RimWorld, the indie space colony construction and management simulation, has finally touched down on Steam Early Access. Though it's still in alpha, and has been for several years, a passionate player community has sprung up around it. And wherever you find passionate players, you also find inventive modders.
Below you'll find our list of the best RimWorld mods. We expect we'll be updating this list regularly in the days ahead, both with new mods as well as older ones that haven't yet been updated to support the current RimWorld v14 alpha.
Fluffy's Mods
Modder Fluffy has created a number of highly useful mods for RimWorld. You may wind up wanting all of them, but below are a few you should definitely try.
Blueprints
Fluffy has created a nice tool for your building projects that means you won't have to start from scratch every time you begin construction. You can create a blueprint by dragging a box over existing constructions (only yours—you can't create a blueprint from a building you don't own) and plop it elsewhere to more easily build an exact copy. Blueprints copy not only walls but doors and furniture too, making building less of a repetitive task. You can even export your blueprints for use in different saved games.
Relations Tab
As your colony's population grows, you'll have to keep an eye on your colonists' relationships to one another, as well as the relationships between factions. This isn't particularly easy due to RimWorld's somewhat clunky social tab. Fluffy has come up with a much more intuitive system, letting you view your colonists in an interactive and dynamic graph you can see in the video above. At a glance you can tell who likes who, who hates who, and why. It's really neat.
Animals Tab
You're going to be doing some terrible things to some animals in RimWorld and you're going to be treating others as cherished pets. Either way, this improvement to the default animals tab helps you keep track of the details of all of your animals. Gender and lifestage (useful for farm animals like chickens), butchery designation and body size (for meal planning), and other attributes can be easily sorted and scanned. Some of this mod has been incorporated into the game, but Fluffy's version is still more useful, and allows for the renaming of pets.
Colony Manager
Managing a growing and bustling colony is no easy feat, but Fluffy's Colony Manager mod makes it, well, more manageable. With it, you can automate a lot of your colonists' work by setting up production lines that will lead from raw resources to completed products. This includes everything from forestry to hunting to livestock, and a colonist with the 'manager' skill will oversee the production and make changes if there's a problem.
Gameplay mods
Have you built a few thriving colonies and found yourself looking to change things up a bit in your next game? The following mods add a little spice to the formula.
Zombie Apocalypse
Zombies are the cilantro of video games: they get added to everything these days, whether they're needed or not. While zombie mods can be hit or miss, the idea of an infection spreading through your RimWorld colony, turning settlers into zombies capable of infecting more settlers, is a fun one. Plus, if a settler is bitten, there’s still a chance to save them: just cut off the diseased limb before they turn. There are plenty of crises in RimWorld already, but this is a fun addition.
Glitter Tech
Just because you're marooned on a desolate planet doesn't mean you can't have nice things. It's the future, after all, and Glitter Tech ups the ante, giving you access to energy weapons and armor, advanced power generators, and defenses like more powerful turrets, auto-mortars, and blast doors. Thing is, this tech is highly attractive to corporate factions, and they just might come calling to acquire your fancy new toys. Be prepared.
NPC mods
Naturally, a great deal of your time and focus will be on the various NPCs inhabiting and interacting with your colony. These mods make a few interesting changes to those tiny little people scuttling around below.
Expanded Prosthetics and Organ Engineering
While playing RimWorld you'll quickly become invested in the lives and problems of your colonists. This mod lets you become more involved in their limbs and organs as well. You'll be able to research and craft prostheses and bionic body parts and synthetic organs, either to help them recover from injuries or to enhance their abilities. With access to hook hands, brain implants, bionic eyes, and synthetic stomachs, you'll be able to turn each colonist into your own little science project. It even adds a new material called Vancidium which you can use for upgrades.
Orion's Hospitality
As you build your colony you'll sometimes receive visitors (of the non-hostile variety). Orion's Hospitality mod gives you more options besides simply trading with the wandering faction members. Now you can entertain your visitors and spend time with them to make them happy. You can provide them with rooms and guest beds, and if they like the accommodations they may even leave you some silver or other items as a thank you (they may even buy a few of the items you leave in their rooms). If you gain their trust, and have high marks in social skills, you can also convince them to join your colony for good.
Xeva's Rimhair
While the term 'Rimhair' personally makes me cringe, this mod does what it says on the tin. Want more hairstyles for your settlers? Here they are. You might also check out the Spoon's RimWorld Hair mod for some additional 'dos.
Nearly 5 years ago I backed an interesting looking colony sim called Rimworld. When I started playing a couple of months later I found it was… alright. Ugly, a bit clunky and prone to the same AI issues that most tycoon games run into. I let it be.
