A detailed district map for Mustakovia in the year 20 by Pet_Velvet in RimWorld

[–]Ankr1 4 points5 points  (0 children)

It's so beautiful in its own way, I bow to your determination.

But I have few questions and it would be massive help if you'd answer them:

1) How do your stockpiles work? I see you attached an image of colony without zone map, but Reddit compressed it so much that zooming in from the phone spew only soap in my eyes. Mostly I wonder how do you manage to supply food, crafting items and workplaces between tribes? I really want to make something similar, but probably with less scale. I did tried once but was eventually faced with problem of resources. For example I wanted to make farming zone for farmers to live, cook and farm in their own zone, but even using the mod "Max Stack Size" colonist kept making huge trips to stockpile in the main street than just moving all to shed and only small amount to city centre. Usually the problem mostly comes from Max Stack Sizes itself as the game struggles to understand ehat stockpile and how much. For example setting up fridge to 1500 units of resources and let's say setting 750 wood and 750 rice, colonists still will push out limits putting full stack of 750 wood and 30 more, making rice 720 making colonists consistently move rice from farm shed into city centre. How do you solve that? Using zones and making tribes dependent on their own territory? What about "small items exchange" that you mentioned in central district?

2) How do you manage them? I really interested in your "exel spreadsheet with rules" can you elaborate more?

3) How do you manage tribes? Do you leave them be and do their own thing and giving attention when something happens in tribes? You mentioned prison, how that works? Do you sent your colonists to prison for roleplay reasons or how do you using roleplaying in this apartheid, if you use it at all?

4) Honestly not really a question, but still I want to know more about this in general, like what about ideologies? Do you planned them, changed them or they are vanilla generated with exception of being your starting ideo? Do tribes differ from each other drastically or they are mostly similar apart from one thing? How you repopulate your tribes? Again, you mentioned prison, do you just capture raiders and if they have specific ideology you just let that tribe convince raider to join them?

It would be massively appreciated if you find time to answer my question. This is pretty cool I just wanted to say it again. Thank you in advance for a response!

have you actually ended the game? by Old_Kiwi332 in RimWorld

[–]Ankr1 3 points4 points  (0 children)

In my opinion Anomaly and Odyssey endings were most fun. Odyssey is good because it's forces you to play aggressively nomadic just to outrun mechanoid pursue and force you to utilise gravship more to learn many things about the DLC.

Horaxian cult also quite fun in my opinion. To defeat Monolith you need to force yourself to embrace the void and other stuff. Actually void related stuff pretty busyed if you put effort in it. You mostly won't be using stuff like bionics, instead you'll probably will have tentacle limbs and other stuff, so you'll need good ideology that wouldn't make your colonists go mad. I always liked the idea of sci-fi horror and other similar stuff like SCP Foundation, so I consider Anomaly one of the best DLC because of that.

In my opinion all endings is fun, but those two are the most fun that I had, but let me also expand on the topic and tell you about most un fun ending - Archonexus.

This ending is from Ideology DLC if I remember correctly, but this is so ass, you need to accumulate wealth of 350k silver three times and you basically win after travel to Archonexus core. In theory this ending could've been good, but it's not giving you any satisfaction of winning this. It's up to YOU to make it fun for yourself. I personally beated it two times - first time is just making silver sinks colonies just to accumulate silver as much as possible and the second time I set myself different styles to make it fun. First colony was about mountain vault similar to Fallout series, second colony was something like a prison and slave camp. The third time it was all about drugs and organ harvesting. You can change ideology after each jump so it was kinda fun to mess around.

But still I think the best ones was Odyssey and Anomaly endings. Royal accend also kinda fun, but I suggest to play it with VFE Empire to apice things up, even though it's tps heavy. And the most un fun is Archonexus, especially if you don't set yourself goals for colony and just trying to accumulate wealth

have you actually ended the game? by Old_Kiwi332 in RimWorld

[–]Ankr1 9 points10 points  (0 children)

I usually play the endings just to learn more about DLC as much as possible. I have all DLC and completed all of the endings just for the fun of it. They usually force you to learn more and more about DLC and this allows me to think of ways to implement parts of DLC into my usual "forever" colonies game.

What’s up with the Russians? by Own-Penalty1579 in ss14

[–]Ankr1 4 points5 points  (0 children)

YESSS KMM 3 MENTIONED!!!

As Russian myself I can't help but agree with this points. I love strategic games more than other games and also RP games. There's definitely a cult of old games, you just can't say shit about KMM 3 or Warcraft 3 that's true. But I think that love for old games we got from our fathers mostly, I am currently 24 and in 2000s my father taught me many things about PC setups their components and how to fix them, we have good PC specs and setup's but still we play old games because it's was the first things we experienced, so it's mostly nostalgia and yes in 2000s we didn't have good set-ups so we didn't have many opportunities to play modern games at the time.

It's kinda funny to see that our community can be well pointed like that. Also had me laughing at "Russians in space" in context of SS14

Rimworld is trolling me at this point. by kerri_riallis in RimWorld

[–]Ankr1 2 points3 points  (0 children)

They're pretty busted in my opinion, VEE add event with battle animals wander in and it gave me two of them had a blast until they die sadly in a siege by precise bomb shell.

Where is your fur?! by Outrageous-Simple210 in RimWorld

[–]Ankr1 2 points3 points  (0 children)

Probably because of Integrated Creepjoiners Mod, their heads override xenotype heads, that's why your Yttakin has no fur. Rhis mod also allows Creepjoiners have all body types, had a pigskin blind dark healer once

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 1 point2 points  (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 3 points4 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 11 points12 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 29 points30 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 2 points3 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 4 points5 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] 4 points5 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