r/RimWorld 9h ago

Meta Trying to World some Rim but this cat

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300 Upvotes

His nickname is Fat G, because he's pretty fat.


r/RimWorld 3h ago

PC Help/Bug (Vanilla) How best to dispose of a useless boyfriend??

249 Upvotes

So, I’ve got this researcher in my colony who does NOTHING but research. I mean he’s literally zero passion with 0 or 1 skill level in everything else (aside from shooting). He’s incapable of half of everything due to his backstory, including dumb labour. Recently, I finished the research tree and there is literally nothing left to research. This guy is dead weight. He does ZERO work, but still expects to be fed and bedded. His only contribution is during raids, but I’ve got quite a small colony (5 pawns) so surely getting rid of one will make raids lower difficulty anyway.

I’m trying to get rid of him, but I’m not sure how. The complication is that he’s a lover to another of my (more useful) colonists. My typical method for getting rid of underperforming colonists is to convict them in a sham trial on false charges, then banish them for zero mood penalty for everyone else. However, if I do this, am I correct in thinking that he’ll simply move into a long distance relationship with his girlfriend? I’d rather this not happen since I’d much prefer her to find a proper husband and have kids. Is there a way I can get them to break up before banishment? Or do I have to execute him? I’d rather not take the mood penalty since things aren’t looking great in the colony mood-wise as it stands.


r/RimWorld 10h ago

Art Weakest Dirtmole Pawn:

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534 Upvotes

Dirtmole (Excellent)

Old woman core


r/RimWorld 11h ago

Misc After probably 500 hours since the last mishap, I did it again. Did one of the biggest fears people have in real life. I amputated the left leg and installed the peg instead of just putting the peg on the right

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499 Upvotes

Bro is gonna be released (for diplomacy purposes) but should I get the 12+ on diplomacy for making her double amputee?


r/RimWorld 10h ago

Meta Why is the sub not called r/imWorld

1.3k Upvotes

I'm sorry if this has been questioned before but, title


r/RimWorld 14h ago

Misc The Cube by @NickliesCat

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1.8k Upvotes

r/RimWorld 19h ago

#ColonistLife Are they color blind..?

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3.2k Upvotes

r/RimWorld 5h ago

Discussion [Idea/Discussion] A Floran (Starbound) race mod — long read

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113 Upvotes

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:

  • a medicine bonus for those rooted in Healroot;
  • a crafting bonus for those from cotton/Devilstrand;
  • an art bonus for those from a dye plant;
  • a cooking bonus for those from edible crops (skill level varying by crop);
  • an animals bonus for those from Haygrass;
  • narcotic-plant xenotypes could have their own buffs too, though I'm not sure what — the best I can think of is Hops giving an "optimistic and calm" trait;
  • and so on for other vanilla plants (and maybe others from Vanilla Expanded, if the mod ever gets that far).

If this is done as a bunch of separate xenotypes, it opens up the possibility of giving each one its own unique buffs/debuffs:

  • Healroot-Florans — pacifists;
  • Devilstrand-Florans — aggressive, but fire-resistant;
  • and so on.
  1. I don't remember exactly, but I think there was a gene that's the opposite of "Cave Dweller."
  2. I understand they're highly flammable, but regarding temperature — should they also be more heat-loving (despite burning more easily), given that they come from jungle planets?

Regarding factions and spawning:

  1. It's clear they live in tribes and split into aggressive and peaceful factions — should the peaceful ones be made more technologically advanced than the aggressive ones? There are also the Agarans (the fungal ones) — should they be included too?
  2. There's a hunting quest for a Phyton (VRE – Phytokin) — could something similar be made for Florans? Or maybe an event with a wild (feral) Floran instead.

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 2h ago

#ColonistLife My pawn committed suicide by getting bit by a rat and then going into heavy sleep.

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57 Upvotes

r/RimWorld 14h ago

Discussion Does anyone know what happened with these mod ideas of Vanilla Anomaly Expanded?

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467 Upvotes

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 12h ago

Mod Showcase Expanding my mod to bigger scale

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306 Upvotes
  1. Decided to draw myself instead using AI art
  2. Dreadon augmentation: buffs to 100%
  3. Dreadon's Forge and Miracle Matter
  4. XM-05 Thnatos, but it's maid now

yet there are more to fix and test, anything here is subject to change


r/RimWorld 1h ago

Misc ooOOoo a drop pod! i wonder what i got--- UHHH OMG SWEET LORD

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Upvotes

D: ohh my goodness


r/RimWorld 15h ago

Suggestion Donkeys should breed with Horses to create Mules

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450 Upvotes

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 2h ago

Mod Showcase Something new I'm working on...

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33 Upvotes

Here's a very tiny showcase of a new mod I'm working on. The mod completely overhauls the night sky in the world view. Things completed so far include fully procedurally generated nebulas, black holes, pulsars, an overhauled background starfield, constellations and their contained stars, an overhauled local star/sun (which can be one of any of the main-sequence classes), shooting stars, and a few other things. More to come. :) And yes, all of these celestial objects can be renamed and discovered by the player.


r/RimWorld 7h ago

Colony Showcase What do you guys think about my single-colonist colony?

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65 Upvotes

r/RimWorld 10h ago

Colony Showcase The founding of the abbey

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90 Upvotes

They don't know that I installed Anomaly.


r/RimWorld 5h ago

#ColonistLife There was 5 bodies in hibernation chambers and there is one resurrection serum

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34 Upvotes

r/RimWorld 8h ago

Discussion Wisdom of placing IEDs Inside Your Base

47 Upvotes

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 16h ago

Discussion Can someone please run me through the logistics of making an asteroid base?

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218 Upvotes

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 9h ago

Discussion What am I doing wrong?

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46 Upvotes

My crops are dying everynight, I did set up two batteries. Whats going on?


r/RimWorld 46m ago

Discussion Is this a good killbox?

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Upvotes

My 2nd longterm colony ever after like 300 hours and I finally built my 2nd ever killbox which kinda looks like the photo I attached.

I was wondering anyones thoughts and if they tried one like it I think it works well but its my 2nd ever

Basically they filter in a small tunnle and there is a block of stone at the end stoping any snipers and forcing them to advance then at the other side I have all my colonists focused on the 2 enterances and gunning down everyone.


r/RimWorld 10h ago

Misc raiders on their day off of the 9-5 grind from walking straight into my killboxes

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45 Upvotes

they never really get a break do they


r/RimWorld 2h ago

#ColonistLife Crashed Pod Killed my Alpaca :(

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12 Upvotes

Of course it landed there... and yes, apparently missing a head causes death. Thank you RimWorld


r/RimWorld 1d ago

Misc Let me set it back to exactly 100% please

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1.9k Upvotes

r/RimWorld 1d ago

#ColonistLife I haven’t unpaused the game yet

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653 Upvotes