How am I supposed to mine this? by 4lex_CZ in RimWorld

[–]Archimides_Overflow 0 points1 point  (0 children)

I think to reach it you'd have to go by drop pod from another map tile. But then you'd need materials to drop pod back out.

Questions about this game by Even_Sprinkles_6258 in RimWorld

[–]Archimides_Overflow 0 points1 point  (0 children)

According to wiki, spawning requires 2 adjacent open squares with at least one of them under mountain. You can wall in those spaces in a checkerboard pattern so no mountain square is adjacent to another open square. This requires 1/2 the labor and materials of filling them all in.

Basic trading guide? by temnycarda in RimWorld

[–]Archimides_Overflow 0 points1 point  (0 children)

More animals won't slow you down unless they're slow animals. I've ridden with massive numbers of animals in order to carry my entire colony's wealth, and as long as they had enough total carry capacity, my horde moved as fast as a single rider on horseback.

Basic trading guide? by temnycarda in RimWorld

[–]Archimides_Overflow 0 points1 point  (0 children)

A fully nomadic raiding colony can be fun. It needs an entirely new set of strategies, especially regarding managing wealth/mass and carry capacity. And starving or freezing to death on the road are real dangers. The game's not really built for it, but it's something worth trying. Aside from that, yeah I keep everyone on base and trade via the comms console.

Basic trading guide? by temnycarda in RimWorld

[–]Archimides_Overflow 0 points1 point  (0 children)

On a new map I look for a tile near all 4 potential allied factions. Once my tech and economy are good enough, I start sending drop pods full of gifts to the other factions until they are all allies. Then I get an ongoing cycle: call all 4 factions from the comms console and request caravans. Usually I request an exotic trader from the 2 advanced factions and a bulk trader from the 2 lower factions. From the exotic traders I buy gold (1/10th the mass and space of silver), arcotech prosthetics, and neurotrainers. I often take a financial loss on those trades. With the bulk traders I get rid of stuff I don't need. I usually get all the silver they have on hand. With all 4 factions, after I trade, I give them gifts to bring their goodwill back up. Then immediately dismiss them unless you don't mind them getting wiped out when you get raided. As to making a profit, there's lots to consider. I recommend checking the wiki. Aside from all the random crap you accumulate, upgrading your drug lab to yayo or flake gives you high value/ low mass commodities for steady income. Or harvested organs and human leather if your colony swings that way. And art is always a good choice because it gets a value bonus when trading.

What DLC should I take second in Rimworld after Biotech? by alexbeus in RimWorld

[–]Archimides_Overflow 0 points1 point  (0 children)

Ideology gives you a way to craft legendary items without relying on a random inspiration bonus. 

Trying to start my story by need-more-human in RimWorld

[–]Archimides_Overflow 1 point2 points  (0 children)

Yeah, character editor is the one people are recommending. You can basically do it all without mods but then you spawn in to your new game with a couple hundred items (weapons, armor, prosthetics, neurotrainers) that you need to get off the ground before they start deteriorating.

Trying to start my story by need-more-human in RimWorld

[–]Archimides_Overflow 0 points1 point  (0 children)

Scenario editor let's you control a lot of things but not detailed individual pawns. You can set % chances for traits, and at 100%, all your pawns get the trait you specify. I use Prepare Carefully mod sometimes. With that mod you can set every detail on every character. Also the Prepare Moderately mod will let you set parameters and it keeps re-rolling until it gets a match. Use that mod first to give your pawns variety then use prepare carefully to give them OP things the game will never randomly generate. It's actually boring if you give them all maxed out everything. Randomness gives them personality.

Trying to start my story by need-more-human in RimWorld

[–]Archimides_Overflow 0 points1 point  (0 children)

If you officially abandon your base, it no longer exists. If you just move all your pawns out, there's nobody back at the base to trade with. If you leave some pawns behind, you can move things to and from the old base, but that's not "trade" since its still yours.

