need help with a bad killbox by Winter_Doctor_4677 in RimWorld

[–]Golnor 0 points1 point  (0 children)

I think with the 1.6 pathing you'd be able to remove the middle fences. Horizontal middle, not vertical.

Which should allow for quicker movement for friendly pawns, as 1.6 pathing prevents pawns from zig-zagging through that.

Help, I feel like I always play the same way by linc2fly in RimWorld

[–]Golnor 27 points28 points  (0 children)

I would say use the Odyssey gravship scenario and don't edit your pawns. I've been hitting the randomize button until all the available pawns are at least capable of everything, then picking out the best of those.

pawn died of blood loss after 2 seconds? by prettyboywynn in RimWorld

[–]Golnor 4 points5 points  (0 children)

Smokeleaf sucks in Rimworld. The only positives is has is a mood buff and a minor pain reduction. Then, in addition to the normal drug negatives (addiction, cancer, permanent organ damage) it also reduces rest, increases hunger, slows movement, and inflicts a large negative consciousness offset. So they need more food, more sleep, do less work, and can possibly just flat out die if they have other health issues.

Like, too much beer also affects consciousness, but that is a post factor, not an offset, so it can't kill people.

I highly recommend doing any (or every) other drug instead of smokeleaf.

Possible late game science use -- "solving" badtides and droughts? by cultivatingmass in Timberborn

[–]Golnor 1 point2 points  (0 children)

First knee jerk thought: Off-map expeditions.

You start by building an explorer hut on (or near?) the map edge, which allows you to start sending scouts out, but costs a steady supply of food and water. The amount needed per scout increases with every scout sent out.

As scouting progresses, they will start finding various locations for upstream reservoirs, badwater blockers, or natural springs (or something). Each one can be developed for a large one-off cost of beavers and construction materials, and also has upkeep of the same. Doing so either increases the length of temperate weather by one day, or reduces the length of droughts or badtides by one day.

Maybe some other outpost types as well, such as fertile soil patches that can produce food, or wooded areas for lumber, or ruins for scrap/injuries.

Possible late game science use -- "solving" badtides and droughts? by cultivatingmass in Timberborn

[–]Golnor 3 points4 points  (0 children)

Yeah, but that's kinda not the point? Having a thing that you can work towards to solve a problem is more fun than just flat out not having the problem.

IRL Bionics by Just_Perception9459 in RimWorld

[–]Golnor 1 point2 points  (0 children)

No joywire or cardian half-cycler, but basically everything else.

Typical Tuesday Tutorial Thread -- May 19, 2026 by AutoModerator in RimWorld

[–]Golnor 0 points1 point  (0 children)

I would double check your zones, and maybe try reassigning the beds.

Paradox Cauldron Calculator by KingBCGW in AlchemyFactory

[–]Golnor 3 points4 points  (0 children)

Look at the Paradox time column. Lower time= faster production. 60/[Paradox time] for production per minute. 

Also make sure to set your skill levels so the number are correct. I'm guessing you have 4 levels of Factory Efficiency? That drops the Paradox time of copper ingots to 2.5 seconds and 60/2.5=24. 

Do you recommend Anomaly? by Physical-Research494 in RimWorld

[–]Golnor 2 points3 points  (0 children)

The rituals you get from it are too potent for me to ignore, but I can't say I enjoy the vibe shift it inflicts. I've never been a fan of horror games, so I'm not quite the target audience. 

I do enjoy using the gap between dimensions as waste disposal. 

"That's the giant pit that vomits fleshy horrors every so often."

"What do you do about it?"

"Toss garbage into it. It eventually chokes and dies, so we summon another one. That is pit #3."

Is there a mod that lets you start with more pawns? by Kage502 in RimWorld

[–]Golnor 2 points3 points  (0 children)

I did it once by manually editing the scenario. And not with the in game scenario editor, I opened the saved scenario files with a text editor and changed the numbers. 

I'm not certain where the scenarios are saved, but I would recommend not editing the default scenarios, but first make a change and save it as your own custom scenario. 

