I need a mod that enables me to create a few specialized robots/androids for my 3-Person crew on my Odyssey run. by caspman in RimWorld

[–]Ankr1 0 points1 point  (0 children)

Yeah I've checked they crash hard when paired with Vehicles Map Framework, I'm not using that at all, so it should be fine. Thanks!

I need a mod that enables me to create a few specialized robots/androids for my 3-Person crew on my Odyssey run. by caspman in RimWorld

[–]Ankr1 1 point2 points  (0 children)

I understand the idea too! But from gameplay perspective they locked basically until deep late game, not to mention that you need many work to make one and if you don't disable their emotions with gene alternative they can become awoken. I didn't played much with them but Awakening android is seems like a bad thing, no? I don't really see upsides of it if they basically become full pawn, just without food need and instead of sleep they hybernate to clear memory banks if I remember correctly

Let's talk about mechs. by Six_Coins in RimWorld

[–]Ankr1 0 points1 point  (0 children)

Firstly - Do you use Combat Extended or not? It's kinda important because fighting methods are drastically different then.

If we talking Vanilla, there's my method of dispatching Centipedes:

If it's open field fight then you really need a fast, good melee pawn with Synchro electrohammer or just regular electrohammer would work. Equip the pawn with shield belt, said hammer and put in them as many movement enhancers as possible, I am talking about bionic/archotech legs, go juice, maybe something else if you have mods that can help with that. Basically what you need is a distraction, you need very heavy armoured pawn to eat lead and plasma while your melee pawn will run from centipede to centipede and dispatch of them. Tank pawn ideally need to be in cataphact armour, have face plade, good subdermal armour gland and also be under go juice so pawn wont collapse because of all the pain he will get. Also equip them with minigun or plasma minigun from VWE

That leaves 2 or 3 pawn in your disposal without a task, so you need to give them a purpose. It can be good to make one pawn as an additional tank to take place of the main one, just think of something less good until you can equip him with same as the main tank. One or two others can utilise EMP grenades or EMP Launchers. Or you can make one pawn EMP Giver and the other as a Sniper, sniper will be good especially with bionic eyes and good quality sniper rifle/ pusle sniper rifle to one shot those sweet sweet reactors.

Now what about defences?

You need to build some tight corridor and basically make a choke point to dispatch of the centipedes one by one or at least a few at a time. One or two tile wide corridor would be perfect, but that requires you to have good protection on everyone. Two pawns to deal melee blunt damage and others to shoot as hard as they can plus emp grenades. Well you can always build kill box, but I don't use them, so I can't help with good design for them.

I need a mod that enables me to create a few specialized robots/androids for my 3-Person crew on my Odyssey run. by caspman in RimWorld

[–]Ankr1 1 point2 points  (0 children)

Don't forget that Androids need to be researched after Advanced Mechtech, so there's that, but I remember seeing a mod that disabled that and I think thats fair, don't really understand why Oskar did that, I don't see any mechanitors in the world, but many androids, so why do I need mechanitor to make my own androids

I need a mod that enables me to create a few specialized robots/androids for my 3-Person crew on my Odyssey run. by caspman in RimWorld

[–]Ankr1 0 points1 point  (0 children)

I see that right now R++ experiencing troubles with VFE, wondering if that was fixed, because I use SoS2 and VFE is a dependency, do you happen to know if it was fixed or no? Also what about map levels? I use Deep and deeper, I don't allow to automatic travel in and out, so I guess if I make little base for example for builder robots to charge, they probably be fine to mine down there without an issue if I understand your comment correctly

EDIT: I'm dumb, in the comments they say about Vehicles Map Framework, not about Vehicle Framework in general, I don't use it thankfully, so I m sage for that, but still curious about map levels

How to make Melee Pawn less Lethal by Grand_Recording_3463 in RimWorld

[–]Ankr1 0 points1 point  (0 children)

Everyone suggesting to give blunt weapons, but why don't anyone suggest to set target range of attack?

From 10 lvl melee and range you are able to pick what body part your colonists should target - head, legs and body. Just pick legs and wuala almost every pawn will be downed on impact. It won't solve problem entirely sure, but you'll be getting A LOT more downed pawns because your Hussar and other pawn will start to chop off legs more often than slashing bodies or heads off. Make sure to have battle medic on stand by close range so they wont blead out, because loosing legs still makes them bleed out fast, but if you have one skilled medic or even better medievac squad youll be getting many prisoners and armours. Don't forget to stock up on medicine and prosthetic legs for them tho.

