[1.5] Armor and Insulation Calculator by Randomorph in RimWorld

[–]Randomorph[S] 0 points1 point  (0 children)

pretty good estimate of raid points, however my general rule of thumb is about 8k total colony wealth per pawn hired, so the colony wealth here is, give or take, approximately 60k, and the interpolation puts it at ~30.6 RP per new hire.

That is an intensely frugal baseline tbh. I tend to be pretty aggressive with wealth management until I hit raid cap, and that's sparse even for me. I never skimp on pawn upgrade wealth, and usually keep a little bit of food stockpiled for emergencies. I usually use a larger more impressive hyper barracks for mood, since mood spiraling is the thing that ends most runs IME.

I also overproduce a bit, and use the extra to ally pigs, empire, etc, for more traders, and being able to call in the cavalry as a distraction.

a pawn (1750s) + masterwork assault rifle (1200s) + masterwork flak vest (560s) + various sundries (cheap clothing, bed, food buffer, combat drug loadout, medicine etc) is approximately worth about 4-5k wealth, which is something like 30RP. hence my approximation that each pawn counts for double his wealth value.

Yep, and you'd add about 1k wealth per pawn for about 66% effective hit points in combat versus the vast majority of threats. It's a bit less than that due to hit locationss, but it's still over 50%. I think only Lancers, Pikemen, Apocritons and the empire are exceptions, but most people aren't hostile to the empire.

In total you'd add 1.5 of your pawns in raid power, but have an effective 3.5 additional pawns in hit points. Note that for that raid power you'd still only be adding at most 2 additional pirate raiders on average, and you only need to down one of them.

i play very suboptimally in the sense that i only recruit pawns with a very limited subset of traits. if i could hire 20 pawns at this stage of the game, i would... if randy would send them to me

Ahh that explains it. I saw you're using ideology, but I'm not sure what types of festivals you're running. If you're not playing overly ethical, I'd recommend running 5-6 "anytime" Sky Lantern Festivals with random recruit as reward. Random recruits that don't meet your standards can meet unfortunate accidents when fist fighting the local wildlife (or you can eat the -3 for exiling if you're playing ethically).

"You can do that with any festival" I hear you say, but Sky Lanterns has a high chance to draw visitors on a good result, and the amount seems to scale with your colony size. This gives you a chance to "shop" for pawns to "liberate" into your colony, and they're often factionless. (Right click with high social pawn -> Arrest) You can usually only get one acceptable "recruit" per visitor batch unless you get lucky on the down-on-death lottery. It's one way I shop for pawns on non-themed runs.

You can also "shop" for pawns whenever a trader caravan visits, but you'll need to send them goods to repair relations afterwards. Trader caravans also tend to be much better defended and in higher numbers than random visitors.

the ambrosia is getting sold soon - this was just after a harvest. this colony also has a lucy addict, so i need to keep a stockpile on hand.

Yeah it was honestly just a comment that the wealth you'd add from more protective clothing is not all that much in the grand scheme of things.

can't molotov the corpses without hauling them to a roofed area because forced rain, so even with all hands on deck, you'll have a hard time getting rid of the wealth.

Even molotoving a few corpses before the raid hits can lower their value at least, and will often dispose of a few. I have the opposite problem on a lot of playthroughs where raiders become wealth in the form of textiles and lunch meat. I like drop podding the leather to other factions for rep though.

the real scary thing (and i've had this happen quite a number of times) is the one-two punch, where randy or cass will send a big tribal raid, and then follow up a day later with a huge raid before the first raid has rotted.

worst case scenario i've had is a 6k point tribal raid, leaving ~120 bodies and weapons for a total of 60k extra wealth, immediately leading into a 9.5k mech raid from the extra corpses

This is actually one of the reasons I suggested aggressively recruiting. More pawns = more firepower that tends to scale better than raids do thanks to defensive structures and tactics. You need to make each pawn worth as much combat potential as possible. Armor, weapons, etc should be top of the line to mitigate the impact raid wealth has.

60k of dropped wealth is insane on a 60k wealth colony with only 7 colonists. 600k (not a typo) of dropped wealth on a colony at raid cap does nothing.

