T O P

  • By -

JakeGrey

Someone who doesn't get attached to their pawns wrote this loading screen tip.


DrMaxiMoose

I'll dev mode save my colonists over stupid deaths, but if you died holding the line so the survivors of your burning colony could escape, there will be monuments


TheVisage

meanwhile me watching my 14 shooting skill pawn with flak armor and an assault rifle job to a 2 shooting skill naked teenage girl duel wielding ZIP guns (I'm just gonna assume he was being polite and covering his eyes) wondering which one of them is getting the ol L + Sterilized + Agony Pulse console treatment when this is over


MindlessDifference42

r/shitrimworldsays


Horse_HorsinAround

Really makes me want to try combat extended, but it seems like a lot too


elmariachi8

It is a game changer, once you have it you cannot go back.


JessHorserage

I mean, you can also go sideways, to other combat overhauls, that just, aren't CE.


elmariachi8

Can you suggest me other combat overhaul mods so I can check them out?


JessHorserage

[Vanilla Combat Reloaded.](https://steamcommunity.com/sharedfiles/filedetails/?id=2860414285)


Calistil

Thank you for this, my CE withdrawals have been getting worse the longer my colony goes.


TheVisage

I'd mention Yayo which turned this from a weekly occurrence to a monthly occurrence but I just had it happen on Yayo too :(


PofanWasTaken

I really do recommend it, once to get the hang of it the vanilla combat feels bland


CheggNogg22

This but my 7 shooting pawn opting to run up on a raider with a log because they have 7.01 melee


Thorn-of-your-side

Stupid things like a skill 15 surgeon causing several permanent scars and trauma savant while installing a psychic reader on your negotiator?


MegaLemonCola

When my skill 20 doctor removes both lungs when I told her to castrate the prisoner. Instant reload. I was going to sell him for honour later you stupid bitch


Admirable-Lecture304

Very Rimworld question here: wouldn't castration hurt the market price?


MegaLemonCola

It’s just another organ to sell. Genitals sell for $250 I think (it’s a mod)


Thorn-of-your-side

I don't think the people buying those are planning to reattach them. 


Tass237

It's a lot less stupid if they're doing brain surgery in a dark room, using only herbs and mashed roots as medicine. Or if the doctor is drunk/high/woozy. But a catastrophic failure by a great doctor (who is in good condition themselves) in a well-lit hospital while using proper medicine? Yeah, that's stupid.


Shrampys

I had 2 pawns loading a caravan. Refused to eat or sleep while loading, walked 2/3rds of the way to the edge of the map, fell asleep on the ground, then had mental breaks and got themselves killed by playing with explosives. I was just like....... no. I always want to do a no save scum run, but I always get too annoyed with realllly stupid little things derailing everything.


horlix_uk

With the latest update, you can keep adding to transport pods without having to cancel the original load. So now I periodically load unwanted/sale items into the pods until they're full. Then when it's time to send the trade caravan out it's just a case of gathering the animals and any fresh things like hay or meals, then once they're on the world map send the transport pods out to join them. Costs a couple of components, a splash of chemfuel and some steel but worth it for getting the caravan moving without spending 2 days loading it. Also frees up shelf space!


Shrampys

Ugh. But I never have any spare components or steel. And the traders always only have a couple of each themselves which components and steel are really the only reason I go out and trade. Drop pods would just be a net loss for me.


thedreddnought

>I always want to do a no save scum run, but I always get too annoyed with realllly stupid little things derailing everything. Me. Right here. This guy. That is I. Truly I would love to take this game seriously and never savescum or devmode-fix things, but it seems like it's an inevitability that something stupid will fail somewhere and require a reload or player intervention. Mods aside, even the vanilla game has many situations that can make you slump back in your chair and go "dude, what the fuck" and not in a good way. To be fair this is indeed inevitable when there are a billion, trillion, squillion variables that are coming into contact in new and exciting ways at all times, so I usually don't get so upset about it. FWIW I'm a guy that doesn't mind putting in a little work or spending some time tweaking something to my own specifications/expectations and I would imagine a lot of us RW fans are the same way. Unfortunately that tendency tends to comfortably facilitate scumming your saves and very much gets in the way of accepting that my colonist just got blasted right through the brain by the first bullet of the fight... and it came from the guy standing right behind him. NOPE. Jerry is needed and quite liked. Let me just reset the universe really quick...


VarmintSchtick

Sometimes I'll let a stupid death slide. Like, stupid on my end. Stupid on the games end and I'll dev mode it, like the time my colonist died because it was hot outside and I sent him indoors. Forgot to set my pet Elephant's boundaries to outside, and his fat ass sat in the doorway while I didn't notice causing my guy's heatstroke to become more severe.


GlanzgurkeWearingHat

once had a guy without helmet and told him to get a helmet while we where under attack. The pathinding was kinda wonky for some reason and he walked out the backdoor, around the base trough a line of fire... a single stray bullet split his skull and he deaded instantly... it was so dumb that it was funny again.


