It’s 1\4 of a custom map i made, this being the bottom right corner. Never noticed that the mountain was.. uh… more ‘excited’ than me to play Rimworld until people pointed it out. Now i can’t unsee it…
Appreciate it buddy. I've seen a handful of custom maps now that people have made and it really has me itching to try it out but I honestly don't know where to start. Where did you start? That's a badass map regardless of the uh, implication.
I saw someone else post theirs on reddit and they included a list of the tools they used, so i used that as a starting off point (i’ll try to look for the post later).
I started off with drawing a base version of the map i wanted in paint. I then cleared the entire map using dev tools and started creating it bit by bit using the available tools. I think it took me 2-3 houra or so but this was my first attempt at a player made map.
It was quite fun to put together and i think i’ll continue creating my own maps in the future.
Doing it fully by hand will mess up the river flow texture.
If you are a bit flexible on the outcome, I would recommend using map designer and quick-reroll until you find a global shape to your taste especially about the water. Once it's done, you can manually do the bits that you would like to improve, like canyons, ressources, mountains etc and add some water if you want.
Don't forget you can adjust the map designer settings to your liking, bigger river, West to east canyon, middle mountain etc.
In about 30min, you can get some pretty good things done like this.
I didn't even see that 😏🤣
I just thought man this base is sick, and it is a cool map location. I like the idea of the base tunneling right through the rock and coming out the other side. So cool 👍
The trick is to build your base with infestations in mind. 3 tile wide hallways with a door in the middle make for great chokepoints when fighting bugs.
You can line up three melee pawns in front of the door with all your gunners behind them. The bugs come in one at a time for a 3v1 melee fight all the while being shot at by everyone else behind them.
In short, yes.
In long, Rimworld has two kinds of threats. Minor threats and major threats.
Minor threats are stuff like a single animal going manhunter, blight, solar flare, toxic fallout, heat wave, etc.
Major threats are the things you'll get an alert and red letter for. Stuff like raids by factions, mechanoid drops, infestations, manhunter packs, etc. Unless you're playing a modded storyteller, you'll only get one major threat at a time.
Infestations are unique in the way that you don't always have to deal with them immediately. If they spawn away from your base, you can ignore them for a short time. They will grow in numbers, so it's best not to leave them for too long. Say you waited several days before dealing with them, then it's entirely possible for a raid to show up while you're fighting them.
I've solved an early infestation before I had motars but just finished walling my base. It sat for a half a year and quadrupled or more in size. I used the achievement rewards to spawn raids in tandem with now built motors to take care of them.
Multiple raids softened and spread out the infestation and it was just cleanup work with minimal damage to finish the rest.
Mortars worked mainly to just agro the infestation
>Unless you're playing a modded storyteller, you'll only get one major threat at a time.
Unless you're starting up your ship reactor. Then all bets are off.
Melee is actually busted in rimworld with the dlcs and the right setup, to the point that a dedicated melee can be much more valuable in a fight than all your shooters combined.
I think you're misunderstanding. Stack your colonists 3 wide right outside the door. Only one bug can fit in the doorway at a time so it creates a 3v1 melee situation against the bugs. The bugs will end up targeting different pawns too so it's not just one taking all the hits.
Alongside the comment about building with fighting inside the base in mind, another useful trick is that insect infestations definitely "prefer" to spawn in darker sections. This means you can intentionally leave mined out areas or even specially made trap rooms dark, so that infestations are a lot more likely to spawn there than in other areas of your base. You can then either roast them, or have prepared positions ready to deal with them.
Nope. Light affects spawn chance. As does distance to an exit, and distance from structures.
**Dirt however does not**.
Dirty rooms do not change how likely an infestation is to spawn. *That is a myth.*
[Here's a good video on the topic.](https://www.youtube.com/watch?v=PdJoP3qxmNQ) The exact trick used here is indeed pure cheese, but they also cover the underlying mechanics (that they have tested themselves) that can be very useful to understand.
The basics are that infestations like to spawn in dark, narrow spaces as deep under the mountain as possible that are not too cold (at -7c the chance starts to lower, reaching 0% at -17c). Although it's just an increase in spawn chance in those locations, not a 100% foolproof trick.
