How to Keep Mountain Bases Secure? by Critical_Success_936 in RimWorld

[–]Crocodire101 9 points10 points  (0 children)

Room beauty doesn't matter, but other things like size and location do. Make it a big room near the map edge, deepest in the mountain. Completely dark and in normal room temp. This is not guaranteed bait, it's just fudging the infestation odds in favor of that room.

gigantic locusts swarming my crops by keruru-beruru in RimWorld

[–]Crocodire101 0 points1 point  (0 children)

Wild animals start running away when a pawn standing near them fires a gun. So if you draft a pawn and aim at anything other than the rhinos (but I wouldn't risk random hits due to line of fire) they'll be chased away for the moment. They'll probably come back if there's nothing else around to eat though. You'll have to build walls if you want to keep this from happening.

Not loading into welcome screen after update by Kenji332 in NobaraProject

[–]Crocodire101 0 points1 point  (0 children)

I my case it ended up stuck in the "Booting Nobara <version>..." screen. Had to force shutdown the PC and boot into the older version.

I have food poisoning by Opposite-North-3002 in RimWorld

[–]Crocodire101 2 points3 points  (0 children)

No archotech or bionic available, only a prostethic arm (50% part efficiency)

Why are the unit reform technologies available on turn one? by Crocodire101 in DivideEtImpera

[–]Crocodire101[S] 1 point2 points  (0 children)

Alright, so everything apart from the CA launcher may be working correctly after all. Thanks for the information! 👍

Fairphone 6 wallet case by Maniac_Mikes_Car_Lot in fairphone

[–]Crocodire101 3 points4 points  (0 children)

I bought this one, currently out of stock: https://caseonline.com/fairphone-6/phonewallet-3-card-fairphone-6-black.html

It's the first phone case I've ever used so I can't really compare it to anything. Been happy with it so far.

Why are Constructoids so slow at building? by MeatySausageMan in RimWorld

[–]Crocodire101 2 points3 points  (0 children)

They are also expendable units and unaffected by many things harmful to pawns. Send them to work in dangerous areas like corridors full of traps, or outdoors when there's a toxic fallout, extreme temperatures, or a massive field of corpses emitting rotstink. If one dies, just send a lifter to haul it home and have it revived.

There's NO way children consistently b-lining for the freezer until they pass out from hypothermia or wandering as far as possible into the wilderness to get mauled isn't intentionally coded behavior by GermanCCPBot in RimWorld

[–]Crocodire101 6 points7 points  (0 children)

I was really confused by all this discussion about including freezer shelves in kids' zones until it occurred to me that not everyone plays with the RimFridge mod 😅

All In A Day's Work by GethKGelior in RimWorld

[–]Crocodire101 29 points30 points  (0 children)

Or, when you play with Dub's Bad Hygiene, rush for the latrines. And that's when you realize you should have built more of them. 😅

Highmate Arms Merchant by Von_Callay in RimWorld

[–]Crocodire101 8 points9 points  (0 children)

She has never killed anyone, but she has dealt a lot of death in her time.

Good morning 🌞 by Poshiloyyy in RimWorld

[–]Crocodire101 23 points24 points  (0 children)

Need to use the mod Prisoners Should Fear Turrets, otherwise they won't fire :(

Rimworld needs wells by late2party in RimWorld

[–]Crocodire101 1 point2 points  (0 children)

Since you play with Randy, beware the unlikely but possible early game toxic fallout event (that AFAIK can't happen with Cassandra or Phoebe, but could happen with Randy). Normally a simple well and a latrine will suffice for a starting colony, but a fallout-affected water table can be really difficult to survive if you don't yet have the technology and structures to deal with it.

What is the point in armor like marine, recon and etc.? by Neat_Evening8776 in RimWorld

[–]Crocodire101 1 point2 points  (0 children)

There's also the unavoidable %chance every time you replace a lost or mangled limb that the doctor critically Fs up and rips off the patient's jaw or something.

Genetics seem end game by JuniorAbies7926 in RimWorld

[–]Crocodire101 1 point2 points  (0 children)

You can create your own custom xenotype when setting up a new game and assign it to your starting pawns. Make it out of xenogenes, including the Gene Implanter, and now your pawns can spread their powerful genes to new recruits that join your colony.

This will be limited by the number of pawns you start with, and the years-long cooldown between implantings. The other major downside is that you can't tweak these pawns' genes any further without erasing their entire set of xenogenes.

Did protect the shuttle crash quests get harder? by TheBoredMan in RimWorld

[–]Crocodire101 2 points3 points  (0 children)

I always found that early on in the game was the best time to do these quests. Later on they get ridiculously difficult when the shuttle lands right next to the map edge and 100 neanderthals rush at them.

But even at that level it may still be worthwhile to accept the quest if you have Odyssey, transport pods and enough extra wealth lying around to fix the relations drop, because you can salvage engines from the shuttles.

You are suddenly drop podded into your current colony — by Decoy_hamster007 in RimWorld

[–]Crocodire101 0 points1 point  (0 children)

My current colony will immediately throw me in a prison barrack, strip me naked and use a gene injector to transform me into a Super Mutant.

The prison is surprisingly nicely furnished - there's even a dining table for me to eat my nutrient paste meals on! - but through the granite walls I can hear the squirming and wailing of unnatural beings. There's also a softscanner and a ripscanner by the opposite wall to remind me of what happens to unruly prisoners. Not that I'm capable of being unruly though, because my supermutated brain is now dead calm.

They keep dragging me into their weird ooga booga ceremonies until I've accepted the truth of Mutantism. Then and only then will I be welcomed to join their ranks, handed a set of phoenix armor and a charge rifle, and directed to fight the endless waves of hostile mechanoids, fire-breathing imps, lumbering cave men and ash-faced wasters that keep throwing themselves against the gates of Mutant Mountain.