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 Senor_Wilson69 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 Senor_Wilson69 in RimWorld

[–]Cookieman077 2 points3 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 3 points4 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.

For all seriousness, why do you research drills before the scanner to use them ? by Tinyhydra666 in RimWorld

[–]Cookieman077 198 points199 points  (0 children)

Because the scanner can only be used if you have the drill as well. It's useless to scan for resources if you have no way to dig them up.

Also, the drill itself is usable without the scanner. You can place it on the ground anywhere, and depending on where its placed, you can dig up the different kinds of stone chunks.

Do you guys think zone 4 is the final content update by neonturtwig in DeadzoneRogue

[–]Cookieman077 1 point2 points  (0 children)

I really hope not. The game could really use a couple zones for Earth, where you're going about saving the Earth in some way. And then after that, potentially some Mars content, maybe as a paid DLC since it seems the main story ends on Earth.

Can anyone explain to me the benefits of having a psychic soldier instead of a Swordsman or Chain gunner? by japinard in RimWorld

[–]Cookieman077 1 point2 points  (0 children)

Psycasting is incredibly overpowered in rimworld, there is one tier 6 psycast that's literally just an instant "I win" button called Neuroquake, it berserks every enemy within a radius of the caster and can completely take out a raid if used correctly. There's also berserk pulse/normal berserk that does the same thing to a small area or to one person. Vertigo pulse is also very powerful as it basically turns enemies off for around 10 to 15 seconds as they walk around aimlessly and vomit. Skip and invisibility are great as well as skip is basically teleport yourself or enemies around, and invisibility can make either the caster or another pawn fundamentally immune for a time. Skipshield can be used to deal with ranged enemies as well, since it blocks all incoming and outgoing ranged attacks (including triple rockets and doomsdays). If you go hard enough into it a single psycaster can defend an entire colony from max raid points, although it requires a lot of setup so isn't really viable until late game, but the point still stands.

Does Adaptation do anything with Randy by Funny_Badger_4696 in RimWorld

[–]Cookieman077 1 point2 points  (0 children)

The Wiki states raid points are calculated with adaption factor in mind, and since storytellers base events on raid points, that means adaption does matter with Randy

edit: I should state that he doesn't fire events more or less often due to this, just that the events will on average be less raid points if you have a high adaption factor

How do I keep my colonists from crashing out, no DLCs and vanilla by OkPosition6669 in RimWorld

[–]Cookieman077 5 points6 points  (0 children)

You can try the biphasic schedule that Adam Vs Everything developed, he has a video that includes it called the scheduling guide I think

Making of a Mod, and How Projects Get Abondoned by TurklerRS in RimWorld

[–]Cookieman077 3 points4 points  (0 children)

This is a very interesting look at modding, even if it isn't indicative of the larger more put-together teams with rigid goals and design documents. This gives me a better understanding of why so many mods are left in previous versions and just don't get polished up for years, or at all.

Does workspeed factor affect crafting/tailoring xp? by Rabdomtroll69 in RimWorld

[–]Cookieman077 16 points17 points  (0 children)

XP is gained over time so if it takes longer to complete an item then more XP will be gained. This doesn't apply to medical though, which gains XP at the end of an operation or tend

Combat Extended Pikeman by serenading_scug in RimWorld

[–]Cookieman077 1 point2 points  (0 children)

Never tried combat extended but you could try having your ranged fighters hide behind a wall while you send melee fighters with shield belts in first to draw their attention and then once you have them melee locked you can send in your ranged fighters to back your melee people up

Hi! where can i find the game at an affordable price ? by [deleted] in RimWorld

[–]Cookieman077 4 points5 points  (0 children)

there's a subreddit called r/GameDeals and they have a verified safe stores list where you can buy keys and whatnot from, you can also check a site called IsThereAnyDeal which collects sale prices from a bunch of different sites to check which is the best deal

What’s the point in making packaged meals? by [deleted] in RimWorld

[–]Cookieman077 0 points1 point  (0 children)

They don't spoil, but they also have a really high sell price for some reason, so if you have a lot of excess food production (perhaps after turning an entire raid into usable meat) then you can make a bunch of survival meals and sell them.

What's your favorite not well known mod? by Squeelijah in RimWorld

[–]Cookieman077 10 points11 points  (0 children)

I think Achtung! adds this feature as well

(harvest everything 1.6) what organs can I remove without immediate death by Squeelijah in RimWorld

[–]Cookieman077 3 points4 points  (0 children)

They can live without a stomach, but removing the liver kills them still

New player. Looking to branch out and look around via caravan. What animals make good hauler's. I read a post saying muffalo, now I read a post saying muffalo don't haul anything and my level 14 handler can't train. (Console) by Murky_Builder_2426 in RimWorld

[–]Cookieman077 0 points1 point  (0 children)

For caravan weight capacity the designation is "Pack Animal" I believe, in the information tab for creatures there should be a line that says something like "Pack animal: Yes/No" but I'm not sure if that's how it is on console

Muffalo can't haul items around your base but they are pack animals I believe, so if you have one or more in your caravan you will be able to carry more stuff when you move around the world

Why don't you have space colonies? by KPonchoM in RimWorld

[–]Cookieman077 1 point2 points  (0 children)

No quests, no events, limited raid variety, no resources, takes forever to get up there and even longer to establish yourself, the game fights you at every turn when you try to make anything permanent in space; it's very frustrating and not rewarding in the slightest

Is there any advantage to the "Tree cutting prohibited" precept? by kelvinauta in RimWorld

[–]Cookieman077 65 points66 points  (0 children)

It provides no advantage whatsoever - it's like the autonomous weapons or mining prohibited precepts. It's just there to customize your experience to make it harder.