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MOD: Let Me Skill For You (steamcommunity.com)
submitted 3 months ago by to c/rimworld@lemmy.world
 
 

Let Me Skill For You is back for RimWorld 1.6 with a major overhaul! It automatically assigns work to your best colonists based on their skills, passions, health and real in-game stats—then adapts when fires, food shortages or colony backlogs demand extra hands. The update also adds ranked worker groups, fallback jobs, expanded Work Tab compatibility and smoother performance for large colonies.

Right click the work bottom to adjust settings,

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Mod: Village Vibe (steamcommunity.com)
submitted 3 months ago by to c/rimworld@lemmy.world
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I just discovered this game, I’m on my third base, it’s my first one that’s not totally screwed over and kind of functions.

The base got attacked by a pack of mad wolves. One of my colonists fought off three, but her leg was ripped off in the melee.

She was the only one who could operate the machine mill, so after a lot of rest she hauled steel across the base, milled her own prosthetic leg, and when I checked her stats the only thing keeping her from a mental break was a bonus for loving her work!

Then my retired/marooned assassin, now the colony doctor and janitor, attached the leg and she’s back to normal, just with a lot of scars and no nose.

This game generates some really fun and memorable moments, it’s amazing

I will also not forget my first base. A visitor walked in to my camp to find a bunch of starving people, two in drug dependency caused comas, everything covered in blood, vomit, or both, and a half eaten corpse on the table. They still traded with us, but not having anyone who could clearly communicated meant they overcharged us.

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I picked up a map somewhere. I don't remember how or when. According to the wiki, there is a chance to discover a quest while reading it; that is, it's not immediate and automatic the first time someone reads it. As I said, I don't remember how long it's been in the colony, and I'd like to sell it if I've learned all I can about the quest. The problem is, I don't know how to tell whether that's true. Any tips?

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Source (Bluesky)

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I know that you can run both just fine, but I wanna know if they interface with each other. Like, can I have gravships be my low orbit dropships and my SoS ship be like the cruiser in high orbit? Or can I have a grav anchored station in low orbit that acts as a refueling post for SoS ships and Grav ships?I just wanna know if the mechanics mesh well.

Edit: Yes, yes it does

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Source (Bluesky)

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I have rimworld that I bought on GOG, I wanted to use it on my steamdeck so I added the start.sh as a non-steam game. It went fine and I can open it...but the controller inputs don't work at all, only touchscreen input works. Do I need to add launch arguments or something to get it working properly? It works just fine when launched from heroic launcher outside of steam, I kind of just wanted it easily accessible with the rest of my library.

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I'll tell you mine, I have never, ever sold my colony, and I have never used fire foam shell, tho, i do recognize both of those things as potentially useful, especially, selling your colony, its like a NG+.

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I have a confession (pawb.social)
submitted 8 months ago by to c/rimworld@lemmy.world
 
 

I dont play this game like a story teller. I play on easy, with weak raids, with no insta colonist death, no friendly fire, and with reloads enabled. I just wanna build a cool colony! But it got me thinking...

How do you guys play? super hardcore or really chill, somewhere in the middle perhaps? I wanna know.

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Source (Bluesky)

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Source (Bluesky)

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Source (Bluesky)

Addition by 48JACKAL:

Source (Bluesky)

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Unavailable at source, here's their Bluesky

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Sorry about that (lemmy.world)
submitted 9 months ago by to c/rimworld@lemmy.world
 
 
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My colonists recovered a unique chain-shotgun with an interesting engraving.

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Source (Bluesky)

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Source (Bluesky)

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submitted 10 months ago by to c/rimworld@lemmy.world
 
 
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RimMonitor Work Tab adds an external Work tab to RimWorld, designed for editing colonist work priorities in a clear, scalable layout. It mirrors RimWorld’s vanilla priority system and is especially useful for large colonies where the in-game Work tab becomes difficult to manage. This mod integrates with RimMonitor, which provides the external interface used to display and interact with the Work tab. The RimMonitor mod must active for this mod to function. The Work Tab reads RimWorld’s authoritative work data and presents it externally without altering core game behavior. All priorities behave exactly as they do in the base game, and existing settings are preserved. Requires RimMonitor Linux compatible

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