But two years ago, I decided to dive into it again after coming across an old sendowl code in an abandoned hotmail inbox. Now I’m 200 hours down on the Steam version alone, and I just can’t stop.
Last month I just put my latest colony to rest after we failed to stop an orc invasion and our food stores had been burnt down, leaving the crippled survivors to starve in the harsh winter. I could have tried to travel across the new world map and tried to raid a nearby ape tribe, maybe steal their food and settle again but it was no use. Better to let them die with dignity. The dying were frozen, hopefully to be saved by those more able than us.
While the developer’s work has brought Rimworld along in leaps and bounds, I can say without a doubt that it’s thanks to the plethora of mods that I’ve fallen this deep into the rabbit hole. From full overhauls like Medieval Times to quality of life changes like Research Pal, mods are what makes Rimworld so full of potential.
So if you’re late to the party and aren’t sure what mods you’ll need then you’re in luck, here are the mods I can’t play without.
First up, How To Mod:
Rimworld can be a bit strict on how it deals with mods and if it detects a nasty clash it’ll unload all of them so keep yourself right with these handy tips.
Some of these mods require HugsLib which is a community code library and any mod that serves as groundwork (HugsLib, JecsTools, Misc Core) should be at the top of your load order so dependent mods can read from it.
Any mod that reads from other mods should go low on the load order to make sure they can get all the information they need. Hospitality, for example, takes faction mods into account and should be low on the list to prevent clashes.
Thankfully Tynan has said that the way mods are handled will be changed in the upcoming 1.0 release.
The mods you Need:
EdB Prepare Carefullyby edbmods
If you’re new to Rimworld, play at least one save without Prepare Carefully, just to get a feel of what the ineffable dev Tynan Sylvester intended. Then, after you’ve been suitably dragged through the mud, get this mod.
Prepare Carefully allows you to tweak everything about your colonists from their appearance to their names, stats, traits, and equipment before giving you a nicely laid out menu for you to pick your starting resources from. It removes the points limit the base game uses to ensure a fair loadout so have some sense in what you choose. A dozen max level colonists armed to the teeth with laser weapons can be fun but it gets old fast.
Colony Managerby Fluffy
Honestly, I’m surprised I haven’t recommended this before as it’s a huge improvement. With the manager you can take out the micromanagement of manually designating hunting and wood cutting jobs. All you need to do is designate how much wood and meat you want to have stored and your colonists will try to keep it as close to that as possible. The manager also helps with herds, letting you set up auto-butchering, designate areas to keep predators away, as well as taming and training to your specifications.
Seriously, this is an important one if you want a smoother colony. In fact, check out most of Fluffy’s work to make the micromanagement easier.
Hospitalityby Orion
One of my biggest gripes with the base game - that has been addressed somewhat in alpha 18 - was that visitors had very little purpose. They would wander into your map, stay around for a little while (usually in front of the turrets or out in the rain) and then wander off home. Occasionally traders would come but they were few and far between.
Hospitality fixes this by giving you the ability to build guest rooms, to tell guests where they can and can’t go, to designate items in an area as buyable, and to improve (or damage) your relation with a faction by having someone dote upon them. It adds a lot of options like opening a hotel where you serve colony brewed beer or having a nice human trafficking ring going on.
Tech Advancingby GHXX
One of my biggest gripes with Rimworld is that for the life of me I can’t work out how to get my tech level to advance. Seems I’m not the only one either as modder GHXX has put together a handy little mod that advances your tech based on what you’ve researched.
Once one of the two Conditions(either A or B) is fulfilled:
Condition A: If you researched all projects of techlevel X and below, then the techlevel rises to X+1
Condition B: If you researched more than 50% of the projects with the techlevel Y, then the techlevel rises to Y
Nice and simple and strangely absent from the base game.
Dubs Bad Hygieneby Dubs
I like my tycoon games to feel realistic and while Rimworld goes in depth with moods and needs, it neglects one of the most basic needs: hygiene. I was more than unreasonably excited when Dubs Bad Hygiene released as it made my bases more believable.
Toilets, showers, sinks, baths, waste processing plants, sewage, and pipe systems are all added as well as the hygiene and bladder needs. And of course, the more opulent a bathroom, the happier your colonists will be.
Rah's Bionics and Surgery Expansionby Rah
Slightly less important in B19, RBSE has been a staple of the Rimworld modding community as it allows for the creation of prosthetics, bionics, and advanced bionics, synthetic organs, and brain implants.
