r/RimWorld • u/Fonzawa • 21h ago
r/RimWorld • u/CMYK-KIM • 19h ago
Art Rimworld doodle - Gift
Tatami (Impid, 24) has prepared a little gift for everyone who worked hard today: a Venometric Power Cell!
She says to let her know anytime if you need anything else! :)
r/RimWorld • u/GABESTFY • 23h ago
Misc Tried testing the games newest engine, and I'm gonna be honest it's pretty good on handling the large scale combat.
r/RimWorld • u/piddlefaffle12 • 11h ago
Misc Ever wondered what 250,000 pawns look like?
Still need to work on some rendering tricks to get FPS up when zoomed out.
r/RimWorld • u/Stratz521 • 15h ago
AI GEN [Soft Release] IsoRim 1.5/1.6
IsoRim- now available on GitHub and Steam Workshop
Hi all, after all the (mostly) positive feedback and kind words you have shared with me, I've decided to make it publicly available, but there is a catch.
As previously stated, the time I can dedicate to this mod is minimal due to time commitments elsewhere in life. So, in light of that, I have decided to release the files on GitHub :)
https://github.com/kndzio/IsoRim.git
My main goal behind this is to enable someone who is extremely talented at art and modelling, to use this mod as a baseline to create something truly amazing. Essentially a hybrid of AI creation and human creativity.
I don't desire any credit for the use of this, it's entirely open to use to anyone.
I have also released it onto the Steam Workshop ("IsoRim") in an unfinished state, but with a HUGE caveat. I won't be supporting the development, bug fixing or anything of the such. I just want the right people, to have access to this awesome tool for their creativity.
https://steamcommunity.com/sharedfiles/filedetails/?id=3819266222
P.S It's a version 1.5 mod, 1.6 is slightly broken and 1.7 has only just been announced (hype!!!), so if someone can update it, go for it!
Thank you again,
Have fun playing with this fun little mod. Can't wait to see what some of you are capable of making with it!
Con
EDIT - MIT licence added to GitHub. Have at!
r/RimWorld • u/VergeofAtlanticism • 19h ago
Discussion This update is the best thing that’s happened to the game.
I just cannot believe my eyes in game. i updated my save from 1.6 to 1.7 and my 13 year prison colony went from 20fps to 60 with 360tps, and now i have an additional colony and even with both running at the same time i still am at peak FPS/TPS!
holy cow!!
r/RimWorld • u/Xontroller • 11h ago
Discussion 1.7 Improvements. Ludeon Devs I could Kiss you...
I know there have been a lot of them, but I have the need to share this at least once
Mod Count: 210 mods (all work flawlessly, excluding a few keys that got reset). Not the biggest mod list, most of them are just QoL
My PC definitely isn't the worst with an AMD Ryzen 5 and 16 GB RAM, but also not high-end
Performance differences:
Load Time: 3:30/4:00 went down to 1:20, and save files down to 15 seconds
TPS: Latest save went from 180tps/40-60 frames to a maximum of f-ing 1700...
Ultrafast speed (900tps) has around 70-90 fps easily now (mod: Smart Speed)
EDIT: Ticks per seconds is basically how often the game updates. The usual amount for most games is 30 to 60, including RimWorld with 60 at the lowest speed. And at the higher speeds 180 and 360. If you think of RimWorld like a chess game, it's basically how often they move/change on the board within one second, including the mood changes, projectile calculations, pathfinding updates, etc...
Those numbers are the targeted TPS, meaning your game will sacrifice some frames per second (fps) to save computing power as lower visual updates don't impact the game simulation, except for what you see and how much resources the computer has available. This is why at higher speeds the game often times had such low fps. With the mod "Smart Speed" you can change the TPS on the different speeds, most often used (me included) just for the 4th speed option it adds. While this can be enabled in the debug menu, this mod allows to set the target tps to an absurd amount and stress test the game.
I didn't explain TPS or anything as I didn't expect this to get more then like 50 upvotes, sorry...
I thought that within a few days I would adjust to the "small" increase in performance and then be disappointed about the lack of new content
Yeah... that's not gonna be a problem at all.
This update sure as hell won't help with my daily RimWorld consumption
r/RimWorld • u/Sciira • 15h ago
Misc Ludeon be like: "what if we just didn't pay for Unity anymore?"
After the announcement, I got to wondering what the incentive was to swap off of Unity for Ludeon. You know, besides the obvious performance improvements. Engine-changing is no small/cheap task and while Rimworld was uniquely built to not be too super entwined with Unity, it still did in fact use it, which means Ludeon was having to pay some form of subscription fee to do so.
So, the migration to the new engine may have been justified financially by eliminating those ongoing Unity costs, which could explain how Ludeon is releasing 1.7 on a new engine without shipping a DLC alongside.
That's all assuming there isn't also a DLC of some sort on the way that we just haven't been told about yet, mind.
r/RimWorld • u/kevlap017 • 16h ago
Discussion They were not exaggerating, the game really does run 2-4 times better on the Waylith engine. It's like magic. The non psicast kind.
