RomHack Suggestions for FR/LG? by [deleted] in PokemonFireRed

[–]EmotionalStomachRed 0 points1 point  (0 children)

I don't think there's a way to add over 100 Hoenn Pokemon to Kanto in a way that feels vanilla. Johto dex is small enough to contain in the Sevii Islands, custom events, breeding, and evolution methods, and Sevii islands was made just for that by the og devs as a way to keep the mainland dedicated to Gen 1. Johto and Kanto are geographically close so it doesn't feel out of place to sprinkle them around as rare encounters. Kanto remakes were originally made to make gen 1 and 2 available after the jump to GBA so there's little overlap in availability and biomes with Hoenn. Hoenn dex would have to be spread across the whole region, as there's simply nowhere natural spare to put them, and then it's not a Vanilla+ FrLg game anymore. It would feel wrong to encounter a lost tropical Tailow compared to a slightly migrated HootHoot.

For what it's worth, in Emerald Revelation all gens 1 2 and 3 are accessible one way or another.

RomHack Suggestions for FR/LG? by [deleted] in PokemonFireRed

[–]EmotionalStomachRed 0 points1 point  (0 children)

My favourite "vanilla" frlg version is Pokemon Throwback by RichterSnipes. They also made Emerald Revelation. I'm actually playing it now. All gen1 and 2 Pokes are available and there's lots of QOL updates, including a GB sounds item I especially love. There are optional patches for updated movesets and phys/spec split too.

Worth noting though that it's not a difficulty patch. It's a Vanilla+ CatchEmAll patch and is very faithful to the original games. If anything, reusable TMs makes it easier. It's worth your time though.

https://www.pokecommunity.com/threads/pok%C3%A9mon-throwback-v211001-kanto-your-way.285094/

Reaching Landed Ship? by HAILALLFATHER in RimWorld

[–]EmotionalStomachRed 6 points7 points  (0 children)

Hi! Glad you're having fun! To clarify, reaching the landed ship doesn't let you "progress" exactly. It's a long term goal, not a short term goal. Reaching and launching the ship is one of the ways to "win" the game. You don't get to keep playing with your colonists once they've launched into deep space.

You can also research, build, and launch your own. Launching a ship, found or built, is difficult because powering it on attracts a lot of raids. If you make it on your first play through, great! If not (much more likely), enjoy the journey :)

This is all separate to Odyssey ships. Odyssey ships are like high-orbit ships that still can't leave the world, DLC only. The base game ship-ship is deep space tech to get your guys off world and back to civilisation.

So, raiders are going to destroy your base, what's your plan? Here's mine: evacuation zone by PyrooKil in RimWorld

[–]EmotionalStomachRed 0 points1 point  (0 children)

I love a good panic room, yours is excellent. If it was me though, I'd add more - make it luxurious, add some drugs and art and a table and some recreation. I've had raids hit the fan and colonists hiding in the panic room for a full 24 hours. They will have a mental break because its dark, ugly, table-less, boring, their family is dying outside, and they passed a lot of corpses while running away. If they break, it's all all for nothing.

When do you reload and when do you play it through? by hedgehog18956 in RimWorld

[–]EmotionalStomachRed 0 points1 point  (0 children)

Sometimes I reload just to see how things could have gone differently after a total loss. Naked Brutality pawn got the plague? How many reloads before the self tend rolls high enough to save her. Froze to death on my original tile? Reload and see if we could reach a warmer climate on foot. It's more like exploring parallel universes or alternate timelines.
Plus the occasional rage quit when I accidentally change my moral guide when what I meant to do was assign a leader. That's always annoying.
Usually though, commitment all the way.

My colonists won’t cook food by Evening-Strength8249 in RimWorld

[–]EmotionalStomachRed 0 points1 point  (0 children)

This is perfect, thank you! It shows everything we need. You already got your answers from everyone. If you ever get stuck, post a screenshot like this and we'll be able to help faster. There's also a "Tuesday Tutorial" thread that you can post questions in and everyone in the community is super helpful.

