#Colony Sims Talk Ahoy! (Rimworld, Dwarf Fortress, etc.)
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and are good at crushing obstacles, walls, whatever you need
cleared mech compounds by just having the mechinator and the rest of the armed colonists basically staying a room behind the vanguard mechs
moving in after theyve triggered or disarmed any traps
OSKAR?
Oskar have no regrets and welcomes whatever may come
I'm enjoying the breach and clear life with all these new landmarks
One man with chainshotgun, one man with emp grenades and a backup weapon
My colonists descend from their ship with breach axes and a determined expression
I am the breach raiders now
yeah, This DLC seriously gives you options when it comes to leaving the map and exploring.
It's been so god damn good.
Chain shotguns our beloved š
[Reply to:](#1176792551227924560 message) One man with chainshotgun, one man with emp grenades and a backup weapon
mechinators eating good with bots basically designed to breach and clear
tunnelers are genuinely fantastic for exploring ruins
their shields protect them from explosive traps and turrets
they can dig through walls
their melee attacks are really strong and theyre very well armored
I wish I could get more gravlite panels, but I'm not fully prepped to go into space
If you use Mort's corporation mod they sell them
(Adds an empire-esque evil megacorp and a deserter-for-mechanitors cyberpunk faction)
yeah you can just get them from quests
I've tried to go do the quests but even they are risky.
Actually the more I think about it this is fucking brutal
My colonists are raiding an outlaw hideout station and the concept of swinging my ideo's very pointy breach axes when everyone's wearing vacsuits is nightmarish
As if CQB in space wasn't bad enough
Get vacuum exposed nerd
Yeah thatās the idea haha
Gotta take risks in the rim if you wanna go big
New Amberlight has been refitted with better turrets
Ow, lost two pawns doing just that
One died to a cryptosleep ancient who was carrying an explosive belt
And one fucking stepped into a doorway to emp grenade a defender turret
And the fucking thing instakills him first shot through the brain
Just unlucky, I've done that tactic a dozen+ times and never even been hit
oof
Those are some scary looking guns
they are!
YIKE
That's a meteor strike inches away from your shell stockpile? š¬
Those are plasteel walls too 
This is the captain of the Valentine speaking- all hands prepare to repel boarders, I repeat, all hands prepare to repel boarders. We have mechanoids incoming.
(I love getting stuck on an orbital platform while 30+ militors break down my hull and try to breach and clear my colonists)
my mechanoids normally get yeeted everywhere else
This might be the only time outside of cave bases where the 30 militor raid is a threat
Consider: kill the 30 militors with 30 militors
We are a peaceful research vessel š
(ignore the vacsuited breach raiders)
Right now I'm turning my space ship into a space station
which was annoying to get the grav extenders aligned to form a good circle
Got an outer 'airlock' ring, and then an outer ring with living quarters, rec room, hospital, workshop, lab, and shrine
now I just gotta sort the inner ring with some space for storage and whatever else I need
It's designed so if you're not breaching, you go have to enter via the security room, then travel to either the bedrooms or rec rooms to go 'in' a layer
Pretty sure those are steel
Oh actually yeah itās concrete
I dig the "ufo" style ship!
literally watched this mf run in there and eat food in the food store instead of walking to the table
piece of shit
and yes, Pews count as chairs for eating at tables
WHY
WHY ARE YOU DOING THIS
Maybe get rid of one of the doors? It shouldnāt matter but also they shouldnāt be doing this anyway so š¤·āāļø
nah its "too hot" in the room
they wont eat at a table if the room would make them sweaty
for some reason
It did help get them properly inhumanized
The New Amberlight on her 11th year, with her crew
Everyone one gets fancy bedrooms now
mf entering a new region like the god damn brotherhood of steel
the heck do you mean catfish have toxic spines????
CITIZEN OF THE RIM, DO NOT BE ALARMED
its gone now, thankfully
yeah they do have toxins in their dorsal fins
huh
Like real cats
but not like fish
And are also toxic
people catch them with their bare hands
by stuffing their hands into their mouths
huh
I mean they only have a couple of spines and they're huge so kinda hard to miss
not on any part of it that you're gonna eat either
It's just embedded in the dorsal and pectoral fins
If you move your hand up the fish, you can get stabbed and it burns for a while, but it's not very harmful to us
Generally
It's called noodling
They stick their hands into catfish burrows and jab their hands into their mouths and grab em and haul em out
intentionally making myself miserable with an Anomaly start in a scarland ruined city
spawn in
There are 54 hostile enemies on the map
okay I did literally ask for this but wow that's a lot of bug nests
also everything is awful, there's nearly no soil, every animal has scaria so my ghoul is almost always starving and threatening to go feral, and everything sucks forever
we just got rimworld, we love that baby pawn's needs literally get translated from baby talk š
Can they not eat rotting bodies?
[Reply to:](#1176792551227924560 message) also everything is awful, there's nearly no soil, every animal has scaria so my ghoul is almost alwaā¦
Nope
(Source: Jahalbrook)
(source: banneddan1)
oh yea, is cataphract armor only available from the royalty dlc?
Well⦠toxpotatoes are always an option
I suppose that doesnāt help the ghoul though
in this case I mean literally there's no soil
though I can get by with planters from one of the VE mods
I should visit the scarland once Iām more established the
Thereās apparently lot of loot in those ruins though
I canāt believe Mr Samuel streamer didnāt realize he could just rotate his gravship
When he built a gravship with a broadside only available on one side
Also on my other save, god, skip is so good
I use a pawn with Skip to trigger hunter drones and just yeet them away
We believe so
[Reply to:](#1176792551227924560 message) oh yea, is cataphract armor only available from the royalty dlc?