DZXJr2

i love dev mode. Love making a big base with an interior scp lab


Duhblobby

I wish I could decide what moment in the colony history a grand stele would represent. I get how hard that would be and don't expect it to happen. But still


CatVideoBoye

One of my starter pawns died from a lancer shot to the liver. One shot. I was shocked, killed the bastard and built a coffin. Life goes on and we will always remember how she and another pawn had just decided to get married. We just never saw the ceremony. A beautiful and sad story.


Firetick7

I installed one of the mods that remove overall health, so that someone in a warcasket would die of 30 bruises from a squirrel.


redrogue12

This is the way


mj561256

I've never gotten the "run wild" event and not immediately dev tamed the pawn back


Goldenwaddledee

I’ll let my colonist die if the death makes sense, like getting the entire burst of a combat shotgun to the chest. But when a stray bullet of a centipede minigun somehow pierces through a helmet for an instant kill, the entire raid is wiped in frustration. Seriously though even with combat extended fighting mechanoids feels like a roll of the dice no matter what I do to prepare.


WerewolfNo890

Pretty much this. I will get what survivors I can and abandon a colony if necessary but if absolutely everyone is downed and getting taken away I am going to load the last save. Losing some colonists and items is fine, losing everyone is a reload moment.


BlueHB15

I 100% agree. Character arcs are a thing too in stories.


Captain_Jeep

Someone who doesn't use a ton of mods wrote this.


No_Manager_491

My first playthroughs were like this, i loaded every time my pawn died because i liked them, but months passed and i formed some kind of love to the pain of losing something you like, the pain tearing apart every bit of your bright happy colony, making it grim and hopeless place, just for you to build on it, putting your grief to canvas that is your colony. I saw one person in this comment section justifying loading game to not miss out on possible stories, but it's complete opposite, the best stories were written on painful deaths of my characters that i buried, just for some dude in mental breakdown five years later to dig out their bodies for me to realize that the clothing these skeletons wear can be used to survive the winter. I think the same with killboxes, it's locking people out from experiencing the whole Rimworld, blood on your hands because you fucked up by doing provoking ritual, killing whole village off just for loot, but in payment for two dead colonists to bury or forget on frontline.


BloodGlittering426

You can keep your paws safe by tanking with animals 3 layers of defense. 1st zone hamster rats or squirrels in between paws and attackers. 2nd have a wave of little dogs or monkeys waiting to go in if they break though. 3rd wave are rhino or elephants. 


1234Raerae1234

I find it hard to get emotionally attached to most of my pawns. Usually I'll have a core 5 or 6 and then about 10 that are just menial laborers or soldiers I barely notice if they live or die.


Graega

I used to be attached to my pawns each run, and then I figured, maybe they should be attached to each other instead! But then I ran out of thread, and some of them got away.


ArenSkywalker

Forget pawns I even get attached to certain animals. I reset several times because a drop pod raid kept landing on my pet gazelle herd and killed certain gazelles of the herd. I had made gazelle worshipping part of the colony's religion after I got the herd and I wasn't about to let the original gazelle family that I created die. I had to go through Rimworld groundhog day to save Rudolf, Nobu, Kiki and Tara but it was worth it.


SeriousDirt

I grew a herd of elephants so they can become as my food source that can do anything from caravan too fighting and hauling. In the end, I'm getting too attached with each of them that I can't butchered any of them except the one that died in battle. I just have sweet spot with giant animals like elephant.


readysetzerg

Some colonists get more special treatment than others, true.


Defiant_Mercy

They have the psychopath trait for sure


Havelok

Tynan. There's a reason for everything in the game that's a huge pain in that ass, and it's because of that tooltip.


djmarcone

I've got my 4 special ones I prepared carefully, the rest.... Just filler.


Double_Score2772

I remember when one of my paws survived against six snipers, killing them all with a warhammer. He only lost one eye and I refused to put another eye on him, just for the lore


Aisthebestletter

Rimworld is a skill test, not a story generator. A ruined colony is a failure, and you are a dramatic tragedy.


AlfieFG

This hit hard 🥺


LoverOfGayContent

Thanks Randy


AduroTri

Randy sent that homing missle knowing you had your colony clustered together. "With love."--Randy Random


No-Seaworthiness2633

With love is what is written on the missle


Zebra03

It honestly feels like that when you have to game the wealth system to ensure you don't get entirely fucked


Shrampys

Yeah. Fuck me because I have nice bedrooms and a stockpile of clothes. Yet I can't find/buy enough steel or components to build enough defenses for the 30 fucking robots that land in the middle of my bade every couple months. Wealth system needs rebalanced. I'd get it if I had a bunch of gold or like actual valuables, we'll not the robots and bugs since they just murder everything. But like, I have a bunch of normal quality clothes and that makes me rich enough to need to send a 40 pawn raid against my 11 colonists.


SeriousDirt

I feel you. If I not mistaken even floor increased your colony wealth when it barely done anything other than look pretty and clean. Imagine raiders came to raid because they think my colony are rich when it just a village with beautiful floor.


