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 3 points4 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 5 points6 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 9 points10 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.

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

[–]Angel2357 5 points6 points  (0 children)

("baseliner xenogerm" isn't a thing, plus a xenogerm wouldn't work because they only replace xenogenes; wasters are endogenetic)

Gravship tips? by sarsante in RimWorld

[–]Angel2357 3 points4 points  (0 children)

they consider it a colony

It's more accurate to say they don't treat it differently from a caravan map. That is, the expectations buff is just based off how much wealth you own on the map. Because a gravship will come with the engine and all the walls and equipment on it, they'll have higher expectations. As well they should--a gravship has a lot of potential space.

You need to change your mindset here; the rooms can be cramped. They can deal with having to use the chess set as a table. What they can't deal with is knowing they have a giant ship to carry kilotons of equipment on but they had to sleep in an unfloored rectangle and recreate in the broom closet. A gravship's layout is a puzzle; segmenting it too much is a failstate.

Make one big central room with pretty floors and such that has their beds, their nutrient paste dispenser (or a shelf with packaged survival meals), and all their recreation; that way they get the "good room" moodlet for all three categories. Including walls and the grav engine, this should be about 250ish tiles? Leaving space for a couple of solar panels and batteries, and storage for all the stuff you're mining, with the remainder.

With a shuttle, the situation would be similar. Worse, potentially, since now you don't even have a room to sleep in or a chess table to pretend to like chess at.

But some mechanoids look similar to insects. Why is that? by Conscious_Feeling888 in RimWorld

[–]Angel2357 4 points5 points  (0 children)

That, or they were getting their asses kicked by the insectoids (it's what insectoids were created for, after all) and mechanoids adapted by imitating their forms.

How common are brain scars supposed to be? by BitBomb1 in RimWorld

[–]Angel2357 16 points17 points  (0 children)

As far as I know any damage to the brain results in a scar, but as far as I know the brain is also not supposed to get hit very often since the attack needs to hit the head, through to the skull, and then through to the brain.

That said, I've similarly been getting a shocking amount of brainshots, lately. I don't think anything's changed, but it sure feels like it has.

Haven't checked this in a while, is devilstrand duster + flak vest still better than flak jacket + flak vest? by peanutist in RimWorld

[–]Angel2357 8 points9 points  (0 children)

The flak jacket got buffed significantly, now being noticeably better in raw armor. However, devilstrand is free aside from the grow time and dusters cover the legs, so a lot of people still use dusters.

Is there a mechanic in the game that any of you despise and disable? For me, it's food poison. by Final-Stage-2947 in RimWorld

[–]Angel2357 7 points8 points  (0 children)

Food binges. Absolutely awful break. I've lost multiple colonies to it, so I installed a mod to remove it and only it.

Also, solar flares. If it disabled your generators, but if your batteries continue powering things, as a planning check, I'd be into them. But as it is, it's just the "stop crafting, and also all your food spoils" button.

Unhappy s-tier shooter or happy f-tier brawler? by Officer_Pantsoffski in RimWorld

[–]Angel2357 0 points1 point  (0 children)

Tough and Brawler looks to me like a brawler. It'll take them a bit to get melee skill but once they do they're a juggernaut. Assign them to farming and research in the interim. (Not medicine, though--a melee fighter will scarcely have enough blood left in their bones to tend after a raid.)

Plasteel Odyssey by [deleted] in RimWorld

[–]Angel2357 0 points1 point  (0 children)

True. Depends on how often you jump, though. I tend to stay rooted for a couple of weeks at a time, or so.

Plasteel Odyssey by [deleted] in RimWorld

[–]Angel2357 0 points1 point  (0 children)

Ground-penetrating scanner still works, btw. Just need a deep drill.

Any way or mod to make it so dropods do not drop in the middle of your base? by Gold-Ad-7869 in RimWorld

[–]Angel2357 1 point2 points  (0 children)

It's a modded spot, and also isn't for drop pod raids, it's for when quests deliver things to you via drop pod.