Psst, 17 (@compact dawn), you have been pinged by @smoky birch.
Yes
Royalty is honestly a lot better than I remember
It's really not hard to just enjoy the content and turn off honor quest rewards and just do quests for them for sick loot
Since you can turn off honor rewards just like goodwill rewards
whoaaa
i take it back this is mildly more concerning than normal
Thatās when I pop mind numb serums
Stop them from interacting with each other
Rimworld colonists will do everything in their power to ruin their own lives
The Human Condition š
Edit their xenotype and disable flirting
it's difficult to do so without doing extra modding (that sometimes just don't even work)
make new, better humans with a new xenotype without such flaws as flirting
Mods like Way Better Romance
Stops colonists acting like desperate 17 year olds
But you will lose time to more joint social events
combine Way Better Romance and Intimacy for the true raunchy romance experience
it is kinda mad annoying how FAST people become lovers in rimworld
literal first day after landing on a rimworld? lovers and broken up seventeen times
like jesus christ priorities people
big FUCKING ship
At this point I recommend getting aelannaās spacer furniture mod
It allows you to set up pipe system that automatically reloads your turret from a connected supply shelf
Before royalty this was the only purpose of psychic sensitivity
Yep
With royalty psychic sensitivity became from a purely negative stat to the god stat
Huh til
yeah psychic dullness was also really good
all it meant was this stupid meme event didnt crater their mood
We still instinctively avoid psychic sensitivity tbh
Well it still boosted the positive mood bonus from psychic soothes too
i like the mod that boosts bandwidth and mechlink range with psy sensitivity
the helmets and masks stay ON during the gay friendly hookup between friends
Is that Andersen Andersen and Han or Andersen and HanAndersen
thats han and andersen having platonic gay sex on andersens bed
well that was easy. 51 manhunting giant butterflies
Giant butterfly is new
they're from a mod
Darn it I built a village again and forgot to arm everyone to the absolute teeth and now cassy wants to kill me
30 vikings, 15 wasters, manhunters and more
hm
A raider must have been hiding underwater
Saw one on another discord where they caught a kidney
guessing that's the same raider
my robots...
what mod?
AOBAās dead man switch
Yep!
Swans are just geese that love drama too much
Swans are big and fly low and slow but you can't shoot them because they suck at fucking
wat
Rambling
š¹š
it rly puts into scale how big the carparks are in america when you see them through a bird's eye view
That's a gune
wow they paved paradise
oh SICK
Thinking of making Rolandās rifle from Ruina too
(Yes above is Tamakiās sniper rifle)
theres this channel on youtube where a city planner plays cities skylines and in one of his series he had a like three part episode building a Walmart in dead silence
it ate like a third of the map
Are those engraved bullets?
yes
fancy engraved pulverization round
explodes on impact
meant to be used for antistructural purposes
but it'll fuck up a person too
if sniper rifle isn't your jam we got semiautomatic rifles/shotgun too
in normal firing mode it just shoots your regular old railgun slug
in CQC mode it shatters the bullet inside the barrel so it comes out as a storm of shrapnel
Damn that logic do be atelier
Last image of my latest colony before the High Stellarch took them all off-world less than a quadrum later. (ignore the tiny gravship I built it like 8 years into the colony and used it maybe twice lol. the colonists hated it)
I see you, gigantic stockpile workroom in the center!
Nice looking colony!
how do we get this godsdamned boomrat out of our godsdamned house without blowing it up
is it a pet or a random one
if its a random one probally tame it then give it a far away zone it cant leave then release it
it's just a random one
there was a mod called Shoo
but there is also BoomMod which stops boom-creatures from exploding from melee attacks
Put in a firefoam popper and then blow it up?
[Reply to:](#1176792551227924560 message) how do we get this godsdamned boomrat out of our godsdamned house without blowing it up š
I know this isn't what you asked but like, as long as you have everyone there and they can firefight, just kill it
boomrats don't boom that big
furniture can be repaired easily
Now, don't do that with a boomalope
get fucking pulverized lmao
I think you could use one more bullet
this feels like a decision from a ps3 era rpg where you can pick "be good or bad and the story changes"
If there's a cap on villagers these have the same incentive
if only there was to make it even funnier
move your meals to another room (or wall em off, or otherwise deny access), then hold a door open that leads to outside
https://steamcommunity.com/sharedfiles/filedetails/?id=3544349984 first time modding 
SICK
I spent some time making this visual gag
thoroughly funny to me that my automadroids can fish
Why is there a giant
y'know, I thought everyone else was just small for a moment
Big & Small Genes?
yep
yahar
love dat mod
lets me make wolfgoats
which idk if u know but
kinda a big fan
THATS A BIG RAID
fuckin randy gives me loads of plasteel then uses that as an excuse to kill me
when i havent even done anything with it
i have steel plate and shotguns
i HATE to abandon so much hydroponics
but i have no MEDICINE
i wonder
does this work like a solar flare
because correct me if i am wrong the grave ship command console doesnt use power
all the gravship stuff is, sensibly assumedly shielded and powered by the grav whatever
Yeah you don't need power
a number of these quests are cheesable using gravships
okay fourth mech cluster in a row i am starting to remember why i stopped playing with royalty
not because the actual royalty system wasnt neat
but because mech clusters suck
bling
Man, the Impact weapons from the Impact weapons mod didn't really have the Impact I thought they would
Reactive would've been a better word than Impact, if you wanted to make exploding bullets with a good name for a mod page
Heheheh
Maybe try out a Pulverization round from my mod
I might make the effects a bit stronger
Need more balancing passes
These are cool but they're so explosives they're a hazard in close combat
Though the slugger having a chainsaw bayonet is cool
Lmao
reactive bullets. they watch and react for a live audience.
