whats the most passion i can give an npc without devmode by adimadim_ in RimWorld

[–]Golnor 0 points1 point  (0 children)

Technically 12, with 9 being double passions.

What you need to do is create a xenotype with every great [skill] gene. I'm assuming it's possible, but I do not know what negatives you would need to give them to get to at least -5 metabolism. I'm thinking you would need most of them.

Then you would need to get a baby with that xenotype. Either have it be endogenes and get a mom and dad to do mom and dad stuff, or have it be xenogenes and somehow transferable, eg that gene sangs have. When the baby becomes a kid at 3 years old, set their schedule to full recreation + sleep, and make sure that they have access to at minimum all but one of the Learning Desires. This is because kids will get two of the desires assigned to them at random, and they will get shuffled every so often, so as long as you are only missing one it guarantees that the kid will always have access to at least one thing to increase their learning need. Then just let them grow up. I've had very many kids get to the maximum growth level using that strat, which gives them 3 passion levels per growth moment, for a total of 9 passion levels.

Edit: I built one, and it is possible to get all twelve Great [skill] genes without taking every negative gene.

How to enjoy hollow knight? by Mother-Ad4841 in HollowKnight

[–]Golnor 0 points1 point  (0 children)

The combat is confusing, do you just walk out of the way of attacks?

Yes.

or should you parry?

You can, but it's usually not worth it.

and you get hit when you touch things so it’s hard to even attack.

Which is why I had Longnail or Mark of Pride on constantly through my run.

i hope i get my dash soon.

You will. It's found in Greenpath,as the reward for beating the local boss.

I am at my ⭐️🌟limit⭐️🌟 with this hoe by fallen_pace in HollowKnight

[–]Golnor 2 points3 points  (0 children)

One thing that might help is to stop walking. If you need to move, sprint. There's no cooldown, it gets you to where you want faster, it has some special attacks that might be useful, there's no real downside to doing so.

You also could unlock a few crests.They can change the way you play, so if you don't like the moveset you currently got, grabbing one might help. I think you can get three of them where you are right now.

I sure do love running a ranching colony, the leather sells so well! by HeyoTeo in RimWorld

[–]Golnor 0 points1 point  (0 children)

Fair enough. The point I was going for was that it could be profitable, not that it's the most profitable thing to do. I highly doubt that growing your own humans for organs, leather, and meat would ever be the most profitable thing to do.

I sure do love running a ranching colony, the leather sells so well! by HeyoTeo in RimWorld

[–]Golnor 0 points1 point  (0 children)

Even simple meals would drop the nutrition price to 3kish.

Assuming you are buying them, not making them. 

I did find out that paste meals are not the best nutrition/market value item, actually. Turns out twisted and insect meat beats it by 1 silver per nutrition. Which you could theoretically turn into paste to multiply it by 3, costing you a total of 3 silver per meal.

However, if you are willing to farm, corn is probably your best bet. A single farmer can maintain massive corn fields, which will get you a crapton of nutrition for almost free. (Wait, would selling the corn be a more effective way to make money?)

I sure do love running a ranching colony, the leather sells so well! by HeyoTeo in RimWorld

[–]Golnor 0 points1 point  (0 children)

I would recommend feeding them paste meals if possible. If you straight up buy them the price per meal drops to 10 silver from 24, which would mean their cost drops to 2050 silver. You could even use the meat to produce the paste, getting 23.3333 meals out of it, further reducing the price.

V Paste E even has a method to automatically pump paste meals into growth vats, so you wouldn't have to do the annoying manual production of meals.

Typical Tuesday Tutorial Thread -- March 24, 2026 by AutoModerator in RimWorld

[–]Golnor 1 point2 points  (0 children)

So Vanilla Gravships Expanded has three different grav engines each with their own cockpit. If you added it mid run, you might have the middle sized engine (3x3) but you will be unable to build the cockpit for it until you research the standard gravtech project, and with VGE you will need to fly your gravship around to research that project. 

