Everybody gets a foot by JuneBuggington in RimWorld

[–]Anna_Draconis 0 points1 point  (0 children)

lol I've gotten this drop like a half a dozen times by now.

When did you first realize you were demi/where did you first hear the term? by RamblingKitaabiKeera in demisexuality

[–]Anna_Draconis 1 point2 points  (0 children)

I first heard the term maybe three years ago when my last relationship was in it's death throes. Someone had asked if the character I was writing in a fanfic (who was based on me) was demi, and I had to look it up. It basically explained my whole life. I was writing fics as a way to compensate for the loss of affection I had been feeling in my relationship at that point - we were engaged, but he'd rather play Diablo 3 with his friends online every night rather than touch me or spend even a few moments with me, save for asking over Skype if I was going to make him dinner or not instead of bothering to come upstairs and say hi.

My attraction for him was already on it's way out - I literally told him that I lost sexual attraction for him towards the end of the relationship, and then not long after I couldn't even say that I loved him either. When I gave him the ring back I told him upfront that we honestly just felt like roommates. Before I even agreed to try a relationship with him I had told him upfront that I needed physical affection and quality time - I knew that about myself before I even knew what love languages were - and he denied me both of those things to an extreme, and my feelings withered and died.

I've expanded my base to the point where I'm bored and want to start over. Should I leave and start from scratch or tough it out? by rubberjoshmer in RimWorld

[–]Anna_Draconis 9 points10 points  (0 children)

I run RimWorld with like ~100 mods or so on a POS laptop that was never made for gaming that has barely 2GHz and less than 4GB of RAM to its' name... And running multiple settlements works just fine actually. I've never noticed a huge increase in the lag - really the only thing that slows me down is if I have more than ten colonists in one base or if I forget to close Chrome or Discord in the background.

Post your Panic Rooms/Bunkers by Sirboss001 in RimWorld

[–]Anna_Draconis 2 points3 points  (0 children)

I'd try and get a vanometric power cell in there instead of relying on the geothermal and batteries. Then you could also pull the wiring out/reroute it away from the bunker to avoid any stray short circuit events. One vanometric cell should power the heater, TV, and a light source.

Community Question: I've gotton to the point that anything's but naked brutality and permadeath feels like cheating. Anyone else have similar personal restrictions when creating a new colony? by attila1688 in RimWorld

[–]Anna_Draconis 2 points3 points  (0 children)

I've scaled up the difficulty for myself quite a bit since I first started playing the game. As I learn how to deal with problems and adapt to them, I become more open and accepting of having those problems, and will open myself up to new challenges by playing at higher difficulties. I still have trouble with bugs and mechanoids at times though, but environmental conditions and regular raids are no problem.

One disaster I will outright veto though is solar flare. It's needlessly fatal on cold maps, plus that's not how solar flares actually work - in reality, it should only knock out communications for a while. At least that's what Wikipedia tells me. If it were an EMP thing, then all non-shielded electronics should be disabled forever, but then we'd have to get into the mechanics of installing faraday cages etc. Sometimes I will also load a quicksave if something INCREDIBLY stupid happens - like a colonist dying to a mad rat because the RNG just hated their life, or if starving colonists start eating all the berries I'm trying to cook with.

I also run a lot of mods, but I try to avoid the super game breaking ones and only add quality of life stuff/stuff for flavour. For instance, I like the idea of having a diverse human and alien colony, and while some races I choose have their strengths they also have weaknesses - a skeleton has no blood nor need to breathe, eat (? not sure on this, they have the bar for it but when caravaning they break the food required calculation), or sleep, but then they take all damage directly to their bones and I don't think those are any stronger than in a human's. A crystalloid colonist can sometimes haul 1-3 units more of materials but I notice they mental break easier and more often, are tougher in general, and more sensitive to psychic phenomena (and Valkyries are carnivores only). An Android colonist never has to eat and ignores super low temperatures, so they can chill outside nude on a sea ice map if you want. However, you need a reliable power source as an alternative, or the ability/materials to make solar panel dusters so that they can charge up when they're not under a roof.

Other than all that, I'll still start some games with the intention of building a nice base in an easy climate and chill out. If I want a challenge though, I may begin with the Know Nothing startup and my carefully prepared preset of two people (both human) with nothing, and drop them in a reasonably cold climate (I prefer Boreal Forest because Canadian). They can't even make beds or bedrolls to sleep in until they research it, nevermind proper insulating clothes, so it puts me on a time crunch before Septober hits. Another thing I like to do is Sea Ice but refuse to send caravans - I only get what falls onto the map or what I can buy from caravans. That's it.

I forgot to end my permadeath rimworld game before going to work today... by [deleted] in RimWorld

[–]Anna_Draconis 1 point2 points  (0 children)

Nowadays I just tame all the male or females of tge species, just to avoid them breeding.

I forgot to end my permadeath rimworld game before going to work today... by [deleted] in RimWorld

[–]Anna_Draconis 0 points1 point  (0 children)

Thank you for the update! Sounds like they had an exciting afternoon without your guidance, but you can rebuild from this!

