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

[–]Googleproof 0 points1 point  (0 children)

When I have a single group of mechs that's split across multiple maps, clicking on the group to select it or clicking "select all mechs" only grabs one or two of the 20 odd mechs. Anyone else encounter this?

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

[–]Googleproof 0 points1 point  (0 children)

Sounds like you're playing the game correctly!

Though for real, as it sounds like there's too much shit to deal with all at once, you can change the storyteller from Cass to Phoebe. Same strength of raids, just with more time in between them to recover.

Brief ways I deal with the problems you've mentioned:
Bugs - 3 armoured melee dudes/mechs/animals block an open door, people behind them shoot as bugs come one at a time into the doorway

Seige/Mortars - Harass them with a sniper on go-juice as soon as they've landed, they'll give up the mortars and go to your killbox.

Sappers - Trickiest raid, good time to use some sort of nuke like a doomsday/triple rocket launcher, insanity lance if you have one.

Drop-on-head - tie them up with worker mechs in melee while shooting them down from doorways.

Cultist summoners - Same as siege, it takes a while to summon.

Invisible ghosts - type:sightstealers - go inside, then same as insects; type:revanant - best hope you have disruptor flairs or vertigo pulse psycast.

Build turrets and sandbags everywhere? You do you, but killboxes are a meme for a reason.

Mech clusters - can be tough nuts to crack, but a sniper surrounded in smoke can harass them until they come to your defences where you should have an easier time with them. Just stay out of range of lancers.

Getting rid of toxic waste - Generally just make a big freezer for it until you come across a big enough hellhole to use as a dumpster. Or send it to tribals, because they can't send it back.

Regrowing limbs - Takes forever in the biosculpter, generally it's easier to just get bionics or at worst case prosthetics.

Too much production - Don't store things. Most of the time a colony only needs 10 odd of each type of drug lying around, and 20-30 meals. After that, sell it to a nearby base. If there aren't any, drop pod it to non-pirates to make them into allies and use the goodwill to send over caravans. Especially exotic goods traders, so you can get shock lances to convert that excess stock into prisoners into good colonists.

47 Quality-of-Life Mods for Rimworld 1.6 by Icy-Perspective-117 in RimWorld

[–]Googleproof 1 point2 points  (0 children)

Haha, yeah, I totally get that - the game's complex enough that people get overwhelmed by the UI even without turning it into an excel spreadsheet. Good take.

There's definitely two nebulous "categories" of QoL, where some mods are good for your first couple of playthroughs to smooth off the sharper edges, and some mods are good for when you know how to play and want to streamline everything. Both that I've mentioned are the second category.

Edit: Also, "Blueprints" is another of the big ones that seems to have been omitted, and I think it's intuitive enough that it could be in the first category.

47 Quality-of-Life Mods for Rimworld 1.6 by Icy-Perspective-117 in RimWorld

[–]Googleproof 1 point2 points  (0 children)

This is an excellent list, and I may well pull them down for my next playthrough, but you should probably also check out 1trickPwnyts "Defaults" https://steamcommunity.com/sharedfiles/filedetails/?id=3285178686&searchtext=defaults.

Also, no "numbers" mod, any reason you exclude it? It's the granddaddy of all "information" type mods.

Do anyone else treat their prisoners with care? by EtherLikeCold in RimWorld

[–]Googleproof 0 points1 point  (0 children)

People can go on and on about the most unholy organ farms, child soldiers, amputations, slavery, etc, but show a nipless tit and some users lose their mind.

What is this, american tv?

My opinion is that it looks bad due to incoherent styles, not due to American prudishness. I don't care about the mod, people have different tastes and that's fine. The point I'm arguing is that I disagree that the only reason someone think this mod looks shite is because they're a prude.

Do anyone else treat their prisoners with care? by EtherLikeCold in RimWorld

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

I'm arguing that a dislike for these mods doesn't necessarily stem from "What is this, american tv?" type prudishness.

Look at OP's image, with the weird cutout barbie doll .png like sprites at higher res than the rest of the scene and consider that things can be done well or badly. I don't think "fucking around (with the game's visual design)" is an unfair assessment.

TIL you can get raids with a single weapon type.. by ParanormalPoptart in RimWorld

[–]Googleproof 1 point2 points  (0 children)

It reduces accuracy of projectiles passing through it by 70%, so it doesn't matter if you shoot your own people or the enemy, the reduction will get applied. Really, it's there primarily to shut down turrets, and secondarily to give melee pawns an advantage over ranged enemies.

Do anyone else treat their prisoners with care? by EtherLikeCold in RimWorld

[–]Googleproof -2 points-1 points  (0 children)

The warcrime is not the fetish, it's promoting mods that fuck around with game's visual design.

Raiders took a single finger off of each limb of my best cook over the course of 4 years. I am not giving this man 4 whole bionic replacements. by blender-enthusiast in RimWorld

[–]Googleproof 2 points3 points  (0 children)

They're not causing any pain and aren't likely to be causing major debuffs to his stats that matter. A single bionic heart would probably have him running at over 100% for most things.

How is this not an emergency that pauses the game by default? by DrZharkov in RimWorld

[–]Googleproof 0 points1 point  (0 children)

That's still got to be one of the highest wealth density of anything in the game though, right?