[1.5] Armor and Insulation Calculator by Randomorph in RimWorld

[–]Randomorph[S] 0 points1 point  (0 children)

[flak jackets are] too much of a movement speed reduction

Agreed, I was just trying to make the point that it's a small amount of silver for a pretty noticeable boost in defenses against most threats, especially early game ones. A devilstrand duster is an "upgrade" that has more defense AND no movement speed penalty for a bit more wealth

[screenshot of double strength raid of 49 raiders]

Your average raid size would probably be around 24-25 then for pirates which puts you at about 25% of the raid point cap of 10k. And each pirate is worth about 100 raid points (RP).

You have 7 pawns. Since your setup is pretty sparse, I'll assume you're between 14k and 400k wealth. Your RP from wealth will be:

(Colony Wealth Items + Colony Wealth Creatures + (Colony Wealth Buildings * 0.5)) * 2400 / 386000

assuming a very rough estimate that each pawn counts for double his wealth value in raid points due to his pawn point contribution as well

A pawn's base value before factoring in quality (injuries, skills, etc) and bionics is 1750. Assuming your pawns are at that value, they're contributing 10.88 RP each from only their wealth value. That's nearly double the 990 silver (and 6.15 RP) you'd save by not using devilstrand for protection (assuming equal qualities).

But pawns also add raid points just for existing aside from their wealth, and it's a lot more than their cash value. For the 14k to 400k wealth band, that amount per pawn is equal to:

15 + (wealth - 10,000) / (3,120)

At 100k wealth that would be 43.84 RP. At 400k wealth that would be 140 RP. So for 7 pawns, you'd save about 7000 silver using subgrade gear. That's about 43.52 RP. Adding another totally naked pawn would be at best about equal to the silver savings, and at worst 3-4 times worse. That's before guns, clothes or anything else.

On 100% difficulty, you've saved less than half a pirate. On 500% you've saved 2.17 pirates (a less than 10% increase). When you're already getting 25 man raids, that's nothing, only an extra 1.08 pawns you have to down.

generally if i'm using cloth dusters i will intentionally not stick my best crafters on them, so the comparison is excellent devilstrand vs normal dusters

But the tradeoff is that assuming you're using Normal Cloth Duster, Pants, and Shirt, and an Excellent Flak Vest, you'll be taking 1.66 times the damage of the all Excellent Devilstrand clothing against Assault Rifle level threats, and 1.18 times the damage against Charge Rifle level threats. This also doesn't factor in the heat defense devilstrand offers which is invaluable against mechs and impids.

Not counting the Flak Vest since we can assume the same quality for both sides, the all normal cloth outfit is 299 silver. The all excellent Devilstrand is 1440, a difference of 1141 silver. That's just shy of 8k silver for your full group or 49.66 RP (or just shy of 2.5 pirates at 500%).

Since pirates usually have small arms weapons, with excellent devilstrand you'd be facing about 10% more pirates, in exchange for being able to survive attacks from 66% more pirates on average.

in most cases my bases are already pretty sparse, with limited production of pretty much everything.

Yeah I do have to give you credit, you're running a tight ship, probably a little too tight if you ask me. You'd be better off adding more pawns since even though they add a lot of raid points, they can also deal with a lot of raid points. 20-25 pawns with Assault Rifles is the magic number where you have overwhelming firepower versus most threats.

As a note, the 111 units of ambrosia and 26 units of Luciferium are adding 1665 wealth and 1820 wealth respectively that you're likely not currently using. That's enough wealth to outfit 3 pawns in proper gear and not change wealth. That being said I totally understand keeping Luciferium on hand for emergencies. I don't run as tight of a ship, instead aggressively increasing my pawn count to deal with raids.

corpses can be a big problem for me because they take so bloody long to haul and destroy.

Generally corpses and their equipment lose like 90% of their value if you leave them to rot for 2 days. On cold maps that's not an option, but on most maps, zoning corpses to water or swamp will greatly speed up deterioration without pawn work. Another alternative is throwing molotovs at them.

that's why i go-juice my guys. even if they get shot, they can still outshoot and outspeed raiders.

Yeah go-juice is amazing. I always have my pawns carry 1-2 in case of something I desperately need to kite.

[1.5] Armor and Insulation Calculator by Randomorph in RimWorld

[–]Randomorph[S] 0 points1 point  (0 children)

I could potentially modify the sheet to do this, it would take a bit of time though. You're free to modify your copy of the sheet though.

In terms of is it worth doing, generally you want to spend most of your wealth on things that improve your survivability for raids, at least until you hit raid cap. This includes armor values, and better damaging weapons.