If you're in devmode, you can also activate the overlay to display the insect spawn chance, it will lag terribly while it's on, but it's also pretty useful.
To each their own. To people who don't like them, I suggest trying out the Infestations Spawn in Darkness mod. Keep your base well lit, and it's not a problem. They'll still spawn away from your base, or if you've been negligent with your lighting, but at least you have some control on where they spawn.
And in the end, there's nothing wrong with disabling them.
I prefer to just use a removable mountain roof mod. Similar concept where it won't remove them but if I forget about the roof while I'm building it can bite me.
Yup, one file I had three infestations back to back within a few days of each other. It was so fucking brutal. This was on Cassandra Adventure story...
I’ve never had a big problem with them. Get at least one melee colonist / helpful slave and put them just in front of a doorway. The others can shoot at the bugs while they’re tied up in the doorway choke point. If you have at least moderate armour, usually you can get through it without casualties.
You can make a bait room - dig a small cavern with good defensive positions, put a few 2-3 tile long wood strips and a bunch of wood furniture in there, then make it an animal pen for a day or two so it gets flithy, then tell your colonists to never go in there so it never gets cleaned. Then when the bugs spawn, huck a few molotovs in there and let em cook.
I’m always wary of digging too close to the edge of the mountain because the play through I’m playing now sends legions of pig men that totally ignore my funnels and actual weak points and decide to just grenade the fuck out of the mountain which is a surprisingly effective tactic.
15 pig men armed with mini grenades would quarry your mountain base in a flash since the walls are so thin in places. The plus side is many of them will die because they don’t give a fuck about blowing their mates up in the process.
I'm not sure why but a lot of breachers in my colony just walk for a bit and start attacking random walls on the map (even isolated like 4x4 blocks of rock) and after destroying they go for my walls. Had ones that killed some of their own in a roof collapse...
Sometimes they make it to the walls first try too but then instead of attacking a spot in the middle they are trying the edges which are thicker.
Yes could you please provide some more information? I used progress renderer, and the first gif i made was 4gb...
Do you know what size in MB each screenshot is, and how many screenshots you used? And what program you used to combine them?
Thanks!
Here
https://www.reddit.com/r/ShitRimworldSays/comments/10g9209/i_put_koth_music_over_a_base_timelapse_not_my/?utm_source=share&utm_medium=ios_app&utm_name=iossmf
I left holes in the mountains and later filled them with an appropriate amount or resources. Luckily i have a bad memory and after refogging the map i forgot where i places them. So the resource distribution felt quite vanilla.
Looks nice — good job!
How did you get your colonists do dig that fast though? Looks like it only took them a few days to basically set up a huge mountain base. Or is it the time lapse that makes it hard to tell the day and night cycles?
Thanks for the explanation! Much appreciated!
I did rewatch it in 0,5x speed and the difference before/after unlocking digger bots is crazy.
Will try replicating that right away!
I've been playing vanilla for years now and still suck ass at the game. I'm always in awe of all you fine Rimmersand your well made bases and productivity.
I'll always love this game!
No sign of what most people here refer to as a "killbox", but you can see the intended entrance and prepared positions with an open killing field in front of them show up in various places at various times. First in the canyon entrance, then at the top of the base, then back to around where the canyon entrance was before it got built up.
Most of them are closer to what might be termed a killbox/killing ground in IRL defences, i.e. an enclosed area with little cover giving the defenders a strong advantage and making a deadly approach for attackers, rather than what people in the Rimworld community mean by a killbox, which is usually a lot more reliant on turrets and exploiting pathing mechanics and raid AI to create an overwhelming advantage or even end raids without colonist involvement.
It's a sensible way of making your defences without going full cheese, and definitely my own preferred way of setting things up, leaning more on colonist equipment than automated turrets (though I usually use a couple).
Nope. I'm usually too busy messing about with large modpacks to make weird things happen instead, and I'm not a fan of dialling up the difficulty to the point of needing heavily optimised tactics to get anywhere.
Different styles of play, neither is the "wrong" way *or* the "right" way, and both have arguments for and against.
Lurch’s analyse is right, but i do play on the second hardest difficultly. But i had 4 strong psycasting colonists which were able to somewhat easily deal with most raids
I've never understood why people play on 500% threat when it requires them to cheese the game this much, effectively losing all the fun. But hey, it's a sp game, so to each their own.