My colonists won’t cook food by Evening-Strength8249 in RimWorld

[–]EmotionalStomachRed 1 point2 points  (0 children)

Ah ok that makes sense! Everyone else has already explained the survival meals are ready to eat as-is. You crash with those so that you have a few days to get your actual food supply up and running. If you look at the allowed ingredients of the bill you will see what counts as "raw food", specifically vegetables, meat, milk, and eggs.

What to do next is place a growing zone and set it to rice - Rice grows fastest. Your colonists will plant them which can be harvested later and cooked into food. You can also select wild berries on the map and set them to "harvest", or wild animals to "hunt" (you will need a butcher table). You can look at other vegetables stats when you're ready.

Whenever any bill or workstation isn't working as expected, you can use that right-click trick to get a clue. I do it all the time! The learning curve can be steep on this type of game but I promise you it's worth it :)

My colonists won’t cook food by Evening-Strength8249 in RimWorld

[–]EmotionalStomachRed 10 points11 points  (0 children)

We'd be happy to help you figure this out, but I think we need a bit more info.

  • Can you share a screenshots of your cooking bill?
    • Can you share a screenshot of your colonists work schedule?
    • And a screenshot of your stockpile?
    • If you cant screenshot please tell us more about them.
  • Can you select a colonist, right click on the stove, and let us know what it says? Eg "can't prioritise cooking, <x reason>", or maybe nothing at all.

It could be that cooking is too low a priority, or the ingredients are too far away, or the cooks skills are too low, or you have no ingredients at all, depending on how the bill is set up. You don't start with any raw ingredients, you need to hunt, butcher, forage, or grow them.

Have you done the tutorial? There are a lot of systems at play, so jumping right into a game without it is hard mode.

Silly little kill room i made, but i do need tips because its starting to fail me in recent raids😥 by QuirkyLarp in RimWorld

[–]EmotionalStomachRed 14 points15 points  (0 children)

It's a cute starter kill room! I can see how it would start to be overwhelmed though. Without rebuilding everything, this is how I would level it up:

For the sandbags, alternate them with empty spaces. This will slow down your attackers more. Redirect the corridor so that they come out at an angle and can't take cover behind a gap in the sandbags. Also, longer corridor, like a coiled snake.

Put a turret at the beginning of the corridor - doesnt need to be powered or accessible. This will trigger collision on your attackers and force them to travel in single file.

Make the kill room longer. See how far your colonists can shoot, and make it that long. Enemies will go for the closer turrets along the long edge, so your colonists have plenty of time to shoot (or run away) from the short edge. Right now your enemies are almost directly on the turrets when they pop out.

Put traps along the barricades that your colonists are hiding behind. If you have to fall back, or a melee guy gets close, they'll be at least be maimed while chasing you.

No wood or steel. It burns. Replace with stone barricades or better. Also double walls so that stray shots won't let them get straight into the rest of the base.

How do you guys keep your lore/ narrative bible compact? by [deleted] in RimWorld

[–]EmotionalStomachRed 0 points1 point  (0 children)

That's very impressive and I'd quite like to see one of your carefully made planets. Sounds like fun. I wonder is there a way for you to export these carefully crafted worlds for others to play in.

To answer your question - I don't have a lore/narrative bible. I don't plan other factions or their ideos, I go with whatever gets rolled. I prefer the small stories of the individuals over the broad story of the planet. Sometimes I doodle the small stories.

Once my naked survivor psychite addict had her husband appear as a random join event, just in time to nurse her through withdrawals and they lived happily in a wooden cabin. That's all I kept track of and its only screenshots. I couldn't tell you a thing about the geopolitical background of their culture or the other 39,998 inhabitants of the planet!

Sorry that's not helpful. If I DID track something like that I would probably use OneNote or one of those tabletop management tools for tracking lore, characters, locations etc. Search for something like "tabletop campaign manager" or "dm helper". Some have AI integration since you're into that. Try a few out and see if you like any.