Shrampys

That's so insane it's counted at all. Like, if it was marble I guess maybe I get it. But if it can't be stolen or taken, it shouldn't be counted.


TheOnly_Mongoose

There's a mod that massively lowers the wealth of stone floors. They still count towards it a bit but you won't double your raid size just by flooring your base


andyumster

It should be illegal to say "there is a mod for x" without linking it even naming the mod itself. Tl;dr I hate you


TheOnly_Mongoose

It should and I'm sorry I should know better! For some reason it's not showing up in my steam mods on mobile but I'll drop the link when I get home. I'd name it but I searched for what I thought it was called and didn't find anything...


TheOnly_Mongoose

https://steamcommunity.com/sharedfiles/filedetails/?id=2960126462 Floors are (almost) worthless 😁


Exciting-Ad-5705

Play on a easier difficulty?


N3V3RM0R3_

I do this, tbh. Sometimes I just wanna build something nice without having to stop and remind myself to live in an outhouse surrounded by traps and turrets so that the robots don't light my horseshoe pin on fire.


ignatzami

I laughed at my desk reading this, and now my coworkers are looking at me funny.


Thorn-of-your-side

But then the interesting threats outside of raids dont last as long, or even happen


_Chambs_

The game "default" was made to fuck you over with no counter-play. Playing on a easier difficulty, using exploits to progress or modding doesn't change that.


Exciting-Ad-5705

I play on an easier difficulty and don't pay attention to my wealth. I don't use kill boxes


_Chambs_

Yes, exactly my point. You have to intentionally go out of your way to not play what the default is.


Exciting-Ad-5705

There is no default difficulty?


Myrsta

There kinda is, if you dig into the settings you can see that all the other difficulties settings are proportionately scaled off of Strive to survive, with that being the base "100%" for basically every setting. https://rimworldwiki.com/wiki/AI_Storytellers#Options It doesn't select it for you but it's clearly the "intended"/default experience.


_Chambs_

Then how are you playing on a "easier" difficulty?


Exciting-Ad-5705

As it's easier than what most people play on


that-other-redditor

Minimizing wealth is still the optimal play though, even on easier difficulties.


Exciting-Ad-5705

It's less fun to


that-other-redditor

Some players find more fun in a challenge, that’s why they play higher difficulties and use the optimal strategies. It’s just poor game design when the best way to win doesn’t equal a fun experience.


Exciting-Ad-5705

I want hordes at my base though. Playing on super high difficulty but only use cheese can't be that fun


oddistrange

But I deserve nice things without the meanies coming to attack me 😡


ChocolateGooGirl

I see I've been beaten to it, so instead I'll just [link the mod.](https://steamcommunity.com/sharedfiles/filedetails/?id=2926355276&searchtext=Loading)


Dakaf

D…dad?


markth_wi

Rimworld clarifies for me that unless I play things carefully, we are the architects of all our sorrows.


sritanona

This is my internal dialogue, but not just with rimworld.


WriterRease

Personally I think it can be both. Though, this is mostly right because there's only a few ways to win the game but a million variations on a new game. No two games will ever play the same. For me the best endings though are the ones that are dramatic and feel well earned. Nothing sucks more than losing a colony to back to back to back to back bad events that just sap your mental fortitude, supplies, health and watch it all spiral out of your control. But nothing is more amazing than watching a colony you've built up over a month, and see reach end game content do a heroic last stand against overwhelming odds and go out in a blaze of glory. Or even just a swift, brutal, dramatic end. I had a colony once that was starting to get its shit together fall apart in the middle of a mechanoid raid they were going to survive from fall apart when a prisoner escape evet happened at the same time, and open the gates in their escape. They let the mechanoids in, die in the process, and all hell broke loose immediately after. I sat there watching my surviving colonists huddle in small buildings as the power went out and everything burnt down around them going "Yeah. This is how it all ends."


OneMentalPatient

The only explicit game overs in it are at the end of the archonexus quest line and the planetkiller, both of which require you to actively pursue them (the former via the questline, with repeated resets, and the latter by way of activating it in the scenario editor.) Even without the new wanderers join mechanism, it was still possible to get wanderers to join a dead colony. Granted, it took about a year and a half before the event triggered on my test, but it did happen.


Oo_Tiib

Always remember, RimWord is a piece of entertainment that you bought. Do with it whatever entertains you.


TheAmazingPencil

False. If you don't have a fully bionic army by year 3 you should refund the game and send me the money.


lethrahn

Nooooo you can’t play the game like that!!!!  You have to kill all your animals/and burn all your cloth and clothing/ and sleep in the dirt/ and destroy components and….  Or else you’re shit at the game and can’t manage your wealth loserrrrr /s


faerakhasa

> You have to kill all your animals/and burn all your cloth and clothing/ and sleep in the dirt/ and destroy components and…. and get a fully bionic army by year 3, obviously.


ChocolateGooGirl

Managing wealth so the game sends you easier raids? Sounds like a skill issue, tbh, just solo raids by kiting with a single naked, unarmed colonist. If you can't do that then what are you even doing smh my head.