It also changes how organ implants work, allows for bone repairing, and adds a whole slew of changes across the board. There are two versions available, LITE and Hardcore which both use different costs for the various craftables.
Do not use with expanded prosthetics and organ engineering.
Rimworld Giddy Up
Mod Managerby Fluffy
Modding can be a massive headache, doubly so if you don’t have the right tools. Thankfully Fluffy provides again with a mod manager that is reminiscent of the Nexus Mod Manager. It’s mostly painless and allows for much easier list organising, mod list saving, and (most importantly) allows you to store local copies of your mods. Less of an issue now that 1.0 is out, but still useful if you want to ensure the safety of your long playthroughs.
Some Quality of Life mods:
Colour Coded Moodsby PorqueNoLosDos
While Tynan, blessed be he, has done a lot to improve the moods and how easy they are to tell, this little mod makes it just a little easier.
Normally your colonists have a bar behind them that will lower as their mood sours, this changes the colour of the bar depending on how low it goes. Green for happy, yellow for meh, red for sad. Simple.
Common Sense Modby Avil
Y’know that frustrating moment in tycoon games where you design a beautifully laid out base/theme park/hospital only to watch the AI clumsily route itself through the gardens/fridge/minefield? Well, Common Sense aims to fix that by making your colonists just a bit smarter.
From cleaning their workstations and rooms before working or sleeping, getting their outdoors fix during recreation, and just generally handling a bunch of things better, this is definitely one for the bigger colonies.
Dubs Break Mod by Dubwise
A micromod that, for someone who sorta sucks at Rimworld, removes a painful niggle. Usually colonists will have extreme breaks if they’ve got a bunch of little problems (ate without a table, small room, tattered clothing) and haul off to go murder their friends and family. Not the most realistic thing in the world (though I’m sure a lot of us can sympathise) so Dub’s Break Mod necessitates at least one -20 mood thought to cause an extreme break.
Replace Stuffby uuugggg
Rimworld doesn’t have a replace or upgrade command by default which can make upgrading your perimeter wall a dangerous task. Either you break it down and replace it as you go, build it one block further out or closer in, or you stick with the wooden wall until it gets destroyed and your last colonist is cut into mince meat by a scyther.
Replace Stuff allows you to upgrade walls and items by placing objects of a different type over them. Then, much like placing a floor over a tree, your colonists will break them down and build over them. Handy.
Realistic Roomsby CrisniperThe default Rimworld scenario has you control three colonists that crashland on a namesake rimworld, some distant wild planet. Then they have the cheek to get upset about not eating at a table and about having a small room and having to wear Kyle as a hat because we’re freezing to death and he was incapable of hauling. Snobs.
Realistic Rooms reduces the size requirements for bedrooms to something a bit more manageable which just makes things much nicer.
Research Palby Charlotte
The research tab has always been a bit finicky, especially once you start adding research from mods to it. Sometimes certain mod research can cluster together on the vanilla tree, making it very difficult to follow.
Thankfully Research Pal clears the table up and takes some lessons from recent Civilisation games, allowing you to choose a research and automatically queuing the necessary steps.
While You’re Upby kevlou
It’s always frustrating to watch someone walk past something you want moved. Doubly so when they then have to track all the way back to pick it up, wasting even more time. Thankfully there’s a mod for that (which is a phrase I love). While You’re Up makes colonists check to see if they can haul anything while they’re heading to their current job. So a cook passing some crashed meals will pick them up and take them to the freezer first. Remember, time saved means lives saved.
Some mods that add Cool Stuff to the game:
Misc. Robots++by Alæstor
While it is possible to train animals to haul and hunt, the common badger finds it very difficult to cook a decent meal and labradors make terrible surgeons. So what are we to do? Do it ourselves? Bah!
Misc Robots adds robotic helpers that come in different tiers (I - III) that specialise in certain skills and can really take the weight off your colonists. Cleaning robots are my particular favourite. A really fun mod if you prefer your game with more of a hard sci-fi flavour.
Requires Misc. Robots and Misc. Core in descending order: Core - Robots - Robots++
Save Our Ship [Reloaded]by pipakin (original by Kentington)
By far my favourite mod that had been sadly abandoned. With the final goal of Rimworld to be building a ship and escaping the planet, it’s very easy to get disheartened. The colonists you’ve seen grow so much over the past few hundred hours will escape but that’s the end of it.
Well not anymore! With Save Our Ship your next save can start with your previous colony and ship touching down on another Rimworld. The suffe-fun, the fun never ends!
