r/RimWorld • • 5h ago

Comic Legendary Tamer | Rimtober day #19

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3.1k Upvotes

r/RimWorld • • 3h ago

Discussion So we're just muting people for talking about it?

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1.5k Upvotes

I know this'll likely be removed like the other two. But this is still related. Because it is a discussion of mods. Mods made for rimworld that were made either with AI assistance or AI Coded mods that are FOR rimworld. People want to talk about it. It is related to rimworld. Let them talk about it! Or ya gonna look like a bunch of tyrants!

While I am mostly against ai. I will say I am one of the peeps who views it as a "in moderation" tool. So while I am semi ok with mods with code assisted by it. If a mod is entirely made with it front to back, there is no creativity or passion behind it.

Edit: I've seen some good things commented here and there. What if there was a separate subreddit for mods? What if there was an AI flair? What if there was a less heavy handed approach? (My own suggestion? An announcement to address things and how it'll be handled! Clear communication)

Also. Since this has blown up far beyond what I thought it would. I'm probably gonna cease replying to some of the things here. I like to be involved with what ive started and boy oh boy. It got big. Too big for me to handle '

So! To ensure clarity

My views of ai? Well it's complicated. If you just make a prompt as simple as "oh make me a mod to destroy any faction I wish" and leave it at that. That's where passion is out the window. More creative uses are when it takes advantage of what it is or helps someone without the experience or funds to make it.

I also feel that this post has also partially evolved. Some have even discussed how they had their rimworld journey deleted, or their artworks removed from the platform. That is also pretty bad when it kind of discourages people from interacting with the fandom.


r/RimWorld • • 11h ago

Art This idiot fought a rat and lost

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1.4k Upvotes

r/RimWorld • • 5h ago

Art I tried drawing two of my colonists (beginner art trying to get better)

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1.3k Upvotes

Cat wants to be friends with Albert, even though sometimes he breaks their stuff..


r/RimWorld • • 5h ago

Discussion Happens every time. Any suggestions on how to avoid this?

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1.1k Upvotes

r/RimWorld • • 14h ago

Art Rimtober #11: Rescue

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962 Upvotes

r/RimWorld • • 4h ago

Art Hi Rimworld, I'm an amateur artist but I wanted to draw one of the characters from my current colony for Rimtober!

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842 Upvotes

Also please leave tips or critiques, I'm genuinely so new to this


r/RimWorld • • 8h ago

Comic Fastest Man On The Rim

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717 Upvotes

r/RimWorld • • 11h ago

Art Rimtober: Flightless

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655 Upvotes

r/RimWorld • • 7h ago

#ColonistLife Uhh...I'm sorry, what. NSFW

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567 Upvotes

r/RimWorld • • 7h ago

Art Taking down a hive | Rimtober 2026 Day 15: Hooray

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514 Upvotes

r/RimWorld • • 11h ago

Art Desecrating a Graveyard.

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488 Upvotes

Draweded a Dead Man's Switch AncientCorps location.

This is a bit incomplete as I was gonna redo the sky and ground/debris but alas, I am too lazy and the recent smog means I haven't gotten a chance to look outside in awhile. Also sorry for the bland pallette, still don't know how to color stuff.


r/RimWorld • • 4h ago

Art Maidtober #19 (Confused)

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451 Upvotes

r/RimWorld • • 16h ago

Scenario Sometimes RNG is dark but fitting

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426 Upvotes

What an unfortunate last name to have. Gotta love Rimworld.

Mechanitor start with the one pawn being pregnant. Should have figured it won't end well (at least for the baby) lol


r/RimWorld • • 22h ago

Discussion Possible 1.7 hints for the next DLC

358 Upvotes

Since 1.7 basically rebuilt the game engine for performance, my theory is that this was specifically meant to make the game run smoothly with multiple colonies and detailed simulations across the factions and their settlements.

Greater detail like historical and ongoing events, conflict between the factions, and encouraging the player to claim more territory if they choose to.

The factions may have settlements that change over time as well, changing size and being more interesting to visit in an actually loaded map for reasons other than destroying them (and destroying them may be far more rewarding in the DLC).

Edit: I didn’t say the next DLC would be in 2026.


r/RimWorld • • 11h ago

PC Help/Bug (Vanilla) I GET IT

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333 Upvotes

The unnatural corpse has disappeared. (Commitment mode)


r/RimWorld • • 22h ago

Mod Showcase Follow up for my last post, I am now working on a mod that adds the ideology clothing.

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329 Upvotes

I am not a developer, this is pretty much my first time making a mod for Rimworld so don't expect much. It's all by hand and I made the textures my self, I'd like thoughts.


r/RimWorld • • 15h ago

Explicit I had to move all my colonists into my mountain bunker because of an incoming aerodrone strike and apparently these two just couldn't wait NSFW

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302 Upvotes

r/RimWorld • • 5h ago

PC Help/Bug (Vanilla) How much gold is needed for the end game?

