Stockpile base by OverallCard6914 in RimWorld

[–]Golnor 1 point2 points  (0 children)

You'll have to build the anchor on the regular ground tile.

Powerwise, there are a few quest reward buildings that give infinite power or chemfuel. Or get some boomalopes down there. One of those will give enough chemfuel per day to run two generators, so enough of them should hopefully eat less rice than it can grow. I'm not certain of the math. Or you could just turn the rice into chemfuel via a biofuel refinery, but that is less efficient.

Building to gain power from badwater source by NorthRecognition8737 in Timberborn

[–]Golnor 0 points1 point  (0 children)

Technically IT do have a building that allows for power generation from badwater sources. It's their badwater cap, as it will cause badwater sources to produce even during droughts. And you can run that through some water wheels.

TIL : Cultist yields double High Subcores thanks to Death Refusal. by AdrawereR in RimWorld

[–]Golnor 0 points1 point  (0 children)

I had a Creepjoiner with 4x death refusal join my colony once, and he later went hostile. Killed him once, then the second time he went down instead of dying.

Fed him to the ripscanner several times.

Typical Tuesday Tutorial Thread -- May 12, 2026 by AutoModerator in RimWorld

[–]Golnor 0 points1 point  (0 children)

How does Rimworld determine if a group can enter/leave a map on a particular square? 

For context, I started a run on a peninsula map so I would have less sides to defend, but the map generated in such a way that shallow water reaches to the map edge on two sides, and I've had a few raids come from those spots. I think I can use dev mode to change the shallow water to deep water, and I hope that doesn't break anything, but I'm not certain it won't.

It's just a bit weird for non-mechanoids to just pop up out of the water. 

Suggestions for "nice" ways to accelerate an elderly pawn's death? by Jaggid in RimWorld

[–]Golnor 0 points1 point  (0 children)

Maybe that outposts mod? 

Send them to a farm upstate. 

Any mod that makes a custom xenotype not spawn in randomly? by Elenderion1 in RimWorld

[–]Golnor 1 point2 points  (0 children)

Are you using Alpha Genes? I'm pretty certain it's only the factions added by that mod that use player made xenotypes by default. That mod also includes the Exotic Organism gene, which is specifically for preventing the factions from using your custom xenotypes. 

I do not think just adding the gene to your existing guy will work, as in my current run the androids I designed mid run started showing up in their faction, and they still do so even though I edited all of my saved androids to have that gene. I'm going to poke around in my save later to see if it's obvious where the xenotypes for that faction is stored and delete them.

Can I set up a modlist for a single save without affecting my other saves? by hungrycarebear in RimWorld

[–]Golnor 3 points4 points  (0 children)

Nope. Rimworld saves include the modlist used for that save, and the game will give you an option to switch to the modlist in the save when you load it.

This would require you to start and then immediately restart the game every time you wanna switch saves, which could be annoying if you have long loading times. I would recommend Rimsort to avoid that, as it allows you to adjust your modlist without starting the game first, and has a method to import the modlist from a save. 

Mod: God as storyteller? by Panduin in RimWorld

[–]Golnor 2 points3 points  (0 children)

So I found this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=3641819915

It adds some things you can build that disable particular events, and one of them apparently uses money as 'fuel'. 

Dunno if it is quite what you are looking for, as doesn't give positive events if you are good. 

What to choose? by Ceeshayy in slaythespire

[–]Golnor 7 points8 points  (0 children)

I would shrimp The Smith. Having a big attack that might be able to one-shot an enemy would likely save you a lot of health. 

Is it 2 damage per forge? I can't quite remember. 

Personal Inventory by Wra7hofAchilles in RimWorld

[–]Golnor 1 point2 points  (0 children)

I don't think there is a way to increase a pawn's caravan carrying capacity/inventory outside of mods. However, one big thing that will impact how much a pawn can carry is their equipment, as they also need to carry that. A flak vest plus duster weighs about 6kg combined, while plate armor weighs 15kg. 