You will need to build and launch a ship before you can use the mod.
Fashion Rimstaby Spoonshortage
As I said before, I played a lot of Sims when I was younger and I bought a lot of DLC so you probably saw this mod coming.
Fashion Rimsta (Fashionista, get it?) adds a bunch of new clothing options to the game, including uniforms that improve a colonist’s abilities in certain areas. Want your surgeons to look the part and work better? Scrubs. Better builders, hi-vis vests. I’d recommend mixing this with Apparello 2 for maximum customisation.
Dinosauriaby spincrus
Adding in giant carnivorous reptiles and insects may not sound like the most sensible option for the already difficult task of surviving on a Rimworld but hear me out. You can tame dinosaurs.
With art that fits perfectly with vanilla Rimworld, Dinosauria is my personal favourite expansion, even if it does make the game much harder. It’s like 2D ARK: Survival Evolved, what’s not to love?
Just, don’t expect sauropods to go down easy…
Rimsenal Seriesby rooki12k
This is actually a collection of mods but they’re at their best when used together so:
Rimsenal Core adds new weapons and armours from 4 weapon companies that each focus on different strengths (sort of like the weapon companies in the Borderlandsseries).
You need Rimsenal Core to install the others.
Rimsenal - Federation adds new energy weapons alongside a new pirate faction born from the remnants of an interstellar empire. They had powerful heat weapons, new armour tech, their own custom mechanoids, and are generally a frightening sight to see dropping in from orbit.
Rimsenal - Ferals adds even more new weapons alongside a new pirate faction. The ferals are brutal psychopaths reminiscent of the Reavers from Firefly that field twisted mutants and junk weapons.
Rimsenal - Security adds new turrets based off of the 4 weapon companies from Rimsenal Core, as well as explosive barrels and dummies to distract enemies.
The mod author has also made a custom hair pack called Rimhair, a mod that expands on the vanilla weaponry called Rimsenal - Enhanced Vanilla Pack, and a Rimsenal - Storyteller Pack that includes three new storytellers that are designed around the Rimsenal lore.
The link leads to the collection where all of these mods can be found.
New Big Stuff
With Rimworld finally stable, modders have been able to spend more time building their big projects. From Save Our Ships getting more and more complex to a plethora of mods working on compatibility, Rimworld is evolving. The two biggest ones that I want to highlight are:
Twitch Toolkitby spare some ¢ence please
If you’re a fan of Twitch streamers then this one will really excite you. By some sort of coding magic viewers are now able to earn currency by watching the stream and spend it to trigger events. Hire mercenaries for or against the streamer, spawn traders, and more as the beta mod develops.
If you are a Twitch streamer, the mod also gives you various options when interacting with your fans like letting them buy colonists or gifting them lootboxes with a random amount of coins.
The mod is currently in beta and will get more stable and have more content as it develops.
Survive Togetherby Zetrith
This mod is currently only available on GitHub but has instructions for installing.
Finally, the moment we’ve all been waiting for! Multiplayer!
Survive Together allows you to play cooperatively with friends over LAN or online with direct joining or with your Steam friends. Most vanilla features are supported and you can play with mods as long as you both have the same mod list installed (though it is recommended to check the Tested Mods list to avoid any issues).
The possibilities with this one are incredible. As you can spread out into different maps and have consecutive colonies on the go (just like vanilla), you can build a proper empire with each colony headed by its own player.
All mods are compatible with 1.0, check your version before installing.
Download vray sketchup 2016 free. Push and pull surfaces to turn them into 3D forms. Start by drawing lines and shapes.
If you have any mods you think should have made the shortlist, leave them in the comments section below and maybe they’ll let me do another one of these!
Comments
Related Posts from Strategy Gamer
RimWorld is Steam's No.1 Player-Rated Game
07 Jan 20190Rimworld hits Version 1.0 this month
08 Oct 20180Meat Lovers: The Sociopath's Guide to Rimworld
17 Jul 20180Featured
The 2019 Steam Summer Sale is Here!
26 Jun 20190Essential Board Games for Strategy Gamers 2019
25 Jun 20190Essential Kerbal Space Program Mods
14 Jun 20190The Best Board Games on PC 2019
25 Jun 20192Strategy Games to Look Forward To in 2019
06 Jun 20192Celebrate Digital Freedom with the Humble DRM-Free Sale
03 Jul 20190Essential Total War: Attila Mods
28 Jun 20190Top Articles
Civilisation 6's Best Civilizations
02 Jul 20191The Most Essential Stellaris DLC
05 Jun 20198Cuphead is an action game released and developed by StudioMDHR. First declared in 2014, the game has been released in September 2017 for Xbox One and Microsoft Windows. Cuphead free download pc game gameplay is based with gun degrees and run. The game also has a degree arrangement, along with role-playing components. Cuphead has lives.