I was just hoping for more of a high single shot damage type focus than a burst splash damage focus
By the name "impact"
Idk
????????????????
hey free meat and plasteel
and 3 archite capsules????
sometimes the storyteller is kind
Been playing a gravship start game, itās a lot of fun being pursued by the mech hive, though I did feel the need to mod the game to make the mechs come every 10 days. The default barely pressures you at all imo
Lmao the storyteller wants you to die
with that many colonists? 12 megasloths is not a threat
yeah I was about to say, funny that it's marked as a 3 star quest
haha. well. we accepted it, and then immediately got bodied by 12 megasloths, and had to reload an autosave
Lmao
I was gonna say, 12 megasloths is A Lot Of Megasloths
For those who have taken down the mechhive: how prepared do I actually need to be? Iāve got a fairly late-game colony at this point but Iām not sure if Im ready to take it on
Maybe make sure you have plenty of wake up and go juice and stuff
Well my plans are delayed for a while lol, my level 5 psycaster with no previous heart issues had a fatal heart attack
rip
As it turns out this actually completely doomed my ship lol (also me hoovering up way too many materials and getting very wealthy)
I died to 48 militors
Send 48 militors.
No pikemen
No centurions
Just militors
You will certainly not regret fighting 48 militors
Overwhelming firepower is a valid tactic!
With combat extended I just go for putting maximum ammo down range
I usually turn up the ammo cost way higher too
Itās fun in a different way I guess
48 militors would terrify me
48 of anything is terrifying in general.
Militors are easy to kill but they have a pretty powerful shotgun for their size
yeah the way vanilla rimworld works, numbers are incredible
even in CE it can be a problem
Especially with militors because holy shit shotguns cause a lot of injuries
Not very useful as a player mech but on the enemy? A swarm will destroy a player squad id you let them get close enough
Short of spacer armor anyways
they are very useful as a player mech
Just has the issue of how do you support that many
As player mechs I've only ever used them as desperation melee blockers or a distraction
if there were 48 scary gun enemies i would simply fly away on my gravship
hey, does anyone know if there's a mod that lets you, say, grow rice or haygrass in the same zone you're growing trees?
There is a garden mod that lets you have a garden zone that can plant anything
Here
Can't control the actual individual frequency of the plants though
Forgot to reply
Hmmmm...
We think you could probably do that in vanilla by just designating the rice/haygrass in zones surrounding where the trees are actually being planted, but it would be a massive pain
[Reply to:](#1176792551227924560 message) hey, does anyone know if there's a mod that lets you, say, grow rice or haygrass in the same zone yoā¦
\ Replies on pluralkit proxies unfortunately do not ping, you have to react with š/šļø/š insteade
Psst, 17 (@compact dawn), you have been pinged by @smoky birch.
Ooh I see
yeah, what I would do/have done is first set a growing zones for trees, then once all trees are planted, delete the squares from the grind that are ONLY tree squares, and then try switching the growing zone to not trees.
I assume in that case the trees will just grow along with the stuff around it.
well, as it turns out, we're pretty sure you just. can't grow crops next to trees, period
we tried the gardens mod, but it wasn't exactly what we were looking for
ended up manually making a checkerboard pattern and filling in the spaces with another, different grow zone, but we can't force our grower to plant cotton next to the trees or vice-versa
oh, hmm. we ended up trying to make it just one big garden with only trees and certain crops allowed, but then we noticed that our pawn could place crops next to trees; made the same checkerboard pattern, with only trees allowed in the odd spaces, and only crops between them, and now she's planting them like normal
(maybe not the best thing to show off, but this does prove that it works)
ah, this mod might be a bit bugged, actually. we don't have devilstrand unlocked yet, but our pawns are planting it anyway
mmm heat vent
Toasty
but can we bake bread on it
big grill
Hey question for those who play rimworld. What are some decent mods?
Either interesting or just QoL improvements
I'll bring up some later. Gimme a ping since I'm in class atm
Vanilla expanded adds a lot of mix and match content for little overhead
I just started rimworld this week
On my third and so far most stable colony
not really sure what to do or why at this point though, i have lots of food and guns but research is crawling along and i can't get more than 3 pawns without one dying or defecting
you also need to work on their needs and make them happpier
or they will keep having breaks
hmm well i guess i could build them real rooms and bedrooms instead of putting them in 1x2 cells
unless theres a more expedient way to make them happy
im trying to grow drugs but the riverbank keeps flooding
i also accidentally started in a tropical area for this one which i understand you're not supposed to do as a beginner
hasnt been too bad except for one of my starting pawns getting infectious eyeball parasites that drove him insane
uh yeah that'll help haha
whats like the minimum room size for them to not bitch about it
not bitch about it? 3x4
perfect
but you generally want better than that
ah not too bad
my main problem in terms of gameplay is pawns not finishing things they start
4x4 also gives you enough space to put in furnishings etc
which improves rest rate
and thus, lowers the amount of time they spend sleeping
they kinda half finish shit, and then i have to manually order them to finish the project piece by piece
or itll never get done
some stuff you just gotta wait because it takes a while
yeah
you also need to change prioties
time is the resource
better bedrooms actually help with this
because pawns spend less time sleeping with better bedrooms
well the problem is when i need something done urgently
guess thats also a time problem but like
time to build every-other block of a destroyed wall, forcing me to click and point pawns at every single wall segment to get it repaired
that was a more abstract example
building generally is a mid-priority job
so pawns will abandon it to do self-care etc
hauling and research are also things they wont do without my direction
hauling is low priority job
research is lowest priority job
they'll never do research if they have anything else they can be doing
i set my designated researcher to do fuckall else and he's still out there farming...