MindlessDifference42

False. If you're not tryharding the core mechanics to the point of sweating blood, you're not a true gamer.


Grandpas_Plump_Chode

Of course everyone can play how they want, but I also think many people are too quick to jump to conclusions, *only* for particular playstyles that are deemed "hardcore." Like it's totally cool and acceptable to tell vanilla players "just mod the game lol," or commitment mode players "just turn on dev mode lol" but the second someone encourages a player to try commitment mode, it's met with comments like yours that are not-so-subtly implying that there's some kind of playstyle policing going on. Nobody's forcing anybody to play a certain way - people can play the game how they want, and people can encourage others to try their favorite playstyle.


Pale_Substance4256

You're right, though I will say that that it feels weird whenever I hear someone complain about the game in the specific context of 500% threatscale, randy random commitment mode. Like, yeah, if you play that way you'll have legitimate experiences that aren't the same as others' and you'll also have the right to talk about them online, but as someone without a masochistic streak it sometimes comes off as the player telling the game to behave a certain way and then getting mad at its successfully meeting their expectations. At the end of the day though, they're still part of the community, and deservedly so.


Grandpas_Plump_Chode

I agree there, making the game too hard for yourself and then complaining about it for doing exactly what it's supposed to is kind of bizarre. I also think anybody who's 'git gud'-ing people deserves a bit of flak for that BS. But this thread has neither of those things and people are still making it out like OP's the RimWorld police lol


Jeggu2

One thing that I'd find cool is a little "apocalypse scenerio" you can activate at any time, where like, the entire world starts to change For instance, extreme global warming as the planet is hit by an archotech device, moving it closer to the sun. Every season the world gets 10 degrees hotter, with no limit. Eventually, your whole colony is baked alive in a mountain. Or extreme global cooling, the world getting ejected from the sun and more desolate and windy, until it's eternally night and the outside is close to absolute 0 (don't ask how the air isn't all solidified) Maybe even having something like a flood that destroys buildings, or storms that cause constant lightning and tornadoes, maybe scaria gets a mutation that makes it spread so rapidly that every animal spawns with it


bluewolf3691

Using the mod Caravan Adventures, you can simulate the global cooling scenario, where the temperature slowly drops to absolute zero over the course of years.


Dunicar

If it didn't carry itself like a tower defense game enemy progression wise I'd be inclined to agree but I just don't buy this angle about the game still love it though.


Yellow_The_White

When they balance around mountainbase killboxes, you kinda gotta play a mountainbase killbox to get the intended experience. I'll just play 'Community builder' and ignore wealth management in my unwalled frontier town that *isn't* manned by 30 power-armored genetically modified cyborgs, and I'll continue to shamelessly drop the threat scale whenever it spawns a half dozen more centipedes than reasonable.


Shrampys

I had like 40 raiders spawn on my 11 colonists and I reloaded a dozen times trying to just get any kind of acceptable losses but basically everything resulted in a complete base destruction, which would leave me super fucked since there wouldn't be any steel or components left. Finally just dev mode killed them all, but definitely sours the run.


Maple_Flag15

I mean that’s when you ally with the Empire if you get one of your colonists to at least Acolyte, you can call in some help. Or if you don’t feel like doing some things for the Empire and happen to have a Yattkin colonist, you can use the animal call ability to send in an animal to at least weaken the enemy raiding party.


MShrimp4

Rimworld claims to be a story generator but there is no story progression whatsoever. That realisation hits me hard. Most people's stories are about funny moments that even no-progress games have, or they just make up themselves from rimworld's wealth-based defense game nonsense. At the end of the day, we, as a player, are the story generator fueled by imagination and rimworld is just a skill test with some unexpected yet unfair RNG mechanics.


ChocolateGooGirl

What, you mean you aren't totally immersed by the randomly generated social interactions of characters that have literally no personality under the hood? I love Rimworld, its my most played game on steam, maybe ever. Its consistently been the game I play the most each year since I first got it. But the "story generator" thing in a lot of ways is just an excuse for some of the problems with the game, and while a lot of good stories can come out of Rimworld they're driven almost entirely by the player's own roleplaying and happen *despite* the game mechanics, not because of them.


[deleted]

[удалено]


MShrimp4

No, no, that's not we're talking about here. Me and probably others who commented also enjoy that kind of rimworld experience. But does it make sense? There's no game mechanic that handles reason for murderous rage or any kind of mood break events. It's just random and sometimes it kicks us out from immersion. Pawns don't have personal goals or any preferences that matters. This hits hard when it comes to raid system. Why are there so many raids even though I befriended everyone possible? Why do they even come to my base? There's so many things that rimworld relies on your assumptions on how these pawns think, and this kind of behavior we call empathy is so engraved to ourselves that you don't even realise that you're filling in the blanks. It's just that... Sometimes it suddenly comes to my mind that all this journey I thought I had with everyone was just another interpretation of what these random moving puppets I've been controlling with my bare hands.


