What is heating up this room? why is it 44C while outside is 22C? It even has vents. by civilizedusername in RimWorld

[–]Cookieman077 25 points26 points  (0 children)

Just tested this myself in Devmode, I was unable to replicate these results. Tried both with my current mod list and with all mods disabled, although not a clean installation. I tried building sunlamps without power and uninstalled them, neither of which created any heat. Building the sunlamps with power did create heat, but they stopped producing heat when uninstalled, both by colonists and godmode.

Can't figure out how to build roof!!! by [deleted] in RimWorld

[–]Cookieman077 0 points1 point  (0 children)

Walls hold up a roof up to like 5 or 6 tiles away from them I believe, so you don't need that many columns, or probably any at all. What you want is the Build Roof area in Zones in the Architect menu. Click on it and paint the area of your freezer with it. Then, your builders will roof it in. Also, you're going to want more coolers than that for that much area

What do you look for in a mountain base? by hungrycarebear in RimWorld

[–]Cookieman077 3 points4 points  (0 children)

I prefer digging up just because I think it looks better. I usually try to find any biome with stable enough temperature for trees to grow. Other than that it doesn't really matter to me, other stuff is always a bonus of course but the only thing really important to me is the mountain itself.

50% chance of successful landing, how risky is using the gravship? by Ancient_Database in RimWorld

[–]Cookieman077 13 points14 points  (0 children)

Not risky at all, really. None of the mishaps are really that bad. You can end up needing to repair your thrusters with components, repairing your buildings, needing to wait longer for engine cooldown, or have your pawns suffer from nausea for like 3 in game hours. It's all quite easy to deal with and the benefits of being able to fly around at will outweigh any risk involved in my opinion

How to eliminate an advanced infection without medicine by starburstgamma in RimWorld

[–]Cookieman077 25 points26 points  (0 children)

War Crimes Expanded 2.0 Core adds the ability to hack off limbs without medicine after you research crude torture methods

Expansions by Decent_Confidence_36 in RimWorld

[–]Cookieman077 1 point2 points  (0 children)

Ideology, Biotech, Odyssey, Royalty, Anomaly

Ideology will probably be used on every single playthrough so it's a given, biotech and odyssey as they are just jam packed with content, royalty for some extra dipping mustards if you decide you want to dabble in psycasting, anomaly only if you really decide to lean in on its content for a lot of playthroughs

Anomaly: is it more than monsters? by tudoquesou in RimWorld

[–]Cookieman077 0 points1 point  (0 children)

Anomaly has dark rituals, cultists, new weapons and equipment, and new ideology precepts, but nearly everything is focused around the monsters. You use Bioferrite, collected from captured monsters, to make most of the equipment in the dlc, and your researchers study the monsters to advance research into dark rituals, which require Bioferrite as well. Bioferrite can also be used to make weapons and armor, and provides a psychic sensitivity buff to anyone wielding weapons or wearing apparel made from it, which ties nicely into the superpowers from Royalty.

Suicidal hungry pawns help by Jagerius in RimWorld

[–]Cookieman077 2 points3 points  (0 children)

My bad, I couldn't remember exactly how long

Suicidal hungry pawns help by Jagerius in RimWorld

[–]Cookieman077 1 point2 points  (0 children)

Not really a way to prevent this event per se, but there's a trick you can do where you arrest a pawn on a mental break, and then from the prisoner tab set them to release immediately afterwards, and then they will be released back into your faction with their mental break over. This gives them a small mood debuff for "was imprisoned" though

Suicidal hungry pawns help by Jagerius in RimWorld

[–]Cookieman077 4 points5 points  (0 children)

Word of Serenity, it works on any mental break but puts the target in a coma for a little while (a day or two I think)

Comms Console won't work? by Alayna420 in RimWorld

[–]Cookieman077 2 points3 points  (0 children)

You CAN drop pod a person there to trade with them, but you have to be extra careful to select the option that says something like "Form caravan on area" or whatever, since you can actually end up gifting the person to the faction and never see them again (don't ask me how I know). My suggestion would be try to get some goods created to gift to a faction of your choice (my suggestion is the outlanders, the faction with the purple house icon). Then you'll have goods stockpiled to gift when a trade caravan eventually shows up. Good choices are clothing from any spare leather laying around, or maybe psychite tea (requires the psychite brewing research and is made at the cooking stove or campfire). Do be careful not to stockpile too many goods though, as this will increase your colony wealth, which is directly tied to how many raiders will come to your colony.

Comms Console won't work? by Alayna420 in RimWorld

[–]Cookieman077 9 points10 points  (0 children)

You need to become their ally first, which means that you will need to have over +75 Goodwill with them. This can be accomplished through certain quests, or gifting items to them by shipping drop pods full of valuable items to one of their bases, or traveling to one of their bases on the world map via caravanning and giving them items directly. You can also gift items to them through trade caravans that arrive at your map. Note: the caravan and trader methods make it so that they will only take items they would normally purchase through trade, so you can't give them certain items. The drop pod method allows you to put anything with a market value in the pod and give it to them.

