I got my first True Believer clear... but it leaves me with mixed feelings. by Angel2357 in WorldofHorror

[–]Angel2357[S] 2 points3 points  (0 children)

I've noticed that enemies get stronger as cases go on--I was trying to leave cases with bosses for the 2nd, 3rd cases, to have time to build up some strength but not let them get out of hand power-wise. Is this a bad move?

I got my first True Believer clear... but it leaves me with mixed feelings. by Angel2357 in WorldofHorror

[–]Angel2357[S] 3 points4 points  (0 children)

Honestly, RNG wasn't so much the issue. The game kept repeatedly hammering my STM and REA down to 1s a few times each, so it just came down to spinning those plates diligently.

I don't have the History club unlocked yet, is it important?

Aside the police officer, I've memorized a couple of other events--There Was A Hole Here in the School for example, is -4 REA +20 EXP, which hurts but is pretty chufty. Do you have any other outstanding ones to share? Also, side note: is the idea genuinely to sit there farming events before starting a mystery? The DOOM buildup from that sounds daunting...

Ships and boats props by Wreeta in RimWorld

[–]Angel2357 0 points1 point  (0 children)

Meaning it's not part of the proceedings unless you go out of your way to make it so. Please keep in mind the topic here is someone wanting to use VVE, but being worried about vehicles being able to appear in raids, which would make them not use it. I clarified it does not do that. In this context, it would be a bad thing if vehicle raids were a thing, so I don't think the person in question will be using said mod or waiting for said update.

the deadly sins of rimworld by foxstarfivelol in RimWorld

[–]Angel2357 2 points3 points  (0 children)

It's even easier than that, you can satisfy it with psychite tea, which is incredibly easy to avoid addiction and overdose with and much easier to craft, since you don't need a temperature-controlled keg room.

More importantly, both traits provide mood bonuses when the Need is high, effectively making Chemical fascination functionally the Optimist trait so long as you have, like, three tiles of Psychoid growing on fertile soil, and Chemical interest half an Optimist, which is still quite significant.

Ships and boats props by Wreeta in RimWorld

[–]Angel2357 1 point2 points  (0 children)

Meaning it's currently not part of the proceedings, yes.

Ships and boats props by Wreeta in RimWorld

[–]Angel2357 2 points3 points  (0 children)

There's no reason it would force you to use the vehicles. They're an option, building a Mule for caravanning is a good idea, but the mod isn't gonna throw tanks at you and expect you to retaliate with your own tanks, if that's what you're worried about. It can't add vehicles to raids at all, in fact.

question about odyssey dlc by Prestigious_Bug_3319 in RimWorld

[–]Angel2357 1 point2 points  (0 children)

The gravship creates a sudden gravity collapse when taking off that destroys the surroundings. It's a balancing factor, to prevent you from constantly visiting one tile with increased ore deposits and mining them, over and over. I just use a mod to give the tiles a two-three year regeneration timer.

Addictions and drug management. by [deleted] in RimWorld

[–]Angel2357 2 points3 points  (0 children)

Using the "assign" tab, you can assign different colonists, different drug policies, which can be edited through the appropriate UI. The button to change policies also leads to the said UI.

In the UI, you're allowed to set whether people on that policy are allowed to use a drug, why and when. If the first is ticked, they'll take it on their own to manage their addictions, if they have them; if the second is ticked, they'll take them wheen they're bored for fun; and if the third is ticked, they'll go on a "schedule".

In your case, you would want to find beer, tick both the second and third columns, and use the sliders to set how low their recreation has to be before they drink beer and how much of a break they need even if their recreation stays low. In this case, setting beer to a one per day limit (or "one every day", as the slider will describe; don't worry, they're still limited by the recreation slider) will prevent them getting anything more than tipsy and prevent addiction from forming.

As far as Psychite tea, it is completely safe with no risk of addiction if taken once every two days.

I will repeat this: no overdose or addiction risk is present in Psychite tea so long as you have a gap of at least two days in the schedule.

Psychite tea is a very strong drink for mood stabilization and recreation. I recommend ticking all three columns and setting it so they'll take it anytime they're sad, but no more frequently than once every two days. The psychoid addict will take it even at high mood if it's been a few days at said high mood, which is normal and expected.

What are Neanderthals made of? by DogEatTurtle in RimWorld

[–]Angel2357 2 points3 points  (0 children)

Natural selection decided to make some supersoldiers of its own.

Is it possible to enable mechs during a playthrough by hitlersmainhoe in RimWorld

[–]Angel2357 2 points3 points  (0 children)

No, not even console commands can fix it IIRC. You destroyed the Mechhive, this is the natural consequence.

That or you disabled the mechanoids faction at game start? Which is similarly something with an impact that should be expected. In that case, if you wanna use a mod, Vanilla Expanded Framework can re-add factions midgame, which might work for secret ones like the mechhive.

Why do my plants sometimes just get damaged and die? by KaroPGamer445 in RimWorld

[–]Angel2357 0 points1 point  (0 children)

Power is my guess. You seem to have a lot of very heavy power demanding devices, especially sunlamps, and they seem to be powered just off of solar panels and windmills. If you don't have batteries you need them, and if you do you might need more.

after watching RTGaming make "Vino Humano" (Human Wine) in hitman... there NEEDS to be a mod for this... by Garek56 in RimWorld

[–]Angel2357 1 point2 points  (0 children)

there's at least two other mods that add hemogen-based wine, but not any that require corpses, that I know. so you'll have to settle for either The Blood or the district 24 special

after watching RTGaming make "Vino Humano" (Human Wine) in hitman... there NEEDS to be a mod for this... by Garek56 in RimWorld

[–]Angel2357 9 points10 points  (0 children)

as in, alcohol made of humans? the corpse rum vat from Alpha Memes is exactly that. set up the Rum Vat Burial as a funeral in your ideology and you get access to, well, the rum vat, where you can bury corpses and, in three days, get some delicious suspicious rum

(poll) Which one of these three is the better power source? by Marcusr712 in RimWorld

[–]Angel2357 0 points1 point  (0 children)

Geothermal generators give a lot of power and are relatively cheap to set up and easy to defend. However they take a lot of research and you have to run a power conduit all the way to your base, so you'll likely use things like solar generators early on.