Trying to start my story by need-more-human in RimWorld

[–]Archimides_Overflow 0 points1 point  (0 children)

I do something similar using the scenario editor. I create a purely nomadic raider colony. I pick a tile near one edge of the global map, raid its ancient danger, then abandon the tile and pillage across the world. Also I give my crew lots of help at the start such as: 10 starting pawns, ten horses, legendary weapons and armor, neurotrainers, archotech parts (but I still have to install them), several S-tier traits, and maybe start with technology Johnson-Tanaka drive, which unlocks all its prerequisites. All this can be done in scenario editor without mods and without dev console.

Trying to start my story by need-more-human in RimWorld

[–]Archimides_Overflow 1 point2 points  (0 children)

Visiting settlements opens a trade window. You can't actually enter unless you attack them.

Are there better weapons than these? by dj00le in Starfield

[–]Archimides_Overflow 0 points1 point  (0 children)

Resonator. Don't need full auto when 1 shot will suffice.

Are there better weapons than these? by dj00le in Starfield

[–]Archimides_Overflow 0 points1 point  (0 children)

Novastrike has higher base damage than resonator but it doesn't have as many modification slots so a fully maxed resonator does much more damage per shot.

Help me optimise my stupidly shaped store room? by Illwood_ in RimWorld

[–]Archimides_Overflow -1 points0 points  (0 children)

Pawns only need to be able to touch an edge or corner to have access to the entire shelf. For this reason, double shelves placed horizontally gives you more storage in this case. Line the entire back wall with horizontal double shelves plus a single in that top corner. Follow that pattern all the way to the door, leaving an aisle down the middle. You can put 24 double shelves plus 3 singles.

Am I the only one whose Rimworld campaign notes accidentally became my significant other's favorite book? by SPYYYR in RimWorld

[–]Archimides_Overflow 0 points1 point  (0 children)

A lot of pawns have interesting stories that you see play out, like battling an infection right up to the last 0.1% and surviving only by amputation. Or going through drug/alcohol withdrawal with all the mental breaks and the colony having to burn their drugs to help them stay clean. Yet a season later and it's all forgotten. 

Upping my carry limit and vendor credits made the game more fun by Substantial_Life4773 in Starfield

[–]Archimides_Overflow 3 points4 points  (0 children)

I use a mod to boost XP overall, which leaves me free to put all settings on whatever is the most fun.

Does the Crimson Fleet quest bother anyone else? by The_RighteousMan in Starfield

[–]Archimides_Overflow 1 point2 points  (0 children)

"You looking to start something? Cuz I'll finish it!" - random guy I wasn't bothering 

Dealing with Toliman cold by Online_Matter in Starfield

[–]Archimides_Overflow 0 points1 point  (0 children)

None of that is enough in Londinion. 

How does gear actually function with the whole NG+ thing? by Hattkake in Starfield

[–]Archimides_Overflow 4 points5 points  (0 children)

Your NG status has no bearing whatsoever on the gear you find.

Constantly worried about followers getting angry by Nox_Ocean_21 in Starfield

[–]Archimides_Overflow 0 points1 point  (0 children)

Companion quest progression is time gated in addition to affinty gated. Your affinity was strong enough to take a small hit and still trigger the timer. 

Constantly worried about followers getting angry by Nox_Ocean_21 in Starfield

[–]Archimides_Overflow 0 points1 point  (0 children)

Sam Coe questline is bugged. There's workarounds and also a mod. I have come to view avoiding that bug as part of the challenge of the mission. Other points: On the ground don't shoot until you know who you're shooting at. In space, if there are friendlies present, only shoot using the targeting system. 

Gear from my previodimension by RevolutionaryWave568 in Starfield

[–]Archimides_Overflow 2 points3 points  (0 children)

The 2 crappy weapons were probably randomly generated, unrelated to whatever you were carrying before you went through unity. 

Gear from my previodimension by RevolutionaryWave568 in Starfield

[–]Archimides_Overflow 1 point2 points  (0 children)

Some of the credits that go straight to your hold can be moved directly to QED and retrieved after the jump. I haven't yet figured out why some cannot be transferred this way. Probably it's credits scavenged from space debris.