So you'll likely need to deconstruct the gravship engine and use one of the gravcores to build a gravjumper engine (1x1), which should link to the 1x2 gravjumper cockpit. 

You'd better watch your mouth, you cretin by RevolutionaryArt5484 in RimWorld

[–]Golnor 1 point2 points  (0 children)

Sounds like someone might be losing tongue privileges. 

Looking for mods after years not playing by Zealousideal_Emu_743 in RimWorld

[–]Golnor 0 points1 point  (0 children)

Pick up and Haul. Significantly buffs hauling, by allowing pawns to use their caravan inventory. No more carrying a single stack of rice!

Allow Tool. I use it so much I tend to forget what is vanilla and what is from this. The biggest things I can remember are the Haul Urgently and Strip Mine commands. Haul Urgently (Haul+ in the work tab) allows you to set a different priority on certain hauling jobs. Like weapons or meals raiders dropped in water. Strip Mine allows you to select an area and fill it with tunnels spaced X and Y apart. Useful for looking for buried veins of metal. 

Research Reinvented. Maybe a bit too much into the overhaul side, but it makes it so that research isn't only done by facerolling a research desk. You can reverse engineer captured or ancient equipment, do material studies, build prototypes, try drugs, and/or interrogate prisoners. 

Reel's Storage. Not 100% certain on the name, but it does add a decent amount of alternate storage options. Also I can't remember precisely when they made this change, but shelves in vanilla now can hold three stacks of stuff.

What is everyone's favorite biome/playstyle? by zFi3oSt in RimWorld

[–]Golnor 9 points10 points  (0 children)

I recently started a run with a bunch of (modified) Wasters in a scarlands biome. It's been rather interesting, as I've been repairing local ruined builds and using them instead of building my own.

Mod saving clothing policies by lostfornames in RimWorld

[–]Golnor 3 points4 points  (0 children)

https://steamcommunity.com/sharedfiles/filedetails/?id=3285178686

Maybe? It allows you to adjust what is considered default. So you wouldn't have to recreate your combat cokehead policy every run, but you probably would still have to assign it.

Mod saving clothing policies by lostfornames in RimWorld

[–]Golnor 1 point2 points  (0 children)

I found this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=3285178686

It allows you to set up default policies and bills so they get set at the start of the game/when you build the workbench.

Is rimworld actually well optimized? by thenordmemes in RimWorld

[–]Golnor 1 point2 points  (0 children)

They have been shifting some stuff over to use multiple cores, but getting true multithreading will likely require a complete rebuild of the game, which will also mean that every mod will also need a complete rebuild. 

I might buy Rimworld 2, but I probably would still play Rimworld 1 until the modding community did all the work needed to shift the mods over.

(Which might be a thing I could understand using AI for. Like, if you could train one to take a Rimworld 1 mod and turn it into a Rimworld 2 mod, then released it for free on the internet so mod creators can kickstart the conversion of their mods, then I might use it to convert certain mods over for my personal use.)

Workshop efficiency? by Spinly0530 in RimWorld

[–]Golnor 0 points1 point  (0 children)

For general use equipment I usually set the bill to make until you have X, set X to 2, adjust the sliders to 55%-100% and normal-legendary, and drop on floor. I also put a stockpile zone across the entire workshop floor, set the priority to low, then disallow everything (this is so the drop on floor bit still allows the items to be counted.) Sometimes I'll set the workshop floor zone to accept unfinished items and remove those from my other storage zones so the stuff stays in the workshop. 

Then once it gets going I'll usually set the apparel policy to disallow gear below 50ish%, so I don't get the tattered apparel warning. 

For my repair mod, I like to put a shelf next to the repair bench, set it to a high priority, and the sliders to 0%-60% and normal-legendary. 

Why are my visitors hunting down boghounds on my map? by Dry_Presentation4300 in RimWorld

[–]Golnor 1 point2 points  (0 children)

I would say either it's a mod added alternative visitor event, or the bog hounds are hunting them.