you need to use manutal prioties
did you allow him to do farming job
yes i do
it's set at 4 i guess i can literally turn off all his activities
theres also diffrent jobs in terms of length
for example having a medic be also your researcher is fine
because medic is a low time job
you also want a lot of different variety of recreation activities btw
dont worry i have a tv
because pawns develop resistance to particular kind of recreation activity
no cable tho
farming and cooking is also time consuming
so they spend more and more time on it
just one vhs of jerry macguire
yeah that's gonna be a time sucker
you want a few other recreational activity source
when can i start to do something fun or funny
i thought guns would be cooler than they were but now combat is just rocket tag
i really need more recruits too
i played around with caravans a little until i sent one guy to his doom against a swarm of somethings
honestly I play with CE so combat with guns are a bit more fun I guess
potential for the funnies depends entirely on your goals
what makes it different
i have no idea what i could even have as a goal
the tech tree is not very inspiring at a glance
so base game, whether bullets hit target or not is based on % chance when you fire the gun
CE turns bullets into physics object
and also makes them much more lethal
rimworld is highly moddable so there's a lot of fun mods that can be added to expand your goals
the most latest DLC adds a fun playstyle that gives you a sense of progression
where you can, instead of building out a colony
build a spaceship
yeah i saw that, a little heady for me at this time maybe but something to work up to
only dlcs that i recommend is like biotech and odyssey
the bigger the clonoy the more you have to manage
the bigger the raids that come after you, and the more your pawns need to be happy
theres an expectation mood sorta thing
early on they don't expect more than just a barriks thats ok
and ok food
more pawns also lets you speclize them more
wich becomes more important over tim as well
crafting starts out as a low time job
when your just making a few things
but becomes much more time conusmeing over time
that and the skill of the crafter affects quailty
i have a designated crafter
who has been pumping out lmgs
mostly as trade goods, god bless america
which is why im also trying to grow drugs
but anyway im already making good to exquisite meals, my crafter is also the cook lol
i guess i just need to up my interior decorating game
you dont want crafter to also be your cook both are time consuming jobs
i think he's back to being the cook mostly now
i got another random pawn from an event who had like crafting 13 but she died
we killed her, anyway. Somehow I got the "wanderer was secretly waiting to kill you!" resolution 3 times in a row
this is what i meant by pawns keep defecting
I saw someone creating basically meat slugs full of redundant organs, this is one of the things that got me to be like "what is this rimworld thing"
you aren't getting most bang for buck
my dreams of arms trading... up in smoke
the real moneymaker is selling armor
aha
clothes
clothes are shockingly high on return
ive been growing cotton so i guess i can make more parkas or something
you are gonna be swimming in skins of animals
maybe, i wouldnt say animals are especially more numerous
more numerous than my desert base for sure
well yeah
compared to just temperate woodland, where my last 2 bases have been, its about the same
maybe just with some more troops of monkeys sometimes
but yeah you are gonna have plenty of fur if you just do a lot of hunting
there are also some other mods that add sense of progression that I think is Fun
we actually have a lot of livestock come to think of it
we've been raising alpacas for wool
rimefeller allows you to be an oil baron
neat
rimatomics allow you to build a nuclear fission reactor
actually we have shitloads of animals now that im remembering
its been a few days
but i think we have like 6 gorillas hanging around the base
yeah
hunting gorillas is always a risk because they can fight back but nothing a line of lmg shooters can't deal with I think
no i just managed to tame two of them and theyve been reproducing
ah
so now i have a squad of burly gorilla defenders
can i biotech the gorillas to carry guns
no
fuck
but i generally don't bother with defense animals
they also cause more work for colonists etc
i just send them hunting with Shootsgoodman
i tamed a cobra to see if i could extract venom from it, i could not
did you know that you can milk boomalope for chemfuel
i knew you could milk them for something
In CE you can also milk them for explosive compounds to make bullets that explode on impact
i have biotech
idk i guess im curious about what level of the game i should be able to reach before i'll be equipped to play around with the weirder dlc stuff
Threat rating at site of exploration is balanced around what you bring⦠but id bring decent weapons and armors anyways
thank god combat is not yet miserable in this game
tho i never remember to do special abilities when i have them
does anyone have any tips on fighting apocrytons?
