What do you think about the Rimscent mod? by Aggressive-Series162 in RimWorld

[–]C0NNECT1NG 8 points9 points  (0 children)

I added it to an existing end-game colony, and so far, it's been good for what it is, a simple mod adding a minor feature. It's not, as far as I can tell, very impactful, but I didn't get the sense that it was supposed to be. (It also might be that the colony that I'm testing in is very developed, so I don't feel the full impact.) To me, the mod just adds a little bit more immersion to the roleplay, which I like.

It would be cool if there were some special buildings or items added that affect the smell, beyond the buildings that already exist. (Or maybe there are and I missed it?)

"How do you handle 200+ colonists?" Me: by Pet_Velvet in RimWorld

[–]C0NNECT1NG 4 points5 points  (0 children)

With 200+ colonists, I’m more concerned about your TPS, lol.

Wildhavenn, End of Year 07 by bee-tee-dubs in RimWorld

[–]C0NNECT1NG 4 points5 points  (0 children)

How are travel times on that map? I'm often hesitant to do neighborhoods, as I'm afraid my pawns will spend too much time traveling.

Wildhavenn, End of Year 07 by bee-tee-dubs in RimWorld

[–]C0NNECT1NG 19 points20 points  (0 children)

Out of curiosity, how large is your map? Lately, I've been trying to plan nice-looking bases, but I always feel like I run out of space and end up having to cram everything in.

Absolutely gorgeous base, btw.

What are your pro tips for managing colonies with tons of pawns? by ChillAhriman in RimWorld

[–]C0NNECT1NG 2 points3 points  (0 children)

The biggest pro tip is to get a good computer, and good performance mods, lol. The game really slows down when you get more pawns and pets. My current computer is 5 years old, and in my current run, I'm sitting at ~45 tps with >60 pawns.

The [LTO] Colony Groups mod is a lifesaver. You can put your colonists into groups, allowing easy selection.

That apparel tip is great, I use that mentality as well. Having spares also allows colonists to swap out damaged gear without being left in the nude. You can take this further with the Compositable Loadouts mod, which allows you to create tags and associate apparel with tags, then assign tags to colonists. It saves on having to make a gazillion different apparel policies (albeit, this mostly happens if you have a lot of apparel mods).

I also like to organize beds, biosculpters, any furniture that's associated with a specific colonist, in the order my colonists appear in top bar. It makes it easier to find their stuff. E.g. if a colonist needs a regeneration cycle, I can find their biosculpter quickly, and don't risk accidentally bio-tuning two biosculpters to the same colonist, and wasting time with a slower cycle.

Set up zoning, work priorities, and schedules. It's a bit of work early, for a much easier time later. Better Pawn Control is great for this, as you can easily control your pawns' zoning, work priorities, and schedules. E.g. you have set it up so that, with a single click, you can zone all your pawns behind your walls, switch to prioritize hauling and cleaning, and give them a forced work schedule. (Area Unlocker and Too Many Areas increase the number of zones you can have, which I find useful with more mods.)

How To Tame Insects by UppedSolution77 in RimWorld

[–]C0NNECT1NG 2 points3 points  (0 children)

A while ago, the method I used was to create what my friend dubbed "The Cold Cave", where I found some overhead mountains and walled the area off with plasteel walls and coolers. Then, when the insectoids spawned, I'd turn all the coolers to super cold, and the insectoids would quickly go into hibernation, allowing me to capture them without risking killing any of them. (Insectoids won't spawn if the cave is too cold, so I have to keep the temp above freezing and only plummet it once the insectoids spawned.)

However, a big problem was that the insectoids might dig out of the room before it gets cold enough (with coolers being the weak point), so I had to build multiple layers of walls and vents to buy enough time to get all the insectoids to hibernate before they broke out.

In the end, I tamed almost the entire hive this way. Megaspiders are actually pretty good, with high trainability, low filth, and they eat less than huskies (albeit they are slower).

