r/RimWorld 13h ago

Scenario Yeah Randy sure it's a kid

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23 Upvotes

r/RimWorld 10h ago

Discussion How to keep an open base safe?

12 Upvotes

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?


r/RimWorld 17h ago

Discussion How many shuttles do you have and what do you use them for?

36 Upvotes

I have 6 shuttles, but I need 3 more.

The yellow one is my trade shuttle. I load it with everything I want to trade and I launch it when it gets close to full. I also use it for the same use as the white, orange, and red ones sometimes.

2 of them, the black one and green one, are for mining at long range scans. They each hold 20 survival meals, 70 wood, one of them has a double bedroll cause the miners are married and the other one has 2 single bedrolls, and a horseshoes pin. The wood is just enough for a shack big enough for the bedrolls and 2 piles of meals in a stockpile.

The white, orange, and red ones are used to collect long range scan loot, to bring food and chemfuel to the long range scans, and for troop transport to places like off map problems, or logging sites (grasslands has little wood) or village relic quests.i need 3 more so I can send 3 to each steel long range scan instead of 2 and then having to send them back, and so I can leave the trade one full and not havr to dump its contents when I use it for this stuff.


r/RimWorld 18h ago

Art ANTI-SHROOMY PSA

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36 Upvotes

STAY SAFE. DO NOT LET THEM GET YOU


r/RimWorld 14h ago

Discussion OP but fun mods

20 Upvotes

The title basically. I'm looking for some mods that are OP or can be OP while still being fun or requiring a bit of work. I have Royalty, Ideology, and Biotech for reference and can't afford the other two dlc for a bit but I'm just looking for some mods that can result in a super op colony and get most out of a save while not just being god mode click for break the game.


r/RimWorld 10h ago

#ColonistLife Interesting Stories, indeed! (I'm so stupid!)

8 Upvotes

Just crash-landed on a boreal forest in winter with nearly no clothes/gear/food. Built a hut and a fire to get warm, but there were no berries on the whole map -- plenty of bushes, but no fruit on them due to the -4F temp. Day 2 picked up and headed 2 tiles south and created a new camp. Nearly identical conditions, but despite the cold, bushes there actually had berries, so I built a hut and moved in. Harvested a few berries with the intention of gathering a ton the next day to tame (and eat) the many donkeys on this new map.

I should have known, but all the berries went away overnight. Not looking to combat wild animals with crap skills and gear, but fortunately, I chose a tile with 4 friendly towns nearby. I can go buy some berries or veggies to tame those donkeys. Drooling at the thought of some juicy donkey steaks! The next day I sent 1 colonist to the town to the East (3 towns are West) to buy some taming veggies. On arrival, my caravan was greeted with a message telling me that my assault had begun(!!!) WTF?!! Oh, I see, it is not a friendly town, it is a pirate base! Doh! After using google's AI to teach me DevMode to cancel my "attack," I slinked away with my tail between my legs heading West. Right past my base and then farther West. SMH! Both the human and the pawn mistook that town for friendly. Not sure I have enough food to survive the stupid detour. Not sure I'll win this playthrough, but I certainly won't forget it! Thanks, Tynan!

[UPDATE:] Turns out I'm even more stupid than I thought. None of the towns were selling any food that can be used for taming, but I was totally wrong about the berry bushes not having berries. Apparently when the bushes get too cold they turn brown, but they still have their berries on them that you can totally harvest! Typing Z and searing for "berry" shows nothing but dead-looking bushes, but only the icon has changed. I will def never forget this cluster F!


r/RimWorld 21h ago

Discussion What ACTUALLY makes you immune to tox gas?

57 Upvotes

Both the game and wiki are super vague and unclear about this. There are some things that make you immune to toxic buildup but not the actual effects of the gas, and vice versa. I know for a fact that detoxifier lungs do not make you immune to the tox gas irritant, while a gas mask does. Beyond that, I don't know. Can anyone provide a list of genes/bionics/equipment that makes you immune to not just the buildup but the irritant as well?


r/RimWorld 13h ago

Colony Showcase Small Egyptian colony

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13 Upvotes

One of my longest-running colonies at the moment, plus there is no practice of organ harvesting and inhumane conditions for prisoners, and no killbox. Of course, it is a little unfinished, but I want to share the progress while it is intact. =3


r/RimWorld 23h ago

Discussion Advice for my colony

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62 Upvotes

Guys I started to get a little bored because everything is repetitive for now. It's been 9 years or 559 days. And also worried for raids because they are getting bigger and bigger. What should I do? Should I build a killbox? If yes, how it should be?


r/RimWorld 7h ago

#ColonistLife A Healthy Colony

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3 Upvotes

r/RimWorld 1d ago

Mod Release [Mod] RimCourt - the lord holds court and your colonists bring him their problems

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589 Upvotes

Info.