Depends on what mods you are using
Also, dlcs
If you have anomaly
Psychic shock lance to the face
Instantly kills it
Or downs it enough to murderize it
If you have certain mods
Blasting it with a few rockets do the trick
Otherwise uhhh just shoot it with a bunch of charged weapons and hope for the best
oooh, we do have one of those
[Reply to:](#1176792551227924560 message) Psychic shock lance to the face
we have everything but anomaly 
[Reply to:](#1176792551227924560 message) If you have anomaly
Yeah apocryphon is very psy sensitive
So should probably be vulnerable to psychic shock lance
Oh wait
Looked it up on the wiki
It has special immunity to psychic shock
š
Okay so emp and heavy weapons is probably your best bet
Hit it with an emp launcher or a mortar and then pummel it with high damage and armor piercing attacks
You want to focus fire on it first since otherwise it will endlessly resurrect its adds
Fight round a corner
Get into melee, smack it, if it jumps away pull back around the corner
And then yeah emp and focus fire
Or you can hit it with a doomsday lmao
does that include insanity, too?
[Reply to:](#1176792551227924560 message) It has special immunity to psychic shock
er, we should probably just look it up ourselves 
we'll see what we can do wrt fighting it around a corner, the place it keeps spawning when we try to fight it is in a big empty area on the edge of our map
Immunity to all lances
But itās adds arenāt immune
If that makes a difference
It should come to you
After preparing
Of course that's only useful if you have walls
oooooh, where'd you get that? š
[Reply to:](#1176792551227924560 message) Got my rimworld jacket today! š
It was one of those merch order things a whiiiile ago
Lemme find a link
Sold out rn but might return
RIMWORL
really proud of our little hitsquad tbh :3
the little horns!
right?? they're so cute š
tbh we've been tempted to find some mods that add more horn options and edit our save a little to customize them more
No Tropacana š
[Reply to:](#1176792551227924560 message) really proud of our little hitsquad tbh :3 š
he's too heavy to bring along unless we send two shuttles š
Luxury thrumbo shuttleā¦
also, huge win for the mortar team while our main fighters were away
hey remind me, do you harvest harbinger trees or do you have to cut them down for meat/bioferrite?
s: hmm
s: okay, random question, but can you take your gravship with you when give up your colony in the archonexus questline?
I haven't done it with a gravship myself, but my thought is no. You can take the pawns, the clothes and armor on their backs, a few animals, and ~7 items (rarely a full stack of said item, and a weapon counts against that limit). You might be able to take the gravcore if you uninstall it, but idk for sure. Typically constructables aren't allowed, even if they're quest rewards (chemreactor, psychic pulser thing, vanometrics etc)
right, that makes sense
we've just been wanting to do a run where we get every ending possible, so that means we'll probably have to pivot to doing gravship stuff this colony
> shoot frenzy
> the shooting in question:
the archon mod from Vanilla expanded goes kinda nuts lol
ZAP
the game had this event that seemed so cute and slapstic "oh no! look at the beavers! they are gonna eat all the trees! you better kill them quick, before they go and eat all the trees!" and then i found out they were actually freak genetic mutant super murder beavers
Them being called alphabeavers shoulda clued you in
lesson for next time: actually bother to plan out our base
a schoolroom wedged in next to the Evil Dark Secrets Lab⢠is obviously a fantastic idea
Itās educational!
How else are you gonna learn about the void?
hmm. is it worth it to hold onto old lungs, or should we just sell them?
Just sell
Thatās a lot of packaged meals
Iām guessing you are trying to save on refrigeration costs
If you can't make bionic lungs, it might be a good idea to keep one or two around? But definitely don't need 5 we think
oh, no, we just had a spare "make survival meals forever" bill stuck for after the cooks had already stocked up on other meals
we keep,,,, i think it's 50x lavish and 100x fine vegetarian?
oh, no, that's how we got those lungs in the first place lmao
[Reply to:](#1176792551227924560 message) If you can't make bionic lungs, it might be a good idea to keep one or two around? But definitely doā¦
Oh
Then yeah just sell em
we are not harvesting people's organs (unless you count ripscanning)
(Packaged survival meals donāt need to be refrigerated right?)
no, they don't, but we don't have a better place to put them all
Fair
tbh it's kind of worked out that we use them as, like, trade barter most of the time
we don't really need 700 survival meals, and they go for, like, ~1000 for every 40
An ethical colony economyā¦
it's fun to just rock up to someone, pick up their fanciest toy, and be able to instantly go from owing them thousands to figuring how few we need to rob them of all of their silver
pinning this thread for me
we stepped onto an enemy drop pod and now they aren't getting out?
it's letting us run at 6x speed too
,,,,,, i wonder if we can just bring craig over and incinerate these before they get out
ah, no š
question
should I be worrying about the position of bedrooms/the recreation area compared to colonist work areas?
š¤ depends
its usually a good idea to have bedrooms near recreation and away from work areas, to maximize workflow
i think
why away from work?
5 spaces between beds and worksites iirc
otherwise they get disturbed sleep
this is not affected by walls or LOS
ok ok i made that up apparently
wiki says don't have LOS of 7 spaces to another living being, this is affected by walls
should we bother busting down these walls?
we finished exploring the whole rest of the base, but we don't know if there might be, like, loot or something we might be missing
my vote is no
If you donāt see a vent into these areas
They contain nothing
Secret rooms do exist
But you can tell them by existence of a vent
alright, we'll keep an eye out for vents in the future then
we've already left at this point 
Yeah vent rooms usually contain some good loot
i smply do not install mods
That also works
We just install mods that should have been in the game already. Mostly QoL stuff
ahhh only just a small jog
why do people keep giving us skulls???
