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Thanks for subscribing everybody and keep those lovely renders coming! !RimWorldporn@rimworld.gallery

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No body

[-] TheVillageGuy@rimworld.gallery 5 points 4 months ago

It's always good to have the game running at 900tps and then hear a very large explosion while watching someone hunting and then move back to see your colony is no longer a thing

[-] TheVillageGuy@rimworld.gallery 5 points 5 months ago

Doesn't the game warn you in general when settling near other factions?

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I did a void provocation and kept my colonists grouped together. Then traders arrived and the revenant spawned inside the area of my proximity detector

[-] TheVillageGuy@rimworld.gallery 24 points 6 months ago

Can't emphasize enough how hard it is

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submitted 6 months ago* (last edited 6 months ago) by TheVillageGuy@rimworld.gallery to c/rimworld@lemmy.world

For how long should spoiler indicators be used? (From release date)

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submitted 6 months ago* (last edited 6 months ago) by TheVillageGuy@rimworld.gallery to c/rimworld@lemmy.world
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submitted 6 months ago* (last edited 6 months ago) by TheVillageGuy@rimworld.gallery to c/rimworld@lemmy.world

Is a spoiler warning like this enough to warn us not to look at content, or should spoilers be behind a NSFW tag?

[-] TheVillageGuy@rimworld.gallery 5 points 7 months ago

That was just a self imposed rule, see part 1

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submitted 7 months ago* (last edited 7 months ago) by TheVillageGuy@rimworld.gallery to c/rimworld@lemmy.world

🚨 SPOILER WARNING: Read ahead at your own risk! These preview blogs WILL SPOIL some of the surprises in the expansion. 🚨

This Anomaly preview talks about the new rituals you can perform and the followers of the void.

[-] TheVillageGuy@rimworld.gallery 6 points 7 months ago* (last edited 7 months ago)

Past day 120 so no more mining, we have to be fully self sufficient. We grow cotton to make clothes, which we sell for construction materials to expand. Part one

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Ice sheet day 146 (media.rimworld.gallery)
[-] TheVillageGuy@rimworld.gallery 5 points 7 months ago

I did that on my first run. It was in fact not that hard as back then animal migrations were insanely large. But then after an update all solar panels were gone as they'd increased in size. Eventually I continued but had already gotten accustomed to some qol mods like moody and numbers so just continued modded.

[-] TheVillageGuy@rimworld.gallery 4 points 8 months ago* (last edited 8 months ago)

check out @rimworldporn@rimworld.gallery and drop a render! As a self-proclaimed render expert I'd recommend a 32PPC jpeg over a low-res PNG. You can go up to 30MB on rimworld.gallery

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Latest update with a few minor improvements and a bugfix. Default filesize is now 20mb as with 25 it would still go over 30mb sporadically, which is the @rimworld.gallery limit

Merry rendering

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Oppenheim (rimworld.gallery)
submitted 10 months ago* (last edited 10 months ago) by TheVillageGuy@rimworld.gallery to c/rimworld@lemmy.world

This colony was posted here by accident so I've moved it. I'm providing you with a link

[-] TheVillageGuy@rimworld.gallery 4 points 11 months ago* (last edited 11 months ago)

This should be achievable by relatively simple modding. What I usually do is make way more quality meals than simple meals, and place them last in the jobs list. So only when the chef runs out of ingredients, will he start making simple meals. They can't eat what's not there.

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Hot potato 2023 (twitter.com)

Wow that's a lot of days of streaming. Let's hope some will be rendered and added to rimworld.gallery

[-] TheVillageGuy@rimworld.gallery 8 points 11 months ago

Bed rest at a higher priority than tending can lead to this

[-] TheVillageGuy@rimworld.gallery 5 points 1 year ago* (last edited 1 year ago)

A psychic ship landed in the East, where there's no vegetation. We fired at it with 20 explosive shells. We accepted a mission getting 3 sieges, the 1st successfully set up below the ship and fired incendiary shells at us. The next 2 sieges arrived right next to the ship. We called for friendlies to finish off the ship (now at 19%), they landed right next to it and destroyed it. Mission accomplished! The mechanoids now went for the siegers, but were outnumbered and took heavy losses. The siegers then went after the mechanoids coming for the base. Then only the Apocriton (the what?) remained when the siegers fled, so my heroes took it out. zoomed out view

[-] TheVillageGuy@rimworld.gallery 4 points 1 year ago* (last edited 1 year ago)

That's something you'd never hear me say. Please don't suggest I would. It hadn't even occurred to me.

In fact it's quite the opposite, self-ridicule for those whom, like myself, have played ridiculous amounts of hours of RimWorld and recognise the fun about that.

They're unroofed hallways

view more: next β€Ί

TheVillageGuy

joined 1 year ago