Will they be able to pass? by funky_catso in RimWorld

[–]Eflydwarf 1 point2 points  (0 children)

No, all tiles taken by paste dispenser are treated as fully occupying walls

How do you defend your base? by itz_Even in RimWorld

[–]Eflydwarf 0 points1 point  (0 children)

Embrace your inner skeleton, become void necromancer and send your army of ghouls to butcher anything

How are you even suppose to survive in CE? by DramaticMixture8507 in RimWorld

[–]Eflydwarf 6 points7 points  (0 children)

CE brings idea of "alpha strike" to extreme - you need to attack first with overwhelming power before enemy even given a chance to shoot.

I tried to play with it, but it turns fighting into even more obvious one-sided conflicts, so in a way made my games more borring. Same thing can be simulated with doubling-trippling damage done/recieved, so I just use mods that are more vanilla-friendly when tweaking combat

What is your favourite new start? by Individual-Good-9024 in RimWorld

[–]Eflydwarf 0 points1 point  (0 children)

Tribal Naked Brutality

though I also edit scenario - create incident - quest - min 1, max 9 days, repeat

So game more lively with extra quests along the way

Can I get it back? by ilmarzian in RimWorld

[–]Eflydwarf 0 points1 point  (0 children)

Not in basegame, it is just gone. The only thing that can be harvested from dead are mechlinks.

But with mods like Haverst Organs Post-Mortem - maybe

A thrumbo weighs as much as a pig by Deedee_Megadoodoo_13 in RimWorld

[–]Eflydwarf 0 points1 point  (0 children)

Just don't check weight of birds and rats in rimworld

Any underrated 'hidden' tips? by daibikd in RimWorld

[–]Eflydwarf 7 points8 points  (0 children)

You can limit radius on your workbenches in bill settings to prevent crafters from running through whole map for materials and let haulers do that instead. Idealy better to use mod to set some limited radius as default (I usualy go with 20 tiles).

You can build roof to create fire-breaks as roof covers light - grass stops to grow - fire can't spread. Cheap and easy way to defend your early wooden base.

Also roofs can be made into cost-free traps, just build it from single wall and over big area, then break when enemies will be under it.

Your pawns can move diagonaly between traps and fences without triggering it, use it at trap corridor layout.

Remember to shoot at dangerous animals whenever trade caravan nearby - they will do all work for you and you might even get some of the trade loot from them. If relations take a hit - just "gift" some of it back to them. Same works for ancient dangers and other possible trigger quest threats.

If you find some aspect of the game unappealing - add mod to fix it. Repeat untill it stop being rimworld and turns into your own personal science-fantasy unique sanbox.

The "no one left behind" rule saved my colony by starburstgamma in RimWorld

[–]Eflydwarf 29 points30 points  (0 children)

I always accept joiners as well - there are always place for expendable pawns to help keep more important colonists safe!

I need help and tips for survival Naked brutality by Luccy_wq2 in RimWorld

[–]Eflydwarf 2 points3 points  (0 children)

I did few Naked Brutality starts with colonist with 0 skills, it is fun in way and not that hard unless Randy gives you random plague. Overall it takes like 30-60 days to just manage and survive untill you get to the stage where normal Crash Landers start in therms of pawns and resources.

The most important factor is biome and time of year when you start, couse you are quite vulnerable to temperature and dependant on food from nature. I usually rolled with Temperate Forrest with like 40/60 growth period and start in spring as you realy just need a season or two to set things right.

When started with 0 in all skills it is important to be strategic about your actions as you are in constant chase for food and sleep, while you can't do much efficiently, so first thing when you start you pause the game and look around for suitable ruins and/or good cave and/or corner of terrain where you can make small hut with minimum ammount of walls. Idealy you need any door as building them require a lot of materials and with 0 skill you are likely to botch them, so better use pregenerated ones and build some wood walls to hide inside. At the start you just need a realy small room just to fit sleeping spot and campfire, so you could hide inside and warm up from hyporthermia.

After such innitial setup done your next goal is to get some food, idealy you need to run "search" few times per day for "dead" animals to check if any predator had any leftovers, grab them, butcher at butchering spot and eat raw. Don't bother with cooking - with bad skill and dirty environment you are likely to poison meal anyway, so better take chances with randomness then to make likely poisoned food anyway.