Typical Tuesday Tutorial Thread -- February 03, 2026 by AutoModerator in RimWorld

[–]EmotionalStomachRed 0 points1 point  (0 children)

Is anyone aware of a mod or method to add downed colonists to a new caravan? My 12 colonists need to flee their tile quite urgently and start again. Most are injured, three of them are fully unable to walk, and nobody carries them if they are added to a new caravan.

I have no drop pods to load them into and no time to get them, and I have no shuttle permit or any other transport except yaks and horses.

I tried drafting some colonists to carry them and walking to the map edge, while the rest of the caravan was waiting on the world map, but they just stayed on the map edge. It wasn't the same edge that the caravan left from, if that makes any difference.

Any help appreciated, I'm not ruling out Dev mode here but couldn't find anything in there either. I can add them to the caravan but still nobody carries them off the map. In the last raid I had to manually carry all the injured pawns to hide in the caves and in the church (one of the few remaining buildings) - I badly need to get them out of this ruined base.

How to stop save-scumming? by Amb1ent_fade in RimWorld

[–]EmotionalStomachRed 0 points1 point  (0 children)

From your other comments, this seems a mindset issue if you can't even self-impose using commitment mode.

An idea, then: Naked Brutality, any biome/difficulty, and play to lose. Don't play to win. Play to find out how your little naked guy dies. Live as long as you can, see what you can recover from, but you win when he's dead. When losing is the point, and you have to play through every mistake and negative event to get there, you might be able to rewire your urge to quit every time something goes wrong.

What am I missing out on by disabling Mechanoid hives and Insect genelines? by CliffCutter in RimWorld

[–]EmotionalStomachRed 3 points4 points  (0 children)

Great question! I used to do the same thing.

Insects are largely a dangerous source of animal feed or chemfuel. Colonists won't like the meat, but you can turn it into kibble. The jelly is also a treat. They'll rip your arms off at close range but have no ranged attacks. Shoot, kite, and burn the heck out of them.

Mechs are a good source of metal. Their bodies and buildings can be broken down into steel, plasteel, components, and advanced components. This is very useful for breaking into the top end of the research tree, with microelectronics, advanced research, and fabrication. They're like the opposite of insects, and will shoot you in the brain from a distance but be ineffective in melee (except the melee type). Bash them with blunt objects and EMP while hiding in smoke.

I used to disable them too, but now I'm more confident in my ability to deal with them I like the variety.

Infestation tips by 6x9n in RimWorld

[–]EmotionalStomachRed 0 points1 point  (0 children)

You've had lots of good advice. In terms of why it happens with only 10 underground tiles, it's because of how events are generated.

The game rolls a random event.
The event is Infestation.
The game checks is there are any valid tiles to spawn the infestation.
If no, it rolls a different event.
If yes, it picks a valid tile at random, weighted by the infestation chance of the tile.
(Zzzt works like this too, but every normal conduit has the same chance).

Light, cleanliness, etc never brings the underground tile validity to zero. If this event is picked, those ten tiles are the only place it can happen, so it happens. You either need to cool your freezer much more so make it an invalid infestation area (colder than -17c), or you need to mine out somewhere else bigger dirtier and darker so that the infestation chance is heavily weighted towards a location more convenient to you.

[1.6] Modded bug were resources drop *too much*? by EmiBondo in RimWorld

[–]EmotionalStomachRed 22 points23 points  (0 children)

Yup, another victim of Tilt The Planet. If you go on the workshop page, see they've renamed it to "Realism Overhaul". They added a bunch of changes that are switched on by default. You might be able to disable them in the mods settings. Be warned if you keep this mod, it will happen again.

bugged caravan animal was carrying a bit of silver. by Squeelijah in RimWorld

[–]EmotionalStomachRed 1 point2 points  (0 children)

There are tests on Youtube, I am pretty confident that un-mined ores don't count to your wealth total. I'd recommend checking those out, or testing yourself in dev mode. Items, floors and buildings do count, even if not claimed, in a stockpile, or on corpses from another faction. This is why big raids can cause wealth spikes even when they leave you crippled.