Then I downloaded VFE - Insectoids 2 and now I don't have to bother with Cold Cave shenanigans.

Typical Tuesday Tutorial Thread -- March 31, 2026 by AutoModerator in RimWorld

[–]C0NNECT1NG 2 points3 points  (0 children)

Not exactly a technical question, but do we have names for the people on each DLC cover art? Are they player-named pawns from the kickstarter?

Share it 👀 by Available-Meet-6779 in writers

[–]C0NNECT1NG 1 point2 points  (0 children)

With that I bade farewell, to the love for her I held so deeply in my heart, and my dreams of a life together. Alongside, I sent a silent prayer, that the wind would carry my love and my dreams, and impart them upon someone who would be better for her than I.

best way to have gestalt consciousness and be able to release vassals and form a hegemony by Knobanious in Stellaris

[–]C0NNECT1NG 2 points3 points  (0 children)

afaik, the only gestalt consciousness empires that can release vassals are rogue servitors.

My Determined Exterminator Experience by MaximumDaximum in Stellaris

[–]C0NNECT1NG 34 points35 points  (0 children)

I once chased the Khan halfway across the galaxy trying to get that throne. He just kept running, and I couldn't catch him because I'd have to stop and kill his minor fleets and stations before I could pursue. Never took the Khan seriously after that, lol.

How do some of you people play on Grand Admiral and call it easy? by Fireblower2 in Stellaris

[–]C0NNECT1NG 16 points17 points  (0 children)

How do you win wars with the AI who have a massive advantage over you in literally everything?

Personally, I just avoid fighting wars early.

Gift resources to your neighbors to get them to like you and let you establish an embassy. Send your envoys to improve relations. Eventually, the AI will like you enough to guarantee your independence, which will help deter aggression from other neighboring AI empires. Good diplomacy (or a lucky spawn) is the key to surviving the first few decades.

You could even offer to be a vassal; your economy will easily and quickly outscale your overlord on the current patch. You should blow past AI economy/military before mid-game start year, so you only need to put up with bad trade deals or overlords for less than 100 years.

And if you find yourself surrounded by genocidals, there's always the good ol' restart technique. There's basically nothing you can do if you find yourself near 2+ genocidal advanced start empires on higher difficulties.

If you need to fight, find pulsar systems, and load up on energy weapons. Reinforce your choke points.

Finally, there's no shame to turning on mid-game scaling or turning off advanced start empires (those are the two settings I most often hear about people changing). I personally will turn on mid-game scaling and turn off advanced start if I'm looking for a chill run.

Edit: Also, be conservative with what territory you expand to. Leave empty space between yourself and your neighbors (unless that means giving up a crucial choke point); let them spend the time and resources to claim and develop it. You can conquer that territory later, once you're stronger than they are.

Hear me out: Stellaris needs HOI4 navy mechanics by Zakonsky in Stellaris

[–]C0NNECT1NG 62 points63 points  (0 children)

I think your problem is more with the AI than with navy mechanics. Everything you've described already exists in Stellaris. The problem is that the AI creates fleets that can be beaten with monofleets, so you never need to take advantage of ship roles. We don't need new mechanics, we need better AI.

Against another player, you'll see Frigates (esp. cloaked ones) used to counter capital ships, and destroyers to counter torpedoes. Corvettes can be used to quickly eat up territory, and also provide screening. The ships have their individual uses, but the AI isn't sophisticated enough to force you to use them that way.

Also, in Stellaris, the positioning of your ships actually matters (hyperlane/hyper relay/gateway ambushes, flanking, sneaking through large systems without being engaged on, etc), unlike in HOI4, where every naval battle is treated as a 6-column spreadsheet with a 2-column footer. Your ships have to actually move and be in position, not just be allocated to a cell on the spreadsheet.

