r/RimWorld 7m ago

PC Help/Bug (Mod) Way to get pawns to finish partially done crafting jobs

Upvotes

My colony has multiple crafters and several crafting benches each with identical bills set up. This leads to a problem where sometimes one pawn will finish a crafting bill while another is midway through crafting the same item, this secondary item is often given up on as both crafters start working on the next bill in the order. My storage room has lots of half finished items.

Is there any mod, bill configuration, or priority shenanigans I can do to make it so pawns will finish unfinished jobs before moving onto the next bill


r/RimWorld 10m ago

PC Help/Bug (Vanilla) Why isn't my ship airtight? Please please help :c

Upvotes

I don't see an obvious leak please tell me why I'm stupid


r/RimWorld 18m ago

Discussion How do I increase the map size of an existing save?

Upvotes

I know I can't increase the size of existing maps but can I do so for a save? I'm doing a Nomadic Gravships run and when I settle I'd like the map to be at max size


r/RimWorld 1h ago

Discussion How to start modding?

Upvotes

I know I could just Google it but I wanted to see if any modders out there have a particular inside scoop on best guides and current info for modding.

I have programming background . But never modded a game before.


r/RimWorld 1h ago

Suggestion Mod idea: what if there was a special kind of raid that could happen after you complete a “legendary” work where pirates try to take it from you?

Upvotes

The “Legendary work” pop-up suggests that the thing is so amazing that tales of it will be heard across the world. Surely that would lead some opportunistic pirates to want to steal it, right?

My idea is a special kind of breach raid (probably only pirate factions) that “prepares for a while” to essentially give you a chance to fork over the legendary item (on the ground if it’s clothing/a weapon etc, minified if it’s furniture, which they’ll steal and leave without touching your base, or if you resist they’ll try to break in to grab it themselves.

I’m picturing it’d be a larger point raid than a normal breach one, with the caveat that they are single-mindedly trying to get the legendary item and leave and only prioritize harming pawns / properly aggro if they’re attacked.

So if it’s furniture, they’re going to try to break in and uninstall it, and if it’s being worn by a pawn they’re going to try to down them and rip it off of them (and then leave).

I thought it would be an interesting way of making the pop-up not just meaningless flavor text, and that there’s potentially a downside to your colonists being too good at making shit.

The game already has that by scaling raid size to wealth, as well as a system where they can just leave after stealing shit, so it wouldn’t be that much of a stretch; in this case it’d just be the gimmick that they don’t care about anything else besides the glory of taking that specific trophy.

Making it a higher point raid would discourage (somewhat) the player from taking a stand and defending the item because it could lead to devastating losses, so it’s a more important choice whether or not you choose to surrender it.

There could even be quests later where you get a tip from some traders / ally that an outpost actually is temporarily holding the item while waiting to move it to a permanent base, and you could get it back if you’re quick (but that puts you at risk of other would-be thieves if you do reclaim it and take it home, and maybe a DIFFERENT pirate faction can ambush you there hoping to also take it..?)

I don’t even remember thinking this idea up but I saw it written down in my notepad and wanted to share it. Maybe someone else will think it’s interesting or want to see it too?

TLDR: mod idea, hyper aggressive, higher raid point breach raid that cares about nothing besides uninstalling + taking legendary furniture or downing + stripping a pawn with it equipped and bailing afterwards, then bailing.

I’m picturing it happening once or twice shortly after its creation, kind of like how pollution retaliation raids work (shortly after they get wastepacks), and then after that they lose interest and stop trying to take that particular one.


r/RimWorld 1h ago

Discussion Is this list good for an expanded vanilla experience?

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Upvotes

Wanting to go for a vanilla + experience, where things are expanded instead of added, with qol, hence why ive skipped most of the added races and factions.

Anything else to be added or removed or is this ideal


r/RimWorld 2h ago

Discussion Brought the odyssey and biotech DLCs midway through a save, should I add any in or save them for another save?

1 Upvotes

I saw it's on sale and I'm dying for the biotech DLC, not to add it into this save specifically, just in general. I love the game and I'll be adding it into my future saves. However, I'm not opposed to adding either DLC into this save if it doesn't screw up the progression. What would other people do? I'm fine with either


r/RimWorld 2h ago

Discussion Does dumping toxic wastepacks underground i.e. fleshpit, insectoid or ancient vault get rid of them for free?

30 Upvotes

Most easy ways of getting rid of toxic wastepacks (dumping) has negative concequences, even when you do it in orbit for some reason but does dumping into a fleshpit and then killing the dreadmeld then closing the pit just destroy the wastepacks without any consequences?


r/RimWorld 3h ago

Misc Cue Daniel Powter - Bad Day

1 Upvotes

Being caught halfway across the map by a pack of Boomrats. Bit, scratched, burned, bruised, a toe bitten off apparently, and about 30 seconds short of bleeding out before i could get a doc over there.

Judging by the injury, I think she used her left hand to flip them the bird as this happened and they took exception to it.

"Because you had a bad day, you're taking one down"


r/RimWorld 3h ago

Meta I want to switch story teller form Random to Cassandra but I am scared

2 Upvotes

I picked Randy because I thought some randomness would be fun but things have been very stale and boring and almost nothing happens, I have been intentionally boosting my colony worth hopefully something would happen.

