this post was submitted on 06 Sep 2025
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RimWorld Gallery

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RimWorld colonies can look awesome, awful, impressive, dull, overwhelming, lame, stunning, boring, intriguing, uninteresting, legendary, whatever. If you have a render of a RimWorld colony, feel free to post it on Rimworld gallery! If you are in doubt about posting, please read below. Please note: screenshots are not hi-res & will be removed

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Having trouble posting? To post a render please go directly to rimworld.gallery and read the rules and instructions there. Uploading on your federated server may fail due to file size limits

Rules

PLEASE ONLY POST RENDERS Watch the HOW-TO VIDEO or read the instructions

All colonies are welcome here. If you are playing it and like it, so will we.

1. High resolution renders only No screenshots, please use PR (Steam / GitHub) to make renders. Here's tips for the settings. You may upload regular/additional images in the comments

2. Post the entire map or as much as possible of the surrounding terrain. If surrounded by mountain and/or ice, modest cropping is allowed. Please keep the render square.

3. Use descriptive titles Think colony/seed name, colonist count, biome, background info etc.. So not: 'I was told to post this here'. 'The others are probably better.' Or without any additional info: 'My current or last colony'

4. Repost? After significant expansion Reposting from /r/RimWorldPorn is allowed without restrictions A new post of your expanded colony is welcome. To prevent spamming the feed, not too often. If you've posted elsewhere or want to: It is ·YOUR· colony, so if you want to (re)post it anywhere else, don't let anyone stop you!

5. Ships must be landed Complete ships may be posted only when landed on a non icy tile. Instruction video

6. No plagiarism If you share someone else's render, give the original builder credit.

7. Self promotion RimWorld related self promotion is allowed, like for Twitch, YouTube etc; in the comments of a render relevant to your work, posted by you, once per colony. Wiki link · · · ·

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[–] sushipanda@rimworld.gallery 1 points 13 hours ago

I started off with vanilla size restrictions on my gravship (2000 tiles) - The lower-middle part of the ship used to be the entire original gravship (from the back-console room/lab/workshop all the way up to the duck/goat pens). The original grav engine was located where the current grey altar is. Once I fully completed that portion of the ship, I expanded the Bigger Gravships setting slightly each time (allowing 1-2 more extenders, allowing 500 extra tiles) which allowed me to build the ship organically, wing by wing. It wasn't until I reached the max settings in several aspects of the Bigger Gravships that I concluded the ship was finished at 11,752 tiles.

For me, any ship or multi-room building will always need to have a fully connected hallway system planned out before being built for both aesthetic & efficiency purposes. No room should have their entrance be connected to another room unless it is a sub-room (ex: bathroom) or a public area (ex: library or garage). I must have any two rooms be accessible through one continuous public pathway.

Avoiding square rooms is something I do in all playthroughs, and if I must use a square/rectangular room I try to fill out the entirety of the space. Each room had their wall layout designed before I determined where to place the furniture, so that's why I have so many irregular room shapes and designs as I forced myself to work with those shapes.

I try avoiding repeated floor patterns unless the room is too small. Most of the carpeted rooms have slightly different shades of the same color from their neighbor (turquoise next to aqua, next to light blue, next to sky blue, etc.), but I also made sure to make sure the type of color "matched" its surroundings (the production/manufacturing rooms tend to all be grey/white, the commoners in the middle ship occupy different shades of blue, and nobility at the top with crimson/purple). I tend to try and keep the color/scheme of the furniture-pieces to be similar to their adjacent placement as much as possible. For example, having my medical bays and science labs only keeping to the white/blue/green color scheme and having some adjacent rooms match that scheme (ex: the rooms next to the labs tend to keep the light blue/cream color scheme) whereas my mechanoid production room keeping to a grey/red/blue theme. For the library, I rotated between scroll shelves and book shelves with each row and then switched it up with another type of bookshelf that stored books of a different color scheme. I made sure the public bathroom and kitchens or hydroponics had grated tiles to give the image of a proper drainage system. It's subtle, but without the grated tiles in my hydroponics bays or bathrooms, the rooms actually look a lot worse. Additionally for color, only painting the exterior corners of my ship crimson rather than painting the entire thing made it look a lot better. Generally, for each room type, I try to reference or imagine it to be something I've seen before already in real life.

The 5-panel console is from Vanilla Expanded Props & Decor under the "Imperial" category. It's the only prop on the ship, but I felt that it fit in.