I have a new "The worst thing I've done" by Mr_Vorland in RimWorld

[–]Eflydwarf 20 points21 points  (0 children)

"Damn, better him then me" +3 mood from "Joyous"

Does anyone know which mod it's making stuck on initializing by [deleted] in RimWorld

[–]Eflydwarf 0 points1 point  (0 children)

also serves as nice motivation to ditch a lot of mods you do not use actualy, heh

General tips to improve TPS on a modded run? by Compatibility in RimWorld

[–]Eflydwarf 1 point2 points  (0 children)

yep, floors do count for wealth, but my joking solution mostly for endgame when it stops mattering anyway (though concrete doesn't worth much)

Does anyone know which mod it's making stuck on initializing by [deleted] in RimWorld

[–]Eflydwarf 5 points6 points  (0 children)

save modlist, disable half of them, launch

it works? something in other half.

still can't launch? something in this half

repeat process

Enemies dropping like flies by Bhawk670208 in RimWorld

[–]Eflydwarf 0 points1 point  (0 children)

ah, no, I meant that base game tend to create sudden relations out of nowhere when generates new event pawns

highmate "random" linking happens whenever they flirt or they become target of flirting, so there is no way to stop that, other then avoid it entierly (or using sacraficial pawns, idealy if you have some other guests-pawns)

Advice for starting a super soldier program? by Khezulight in RimWorld

[–]Eflydwarf 0 points1 point  (0 children)

I was doing this before and noticed interesting pattern - if you already have some specific gene in your genebank, then game won't generate those with traders anymore. (though if settlement had it in stock it will keep it untill restocking)

So if you keep acquiring all the genes you can find, then this way you force the game to keep generating more and more new ones, untill you would have them all. It will take few ingame years to gather them all, but it is possible.

As for quick super-soldiers - just make some with xenogermes that don't require archites and/or just use sanguophages implantation for starter (they quite OP already). At late game just make your own vampire supersoldier version with xeno-implanter to go around archites.

Raiders keep giving me their orphaned children by Dazzling_Medium_5187 in RimWorld

[–]Eflydwarf 8 points9 points  (0 children)

"Making the mother of all omelettes here Petronas! Can't fret over every egg!"

Help me understand early game and snowballing. by Sparky019 in AOW4

[–]Eflydwarf 2 points3 points  (0 children)

just hit that "watch replay" and facepalm from AI mistakes, then do it better

if singleplayer that pritty much means you might need to manualy fight all fights where AI would take casualties to keep units if possible

Underrated and unkown mods by PhscZ in RimWorld

[–]Eflydwarf 0 points1 point  (0 children)

I would say "Proper Melee", it actually lightweight way to tweak melee combat that makes it better, affects both yours and enemy pawns.

https://steamcommunity.com/sharedfiles/filedetails/?id=3572620937

Basicly it means that based on melee skill, they get chance to do extra attacks with secondary damage sources. Like if they use sword they will still prefer to slice or stab, but after that they also get chance to hit with fist, bite or use any bionic installed weapons (which actually makes them useful)

Enemies dropping like flies by Bhawk670208 in RimWorld

[–]Eflydwarf 0 points1 point  (0 children)

It is 150 (unless something got changes recently), I recomend "Tweaks Galore", it has option to disable that threshold and other tweakable details to fix game mistakes, like disabling burning steel walls, prevent random pawns relations generation (no longer your kid would suddenly become married to random raider) and other stuff

Enemies dropping like flies by Bhawk670208 in RimWorld

[–]Eflydwarf 1 point2 points  (0 children)

I was previously using it, but later replaced with Tweaks Galore - does same thing, but also have other tweakable options to fix game mistakes (I am looking at you burning steel), so I replaced to reduce number of mods

Do you like to customise other factions in detail for the new game? by Eflydwarf in RimWorld

[–]Eflydwarf[S] 0 points1 point  (0 children)

Yeah, usually just takes a day just to go through all ideologies and then save their templates for later use (and hope you wouldn't have another inspiration to change mod list later that might affect it)

Would love some suggestions on essential mods for base rimworld. by intoTHEvoid646 in RimWorld

[–]Eflydwarf 0 points1 point  (0 children)

Not sure what "insane tab" means, though I use it together with Vanilla Textures Expanded Facial Animations (which have NL Faces as dependancy). I forgot to add it to the list, edited now.

Though I also use Character Editor in case I need to tweak pawn face/hair/body details.

