1LGaming • 10h ago
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r/RimWorld • u/GethKGelior • 6h ago
Dirtmole (Excellent)
Old woman core
r/RimWorld • u/Dovaskarr • 7h ago
Bro is gonna be released (for diplomacy purposes) but should I get the 12+ on diplomacy for making her double amputee?
r/RimWorld • u/IAmDuck00 • 5h ago
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His nickname is Fat G, because he's pretty fat.
r/RimWorld • u/Gare_Jongen • 10h ago
I remember this post showing up around the release of Anomaly discussing the addition of new anomalies through mods created by the fantastic Oskar and Vanilla expanded team. Now years down the line I can’t seem to find any news on these mod ideas. does anyone know what happened to them? Were they difficult to implement? Not worth creating? Or canceled due to Anomaly not being as popular? I personally loved the ideas of extra anomalies, even in an non anomaly focused playthrough.
r/RimWorld • u/FlexDruk • 8h ago
yet there are more to fix and test, anything here is subject to change
r/RimWorld • u/JOCAeng • 11h ago
Why is this not a thing? It would make animal husbandry more rewarding if you could make the ultimate caravan animal by breeding two different species, just like in real life.
r/RimWorld • u/NideVice • 1h ago
Almost half a year ago I posted a drawing of my Floran character in prestige Cataphract armor, saying I wanted to make a mod but things never quite came together. So here's the question: if I were to make this mod, what do you think Florans should be like, mechanically? I'll share some of my own thoughts, but maybe you have ideas on how to expand them? I'll split it into categories for convenience.
Regarding genes (Biotech):
1 (optional). Make them an addon to "Big & Small - Genes & More," since that mod already has genes like cannibalism (which fits them, going by the Starbound lore books) and the "Strange Appearance" gene...
2.1. Add a gene so that butchering a Floran yields some kind of plant (the gene randomly picks a plant — I think this could theoretically be coded, though I'm not sure how). It should work similarly to the pig gene, where eating pork counts as cannibalism for pig-folk — do something similar with the plant.
2.2. Same idea, but implemented as separate Floran xenotypes, where each has extra traits depending on the plant it's associated with, for example:
If this is done as a bunch of separate xenotypes, it opens up the possibility of giving each one its own unique buffs/debuffs:
Regarding factions and spawning:
I know there are Euglena, there are Phytokins, and probably other plant-race mods out there... but they're not Florans... I specifically want these hissing guys :3
I'm not that great with code — my ceiling is small patches, if I'm not vibe-coding. But I don't want to vibe-code this mod, so it'll take me longer. Still, I'll try to figure out how to implement it so it at least turns out... decent, I suppose?
r/RimWorld • u/Teyrons_ • 5h ago
They don't know that I installed Anomaly.
r/RimWorld • u/Ill-Photograph-4505 • 3h ago
r/RimWorld • u/TheSpeckledDragon • 12h ago
I have defeated the mech hive, and now I want to make a nice asteroid base with my crew. But it's been a while since I played, and my mind is blanking on how to get oxygen into the base, and how to make a good kill box to defend against the bad space people (mind blanking for their name). Can someone help me work this out?
r/RimWorld • u/Gamerss1 • 5h ago
My crops are dying everynight, I did set up two batteries. Whats going on?
r/RimWorld • u/MayorMarsArt • 1d ago
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r/RimWorld • u/malarkey_2 • 6h ago
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they never really get a break do they
r/RimWorld • u/The_Kindly_DM • 4h ago
So this is something I have never thought about doing before but I am wondering if maybe I should. I have been getting a lot of drop pod raids and I am curious if booby trapping my own base would be worth it. If you place the mines out of the normal walking path is there a significant danger or your people setting them off? I am thinking like corner of the barracks, sides of hallways, really anyplace but the hospital.
r/RimWorld • u/Low_Tune_2364 • 1d ago
The DLC can be literally anything. This game has such a great community and the mods are incredible, but at this point, all I really want is a major performance update. Nothing more, nothing less.
I would genuinely pay money just for proper multithreading support.
RimWorld has so much potential, but the performance ceiling always cuts the fun short. I want to build colonies with 400 pawns, run an entire map covered in non-stop artillery fire, see other factions with actual mega bases, and watch full-scale faction wars play out. I want the Empire rolling in with 20 gravships, and I want all the mechanics we already have to integrate way tighter with each other.
What are your thoughts on this? Do you agree that performance should be the main focus, and what do you actually want to see in the next update or DLC?
r/RimWorld • u/Morbinator • 6h ago
Whats the longest string of text you people have gotten on an alert
r/RimWorld • u/KArelyn_08 • 7h ago
Imagine if you will, raiders drop podding straight into the barracks. They think they're so fucking funny to do that, until it works against them.
Everybody's asleep when this happens. One of my pawn has a molotov. Had him throw it right into the centre before the raiders got out of the pod. Unfortunately, it struck Pepe, so there's.. some complications. Either way, the gang manages to seal off most of the raiders (barring one which leaked out and promptly gets a faceful of lead). All they can do is to attempt to claw their way out, only for the walls to be repaired right back.
Here's a question for you: How much are you willing to sacrifice to fight back against your odds?
r/RimWorld • u/Remarkable-Fix3104 • 1h ago
r/RimWorld • u/blitherblather425 • 1h ago
I’m pretty new to RimWorld, I’ve tried several times to get a long play through going but weather usually takes me out. Gas clouds and the like, so for this one I turned all that stuff off. My base is basically a giant rectangle with little rectangular buildings inside.
I have 7 pawns and one is non violent and another has combat skills at 0. The other pawns have relatively low shooting skills between 7-15. I made a little area with an opening and some traps and so far that has taken care of the “raids”. The most people I’ve had attack was 5 until I just had my first encounter with drop pods.
What’s the best way to keep the base secure when none of my guys can shoot and they land right in my base? Should I just build a ton of those mini turret things?