The participant can buy weapons and”Charms” (special skills ) in the store using coins gathered from the run-and-gun levels. Player characters feature a parry attack which may be utilized on specific items marked in pink, to different effects; the main of these being raising a”superb meter” that empowers stronger strikes.
Contents
- 2 Cuphead Free Download for PC
- 2.1 Free Download Cuphead PC Game
Cuphead Free Download PC Game Full Version
You understand a joke may begin amusing, get bothersome become funny again? That is Cuphead’s strategy to pleasure. Having a gorgeous near-unceasing flow of boss battles, the introduction of Studio MDHR made me shout with joy and dread but I depended by the ending. Also check this game Battletech Torrent Free Download
The thing is that Cuphead free download seems astonishing. Its 1930s cartoon style — juddering, all of watercolour wallpapers and surreal personalities — cover homage to his ilk and Max Fleischer, and therefore are executed. It manages to balance heaps without feeling unreadable in the most frenzied moments of transferring components and a blur. There might never be a match which looks like that and There’s never been. Each scene is a masterwork — it is a achievement for an art fashion.
Cuphead Free Download for PC
The audio work is an perfect game: a massive mess of high-tempo ragtime, swing, big band, and jazz (the listing of musicians is nearly as long as the remaining credits united ) pummels away beautifully in the backdrop of each struggle. It creates free download Cuphead feel out and its mixture of’30s aesthetics and’80s layout heady than ever before. In addition, I feel duty-bound to point out that the manner Porkrind that the shopkeeper bellows”welcome” made me laugh each and every time I discovered it.
There and men and women will be attracted to this, but hardcore layout, a market is concealed by that veneer. You might have gleaned by now this sport is really tough. It uncompromising from the beginning in its own difficulty. No level comprises checkpoints and, barring one, there’s not any way to recover health. You may also like this Stellaris Torrent Download
You could hit amounts which take hours to conquer, and the finale is locked off till you conquer every other degree on”Frequent” problem (i.e. extremely hard ). As Cuphead‘s pal Mugman makes occasions onscreen that far more difficult to follow, and do not feel that things will facilitate up — falling in another participant. If anything else, I find it harder using another participant.
Free Download Cuphead PC Game
And as I played because interacting with Cuphead free download for pc with I stopped noticing lots of the artwork is frantic stressful, it gets ignored by my right-brain because of diversion. This robot shooting laser obstacles is currently hovering a run of zones along with hitboxes.
If one boxing frog investigates itself to turn that’s not anything more than a stage shift. My favorite boss style — a giant bird sporting cuckoo clock armour and its own miniature, beam gun-wielding chick — flames wads of crap in the by turning its mind into a bin, but I just noticed that detail once I saw someone else play with it hours later.
System Requirements for Cuphead PC Game
Minimum:
- OS: Windows 7
- Processor: Intel Core2 Duo E8400, 3.0GHz or AMD Athlon 64 X2 6000+, 3.0GHz or higher
- Memory: 2 GB RAM
- Graphics: Geforce 9600 GT or AMD HD 3870 512MB or higher
- Storage: 20 GB available space
Cuphead Free Download PC Game Full Version
RimWorld Beta 18 – A World of Story is released! Here’s the video (where I accidentally call it Alpha 18 – old habits die hard).
To get the update: If you’re on Steam, the game will update automatically. If you’re DRM-free, you can re-download from the same link you got the game from originally. It always has the latest version.
If you want to keep playing Alpha 17 on Steam: Right click RimWorld in the Library list -> Properties -> Betas -> Choose alpha17b from the drop-down menu.
It’s finally in Beta! This is build 0.18.1722 of RimWorld. That last number is the number of days since I first started working on RimWorld in February 2012. 1722 days – almost five years. It’s come a very long way since the first public look in September 2013. It’s time to start bringing it to a close, which is why version 0.18 is Beta 18 instead of Alpha 18.
The “Beta” designation means that we’re on the final stretch before the 1.0 release, and that there won’t be major content additions like whole new game systems. Of course we will almost certainly add more content, before the 1.0 release or after. We will also continue seeking feedback so we can fix those little bugs and design problems that only become apparent after tens or hundreds of hours of play. RimWorld has become an exceptionally complex game, and it takes a long time and a huge amount of play to understand how to improve it. So it’ll keep evolving for a while.