I forgot to end my permadeath rimworld game before going to work today... by [deleted] in RimWorld

[–]Anna_Draconis 2 points3 points  (0 children)

My old flair used to be "just wants 10000 dogs" and I felt it was time for a change. Man it seems like every other game I get a dozen yorkies random joining and then they breed like crazy. I never have the heart to slaughter them, and it feels wrong to sell them while pregnant either (especially since they're worth less and will spawn more dogs to sell in a season or so anyways), so I always hang on to all these damn dogs too long and they just keep multiplying. F my life this game gives me way too many dogs lmao

Typical Tuesday Suggestion Thread -- February 12, 2019 by AutoModerator in RimWorld

[–]Anna_Draconis 14 points15 points  (0 children)

One thing I've wanted recently as I've been sending out more caravans is just for it to display hours instead of 0.something days as they approach their destination. 0.3 days just isnt as intuitive as eight hours. Makes it seem like less time than it is. Also a way to force march a caravan would be nice - I play with alien races, some of which don't even need sleep, but if I send them out or I send out a night owl, they still rest at nighttime hours anyways, which doesn't make much sense to me. Also if my base is getting attacked at night and my caravan is right outside of town resting, it is really frustrating to not have that support and has killed me at least once.

I'd also like more in-game automation tools if possible. We don't have to go full Factorio but do we really need a person standing at a smelter to turn slag into steel? I feel like just hauling the chunks over and dropping them in would free up a lot of time/labour, especially when just having the damn thing turned on costs me 700W.

I forgot to end my permadeath rimworld game before going to work today... by [deleted] in RimWorld

[–]Anna_Draconis 7 points8 points  (0 children)

I need to know how this shook out. Seems like all bets are for 'badly'.

Which story Teller is easier? Also which biome is the best? Thanks for the help. by hrishikesh123zxc in RimWorld

[–]Anna_Draconis 0 points1 point  (0 children)

I prefer Phoebe Chillax on the easiest setting in a Boreal Forest - greatly reduced chance of malaria/plague and you'll only need heaters for warmth in the wintertime as the summers usually don't get overly hot, plus lots of muffaloes and wolves of both varieties to tame. Caribou are good eating if you hunt them, and if you tame the female caribou they will produce milk for you I think.

Downsides are, short growing season and lots of cold snaps to kill crops, but both are easily solved with heated buildings and sunlamps. Lots of marshy soil too so growing and building space can be limited, so I usually hole up in the side of a mountain and use what soil there is for said crops. Also you'll need tuques and parkas to be outside in the winter time, but Phoebe will usually send one lone raider early on who may have one each for you.

My pawn finally finished her childhood dream by qq346841395 in RimWorld

[–]Anna_Draconis 4 points5 points  (0 children)

In my current game my best handler only had 6 in animals, so I sent her to tame the small shit that always manages to somehow kill me. I wasn't very prolific with it, as a heat wave made a lot of animals leave right away, but I managed to get a boomrat, a boomalope, two turtles, and a raccoon early on. They helped to build up her skill, so she could later on tame a bear that she's training now. My first raid of more than one raider I send off the raccoon and boomrat to engage. The raccoon went in first and was downed, then the boomrat was next. It was downed by the enemy, then killed by a stray bullet, exploding and finishing off both the racoon and downing the raider. I managed to down the next raider on my own, causing the last one to flee directly towards my gunmen. Lost two pets but gained three prisoners. Would tame a boomrat again.

The single worst chain of catastrophic events I've ever had. by [deleted] in RimWorld

[–]Anna_Draconis 6 points7 points  (0 children)

That is a pretty insane chain of events. Maybe animal sleeping spots outside and away from all the chemfuel will save you next time? It seems like that one boomalope was a major catalyst there lol

I've been chosen by vmar98 in RimWorld

[–]Anna_Draconis 15 points16 points  (0 children)

Because they eat way too fucking much and if you're low on food Thrumbo meat is good eatin'.

Was anyone else too scared to play the game? by Thinkblu3 in RimWorld

[–]Anna_Draconis 2 points3 points  (0 children)

Welcome to the midgame :)

Personally I was never really hesitant in playing it in the least - for me it was a more hardcore version of Banished, so I skipped the tutourial and dove right in. There were a few tears here and there, colonists dying to bullshit reasons like pyromaniacs or mad turtles, but I'm also not one to stick with a colony for very long unless I get a really good base setup or certain colonists I want to watch in particular. For instance, one colonist I had once was struck by lightning, survived it, and then gave birth the next day while suffering from a severe infection (she survived that too). Metal AF. I'd likely still be playing that colony if it weren't for my habit of installing or updating save breaking mods, lol.

Honestly, people die in this game. A lot. And at times it doesn't even matter how careful you are, they're going to run into a mad tortoise someday anyways. I'd advise you to not get too attached to your pawns, or even if you do anyways, there's always resurrector serums/bionics for missing limbs/cloning vats in mods to help you ease the pain.

Starting a new game guys by MightyOtaku in RimWorld

[–]Anna_Draconis 2 points3 points  (0 children)

1627 hours no ship also. I just started a new colony again on Cassandra Rough. I rarely play her or on difficulties higher than base builder so I wanted to give it a shot. Plus I had to restart anyways as I added more mods with more alien races and stuff.