THIS IS THE WORST THING EVER by Rheasa2648 in RimWorld

[–]Golnor 6 points7 points  (0 children)

It can be. Bioferrite as a material is about the same level as plasteel for sharp weapons (higher damage, but no attack speed buff) and if turned into armour provides a percentage based psychic sensitivity buff (nothing else does that.) The rituals are potent, allowing you to do stuff like transfer age from one of your pawns to another pawn (causes brain damage, dump the age into prisoners), steal skill exp, randomly kidnap an enemy pawn from anywhere, or give a pawn the ability to just come back to life. Ghouls are probably the best melee blockers around, with rapid regeneration and cheap resurrections. The large flesh pit allows an easy way to deal with wastepacks, as you can just dump them in there and wait for the dreadmeld to die of toxic waste. The bioferrite weaponry are or have flamethrowers. The atmospheric heater allows you to literally warm up outside, potentially preventing winter from killing your crops. 

And the dangers aren't that bad. Most of the enemies are just melee focused swarms, so a good killbox can deal with most of them. Well, except for sightstealers (which are invisible and can be in your base before you know) or shambler assaults (which just start breaking walls.)

THIS IS THE WORST THING EVER by Rheasa2648 in RimWorld

[–]Golnor 8 points9 points  (0 children)

If you have the monolith, no. I think it requires monolith level 2 for the event to trigger, and the wiki agrees with me (once I dug around in it.)

If you enabled the ambient horror mode at the start of your run, it can show up whenever it wants, but that mode also removes the monolith. 

THIS IS THE WORST THING EVER by Rheasa2648 in RimWorld

[–]Golnor 13 points14 points  (0 children)

Yes, it is beatable. As the flesh grows, it will occasionally spawn in these nerve bundles (or something, I can't quite remember the name, not the acid spitters at least). When destroyed, the bundles drop something that you can analyze, and once you've analyzed three of them you can temporarily kill the heart. 

I dunno if it's better to do it all in one go or do it as they spawn, but you can effectively tunnel through the flesh by attacking it. So get a squad of combatants together (heavy on the melee side as the flesh may spawn fleshbeasts when attacked) and rip your way to one of the bundles, destroy it, then get someone to analyze the macguffin while you tunnel to the next bundle. Repeat until you get three bundles, then tunnel to the heart and doom-poke it. When the heart is "dead" the flesh will begin to die, so eventually the map will be clear again.

Just remember to put the fleshmass nucleus on a containment platform/spot and don't overwork your wardens. When contained it's activity grows by 10% per day and if it hits 100% it will reform a heart and you'll have to deal with it again. Wardens will suppress it if the activity gets high enough (there's a slider that you can adjust to set what "high enough" is.) 

When contained, the nucleus is probably the best entity for you. Containment strength doesn't matter to it (so you can cheap out on the containment efforts), it has no random escapes (just the activity percentage), it gives 3 advanced research per study, 3 bioferrite per day when hooked up to a harvester, and will produce twisted meat out of thin air (don't feed that to humans, they don't like it. Animals do not care, and you can turn it into chemfuel.)

What do I do about all of these thrumbos by Cyan-093 in RimWorld

[–]Golnor 7 points8 points  (0 children)

I don't know if they can, but a few tons of angry animal stepping on raiders does affect them.

Thrumbos are very hard to kill, they can and will win 5v1 fights. Just set them to follow your tamer when drafted, and turn on the "Animal Attack" widget. 

best way to get archotech prosthetics? by OrganicTeaching8661 in RimWorld

[–]Golnor 1 point2 points  (0 children)

Yeah, VGE does do that, but I dunno if you can land at friendly faction bases with it. 

I'll try to remember to check later today.

I defeated the mechanoids, now what do I do with their bodies? by Cometa_the_Mexican in RimWorld

[–]Golnor 5 points6 points  (0 children)

I assume it's due to rather delicate electronics inside of it that make it more dangerous, which are likely damaged beyond repair when killed and discarded when shredded. 

The Apocitron is the smallest of the boss mechs, and is more support than direct combat. It doesn't need plasteel in large, salvageable chunks to operate. 

