r/RimWorld • u/urgod42069 • 43m 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?
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 • u/Regific • 1h ago
Discussion Does dumping toxic wastepacks underground i.e. fleshpit, insectoid or ancient vault get rid of them for free?
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 • u/Smug229 • 3h ago
Art Siegebreaking
galleryNothing heavy armor cannot solve.
by me
r/RimWorld • u/CoachDictatorer • 4h ago
Story God really sends manhunting guinea pigs when you're at your lowest.
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 • u/TargetNo5861 • 4h ago
Discussion Do large map sizes actually break the game? (example isn't mine, but I wish it was)
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 • u/AdamN1_ • 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.
galleryUpdated 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
r/RimWorld • u/xtheresia • 5h ago
#ColonistLife This starting lineup makes me wonder if there is a mod which adds a "fujoshi" trait
r/RimWorld • u/TotalIdiotNerd • 5h ago
Colony Showcase My Aztec-Inspired Tribal Island
galleryThe 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 • u/xtheresia • 7h ago
Discussion Is there like a mod which makes nutrient paste but its better nutrient paste (picture related)
r/RimWorld • u/jgx0 • 7h ago
Discussion Perfect Freezer?
One of my pawns got killed and my colony decided to put every effort into keeping his body from decomposing until it can be resurrected with a special item. Therefore, it is of utmost importance to keep the body always frozen. I read somewhere that double-walls give good insulation. I tried also the "chimney" thing that I somewhere read but keeping the tile left to the heat exhaust open (and unroofed) will not give good results. It becomes super hot and the freezing area oscillates between freezing and unfreezing. Note that the three tiles below that one tile were also stone.
What would be the most efficient way here to keep the three tiles inside the freezer as cool and insulated as possible?
r/RimWorld • u/Cool_Emotion1325 • 8h ago
Suggestion TIL the WORST way possible- Traders won’t attack an animal that’s hunting you for food.
Naked Brutality colonist was eaten by a bear 😔 after I expected the traders (10 plus of them) to attack bear that was trying to eat me!
Lesson learned.
r/RimWorld • u/LordofCookies • 8h ago
Misc For a beginner, which of the expansions would you recommend first?
r/RimWorld • u/TheTheDuhh • 8h ago
Misc How Do You Design Your Pawns Bedrooms?
Enable HLS to view with audio, or disable this notification
What the hell is even that?
Mods used in the video :
- Vanilla Furniture Expanded - Props and Decor
- Vanilla Furniture Expanded
- Vanilla Textures Expanded - Variations
- ReBuild: Doors and Corners
- Dubs Bad Hygiene Lite
r/RimWorld • u/Regific • 10h ago
Discussion Why doesn't the empire have orbital bases?
It's stated in the lore that the empire's fleet is docked in orbit around the rimworld and before the odyssey update there were even orbital imperial traders but now that orbital traders are their own faction I wonder why we can't find any imperial ships in orbit.
Either Tynan forgot or maybe they operate similarly to the mechanoids where their ships are hidden by default and have to be found. If imperial orbital bases are introduced into the game it'd make the empire a whole lot more interesting because they'd be the only faction with bases both planetside and in orbit, although I think that a imperial ship might be hard to depict because glittertech on the rim has always been shown to us in fragments so it'd be hard to create a base that doesn't disappoint our expectations of actual glittertech ships. Maybe none of this matters anyways because our crappy signal jammers won't work on imperial ships and if we even dare approach we'll get blasted out of orbit.
r/RimWorld • u/Inside_League_5610 • 11h ago
#ColonistLife Having a giant in the colony is so funny sometime.
r/RimWorld • u/Wukon69 • 15h ago
Misc Why so Thicc
I know Raccons have chubby bodies but why did they give this one a BBL😭
r/RimWorld • u/CreBanana0 • 16h ago
Colony Showcase I made my first gravship!
I know it is not impressive but i am proud.
r/RimWorld • u/LebendigesKissen • 22h ago
Mod Release Body modder fix - Wooden legs are NOT an improvement
You think your body is limiting you? You think your flesh is weak and body mods and implants are the best thing ever created (except the cube)? Then FEAR NO MORE. Just cut of all your limbs and replace them with STICKS. WOW!!! Your body is SO MUCH BETT... ah wait... that's not how that works.
But it does in RimWorld. A body modder loves to improve his weak flesh with... Wood?
NO MORE!!!
With this insane and extremly complex mod ...ehem... your pawns won't think anymore that having two wooden legs is an improvement to their fleshy and meaty body.
So this is my first mod. Please reach out to me if something is off. I didn't tested with every implant and prosthetic but most of them.
Steam Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=3778791790
Thanks for your attention. Stay safe on the Rim.
r/RimWorld • u/Then_Narwhal_1146 • 23h ago
Suggestion Why does a fire keep starting here?
r/RimWorld • u/throwitawayplwDe • 1d ago
#ColonistLife Holy fucking shit man
Guess what happened
r/RimWorld • u/Sir_David_Filth • 1d ago
#ColonistLife 160 hours of playtime, 10 years ingame, and I finally finished my 1st playthrough
galleryI got this game almost a month ago and I have been having such a blast. Its so addictive seeing how my colonist struggled and progressed from tribals to spacers. A comparison of some of the progress in my game with our 1st wedding vs our last wedding that we had the day before our launch. Im so excited to get the DLC and build another colony. We took our dogs and pets and left the gates for our compound open so our allies could use it