r/RimWorld

🔥 Hot ▲ 202 r/RimWorld

Rimworld on PC is basically a whole different game.

I’ve been playing Rimworld on console for the past couple of years, I’ve heard about how the PC version is super different but I always assumed it was exxageratted a bit. But after getting the PC version a couple of days ago it’s opened my eyes to just how inferior the console version is even if I still love it, the fact that shelves are actually useful in the PC version baffled me cause I always thought they were just a waste of resources in the console version. I really hope one day they come back to the Console version of Rimworld and load it up with all the PC goodies. I’m excited to continue playing and see the rest of what I missed out on

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u/Red_Rocket- — 5 hours ago
🔥 Hot ▲ 593 r/RimWorld

Help with the name of a mod

I just saw a video where (I don't know if it's real) it shows an interface in the style of Papers, Please where you choose what to do with the prisoners but I can't find it. Does anyone know what it's called?

u/Santichichai — 8 hours ago
🔥 Hot ▲ 369 r/RimWorld

In 500+ hours of playing I never noticed that some pawns are side sleepers and others are back sleepers.

u/justsomegraphemes — 8 hours ago
🔥 Hot ▲ 263 r/RimWorld

Take Hostages: Grab human shields, negotiate ransoms, and force retreats!

Hey everyone!

Ever felt like combat in RimWorld is a bit too "all or nothing"? You either kill the raiders or they kill you. I wanted to add a layer of tactical grit and diplomacy to the heat of battle, so I created HostageTaker.

This mod allows your drafted colonists to physically seize enemies during combat, turning a desperate firefight into a tense negotiation.

Core Mechanics 🛡️

  • The Grab: Right-click an enemy with a drafted colonist to attempt to take them hostage. Success depends on Melee skills, health, and positioning.
  • Human Shields: Use the enemy against their own! While holding a hostage, there is a 65% chance to redirect incoming damage to them.
  • Tactical Retreats: If you capture enough of their friends (30% threshold), the remaining raiders might actually value their lives and offer to retreat if you let the hostages go.

The Ransom & Exchange System 💰

  • Comms Console Integration: Demand silver for your captives. If the faction cares about them, they'll send a drop pod full of silver once the prisoner is safely off-map.
  • Prisoner Exchanges: It goes both ways! Enemies can capture your colonists, leading to tense exchange proposals to get your favorite researcher back.

Deeper Immersion 🧠

  • Hostage Rebellions: Don’t get too comfortable; a high-melee prisoner might try to break free if your guard is lacking.
  • AI Reactions: The enemy AI won't just stand there. They will attempt to flank you or perform counter-captures to regain leverage.

Compatibility:

  • Safe to add or remove mid-save!

Download here:

https://steamcommunity.com/sharedfiles/filedetails/?id=3711584147

u/Lejuni0r-_- — 7 hours ago
🔥 Hot ▲ 1.6k r/RimWorld

What's Your Reason For Using Mods?

APPROVED *Stamp*

Mods used in the video :
- Pick Up And Haul
- Milira Race
- RimThunder - Enduring Freedom
- [RH2] Faction: Militaires Sans Frontieres
- Tactical Fulton Extraction System
- Vanilla Furniture Expanded - Props and Decor

u/TheTheDuhh — 15 hours ago
🔥 Hot ▲ 63 r/RimWorld

[Hospitality Mod] How do I keep broke guests out of my colony?

I have a luxury hotel that can net 150 silver (I charge 95 because I’m kind) per room, how do I keep broke ass guests with less than 20 silver from coming into my colony and getting pissy that there’s no affordable rooms for them?

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u/ego_dead_ — 5 hours ago
🔥 Hot ▲ 313 r/RimWorld

FYI : You can install Factory Drills on gravship.

It doesn't work in space (for the obvious) but having automated drills working 24/7 for such small crews wherever you land and when your crews are working on the field is great. Because free metals.

Mod : Vanilla Furniture Expanded - Factory Module

Don't mind the notification. I am just curious so that was unsaved.

So, yes, it can be installed on Gravship substructure.

u/AdrawereR — 12 hours ago
🔥 Hot ▲ 359 r/RimWorld

Is my gravship ready for Odyssey endgame?

Nearly 500 days into my run! It’s been wild. Lost my original 3 pawns twice, lost my gravship engine THRICE. But we got here.