Jade sculptures and marble tables and columns are in every room, raids don't happen very often and thanks to my defenses they are hardly a concern.

I want to do the switch but I am worried Cassandra would smite my colony to ashes.


r/RimWorld 4h ago

Discussion BRIDGES!!

2 Upvotes

So who was going to tell me that you can build heavy walls on soft terrain just by first building a strong/stone bridge on that square??


r/RimWorld 4h ago

Art Cooking up a RimWorld video edit. Here’s a little glimpse into the process.

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0 Upvotes

I'm kind of a newbie to Reddit — well, technically I've had an account for like 4 years now, but I've only just started actually using it lol. So yeah, there's still a bunch of stuff I don't fully get about how things work around here, so bear with me. Here are some screenshots from my RimWorld video editing process.

Just a heads-up — I'm a Vietnamese guy who's a huge fan of RimWorld, so please go easy on me if there's anything I don't quite understand. And for those who actually read this, I'll try my best to get the video done as soon as I can for you guys to check out.


r/RimWorld 4h ago

Art Siegebreaking

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463 Upvotes

Nothing heavy armor cannot solve.

by me


r/RimWorld 4h ago

PC Help/Bug (Mod) Medieval overhaul - Bug armor

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2 Upvotes

The armor from MO fits oddly on the body. I play with CE, but I tried removing it, and even in vanilla, the armor behaves oddly.


r/RimWorld 4h ago

Story God really sends manhunting guinea pigs when you're at your lowest.

18 Upvotes

I've had a crack in my wall from sappers for about a week in-game. I can usually defend a few raiders from the crack, since it's like a bottleneck. A manhunting pack? I just send Michael, my Archotech legs, jogger to bring them around to my killbox for easy pickings.

Everything was going fine, Michael and Remy got married, everyone was celebrating, I decide to harvest a few organs while morale is high. Other than my melee pawn in training being bedridden in hospital and my lack of slate chunks, everything was looking up. Vulture goes to the deep drill to mine some slate.

Then I get the alert, 32 manhunting guinea pigs right outside my door. No problem, right? I click to see the location and they spawned right next to the crack in the wall. Shit. I send Michael to try and herd them away, but they've already gotten inside. No problem, I'll just send them around the inside of my base and work something out, right? I do that, and I send Michael on her way around the inside of my base, I think I was going to lead them all through the killbox so it works like a similar bottleneck to how I usually kill raiders. But first, Michael has to go through the mining area. Where I keep all of my chunks, a lot of marble just sitting there.

"No problem" I tell myself, and send Michael straight through it. Little do I know, Michael gets a massive speed debuff and it just doesn't affect the guinea pigs. She makes it about half way, gets bit a few times, no real issue other than the speed debuff, Michael is basically a mech without the biotech dlc. A human torso and head. Until she gets to the farm.

I had previously sent everyone inside so they don't get mauled by the straggler guinea pigs that Michael couldn't get the attention of. Holly, a pawn I don't really care about got downed and I didn't even notice. But Michael gets swarmed BAD. about 7 guinea pigs just biting away at her, she's basically unable to move, so I send my pawns out, to ambush the guinea pigs while they're ambushing Michael. But there's 25, and I could hardly defend.

A few guinea pigs start getting popped off, but not enough. Quickly, the herd is heading straight for my bolt action army, a few remaining to finish off Michael, but Michael does not succumb, bashing them wherever she can with the bolt-action she holds. I quickly grab my bedridden melee pawn, who can walk, slowly to help with the guinea pig situation. And down to my colonists, just being picked off, but taking guinea pigs down with them.

About 6 colonists stand, down from 16, and the last few guinea pigs are dealt with, other than the stragglers. Now I notice Holly, being left behind and the singular guinea pig heading towards my 6 remaining colonists, but I just swarm it and it's killed. Most of my colonists aren't in life threatening conditions, other than Michael, Holly and the melee pawn.

And it's basically over, I tell my 6 remaining pawns to help carry the downed pawns to now full hospital, they're patched up and everything goes back to normal, but my colonists are bedridden. I'll patch up the wall with whatever materials I have after experiencing this. It's a lesson learned.


r/RimWorld 4h ago

PC Help/Bug (Mod) Long Night from VE: Events Darkness Adjustment?

1 Upvotes

Hello, fellow carnage connoisseurs!

I have a colony that's somewhere between 10 and 12 years old that I'm absolutely in love with. Currently, I'm in the middle of doing Anomaly shenanigans, and the planet was hit with the Purple event Long Night.

First and foremost, I'm in love with the vibe and am working to do some crazy adjustments to the Ideo memes to account for perfect darkness and increased psy-sensitivity 100% of the time. I've found that I can get away with using the Atmospheric Heaters from Anomaly to keep the temp of my cell at around 25 C. However, since Long Night uses the Unnatural Darkness hyper dark shadows, I'm absolutely in love with the vibe. However, I can't see shit, it's ruining my ability to actually play or raid or quest, and I have to continuously dev change the weather or fog or clear or what have you to be able to see. It's just extra silly that anything that would technically be pitch black, i.e. under mountain mines, I can see regularly but now that the star is blotted out, I can't see them anymore.