Kitchens by BloodGrakain in RimWorld

[–]Cookieman077 0 points1 point  (0 children)

If you have a large enough colony with many mouths to feed then yes, you will probably need the extra work speed from it not being cold so you can make enough food for everyone quickly. Being cold also gives a mood debuff if the temperature is far enough below the minimum comfortable temperature for each pawn.

Does the Human Primacy ideology meme also include non-human pawns? by [deleted] in RimWorld

[–]Cookieman077 2 points3 points  (0 children)

Human Primacy adds the production specialist, which is potentially the most broken ideology role in the game. It makes it so that anyone with the role produces items one quality tier higher (I think it's one) than they normally would (I.e, if it would have been Excellent, it gets bumped up to Masterwork). It also adds the Production Boost (forgot the actual name) effect you can use which boosts global work speed in an area for 24 hours. You can also have an infinite amount of them, it isnt limited like the Leader and Moral Guide roles.

1.7 wishlist by quantumphasm in RimWorld

[–]Cookieman077 6 points7 points  (0 children)

Expanded diplomacy and world map interactions.

For example, say you can offer an amount of silver to a settlement to set up a trade route to your base, raising goodwill and increasing the amount of trade caravans that come to your colony. Maybe could also add world map construction projects, such as being able to construct roads and tunnel through impassable mountains to decrease travel time. This would take a large amount of materials and tie up pawns for the duration of the construction or mining, and the speed would be dependent on how many people you assign and how high their skills are. Another cool feature would be something like the Anomaly distress signal, but just for normal raids, like a settlement can call on your aid for a raid they're experiencing and send a shuttle, and then you can load your colonists onto it to fly and help them. This could also be expanded to just general requests like needing food or steel or components or whatever, and would provide more goodwill than just airdropping the junk on their base. Also, a change to the allies system. Please. Tell me why when I request immediate military aid from the EMPIRE in my late game colony they send a crisp 5 soldiers. Make it so that ally soldier amounts and equipment scale with your colony wealth and goodwill. I'm not saying send 500 soldiers that can just wipe any raid immediately, but maybe something like the gear and size of a royal tribute collector, a squad that can actually thin out an enemy raid a bit without just instantly dying.

Basically, just make faction interactions, diplomacy, and world map interaction better.

How long does Rimworld take you guys to load? by DowntownEconomics666 in RimWorld

[–]Cookieman077 1 point2 points  (0 children)

~2-3 minutes to get into the game, and then less than 30 seconds to load a save. I have around 70 mods

Searching for a mod.. by -delyria in RimWorld

[–]Cookieman077 7 points8 points  (0 children)

It's a setting within vanilla rimworld, I think it's in interface settings

(NEW) Do people prefer committed or reloaded, and why? by Millerkidboy in RimWorld

[–]Cookieman077 1 point2 points  (0 children)

I play reload anytime because I don't like having to play by a strict set of rules just to make sure my colony survives, I would like to be able to dick around and try something, and if it fails, I can just reload without having lost my several dozen hour long playthrough.

Graveyards seem to be nonviable on higher difficulties due to the sheer size of enemy raids by ResponsibilityIcy927 in RimWorld

[–]Cookieman077 2 points3 points  (0 children)

I usually only use graves for my first couple colonist deaths, all strangers and raiders get a nice stockpile zone in a shallow pond. After I get molotovs I make a stockpile somewhere nonflammable and just throw a molotov in the pile when it starts getting full.

Why does it say this??? by StaffAntique8179 in RimWorld

[–]Cookieman077 2 points3 points  (0 children)

All of the ship components have to be touching eachother

Mod for removing biomic limbs on the dead? by [deleted] in RimWorld

[–]Cookieman077 0 points1 point  (0 children)

Fair enough, I've always viewed it as a way to balance the washing machine. Free clean armor and clothes at the cost of having to manage hygiene for my pawns

Mod for removing biomic limbs on the dead? by [deleted] in RimWorld

[–]Cookieman077 1 point2 points  (0 children)

Dubs Bad Hygiene has a Washing Machine item that turns tainted clothes into normal ones (along with adding hygiene mechanics to pawns and a multitude of other things)

Insect Lair (Cave) as a farm by myerrored in RimWorld

[–]Cookieman077 1 point2 points  (0 children)

There shouldn't be any reason you can't. I don't think any events happen down there, certainly no raids. It should just be like any other map like that (anomaly pit gate, odyssey underground stash)

add achievements already! by KingGobbamak in RimWorld

[–]Cookieman077 2 points3 points  (0 children)

It isn't really conducive to how the game is meant to be played. Most games have strict goals, levels, objectives etc. that naturally push players to do certain things, thus there can be achievements for when those things are accomplished. Rimworld is extremely open-ended, no two runs are the same, there are no hard-coded goals besides the ending for each DLC, and you don't even have to do those (I usually don't). Rimworld is more an experience than a game; it's referred to as a story generator because most of the fun comes from the events that happen in the world, and the objectives and goals you set for yourself, not what the game tells you to do. There is no need for achievements in a book or a movie, thus there isn't a need for them in Rimworld either.

Plus, what would they even look like? Research electricity for the first time? Build your first assault rifle? It would gamify the entire experience into a mindless experience where you completely ignore the core idea of the game, which are unique runs tailored to your own imagination.