Wondering if this looks suitable for the final odyssey quest?

u/Low404 — 14 hours ago
🔥 Hot ▲ 237 r/RimWorld

ts what i imagine what my colonist with incapabilities of violence n shi while my colony is getting 🍇 by mechanoids look like

u/Visual-Bag-967 — 12 hours ago
🔥 Hot ▲ 617 r/RimWorld

I made miniature diorama inspired by Rimworld caravan, and this will be my new scenario!

u/PainterLJ — 16 hours ago
🔥 Hot ▲ 611 r/RimWorld

How come no one talks about Phoenix armor?

The phoenix armor is by far the best looking armor in the game and is incredibly useful for crowds. And c'mon,the idea itself is just sick.

u/Usual_Cobbler_1984 — 18 hours ago
🔥 Hot ▲ 2.3k r/RimWorld

I don't think this was in the bodyguard's contract when he signed up

u/-StarCore- — 23 hours ago

How intelligent do you guys think the anomalies are?

This is what I was thinking for each entity:

Shamblers are essentially mindless as they are corpses reanimated via archites, they likely have no basic instincts or any form of intelligence. Instead I believe their archites are driven by subtle influence from the void/Horax but at the same time the archites can also be influenced by humans (as deadlife dust released from player made shells and packs reanimates shamblers that are friendly to the player and all of their allies yet still retain their mindlessness when it comes to fighting.

I believe fleshbeasts are either some sort of hive mind or are otherwise pre occupied with trying to occupy more territory, both above and below ground, with the fleshmass and that’s the reason for things like fleshmass hearts essentially an organ the fleshmass uses to spread its influence. Beyond this fleshbeasts display only mindless aggression and don’t seam intelligent at all, if they are all part of a hive mind then said hive mind could or could not be sapient and capable of actual thoughts.

Oddly enough, sightstealers seem to be social creatures as they intentionally congregate into packs and the game describes them going on “terrible hunts” and this can be seen because if you find a lone sightstealer, once it is killed or downed, there is a chance for the game to notify you that a bigger wave is on the way. Beyond that the screaming sightstealers do when revealing themselves or gathering for their hunts could either be taken as something they do naturally without a reason or a way to intentionally cause panic in their victims. In combat, sightstealers still don’t display much in the way of intelligence as they have no sense of self preservation or battle tactics beyond waiting until they are close to actually reveal themselves. Also side note they are smart enough to respond to the screech from creepjoiners.

Ghouls while they were previously an intelligent creature they seem to have lost all of said intelligence as they will happily gorge themselves or former friends, lovers and family members. On top of that Ghouls are also incapable of basic speech and seem to have lost all survival instincts beyond violence (IK they are technically capable of firefighting if drafted but I assume that’s either unintended or for gameplay purposes). They also are not intelligent enough for to utilise even the most basic of Neolithic weapons like clubs.

Revenants are actually quite interesting because I believe they are the only entity capable of some level of sapience as they are intelligent enough to open any door (even security doors), they know when things are going their way as they flee when directly confronted while knowing when to strike and the reason I believe they hypnotise colonists is that when hypnotised the mind of a human is under Revenant hypnosis their mind is in a constant state of torment and the Revenant revels in the suffering of said humans and that would being that sadistic requires a minimum level of sentience.

Noctols at least know that their survival is dependent on the noctoliths as they will attack the player’s colonists if the said noctoliths are attacked.

Gorehulks sometimes congregate into hordes so they may also be social creatures similarly to sightstealers.

Would love to hear other people’s opinions.

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u/WX-78_User — 8 hours ago
🔥 Hot ▲ 5.6k r/RimWorld

A bad case of Leg-Brain. There is no cure.

Installing an Archotech leg into someone's brain makes them... really smart?

You can, in fact, replace every single organ with an archotech leg and you end up with a super-pawn with over 200% on all stats. Or replace their torso with a leg and they... they're just a leg.

u/A_Canadian_boi — 1 day ago

Lucius and his gang going on a mission

Does this still count as colonistlife or a story? kinda fits both but anyways, i was bored and wanted to try making a... a crude cinematic attempt, Davinci resolve kept crashing so it's only most of what i wanted...

I apologize for any sudden ear piercing sounds, Davicni keeps having audio bugs for me to check properly

Still i had fun lol.

u/IAmDuck00 — 7 hours ago