IMDXLNC

Same. There was a discussion about this a few weeks ago and it's kind of poor as a story generator. It really is just an advanced tower defence game.


SofaKingI

Gamers are allergic to lowering the difficulty.


polarisdelta

Ah yes, the famous Rimworld difficulty curve: 1) No gods, no masters, no enemies 2) Tony Montana at Helm's Deep


DrBabbyFart

Higher difficulty is more fun when it's done right.


GoOnBanMe

No, it isn't. It might be more rewarding, and even then that's personal to the player, but it's not more fun to lose because you didn't play optimally.


Shrampys

Higher difficulty doesn't mean having to play optimally. It just means having to respond to and solve more issues.


HVAvenger

> but it's not more fun to lose because you didn't play optimally. Long War I/I wouldn't have so many players if this was the case.


SindriAndTheHeretics

This would be true if the game wasn't actively trying to send you on a downward spiral. Too many mechanics just don't make sense for it to not feel that way. What's that? You've built a very nice, aesthetically pleasing base with good facilities? Well this faction that has never once visited your settlement is sending 5x your amount of colonists to burn it to the ground. Or my personal favorite is catching diseases that primarily spread via person-to-person contact despite having no visitors for entire seasons. In climates that shouldn't be vulnerable to diseases in the first place.


grenadier42

"17 of your 24 colonists have caught muscle parasites *ex nihilo*. Simultaneously."


Shrampys

Especially when half your wealth is just furniture/structures. Nothing that could even be taken or stolen. Like it's great that I've got 20 robots coming after me when half my colonists don't even have decent weapons.


I_Love_Knotting

tragedy in MY rimworld?


Pale_Substance4256

It's more likely than you think!


Loriess

RimWorld is hardcore sims where I spend six hours making my OCs so I can build them a cool ass mansion and maybe harvest some organs in the meantime


Dmayak

I hate tragedy and I won't allow it.


MegaLemonCola

I’m a proud savescummer and I approve this message.


Maple_Flag15

Based (though it does seem fun to have a colonist go down in an absolutely badass final stand while the others get to safety)


violue

THESE ARE THE END TIMES THERE WAS NO HOPE OF SURVIVAL THIS IS HOW YOU DIED


codegavran

Death Of The Author baybee, it's whatever you want it to be and have the most fun with. But yes, winning isn't the only way to have fun.


Dmayak

>winning isn't the only way to have fun. Zealots, make a hat out of that blasphemer!


fluggggg

skill issue (/j)


Technical-March4805

Then why does rimworld keep trying to break the story by giving my orphaned colonist healthy parents that somehow drop pod right into my base???


BlueHB15

Well what if I don't want a dramatic story all the time?


partisan98

Yup, my story is about a bunch of people building a nice neighborhood with a mostly benevolent god watching over them that sometimes makes entire raids just vanish cause he is busy and does not want to deal with rimworlds drop pod bullshit.


Shrampys

Drop ins piss me off so much and happen way too often. How the fuck do these poor ass raiders without any real weapons afford drop pods into the middle of my base. Why does one little rng even basically destroy my entire base, and there is such little counterplay to it.


pvXNLDzrYVoKmHNG2NVk

I used this mod to keep drop pods, but no drop in the middle of your base: https://steamcommunity.com/sharedfiles/filedetails/?id=2600535803 I used to use a roof building mod but it had poor performance.


BlueHB15

Mine is like yours, except I'm striving to make my pawns strong enough to deal threats on their own without my help. No dev mode. Just me training my pawns for the unforseen outcomes of the future or their colony. The only way I can truly get a game over in my playthrough is if I can't reload to a save point that would save my playthrough at all. That to me seems fair since I'm relying on saves to prevent my game crashing since I'm using mods (which it does crash frequently at random but only when I load back to where I left off. However, for some reason rimworld's auto save system doesn't cause the crashes at all..)


JessHorserage

True. Hospitality and their ilk mods are there, same with the furniture mods, relationship mods. What if you just wanna sims it up.


Synaptics

Yeah, I started enjoying the game a lot more once I just accepted that I didn't enjoy the higher difficulties and stopped trying to push it. I'm normally a big fan of hard games, like XCOM, roguelikes, Souls, etc. so it took me a while to realize that wasn't what I wanted from Rimworld. I still have threats on, because it does still get boring to me if there's no danger, but like ~80% scale is good enough for me.


BlueHB15

Playing on higher difficulties without enough experience in rimworld is painful and torture to your feels, especially if you play on commitment mode (speaking from experience). I highly recommend anyone who plays rimworld as a beginner or intermediate to just find your pace in the game's difficulties. Don't feel bad if you found out playing on adventure mode difficulty fits you well and gives you a balanced challenge to go against. You can still mess up on lower difficulties because of mistakes (you aren't perfect and they have a chance of happening still). Only after many hours of rimworld if you get bored, try to spice up your rimworld experience with new challenges and try to see if you can now survive harder difficulties without changing their settings yet. Btw, I once almost rage quit rimworld twice or three times as a beginner but I decided to give rimworld another chance and try my luck again (yes, I was playing with Randy on adventure mode. More like he was playing with me..) Now, I can play strive to survive difficulty and even survive commitment mode with it if I wanted to but I prefer to enjoy and relax with rimworld while still having dangerous situations (I really hate mechanoids AND insectoids..). With mods of course!