I'm just shocked. I tried loading a save, messing with graphics, generating 100% coverage worlds, and its all SO MUCH FASTER AND SMOOTHER. It also FEELS smoother in game. it's incredible. And even though im not into mods its ALL compatible with the mods that were for the unity version? Amazing. That's some code wizardry right there. Also goes to show that there is a point for game devs to pursue homebrewed engines over commercial ones once they feel confident, because a specialized engine is often gonna be more optimal if made by decent programmers. it makes sense to optimize a tool you are gonna use for yourself and for uses you planned in advance. It's like the difference between making your own recipes vs following the cookbook, sure the recipes work, but they are not as flexible as your own imagination, and unity was showing it's limitations in a game like this one (it's hardly the only game with unity issues, I feel the pain when I run for example Caves of Qud and the game has to generate a lot of things at once, like it used to in rimworld world gen too... until now).
r/RimWorld • u/AeolysScribbles • 17h ago
Art Jail doors | Rimtober 2026 Day 13: Flimsy
galleryr/RimWorld • u/Medium-Ad8849 • 18h ago
Suggestion Rimworld is complete
If they never released another DLC ever, we will still keep playing forever. Mods, etc.
What would make it better is expansion to the core, instead of a sequel or DLC, something new, the next level. Thoughts on next level.
Underwater villages
Spaceships
MULTIPLAYER ELEMENTSS
r/RimWorld • u/KarlLexington • 20h ago
Discussion New Update for 1.7
From Sam @ Ludeon on Discord:
Version 1.7.4977 rev926 is now up on the unstable branch. This build is primarily focused on fixing most of the issues which are actively blocking people from playing the game. Further fixes will be coming for areas of mod compatibility that have been missed, and more in-depth fixes for others who can't play (for example, those on Intel Macs) are being evaluated. Changes in this build:
- Fixed a crash due to running out of video memory when trying to upload meshes.
- Fixed a crash on boot for devices with older graphics cards, which support Vulkan 1.2, but not 1.3 or later.
- Improved detection of graphics devices and improved the message which pops up if you don't appear to have any usable graphics devices, especially for laptops with dual graphics devices.
- Fixed a sporadic crash while on the loading screen.
- Improved handling of damaged game files from steam and added more diagnostics to try to identify why a small subset of players are having issues with texture and audio loading.
- Improved handling of CJK fonts - notably, improved selection of glyphs for Japanese Kanji (as long as the language is set to Japanese), and improved the rendering of some Korean glyphs.
- Note that currently, on Linux, CJK fonts will likely not load correctly. This will be fixed in the next build.
- Speculative fix for a reported issue where players on Intel graphics saw the game go greyscale/monochrome.
- Fixes to resolution handling on multi-monitor setups, especially on Mac.
- Improved text rendering to make it closer to 1.6.
- Fixed support for uploading mods where the size of the built asset pack would be over 4GiB.
- Fixed the fact that all languages other than English were missing and couldn't be selected.
r/RimWorld • u/misterferny • 1h ago
Mod Release What if Rimworld had security cameras, diplomats, and watchtowers? Surveillance Shift has released! A blockbuster sequel to Perspective Shift.
galleryr/RimWorld • u/DogEatTurtle • 5h ago
Colony Showcase Current state of my city
galleryThe first image is what my colony looks like at the moment (zoomed in). It has gone through quite a few changes since my initial plan, based on the feedback you gave me on my city plan post.
Second image is my initial city plan, that some of you may have seen.
Now that I finally have 2 horses, I'll be making a jousting arena soon using RimJoust, and I'll also be making a proper market using RimMarket. After that, I'll probably work on the barracks, prison and castle. Since I don't have the grapes bundle, I can't make a winery yet, but I do have hops. The northeast section will probably be the last to be built.
My medieval mod collection: https://steamcommunity.com/sharedfiles/filedetails/?id=3753619287
r/RimWorld • u/UniversalExploration • 7h ago
Discussion I hate when a colony gets to the point where I stop doing quests
I stop doing quests because what they are offering is either not worth anything to me or isn't worth enough to deal with what they are asking of me.
No I'm not going to watch your 9 prisoners for 25 days for a ton of plasteel or silver. I've got way more than I know what to do with currently. Hell I'm giving it away to whoever will take it.
I don't mind fighting off the multiple raids that you need me to but I don't want to deal with the 12 soldiers you want to send to "help" me. They all suck and will either spend the majority of the time having mental breaks or in the hospital for social fights between each other. And no, you offering up the Depressive Gourmand as a colonist doesn't sweeten the deal like you seem to think it does.
I'm thinking about trying to find mod that will improve the quest rewards but I'm not sure what would improve it enough but while not making it too crazy.
r/RimWorld • u/Purple_Storage3190 • 14h ago
Mod Showcase Battle Formations mod
WIP, Feedback?
r/RimWorld • u/YoinkiestSploinker • 21h ago
#ColonistLife Oh nice I got a rewar- WHAT THE HELL
r/RimWorld • u/BasicInformer • 2h ago
Discussion [ 1.7 ] TPS: 12692.0 (0.08ms/tick)
Harmony + Smart Speed for test. No other mods. All core desert - 3 Colonist.
1.6 best test: TPS: 4423.0 (0.23ms/tick) -- average was 3000.0.
1.7 average was 9000-10,000.
r/RimWorld • u/Narrow-Concept2317 • 10h ago
Colony Showcase I FINALLY ESCAPED A RIMWORLD
galleryThis is my first time posting here so I don't really know what flair to use