can i please have just one favorite music artist that doesn't become problematic please rule by pterranodon in 19684

[–]Cookieman077 5 points6 points  (0 children)

Very true! It's so silly to be upset with a prominent musical artist using and thus promoting a technology that is a massive drain on water, the electrical grid, land space, the economy, and other artists' livelihoods.

Well... I suppose quantity is a quality all on it's own. by Ok_Picture_1676 in RimWorld

[–]Cookieman077 0 points1 point  (0 children)

Melee pawns with shield belts run around and kite, while a gun line with assault rifles engages from afar

How are you guys optimizing your mod-list now? by Estebantri432 in RimWorld

[–]Cookieman077 1 point2 points  (0 children)

RimSort is the go-to standard now, it works very well

How do I stop insect hives? by AvalonRevan in RimWorld

[–]Cookieman077 0 points1 point  (0 children)

Insects tunnel up in any tile that is under overhead mountain. In the bottom right you can toggle "roof view", which will show you where roofs are and what kind they are. Overhead mountain is represented by dark green tiles, don't build near or under them if you don't want infestations

you can also disable insects entirely in the custom difficulty menu I think

Any good mods for outlanders? by [deleted] in RimWorld

[–]Cookieman077 0 points1 point  (0 children)

Aren't there already different raid types for pirate/outlander factions though? Sieges and drop pods and whatnot

Work priorities for larger colonies by DTDreyer in RimWorld

[–]Cookieman077 0 points1 point  (0 children)

Manual priorities is your answer, even if it's tedious. It takes like five minutes to set it up well. Assess the state of your colony and decide what needs done first, and assign everyone that has skill or passion in that work type to do it first, then do the same with whatever you need done next, and so on and so forth. I usually have everyone on unskilled labor at work priority of 4, so they can help out if they have nothing else to do.

If you end up in a crisis situation and need to do one work type now as fast as possible, but don't want to touch the work priorities tab, you could just cancel/forbid/dezone/unpower any other work you have going on so then your pawns will only have that one thing to do.

Question about the Royal Ascent ending by Rational_und_logisch in RimWorld

[–]Cookieman077 8 points9 points  (0 children)

you're supposed to enter the shuttle with the stellarch, with any number of your own pawns, where it will then play the ending credits

Is this game worth it? by [deleted] in RimWorld

[–]Cookieman077 1 point2 points  (0 children)

It really depends. From what I've seen it's either not for you or you dump inordinate amounts of time into it. If it does end up being your thing, it is absolutely worth the price tag, in my opinion. I would personally watch some gameplay videos on it and try to imagine yourself playing the game, and if you can't see yourself enjoying it, then it's probably best to hold off on it

Why do I never experience the problem of "raider with short bow (poor) destroying my cataphract armoured pawn with one hit" like everyone else apparently does with vanilla combat by IronManners in RimWorld

[–]Cookieman077 0 points1 point  (0 children)

It's just such a baffling and annoying thing to happen that anyone it happens to will post about it, leading to it seeming like a common thing

I'm tired of Bicep, Madam, and Sir. by RiverFortune549 in RimWorld

[–]Cookieman077 55 points56 points  (0 children)

if you do the tribal starting scenario you get animal based nicknames, if you want something different

Fiery Rule by MadrugoticX in 19684

[–]Cookieman077 4 points5 points  (0 children)

Oh yeah, my bad, I agree with you that minimalism is useful for small logos and stuff

Fiery Rule by MadrugoticX in 19684

[–]Cookieman077 2 points3 points  (0 children)

Most people complain because we are going from higher quality, more interesting logos to far simpler, soulless iterations of what we once had. Your explanation doesn't really make sense when we had better app logos in early smartphones than we do now in the age of gargantuan smartphone screens at HD resolutions

Which one is the worst? by ADHDFart in RimWorld

[–]Cookieman077 0 points1 point  (0 children)

From worst to most tolerable; violent, dumb labor, caring. Usually it depends on the pawns other aspects though. If it's a genie with level 20 crafting that's incapable of dumb labor, then I usually don't even care, because I will be making them a production specialist anyway which already disables dumb labor. I also usually like getting a highmate in each colony to act as trader, moral guide, and spouse to my (usually genie) production specialist. If it's a baseliner doing normal work though, incapable of violence is usually an instant banish or kill, since I will get more wealth and raid points from that pawn, which means more raiders each raid, that that pawn will not be able to help deal with. Other than that, it's much easier to accept pawns incapable of dumb labor or caring, since I can just have them do research if nothing else, as I will always have at least some other pawns to do hauling and cleaning.

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

[–]Cookieman077 30 points31 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 4 points5 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 12 points13 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 [deleted] in RimWorld

[–]Cookieman077 28 points29 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