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210 Upvotes

This is a serious question btw i have literally been hoarding all the gold i ever found from the start because i heard gold is a very valuable resource and can be used to make like top tier gear and stuff.


r/RimWorld • • 7h ago

Art Baby Thrumbo, by AlRadeck

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195 Upvotes

My art request from AlRadeck's monthly patreon raffle.


r/RimWorld • • 15h ago

Discussion 1.7 beta is dark Magic

179 Upvotes

Like no doubt, Tynan must have sacrificed some people for archotech god cause i have no explanation for the 1.7 build. I just try it out for fun on my heavy mod list (450 mod) and not only it load in successfully, usually i crash but it only take 2 minutes to load. Like every time i want to play with Combat extended i have to cut my mod list down to 150 or 200 mods. This is insane.


r/RimWorld • • 2h ago

Art RimTober Oct.19: Confused

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176 Upvotes

Have done this at least 3 times in game.


r/RimWorld • • 4h ago

Meta It’s actually possible to determine where the Rimworld we play on must be and I did it, kinda

164 Upvotes

According to the Cryptosleep Revival Briefing, linked below, we know that human expansion began 3400 years before the document was written. And making the basic assumption that it was written at game start in 5500 AD, that means human expansion from the solar system began in the year 2100 AD.

Also from the same document, that at the time that the document was written, humanity occupies a region 1200 light years wide. Given that we know where the expansion came from and the phrasing, It can be assumed that the area occupied can be simplified to a sphere centered on the solar system with a diameter of 1200 light years. Because radius is equal to the diameter divided by two, this sphere of human habitation would have a radius of 600 light years.

So we now know two essential things:
- humanity has been expanding outward from the solar system for 3400 years
- in that time, humanity managed to travel 600 light years away from the Solar System

This allows us to do a bit of math
600 light years divided by 3400 years is roughly equal to 0.1765 Light Years per year, so for every year of time that passes a ship leaving from earth would travel 0.1765 light years.

We can cancel out years and turn this into a percentage, and we find that on average humanity over the course of the last 3400 years has expanded outwards from the solar system at roughly 17.65% of Light speed.

Also from the wiki, the description of the Impid Tribal faction states that: “Having been here for thousands of years, the origins of this tribe are lost in myth.” (link to this below as well.)

This means at the absolute minimum that the Impid Tribals have been on this planet for at absolute minimum for 2000 years. This means that at the absolute latest, assuming that humans arrived here immediately with the outermost wave of expansion and we’re able to immediately begin settling, the planet we play on must’ve been first settled in the Year 3500 AD.

So if we know the absolute latest date that the planet we play on could’ve been settled, we can use the numbers we have before to calculate the farthest possible distance it must be.

Assuming that ships were able to move at their current speed since the very beginning and haven’t gotten faster overtime, and that the ship that would eventually colonize our planet left exactly in 2100 AD, that means that the time spent traveling was 1400 years.

So using our prior numbers, we can calculate that traveling at 17.65% of the speed of light, the furthest possible distance it could travel in 1400 years would be 247.1 light years. That is equal to roughly 63198510 Cubic Light Years. That is an absolutely massive amount of space, but to put that in perspective, the volume of the total area possibly occupied by humanity by game start is equal to roughly 904778684 cubic light years. Meaning that only 6.98% of the volume occupied by humanity could house our Rimworld.

But this means we come to the starling implication that our Rimworld is not actually a Rimworld at all. Even with the most generous ass assumptions to push the settling of our planet as far back as possible and as far away as possible, our Rimworld must be closer to the Earth than it is to the outer edge of colonization.

So we aren’t even playing on a Rimworld


r/RimWorld • • 6h ago

Art Favorite colonist I got commissioned (art by 2315inermxd)

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137 Upvotes

Lysander Decosta, my most powerful psycaster (the sword is ceremonial he can’t use it for combat but it’s made of Eltex and looks cool)


r/RimWorld • • 21h ago

Colony Showcase The Peregrine Mark 3

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129 Upvotes

This is my favorite build I've ever done in Rimworld. Odyssey has been so fun for keeping a colony going into the late-game building stages! There's a few tiny tweaks left, but it's 99% there. This was a living build updated throughout the run, rather than designed whole, so the proportions aren't quite perfect. It's still more plane than bird, but it was fun to manage the unusual layout!

I didn't have Progress Renderer until recently, so I did lose out on the initial build process to the Mark 1 in 5511. I broke it up into 5 initial build phases, balanced with playing out the actual survival portion of the colony. There was a goofy phase with only the left wing, and then a headless phase with just a cockpit sticking up from the wings of the Mark 1. Wish I'd kept saves for those!

Progress pics in vanilla darkness and Vanilla Events Expanded long night darkness, because I think the lighting turned out really well. I used More Planning (I know there are better options now) for the schematics, drawn over the existing build throughout the run to plan the big renovations. I keep them on a separate save file for trying out different ideas more easily.

This started as a one-man survival with the only goal of building a proper ship, and became a squad of elite space marines, knights of the fallen empire, keeping the peace and preparing for interstellar voyage. The fourth pawn recruited was the sister of our local Fallen Empire High Stellarch (which I took a while to notice), so that became the story from then on. On theme as traveling space marine knights, money making was big game hunting for megafauna and raiding buffed enemy bases.

Some Stats:

9.4 million colony wealth

7234 Gravship tiles; 144 length, nose to tail-tip; 135 width wingtip to wingtip

5 colonists, 16 bonded animals

~150,000W power usage

~180 hours total playtime

Fun Mod Facts:

1 pawn with Globetrotter from Hauts' Added Traits, which gives 0.5 mood per landmark or biome visited. He has +78 mood permanently.

I edited the VGP Garden Tools xml so that the garden soil counts as fine flooring and can be placed on gravship. I think an anima tree in your bedroom is royal enough to justify that!

I started using Land on Anything once I hit the point of having a single spot to land on a map. I also edited the save to increase map size to 350x350 so that there is enough map around the ship to feel properly to scale.