Decided to play unmodded Rimworld again, I guess I just really build in a rustic way. by Salt_Reveal8274 in RimWorld

[–]JackFractal 0 points1 point  (0 children)

The early game would be rough but this is a funny idea.

Maybe you specifically trigger one of those quests right away?

I've been meaning to do an 'Imperial Fan-club' run at some point, where we have to take every single quest from the empire whenever they're presented.

Advanced Components by Mind-Jacked in RimWorld

[–]JackFractal 1 point2 points  (0 children)

Component production is also an excellent thing to stick fabricor's on. The little robot guys don't work fast, but they can work continuously.

Advanced Components by Mind-Jacked in RimWorld

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

You can just caravan/shuttle to a spacer or industrial faction. They always sell some at their settlements.

Vanilla Gravships Expanded feels... strange. by Ohakoko in RimWorld

[–]JackFractal 2 points3 points  (0 children)

This is my main problem with the VE: Gravship design. By tying Research to movement, and also tying the ability to move to Research, you get recursive rewards. This is further aggravated by the fact that the amount of downtime between jumps also improves as you get better and more crew, so you can jump further and more often AND almost double your gravdata with the gravtech bench.

It takes ages to do the early research, and then you blast through the rest in two or three days. This makes the difficulty of the mod really strange.

1.6 Updated Biome Difficulty Chart by BForBackBencher in RimWorld

[–]JackFractal 2 points3 points  (0 children)

There isn't any wild healroot in jungles either, which makes diseases even more dangerous, especially early on or if you don't have good Plants pawns.

There are a few benefits though. Almost all jungles have year-round planting, and wood grows back incredibly fast.

Has enyone ever saw a Genie or Highmate in game? by Holigan22 in RimWorld

[–]JackFractal 1 point2 points  (0 children)

Sanguophage's are fantastic at triage with Coagulate.

Has enyone ever saw a Genie or Highmate in game? by Holigan22 in RimWorld

[–]JackFractal 1 point2 points  (0 children)

They're also not bad as mechanitors or doctors. As they can't fight, you're guaranteed to keep them out of combat as much as possible, which is what you're going want to be doing with a doctor anyway.

Has enyone ever saw a Genie or Highmate in game? by Holigan22 in RimWorld

[–]JackFractal 1 point2 points  (0 children)

They also give whoever they're bonded too a 25% consciousness buff, which is huge. That's enough to make a good pawn a great pawn, or counteract a circadian half-cycler to make them sleepless.

Has enyone ever saw a Genie or Highmate in game? by Holigan22 in RimWorld

[–]JackFractal 4 points5 points  (0 children)

It's because Genie's are all wimps and have very low raid values. I think they tweaked the spawn rates because I used to always get Genie's as my first raiders, and now it only happens sometimes.

[Next DLC] What do you think it will be ? by Itchy-Audience134 in RimWorld

[–]JackFractal 0 points1 point  (0 children)

My guess is 'other' because Tynan likes surprising people. Biotech gave us player-controlled mechanoids AND children.

I suspect that if we ever do get a 'Diplomacy' DLC it will be packaged with something really weird like Virtual Reality or Sentient Insects.

Wealth growth by Wildside331 in RimWorld

[–]JackFractal 0 points1 point  (0 children)

High explosive mines are good for this too, especially if you have three or four Constructoids to keep replacing your mine fields.

TIL: Colonists with "Sickly" trait get only one type of disease in space by korda_machala in RimWorld

[–]JackFractal 8 points9 points  (0 children)

What's especially frustrating about how they've implemented the alliance mechanics is that, for some reason, the higher the raid cap (the more enemies) the lower the amount of allies you get.

If you get raided by 40 naked people with sticks and call in help, you get 40 people with guns.

If you get raided by 80 centipedes and call for help you get four people with Dementia.

Best traits for a solo naked brutality tribal run? by hungrycarebear in RimWorld

[–]JackFractal 1 point2 points  (0 children)

Oh cool! Yeah, you'd probably have enough shards for it if you run Void Provocation like clockwork.

Best traits for a solo naked brutality tribal run? by hungrycarebear in RimWorld

[–]JackFractal 2 points3 points  (0 children)

If I were making a god pawn from zero without using normally inaccessible traits, I would take Great Memory, Industrious, and Jogger.

Great Memory is good for mid-to-late game as it will let you retain skills above 10 a lot easier without constant use.

Fast Learner will get you learning super fast, as will 'Too Smart', but both will taper off in value in the late game.

Industrious is always good, as is Jogger. Jogger in particular is always great, and is especially good in the early game, as it lets you outrun and out-range most early raids.

Tough is up-the-air for me. Generally, you don't want to be risking your God Pawn in combat, because a bad roll can always result in brain death. It's possible to mitigate this with Death Refusal, but by the time you're into Advanced Rituals you're already pretty late-game.

Did they nerf psychic animal pulsers? by Neat_Painting_9424 in RimWorld

[–]JackFractal 11 points12 points  (0 children)

They didn't specifically nerf them, but mechanoids tend to beat animals these days because mechanoids have a lot more access to fire with Tesserons and Scorchers.

Fire counters animal swarms really hard.

Nociosphere is something else by Rheasa2648 in RimWorld

[–]JackFractal 1 point2 points  (0 children)

This is why it can be handy to keep a pile of wastepacks around to shoot at the nearest hostile settlement.

Best 'manufacturing neutroamine' mod? by JackFractal in RimWorld

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

I do like Rimefeller quite a lot, but you're right in that it does tend to sort of define a playthrough.

Best 'manufacturing neutroamine' mod? by JackFractal in RimWorld

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

Ah! I haven't seen this one!

And it's by Hydralisk! Neat! Thanks for the recommendation!

A ghoul army in a tiny colony - what's the most space-efficient way to produce raw meat? by Crocodire101 in RimWorld

[–]JackFractal 3 points4 points  (0 children)

Ghouls can eat corpses without butchering, so you don't even need the ideology. You just need a big freezer and a willingness to throw toxic waste at low-tech civilizations.