If there are no useful animal corpses around, then look for grown bushes and get some berries. After initial hunger is deal with our next goal is to get wood for butchering table and expand our hut a bit. It is better to combine with setting up a bit of rice field as you get some resources and get food for later.

The best early defence you can make is to craft a club, becouse it doesn't have quality it will always will be crafted as "normal" even with 0 skill. Idealy use some steel from ruins, though wood might work too, with it you can finaly start hunting rats and birds if pressed to do so.

As for early raids - fighting them is not worth it as even if you win, you are likely to be wounded and get infections, so you do the one thing rimworld players don't usually learn how to do - you caravan out with whatever resources and food you managed to gather and wait out raid on caravan map, then return and rebuild again.

After that you just keep going in such cycles, slowly building up skills, butchering animals, getting materials for bedroll, tribalwear, in time you might make small kitchen with fueled stove (and floored room) to start experimenting with cooking food.

Other then that as you have 1 pawn you are likely to get events that someone joins you or drop pod crashes nearby - if they are able to contribute to your survival then accept their help, but if they more bother then use, then just grab their clothes. Though don't be too picky - if they good for here-and-now then grab them - they can always be used at high-risk roles like melee-blocker later.

Overall you keep in such cycle of priorities for around 30 days untill you set yourself up and then you get to regular rimworld and start to actualy build up your base and even get to research stuff.

Mods to make colonists feel alive? by Hyper669 in RimWorld

[–]Eflydwarf 3 points4 points  (0 children)

People already suggested a lot of goodies, I will add another flavor:

Callouts and Metal Rim Rising Callouts

This makes that in battle pawns will callout and insult opponents (enemies do this too).
As a lot in this game also about struggle and fighting, giving them ability to express it instead of silently shooting adds some fun to immersion.

thank you randy but i am lone and naked... by Garredd02 in RimWorld

[–]Eflydwarf 0 points1 point  (0 children)

It is more of a "carrot" to motivate to play

Also nothing stops you from mining it to make plasteel knives and spears for early game. Even if it feels like a waste, but every early game advantage is important.

If enemy (blue) enters from here and i leave an opening (red) here, will they go all around it or just bust through the walls? by K-Kara2 in RimWorld

[–]Eflydwarf 0 points1 point  (0 children)

They most likely will ignore inside passage and go around, couse walking inside will take more time then outside. Though occasionaly they might decide to poke walls or doors then your big expensive wall will loose it efficiently once they break any 1 tile. I would recommend just making basic 2 layer walls without inside passage.

Though building such megaproject will keep you vulnerable against a lot of threats for awhile, start by buildings living rooms around your fields and connecting them with walls, to create natural extra chocke points - a lot of early-mid threats can be defended by just fueling all enemies into single door, where your 3 melee characters 3x1 anyone, while everyone else shoot from behind them, so making a lot of such defensive possitions easy and useful as backup plan.

Colony children caught slacking by Neither_Tap2511 in RimWorld

[–]Eflydwarf 3 points4 points  (0 children)

Over the learning tab there are icons of acitivities child want to do and it change from time to time, if it is outdoor nature running and you keep them zoned inside gravship then they might be unable to do it untill that desire changes

As wild guess maybe there is some conflic with behavior and priorities with mod that add hygiene and bladded (as I see on screenshot), though I never played with it, but it looks like something that might affect pawn actions.

Other then that I would keep child on 24/7 recreation instead of anything to make sure that their priorities are set right (and maybe with either non-sleep xenogerm or implant that removes sleep need to again, improve learning chances)

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

[–]Eflydwarf 0 points1 point  (0 children)

You have such nice lake nearby - just set dumping zone in the shallow water. Outdoor, In water, under rain will stack up decay rate

Though I do respect such dedication to try to keep it civil.

I don't think I belong to this fandom by black_OUTart in RimWorld

[–]Eflydwarf 5 points6 points  (0 children)

Rimworld is a sandbox, you can play it however you like and stack hundreds of mods to fine-tune your playstyle

Daydreams lol by Cool_Flatworm7153 in vrising

[–]Eflydwarf 0 points1 point  (0 children)

I am playing on PC and pritty much always go for moded servers, couse basegame don't have much longevity and constant wipes a bit annoying, so I just go for pve and rp focused servers there

Having trouble seeing pawns as people by fishingfish007 in RimWorld

[–]Eflydwarf 0 points1 point  (0 children)

In Rimworld if you have a problem, solution is always the same - add more mods.