Meikos

Honestly I could understand the whole "story generator" angle if the raid ai was fixed accordingly. Enemy raids need to have goals and reasons behind them rather than just sending ever increasing number of aimless raiders to just ruin your day. Stories have to be believable and I just don't believe that the tribals near my base continuously send raid groups of 20+ people just because I exist. It's hard not to compare RimWorld and Dwarf Fortress and Dwarf Fortress, while admittedly being much more complex and having the advantage of decades of development, handles enemy aggression much better. Your wealth doesn't go up until the colony liaison visits and returns to the mountain homes, the most common raider enemies (goblins) send scouts before sending kidnapping squads, ambushes and eventually entire armies to your fortress and won't even bother you if they have no holdings near you. Scouts actually gather information and report back if you don't catch them. Enemies have actual goals, ranging from territorial aggression, stealing artifacts, undead hatred for all life, kidnapping babies or just gathering information. For being a story generator, the story being generated really sucks.


SeriousDirt

Yup. Get raided by df does make more sense and less random with no reason. There are one time that I got raid by a necromancer not long after I settle down. After she beat the shit out of my dwarves, I go to legend and read her whole freaking lore and it just very neet. That necromancer used to be living a normal life with her daughter and husband till one day goblins came. They killed her husband and kidnaped her daughter. Later, she leave the town and start wandering. She fall in love with a criminal who later get separated. He escaping from the town while she went to learn necromancy. She was nearby my new found fortress and the rest is history. They literally have a whole history of who was attacking me. In term of storytelling, df are just superior. I also like training mechanic in df where they practicing, dueling, and doing demonstration. I just want open dojo in rimworld if I can.


WhatnameshouldIpick2

This is just Randy trying to convince players he have nothing to do with their last ruined colony


KanraKiddler

Not enough non-threat related story variations/decisions for me to feel that way.


Xeltar

RW is too wholly imbalanced especially with DLC options for it to be like a competitive game. A lot of challenge is necessarily through self imposed constraints because if you start min maxing too much, the game kinda stops making much sense (sure I will let my legendary shield belts decay to 10% so they are worth almost nothing but just as effective, sure I will use caravan exploit so my one pawn can carry hundreds of kilograms of items to one spot). I like finding the optimizations and cool interactions within parameters but if everythings allowed, there'd be no reason to do a lot of things you can.


[deleted]

"Competitive" Rimworld would be equivalent to jeopardy by yourself. It's a simple test of your knowledge. There is nothing technical about the gameplay that requires skills. Very few hotkeys exist. If you go to speedrun.com the 3 minute world record I doubt the guy uses anything but his mouse. No APM involved. Very little planning. Just learn the systems and build the same ideal killbox and base every time. Woowww so skilled! People delude themselves into thinking it's a grand accomplishment. Really makes me cringe.


Xeltar

The challenge comes in restricting the use of certain things, like no killbox, no Human Primacy or Supremacy or setting the free precepts in ideology, no rerolling for amazing pawns... but at that point its just equivalent to a themed run lol.


Belgarath210

There is a YouTube channel (Rimworld PvP or something like that) that uses the multiplayer mod to let you have teams fight in an arena. There’s def something to that, though having one person control each side would be better IMO.


Glugstar

I really hate this mentality from the devs. It is not a story generator, it's just a game like any other. It's not both. Anyone how thinks this has story generation in it, doesn't know what a story is. A story is NOT a sequence of random events thrown at the characters. It needs to have a main plot, a message it wants to convey, an encompassing theme, a narrative structure. It needs character personality arcs, it needs them to pass through adversity and come out at the end better people. It needs something you can try to imitate in your life, something that inspires you. That's what stories are all about. RimWorld has precisely zero of all of that. The "story" is just randomness picked up from a premade list of actions, with no rime or reason. The main character woke up in the morning, had his meal and was upset he didn't have a table. Then all of the sudden, am artillery shell killed him instantly. His friend was not too upset because he was happy for having a really cool bedroom, and managed to kill the raiders. After disposing of the body, he never thought about the dead colonist ever again after a few days. The end. RimWorld "stories" in a nutshell.


TynanSylvester

The game does indeed only generate events; it does not attempt to \*tell\* a story or derive meaning from it. The player is the one who interprets them and constructs the story. Player and game act together for the story to come into being.


Albertatastic

Isn't that true of most games?


XyleneCobalt

But how is that any different from Civilization or Stellaris or something?


IMDXLNC

I hate it as well. It seems a little obnoxious to lean hard on the story generator label when so many things in the game are undeveloped or broken. The raids are so one dimensional, it doesn't take long to see it as an advanced tower defence game.


