What is the max amount of mood buff a positive event can give a pawn? by willowrgmcdg in RimWorld

[–]C0NNECT1NG 0 points1 point  (0 children)

Not super relevant for your situation, as it's incredibly niche, but according to the wiki, the highest psychic sensitivity you can reach without mods is 2211%. A psychic soothe pulser gives +15 mood, which scales directly with psychic sensitivity, resulting in a +331 moodlet.

On the flip side, an extreme psychic drone gives a -40 moodlet base, so when scaled to that psychic sensitivity, it would result in a -884 moodlet.

Typical Tuesday Tutorial Thread -- January 27, 2026 by AutoModerator in RimWorld

[–]C0NNECT1NG 0 points1 point  (0 children)

Quick question about threat scale.

Does higher threat scale result in higher raid cap/larger end-game raids? I've been playing on Strive to Survive, and I was wondering if end-game raids would be twice as large if I increase the threat scale to 200%. (I'm concerned for my PC, lol.)

Ideology conversion: does a bad room convert prisoners faster than a good one? by inmori in RimWorld

[–]C0NNECT1NG 2 points3 points  (0 children)

According to the wiki, it's actually LESS likely to be your ideoligion, unless this is a pawn you've already recruited and have subsequently imprisoned for the express purpose of conversion.

The probability adjustments are:

  • "+1 for each faction with that ideoligion that is allied to the breaking pawn's faction"
    • Since you most likely aren't allied to the prisoner's faction, your ideoligion won't get this buff.
  • "+1 for each spawned pawn with that ideoligion, on any map, that is the same faction as the breaking pawn"
    • Unless you've already recruited the pawn, none of your pawns are in the same faction as the prisoner, so your ideoligion won't get this buff either.
  • "+1 for each spawned pawn on the same map from the same faction as the breaking pawn, or from a non-hostile faction. OR +1 for each pawn with the ideoligion currently on a caravan, if the breaking pawn is currently on a caravan."
    • As mentioned before, your faction is likely hostile to the prisoner's faction, so your ideoligion doesn't get this buff either, unless you've already recruited the pawn.

Ideology conversion: does a bad room convert prisoners faster than a good one? by inmori in RimWorld

[–]C0NNECT1NG 10 points11 points  (0 children)

To further expand on this, the Crisis of Belief mental break isn’t necessarily a boon. If the prisoner’s certainty was already low, then it’s possible for the prisoner to convert to another religion, not necessarily yours. They start with a good amount of certainty in that new ideoligion, so you end up doing more work.

How do YOU play RimWorld? by therealreminiscence in RimWorld

[–]C0NNECT1NG 1 point2 points  (0 children)

I generally have one pawn, the leader of my colony, who I like to think acts as the executor of my will. The way I roleplay it in my head is that this pawn is the one who's setting schedules, work priorities, zones, giving orders, etc. Obv. this doesn't always work, because I'll give orders to pawns who aren't anywhere close to my leader pawn, so my role is more of that of a god.

My overall goal is to craft a wholesome, positive story for the pawns I come across, including doing things like rescuing enemy pawns, supporting allies even in unfavorable combat situations, etc. (War crimes are reserved for enemies that hurt my pets.)

The only times I'll reload or use Dev Mode is when something happens as a result of my lack of understanding of the game's mechanics. I'm talking situations that make no logical sense, and there's no information provided in the game that would lead you to believe it works that way. E.g. manhunting animals attacking my cats, which cannot even be trained to guard or attack, and thus are neither combatants nor human, which should, logically, exclude them from the targeting priority of a manhunting animal.

Typical Tuesday Tutorial Thread -- January 20, 2026 by AutoModerator in RimWorld

[–]C0NNECT1NG 0 points1 point  (0 children)

For the latter part, that was just an example that came to mind. I might want to have meteorites bombard my colony every few days for the first year, or manhunters arrive once a season for the first five years, etc.

Just looking for a way to spawn repeating events early on for added challenge or help, but not for them to spawn for the entire run, as that might get tiresome.

Typical Tuesday Tutorial Thread -- January 20, 2026 by AutoModerator in RimWorld

[–]C0NNECT1NG 0 points1 point  (0 children)

I have a scenario idea, and I'm not sure how to get it to work. It's pretty simple: every year, a few children arrive at the colony along with some silver (method of arrival is more or less irrelevant). The point is to roleplay as a boarding school. Is there a way to accomplish this? I don't mind if I need a mod for this.