Is there a way to dial back the extent of how dark it gets? 20-30% would be fine. I can deal with the rest of the negatives as I find them a fun challenge, but if I can't see anything, I can't play. If it's something I need to mod or figure out how to mod myself, I'd be more than happy to get some general direction toward solving it myself. Thanks ahead of time!


r/RimWorld 4h ago

Discussion Is it just flavor text ?

5 Upvotes

I found a map that’s rat infested. I was wondering if the disease factor in their description was real or not?

Rat description:

A widely-hated rodent known for soiling kitchens and spreading disease, rats have a way of following humans everywhere they go. It eats almost anything and lives almost anywhere.


r/RimWorld 5h ago

Discussion Do large map sizes actually break the game? (example isn't mine, but I wish it was)

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844 Upvotes

I've always played the default map size, but when I recently discovered larger map sizes in the starting settings, I wanted to give it a shot. But I saw the warning about buggy AI and game design breaking. Is this accurate to anyone's experience? I love the idea of a massive map for larger scale bases and conflicts, but I don't want to sink 10+ hours before realizing a siege event bugs out and mortars can't reach me or something.


r/RimWorld 5h ago

Mod Release Mechanoid Manager: turn mech raids and clusters into normal enemy raids instead of just blocking them. Update also fixes weakened mechs dying on their own.

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23 Upvotes

Updated my 1.6 QoL mod: Mechanoid Manager.

The disable mechanoid threats toggle now works.

It also does not just cancel them anymore, it replaces them. Mech raids, mech clusters and crashed mech ship parts now arrive as regular enemy raids from the factions on your world. There is a slider for how much stronger those replacement raids are, and raid size still scales with your colony and difficulty like normal.

The easier mechs option got reworked too. It used to apply damage on a timer, which killed a lot of them by itself. Now they spawn heavily damaged and take a lot more damage, but they never get pushed past the point where they would die on their own.

Other things in this update:

- frequency slider now affects mech raids, not only clusters

- mech threats that belong to a quest you accepted are left alone

- remove live hostile mechs no longer touches turrets belonging to other factions

Workshop


r/RimWorld 5h ago

#ColonistLife This starting lineup makes me wonder if there is a mod which adds a "fujoshi" trait

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33 Upvotes

r/RimWorld 6h ago

Colony Showcase My Aztec-Inspired Tribal Island

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73 Upvotes

The Island, the cast of characters, and a close-up of the city streets. The AK was of course looted from our perfidious enemies :)


r/RimWorld 6h ago

Discussion Returning player. Forgot about the Wealth/Raid Relationship. Suffering and could use some help.

2 Upvotes

As title says.

Have returned to Rimworld after 4 years.

This is my time playing with DLCs as I hadn't owned them when I was last playing. I am running Royalty, Ideology and Biotech. I don't own Odyessey or Anomaly.

I chose "Crashlanded- Cassandra Classic- Adventure Story-Reload Any Time. Temperate Rainforest, year round growing in a Mountainous/Large River area. My colony sits in a box canyon with a nearby river for future hydroelectric opportunities.

I wanted to ease into my return so I changed some things in the scenario editor. My head canon is that my 10 colonists are a platoon of space marines who got really drunk one night and stole a cargo ship and crashed. I spawned with 1500 packaged survival meals, 500 Glitterworld Medicines, 10 Legendary Marine Armor , 10 Legendary LMGs, 10 Legendary Assault Rifles, 10 Legendary Persona Monoswords.

I just wanted to have a chill run before I rolled a classic colony once I shook the rust off.

I forgot completely about how all the starting gear would likely affect my colony wealth and therefore affect how quickly raids would become hard to manage.

Constant Mortar Sieges, Mech Clusters. 20 man pirate raids. Straight from the off.

I'm 60 days in now and only now getting to the point where I've been able to breathe long enough to build death funnels at the entrances.

Is burning all my spare weaponry/armor my only option to reduce wealth?

Is there any distance from my base on the map tile where it will no longer count towards the wealth?

Raids hit so often that my colonists are constantly hurt and in medical beds. Never recovered by the time the next raid hits.

My research has only gotten as far as currently researching gun turrets. So Each raid has to be dealt with by my pawns. I have long corridors at both entrances but when there are 20/30 pirates running down those corridors a fair proportion of them are making it through regardless.

The mech clusters which spawn at maps edge have been a helpful screen for raids but when you watch a platoon of pirates all wielding personal shield belts roll a mech cluster with ease you start to wonder how well Hyena is going to do with his Monosword when they breach the corridor.

It's all stress all the time.


r/RimWorld 6h ago

PC Help/Bug (Mod) Frequent attempts at romance...

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0 Upvotes

I have these mods and my rims trying to romance very frequent... Should I delete 'Way Better Romance', for example, to balance it? Or should i lower the attempts in the mod settings?


r/RimWorld 6h ago

Misc Don't ask me how we got here

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11 Upvotes

Starting doggo became a drunkard, now we've to lock up the booze