Why, do you not want skulls
SKULLS FOR THE TREE THRONE
If only thrumbos could eat those instead of the bonsais 
We need it!
sure. 69 militors. that's a mechanoid raid, i guess
You will never regret fielding 69 militors!
does anyone know how to get vampires to show up? it's been 12 (in-game) years and they're still no-shows
Uhh⦠not sure honestly
We think theyāre just very rare, there are two quests they are guaranteed to be part of but thatās it
No clue how rare the quests are though
Rimworld or DF?
rimworld, we can just never remember rimworld's name for them 
also,
ah. this was not as funny as we thought
Ah, yeah I think sanguophages are just super rare
Whatād yāall get?
[Reply to:](#1176792551227924560 message) ah. this was not as funny as we thought
anomaly spoilers(?), ||the dead corpse of one of our still-living colonists||
does anyone know how to calculate dps? we got a unique weapon, but we don't really know how it compares
Looks pretty damn good
have one pawn equip a normal one and then do a side by side comparison vs a random wild animal
- 15 damage x 5 shots = 75 damage total
divided by: - 1s aiming + ~0.42s (time it takes to fire 5 rounds at 720rpm) + 1.7s ranged cooldown = 3.12s
= ~24.03dps assuming all shots hit on unarmored target
which is quite good! there may be some factors which change aiming or cooldown time and obviously armor, cover, range and shooting skill matter too
You can multiply by the accuracy to get the DPS at range too
My computer : "I am tired, boss..."
#memes #rimworld #funny
yesssssssssss finally
š
Kill them all
D:
Donāt let the vampires suck
hmm, cannot decide on mods to download
download them all and just leave them disabled until you want to use them :)
alright i've gotten so bored during the holiday (i finished playing swat 4 and warframe just isnt calling to me rn) im actually considering playing rimworld again
please send mod recommendations
this is what i have so far (will update as i get recommendations from elsewhere)
Oh you are running combat extended
Well in that case uhhh
Aelannaās eccentric tech stuff
The combat extended guns and armor mod
F3 jumpsuits
Turklerās generic ammo mods (remember to tick generic ammo option in combat extended On)
Iād get rid of run and gun for CE
AOBAās deadman switch mods can be interesting and come with CE integrated patches
Iād also go with all the regular performance and qol mods
Grab rebuild door and corners ofc
i've completely forgotten them
eccentric seems a bit bloated
I got a recommendation from a rimworld friend for dead man's so I'll grab that
Uh
Dead man switch is significantly more bloated than eccentric haha
But yeah both are good
Anything in particular you are looking to experience this playthrough?
no
i haven't played since like, a bit after biotech came out
and i never even got close to endgame, just midgame at most
final modlist
oh god i've completely forgotten the storyteller choice to Not Suffer
okay something has gone wrong somewhere
some mod has made it so higher difficulties = some of the starting gear doesn't spawn???
i did phoebe on strive to survive and only the starting revolver food and components spawn but i put it on adventure story and the rifle and knife and medicine are there now
well if you start it on an easier difficulty to get the necessary stuff to spawn in, then just up the difficulty, should be fine. I think.
unless you wish to spend another however many hours trouble shooting.
it was pawn editor
The mod is apparently quite buggy
I spawned in the missing items
Yeah I still use char editor because pawn editor feels buggy to me
forgot my biggest issue with rimworld, the pawns are so dumb they wont remove the roof before the walls
and thus end up killing themselves
i should not have to mod this in
nor should i have to MANUALLY designate removing the roof first
combat extended question, is there an ammo vendor or a way to add ammo to weapons vendors
War merchants usually carry ammo but not specific ammo
Sovereignty mod gives you a faction that sends a regular flow of merchants who often carry rifle or intermediate rifle ammo
Which is the most useful
someone in our colony is an imposter
,,,,, does anyone know if creepjoiners can do two creeps, or do they only get the one?
Two creeps?
Coding wise they only get One Danger
So if you are aware of the danger associated with the creepjoiner
You can clear them
hmm
[Reply to:](#1176792551227924560 message) Coding wise they only get One Danger
then, follow up question: does ||crumbling mind|| count as a creep, then? or does that not count, since it only effects them
cause if not then we might have wasted a healer mech serum
It counts yeah
hmmmmmmmmmmmmm
s: this narrows our list of suspects down a bit then, ty
You got metal horrors?
we got metal horrors, yea
although we aren't supposed to know that yet
but! suspect one hasn't creeped yet, and suspect two is currently entubed
Unfortunately we havenāt done a rimworld run in a while so we donāt know how to deal with metal horrors š
Isolate suspect
Wait for them to drop flesh
Interrogate suspect
Theyāll turn
Exterminate perp
suspect one seems to be in the clear -,-

we've analysed enough grey flesh to be able to do surgical inspections
but they're all coming up blank
they're all coming up blank
Have you done them all with a single doctor
no, different doctors
we've done multiple inspections with different doctors on the same pawns, even
either literally everyone's infected or nobody is
i kind of regret installing anomaly now
You might be cooked
FUCK
what are we even supposed to do about this?
FUCK
IT WAS IN THE CRUMBLING MIND CREEPJOINER
nah, don't regret installing anonmaly.