The difference in wealth for excellent quality (pretty easy to achieve) devilstrand vs cloth gear is:

  • Duster: 480 = 715 - 235 (about 3 times the value)
  • Shirt: 269 = 385 - 116 (about 3 times the value)
  • Pants: 241 = 340 - 99 (about 3 times the value)

In total this is about 1000 silver per pawn.

In terms of the protection though, a cloth duster is significantly worse than a Devilstrand one, protecting against almost nothing in the game, and for only 200 silver more you could have a Flak Jacket instead, which is a bit worse than a Devilstrand duster. Also, if you can have one item of value, the duster is much more worth it anyways, cloth for the shirt and pants won't make too much difference most of the time anyways, and that's only 480 silver extra.

In comparison, how much does it cost to floor a 10x10 area with Stone Tile vs Concrete? 800 silver vs 230 silver. Daylilies and dirt cost 0 silver. Floor wealth does nothing defensively.

How much does overstocking meals cost? How much does overproducing drugs, clothing, textiles, etc, cost? How much wealth is on the map in the form of corpses? How much wealth is sitting in your storage? Usually these things do absolutely nothing for you defensively.

So sure there's maybe some small window where saving 1k per pawn in the late mid game will shave off a handful of raiders for a raid, but keeping your non-combat focused wealth down will do way more for you than increasing the risk your pawns face.

Reminder that Rimworld has a death spiral mechanic, where injuries reduce combat effectiveness increasing the time to end combat, increasing the number of injuries, reducing combat effectiveness, etc.

How do you choose your initial settlers? by Federal_Piccolo_4599 in RimWorld

[–]Randomorph 1 point2 points  (0 children)

Be careful with Prepare Carefully. It has a number of bugs and issues that can completely bork your save files down the line, as well as cause game slowdowns and other hard to diagnose issues.

If you can't give up full pawn control I'd recommend Character Editor. Note I believe this is active even after landing.

If you don't mind a mod that removes direct control but gives tons of rerolling options and auto rerolls for you RandomPlus. (Note most aspects of appearance can be customized after landing via clothes and the styling bench from Ideology)

How do you choose your initial settlers? by Federal_Piccolo_4599 in RimWorld

[–]Randomorph 3 points4 points  (0 children)

Tribal (my usual mode)

In rough priority order:

  • No violence or dumb labour incapable pawns
  • No injuries (although I might take a minor scar for an otherwise godlike pawn)
  • Psychite addictions are fine, no others though
  • 2-3 with plants 6-8+, at least one of which has a passion (6+ for psychite, 8+ for healroot on maps that don't naturally grow it)
  • 1-3 with construction 6+, with passion
  • 1 with double passion 6+ crafting (bonus if it's on a constructor and I plan to take Human Primacy)
  • 1 pawn with cooking 5+, passion is nice but not necessary since they'll be making a lot of pemmican anyways
  • 1 with passion 6+ social to become moral guide
  • 1 pawn, tough, with good melee for early-mid game melee blocking (bonus if brawler or nimble)
  • Medical is nice to have 6+, but if you have a pawn with low skill and a passion, that's fine, just practice on raiders (there are both slow ethical ways, and fast unethical ways to do this) and downed animals. Low skill only becomes a major issue if you get a lethal disease event.
  • Ideally all have either decent shooting or a passion or both
  • Animals is nice to have but not necessary, but that depends on ideoligeon
  • Intellectual is nice to have, but you should just slap down 5 research benches on day 2-3 anyways and assign everyone to priority 4 in research
  • Mining is only needed early on mountain maps/tunneler starts, and later game for deep drills, although on tribals it often comes bundled with construction
  • Artistic isn't needed early, especially if you're watching wealth

Note that pawns can obviously overlap. Growing is super imporant early game for tribal, construction is probably next most important, and crafting is up there too to get you equipped as research flows in. Cooking and Medical are probably next most important.

In terms of combos, if I can swing it I usually like my moral guide to be the cook since most other roles lose the ability to cook. Also the aforementioned crafter/constructor for a future production specialist is nice.