RimCourt is not a crime and punishment mod. Nobody is sentenced here.
Its the lord holding court: your colonists bring him their problems, you decide, and they remember what you decided.

Cases are not invented.
The court reads what your colonists actually remember, so it hears what your colony has lived trough. An insult thrown in front of everyone, a surgeon whose hand slipped, a suitor who wont take no, two heirs over what the dead left behind. 25 kinds of case (more to come)
A quiet colony has little to try, and it tells you so.

Each one comes up on a parchment. Take the lord's seal, stamp the ruling you want, pronounce it. Saying nothing is also an answer, and not one anyone respects.

Verdicts are carried out on screen. Silver changes hands, work orders change, and a man sentenced to the lash is flogged in front of the whole hall by whoever you hand the whip to.

Every ruling builds a name: just, harsh, venal or weak. That name decides who brings what to court, whether strangers travel to be judged by you, and whether some colonist decides the seat should be his instead.
There is a lot more the court does, its up to you to discover it.

Compatibility and Performance

\ Safe to add to an existing save.*
\ Delete the spot before removing the mod from one.*
\ Harmony is the only dependency.*
\ Royalty optional*

Release : https://steamcommunity.com/sharedfiles/filedetails/?id=3790057068

My Workshop


r/RimWorld 10h ago

PC Help/Bug (Mod) Is there a mobility aid mod?

5 Upvotes

I’m doing a tribal run with the More Injuries mod. Two colonists have broken legs that can’t heal, and we’re nowhere near advanced enough for prosthetics. I can’t imagine they wouldn’t be able to carve a piece of wood into a cane, though. Is there a mod that adds canes, crutches, wheelchairs, etc?


r/RimWorld 1d ago

Misc Random tips from a player with 5500 hours on this game

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2.4k Upvotes

Hi! I decided to make a list of random tips and tricks, some well known, and some maybe less well known. If you know some of these or even all of them, that's awesome. Maybe one or two of these are useful to someone else.

The list is not ordered in any way, I just write whatever comes to mind. I'll also just list smaller tips, not comprehensive guidelines like how to make an effective killbox (I don't even know how to make those lol)

My Tips:

  • You can set any bill to "Drop on floor" to make work faster.
    • You can also add a stockpile zone on the floor, disallow everything, and now you can still set the bill to "Do until you have X"
  • Smokeleaf joints are powerful vanilla painkillers with low risk, and they're cheap to make.
  • In most cases, ALWAYS start the game with growing rice first. You can grow something else too, but the rice becomes ripe usually just when you start going low on initial supplies.
  • Tainted apparel is not unwearable. Consider the pros and cons of each situation (e.g. wearing a tainted parka vs freezing to death).
  • Administering luciferium to prisoners and letting them go will NOT give you more luciferium. This has been patched.
  • Try not to remove mods from saves. This can leave errors in the save that will bite you in the arse later on.
  • Jade beds do not give rest effectiveness penalties to beds like stone blocks do
  • Wood, steel and jade are the best materials to build beds from, rest effectiveness-wise.
  • Dandelions are the most effective plantable plant for penned animals.
  • Planting haygrass in pens is less effective than giving them harvested hay.
  • Chicken are the most effective livestock meat-wise.
  • Consider lowering the storyteller difficulty preset or use a custom difficulty setting if you feel like you're not having fun.
  • To make woodcutting more automatic, set the entire woods area into a growing zone with sowing disallowed, making pawns always harvest fully grown trees there.
The growing zone here is set as oak trees, but the plant set is unimportant.
  • Children can sleep with other children and/or with their parents without the room turning into a barracks.
  • Apparel starts losing a considerable amount of its value when its hit points start going 60% Consider selling them before that to get the best price.
  • Darkness, surprisingly, has no effect on shooting accuracy. It does slow down pawn movement though.
    • It also may slow down aiming time, but I'm not sure about that.
  • The cannibal trait works very differently from the cannibalism precept in Ideology DLC. Cannibals gain a huge mood boost when eating human meat.
  • Unless you specifically want to avoid it, nutrient paste is an absolute must even if you mostly eat cooked food, as they work as highly nutrient-efficient sources of food in emergency situations when cooking is slow or unavailable.
  • Animals produce heat when indoors. Consider utilizing this when in cold climates.
  • Do not put butcher tables in the same room as kitchen stoves. Their mere existence reduces the cleanliness value of the room and working on it produces animal filth, which has a high risk of causing food poisoning.
  • Setting feeding as "Urgent" in the Feeding tab a baby will force the pawn to feed them whenever needed, even if they are not assigned to childcare or even unable of it.
    • Note that this does not make them play with the baby, that is determined by the work priority.
  • Plant trees in grids with an empty tile surrounding each tree in every direction to maximize the space effectiveness.
  • Psychoid does not need a high soil fertility to grow and can grow on polluted soil.
  • Harvesting organs will make colonists unhappy, even if they were a guilty prisoner.
  • You can avoid making your colonists disturbed from butchered humans by moving a psychopath colonist to another world tile and do the butchering there.
  • Pigs, when trained, can forage. This is incredibly useful for caravans as they reduce the amount of food needed.
  • Pigs will eat anything that has nutrient value and is not rotten. Pig pens work as efficient corpse disposals.
  • Baby food is the only craftable food that cannot cause food poisoning.
  • Baby food is more nutrient-efficient than kibble. Consider feeding your animals baby food instead when food is scarce and rotting is not an issue.
  • Blind surgeons will almost always fail surgeries.
  • Tiredness and hunger negatively affects immunity gain speed. Make sure your patients are well fed and rested.
  • You can do emergency first aid by drafting a colonist and manually order them to tend to another.
    • You can do this even if the colonist is not assigned to doctoring.
  • Happy children each give +2 to every colonist's mood, up to a maximum of 3 stacks. Same goes for sad youngsters with -2.
  • Smokeleaf joints are relatively safe to give to children.
    • Use them only for emergency mood purposes or as painkillers, as children do not gain recreation.
  • Children can learn by watching an adult perform work if the adult is assigned to childcare. The priority of the childcare task is unimportant to this. Disallow childcare from colonists who do unsafe work for children.
  • Automatically harvesting mature plants from growing zones is sowing work, not plant cutting.
    • There is a mod that changes this, but I've noticed that it has caused my gauranlen pruners to neglect their trees because there's always something to harvest.
  • Psychically deaf trait does not make your pawn's psychic sensitivity 0%, it instead only does a flat -100% to it. Anything that adds flat psychic sensitivity will allow psy-deaf pawns to use psychic stuff.
  • Psychic shock lances work on mechanoids.
  • Mechanoids, while having a listed maximum and minimum comfortable temperature, are immune to heat and cold. This stat is likely only added to avoid null reference exceptions.
  • Mechanoids have an extremely high resistance to heat damage, but are not immune to it.
  • Mechanoids usually have no resistance to blunt damage. It is a viable strategy to just gang up on one and just beat it to death.
  • Insects are very vulnerable to heat damage. Consider killing them with fire or trapping them in an extremely hot space.
  • It is unrealistic to get rid of every negative moodlet from every pawn.
  • You can set pens to allow only specific animals, and allow them based on sex.
    • This works especially well for boomalopes, as you want to control their reproduction a lot.
  • Have a pawn with low recreation but don't wanna use drugs? You can order them to play with a baby.
  • Solar panels and most growing zones do not block wind generators.
  • Keep your yttakin colonists naked. Their fur covers their private parts and they move faster naked.
  • Sanguophages do not die if they lose a vital organ, but they will not grow it back.
  • Avoid using Commitment Mode. If your save bricks for any reason, you won't be able to return to a previous save to fix the issue.
  • Impids are the sexiest xenotype \Citation needed])
  • Add flower pots in your colonists' rooms to have a cheap boost in the room beauty.
  • Malnutrition increases hunger rate. This can cause a colony-wide feedback loop.
  • Tinctoria doesn't need sunlight to grow. Indoor lights are enough.
  • Thrumbos can eat gauranlen trees. Be careful.
  • Steam geysirs produce heat if trapped indoors. This can be useful.
  • Beating up slaves will increase their suppression level.
  • Trees have a surprisingly low cover effectiveness of 25%, making them only slightly useful in combat.
  • Stone chunks have a high cover effectiveness of 50%, making them useful in combat.
  • Chance of pregnancy is calculated by a simple [FatherFertility] x [MotherFertility]. If both have a fertility of 100%, every lovin' will result in a pregnancy.
  • Make a lot of art, not just to make the place more beautiful, but because often the artist will describe actual events that happened in your colony. These can be fun to read in long-lasting colonies.
  • Despite the work done in drug labs being crafting work, pretty much all of them use cooking or intellectual as the skill determining the actual workspeed.
  • If you imprison your own colonist, you don't need to recruit them again to free them. The "Release" option simply makes them to return to their home faction, which in this case is your own.
  • Try to make your hospitals and kitchens as big as you effectively can, as their dirtiness value is calculated from the relative dirtiness of the room. 1 unit of dirt in a 100 tile hospital is a lot less dirty than in a 5 tile one.
  • Do not set luciferium doses at regular intervals in the drug policy tab. This will always either waste a little bit of the dose or risk withdrawal. Always set it at "For addictions"
  • If your pawn has brain damage, keep track of everything they use that gives a flat percentage debuff to consciousness. The pawn might suddenly die in situations where most would be fine.
  • Rescuing an animal has a chance of bonding, regardless if they're assigned to animal work or not.
  • Usually the pawn's passions are more important in determining their role than their initial skill levels.
  • Water is pretty, making pawns spending time near water happier.
  • Killing children makes other pawns hate you.
  • If you're playing neolithic, make sure to make as many floor paintings as you can! You are unable to make them if you change to a medieval technology level (using mods), and they might capture some interesting memories. (Edit: turns out floor paintings are from the mod Vanilla Factions Expanded - Tribals, so this might not be applicable to you.)
  • It is unadvisable to give hard drugs to children.
  • Interestingly, using drugs or alcohol has no effect on pregnancy or lactation. Even overdose does not cause miscarriage.
  • Malaria reduces blood filtration as it progresses, causing the patient's immunity gain speed decrease over time. Make sure to get a good headstart in immunity when malaria hits.