In any case, enjoy Beta 18. There is a lot of new stuff. See the features list below for details, and watch the video.
Compatibility: Saved games from non-modded Alpha 17 should still be loadable, though some things may change upon loading (e.g. characters may forget what they are doing; buildings may insta-deconstruct if they changed size and no longer fit, etc). Complex mods made for A17 won’t be usable and will need to be updated. Very simple mods may still load.
Rough features list:
- New swamp biomes: Swamp biomes are hard to move through due to choking vegetation, and hard to build in due to swampy terrain. Many new plants were added to fill out these and other biomes.
- Tropical swamp
- Temperate swamp
- Cold bog
- New incidents:
- Meteorite impact. A meteorite impacts, leaving a lump of mineable ore.
- Aurora. A beautiful aurora lights up the night sky, improving mood.
- Tornado
- Peace talks quest
- World refugee quest
- Prisoner rescue quest
- Storyful combat: A major rework of melee combat, and a new way to report all combat interactions. Storyful combat generates a combat log that reports each blow, miss, swipe, block and fall in the combat. During or after a fight, you can review the combat log to see what happened, to generate a richer story.
- Various research has been split up
- Gun research is now broken into several stages, so making advanced guns like assault rifles takes more research than making simple revolvers
- Melee weapon research is now broken into several stages
- New furniture
- Bedroll: Portable bed
- Dresser: Passively improves room
- Endtable: Passive improves room
- Various new table sizes
- New quest reward special items:
- Psychic emanator
- Vanometric power cell
- Infinite chemreactor
- Techprof subpersona core
- Healer mechanite superdose
- Resurrector mechanite superdose
- Orbital bombardment targeter
- Orbital power beam targeter
- Tribal content upgrade:
- Ikwa melee weapon
- War mask
- Tribal headdress
- Recurve bow
- Tribal hunter
- Tribal heavy archer
- Tribal berserker
- New world site components (used in various situations):
- Sleeping mechanoids
- Animal ambush
- Enemy ambush
- New mental breaks:
- Insulting spree. Randomly go around and insult people.
- Targeted insulting spree. Follow around a specific other colonist, insulting them repeatedly.
- Tantrum. Go around randomly smashing furniture, buildings, and damageable items.
- Bedroom tantrum. Go to your own room and randomly smash furniture, buildings, and damageable items.
- Targeted tantrum. Go to destroy a single, specific, randomly-chosen, valuable item or building.
- Sadistic rage. Melee attack prisoners for a while. Fists only. Only occurs when there are prisoners to attack. Does not attack downed prisoners.
- Corpse obsession. Dig up a corpse and drop it on a meeting spot table or in a random high-traffic area. The mental break then ends.
- Catatonic. Collapse on the spot into a downed state with a psychological breakdown. Recover some days later. This can be implemented by a “catatonic breakdown” hediff.
- Jailbreaker. Colonist goes to a random prisoner (who is capable of prison breaking), and upon doing a special “spark jailbreak” action with them, induces an immediate prison break in that prisoner.
- Slaughterer. Slaughter random colony animal(s) periodically.
- Murderous rage. Hunt down a specific colonist or prisoner (randomly chosen) and attempt to kill them by melee attack. Uses melee weapon or fists, as equipped. Keep attacking until the target is dead.
- Run wild. The pawn basically starts acting like an animal. You can tame him to try to get him to rejoin.
- New mental inspirations. Basically reverse mental breaks – these give temporary bonuses to colonists in high moods.
- Work frenzy (1 day): Global work speed 2.5x
- Go frenzy (1 day): Walk speed 1.5x
- Shoot frenzy (3 days): Shooting hit chance improved as though the pawn is 10 skill levels higher.
- Inspired trade
- Inspired recruitment
- Inspired surgery
- Inspired art
- World features like lakes, mountain ranges, and bays are now detected and named. Names are displayed in the world view.
- Caves now form sometimes in mountainous maps. Inside there are special cave plants. There can also be dormant insect hives.
- Many new tale types were added. So, the game will record many new types of events, and colonists can make art about them. Art descriptions should be much more diverse.
- Crop blights now appear and spread over time instead of instantly destroying crops
- Spaceship is now bigger and has one more component, the sensor cluster
- Spaceship quest ending phase: When going to the hidden space ship to finish the game, the game does not end instantly on arrival. The map generates with the ship intact. To take off, first you must power up the ship, which takes some days, during which you must survive raids.