Think about it like this, you have a story to tell now.
sneakily insert your evil wires into an innocent colonist
they start experiencing sudden severe brain degeneration
played yoself
Huh
Itās possible for pawns to naturally develop crumbling minds I think
But odds of this happening is remarkably low
the metal horror was just the healer mech serum trying to get free
mildly concerning amount of meat
hmm
that's SO gender
whole time i forgot to get quality builder (lets you set a quality for buildings to made to, if they're below it they will be deconstructed and rebuilt)
me telling an inexperienced colonist with a passion in construction to repeatedly construct and dismantle the same piece of furniture until it's flawless (it takes them years)
martial arts training montage
I don't fear the colonist who has built 1000 pieces of furniture
I fear the colonist who has built one piece of furniture a 1000 times...
šāāļø
rimworld equivalent of spongebob's essay
not sure where to build from here ngl, i know i need defences beyond two rifle turrets but i can't build defences for the life of me
on a basic level, walls
Something like this
and then dirt path the wall so that if it's flammable it can't spread
3 wide dirt blocks embers
leaving an open double door down by the landing pad and throwing some barricades or sandbags behind it with some traps would do you for most raids
I also like doing turrents to one side, surrounded by sandbags or barricades all the way round
even a wooden wall helps with like, manhunter packs
you should also take advantage of that ground around the lake in the bottom left
that's prime farmland
depending on your steel situation, consider replacing your existing conduits with hidden conduits-- they won't trigger those zap events
maybe consider expanding your workshop into a proper workshop storeroom
guess who just almost had an entire godsdamned raid dropped on her wife and newborn baby
I'm getting the RimWorld Itch again š
I must plan the perfect scenario and modlist
and then get bored of it after a month
rate the prison layout (do note that in the finalised design i moved the heater into the hall and put vents in)
I was tempted to use the ReBuild cell walls and door but those don't feel appropriate for this kind of prison cell
Maybe as a holding cell
Or a "hey stop having a mental break pls thanks" cell for colonists
it's good to know that i should never interact with any mechanoid fights in CE as the lancers just cheat
also even if i BLOW UP the reinforcement beacon with a satchel charge, the first thing that i always do, it still goes off
entirely unfair
Youāre⦠giving your prisoners comfortable rooms? And not just putting them in random two tile rooms with no furniture?
[Reply to:](#1176792551227924560 message) rate the prison layout (do note that in the finalised design i moved the heater into the hall and pu⦠š
hey look, humane living conditions.
tbf it's the bare minimum
they are still granite rectangles, with only room for clothing, whatever the nightstand has, and a space to eat
š
[Reply to:](#1176792551227924560 message) Youāre⦠giving your prisoners comfortable rooms? And not just putting them in random two tile rooms ⦠š
what???
we just put our prisoners in spare bedrooms
We currently have a prisoner in the battery storage room while we put together proper rooms
admittedly my normal bedrooms are the ones where I am min maxing the hell out of space because so many other rooms are more important.
(Tbh I always put them into a dedicated prison barracks after the early game but sometimes itās funny to pretend Iām actually a horrible person)
[Reply to:](#1176792551227924560 message) what???
MY PRISON BY COMPARISON
this way when the entities inevitably break containment
they die first
see I couldn't do this, because I take prisoners to make them colonists.
If I don't want them, they bleed out where they got fended off from in the raid.
how does this hospital look? all hospital beds, two TVs so they're all covered, cooling and heating (protected with granite cause i am smort), autodoor, and storage for medicine/implants
with space to expand behind to make a genelab/rejuvenator room
a single end table can service two beds (or more if you're crazy but it looks dumb imo). so you could save some room/materials and even put an extra two beds with the saved space if you move the other beds over. I also like to put a table in my hospitals for the doctors/patients to eat off of if they're mobile.
it's not finished mate :V
but yeah slap a table and chairs in there, sometimes I do a chess table first for more recreation options
user atlasrules87 reportedly forgot to make psychite production with a hussar colonist
problem's solved now at least
just need to get rid of her completely incompatible ideoligion
she's a hussar but no body modification or drugs
When making a base, should I overbuild by a lot, for further capcity?
plan for it, but don't commit till you need it.
due to the way the game scales threats to wealth, you wanna be careful of building big base without it properly being defended...to an extent.
unless you've tweaked the difficulty, you're generally better off being a bit more careful with wealth management, and making sure that atleast some of that goes towards keeping your base safe.
I mark out space for additional bedrooms and buildings but yeah, don't build them until I have the people and ability to defend them
I also play with the Floors Are Literally Worthless mod which helps keep wealth in check
Yeah, checking the value of items you place also helps.
me getting flash backs to the time I used wall lights everywhere, and they inflated my wealth so bad.
Me, crafting a meticulous base
The humble gold plate armour a tribal dropped and I forgot to sell:
just leave a little wiggle room in case you need to expand for more colonists/new buildings
like, i've left room behind my hospital to add a genetics lab
but also room for more beds
survived our first death pall

it happened right after a raid and a devourer attack, and then we had some allies jump into help, only to get eaten by all the shamblers and turn into shamblers themselves
in better news, our pantry is full! :D
(unfortunately, our pantry is full
)
How do you have so much meat!?
by farming a lot of large animals, plus some amount of hunting

We usually just stick with rice the entire game!
(genuinely, it's been a bit of a headache to get going smoothly but it hasn't been that huge of an issue)
your pawns are missing all their vitamins and nutrients š¤
[Reply to:](#1176792551227924560 message) We usually just stick with rice the entire game!