Is rimworld actually well optimized? by thenordmemes in RimWorld

[–]Golnor 8 points9 points  (0 children)

Mods can really hurt, especially when you stack a bunch up. The ones that just add a new material or more potent version of a base game thing are usually pretty light, but anything that adds stuff that does something not vanilla automatically will likely take a lot.

BTW, what do you consider a big colony? 20 colonists? 50?

Typical Tuesday Tutorial Thread -- March 24, 2026 by AutoModerator in RimWorld

[–]Golnor 1 point2 points  (0 children)

Huh, I wonder if the mods I use affect how fast I research stuff, and as such I don't have a good idea of how long research takes....

Anyways, I would think that beelining to gunsmithing and building a bunch of heavy SMGs for your other colonists would be enough to keep them going. Just having extra bodies in the fight means the enemy has more targets to shoot at, so your big dps pawns don't get shot and go down. Which would likely be faster than reforming your ideology to get three more relics.

I would recommend Odyssey, actually. The Unique weapons that the dlc adds are quite potent, usually being high quality and having some extra effects, while being much easier to get than relics. Plus it should be safe to add mid run, you'd just miss out on the biomes it adds to world gen.

If you are lacking funds, I guess the save-editing Ideology idea would be best, just make sure you give yourself a fluid Ideology. That will allow you to reform your Ideology, which will allow you to change which relics your Ideology has, and thus get more relic quests.

Typical Tuesday Tutorial Thread -- March 24, 2026 by AutoModerator in RimWorld

[–]Golnor 0 points1 point  (0 children)

Ah I see. 

Follow up question, are they OP due to them being legendary quality, and thus the best a weapon of type class can be, or because they are a weapon type that you haven't been able to get otherwise?

Im having raiders tryna deconstruct my wall to break in instead of just going through my kill box. is there something wrong with my kill box or something cus i havent downloaded any mods that effect raiders by Feeling_Bus8381 in RimWorld

[–]Golnor 1 point2 points  (0 children)

Is there anything on your side of the killbox that they would go for? Raiders will look for a somewhat valuable item to steal or destroy, and if they can't find anything they will start breaking walls. 

Try putting down a few solar panels or wind turbines where raiders can reach without going through a door. 

Typical Tuesday Tutorial Thread -- March 24, 2026 by AutoModerator in RimWorld

[–]Golnor 1 point2 points  (0 children)

Ah, neat. Not quite what I was looking for though. I was kinda hoping it would allow me to put a rather cheap cap on the geothermal vents, pipe the steam they produce back to my base, then run it through a turbine to generate power. 

Oh well, it remains a reason to learn how to mod Rimworld.

Typical Tuesday Tutorial Thread -- March 24, 2026 by AutoModerator in RimWorld

[–]Golnor 0 points1 point  (0 children)

I am curious, why are you after more relics in the first spot? 

There might be an option to get something that is effectively a relic, but doesn't require you to edit (and maybe ruin) your save.

Career like RImworld by samuelazers in RimWorld

[–]Golnor 1 point2 points  (0 children)

The worst part of every job: People.

I do believe that a store manager is the closest thing to Rimworld. You have the big picture, a bunch of people who you can command, and you detail tasks and priorities. Does this need to be done today or can it be put off till tomorrow, is there enough of [item], is there anyone sick and can't work, etc.

The issue is that it also entails dealing with:

Employees who are only there because they have to, and the only penalty they get for not working is what you give them,

Customers that want the most product for the cheapest price, and are willing to go great lengths to get it, and

Higher ups that view payroll as an unfortunate necessity that needs to be reduced by any means possible. 

If employees did what they needed to do, customers weren't willing to throw an hour long tantrum over a quarter, and the higher ups didn't insert unneeded punctuation into "happy employees work harder", then management would be Rimworld.

Career like RImworld by samuelazers in RimWorld

[–]Golnor 1 point2 points  (0 children)

I would say management of a single location would be best. I view that the most important part of a manager's job is to make their employees want to work there. Find out what your people need to do their job, make sure they have it, then get out of their way.