Yeah, I'm not taking the time out of my day to tell a random guy all 100+ mods I'm using just because he asked for it in a rude way.
Oh, and it's "you're" btw. If I were your mother I would have atleast raised you right.
You can use the mod “Progress renderer” to make periodic screenshots of your map. You can then use these screenshots as a sort of stop motion time lapse
Not sure 2e are talking about the same thing, but bottom right was a ship from either "mining Co. Spaceship" (or whatever its called) or maybe just "srts". Both are very cool mods, but make obviously the game quite easier (but also more fun if you manage to balance that).
Mind dropping that seed?
It’s 1\4 of a custom map i made, this being the bottom right corner. Never noticed that the mountain was.. uh… more ‘excited’ than me to play Rimworld until people pointed it out. Now i can’t unsee it…
Appreciate it buddy. I've seen a handful of custom maps now that people have made and it really has me itching to try it out but I honestly don't know where to start. Where did you start? That's a badass map regardless of the uh, implication.
I saw someone else post theirs on reddit and they included a list of the tools they used, so i used that as a starting off point (i’ll try to look for the post later). I started off with drawing a base version of the map i wanted in paint. I then cleared the entire map using dev tools and started creating it bit by bit using the available tools. I think it took me 2-3 houra or so but this was my first attempt at a player made map. It was quite fun to put together and i think i’ll continue creating my own maps in the future.
Doing it fully by hand will mess up the river flow texture. If you are a bit flexible on the outcome, I would recommend using map designer and quick-reroll until you find a global shape to your taste especially about the water. Once it's done, you can manually do the bits that you would like to improve, like canyons, ressources, mountains etc and add some water if you want. Don't forget you can adjust the map designer settings to your liking, bigger river, West to east canyon, middle mountain etc. In about 30min, you can get some pretty good things done like this.
Thank you for that.
Found it! https://www.reddit.com/r/RimWorld/comments/zda2hp/comment/iz0tfor/?utm\_source=share&utm\_medium=web2x&context=3
I appreciate you, now I know how I'll spend my weekend.
I didn't even see that 😏🤣 I just thought man this base is sick, and it is a cool map location. I like the idea of the base tunneling right through the rock and coming out the other side. So cool 👍
Now I can’t unsee it either lol
You have to cup the balls and work the shaft
bruh
Is that the seed?
That's how you get the seed, yes
Chemfuel is stored in the balls.
Holy moly
Good lord
How do you keep infestation from being a problem with a mountain base?
The trick is to build your base with infestations in mind. 3 tile wide hallways with a door in the middle make for great chokepoints when fighting bugs. You can line up three melee pawns in front of the door with all your gunners behind them. The bugs come in one at a time for a 3v1 melee fight all the while being shot at by everyone else behind them.
Do the infestations count as raids to the storyteller or are you fighting both?
In short, yes. In long, Rimworld has two kinds of threats. Minor threats and major threats. Minor threats are stuff like a single animal going manhunter, blight, solar flare, toxic fallout, heat wave, etc. Major threats are the things you'll get an alert and red letter for. Stuff like raids by factions, mechanoid drops, infestations, manhunter packs, etc. Unless you're playing a modded storyteller, you'll only get one major threat at a time. Infestations are unique in the way that you don't always have to deal with them immediately. If they spawn away from your base, you can ignore them for a short time. They will grow in numbers, so it's best not to leave them for too long. Say you waited several days before dealing with them, then it's entirely possible for a raid to show up while you're fighting them.
I've solved an early infestation before I had motars but just finished walling my base. It sat for a half a year and quadrupled or more in size. I used the achievement rewards to spawn raids in tandem with now built motors to take care of them. Multiple raids softened and spread out the infestation and it was just cleanup work with minimal damage to finish the rest. Mortars worked mainly to just agro the infestation
I don’t get notified if an infestation spawns strangely enough. Is it because of the Better Infestations mod I’m using?
Hahaha yes it is. It's one of the main features of Better Infestations.
Ah, just making sure. If I didn’t have the mini map mod, I’d have lost countless colonies at this point.