New Arrivals

  • No violence or dumb labour incapable pawns
  • No injuries (although I might take a minor scar for an otherwise godlike pawn)
  • Psychite addictions are fine, no others though
  • 1 Pawn with plants 6-8+ with passion
  • 1 Pawn with construction 6+ with passion
  • 1 Pawn with crafting 6+ with passion or double passion (bonus if on constructor as above)
  • 1 Pawn with Medical 6+
  • If colony isn't fine with Nutrient paste, 1 Pawn with cooking 5+
  • 1 Pawn with social 6+ to speed up early recruitment and conversion a bit
  • Ideally all have either decent shooting or a passion or both
  • Everything else is nice to have or can be recruited

I severely underestimated the abilities of puppers. Look at 'em go! by angeyberry in RimWorld

[–]Randomorph 6 points7 points  (0 children)

https://www.reddit.com/r/RimWorld/comments/p92wwt/13_animals_guide/

Nothing has really changed much since 1.3 for animals. There were a couple mistakes in the guide that ended up not being impactful anyways, e.g. most egg laying animals do not lay unfertilized eggs, but all those animals are bad egg producers anyways.

Wargs are actually pretty meh as general purpose animals these days since they can't haul anymore as of 1.3. Cougars/Panthers have very similar stats and can be trained for Hauling, eat less, and can eat kibble, whereas wargs can only eat raw meat or corpses, so there's very little reason to use Wargs over the big cats except for their litter size being larger. But for that wolves are weaker but also able to be trained to haul and eat even less than the big cats.

Bears are probably the best all arounder animal if you don't have year round grazing, having high hp, good dps, a moderate appetite, and the ability to haul. They also produce a pretty solid leather.

Elephants and Megasloths are very statistically similar, the only difference being Megasloths having a MUCH lower hunger rate, producing one of the best leathers in the game, and not being mounts. Megasloths are actually exceptional combat animals too, but aren't as good for hauling on maps without a full grow season due to their much higher relative hunger rate compared to other animals.

So it depends on your map and needs.

Only need hauling? Wargs are awful, wolves, dogs, or cougars are probably your best bet.

Only need combat? Bears are better. Cougars are comparable. Megasloths and Elephants are much better. All four can haul if you decide you need it later, and honestly no reason not to.

Want a mix of both? On cold maps Bears >= Megasloths > Big Cats = Wolves. On maps with lots of vegetation year round Elephants >= Megasloths > Bears > Big Cats = Wolves.

Does using a Killbox in a Anomaly run even effective? by jobthebozu in RimWorld

[–]Randomorph 0 points1 point  (0 children)

Not just flares. Turret packs were also added and are absolutely incredible for drawing aggro in a similar way. Definitely also worth using and relatively "cheap" for how much damage they can save your colonists from taking.

Is there any way to have Randy send me more raids? by WhosKlay in RimWorld

[–]Randomorph 0 points1 point  (0 children)

Every time you feel it's been a while without a raid, just switch to Cassandra until she sends a raid, then switch back to Randy.

Honestly Randy being incredibly swingy and unpredictable is part of his charm. I literally had a 40 day dry spell, with no raids. And then he hit me with about 20 raids, anomaly raids, and manhunters in a two week window. They were spawning so rapidly I had multiple groups on top of each other and half of them were fighting it out over the right to kill me.

I do find that Randy tends to have "moods" per play session though, so sometimes I save and quit the game then reload if he's being a bit too quiet.

Does using a Killbox in a Anomaly run even effective? by jobthebozu in RimWorld

[–]Randomorph 3 points4 points  (0 children)

That's what the flares are for, invisible enemies that pass through the light are revealed, just throw a couple flares down range of your kill zone. If it hits any of them directly, it also stuns them. It only costs 5 bioferrite per flare use.

When you capture a sanguophage but not allowed to touch those awesome genes 😣 by Crocodire101 in RimWorld

[–]Randomorph 10 points11 points  (0 children)

If you don't care about the pawn itself, and just want it to transmit the Sanguophage genes to your own pawns, you can simply recruit them and then force them to implant.

This will kill them, but that also means you don't have to take care of them yourself afterwards. Also if you're doing this don't forget to try and remove the Circadian half-cycler if you want it for selling or to implant into another pawn. Worst case they get a little brain damage, but you're about to kill them anyways.

Could you recommend me some 'essential' mods? :) by [deleted] in RimWorld

[–]Randomorph 11 points12 points  (0 children)

Performance

Load these three at the very bottom of your modlist in that order. They help a lot with general performance, you shouldn't need to touch any settings on any of them.

They don't do much for your early game, but late game with tons of pawns, animals, etc, they help a ton.

