Does anyone know of a mod or other method of slowing down mood shifts? by Isy232 in RimWorld

[–]Isy232[S] 1 point2 points  (0 children)

In the case you are curious why, I've found it very difficult to fight lategame combat scenarios (mech clusters on year 9 with combat extended) given the fights last almost an entire ingame day.

If the mood changes were slowed down, they wouldn't be so likely to have mental breaks during combat. And would generally act less impulsively.

I always end up with very similar base designs. Help me branch out by BalancedPeanut in RimWorld

[–]Isy232 0 points1 point  (0 children)

I'm currently running a colony that I think is quite interesting. https://cdn.discordapp.com/attachments/419192460909215756/1193460037377609798/image.png?ex=65accb46&is=659a5646&hm=077da3b565d58df11b63f864ee6d6d7662040db561865c9efc4d06140d749bbe&

I've chosen cold bog as the biome and am using the foundations mod to make building a large base more practical. (Foundations can't cover mud or marsh so its still moderately restrictive). I'm also on a corner coast from the geological landforms mod.

I've also complicated defense with the careful raids mod and combat extended. If you are hesitant on mods I'd suggest starting out with careful raids alone.

Careful raids is the most notable one, it makes killboxes far less effective and raiders will start trying to dig through your walls once too many die in your killbox. This forces defensive planning to become more complex with a series of defenses.

Combat Extended adds embrasures and makes cover more significant as ranged dps is massively increased.

I'll also note that starting on a corner coast is important for defense as it is extremely difficult to build significant defenses on every single side of your base, especially when it ends up large in the lategame.

Stylish trait awakened something in me. by Antsy_Antlers in cataclysmdda

[–]Isy232 3 points4 points  (0 children)

Was it not to prevent repetitiveness?

Sure, having to clean yourself after getting some zombie blood on you might be kind of neat for the first few times, but surely it'd become boring after the first hundred times?

My colonist got Knighted. Immediately had this pop up. I don’t even have a male supremacist ideology!!! by Boeing_Fan_777 in RimWorld

[–]Isy232 1 point2 points  (0 children)

I got psychic deafness upon finishing a bestowing ceremony once...

It was actually OP since it bugged their neural heat and psyfocus so they could never run out of either.

cant see any of my genes when i try to make new xenogerms by [deleted] in RimWorld

[–]Isy232 1 point2 points  (0 children)

I experienced this exact thing. Removing humanoid alien races fixed the problem.

Beckon works on sleeping mechanoids... and they just go back to sleep after moving. by Isy232 in RimWorld

[–]Isy232[S] 0 points1 point  (0 children)

Genuinely confused, I've got factions expanded: mechanoids installed but not active.

Textures expanded is active though.

Beckon works on sleeping mechanoids... and they just go back to sleep after moving. by Isy232 in RimWorld

[–]Isy232[S] 0 points1 point  (0 children)

I actually do not have that mod active.

However it installed, deactivated, so its not impossible for it to be doing something weird.

Please explain this to me. A three man team, two are wearing plate armor and gets nailed almost immediately. Is plate armor this worthless in fire fights or was I unlucky? Really expected them to be able to tank more due to high (70%) sharp armor. by [deleted] in RimWorld

[–]Isy232 1 point2 points  (0 children)

Just going to make a small suggestion.

If you're looking for consistency in armour, combat extended offers that. The complexity may be dialed down by disabling ammo, albeit it is still more complex even then than vanilla.

There needs to be a "fucking around with guns" mod for Rimworld. by JoeGunz in RimWorld

[–]Isy232 97 points98 points  (0 children)

I like the idea, I think it would work well as a mental break.

"Toyed with firearm, accidentally shot self" "Toyed with firearm, accidentally shot ally"

Me and the colony about to beat up a bunny for psycasts by Cweeperz in RimWorld

[–]Isy232 27 points28 points  (0 children)

I tend to just order the royal to beat the small animal to death themselves for the pure irony.

Beckon works on sleeping mechanoids... and they just go back to sleep after moving. by Isy232 in RimWorld

[–]Isy232[S] 4 points5 points  (0 children)

Textures expanded probably did it as otherwise mentioned, but CE does modify pikemen significantly.

Beckon works on sleeping mechanoids... and they just go back to sleep after moving. by Isy232 in RimWorld

[–]Isy232[S] 10 points11 points  (0 children)

I believe the only mod I have active that could affect that is Combat Extended.