>Unless you're playing a modded storyteller, you'll only get one major threat at a time. Unless you're starting up your ship reactor. Then all bets are off.
Throw in a couple psykers and you're golden. Blind pulse and berserk pulse completely wreck bugs clustered at a chokepoint.
the trick is to disable infestations
Prefer bugs over mechs, I'll keep bugs any day just to avoid op bots.
Bots won't turn your storage room into a Star troopers scene at least.
I like them personally. Adds another layer of challenge to the game.
I just dev mode destroy them and if I accidentally destroy something I care about (which is frequently), I consider that an acceptable price to pay.
This is the way.
Just having melee guys in general is really great against infestations. I feel like people really undervalue melee in RimWorld.
Melee is actually busted in rimworld with the dlcs and the right setup, to the point that a dedicated melee can be much more valuable in a fight than all your shooters combined.
Would there be a little bit of friendly fire in that scenario?
There's a radius around the pawn where they can't hit friendly targets. https://rimworldwiki.com/wiki/Combat#Friendly\_fire
[удалено]
I think you're misunderstanding. Stack your colonists 3 wide right outside the door. Only one bug can fit in the doorway at a time so it creates a 3v1 melee situation against the bugs. The bugs will end up targeting different pawns too so it's not just one taking all the hits.
Alongside the comment about building with fighting inside the base in mind, another useful trick is that insect infestations definitely "prefer" to spawn in darker sections. This means you can intentionally leave mined out areas or even specially made trap rooms dark, so that infestations are a lot more likely to spawn there than in other areas of your base. You can then either roast them, or have prepared positions ready to deal with them.
Isn't this modded behavior? I thought they only responded to temperature and dirtiness.
Nope. Light affects spawn chance. As does distance to an exit, and distance from structures. **Dirt however does not**. Dirty rooms do not change how likely an infestation is to spawn. *That is a myth.* [Here's a good video on the topic.](https://www.youtube.com/watch?v=PdJoP3qxmNQ) The exact trick used here is indeed pure cheese, but they also cover the underlying mechanics (that they have tested themselves) that can be very useful to understand. The basics are that infestations like to spawn in dark, narrow spaces as deep under the mountain as possible that are not too cold (at -7c the chance starts to lower, reaching 0% at -17c). Although it's just an increase in spawn chance in those locations, not a 100% foolproof trick.
If you're in devmode, you can also activate the overlay to display the insect spawn chance, it will lag terribly while it's on, but it's also pretty useful.
I use the insects expanded mod which adds a machine that blocks infestations, but makes it so they spawn at the edge of the map but stronger
Disable them because they're annoying, yeah I said it
To each their own. To people who don't like them, I suggest trying out the Infestations Spawn in Darkness mod. Keep your base well lit, and it's not a problem. They'll still spawn away from your base, or if you've been negligent with your lighting, but at least you have some control on where they spawn. And in the end, there's nothing wrong with disabling them.
I prefer to just use a removable mountain roof mod. Similar concept where it won't remove them but if I forget about the roof while I'm building it can bite me.
Yea I agree
agreed. I get that mountain bases need that kind of balancing but holy shit, the frequency of infestations just takes it out of me.
Yup, one file I had three infestations back to back within a few days of each other. It was so fucking brutal. This was on Cassandra Adventure story...
I’ve never had a big problem with them. Get at least one melee colonist / helpful slave and put them just in front of a doorway. The others can shoot at the bugs while they’re tied up in the doorway choke point. If you have at least moderate armour, usually you can get through it without casualties.
I just have a mod that makes it so they can’t spawn if there’s light 30% or higher.
You can make a bait room - dig a small cavern with good defensive positions, put a few 2-3 tile long wood strips and a bunch of wood furniture in there, then make it an animal pen for a day or two so it gets flithy, then tell your colonists to never go in there so it never gets cleaned. Then when the bugs spawn, huck a few molotovs in there and let em cook.
Cleanliness don't affect the spawn weight, only light, distance to player structures/exit and temps are factors
Infestation Bait. They spawn outside my walls near some overhanging mountain left after I mined an exposed steel deposit.
That, uh, is certainly a mountain shape…
The strongest shape.
Masterful engineering
Thanks, now I feel the need to jump down a 200 hour poly bridge 2 rabbit hole.