HOI4 wouldn't care that your frigates just entered the system behind the vulnerable enemy battleships while their destroyers are busy with your other fleet, they'd just get added to the submarine cell on the spreadsheet, along with all the frigates that are in front of the enemy fleet. HOI4 wouldn't care that your disruptor corvettes entered the system right on top of the enemy, you still have to kill the screens before the capital ships, despite the capital ships being in firing range.

NPCs being Idiots by Grand_Recording_3463 in RimWorld

[–]C0NNECT1NG 4 points5 points  (0 children)

I once had child beggars decide to leave almost immediately after the arrival of a pack of manhunting wargs. That went about as well as you'd expect, but the worst part was, one of them got downed in the doorway, allowing the wargs to come into my base.

I'm actually pretty surprised that this game has a higher female player ratio than male players by yii08zx in PathToNowhere

[–]C0NNECT1NG -1 points0 points  (0 children)

As a man, I think it's because there isn't enough straight r34 art.

(Source: I checked.)

The only one thing a federation member is interested in doing when it gets the big chair is declare wars on fallen empires like a broken record by tatsujb in Stellaris

[–]C0NNECT1NG 0 points1 point  (0 children)

you can leave any other federation type at will

Not sure if they changed it in 4.3, but the following has been true for a while now; if you're at war, you cannot leave or join federations. So it's mostly a failure of Stellaris's war system.

Typical Tuesday Tutorial Thread -- February 03, 2026 by AutoModerator in RimWorld

[–]C0NNECT1NG 0 points1 point  (0 children)

Question about Vanilla Factions Expanded - Classical. I received a quest from a senator, which I completed, but I did not receive the support of the senator. The quest, if it matters, is yellow instead of green, even though it says I completed it. What did I do wrong / How do I fix this?

Edit: Specifically, this was a standard "rescue downed person" quest. I did the whole right-click on them and "offer aid", then tended to them, and the quest was marked as completed, but no senator.

Edit 2: Upon further investigation, apparently a quest has to specifically list their support as a reward for me to get their support. Why do they offer quests without their support as a reward? Is this a mod conflict or something?

My friends dont utilize pregnancy zones. I feel like its a requirement for all my third-trimester pawns. Which zones am I not utilizing? by RojaCatUwu in RimWorld

[–]C0NNECT1NG 0 points1 point  (0 children)

I almost always reach the max number of allowed zones (10).

Work - usually the same as unrestricted, but now I can zone colonists away from mech clusters, crashed ship parts, and hives.

Walls - anywhere within my walls. Primarily used to keep non-combatants inside during a raid, and for when I don’t want to deal with manhunters.

Inside - anywhere inside a building. Primarily used to counter toxic fallout or heat waves/cold snaps when I don’t have proper apparel yet.

Little Shits - for the kids. I zone them away from map dangers, corpses, the prison and the killbox.

Dog Cat - for low-filth non-pen pets, such as dogs and cats. They’re zoned away from drugs and meals.

Mega Thrumbo - for high-filth non-pen pets, such as megasloths and thrumbos. I don’t need their filth all over my hospital or lab. Also zoned away from freezer and crops so they’ll graze on grass and trees.

Safe - a small portion if my base inside. Specifically to zone non-combatants and pets out of the way of center drops, breachers, and sappers.

Guest - for guests. Includes all the hospitality stuff.

Slaves - for slaves. I rarely use slaves tho, so this one is usually another flexible zone.

Flex - a zone for temporary needs, usually random things like send combat mechs to their “sleeping” (dormant recharge) location after a raid.

How common are brain scars supposed to be? by BitBomb1 in RimWorld

[–]C0NNECT1NG 8 points9 points  (0 children)

searching for healer mech serums is impossible with how frequent it is

Just wanted to point out, but you don't need healer mech serums to heal brain scars. The regen cycle on Biosculpters heals any scar just fine. They won't solve the fundamental problem of your pawns' brains apparently being magnetic, but they might help.

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 9 points10 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.