Afaik there is no such mechanic in the game. Likely you just had bad luck

There's also a clean pathfinding mod

In misc perhaps?

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My apologies for not removing the life sim add, I didn't see any reports, I'll look into this, so I'm not instantly removing it but will soon. * it has been deleted and user is banned

#RimWorldPorn

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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 3 months ago

The blood trail ending at the prison door is creepy

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submitted 3 months ago* (last edited 3 months ago) by TheVillageGuy@rimworld.gallery to c/RimWorldPorn@rimworld.gallery
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[-] 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

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submitted 5 months ago* (last edited 5 months ago) by TheVillageGuy@rimworld.gallery to c/RimWorldPorn@rimworld.gallery
[-] 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 23 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
[-] TheVillageGuy@rimworld.gallery 5 points 7 months ago

That was just a self imposed rule, see part 1

[-] 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

[-] 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.

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

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TheVillageGuy

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