- Space ship construction now requires advanced components, which have their own tech tree and production method
- Split pistol into revolver and autopistol
- Boomalopes can be milked for chemfuel
- Added chemfuel generator, which generates electricity from chemfuel
- Artillery works differently now. There is one type of mortar, which can fire any type of shell, with each shell creating a different effect. The shells are explosive, incendiary, firefoam, and antigrain (a special high-tech warhead).
- Seasonal latitudes: Seasons now more reasonably adjust depending on latitude. Instead of flipping at the equator, there is a seasonless crossover zone.
- Redesigned alert letter types and sounds to be more specific.
- Pawns can now be banished. This is analogous to abandoning pawns in caravans.
- Technical: The save file now contains the actual contents of the planet map, instead of just the seed to generate it. This speed up loading, makes forward compatibility possible, and makes it technically possible to modify the world map during play.
- Many many tunings, bugfixes, and redesigns.
EDIT (Nov 20): I forgot to mention another feature we added, which is queuing orders. You can now queue multiple orders for colonists. This was a ton of work to do because it forced us to separate the code that validates jobs from the code that initiates jobs, but should make many things much more convenient for players.
SteamedSteamed is dedicated to all things in and around Valve’s PC gaming service.
I watched a man tearfully avenge his dear old dog, freshly murdered by a dastardly raider, and then cook and eat it immediately afterward. What the fuck, RimWorld? What the fuck?
RimWorld is a sci-fi colony sim with dashes of Dwarf Fortress, Firefly, and The Sims, but that description doesn’t really do it justice. It’s a game about people run through a meat-grinder of insanely harsh conditions and the stories that emerge.
This piece originally appeared 7/20/16.
Let’s start with my still-unfolding RimWorld saga. You can craft wildly elaborate custom scenarios, but I decided to go with a basic “three crazy kids (and their stupid, non-talking dog)” setup. They’d crash landed on a chilly wilderness planet with enough supplies to last a week or so, tops. Despite this, they began their ordeal in good spirits. That did not last.
Advertisement
There are tens, maybe even hundreds of factors that affect your colonists and their mental states. Comfort, beauty, hunger, warmth, relationships (with people and animals), conversations, sickness, aches, and pains cover the basics, but it gets super granular. Colonists might be happier eating at a crappy wooden table than on the floor, but don’t expect them to love you for it.
As you expand your living quarters, the game’s AI storyteller (of which there are a few, each with their own quirks and tendencies) procedurally generates events. I chose Cassandra Classic, who even on “Rough” difficulty gives you plenty of space to settle in before dropping loads of bloodthirsty pirates on your doorstep/plot of dirt that your colonists like to pretend is a doorstep so they don’t start crying every time they step into the hovel they assembled from their shattered dreams.
Advertisement
Things began simply enough. The game’s menus are more streamlined than other games in the Humans/Humanoids In Deep Shit Simulator genre, but they still took me some time to wrap my head around. Hints aren’t always, er, helpful, and the game could use a more directed tutorial system. After a few in-game days, however, I had reliable supply lines of food, materials, clothes, and weapons, and I was able to start researching my way out of The Stone And Splintered Tree Bark Age.
Then it happened. The screen’s edges went red. A threat was inbound. I prepared myself for the worst, “drafting” each of my colonists into attack mode. I clenched my jaw and narrowed my gaze. This was it.
Advertisement
Seconds later, I got this notification:
Advertisement
“A local rat has gone mad. It will attack everyone it sees.”
I laughed for a solid minute. It sounded like something out of a crummy street corner conspiracy rag on the slowest news day of the century. “Local Rat Goes Mad, Kills Everyone It Sees.” A single bullet did it in, and then things were back to business as usual.
Advertisement
Later, a naked man emerged from the bushes and joined my colony. His listed profession was “graphic designer,” which seemed about right.
Advertisement
A few in-game days after that, I got my first pirate attack. Unfortunately, I didn’t do a great job of positioning my people, so the colony dog intercepted the lone sticky fingered jackwagon. She was on her last legs by the time my colonists arrived to save the day, and her owner, Ian, had to watch her fall. The game notified me that it would affect his mood, because you know, DUH. I imagined him biting back tears as he opened fire on the pirate.
I wanted to capture the pirate, but the game informed me I needed a separate room with a prison bed in it first. As my colonists built that, they continually walked across the face of the paralyzed and bleeding pirate. I know it was just an AI pathing quirk, but I like to believe they did it on purpose.
Advertisement
Then Ian dutifully hoisted his doggy daughter’s red-spattered form over his shoulder and somberly walked into the house. “Poor guy,” I said to myself. “Having to bury a pet is the absolute pits.”