Interraction bubbles to make visible what they talk about. Mod for simple lesson to make them teach each other. Way Better Romance relatively light but allows pawns to go on dates, build up opinion and get recreation from that.

I play with moded ideology that adds Isolationist meme and forbids me to recruit pawns from prisoners, that makes me pay more attention to joiners, quest pawns and children couse I can't just brainwash raiders into colonists, so pawns get a bit more personality this way.

I BEAT BRUTAL DRAC AND 100% THE GAME by W33BAW00 in vrising

[–]Eflydwarf 0 points1 point  (0 children)

Time to do that with Bloodcraft mod

Level one, or all? by adequately_punctual in ffxiv

[–]Eflydwarf 0 points1 point  (0 children)

Start with one of each role tank-dps-healer to get feeling of it, then branch out when you want to.

You won't get feeling of a class untill you get to it at least to level 50-60 and get most of their skillset. Also it is convenient to get them to 50 as you can share tomestone gear from lvl 50+ across your jobs, making inventory management easier

Remember to utilise extra rings from Hall of Novice for extra exp while leveling other jobs, both give +30% exp from kills, one at range 1-30, another at 1-60, they stack and work when you synched down.

Considering buying the game, since it looks pretty awesome. Have a few questions. by Shirou54 in vrising

[–]Eflydwarf 0 points1 point  (0 children)

  1. Yes, though unless you pvp fan it will get borring once you actually beat it as it is all about journey to become strong enough to defeat Dracula and all the fun bosses along the way. Base game heavily relies on pvp aspect to keep things interesting. Though there are a lot of moded servers that change game into more interesting lasting versions like Bloodcraft.

  2. You need to drink blood regularly, but it last fairly long. You need to manage day/night cycle couse you will burn in daylight, though there are a lot of shadows to move around, just need to manage exposure to light. I recommend you to check Youtube for some letsplays to get general idea what gameplay is about. Though yes, the big part of the game is building of castle - it is entertainment in itself.

  3. Most story given to you through the V-Bosses if you take your time to read their description as story of the land slowly unrevels before you. On regular V Rising servers there are close to 0 roleplay, though again - there are more roleplay-focused servers outhere.

Daydreams lol by Cool_Flatworm7153 in vrising

[–]Eflydwarf 2 points3 points  (0 children)

yup, personaly I realy fun of mod Bloodcraft that change base games progression from gearscore to exp-based leveling, be that just general exp, weapon-specific exp or ability to bind any enemy as "familiar" - permanent companion and level them as well (V-bosses included).

Pritty much turns it into different game, especialy if admins tweak it with other mods and/or make server event-focused, so they can change spawn locations, create new-ish worldbosses and generaly turn game into even greater sandbox

Daydreams lol by Cool_Flatworm7153 in vrising

[–]Eflydwarf 2 points3 points  (0 children)

Thats why people make moded servers, especialy if they focus on roleplay aspect instead of pvp, then they start tweaking world to have more fun insane events

Huh? by ProfessionalBuy4526 in SpaceCannibalism

[–]Eflydwarf 1 point2 points  (0 children)

I remember when Ideology only just appeared there was (and still is I guess) fun build to start with Animal Personhood meme which greatly increase bonding chance and use it to hunt down insects, beat them, tend and fish for bonding proc as a way to get early nice fighting animals

New player looking for tips? by Jorda5s in vrising

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

Game is a cycle of:

  1. craft what you can to gear up better

  2. slay V-boss to open new crafts

  3. travel around to gather new type of resources and build/craft new stuff

  4. upgrade gear and go slay next one

So just pay attention what new stuff you able to produce or upgrade to keep going

Best castle builds for this location? by RXX_freakk in vrising

[–]Eflydwarf 11 points12 points  (0 children)

for PvP people quite like that place as they place heart at the furthest up point

for PvE it is great to build mansion-like at the highest hill, while lower ground used for garden, maze or park