RimWorld

RimWorld

KalkiKrosah Jan 21, 2019 @ 12:11pm
Rimworld's "Did you know" thread
Rimworld has a lot of hidden mechanics that many people either overlook or do not know about. I'd like for this thread to be a place where the community can list out any hidden or rare knowledge they picked up from their time spent in Rimworld.

For instance:

Bloodthirsty colonists don't mind tainted clothing. If you kill a raider and loot some strong but tainted armor, your bloodthirsty colonist won't get a mood debuff from wearing it.

Pyromaniacs get a mood buff when equipped with fire based weaponry. (Molotovs and Incindiary launchers)

Adding dogs to a caravan improves the caravan's move speed

There is a hidden room type known as the "tomb" which fulfills a colonist's recreation needs and gives a mood buff that stacks with the dining room and recreation room buffs. All you need is a sarophogus, 4 walls and a roof to make this secret room type.
Last edited by KalkiKrosah; Jan 21, 2019 @ 12:12pm
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Showing 16-27 of 27 comments
Monoxide Jan 24, 2019 @ 10:59am 
Originally posted by Schrödinger:
- fill your transport pods with goodies and fire them into a faction your want to make into an ally. gifting them this way saves sending a caravan out.

New one for me. Neat.
electroblood Jan 24, 2019 @ 11:08am 
Originally posted by Deathwing:
.

If you want lots of valuable resources, traders are a good target. Attacking them majorly pisses off their faction, though; One strategy I successfully employed at one point was to wall in a couple wild predators and use sandbags and walls to guide the traders into the area where I had penned them up. If the predators are sufficiently hungry, they will attack the traders. Depending on how many predators you have in there, they might kill quite a few traders. This does not change your relation to their faction whatsoever, because it wasn't YOU who killed them.

It should be noted that in order for this to work, at least 1 has to survive and leave the map. Otherwise they get upset that they never heard back from their delegation.
Deathwing Jan 24, 2019 @ 11:15am 
I should have probably added that if I had enough medicine lying around - sometimes, the traders own medicine - I rescued a couple of the injured traders and nursed them back to health. Got to steal some of their ♥♥♥♥ AND made their faction into allies - WIN-WIN situation! XD
Security Cam #7 Jan 24, 2019 @ 11:18am 
Did you know?

You can put non tree farms infront and behind of your wind turbine and it won't block it

Do you want to have maximum energy output from renewable sources? Place solar panels instead of farms infront and behind the turbine. Yes, they don't block wind!
T喵喵 Jan 24, 2019 @ 12:34pm 
Thrumbofur, hyperwear or devilstrand duster provide better protection and is lighter than flak jacket. Might want to consider it late game.
those small Insulation and protection from shirt, duster, Bowler hata nd pants really adds up


heat is a good way to kill things, trap anything in a sealed room with something burning can be really effective..good way to kill insect infestation.
you can also burn corpse and tainted cloth with Molotov, just force your pawn to throw on them (preferably in a place where fire will not spread). no need of a crematorium.

mechanoids and mad animal will attack any human, including traders and raider. if you have a crashed poison ship that is far away from base, you might want to wait a bit to see if some "friendly" raider come here. also you can shoot a Thrumbo near raider/trader to make it attack the raider/trader.

you can knockout your pet and put it into ship casket....if you want to take your pet with you to space.

I am sure many people know it by now but I never knew until I tamed one.....you can milk Boomalope for chemfuel
and you can send them into enemy as suicide bombers if you dont' mad the fire. so yeah I really love those boomalope.
also chemfuel and shells will explode. it can be used for your advantage.

you can build a room to contain Thrumbo inside when it is sleeping. and if you put many beer inside it will eventually die from alcoholism.

and yes animal will eat drug. it was a sad story when I have to butcher my Thrumbo with Luciferium addiction
Last edited by T喵喵; Jan 24, 2019 @ 1:44pm
Jaasrg Jan 24, 2019 @ 12:59pm 
Originally posted by KalkiKrosah:
There is a hidden room type known as the "tomb" which fulfills a colonist's recreation needs and gives a mood buff that stacks with the dining room and recreation room buffs. All you need is a sarophogus, 4 walls and a roof to make this secret room type.
Mood buff was removed some versions ago.
"Occupant" have to have been part of your colony at time of death for them to use it for recreation purpose.
Has same recreation type(solitary) as having pawn mope in their room.

Guess it works for those colonies that have one big barrack, just to have that one extra recreation variety.
kuba_mar Jan 24, 2019 @ 1:20pm 
1. You can set a worker to a specific job (like making hats from human skin) and then make him take the product to a specific storage, you can also specify quality and durability of items in storage.
2. Telescope increases intelectual stat by a little while its used
3. this one is a bit more technical but you can make some basic mods for rimworld using notepad and paint (including your very own race)
4. Toxic buildup if kept under 40% is mostly harmless, but if you pass 40% then after quite some your pawn will develop dementia.
5. Miniguns (and some other weapons) have something called forced miss radius, it means that weapon always lands shots in that radius no matter what the accuracy (shots are evenly distributed) soo a pawn with low shooting is perfect for minigun, and for the most part you want to aim behind and not at the enemy, this way all shots that are forced to land behind enemy give you additional chance to hit your enemies.
ministrog Jan 24, 2019 @ 2:16pm 
Originally posted by electroblood:
Originally posted by Schrödinger:
KalkiKrosah!

- Resurection mech serums don't heal scars on limbs.... but if amputate it before euthanising.... :)

Ha. I like this one

Loading raider corpses into pods and firing them back to the camp they came from used to give you a faction boost. I was trying to show them what happens when you mess with me, but im pretty sure they just thought it was meat. Worked with non-cannibal factions as well.

Anyone know if that still works? Ill try it again tonight.
This one made me giggle, fo sure. Kinda feels unintentional but still funny.

Originally posted by Fz Dynelight:
Raiders will eventually leave if they don't find any colonists. Deep Ones from the Cthulhu mod however will rampage until they find you.

This one makes perfect sense lol. Trust a tentacle to linger around.
Security Cam #7 Jan 24, 2019 @ 3:31pm 
Did you know?
Pawns don't complain about room size when sleeping. You can make a 2x1 bedroom and they won't bother the small size
Last edited by Security Cam #7; Jan 24, 2019 @ 3:31pm
LYNX Scout Jan 24, 2019 @ 4:56pm 
If psychology is running and a pawn is "hanging out" with someone, they can leave their resricted area, apparently. (just notices 9yr old pawn out in the fields for no good reason..)
ambi Jan 24, 2019 @ 10:47pm 
Originally posted by Deathwing:

Plopping your colony down on a tile with a road will ensure that traders come by more frequently. The bigger the road, the better.

Is this true? Where did you read this?
Security Cam #7 Jan 25, 2019 @ 5:53am 
Originally posted by Captain Kaivarian:
Originally posted by Deathwing:

Plopping your colony down on a tile with a road will ensure that traders come by more frequently. The bigger the road, the better.

Is this true? Where did you read this?
It's not true unless modded. That isn't a feature. You can go to a single tile on the ocean far away from the main land and you will still get the same amounts of raids/traders
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Date Posted: Jan 21, 2019 @ 12:11pm
Posts: 27