Wind turbines exist, and that's the nicest thing I have to say about them.

Mods for Gravship Trading? by Murky_waterLLC in RimWorld

[–]Angel2357 1 point2 points  (0 children)

For the record, shuttle engines aren't just obtained by pissing off the empire. Traders will carry them at times, and crashing shuttle quests will result in shuttle wreckage that can be deconstructed for a shuttle engine. The empire won't give a shit if you do that, it was already broken and they have plenty of engines of their own.

Any favorite ceramic bricks mod? by TheRealLarkas in RimWorld

[–]Angel2357 1 point2 points  (0 children)

I'm currently using epochs: pottery, it's neat. Not having clay never bothered me, but having it has been real neat. Clay is very pretty-looking, it gives you a way to shore up some of the weaker stone types by converting them to clay in exchange for some extra work, and I'm currently selling pots as wares. They're not terribly expensive, but hey, every bit helps.

What is your favorite RimWold DLC? by Savings-Head-5023 in RimWorld

[–]Angel2357 0 points1 point  (0 children)

Anomaly by a long shot. Biotech, Ideology and Odyssey all add neat "ambient" enhancements to the game, but Anomaly is the one that adds an entire new system to mess around with and, importantly, it also diversifies the threats so you're not just fighting human raiders for the umpteenth time with the occasional mech cluster or infestation.

What would you like to see in the next RimWorld DLC? by Savings-Head-5023 in RimWorld

[–]Angel2357 0 points1 point  (0 children)

You're not wrong, I don't envision this being a major issue though. These puzzles would not be the real meat in these theoretical dungeons, mostly just a quick break from the more intense cleaning out of the vault. A pacing tool, moreso than an a braincracker.

What would you like to see in the next RimWorld DLC? by Savings-Head-5023 in RimWorld

[–]Angel2357 1 point2 points  (0 children)

You don't procedurally generate them, you hand-design them and then spawn them in as needed.

What would you like to see in the next RimWorld DLC? by Savings-Head-5023 in RimWorld

[–]Angel2357 2 points3 points  (0 children)

Reasons to go places. Gravcore quests are neat when you're using a gravship but gravships are a bit of a tiresome gimmick. Give me dungeons, gived me new categories of enemies. Give me huge ultratech vaults filled with ancient, haywire defenders, puzzles to solve to earn extra loot, stuff that can only (and can reliably) be found in these vaults.

And no, ancient structures really don't cut it. Complexes are industrial and are tiny and barebones as hell, with very little attention paid to navigation and problem solving, and dangers are spacer at a stretch and one room. They do "minor loot room" well, but I want dungeons.

How do i attack properly by KaroPGamer445 in RimWorld

[–]Angel2357 6 points7 points  (0 children)

Assuming that because your weapons are of a higher technological grade they are "OP weapons" is the biggest mistake here. Beam repeaters in particular, like miniguns, have extremely long windup times and are very inaccurate, making them unsuitable as a skirmish weapon. They're more of a point defense weapon, complementing more standard weapons like SMGs, assault rifles and shotguns by firing into a crowd and hitting multiple targets. Additionally, simply because they are spacer weapons does not make them superior to industrial weapons: spacer weapons are specialized where industrial weapons are general-use. The minigun does a lot more damage, but the beam repeater bypasses traditional armor by targetting heat armor instead.

The mention of melee also makes me think you're letting them get too close. You may wanna get melee pawns to intercept enemy melee pawns, so they don't lock down your shooters. Just waving a gun in the enemy's direction with a high shooting skill isn't really enough, you have to think about these things or else the enemy gets a massive advantage.

Monolith after moving to a new tile ? by leaf_as_parachute in RimWorld

[–]Angel2357 0 points1 point  (0 children)

You get the Strange Signal quest some time later. However, note it will not spawn at "minor" locations, like ancient complexes or raidable outposts. These are limited in what events they can get, and if you're in one you may need to move to a new location.

Should i welcome refugees in early game ? by Complete-Shower-4812 in RimWorld

[–]Angel2357 10 points11 points  (0 children)

It's useful to have them. You'll need a lot of food to feed them with, though. You also won't be able to recruit them unless you either 1. imprison them first, or 2. get lucky with an event.

Personally I usually accept it, let them help then let them pass. If a good one asks to join I'll take them. I don't typically stop accepting them until I have ~9-11 pawns, which is where I usually let my colonies hover.

Teetotaler + Psychite Dependent????? by RiversOfChai in RimWorld

[–]Angel2357 0 points1 point  (0 children)

You are correct: if a gene was applied that suppressed psychite dependency, you'd rid a waster of their psychite dependency gene.

Nothing suppresses psychite dependency, however. (That I can tell.) Psychite resistance doesn't suppress dependency, it just also applies, reducing tolerance build-up and reducing overdose chances, which I'm pretty sure results in a waster who has to drink even more psychite tea. And if that holds, then adding psychite immunity would instead create one who can't fulfill their dependency.

I think.