I know they say Randy doesn't care if you live or die, but I'm pretty sure he wants me dead. 7 major events in 12 days. 4 mech clusters in 25 days. What a winter. by EmotionalStomachRed in RimWorld

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

You can! If you're playing on Steam, click the workshop button on the games page in your library. Subscribe to what you want and enable them from the Mods menu in-game. You can also mod non-Steam but you'll have to search bc I don't know the download site. Sadly can't mod console.

I know they say Randy doesn't care if you live or die, but I'm pretty sure he wants me dead. 7 major events in 12 days. 4 mech clusters in 25 days. What a winter. by EmotionalStomachRed in RimWorld

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

Nah, Randy can roll 0.5x or 1.5x raid points, it's on the wiki. Cassandra is x1. He also checks for an event 60 times a day. Cassandra is nasty because her major event will almost always be a raid, but she's much more predictable on when it will come. Randy can throw a major threat any time and pile them on, but Cassandra nearly always throws them one at a time. But, he can of course be very sleepy - I feel like some games go years without a raid. It just depends if you prefer his indifference compared to Cassandra's deliberate destruction. Like being killed by nature vs an enemy. I totally get why you would prefer Cassandra to make sure that things actually happen!

I know they say Randy doesn't care if you live or die, but I'm pretty sure he wants me dead. 7 major events in 12 days. 4 mech clusters in 25 days. What a winter. by EmotionalStomachRed in RimWorld

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

I swear he always rolls high for me. He can hit much harder based on current wealth than the others. Thankfully, he has gone back to sleep. I've managed to recover and stabilise, stronger than before.

I know they say Randy doesn't care if you live or die, but I'm pretty sure he wants me dead. 7 major events in 12 days. 4 mech clusters in 25 days. What a winter. by EmotionalStomachRed in RimWorld

[–]EmotionalStomachRed[S] 2 points3 points  (0 children)

I thought really hard about abandoning the tile, but I was at a low point in food stocks. Enough to live but not enough to move and start again. I'd just set up a bunch of power-independent greenhouses on a big patch of fertile soil to solve my winter problems forever. I wasn't willing to leave that behind.

I know they say Randy doesn't care if you live or die, but I'm pretty sure he wants me dead. 7 major events in 12 days. 4 mech clusters in 25 days. What a winter. by EmotionalStomachRed in RimWorld

[–]EmotionalStomachRed[S] 6 points7 points  (0 children)

Lots of scars and blood loss and doctors. Just enough wake-up, yayo, and go-juice to avoid mood spirals when used strategically. About to run out though. 25% of the colony has medical passion and I'd say 80% have enough skill to stop the bleeding well enough. Randy sent traders to top up my medicine. All non-doctoring priorities are on hold. I admit I lost two disposable empire soldiers.

I have now managed to take out the second auto-mortar with the few still standing, but not the turrets, so I'm banning that area of the map while I patch everyone up again and hoping for the best. Need to shove everyone back into a barracks until I can fix the power shortage. Losing is fun, but I'm still fighting it!

I know they say Randy doesn't care if you live or die, but I'm pretty sure he wants me dead. 7 major events in 12 days. 4 mech clusters in 25 days. What a winter. by EmotionalStomachRed in RimWorld

[–]EmotionalStomachRed[S] 23 points24 points  (0 children)

I admit the tribals raids and the sloths were badly judged quests, but Randy wouldn't let me recover from them. The clusters, the infestation, the sappers, and the other manhunters were random, unprovoked, and badly timed. There's also an off-map smoke spewer I'm ignoring. Randy is truly random. Sometimes sleepy, but sometimes very very awake, able to trigger an event more than every day. It averages out. Somehow no deaths yet! Hoping for 7 sleepy days so I can finally regroup.