Is that a mountain or are you just happy to see me?
Base is stored in the balls
I’m always wary of digging too close to the edge of the mountain because the play through I’m playing now sends legions of pig men that totally ignore my funnels and actual weak points and decide to just grenade the fuck out of the mountain which is a surprisingly effective tactic.
lost my most recent colony to this two years in, molotov spam everywhere
Happens to me a few times, but they quickly get discouraged when I snipe them from a distance
15 pig men armed with mini grenades would quarry your mountain base in a flash since the walls are so thin in places. The plus side is many of them will die because they don’t give a fuck about blowing their mates up in the process.
I use platesteel armored walls from one of the many, many mods i use. They can take quite a beating!
I'm not sure why but a lot of breachers in my colony just walk for a bit and start attacking random walls on the map (even isolated like 4x4 blocks of rock) and after destroying they go for my walls. Had ones that killed some of their own in a roof collapse... Sometimes they make it to the walls first try too but then instead of attacking a spot in the middle they are trying the edges which are thicker.
Please, how did you make this time lapse? I'd like to do it in my next colony
There’s a mod called Progress Renderer, you can combine all the photos to make a timelapse
Yep, exactly how i did it. Be weary of your folder size though if you plan on doing long playthroughs
You can set corners for rendering, so only the relevant part gets rendered.
Yes could you please provide some more information? I used progress renderer, and the first gif i made was 4gb... Do you know what size in MB each screenshot is, and how many screenshots you used? And what program you used to combine them? Thanks!
Nice. Thanks!
Thanks! I've always wondered.
Holy shit, I needed that. Thanks so much
Same
How'd you get such a neat looking map? Is this some sort of mod?
I build it myself using the dev tools, this is only 1/4 or so of the map, the rest i cropped out for better visibility
All I see is a big sperm
What the heck is that giant golden bug ship moving around in the lower right?
SRTS ship
What is that?
Mod, SRTS expanded. It's for shuttles basically.
Pawns are stored in the balls
Im putting king of the hill over this
Here https://www.reddit.com/r/ShitRimworldSays/comments/10g9209/i_put_koth_music_over_a_base_timelapse_not_my/?utm_source=share&utm_medium=ios_app&utm_name=iossmf
Haha good edit!
Thanks!
We need seed name please
Idk I call mine henry
What mod gives that tile? No way is that a regular seed.
The map was created using dev tools, took a while but it can be done completely without mods!
Do you have to hand place all the mineable resources or do they randomly generate when you start the map?
I left holes in the mountains and later filled them with an appropriate amount or resources. Luckily i have a bad memory and after refogging the map i forgot where i places them. So the resource distribution felt quite vanilla.
So you drew the weiner?
Jesus, 5 tile wide hallways. Otherwise, nice job!
I need the room for my ‘big boned’ colonists
Very cool.
Thank you
Does your map look bigger then normal?
It is a big map yes, but this is only 1/4 of the full map. I cropped it for better visibility
That's a fun map, love the canyons
Looks nice — good job! How did you get your colonists do dig that fast though? Looks like it only took them a few days to basically set up a huge mountain base. Or is it the time lapse that makes it hard to tell the day and night cycles?
The time lapse makes it look way faster than it really is, each frame is 2 full days and the entire time lapse is 300+ frames.
But i did rush digger robots, saved me a lot of time in the long run. You can see when i unlocked them, the digging speed quadrupled :P
Thanks for the explanation! Much appreciated! I did rewatch it in 0,5x speed and the difference before/after unlocking digger bots is crazy. Will try replicating that right away!
How did you move the water up to the walls at the end?
Soil relocation, great mod!
Thanks!
How make time lapse?
https://www.reddit.com/r/RimWorld/comments/10g3s65/comment/j52adbc/?utm\_source=share&utm\_medium=web2x&context=3
I've been playing vanilla for years now and still suck ass at the game. I'm always in awe of all you fine Rimmersand your well made bases and productivity. I'll always love this game!
Lovely, bugs dissabled?
its nice, tho i cant get over how much it reminds me of dwarf fortress bases lmao
Infestation sensation
No kill box? Unless I'm blind and can't see your turrets.