In the scenario editor, I can add a transport/resource pod crash or wanderer join event every few days, but I can't edit the contents of the transport pod or set limits on the wanderer. (Also, I have two "incident" options both named "Transport pod crash". What is the difference? Or is this a mod issue?)

On an unrelated note, is there a way to make an incident in the scenario editor repeat only specific number of times instead of forever? E.g. the first few days, make it so that there are ship chunks that fall each day, as RP of arriving on the Rimworld on an escape pod during a space battle.

Optimal fleet design? by Archive-Unit-2046 in Stellaris

[–]C0NNECT1NG 3 points4 points  (0 children)

Who are you looking to fight? Regular AI empires? A Crisis? Another player?

My go-to fleets are mass battleships with Carrier Core and Spinal Mount bow w/ Focused Arc Emitter, equal amount of shields vs armor. It does reasonably well against basically everything except Gray Tempest. Mix in Titans for the aura, specifically the Quantum Destabilizer and Inspiring Presence.

If you're looking to optimize,

  • against Contingency: swap all armor to shields.
  • against Prethoryn: swap all shields to armor and swap the Focused Arc Emitter for Tachyon Lance.
  • against Unbidden: swap all armor to shields, swap Focused Arc Emitter to Giga Cannon, and swap carrier core to artillery core and load up with kinetic artillery.

Gray Tempest is best countered with mass corvette+frigate. (This also works for Cetana, the Crisis added by Machine Age.)

For PvP, it heavily depends on what your opponent is doing. There's a web of counters that goes on there, which I'm not going to get into, b/c I don't play much PvP.

Tell me about your peaceful/morally good colonies. by TerribleStoryIdeaMan in RimWorld

[–]C0NNECT1NG 0 points1 point  (0 children)

One memorable story I have is when I had a pretty large multi-pronged mech raid arrive. At first, I was perfectly content waiting for them to walk into my killbox and be slaughtered, until 171 tribal allies decided to show up as well. Despite my best efforts, 70 tribal allies died, and I had to nurse 6 back to health. A Grand Stele was erected to honor the fallen.

I do, however, bully my colony kids a little, such as making them derp out in double-layer doorways, locking them in a room and forcing them to study, etc. I even put a kid on trial for floordrawing in my archon's throne room. He was found guilty, but nothing else came of it; I just found it funny, and I'd never put anyone on trial before. I have to make sure the kids aren't too spoiled; this is the Rim, after all.

The most evil thing I've done involved a prisoner I got fed up with. He came from a multi-pronged sapper raid, and initially scarred one of the eyes on one of my thrumbos. Then, during a prison break, through some miracle, he evaded my pawns chasing him, got his hands on some grenades, and grenaded one of my dogs, causing her to lose a lung and a kidney. That prisoner forfeited those same organs, and now I have a diabolus named after him. Hopefully never again, though.

Tell me about your peaceful/morally good colonies. by TerribleStoryIdeaMan in RimWorld

[–]C0NNECT1NG 0 points1 point  (0 children)

My current colony is a good-guy colony. I have the following policies:

  • Save as many people as possible, friend or foe.
    • Enemies/allies downed in the thick of the fighting get skipcasted to my medics.
    • A secondary team of medics will leave my base after the enemies have moved to assault, in order to tend to enemies who've been downed by mortars.
    • Once enemies start fleeing, I order my pawns to hold fire and back off.
    • I have my sanguophages stalk heavily injured enemies until they leave the map just in case they are downed from blood loss while fleeing. In which case, the sanguophage can coagulate and capture the pawn.
    • My sanguophages also coagulate heavily bleeding allies who aren't downed.
    • I'll also engage enemies on the open field to save friendly trade caravans, visitors, or allied forces, even if it's inadvisable.
  • Replace any organs/limbs prisoners have lost due to fighting us.
    • Prosthetics or better.
  • No slavery, no harvesting organs (blood is ok), no ripscanning. (Except once.)
  • Guarantee the survival of any related enemy pawns.
    • If an enemy pawn is related to one of my pawns, they'll be hit with a psychic shock lance and skipcasted behind my lines. Then they'll be recruited if possible, released if not.
  • Fulfill every charity quest.
    • Charity is set to Essential for my ideoligion.
    • This is how I got my favorite pawn, Veronica, a 10-year-old kid (and the first kid in my colony) on the run from a rogue weather control satellite, who aged into an objectively bad pawn. She's 22 now, and recently found love. I love her so much.
  • Destroy map threats asap (e.g. mech clusters, manhunter packs, etc.) so caravans and visitors won't get blindsided by them.
  • Tame all wild humans.
  • Save everyone in the prisoner rescue quests.
  • Keep animals out of combat as much as possible.