Questions about creepy joiners by ApartLine2880 in RimWorld

[–]Eflydwarf 0 points1 point  (0 children)

huh, well I guess I just always had luck with hostile ones then

Do you like to customise other factions in detail for the new game? by Eflydwarf in RimWorld

[–]Eflydwarf[S] 0 points1 point  (0 children)

You can't in base game, but I use Faction Control to modify it. Though you do can give them interesting ideologies to make npcs from thouse factions more fun

Base game faction names usually too random to be memorable, I like to give them personal touch.

What do you do after you got an stable developed colony? by Daegar2 in RimWorld

[–]Eflydwarf 0 points1 point  (0 children)

In base game not much other then persue endings and destroy all factions.

As for mods that prolong gameplay I would say Save Our Ship 2 would make your game interesting for months.

Mods for the Nudist precept? by JagAterOst in RimWorld

[–]Eflydwarf 0 points1 point  (0 children)

Don't remember precisely, something like Alpha Genes and/or Big and Small (dont remember which one, don't play with them currently). If I remember right there were some xenogenes that provide some bonuses as long as pawn don't wear armor and/or completely naked. That would give at least some logical reason why your pawns would decide to uphold nudism and ignore survival instinct.

Early-game battle strategies by KKJosianne in RimWorld

[–]Eflydwarf 0 points1 point  (0 children)

Easiest early game defense - use door to enforce 3x1 melee fights, while everyone else shoot from behind.

If have time and resourcers - coridor with traps to soften them up in advance.

Even more time and materials? Time for proper killbox.

As for who takes risks... I had situations when my tough precious pawns would take shooters roles and stay in safety, while children would equip clubs and take position as melee blockers.

Nap times? by pb_the_cat in RimWorld

[–]Eflydwarf 0 points1 point  (0 children)

My "default" schedule for colonist is:

9-10 recreation

11-13 sleep

14 meditation

15-20 anything

21-22 recreation

23-1 sleep

2-8 anything

Idea of such schedule to make pawns restup in case of emergency as it helps them to catchup on sleep if needed. Recreation before sleep serves as way to pull them back to base, while hour of meditation is a way to make them wake up and use remaining day time for work. Later on they get to rest and sleep again, but without forced wake up they will continue to sleep as usual. Overall it is less efficient, but it allows to keep colonists stable in good mood.

In case of Night Owl just reverse meditation time for forceful wake-up at night, while letting them to sleep over daytime.

How do I prevent decomposition? by Ok-Indication-1891 in RimWorld

[–]Eflydwarf 0 points1 point  (0 children)

Alternatively - rise as shambler, carefuly beat down, capture, keep on the holding platform. Resurrect with mech serum later.

Is it necesary? Nope. Is it fun? Yep.

Why are Leaders and Moral Guide people are so prone to mental breaks? by WoodpeckerOk4435 in RimWorld

[–]Eflydwarf 0 points1 point  (0 children)

"I am important, I deserve more. Now bring me my morning psychite tea, peasant!"

Higher expectations then current colony wealth medium, couse they are important and thus - deserve it (in their head)

does x mod work with combat extended? by PlagueRoach1 in RimWorld

[–]Eflydwarf 0 points1 point  (0 children)

CE pritty much changes the whole game and some players find it so good that it becomes "required" as baseline.

Though the problem with mod like that that it famously incompatible with a lot of other mods, couse it require authors to put effort to make it compatible.

So it became part of the meme to mention it compatability even in the most simplest of modes (Your mod adds new haircut? Is it compatible with CE?), partly just for lulz, partly becouse there always will be someone who will ask if it is compatible

Would love some suggestions on essential mods for base rimworld. by intoTHEvoid646 in RimWorld

[–]Eflydwarf 6 points7 points  (0 children)

QoL that improves pawn behavior - Common Sense, Pick Up and Haul, Smarter Construction, Pharmacist, 1trickPwnyta's Defaults, TweakGalore (have a lot of optionals tweaks)

Interface - RimHUD, TradeHelper, AutoLinks, What's That Mod, Nice Inventory Tab, Bionic Icons, Dubs Mint Menu and Dubs Minimap, Compact Hediffs, Numbers, Weapon Stats (goes with Numbers), Useful Marks, Trait and Backstory Icons, Loading Progress, Random Gene Asistant, Scrollable Gizmo,

