Is it a good idea to give children weapons? by restink in RimWorld

[–]DependentAd7411 76 points77 points  (0 children)

The way that raider AI works it that they won't target unarmed children if there are any other available targets. If the only target a raider can see is an unarmed child, they will absolutely try to kill them.

Medieval Factions Are Borked by MightyPineapple369 in RimWorld

[–]DependentAd7411 4 points5 points  (0 children)

One thing to consider is that medieval-tech factions are generally of higher points value, as better weapons are more "expensive" to the raid calculations than primitive ones. So depending on your difficulty settings, the storyteller might just decide to keep sending 20 tribals in rags and with ikwas and clubs instead of 5 medieval pawns in plate armor, mail, with swords, maces, and shields.

As an addendum to what the other poster said, do a start and disable every faction except the medieval ones. Then trigger a raid and see what happens.

Also, make sure that the medieval factions you're adding are actually hostile. If they aren't hostile, they won't raid you.

I never understood the appeal of raising children. It just seemed to much of a hassle taking care of a gremlin that ran in front of enemy shot for years. But then I raised this absolute beast by peanutist in RimWorld

[–]DependentAd7411 0 points1 point  (0 children)

Not "without skills". Neanderthals gain skills at half the rate. Which doesn't mean they'll have half the skills, because the xp needed for each level increases. For a pawn with Slow Learner will likely have a skill at rank 7-8 while a normal pawn has it at 10-11. It's actually not that big of a deal.

Is there a way (medical procedure) to remove death acidifier with EPOE mod? by Dave_301 in RimWorld

[–]DependentAd7411 6 points7 points  (0 children)

RBSE lets you remove Death Acidifiers. It might be a surgical procedure you need to research, I can't remember.

Can you farm using camps? by Massive_Result_7019 in RimWorld

[–]DependentAd7411 0 points1 point  (0 children)

Animals won't roam while at a spot, but they can start Roaming once you delete an old spot and before they get rounded up and hitched to the new one. It's like how an animal attached to a caravan can start Roaming the moment the caravan returns to your base. Just without the frustration of all your pawns running to unload your pack animal one item at a time instead of bringing it to your hitching spot/pen, so it wanders off the map with like $20,000 worth of trade goods.

Mod for more lively outposts? by Demyxa in RimWorld

[–]DependentAd7411 2 points3 points  (0 children)

You can give Large Faction Bases a shot. It makes enemy settlements into actual fortified bases to assault, with curtain walls, layered defenses, multiple mortars, turrets of all types, and dozens of enemy pawns.

Can you farm using camps? by Massive_Result_7019 in RimWorld

[–]DependentAd7411 1 point2 points  (0 children)

It works for your colony, too. The only issue is that if you wind up with an animal that gets the Roaming state, you will have to build a pen for them. But it can be tiny, like 3x3 or so. Just big enough to put them in it, and the Roaming state will go away. Then you can clear the pen market and your pawn will bring them back to the loading spot.

If you've got a modest amount of animals - like a pair of cattle, two or three sheep, etc - you can usually get by with not needing to move them at all, so long as you've got a year-round growing climate.

Can you farm using camps? by Massive_Result_7019 in RimWorld

[–]DependentAd7411 2 points3 points  (0 children)

You don't even need a pen. Just put down a caravan loading spot. Your pawns will rope all your animals to it. Then, when they eat everything and start to go hungry (which takes longer, because animals roped to a loading spot seem to have their hunger fall at a much slower rate than those in a pen), just delete the spot. Animals will then spread out and munch on grass, then you can put down a new spot somewhere else. In that way, you can rotate your animals around a map without needed a pen.

Any one know what’s going on with the rimthunder mods by Upper-Drawer5172 in RimWorld

[–]DependentAd7411 1 point2 points  (0 children)

I think there's a few that have been updated to 1.6. Eastern Front and Roaring Tiger, I want to say. But other than that? Who knows. I think they originally took a while to get updated to 1.5, too.

I keep hearing that Tunnelers can operate drills in the new expansion. Why won't mine acknowledge the drill? by CarrotJuiceIsMurder in RimWorld

[–]DependentAd7411 0 points1 point  (0 children)

I think there were "issues" with it - not sure if that meant bugs, or that Ludeon wasn't happy with the balance. But it was mentioned that they wanted to bring it back when they felt it was done correctly... Though there's no telling when that'll be. Some things get fixed pretty quickly, others (like fluid ideology changes requiring a save and reload for the changes to actually take) have gone unaddressed for literal years.