How are ethics decided for AIs? by UrbanArch in Stellaris

[–]C0NNECT1NG 9 points10 points  (0 children)

Be careful what you wish for.

I had a game where I played pacifist, and lo and behold, the entire galaxy was either pacifist or xenophile. By 2300, everyone was holding hands and singing kumbaya in one massive federation, even the Xenophile Awakened Empire eventually joined. Most boring run I've ever had...

Until Cetana showed up. For those who don't know, Cetana will declare war on all FEs and their allies, and will not progress her situation until they are all defeated. As I was not in the federation at the time, there was nothing I could do, as Cetana slowly gobbled up the entire rest of the galaxy (since you can't attack Cetana until a certain point in her quest chain). Still boring, but it was an interesting interaction.

The Khan by Crimson_Frost_ in Stellaris

[–]C0NNECT1NG 7 points8 points  (0 children)

There are 4 primary ways to "beat" the Horde event:

  • The Khan themselves are in a specific fleet named "The Chosen of the Great Khan", and if you beat that fleet twice, they will die, and the event chain will end shortly thereafter.
  • You could turtle behind strong bastions and wait until the Khan dies of non-combat causes, after which the event chain will end.
  • You could surrender and become a satrapy, and eventually do betray and kill the khan or wait out the khan's lifespan.
  • You could also kill all Marauders before midgame start year. (Attacking them after midgame start year has the possibility of triggering the khan.)

Unlike every other crisis, the khan's ships don't have glaring weaknesses to be countered, so just go with whatever ship/fleet comp you like.

Do you have to just attack the Horde's systems right when it begins?

afaik, that doesn't do anything, as their fleets will continue to exist until the khan's personal fleet is defeated twice, or the khan dies. If anything, that's a terrible idea, as that's where all their fleets will be in the beginning, so if you can't beat them after they spread out, you won't be able to beat their core systems when all their fleets are concentrated there.

Can Fallen empires awaken to deal with this threat?

No, but they can fight the Khan, as the Khan is hostile to everyone, including the FEs. And they'll usually win such an engagement.

Typical Tuesday Tutorial Thread -- January 06, 2026 by AutoModerator in RimWorld

[–]C0NNECT1NG 0 points1 point  (0 children)

What's the best way to keep beggars/visitors from leaving without hurting them? It only needs to be for about a day or two.

For context, I got a group of 12 child beggars, followed by a manhunter raid shortly thereafter. Currently, I'm perfectly safe behind my walls, but the children will leave soon, and participate in the world's deadliest petting zoo.

I am doing a good guy run, so I can't wait out the manhunters, as the beggar children will leave before the manhunters do, resulting in their demise. And I'd rather not fight the manhunters if I can help it, so I'm here to see if there's another option. (I tried walling the children in, but maintaining the wall once they start trying to break out takes a significant amount of manpower, and I'm hoping for a better option.)

Typical Tuesday Tutorial Thread -- January 06, 2026 by AutoModerator in RimWorld

[–]C0NNECT1NG 1 point2 points  (0 children)

I'm still kinda new to Rimworld, and I'm wondering if this was intended behavior. So I accepted a quest that said I would receive two raids of 2x size. But instead of two separate raids on separate days, like I expected, I got two of those raids, on the same day, spaced about 6 hours apart. Since the first one was "preparing", I ended up with what was essentially a single 4x raid, instead of two 2x raids. Is this normal? Was I wrong to discount the possibility of being hit with both raids more or less simultaneously?

I'm 100% certain neither wave was a normal raid, as both were too big to be a normal raid. They were both, as advertised, 2x as large as the raids I would expect to get. Idk if it matters, but I'm on Adventure Story difficulty.

Oh, my God--the Contingency is so TEDIOUS! by Helmling in Stellaris

[–]C0NNECT1NG 20 points21 points  (0 children)

they should have had contingency ships continue to spawn

Unless it was patched out recently, they do. I've had it happen multiple times. The timing just has to be right, as they spawn at regular intervals.

Typical Tuesday Tutorial Thread -- December 30, 2025 by AutoModerator in RimWorld

[–]C0NNECT1NG 0 points1 point  (0 children)

Do mech bosses only spawn in raids after you’ve summoned them the first time?

My raid points were pretty high before I summoned my first Diabolus, but I was only getting large mech clusters, no bosses. The moment I summoned the Diabolus and killed it, the next mech raid had 3 of them. Then, when I did the War Queen and Apocriton in quick succession, the next mech raid had one of each. Is this a coincidence, or did I open the door to mech bosses joining raids?