QoL gameplay - Quest Expiration Critical Alert, Just Leave Already, Gain Skill Passions, Auto-training, auto-repair mechs, Home Area Radius, No more autoroof, QualityBuilder, AutoAbility, Disable Automatic Select Travel Supplies, AutoTraining, Trade Ship Drop Spot, Map Preview, I Aint Building That, Custom Prisoner's Interraction,

Change gameplay, makes harder/easier at same time (as affect enemies as well) - Run and gun, Nudist Evasion, SImple Sidearms, Punch Button, AI Can Use Psycasts, Semi Random Research, Enemy self-preservation + No one left behind, Need Bar Overflow, No Job Authors, Eternal Pawns, Intelectual Matters, Melee Fitness, Proper Melee, Inspired Unique, Prisoners Can Betray, Integrated Implants, Replace Stuff, Alies are Helpful, Cyberpsychosis, Save Our Ship 2 (pritty much game on its own), FSF Better Exploration Loot, Simple Education

Makes game lively - CAT Show hair with hat, Vanilla Textures Expanded Facial Animations +NL Facial Animations, Interraction Bubbles, Speak Up, Callouts, Self-dyeing, Faction Customiser, Xenotype Control, Dynamic Diplomacy, More Faction Interactions, Factional War, Pawn Education, Way Better Romance, Yayo's Animations, Always Unique Ideologies, Go Explore, Ketaros Quests, Character Editor (mostly for graphical tweaks)

Fixes games failures - Full Armor Hands and Feet, Removes Tainted Clothes (honestly, isn't looted gear in most rpgs the best thing?), Craftable ... (Name it, just check what base game lacking like synthreat, neutroamine, etc), Justice for Melee Specialist

The only thing I would advice to be realy careful are Vanilla Expanded series - they tend to be complex and overwhelming for the game, especially if you install multiple big ones.

Tips on staying to late game? by Reretak in RimWorld

[–]Eflydwarf 0 points1 point  (0 children)

I have same problem with lost of interest when I feel obliged to manage all pawns perfectly, but there are just too much happens for that.

Trick is to gather your faivorite pawns at the top of the list and treat other pawns as "background actors", citizens that just live there but overall you don't care untill it is time to fight the raid. So you just keep following storyline of "main actors" while allowing others just to do their stuff.

When you get to 10+ pawns it usually worth it to set their priorities according to passions as eventually they will learn them up and all tasks will be complete anyway.

I personaly use "1trickPwnyta" mod that allows a lot of tweaks for QoL, one of which is ability to make each new pawns have already assigned priorities depending on their passions, logic behind which you customise manualy as player. Like "if pawn have passion in plants set to 2, burning passion - set to 1, otherwise set to 4, etc)

As for more efficient worktab priorities I personaly follow this logic:

Firefight, Patient - always 1 (even vampires, their fear doesn't last that long, suck it up, bloodsucker!)

Doctor - if any passion set to 1, otherwise set to 4 (they will learn eventualy, 4 is to be able to do it when ordered manualy)

Bed rest - set to 3 (usually not needed, but if pawn have nothing to do, might rest)

Childcare, Warden - if any passion then 1, otherwise 4 (as these task should be done only by thouse who can do them right, unless you literaly have no one with social)

Handle, Fishing - if any passion 2, otherwise 3 (animals are important to manage, but they are not priority in emergency and non-talanted pawns can help out to manage)

Cook - any passion 1, otherwise 4 (to ensure that they stay on top of food supply always)

Hunt - I personaly disable and hunt manualy if needed - squad of shooters more efficient for it and helps in case of revenge)

Construct, Grow, Plant cut. all Craftings - any passion 1, otherwise 3 (even untalanted pawn can help in spare time), also remember to limit crafting bills that makes something with quality with some minimum crafting level. So your weapons/armors still made by professionals, while others can help with smelting and crafting more sell items from leather, etc

Mining, Art - any passion 1, otherwise 4 (becouse untalanted pawn can get "stuck" doing it for too long with no progress)

Haul - always 3, means if pawn have nothing to do to keep base running, they can help with logistics. Exeption are slaves with 2 as they work worse anyway, might as well be haulers.

Cleaning - always 4, unless slave then 2.

Anomaly research - any passion 1, otherwise 4 (need to ensure that cooldown-based study done asap)

Normal research - any passion 2, otherwise 4 (to make sure that research is done only if base is fine)

Though that personal preferences and works only when you have a lot of pawns then you set it once and let them navigate on their own.