Delicious nutrient pasteā¦
most of what we do is just what we would personally do if we were ever in our pawns shoes, tbh
only having one kind of thing in your food like. ever? seems like it'd suck
i mean, we even have had all of our hydroponic greenhouses growing different foods

Maybe I should get Rose to play rimworld and like
Force her to make a colony for normal people
it makes the game very fun and relaxing :3
making our pawns happy makes us happy
it's really really fun to build little communities
A decent animal farm will produce more meat than you know what to do with
Can easily acquire kibble through hay and insect meat
hay is good for herbivores. kibble is actually more nutrition dense than hay, and is good for pretty much all animals and doesn't rot. however kibble is more labor intensive as it needs to be "cooked" at a butcher table, whereas hay can be eaten as a plant and after harvesting.
note that you can actually turn hay into kibble
It allows you to feed herbivores with insect meat so it adds to total nutrient efficiency
usually I bill the following, in this order:
- make kibble forever using insect/twisted meat and any veg
- make kibble until you have 250 using any meat and any veg
(for the times where there isn't any insect meat laying around; but I am a shameless mountain base addict)
with a shelf or three in the barn dedicated to hay, kibble, and fertilized eggs (if necessary)
oh my god right that's what insect meat can be used for
I got rid of all my insect meat because colonists dont like it
well i don't have any insect meat anymore, and i haven't had an infestation for a while
so i'll keep it in mind
rn i just have the uh, chest freezer mod
installed in my barn
with a bunch of hay
as you can see here
rate my colony (also give suggestions on what to do next as im kinda stumped)
orange: muffalo pen
purple: prison cells
black: corpse dump/crematorium
blue: dormitories
yellow: dining hall
turqoise: laboratory
magenta: kitchen/butchery
white: workshop
green: storehouse
cyan: freezer
white: infirmary
maybe add a rec room?
[Reply to:](#1176792551227924560 message) rate my colony (also give suggestions on what to do next as im kinda stumped)
orange: muffalo pen
pu⦠š
could honestly split the dining hall into a rec room/comms room
though honestly eventually I will want that entire building to be the workshop/storeroom
because i have rimefeller, dead man's switch and rimatomics
we've been having one of our artists make some statues, but she just keeps making ones of her wife
not that we can blame her tbh
We diagnose her with terminal lesbianism
local builder of the colony made a masterwork dining chair of... her friend breaking up with their boyfriend
wtf eva
said chair is also in a prison cell
also geothermal generator that ISN'T enclosed by granite š§
It looks like itās in the middle of the base, so if itās being hit things have already gone horribly wrong
true
,,, is it normal to enclose geothermal generators? we have multiple that are right in the line of fire during raids, and they've never been destroyed before
We do it if theyāre far away from the main colony
Sometimes raiders melee them to death
oh, huh
i guess we've just never run into that
I remembered them being targeted if not enclosed
also, taking this opportunity to share what we managed to make, finally, after about 10 years worth of trying to get our artist a creative inspiration
s: also also; we're taking some advice we've seen given to others, and decided to build some little defensive shooting galleries
niiiiiiice
raiders love smacking them to bits so usually yeah
i need serious help how do i build defences for combat extended and rimworld in general
i can never get this down
and raids are getting to the point where they're becoming insufferable
for CE especially you need lots of cover and you need to flush people into the open
so L shapes and other breaks are good
double walls
having internal defences is also good
there's also a variety of kill corridors from simple to ridiculous
this is the classic simple one
(colonists fast path in a zig zag, enemies do not)
Oh and in CE having a nice mix of weapons
You want a couple people with machineguns or something that causes suppression
a grenade launcher or something that fucks people up who ARE suppressed
and then from there it's kinda up to you
if your L break or cover is close to where enemies pop out you want a lot of shotguns, machine pistols, and close range fight winners
or you can space stuff out and have more people with sniper rifles or marksman rifles and plan on picking people off as they come in
I mostly use turrets and other stuff for distractions and drawing aggro rather than for any combat power
Oh and smoke is a great GTFO equipment
ideally you should have somewhere to go if it's clear things are Not Going Well
like a second covered position inside the base
I can give you more advice if you post a screenshot of your base during the day lmao
Line of sight blockers funneling targets into optimum range of a kill zone
Guarded by heavy turrets
yes I forgot 'making sure you have armor negating weapons'
and something for mechanoids. Lots of things for mechanoids.
Rocket launchers for mechs
Disposable rocket launchers
You can also wear one that goes to your utility slot if you have DMS
Either that or just use auto cannon turrets or similar
real weird rimworld bug going on in my save rn
[Ref 46C4AA31] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch2 (string)
Verse.DynamicDrawManager:DrawDynamicThings ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Map.MapUpdate_Patch2 (Verse.Map)
Verse.Game:UpdatePlay ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)```
happens for every pawn on screen, every second
they're all currently sleeping
everyone in bed save one person is invisible too
when flade here gets into bed he becomes invisible too
Even weirder
I load it on steam deck with the exact same save with the exact same mods and exact same mod configs
Nothing
Wild
Also god I hate the empire being mad at me
I have an event for you
"Is it an aerodrone bombardment"
it's like five of them lmao
This is why I have to live in little tunnels under a mountain like bin laden
we just send them our trash (excess leathers and wools from farming) to buy influence
sadly this is a deserter playthrough so hoes mad
but I let my visibility get too high so now they keep bombing me
I just laugh in my energy shied
I just
The bug just fucking went away when I started the game the next day
Awesome.
maybe it was me resetting graphics setter