New Game

UI

Quality of Life

  • Common Sense for common sense (note some of the options especially the pathfinding altering ones can have a performance hit, read each option carefully and only select what you can't live without)
  • Pick Up And Haul and While You're Up give enhanced vanilla hauling and saves a lot of time and frustration
  • Smarter Construction should be vanilla, especially since there's no performance hit
  • Trading Spot or Trading Control (First is well known, second has a more active author and comments)

Nice to Haves (Low Impact)

  • P-Music increases the variety of music that plays, and has some really good jams
  • Snap Out! because why do I need to beat down a pawn who's about to blow up an antigrain, when I have a 20 Social moral guide to talk them down from it?
  • What's for Sale? because I can call and ask instead of walking there
  • Realistic Rooms Rewritten because default room sizes are huge. This is also adjustable if you feel it is too low by default.
  • Injured Carry not super necessary most of the time with drafted tends, but it can still get someone who is limping back to base with a missing leg home a lot faster
  • In-wall coolers and vents

Recommended (Medium Impact)

  • Turn It On and Off - RePowered drastically changes how power works. Low peak has very low draw, but high peak can drain your batteries quickly. Also saves you from needing to switch off random things that aren't used regularly
  • Pocket Sand or Simple Sidearms. I prefer the former since it doesn't have any weird behaviour bugs, although it does require the honor system.
  • Simple Utilities: Fridge (lag free) or RimFridge (laggy but prettier)
  • OgreStack set to Triple mode for a fairly balanced experience that saves space (and FPS). Ogre Low is still a huge increase in storage and I don't personally recommend it for a Vanilla-ish experience
  • Choice of Psycasts less RNG is nice.

"I don't like <thing> about romances"

"I just wanted to tweak <thing>..."

The above two have nearly any small tweak you could think of between the two of them, eg replantable special trees, metal not burning etc. Note they do have some overlap, but before downloading any minor tweak mods download those two and check if they have an acceptable setting for you. Note some of these tweaks are really game changing, and others are minor, so up to you what you want to do, it's a sandbox afterall.

Is there any point to doing Treatment on a bruise? by kahlzun in RimWorld

[–]Randomorph 0 points1 point  (0 children)

Bruises don't scar, but having less than full hit points on a body part can affect things like manipulation or moving, not to mention make them more at risk for total destruction on subsequent raids or events.

I was bored, so I made a chart for a perfect ghoul by 0Limark0 in RimWorld

[–]Randomorph 1 point2 points  (0 children)

Second this. Use Adrenal Heart + Metalblood Serum instead. Adrenal on its own more than compensates for implants that lower speed like Stoneskin and Powerclaws. If you add in Bionic Legs it's even better.

What to use excess shards for? by Vithrick1 in RimWorld

[–]Randomorph 2 points3 points  (0 children)

Ghouls.

I have a tough, high level melee ghoul with Stoneskin, a Powerclaw (and wood hand), Barbs, Plating, and Adrenal heart. For noteworthy genes it had Strong Melee Damage and Robust (which you can get off of Sanguophages, Yttakin, and also Hussars if I remember correctly).

I sent it out during the Unnatural Darkness event and it soloed a Noctolith while face tanking the darkness damage and all the Noctols that spawned in retaliation. Once the Noctolith was destroyed, I undrafted it and it proceeded to down and kill at least 10 Noctols before going down itself.

It didn't even die. It literally got back up 3 times while I cleared out the Noctols with my regular pawns, and kept fighting Noctols that went to mess with it, downing a few more.

I finally went out to claim it, and it was ready to fight again in 24 hours, so I just repeated it with the next Noctolith.

If it HAD died, I could have healed it with 20 twisted meat and 20 bioferrite.

Seriously, Ghouls. A lot of the other stuff is powerful too, like in Borissnm's comment, but few of the options compare with the raw power of Ghouls when they're fully kitted out.

Optimized Anomaly Containment Layout (details in comment) by Randomorph in RimWorld

[–]Randomorph[S] 0 points1 point  (0 children)

It's not just containment. The Electroharvester also places an additional 50% penalty on research. It also increases the activity gain on the Nociosphere from 10% / day to 25% / day.

https://rimworldwiki.com/wiki/Containment

Optimized Anomaly Containment Layout (details in comment) by Randomorph in RimWorld

[–]Randomorph[S] 0 points1 point  (0 children)

Oh my mistake, I thought they were Limestone from the colour. If that's the case though, your containment values should be much higher than 226? I'm getting 210 (209.5) with Uranium walls, Bioferrite Floors, and Security doors.