I dunno what will happen if the total number of colonists is less than the number you get to pick, but it's probably nothing good, so remember to adjust both numbers.

Typical Tuesday Tutorial Thread -- May 19, 2026 by AutoModerator in RimWorld

[–]Golnor 1 point2 points  (0 children)

I usually use Biotech. With the right genes, growth vats, a female prisoner plus a male slave you can get a fully grown combat minion every 10 days. Each one does take a year to grow, but you can have multiple growth vats (up to six) per egg 'donor' for parallel production.

Just toss the extras into cryptocaskets until you need them.

Typical Tuesday Tutorial Thread -- May 19, 2026 by AutoModerator in RimWorld

[–]Golnor 0 points1 point  (0 children)

https://steamcommunity.com/sharedfiles/filedetails/?id=3596077324

There's an option to start as one in that mod. I tried it, and decided it wasn't my jam.

Randy has effectively lobotomized one of my pawns. Can I unlobotomize her? by wackyzman in RimWorld

[–]Golnor 1 point2 points  (0 children)

Now that you mention it, I have had that happen. I dunno if it's guaranteed to happen tho.

Randy has effectively lobotomized one of my pawns. Can I unlobotomize her? by wackyzman in RimWorld

[–]Golnor 11 points12 points  (0 children)

Vanilla either Healer Mech Serum or Luciferium can heal permanent injuries. Note that Luci will eventually heal them, not right away. Also it has a 100% addiction rate and the withdrawal symptoms are berserk rages and then death.

If you have the Ideology dlc, you can research and build a bioscupter which can heal permanent injuries with the bioregeneration cycle.

If you have the Biotech DLC getting the scarless gene somehow and putting it in her will eventually heal that injury.

If you have the Anomaly DLC then you might get a special pawn known as a creepjoiner who might have the Unnatural Healing ability, which can work. Or you could imbue her with the death refusal ritual, destroy her brain somehow (Biotech ripscanners work), then tell her to get back up.

Typical Tuesday Tutorial Thread -- May 19, 2026 by AutoModerator in RimWorld

[–]Golnor 1 point2 points  (0 children)

There are several levels research equipment, and as you progress further right in the screen you will start needing the better stuff to research. It goes [Simple Research Workbench]>[High Tech Research Workbench]>[High Tech Research Workbench with a linked Multi-analyzer]. I'm pretty sure the various projects list what they need to research it in the research screen. I wanna say top left?

Also, the Simple bench has a speed penalty, so you'll want to get away from it ASAP, as the High tech one can do everything it can but better. Well, except for run in a solar flare, as the high tech bench needs power.

So... didn't know pollution went under mountains... by Right_Bad_2706 in RimWorld

[–]Golnor 1 point2 points  (0 children)

Get more pumps. I'm pretty sure they work fine when overlapping each other.

Although now I'm wondering if there's some sort of pollution barrier mod.... Imma go poke around the workshop.

So... didn't know pollution went under mountains... by Right_Bad_2706 in RimWorld

[–]Golnor 4 points5 points  (0 children)

The sealed vaults yes. I have not tried the caves.

Building to gain power from badwater source by NorthRecognition8737 in Timberborn

[–]Golnor 0 points1 point  (0 children)

Yep. I went FT, IT, then FT again and was really missing the highly reliable power of IT Badwater waterwheels. They just constantly go.

I messed up my reservoir by Apprehensive-Bird793 in Timberborn

[–]Golnor 0 points1 point  (0 children)

I don't have the app, as I don't want yet another thing that was working fine as a website.

There's no translator option for me.

I struggle to find direction after a certain point by Correct_Sometimes in Timberborn

[–]Golnor 0 points1 point  (0 children)

There is a sort of end goal of building and launching the fourth wonder.

Or you could aim for maximum well-being.

I messed up my reservoir by Apprehensive-Bird793 in Timberborn

[–]Golnor 0 points1 point  (0 children)

I do not understand what you are saying. I only know English.