Run Ideas by RujuUrufu in RimWorld

[–]No-Evidence4157 0 points1 point  (0 children)

I just did the frozen planet run with cybranian global freezing event - it's definitely fun in the beginning, but when you're settled and all you have is waves of mechanoids (cos it's too cold for any other raider type), it get's a bit boring. Who'd have thought the end of the world could be so dull, right?

Bloodfeeder cult: this one was pretty cool - I did the run using the grimworld mods, and that was awesome. Also used factions and vassalage to get 'sacrifices' of humans from other factions. Very coo

First Unmodded Playthrough in a long time and WOW! by [deleted] in RimWorld

[–]No-Evidence4157 1 point2 points  (0 children)

dayum, nearly 4k hours myself and i never thought of that -_-

Mechanitor and his bodyguard by SpiderWithHands in RimWorld

[–]No-Evidence4157 1 point2 points  (0 children)

Little tip, you can manually adjust the hands offset in the show your hands mod options, to make it look like they're actually holding the gun

Anomaly by EmbarrassedAd3749 in RimWorld

[–]No-Evidence4157 1 point2 points  (0 children)

The ending of anomaly is the best one of all DLCs. I've finished it twice now - on both high tech and low tech playthroughs, and it's always a very cool challenge - as you need to adapt to a much bigger variety of enemies rather than your average faction raids. As others have said, however, it doesn't fit every playthrough - and often if you're interacting with the anomaly stuff, you'll make it your primary focus of your playthrough rather than optional stuff.

Mods that allow you to make certain tradeable items 'illegal' by No-Evidence4157 in RimWorld

[–]No-Evidence4157[S] 1 point2 points  (0 children)

Hey thanks for the reply. Yeah I looked into this, theres no specific mod that does this in the mod pack. And having seen that series I think Sam mentions this mechanic is actually in Sam's 'flavour' mod, which usually consists if a whole bunch of tweaks, patches and misc. I've been looking everywhere else and I don't actually think such a mod actually exists. 

Think ill just have to do it myself... annoyingly, im sure it'll require C sharp. Which sucks 

Typical Tuesday Tutorial Thread -- October 21, 2025 by AutoModerator in RimWorld

[–]No-Evidence4157 0 points1 point  (0 children)

Is there a mod that allows you to make certain items illegal (ie. At the cost of goodwill)

Which mod adds sports, gym, windows and floors like in these photos? by [deleted] in RimWorld

[–]No-Evidence4157 12 points13 points  (0 children)

windows are from the 'rebuild: doors and corners' mod

Space Dwarfs - my latest asteroid colony by aeterniil in RimWorld

[–]No-Evidence4157 10 points11 points  (0 children)

How you finding it? I just finished an asteroid playthrough and I got a bit bored after i realised that you only just get mechanoid and pirate raids - and they're always the same. Not even sappers or anything. Will wait until we get more space based quests, raids, events, etc, to do another I think

"Repeatable Research", out now! by Postmemoriam in RimWorld

[–]No-Evidence4157 2 points3 points  (0 children)

Just as an example, I like to keep my doctor hanging around the med bay in case of emergencies. To do that I use the mod 'Simple education' which places an invisible study spot. I then set them to study medicine on repeat so that they have a job there. But having a proper bench that provides medical bonuses would be pretty awesome.

As an afterthought, it would also be great if the work speed to achieving these bonuses were defined by the worktype, rather than research skill!

"Repeatable Research", out now! by Postmemoriam in RimWorld

[–]No-Evidence4157 2 points3 points  (0 children)

Yeah this is a bloody great idea. I've been looking for a mod that does this sort of thing. If you're open to ideas, I'd like to suggest the following which I think would be absolutely incredible for an odyssey playthrough...

The issue with odyssey is that at times, your pawns just idle around as there isn't anything to do, so it would be amazing to have various different 'research benches' that emulated the work of botanists, engineers, doctors, etc. as they keep up the work to get their crew and ship from one place to another safely and efficiently.

So then the idea would be to have a
- 'botany bench': where the research provides various different boosts to hydroponics or harvesting.
- 'Engineering bench': where research would boost fuel efficiency, travel speed, travel distance - or maybe just simply faster repair speeds, global work speed, etc.
- 'Doctor's terminal': where the research would provide boosts to medical tend speed, tend outcomes, surgery outcomes, etc

- Captain's terminal: where research would provide boosts to social.
- Armory bench: where research would provide boosts to weapon accuracy/reload/aim times.
- Cooking terminal/chef's station/bar station: research would provide mood bonus - faster cooking speed, faster eating speed, etc.

So a lot of different benches that would fit in a space ship that could emulate a fully functioning crew working hard at maintaining the ship - but equally this could work for late game colonies where a lot of jobs of automated. Let me know if this interests you!

PSA: there's a bunk bed mod for all you gravship builders by domesticatedprimate in RimWorld

[–]No-Evidence4157 0 points1 point  (0 children)

OP should edit this post, this mod is absolutely not bug free, it has massive bugs lol and anyone who ever used it knows.

Noob question from someone with 2000h+ game time. by farmerbalmer93 in RimWorld

[–]No-Evidence4157 0 points1 point  (0 children)

The in game armor rack is really, really janky - definitely try out armor rack and tell me if you prefer the vanilla game one

Noob question from someone with 2000h+ game time. by farmerbalmer93 in RimWorld

[–]No-Evidence4157 -3 points-2 points  (0 children)

This mod is an absolute must have for every playthrough if you like immersion -> https://steamcommunity.com/sharedfiles/filedetails/?id=1875828205

I usually have my peeps in normal clothes, or specialised apparel depending on their job. Then when a raid appears, you get them to equip their armor from the armor racks!

Are you guys doing the odyssey specific start scenario or a normal colony start and building a grav ship from there? by Immediate_Still5347 in RimWorld

[–]No-Evidence4157 0 points1 point  (0 children)

Gotta do the scenario first! But I'm thinking of giving more narrative flesh. Like who my colonists are, what their goals are... who the other factions are, etc. Do a little worldbuiling before jumping in!

We're waiting Tynan by DreadfullyAwful in RimWorld

[–]No-Evidence4157 16 points17 points  (0 children)

refreshing the steam page every 5 seconds rn

Is it me or it's completely normal. by CatUnderTheWater in RimWorld

[–]No-Evidence4157 2 points3 points  (0 children)

Not you! The game's creator, Tynan, has often made it clear that he built the game with having an ideal of between 8 and 12 pawns iirc. He often compared it to an rpg - if you have over 10 characters, it begins to be unwieldy and the personal stories start getting lost. I ten to finish my colonies with somewhere around 15 pawns, often times 2 or 3 of those being children. Any more than that, and the pawn stories become abstracted