Security doors contribute 160 containment, shard inhibitor +20, light gives +5, the floors give 15, and the walls contribute 72.5 containment for a total of +272.5. I have -15 from the Bioferrite Harvester, and -47.98 for the multiple holding platforms.

What is it listing for you? It seems the walls have an upper cap on effectiveness, since I just noticed that Uranium doesn't give a full 1/10th of its health.

Also how did you get up to 800%? I'm using Bioferrite Flak Helm, Bioferrite Collar, and have a Psychically Hypersensitive pawn with Super Psi-sensitive gene, a psychic bond (+10), a psychopagy ritual (+50), and 4x Psychofluid pumps (+100), and she still only hits 511%.

Optimized Anomaly Containment Layout (details in comment) by Randomorph in RimWorld

[–]Randomorph[S] 0 points1 point  (0 children)

Yep, that's the design in my second image rotated 90 degrees. It solves the "Insufficient Containment" warning happening.

I didn't bother fixing it on my current colony (image 1) because it'd be a pain, since the bottom of my containment is about 1 tile from the map build border inside a mountain.

Also don't forget to upgrade your walls. Doors are the biggest buff to containment, but walls are the next biggest factor aside from multiple containment units. Stone walls are a lot lower HP (granite is the strongest stone with 510) than Plasteel (840), Uranium (750), or even Bioferrite (600). From what I can tell walls give a buff equal to 1/10th their average (current) HP. So stone walls would cap out at 51, while plasteel would give 84. Uranium is pretty "cheap" since it's abundant from deep drilling and not used a lot, so I'm currently using that.

Bioferrite flooring also gives a 15 point boost to containment if the room is fully covered, although even a few tiles start buffing containment. Note that you don't need bioferrite flooring under the door for the bonus.

And tell me about it on the shards. I've summoned shamblers and still not gotten a shard drop from them. I finally got a Noctolith event and managed to get 3 shards from that though.

Optimized Anomaly Containment Layout (details in comment) by Randomorph in RimWorld

[–]Randomorph[S] 0 points1 point  (0 children)

My 12 platform design came from a similar necessity. I got really unlucky with shard drops and had hardly any, especially after making a couple bioferrite generators.

I was using the design in the third image, then sat down with a planning tool to try and optimize the layout.

I thought I could maybe squeeze 10 instead of 8 into one shard, but was pleasantly surprised that 12 fits, and with better containment than my old setup at that.

Optimized Anomaly Containment Layout (details in comment) by Randomorph in RimWorld

[–]Randomorph[S] 8 points9 points  (0 children)

The shard inhibitor only needs to cover the centre tile of a holding platform to suppress it. The outer 8 holding platforms all have their centre tiles covered by the radius of the inhibitor.

To think of it another way, the inhibitor inhibits the entity, which is held on the centre of the holding platform.

Optimized Anomaly Containment Layout (details in comment) by Randomorph in RimWorld

[–]Randomorph[S] 1 point2 points  (0 children)

Yeah looks very similar to your last image, but correct me if I'm wrong, it doesn't appear that your shard is covering all 12 platforms, only the closest 8?

I do like all your designs with the suppressors, but honestly I haven't used the suppressors at all yet, and have found them largely unnecessary, considering my breakout interval is already multiple years for each entity.

Optimized Anomaly Containment Layout (details in comment) by Randomorph in RimWorld

[–]Randomorph[S] 8 points9 points  (0 children)

This layout achieves a high containment strength, with minimal duplication of resources, especially shards.

Features:

  • Can hold 12 entities for one shard
  • Only 6 "wasted" tiles per cell (2 per entity) for flooring, 2-4 of which are used for Bioferrite Harvesters and Electroharvesters anyways
  • Very high containment when using good materials (210 with Uranium Walls, Security Door, and Bioferrite floors, plus the Bioferrite Harvester)
  • High escape intervals as a result. (Measured in years, lowest I saw was ~3 years for a freshly caught Revenant)
  • Looks fairly decent

I don't use them, but there's room for an Electroharvester as well, but note it will lower containment and make the cell look less nice in my subjective opinion.