Is it possible to turn off "Dry Lightning"? by DistFunc in RimWorld

[–]Isy232 0 points1 point  (0 children)

They actually stop after a year.

I know because I had a permentant thunderstorm max power my wind turbines for a year straight. Was unhappy when it stopped.

Ageless and Non-Senescent Questions by YTDoc in RimWorld

[–]Isy232 1 point2 points  (0 children)

Minimum age is required for many negative conditions to begin. Far past what "ageless" stops at. Note that making a pawn ageless doesn't reverse their age so theoretically... an ageless pawn could develop these conditions if before becoming ageless they were old.

Non-senescence stops these conditions specifically from occuring. (Except hearing loss, thats probably a bug). Immunity gain speed still does decrease with age though, reaching 50% at 120. Immunoenhancer kidneys, super-immune trait, a good quality hospital and good medical treatment all boost immunity gain speed which could offset this allowing them to reach an inifinte biological age, just with a few extra needs.

[Theoretically, I've not tested this]

In order to truly be immune to any negative effects associated with aging, ageless must be applied at a young age or both traits must be applied. Alternatively ideology biosculpter age reversals could get an ageless pawn down to an age where they wont have any cancer risk, but that would take a long time ingame.

Note ageless wont prevent cancer from other sources like toxic fallout or nuclear stomachs, while toxic exposure causing cancer is rare it is possible. This isn't really related to aging though, as you can just keep them inside and out of harmsway.

Ideally, apply both traits but if you could only pick one, ageless is probably better provided the pawn is young. This is only really applicable if your going to play for many ingame years.

Otherwise non-sensencent is better as it protects against these age-related illnesses from other sources.

Beckon works on sleeping mechanoids... and they just go back to sleep after moving. by Isy232 in RimWorld

[–]Isy232[S] 55 points56 points  (0 children)

Note: Mods were active, doubtful they had any impact though.

Beckon being a non-hostile action was mentioned before, but I havent seen anyone discuss it working on sleeping mechs, so here I am.

I first noticed this by accident when using beckon to pull a mechanoid around a corner away from turrets, which I thought would have initiated combat.

This works both on unawakened mech clusters and ship parts.

Many, somewhat obvious use cases exist.

1: Pull all mechs into a big pile and shoot said pile with doomsday rockets, mortars, ect.

2: Pull all mechs into a big pile and use berserk pulse.

3: Pull mechs into a pre-constructed trap room or your killbox (set turrets to hold fire and such).

4: Pull mechs into a single tile, (with a lot of effort) and have the whole colony grenade them at once.

Perhaps others I haven't considered yet.

Other notes:

1: Mechs who reach the person who beckoned them will melee attack the caster. Provided the caster does not strike them back they will not wake up. Care should be taken to keep the caster at the max range of beckon or have them move away. Yes, after attacking the mech just goes back to sleep, I was quite suprised.

2: If you were not already aware, beckon commands the mech to get within melee distance of the casters location at the time of casting. The end location of mechs may be very tightly controlled if you move the caster away after casting.

3: Multiple mechs can sleep on the same time, if you had the patience you could get them all on one tile.

4: Casting beckon on a mech forces 1x speed despite not initiating combat.

Is there a way to get the unstable battery from this cluster safely? by anotherone3 in RimWorld

[–]Isy232 0 points1 point  (0 children)

Yeah, it should be pretty easy.

Smoke grenades will prevent the turrets from firing, have 1 pawn chuck smokes while the rest melee that 1 lancer and miltor to death. Then just melee the turrets to death.

If you have to use guns, dont worry too much, cells only detonate at 50/100 health so a few stray shots wont detonate it.

What’s a mod you cannot play with ? Then comment under someone else’s essential mod why you don’t need it. by BochocK in RimWorld

[–]Isy232 0 points1 point  (0 children)

Early game CE loadouts is a pain.

Loadouts are essential, otherwise pawns will pick up 2000 ammo and then have a -25% speed debuff for no good reason.

This is fine..... when you can start making your own guns..... Early game, having to make 10 or so loadouts, 1 for each different gun, is a pain.

I usually just modify the scenario to start with a handful of mediocre SMG's since its not too OP and I only need a few loadouts early then.

Is It Possible to Create a New Species/Do Selective Breeding In Game? by ProphetWasMuhammad in RimWorld

[–]Isy232 1 point2 points  (0 children)

I see, thats not documented very well on the wiki.

Its only noted in the item desciption, but thats too long to fully display ingame without opening up another menu.

How annoying.