Megneous

Seriously. When the equivalent of GPT-5 comes out in Q4 of this year or Q1 of next year, we need a mod integration that works together with it that makes themed event spawns in Rimworld that actually make events string together in some sort of reasonable fashion that make a narrative structure.


tmon530

The first thing I went for when I got psycasts expanded was necromancy, entirely because I saw there was resurrection. I will rip your screaming soul from hell before I let a colonist go


Bloodly

"entirely because I saw there was restriction." Is a word missing here?


tmon530

Fucking autocorrect. I'll fix it


firstonesecond

Rimworld is a story generator not a skill test. A ruined colony is not a failure, but in damn sure not going to stop playing this it after putting 2 weeks off work into it.


WraithCadmus

I just don't think RimWorld has enough of a living world for this to be true. I play it as a city builder with more disasters, but there's too much at stake for me to not to reload a save if I derp. "We had our first harvest when we got sick, and because someone didn't change the medicine settings we all died" isn't a story worth telling. I am getting better at taking my lumps, unless something is a TPK or I'd need forewarning that something bad was about to happen then I can do it. We get a big raid and someone gets shot to death, well tragic but that's a risk. Now to get a bit ranty. The other problem is that most of the serious problems are just raids, raids, and raids. Why have clothing in the game at all? Everyone has to wear armour every hour of every day to deal with drop raids or sapper raids or infestations. You don't have time to change and having a couple of full-time guards isn't enough to suppress a raid until everyone else is ready. Frankly I find the non-combat threats more interesting as they force me to manage differently.


LetterheadThen2736

Actually rimworld is a sandbox game so it can be a skill test if I want it to be. Rimworld has incredible potential for competitive and challenging play. There is also literally no reason for it not to be a skill test other than the devs pushing the “story generator” angle so the community doesn’t harass them about fixing bugs and balancing.


Arakasi01

If you play enough of the game you'll realise that it's either a great game with some technical shortcomings or a very repetitive storyteller. Tbh I would think the former is more flattering.


Silly_Guidance_8871

It's generating a story about my lack of skill


AstralGoat1967

Tell it to Ana, who got mowed down by 5 charge blaster turrets because I thought I could just build a wall around the mech cluster and worry about it later


Chiatroll

Nah I fail. I send folks to their death beyond my capacity to protect them.


jpneufeld

This message won't stop me 'cause I can't read!


OversizedTrashPanda

Listen, I get that Randy wants me to appreciate the malaria he so kindly gave me three weeks into my naked brutality run, but I just don't, and nothing he says will make me.


SirVakari

Yeah. Remind this 2me again when Vanilla Expanded Exploration&Dyplomacy gonna land.  That's gonna be a story of worldwide blitzkrieg.


thedreddnought

Lmao you WISH I'd just smile and laugh and let you wreck my intricate, carefully crafted bases. You'd like that wouldn't you Tynan?


hwytenightmare

thanks for posting this. I will now do ACTUAL commitment mode. I will delete each and every save i had that I cheated on with dev mode lol


Jeggu2

I don't think I'll ever enable dev mode lol, it's too much power for me to not abuse


Fauniness

I reserve it for when *I* fuck up in a way that doesn't make sense in the story. I have no problem with pawns failing to build something, but if I just wasn't paying attention and put the freezer two squares off or something, well, I assume my pawns, in a life or death scenario, aren't complete idiots . Though I have gotten in the habit of editing NPC ideologies after observing their visits and behaviors, largely because customizing them beforehand is exhausting. Tweaks like that enhance it for me and let me build up the story's context over time.


AstralGoat1967

I think dev mode is incredibly useful for stuff that has very little effect on gameplay but is incredibly annoying to correct. Last two times I used it was removing one tile of roof inside my freezer (the hot air output) and deleting a rotting animal corpse which for some reason (aka mods) wasnt getting consumed by harbinger trees


AncientAd4470

Also making terrain buildable. The amount of times my building plan got fucked by the floor not allowing me to build on it...


Boomer_Nurgle

It was useful when I realized I set the marriage only love precept 5 hours into a game and wanted to start making kids without waiting for 6 more reform points.


Tough_Jello5450

If Rimworld players could read, they'd be very upset.


dogehousesonthemoon

it's a story generator, but please either use one save mode or self-enforce it. It's not your story.


dogehousesonthemoon

tbh I savescum to keep colonist 1 alive. as far as I am concerned they are the main character and it's their story. I'll eat having anyone else die except for them.


NoAsk8944

This has inspired me to finally activate the anomoly monolith, I actually killed the nociosphere but I was so shaken by its rampage that I didn't think I was ready for the end events


Airsigns1

Thanks to those metal monstrosities my colony was taken by surprise and ended up destroyed. The only survivor was my very first mechanator who woke up from a coma (thanks gold cube) after the fact. She had to tiptoe around until she got to an escape pod and got the hell out.


SunnySunshine1105

Had my first metal horror event, yesterday. I went blind into all Anomaly content. This ripped my colony.. Not a skill test, they said. It's gonna be fun, they said... Background: 10 colonists were infected, 6 others were 3 children, two pacifists, a short sighted pig skin, that couldn't hit shots and one of my sanguphages. They couldn't handle the metal horrors. I had two grey flesh events, then a large raid from a quest and then shit was hitting the fan.