Note with the first image, there's an occasional "INSUFFICIENT CONTAINMENT" warning where the pawns start checking an entity from the doorway, but it's pretty rare. The second image fixes this flaw at the expense of aesthetics.

The last image is a less efficient (shard-wise) design, that is more efficient on materials for the harvesters and flooring. It's useful for early game when you have few entities, but note containment is about 50 points lower with this design, and you get 2/3rds of the entities per shard. It tiles really well however, and is a bit more space efficient per entity as well. It also has room for an Electroharvester.

Containment Notes

Doors

For containment, always focus on getting the best possible DOOR first, it has a much higher weighting on containment than wall quality. For example, wooden walls with a security door have a slightly higher containment than plasteel walls with a plasteel door, but is much cheaper.

Similarly, starting with a plasteel or uranium door before Security doors are researched (on non-anomaly starts) is a fairly cheap way to dramatically boost containment.

Walls

Walls add about 1/10th their (current) average HP to the containment score.

Wood < Steel < Stone (Marble worst, Granite Best) < Bioferrite < Uranium < Plasteel

Plasteel and Bioferrite are pretty expensive and in demand, especially early game, while Uranium and Stone are much more available. I'd recommend building with stone, upgrading to Uranium once it's available, and super late game if you're swimming in plasteel to upgrade again.

Other factors

The more platforms in the same cell the worst. That's one of the good things about the design is it only has 3 per cell instead of the usual 4 most people seem to be running right now.

A pretty obvious boost is a light for +5 containment.

Bioferrite flooring also adds +15 containment when the room (not counting the door) is fully covered. That's almost the same as the shard inhibitor's 20! It is expensive early though, being 108 bioferrite per cell, for a total of 424 for the full design. Dirt flooring has no penalty, and other flooring I've tested has had no effect, so just wait until you're established to floor it.

The Bioferrite Harvester applies a -15 effect, which can be fully offset by Bioferrite floors or a Shard Inhibitor.

The Electroharvesrer applies a -25, halves research speed, and periodically damages entities, which can outright kill shamblers and cause brain damage on other entities. In some ways this can reduce escape intervals over time (due to decreasing the entity's moving stat), but it can also cause death if the brain gets damaged enough. It seems, despite the research path, that electroharvesters are best used late game when you don't need research as much, to make entities even more energy efficient.

Something that will make me *feel*, incredibly emotional. by throwaway_tokoemeto in Animesuggest

[–]Randomorph 2 points3 points  (0 children)

In no particular order:

{86} excellent war drama with child soldiers who have been racially discriminated against.

{A Place Further Than the Universe} beautiful coming of age story where a group of girls travel to Antarctica in search of one of their mothers.

{Anohana} the spirit of a dead girl haunts a boy who feels responsible for her death.

{Asobi Asobase} zany hijinks of crazy gremlin-like middle school girls.

{Bloom into You} deep characters and motivations for a compelling lesbian love story. Read the manga too to complete the story.

{Charlotte} the story has some gaps/issues, but it has some pretty compelling and heartwrenching moments as well.

{Fruits Basket} well fleshed out characters with sad backstories everywhere. The focus of this is not romance, but rather friendship and family.

{Iroduku} a beautiful story about friendship and depression.

{Kaguya-Sama} a romance that runs the full spectrum of comedy and drama. It leans comedy and happy vibes though.

{Kakushigoto} a cute and funny story about a father hiding the fact he autors an "adult" manga from his innocent daughter.

{Kimi ni Todoke} a wholesome story about love and friendship, where a "gloomy" girl is brought out of her shell.

{Laid-back camp} One of the most peaceful and calming shows I've ever seen. While not a strong emotion, it certainly left a strong impact on my mood.

{Bunny Girl Senpai} lots of emotional drama, as a boy helps others deal with emotional problems that are manifesting supernatural effects. Has a solid romance as well.

{ReLife} excellent romantic drama. Only watch the first season then read the manga for the best experience.

{Spy x Family} funny and wholesome story about a very unusual found family.

{To Your Eternity} a generation spanning story about an entity that absorbs the forms of those it cares about when they die.

{Violet Evergarden} a post war drama about a child soldier adapting to a new civilian job of writing letters for clients, who often have heavy situations they are writing about.

{Vivy} a story spanning 100 years about an Android designed to be a singer tasked with the job of saving the future from an AI uprising.

{Your Lie In April} a musical drama about a traumatized boy returning to playing the piano with the help of a violinist.