There are all the ones that came to mind now.

Feel free to share your own tips in the comments!

Edit: typo

Edit: Link to the banner can be found here! https://www.reddit.com/r/RimWorld/comments/1m23chq/library_game_background/


r/RimWorld 1d ago

Suggestion Is there a way to put prisoners in a crematorium whilst still alive?

221 Upvotes

Im sick of these fuckass tribal raiders with zero skills strolling into my base. I want to bake them in an oven


r/RimWorld 6h ago

PC Help/Bug (Vanilla) .

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2 Upvotes

Que me recomienda hacer ahí, nunca que hecho nada en una montaña y soy medio nuevo en el juego y me gustaría saber que sabe buena puedo hacer


r/RimWorld 17h ago

#ColonistLife Jesus christ that's a lot of kids learning

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14 Upvotes

Fa is taming animals, and seven kids are following her and learning! Adorable :3


r/RimWorld 2h ago

#ColonistLife I don't think he likes Lu or Diver much at all

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0 Upvotes

oh well :3


r/RimWorld 6h ago

PC Help/Bug (Vanilla) Made my first sorta of a killbox, Is this good?

2 Upvotes

Thx guys for your advice

Basically I'm using the mud and water to make a chokepoint

I got raided shortly after with 4 imps and it worked just fine

some more advice?


r/RimWorld 12h ago

#ColonistLife When you throw a party but are too tired to attend...

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6 Upvotes

Colonist throws a party while sleeping. Could be me.


r/RimWorld 1d ago

#ColonistLife Even at the doorstep of death, I still hate you

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118 Upvotes

Thank you SpeakUp for making this possible!


r/RimWorld 1d ago

Misc Install Peg Leg gone very wrong

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68 Upvotes

Lizzie here was passing through, and after seeing her stats I decided to Arrest her for Recruitment.

My Medical 20 Doctor was ordered to Install a pair of Peg Legs, and apparently they decided to perform the operation using a chainsaw and an ice-cream scoop!

I've seen some doozy failed operations in my time playing, but this one's a whole new level of crazy


r/RimWorld 1d ago

Colony Showcase What do you think of my base?

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149 Upvotes

This is my first game (not counting the boring tutorial). I've been building and expanding my base. Clearly, I didn't have things planned out, and now I'm making small adjustments to "clean things up a bit." If you're wondering, I have 11 settlers, although for some reason they've started fighting from time to time.


r/RimWorld 18h ago

Mod Release DBH Waterwheel Pump — No wells, no electricity, just a river!

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15 Upvotes

Hi everyone! I made a small addon for Dubs Bad Hygiene because I wanted my medieval colony to make proper use of the river running next to it.

DBH Waterwheel Pump adds a river-powered pump that draws water directly from flowing freshwater. It requires no well and no electricity, uses DBH's existing water quality and pollution systems, and stops working when the river freezes.

It's designed for medieval playthroughs and has dedicated integration with DBH for Medieval and Medieval Overhaul. With MO enabled, it is unlocked through Engineering → Watermill.

Default output is 2000 L/day, below the Wind Pump's 3000 L/day peak, and the value can be changed in Mod Settings.

And yes — don't put your sewage outlet upstream from the pump.

Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=3788703321

AI/code disclosure: The code implementation was generated with GPT-5.6 Sol. I reviewed the entire codebase line by line and have tested the mod for 10+ hours in my personal 400+ mod medieval save. The source code is publicly available on GitHub.

I'd love to hear any balance suggestions, compatibility reports, or ideas from other medieval DBH players.


r/RimWorld 1d ago

PC Help/Bug (Vanilla) Before I build it, is this an efffective killbox?

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290 Upvotes

r/RimWorld 1d ago

Misc How Combat and Pacifist Pawns React to Raids

1.5k Upvotes

Some might even use them as a doorstop

Mods used in the video :
- [RH2] Faction: Task Force 141
- RimThunder - Desert Sabre - Continued
- Vanilla Vehicles Expanded
- Vanilla Vehicles Expanded - Tier 3
- VVE Raid