I installed the zombieland mod for rimworld so I can do a vampires vs zombies playthrough and it's going pretty good 👍 I figure zombieland would provide a unique challenge for vampires since it would be difficult to obtain more humans for thralls or converts or blood farms or whatever.
So far I've carved out a simple underground base (actually the whole map is underground bc of the biomes! Caverns mod) and have been researching turrets and clearing any potential cover in the two access points to my base. I also discovered that my vampire's hemosage (vanilla psycasts expanded - hemosage) abilities allow me to extract blood from zombies with a spell. I can't store it or anything its rlly meant to be a mid combat refuel but it could be handy.
Currently my colony consists of baspyca, the leader and sole vampire other colony thus far, and his two thralls I can't remember the name of rn, who do most of the work and are better at combat than baspyca. (thralls have nearsighted so they suck with guns ironically but i cant have them infected so) eventually baspyca will be able to recruit more thralls, at least once a raider doesn't walk right into a horde. (had to do some complex mod stuff to make thralls, its similar to gene implanting but with a specific xenotype instead of the users xenotype)
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I can't play rimworld bc any position other than laying down and quivering is very uncomfortable rn. So imma just infodump abt my current playthrough to yall.
I've called the faction "the Tox Pact" a group of pollution worshippers that want to pollute the world as much as possible. (It should be noted that pollution adapted creatures are so plentiful that its less "polluting" and more "terraforming") My 3 starting colonists (as well any future recruit) are a human subspecies known as wasters. These are a people designed to thrive in polluted environments, they are immune to toxic gas and even become stronger from inhaling the fumes. Their purpose is to act as living area denial to prevent future colonization of polluted worlds or polluted parts of world's. Kinda like the universal warning signs on storage sights for nuclear waste.
Now here is where it gets weird, these guys need psychite to live. What's psychite? It's the in-universe stand-in for Coca. Doesn't matter how it's prepared, tea, rock, powder, once they hit puberty they need some once every five days or they will become progressively more ill untill they slip into a coma and die. (They also can't od on it btw)
This isnt their only interaction with drugs, either. They are immune to the harmful affects of another drug called wake-up. Which gives a full night's worth of rest and some bonus work speed for a bit, those not resistant would be at risk of heart attack or addiction.
OK I was gonna write some more stuff but I'm too tired :/
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i made peppino in rimworld
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Rimworld should have a mod where if unarmored enemies or escaping prisoners see 5 turrets close to each other they get the condition "HOLY FUCKING SHIT???" and flee
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HORSE PEOPLE HORSE PEOPLE
I still got a lot of work to do but yeaaaah!!
(In case anyone is wondering about the mods beside my centaurs, it’s unagi’s hair mods and the unofficial 1.5 medieval overhaul, both on steam)
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what's the funniest video game for john kramer to be an expert at
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Feeling kinda bitter and underwhelmed that the RimWorld fanbase largely isn’t concerned with the wider lore of this massive and vague universe they find themselves in. Meanwhile Minecraft fans are having a grand ol’ time speculating about an equally massive and vague universe. C’mon, guys, the “RimWorld Lore” tag is barren!
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the rimworld subreddit continues to be delightful i see
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Rimworld generated a butchy kobold baddie
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Been playing rimworld again, I designed a race of dwarves, naturally skilled at mining, farming, crafting, and melee combat. Requires at least one drink every five days or they will become weaker before slipping into a coma and eventually dying. (Funny thing, I recruited a dwarf whose starting religion forbade drug use so he would become very upset whenever he drank to not die) they are almost completely incapable of using ranged weapons, being naturally bad at using them and being nearsighted. They are afflicted by a mild genetic depression, easily overcome by just having friends and alcohol. They also have powerful immune systems and fast acting clots that automatically tend bleeding wounds, plus being more resistant to damage and pain overall. Finally, they are hypersensitive to sunlight, losing 20% movement in the sun as well as being miserable, so they live underground.
Right now my colony lives in and underground cave biome, farming mushrooms and chickens for food. As well as muffalos for wool and boomalopes for fuel. My 7 (now 8) colonists only have the weapons and armor they landed with, but I'm finally working on some plate armor and Zweihanders. I also grow special mushrooms that act as an equivalent to healroot, and mushrooms that produce insect jelly, which can be made into a delicious preserve for gourmet meals. The colony mascot is Henry, an elephant sized mass of writhing flesh that will fight fang and tentacle to defend the colony. He also acts as corpse disposal for raiders! I intend to start raising some kids soon, as the colony is getting a bit big for only 8 dwarves to sustain.
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our nursery, here at Compound Alpha. even in the eternal snows that blanket Sierra's World, we still find time to take care of our little ones here.
it may be cold, but the spark of life is enough to keep us going, in spite of raiders and mechanoids trying to wipe us off the map.
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rimworld was actually so based for this
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making a colony of hedonist Sheepgirls in rimworld
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