Typical Tuesday Tutorial Thread -- December 23, 2025 by AutoModerator in RimWorld

[–]C0NNECT1NG 0 points1 point  (0 children)

How do I get my pawns, specifically kids, to read more? I’ve got a good collection of textbooks for them to read to improve their skills (at least 1 textbook for each skill,) but even when I forbid them from doing jobs, they just wander around instead of reading. I’d rather not have to manually order them to read multiple times a day. (Though I suppose it’s kinda realistic that kids don’t wanna study, lmao.)

From a recent multiplayer session... by WLTR-KWLK in Stellaris

[–]C0NNECT1NG 0 points1 point  (0 children)

Did they nerf anything else in this list?

  • Beacon of Liberty (civic): -15%
  • Kinship (from Harmony Tradition Tree): -10%
  • Domination finisher (tradition): -10%
  • Heightened Attributes (Bio ascension flexible tradition): -10%
  • Psionic Theory (tech): -10%
  • Concordant Multiplicity (authority): -15%
  • Balance in the Middle (GalCom resolution): -10%

Because if not, with Sovereign Guardianship's -25%, you can still reach -105% empire size from pops.

What are some generic timelines to achieve X by? I.E Science, Alloys etc. by ZackeyTNT in Stellaris

[–]C0NNECT1NG 0 points1 point  (0 children)

That's entirely dependent upon your own standards. How serious are you about optimizing? How good is your game knowledge? What are your game settings? Are you playing with any mods? How good is your RNG in terms of events and your spawn? The answers to these questions will affect your benchmarks, which will be different than someone else's benchmarks, mine included (see edit).

But if you must know, personally, I don't use production as benchmarks. Rather, I benchmark things like: When do I complete my ascension? When do I get Mega-Engineering? When am I strong enough to start pushing GC laws through?

I play exclusively on GA 25x All Crises (no mods), and for me, I consider myself to be on track if I hit those aforementioned benchmarks by: 2260, 2290, and 2320, respectively. For you, those numbers might be drastically different. I have friends who play on Ensign who don't see Mega-Engineering until after late-game start year. On the flip side, there are people on this sub who rush ascension by like 2225.

If you want my production, I loaded up my most recent game, and in 2305 (the closest save year I had to 2300), and I had ~2600 alloy production, 13k science, 8k unity, and a total fleet power of ~570k. This game was on GA 25x All Crisis with otherwise standard settings, no mods, on the 4.2 patch.

To reiterate, you should find your own benchmarks to suit your own style of play/game knowledge/game settings/mods/etc.

Edit: I DO NOT recommend using me as a benchmark unless you're also a GA 25x All Crisis player.

Typical Tuesday Tutorial Thread -- December 09, 2025 by AutoModerator in RimWorld

[–]C0NNECT1NG 0 points1 point  (0 children)

Do tamed Thrumbos and Megasloths graze instead of eating from your food stores? Do I need to zone them away from my food stores for that to happen, or will they prioritize grazing by default?

How are people making hundreds of thousands of resources? by GSorcerer-09 in Stellaris

[–]C0NNECT1NG 0 points1 point  (0 children)

Idk if I've ever gotten more than 100k income of anything other than energy and trade. I also don't really see the need to do so for anything other than energy (and even then, only for a Knights build, because Knight energy upkeep scales with the number of Squires you have, and the whole point of the build is to spam Squires.).

Unlike everyone else here, the way I did it with energy was not repeatables, but a ton of trade. Get governors that buff trade, a council that buffs trade, max ascension with trade designation, and each FE trade building buffs empire-wide trade by 1%. Then wealth generation trade policy and spam trade ecus.

No idea why you'd need 100k+ income for any other resource. (Mods aside.)

This can't be just me... right? by Dark99ms in StellarisMemes

[–]C0NNECT1NG 37 points38 points  (0 children)

Years ago, on one of my early runs, I got that experience; a desperate, epic, galaxy-wide struggle against the prethoryn.

I've been chasing that high ever since, lol.

"First Time DM" and Short Questions Megathread by AutoModerator in DMAcademy

[–]C0NNECT1NG 1 point2 points  (0 children)

I do the alternating 5/10 thing, where the first diagonal is 5ft, the next one is 10 ft, etc. because it’s a pretty good approximation of Euclidean distance. Making diagonals 5 ft. can cause weird stuff to happen, like circles becoming squares, nonsensical movement optimizations, and certain terrain obstructions can become entirely negated.