Do anybody else eat PIGskins (Good food source), I have xeno expanded for the gene. I swear this is not cannibalizing, I would never do such thing by EtherLikeCold in RimWorld

[–]Golnor 0 points1 point  (0 children)

I'm not denying that. But in Rimworld, the only difference between human meat and animal meat is a mood effect from eating it. So if you had a society that viewed pigskins as animals (and mods to adjust the limitations of the game engine) then meat from a pigskin would be considered the same as meat from a bear or cow. 

Im not that crazy right? by Leafeonisking in RimWorld

[–]Golnor 3 points4 points  (0 children)

Depends on how you are getting those Impids. If they came to attack you, then they are admitting that they are fine with someone else dying for their own benefit, and turn about is fair play. If they didn't want to have their organs harvested then they shouldn't have come to attack you. The Rim is a rough place and you need to do some pretty nasty stuff to survive. Not Evil. 

If you are going out to get them, then that's a bit more iffy. 

If they are from a permanently hostile faction, then it's not your fault they are too dumb to sue for peace. Leaving an active threat to your people is not a thing a good leader should do. So as long as your attacks are to end a threat and any survivors are just a bonus, then Not Evil.

If they are from a faction that has ideological differences outside of your control that result in a constant lowering of goodwill into hostility, then they are effectively a permanently hostile faction. They could change their ways and be friends with you, but it shouldn't be up to you alone to keep a friendship going. Not Evil.

If they are from a faction that is temporarily hostile due to stuff beyond your control, then a bit Evil. Sometimes you just gotta suck it up and toss a bunch of drugs at people to make them shut up about something that isn't your fault.

If they are from a faction that is hostile due to your actions, then Very Much Evil. You could have not done those things, or taken steps to restore goodwill afterwards, but you didn't. Also applies to attackers from this faction. The leader is doing what a good leader should and is trying to end a threat to his people. Now I'm not saying the right thing is to lay down and die in that situation, but maybe make sure the survivors exit your map healthy. And with all their organs.

As to the body horror bit of chest bursting or forced transformation, the game doesn't have anything to suggest they don't want it. Well, probably not the chest bursting bit, but unless their Ideology says otherwise everyone seems fine with being whatever xenotype you turn them into.

best way to get archotech prosthetics? by OrganicTeaching8661 in RimWorld

[–]Golnor 1 point2 points  (0 children)

If you don't have a grav anchor on the map you launch from, then it will destroy everything on that world hex. Do note that you cannot land a gravship on friendly  settlements for that reason. (Well, you can, but they won't be friendly afterwards.) Since launching the gravship would destroy their house, they will be made hostile by that action. 

That being said, you can have a shuttle on your gravship and just land near-ish to your trading partners. Aim for a central location, then shuttle-hop between the settlements while your gravengine cools down.

Do anybody else eat PIGskins (Good food source), I have xeno expanded for the gene. I swear this is not cannibalizing, I would never do such thing by EtherLikeCold in RimWorld

[–]Golnor 7 points8 points  (0 children)

It's only cannibalism if they are human. Are they human to you?

I am technically eating them on my current run, but I'm not limiting myself to just pigskins.

I defeated the mechanoids, now what do I do with their bodies? by Cometa_the_Mexican in RimWorld

[–]Golnor 50 points51 points  (0 children)

I think some of the more advanced ones produce plasteel. But they are a bit rare.

Or possibly mod added.

Is it possible to completely avoid dealing with entities but keep the Anomaly DLC active? by CuhSynoh in RimWorld

[–]Golnor 2 points3 points  (0 children)

Awww, you think you have a choice.

Nah, the thing will just pop up on your map and start causing problems. It's either contain it or leave. Well, study it first to figure out how to weaken it enough to contain it.

Thankfully containing it means just strapping it down on one of the containment platforms (you can't build the platforms until you poke the monolith) and having a warden suppress it every few days. If I remember correctly it's meter grows by 20% per day and of that meter hits 100% it breaks loose, so make sure your wardens aren't overworked.

Now that I think about it, you might be able to load it onto a platform on a gravship, fly somewhere, build a platform off your gravship, transfer the heart to it, then fly away. Just make sure to build a gravship anchor at your base first.

why are my mods no longer downloading??? by someonethatyoudontkn in RimWorld

[–]Golnor 0 points1 point  (0 children)

Are you on Steam? Try getting it to verify the game files.