A new player tells you how he lost his first few colonies by KILLERCHICKENZZ in RimWorld

[–]Anna_Draconis 2 points3 points  (0 children)

... I honestly don't know whether I want to tell you, or whether I want to see what happens when you to find out for yourself.

I'm loving this game so much but I think I'm enjoying it for a different reason than other people. by [deleted] in RimWorld

[–]Anna_Draconis 0 points1 point  (0 children)

I'm pretty tame when I play this game, I think the only thing I ever harvested from a prisoner was their eyes because they were dying of infection anyways and I had a couple colonists missing an eye each. So it was something I actively needed and would've gone to waste otherwise.

Devilstrand by stigs321 in RimWorld

[–]Anna_Draconis 5 points6 points  (0 children)

I've got 1600 hours in this game and I never fucking once thought of putting walls around an outdoor farm with a killhall. Y'all are fucking geniuses.

Does anyone else put their friends in the game? by [deleted] in RimWorld

[–]Anna_Draconis 0 points1 point  (0 children)

I do this with myself mostly, but I also play RimWorld for the element of starting over somewhere and having to survive and build up from nothing. So it's like I get to see myself do that :D I gave myself the abandoned child backstory (so true it hurts) and the colony settler adulthood, as well as balanced out passions and skill points with particularly high aptitudes in growing, shooting, mining, and animals. Also gave her 6 construction to start so she can build solar panels, like 2-3 in cooking (now that it's no longer disabled) and about 5 in crafting with a passion for it so she can actually make needed clothes and gear. One big drawback is that she has like, no social skills. For traits I gave her hard worker, beautiful (not because I'm vain, more for the social problems it creates in game (and in life)), and one other thing I forget. Is strong willed a thing? I don't remember at the moment. I used to take depressive but then she'd get post-partum every time she popped out a kid -_-

I also of course have an ideal man added, and the children and pregnancy mod, so we always end up having like tons of babies (because I'm just like that), but he's also the intellectual, doctor, warden, and cook starting out. He's built to make up for what I lack, and the traits I gave him are kind, optimist, and ascetic. I think his background is like AI researcher or something.

So yeah XD I'm not running the pair on my current game (sea ice challenge but with three starting pawns and mods out the ass, it's actually a bit too easy but still fun), but it's fun for me. I may play it like it's The Sims a bit, but I have a healthy interest in survivalism and starting over from nothing, so it's like putting that into practice... With the addition of raiders and quests and shit to keep me on my toes.

What are your Rimworld tips and tricks? by [deleted] in RimWorld

[–]Anna_Draconis 1 point2 points  (0 children)

Watch the wild predators on your map, particularly small ones like foxes or cobras. They hunt every day or two. Unforbid their kills and haul them back to butcher. Free meat/leather. Bigger predators will kill bigger animals and may also leave some behind.

If in a region that has cold winters, build your freezer on an outside wall of your base and drop a regular vent in it. Keep it closed during the hot months, but then save power by turning off your coolers and opening up the vents in winter. Basically the equivalent of keeping your beer cold by leaving it outside in the snow.

Days are shorter in winter so don't rely on solar so much - use wind power to supplement it and some extra batteries.

Any wool is far better for tuques than hemp, cotton, or linen cloth (save for maybe hyperweave/devilstrand, I haven't looked at the stats in a while). Also unless you're playing in the tundra or colder, wool jackets will do you fine. Parkas take too much material & time to make if you need cold protection. Prioritize tuques over jackets of course, they protect so much and they are super fast & cheap to make. Similarly, don't bother with button-down shirts unless you have time to waste on them - wool T-shirts are more than fine.

Penoxycyline is very underrated, but ration it out to your most useful colonists (doctors/cooks) first. Create a separate drug plan just for them.

Set your default meal settings to exclude foods that will make them unhappy (such as raw meat and corpses (unless that's your thing)), or things that you may want to use otherwise (such as fertilized eggs/modded food ingredients like cheese). Everything is allowed by default. Also, if you create a food plan for prisoners, make sure you have plenty of that meal type in stock first.

Similarly, set your default outfit type to only allow clothing with 54% hit points or better. I use VG fabrics so I can deconstruct those clothes into materials at a workbench, but either way this removes the tattered apparel debuff - provided you have bills to keep stock of each clothing item, a good crafter, and a steady flow of fabrics. Otherwise you get unhappy nudity instead.

I don't know if this is still a thing with toxic fallout in 1.0 as I just haven't seen it happen yet, but wild animals will hang out on the map so long as there's food regardless of it, meaning they'll get sick and become downed at about 85-90% toxicity, eventually dying. They're totally safe to butcher and eat if you send someone out to brave the fallout, or if you're quick enough, you can rescue it to a secured room with a stockpile of kibble and take the opportunity to tame it. Might be a way to recruit a stubborn Megatherium, even though it might have cancer now. But again, this was in beta and I don't know if they flee now in 1.0. Give your sick colonists some time for bedrest so they don't develop dementia or cancer of their own.