Advertisement
Aaaand that’s when he plunked her onto the butcher’s table and turned her into food. My jaw just about hit the floor. I did tell him to collect/prepare any and all meat, though. He obeyed despite the nauseating prospect of scarfing down his own pup. Hell of a survivalist, that one.
I’ve only played for a couple hours, but I’ve read far more elaborate stories from other RimWorld players. They’re even more indicative of just how ridiculous this game can get.
Advertisement
Here’s an excerpt from the tale of Brendan Caldwell of Rock Paper Shotgun’s pop star princess:
“Crazed with pain and lack of sleep, she went berserk and chased everyone out of the clinic. She terrorised the dinner guests in the common room, and pursued them into the garden, where she chased them around. When she couldn’t catch the colonists, she turned on the animals – hares, pigs and rats – punching the poor creatures to death in her rage, ignoring the scratches and bites she got in return. Ignoring her old friends.”
“Finally, a colonist stepped up, walking up to the rampaging diva and knocking her out cold. When Min came to, she was back in the clinic. It was completely refurbished, clean and presentable. But the same could not be said for Min.”
“This once beautiful pop idol, who people would fall in love with before she even started to sing, was in tatters. She now had no nose, no left ear and no right arm.”
Advertisement
And here’s the tragic conclusion of a Steam reviewer named Engie’s tale, which centered around a useless wanderer named Big and a badass lady named Jude. They fell for each other and lived in bliss.. until RimWorld decided to snatch away their happily ever after:
“Tragedy struck, raids happened, and soon enough there were just 4 people out of 8, in the dead of winter, forced to cannibalize those who fell in raids. However, even after being infected with Sensory Mechanites, forced to endure excruciating pain, and watch her friends die, Jude didn’t break. She appreciated those nights with Big and the art he had made. The others did too, seeing hope in the art carved into grains of wood.”
“Winter ended, things were looking good, until a raid blindsided them while Big was on a hunt (even though he wasn’t able to lift the kill, his aim was great enough that he was the safest hunter). Big went down, but he was a fighter and held on. He watched as his friends, NO, his family held off the raiders with the help of turrets Jude had made. 1, 2 went down. The third decided to cut their losses and ran home, but not without grabbing Big first. The others fought to save him, but none could quite match his skill with a gun.”
“The raiders called for a trade, silver for him. Sadly, they had just used the last of their silver to finish sterilizing the hospital floor. With heavy hearts, they were forced to decline the trade. Not even a day later, they got the news. Big died of infection from his injuries, not quite able to hold on as they scraped together every scrap of silver they could to try and save him.”
Advertisement
Another tale of canine-induced heartbreak from Steam reviewer Fawge:
“So I had my colony of Fawge Town thriving. Technology was good, chokepoint was good. But then something happened that at the time i didn’t believe was a big deal. Toxic Fallout. Stay inside otherwise you and your animals will get sick over time, collapse and die.”
“Anyway I didnt give it much thought. However only 4 days had passed when I realised the food was running out. And the only food source I had left were my three huskies and pet Panther. It was a hard choice but I had to slaughter one of my dogs and prepare her meat so that the rest of the colony could survive. for two more days.”
“Day 6 I had run out of food again and this time I had to slaughter another Husky and my pet Panther which had helped me defend the colony from many raids.”
“The day after their sacrifice was made the toxic fallout ended. And their deaths were in vain.”
“I have not played a game that made me think so hard on a decision. I seriously thought my colony was going to starve to death. If I make it - It’s going to be for those poor huskies and pet panther.”
Advertisement
Rimworld Weapon Comparison
Lastly, a short and bittersweet one from Steam reviewer KiLord:
“My colony was attacked by a crazed chinchilla. This chinchilla managed to kill my only hunter. Because everyone else in the colony was unable to hunt, they all started to starve until they resorted to cannibalism. One of the colonists had an issue with this, and went insane. She then murdered all my remaining colonists, and wandered off and committed suicide via boomalope.”
Advertisement
So there you go. RimWorld in a nutshell. It can be slow-moving and obtuse, but if you like developing strangely powerful feelings for tiny characters and then watching them go mad and die, I absolutely recommend it. Related: what’s wrong with you? What’s wrong with me?
Rimworld Search And Destroy
You’re reading Steamed, Kotaku’s page dedicated to all things in and around Valve’s wildly popular PC gaming service. Games, culture, community creations, criticism, guides, videos—everything. If you’ve found anything cool/awful on Steam, send us a message to let us know.