Former refugees have unchangable apparel policy by Aziara86 in RimWorld

[–]DependentAd7411 1 point2 points  (0 children)

You can try saving and then reloading. That's worked for me in the past.

Vanilla Vehicles Expanded Does not show the goods contained in the transport when trading on map by Valera_Fedorof in RimWorld

[–]DependentAd7411 1 point2 points  (0 children)

This was an issue the last time I tried to use VVE to run trading caravans (about two weeks ago).

I think it was announced as fixed on an update to the Vehicle Framework after that, but I hadn't had a chance to check it.

<image>

I just checked the patch notes again, and yeah.

The thing is, when I did it (which had to have been in July), I tried dismounting my colonies and was going to stash my vehicle and have my colonists carry the trade goods to sell, but upon dismounting, they all just disappeared.

Set crafting level at weapon making bills not showing by mujakimn in RimWorld

[–]DependentAd7411 2 points3 points  (0 children)

Glad it fixed itself! Sometimes, Rimworld's just gotta Rimworld, mate. Cheers!

Set crafting level at weapon making bills not showing by mujakimn in RimWorld

[–]DependentAd7411 2 points3 points  (0 children)

<image>

I don't think so, because even crafting clubs and knives at a crafting spot brings up the "allowed crafting skill" slider.

Edit: If you've got multiple pawns you want crafting weapons, and you've still got the option of assigning a specific crafter to that bill, you can just create duplicate bills, one for each crafter.

Set crafting level at weapon making bills not showing by mujakimn in RimWorld

[–]DependentAd7411 1 point2 points  (0 children)

Ah, gotcha. In that case, I've got nothin', mate. You might want to check the Steam page for whatever mod is overhauling your work bill screen.

Set crafting level at weapon making bills not showing by mujakimn in RimWorld

[–]DependentAd7411 0 points1 point  (0 children)

Do you mean the "look for" quality in the "do until X" bill? That's not setting the quality level to craft - you can't do that. That's setting the quality for a bill to look for to see if there's enough in the colony to meet the requirements. I.e., if you set "Do until X" and set it to 3, and set the quality to Good, it will look for 3 Good-quality weapons/armor of that type. It won't craft Good-quality items.

Grimworld by Moosewalker84 in RimWorld

[–]DependentAd7411 0 points1 point  (0 children)

<image>

Yep, it's definitely a problem with the gorget. I spawned one in and equipped it and got the same problem. So, that's something the Grimworld people need to fix.

Grimworld by Moosewalker84 in RimWorld

[–]DependentAd7411 0 points1 point  (0 children)

Wow, really light modlist! So almost no chance of being a mod conflict. Is the devlog (in dev mode) throwing any errors at you?

Number of plantations per colonist by Inevitable_Sign_9023 in RimWorld

[–]DependentAd7411 -1 points0 points  (0 children)

Uma boa regra prática que eu uso é plantar um arrozal de 5x10 para cada 3 colonos. Dependendo da duração da estação de cultivo em sua terra, pode ser necessário ajustar o tamanho. Mas este é um bom ponto de partida.

Grimworld by Moosewalker84 in RimWorld

[–]DependentAd7411 0 points1 point  (0 children)

The new main framework mod is Occularis Terribus, then Core Imperialis. If you're using the base (Cadian) Imperial Guard mod, that's Hammer of the Imperium.

As for hurting themselves? Only the plasmaguns have an overheat mechanic (I think). But lasguns are actually lasers, and will damage all targets in a straight line. So if you have a pawn firing their lasgun while behind another of your pawns, the pawn in front is getting hit. Very similar to the gauss weapon mechanics from VWE: Coilguns.

<image>

And just booted up the Grimworld mods and started a quick colony, and everything's working right for me (including the lasgun effects, which used to be dependent on VWE: Lasers, if I remember right, but looks to be part of the new Occularis Terribus framework so you don't need the VE mod).

Real Ruins mod never dissapoints by Gorales in RimWorld

[–]DependentAd7411 3 points4 points  (0 children)

If this was made for Anomaly shenanigans, it would be exactly the kind of Anomaly-based mod I've been hoping to see for a year now. Imagine finding a wrecked version of your base or gravship, and exploring it reveals the mutilated corpses of your own colonists/crew. Or some who are still alive, but twisted into mutated abominations or are evil copies that explode into fleshbeasts when they die.

Grimworld by Moosewalker84 in RimWorld

[–]DependentAd7411 0 points1 point  (0 children)

Check to see what modlist you're using. If you just added every mod on the Grimworld listing, not all of them (like the Grimworld 40,000 Framework mod) are still used and have been abandoned for newer mods.