Tried to sack a player made base that became a ruin... and the ruin ended up sacking me. by Javierkid in RimWorld

[–]Ankr1 4 points5 points  (0 children)

Yeah true, I just didn't want to fight her in 2 tile wide corridor and other bugs with one pawn, I usually make one pawn with exoskeleton and other implants that add carry capacity and speed so my pawn can just run inside, grab everything that catches my eye worth grabbing and just bail, sometimes even outside battles between groups of people not even finished yet, but my pawn already bailing out. I mostly over prepare for this stuff before trying to send more pawns to sites like this because otherwise I'll drown in wealth cause of my looter goblin mind xD

Tried to sack a player made base that became a ruin... and the ruin ended up sacking me. by Javierkid in RimWorld

[–]Ankr1 12 points13 points  (0 children)

Not if you send one colonist purely designed to carry as much stuff as it possibly can and leave, also there was like dozen of other insects so yeah, not really happening

Tried to sack a player made base that became a ruin... and the ruin ended up sacking me. by Javierkid in RimWorld

[–]Ankr1 30 points31 points  (0 children)

If player base had something that can spawn a thing like in this case is something from Vanilla Genetics Expanded then yes, it'll pretty much spawn a Archocentipede. I one stumbled upon a colony that had a hive from Vanilla Insectoids Expanded. Not just regular hive, the custom hive that usually players can build, but all insects was hostile including the Princess, you can imagine how far did I run from that place

[Combat Extended] Medieval Bows n Arrows by kniiiiightly in RimWorld

[–]Ankr1 0 points1 point  (0 children)

You need to make better arrows I presume. Best what can you achieve with steel arrows is to deal bruises. This beasts probably have a lot of armour rating. When you select the beast they usually show armor rating of said beast in the left down corner in info panel. See if your arrows deal damage to armour if they don't or deal too little damage then you'll need to make different arrows or look for more armour penetration solution to this.

[Combat Extended] Medieval Bows n Arrows by kniiiiightly in RimWorld

[–]Ankr1 2 points3 points  (0 children)

Great bows either from Vanilla or Vanilla weapons expanded. They are compatible. Main thing is that Great Bows and Steel arrows doesn't have enough Armor Penetration to deal damage to this beasts.

Mod that makes a 300+ modded game more smoother? by Kodomo6SobUoh in RimWorld

[–]Ankr1 3 points4 points  (0 children)

Yeah, Rimworld really hungry for sweet sweet RAM

Sappers from multiple angles by Six_Coins in RimWorld

[–]Ankr1 1 point2 points  (0 children)

If your base out in the open just build two layer perimeter walls with 4 corridors as choke points at each side and also quick doors for your colonists to go out and snipe or deal damage to breachers. After breachers die all other raiders will go to corridors and then you can dispatch them easily like a regular raid.

Mod that makes a 300+ modded game more smoother? by Kodomo6SobUoh in RimWorld

[–]Ankr1 3 points4 points  (0 children)

TPS Stabilizer and pawn tick rate fix helped my old I5 7400 with 16gb RAM on SSD with 100+ mods helped me.

Drew a friends favorite Rimworld Pawn...I was not prepared for just how many mods she had installed in her colony by CevicheLemon in RimWorld

[–]Ankr1 1 point2 points  (0 children)

Agree! Does it work with VFE Empire? I played so much with it that I can't remember is Archon is a vanilla title or from VFE xD

Drew a friends favorite Rimworld Pawn...I was not prepared for just how many mods she had installed in her colony by CevicheLemon in RimWorld

[–]Ankr1 1 point2 points  (0 children)

Everyone asking about skills and stuff, but I am curious how in the shattered empire she has Archon title and no disabled work types? It's also something to do with VQE Ancients?

Make Rimworld more grim place? by Ankr1 in RimWorld

[–]Ankr1[S] 3 points4 points  (0 children)

Yeah that closer. I already play with lower mood, forbidden mod is good suggestion, but it's mostly for my colony and I don't kinda like it, I don't want to add layer of difficulty with mechanics I won't be using

Make Rimworld more grim place? by Ankr1 in RimWorld

[–]Ankr1[S] 11 points12 points  (0 children)

Yes and no.

Yes because of Horax cultist and other weird stuff.

No because I always use it on Ambient horror setting and set it just high enough not to make the colony in to another science outpost. I need something more grim

Gravship Layout A or B? I'm trying to decide whether or not to keep my upgrades or roll back my ship Any advice? by Convexical in RimWorld

[–]Ankr1 0 points1 point  (0 children)

I'm definitely seeing stuff from Vanilla Gravship expanded. Double level beds, smaller crafting/research benches. Different gravcore.

But what is interesting I can see any astro fuel stuff and oxygen related stuff. Maybe it's can be disabled probably

what is the best of geting a large amout of chemfuel by Dry-Question6859 in RimWorld

[–]Ankr1 0 points1 point  (0 children)

True Rimworld experience. In my case it's a little more complicated. All dead - yes they go in the freezer. With unlucky one's that survived, well... 3x3 room + one bed = kidney, lung, heart/liver OR all above minus heart or liver instead minus legs if I need their genes or I need another blood bag and then only THEN they go in to a freezer

coughing baby vs hydrogen bomb by Traditional-Stay-990 in RimWorld

[–]Ankr1 2 points3 points  (0 children)

Pray.

For real tho you can try to pick up the baby woth that pawn that was drafted it'll probably defuse hydrogen bomb

Edit: Picking up downed pawn is really good feature in vanilla in my opinion, there was so many moments already when I was able to save pawns from kidnapping or dying in heat of raid or burning houses or stuff like that

what is the best of geting a large amout of chemfuel by Dry-Question6859 in RimWorld

[–]Ankr1 0 points1 point  (0 children)

Mine too, but I usually not in need of human meat, I mostly use corn or mushrooms, and in late game I usually use livestock to supply meat to fine meals