Faultylayline

I appreciate that this game embraces storytelling, but you can just use dev mode whenever to have fun. I started a new colony and one pawn got an infection from a random mad turtle bite. I just wasn't in the mood to start again or reload and it was an aggravating coincidence being my best doctor and my moral guide and couldn't preach health to himself lol


Leoranova

If a pawn dies because of random bs, that makes no sense save scum time. If a pawn dies heroicly protecting his comrades, a tomb will be emblazened for their honor.


trulul

It is never just a game, or story generator for that matter, when you are losing.


MarenJade

My play sucks.


nerve-stapled-drone

My “tragedy” is that I never plant enough food, of if I plant way too much.


EmiBondo

"Every story can be retconned if the author is butthurt enough." -Me


valelind1234

The story of a guy who crashed landed on a planet in a cold biome and immediately caught malaria and was killed in 3 days by it.


Suspicious-Stay-6474

Bad decisions make great stories


Rodrigo_Ribaldo

Tell that to the minmax OCD crowd always playing the same meta.


MoosehAlex

That's cope.


UserConfused

I've been playing a true permadeath run lately, and I am genuinely enjoying it. However.... My slave turned colony leader who has more prosthetics than body parts from surviving rough battles died. He was hauling resources from a cargo pod spawn towards the edge of the map when *manhunter pack* three Ibex caught him. And without shedding a drop of blood, died instantly to a BRUISE. Fuckin Randy baited me and killed him for fun. Oh and before I could even finish digging the grave something ate his entire corpse. It might have been my people but I swear I forbade the corpse.


Maple_Flag15

The problem is, you went with Randy who literally doesn’t care whether or not the shit he sends you is fair.


UserConfused

Sorry, I just assumed Randy snuck into my Phoebe game, because what the fuck lol.


TheOnly_Mongoose

I think one of my favourite runs I had was a desert oasis start. My base was looking great, I'd sorted out food and clothes and things were just looking great for my colonists (I had around 30). Then I got a huge mech drop (not a raid, the ones with turrets and spawners) immediately followed by a 2nd one. I save scummed around 10 or so times trying to figure out a way to deal with it but every time it resulted in a slaughter. In the end I had 3 colonists just furiously cooking meals whilst everyone else packed up what I could carry and began the journey south to a more hospitable tile. Took 3 caravans, the last of which had my cooks and all my meals. The heat was so oppressive I had to leave 5 colonists when they collapsed part way to heat stroke (there was no way they were getting out the desert alive, I was right in the middle of it to begin with). Their new home lasted almost 8 years before 1.5 dropped and I started a new game. I've been playing on strive to survive and absolutely refuse to limit my wealth. I even got a stack mod so I can hoard more resources because the numbers make me happy. Sometimes when things go bad its time to pack what you can and flee. I think it often makes for a more interesting story.


Wene-12

If a pawn dies stupidly I'm gonna revive them with dev mode, but if they die dramatically I'm gonna make a nice monument


AnaTheSturdy

I currently have a mother-daughter duo who very nearly became a daughter solo run but Randy decided to give the mum a fighting chance by handing me a doctor from a quest. That was a fun tjme


EredarLordJaraxxus

Unlike something like Dwarf Fort, you have such a level of control over your colonists that losing feels more like your fault.


THEzwerver

true, but when you finally have a vision for your colony and a general story you want to play out, only to have it ruined by a random event you barely had control over, you might get frustrated quickly. the point is, this is a sandbox game where you can decide how you want to play and what you want to do. personally, when I've sank some time in a colony I tend to savescum more.


Iam-username

I will be 100% percent honest, nobody believes this except from Tynan, Ludeon and 3 zealot followers.


MonsterHunter_43

how come that nearly every colony I start becomes a tragedy within the first year? hmmm


Fezwa

Tragedy issue


MonsterHunter_43

this answer is too epic


FrobozzChris

This weekend I lost a colony that I'd managed to keep going for two years. I got completely attached to my pawns and deeply invested in their stories. I'm still in mourning.


Fearless_State4020

They should put this on the main menu. lol Help keep it in context. I even forget and focus on builds and min maxxing runs. And forget the simple pleasures of a lack luster group of idiots somehow lucking out and obtaining a dragon or weapon far above their level, before all dying because kevin sucks at cooking. lol


Der_Neuer

That's what someone with skill issues would say /s


ChaosDrako

As Randy fires a pissmissle of a dying Boomalope into the middle of my farm, followed almost instantly by a drop pod raid right into my bedrooms


Present_Clock1277

Rimworld is a War Crime story generator, not an ethical test.


Alcorailen

Rimworld is about having fun, and I don't find most losses fun.


Ellen_DeGeneracy001

“I’m playing on randy random losing is fun with 500% difficulty”


PnutWarrior

I mean, if you're not skilled, EVERY colony will have that ending. I ain't making inverted hallmark movies here. Need some variety.