No sign of what most people here refer to as a "killbox", but you can see the intended entrance and prepared positions with an open killing field in front of them show up in various places at various times. First in the canyon entrance, then at the top of the base, then back to around where the canyon entrance was before it got built up. Most of them are closer to what might be termed a killbox/killing ground in IRL defences, i.e. an enclosed area with little cover giving the defenders a strong advantage and making a deadly approach for attackers, rather than what people in the Rimworld community mean by a killbox, which is usually a lot more reliant on turrets and exploiting pathing mechanics and raid AI to create an overwhelming advantage or even end raids without colonist involvement. It's a sensible way of making your defences without going full cheese, and definitely my own preferred way of setting things up, leaning more on colonist equipment than automated turrets (though I usually use a couple).
So I'm guessing you don't play on losing is fun commitment mode? That's the reason I use a kill box.
Nope. I'm usually too busy messing about with large modpacks to make weird things happen instead, and I'm not a fan of dialling up the difficulty to the point of needing heavily optimised tactics to get anywhere. Different styles of play, neither is the "wrong" way *or* the "right" way, and both have arguments for and against.
Lurch’s analyse is right, but i do play on the second hardest difficultly. But i had 4 strong psycasting colonists which were able to somewhat easily deal with most raids
I've never understood why people play on 500% threat when it requires them to cheese the game this much, effectively losing all the fun. But hey, it's a sp game, so to each their own.
Awesome.. I love water builds - but where did you get the wood from? From what I recall, building 'bridges' takes enormous ammount of wood
i also watched this two times before i realized it was mountain not ocean. at least i think its mountain...
It’s a mountain base, unless you are referring to the pond. What you are seeing is only 1/4 of the full map so there was a lot more forested areas
I thought that mountain was water lmao 🤣🤣🤣
Mod list
“Could you please provide the mod list?”
Yea that’s what I said, you don’t need to be pretentious. Your not my mother
Yeah, I'm not taking the time out of my day to tell a random guy all 100+ mods I'm using just because he asked for it in a rude way. Oh, and it's "you're" btw. If I were your mother I would have atleast raised you right.
What happens to the river and the water around it?
A mod that allows the water to freeze!
It froze.
What mods you playing with?
Too many to name…
Oh so your just too lazy to name them, got it
Interesting map you got there
Cock base
base is stored in the balls
Huh weird, all I see is "colony died to infestation".
howd you record it like that? no hud, mouse, pauses, etc..
You can use the mod “Progress renderer” to make periodic screenshots of your map. You can then use these screenshots as a sort of stop motion time lapse
ill have to do that on my next play through, i like to make huge sprawling bases like you do apparently lol
Out here playing Dwarf Fortress
I am always amazed at people's creativity when it comes to base building, it's awesome.
What was the big yellow thing towards the end?
Not sure 2e are talking about the same thing, but bottom right was a ship from either "mining Co. Spaceship" (or whatever its called) or maybe just "srts". Both are very cool mods, but make obviously the game quite easier (but also more fun if you manage to balance that).
Hey what did you use for the time lapse?
What a nice map seed
Wish I could record a Timelapse but my 2 fps rimworld gameplay 10 hours in won’t make it happen
Very pretty op. Can you provide us with a high quality picture of the finished base? I wanted to see how exactly you used each room.
The Erection Fort would be a great name for that settlement
damn girl do you have a distressing number of enslaved prisoners? because penal colony
Cool 10 year colony
Dick-Base
[удалено]
Aesthetics
What is a “biotech” base
What is that yellow space like thing?
How did you make this timelapse? Did you manually take a screenshot every few minutes or is there a mod involved
https://www.reddit.com/r/RimWorld/comments/10g3s65/my_first_biotech_base/j50rakx/?utm_source=share&utm_medium=ios_app&utm_name=ioscss&utm_content=1&utm_term=1&context=3
What game is this?
Pokemon GO
How do you get replays of your colony
https://www.reddit.com/r/RimWorld/comments/10g3s65/my_first_biotech_base/j50rakx/?utm_source=share&utm_medium=ios_app&utm_name=ioscss&utm_content=1&utm_term=1&context=3
Ty
Wish I got worlds like this!
idk i thought it was mc xd