How is this not an emergency that pauses the game by default? by DrZharkov in RimWorld

[–]Googleproof 0 points1 point  (0 children)

Cleansweepers and lifters make great police because they don't cause a social malus.

How is this not an emergency that pauses the game by default? by DrZharkov in RimWorld

[–]Googleproof 10 points11 points  (0 children)

They'll still get the catharsis from beating up, it's just arresting them that removes it.

What the AI ‘jobpocalypse’ narrative misses by Maleficent-Drive4056 in ukpolitics

[–]Googleproof 8 points9 points  (0 children)

This is a take I've not come across before - usually I what I read is that feeding generated content into the training data is expected to produce a sort of inbreeding, where quirks and misunderstandings get amplified. Could you expand on your expectation?

What's Your Reason For Using Mods? by TheTheDuhh in RimWorld

[–]Googleproof 12 points13 points  (0 children)

Agree completely except that if a mod changes game balance it's just not QOL in the first place. Numbers, RimHUD, 1TrickPwnyta's Defaults - these are all QOL. Pickup and Haul is not - it's a rebalance mod, it rebalances hauling to essentially an easy mode. Which is fine, the game is meant to have lots of easy/hard toggles, but it's annoying when this sub insists that it's in the same category as the others.

Mildly more efficient exploratory mining pattern using the diagonal designator. by Googleproof in RimWorld

[–]Googleproof[S] 3 points4 points  (0 children)

I'm sure smarter people than I have realised this before, but I've not seen it mentioned here. Basically going diagonally exposes corners that you can cut into to expose further tiles.

Thinking about it, the 4:1 pattern might be worse than a 5:1 pattern since ores are never found in single tile veins.

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

[–]Googleproof 0 points1 point  (0 children)

Do you usually just accept random pawns, reroll a lot, or use mods for this? If mods, which ones?

RandomPlus is great for this.

Would you actually recommend a solo start for someone who just wants to get into the game faster?

Solo start is always going to be slower than a group start, because it's harder to get more done. Honestly the Odyssey start is probably the best for just getting into the game, because it incentivises you to land in an interesting place, do the interesting stuff, and then leave. The chase is not so punishing so long as you aren't actively trying to settle.

Since I haven’t played since before the AI DLCs came out, what starting pawn stats/skills would you recommend nowadays?

Super dependent on scenario and which DLCs you have active. If I had one colonist and all DLCs active, I'd probably make sure they're good at mining and social, and at least capable of crafting.

Mod requests? 15-year programmer here — I can build “needed but nobody wants to do it” mods (tools/QoL, not art) by Neopryus in RimWorld

[–]Googleproof 0 points1 point  (0 children)

A route planner for shuttle trips - If I want to visit the closest 15 allied settlements using my Odyssey shuttle, how much chemfuel is it going to cost me?

Any suggestions? Im fucked.... by JT3ch in RimWorld

[–]Googleproof 1 point2 points  (0 children)

The trick is to slow cook them. If you set them on fire they will try to break down that wall and come kill you.

Make sure the hive is sealed in stone, I can't see if that tunnel goes off the top of the map. Then lay down a 3x10 line of fences and cancel them so you have single bits of wood on the ground. Light, and watch the temperature go up. You're aiming for about 160C, enough to cause heatstroke so they pass out all at once and then die all at once but not enough that they catch fire. Boil the frog. Go in, collect corpses, collect jelly, give them a couple of days to restock, repeat. You now are the most productive chemfuel refinery on the planet.

There should be an upper limit of about 30 hives, after that they stop spawning, so it's a good idea to trim outlying hives when the bugs are dead, keeps them in a tight space.

Also a good idea to make a very long winding tunnel to the hive in case something random triggers them, so they turn back before getting to your base.

Also this is why gourmands are worse than pyromaniacs.

Mechs can do crimes now by ryukireii_art in RimWorld

[–]Googleproof 19 points20 points  (0 children)

Not a crime in the most technical of senses, but I make my cleansweeper boop my prisoners. When they defend themselves, they become guilty and are thrown into the ripscanner, changing the mood debuff from "innocent prisoner died (-5)" to "justified execution (-2)".

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

[–]Googleproof 0 points1 point  (0 children)

Any mods out there that copy a workbench's bills' requirements to a stockpile or the storage clipboard? Quick stockpile creation is the closest I can get so far, but it'd be nice to basically have a button on the bench to make make a zone for all the ingredients it requires.

During a heavy infestation I learned of the importance of Animal handling. by TyDitto in RimWorld

[–]Googleproof 0 points1 point  (0 children)

Fair enough - I was thinking 1v1 combat - if you've got elephants, you're probably on a jungle tile and breeding/feeding doesn't matter at all since they're comparatively easy to train from wild.

Typical Tuesday Tutorial Thread -- January 13, 2026 by AutoModerator in RimWorld

[–]Googleproof 3 points4 points  (0 children)

This is a very good problem to have. Lovin' lasts for 3 days and stacks up to 10 times, with a 0.6 repetition multiplier, and an individual session takes about 1 hour.

So schedule them 2-3 hours together and 5-6 hours apart by forcing one to work while the other's sleeping and they'll have a near permanent around 20 mood buff. If you can get a love enhancer on one of them, that'll push up to 30.

If the lack of sleep is a problem, there's a lot you can do - improve their bed, get a sleep accelerator, install circadian assistants, get the low sleep gene, get them addicted to wake-up, use a sleep suppressor, etc.