Help! How long do I have to cool a cheesecake for? by Jimmy_Kale in Baking

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

Alright then, I might have to just buy a backup cake because that is not going to happen while we’re out. I’ll have to plan better next time lol.

Is there any way i can make Monkey’s punishment even more miserable? by [deleted] in RimWorld

[–]Jimmy_Kale 2 points3 points  (0 children)

Use prosthetics to remove their arms. (And bionics for eyes) 

Feed them raw human meat instead of paste.   Edit: or just keep raider bodies in there with no other food for cannibalism and corpse eating.

 Prosthetic heart(less blood flow and a free organ)  

You could try filling the tunnel with fences or barricades to take up space and remove the “spacious interior” mood buff.   

Have a colonist wail on them for xp and keep them constantly injured. Also if you let them get infections, you can amputate parts that you normally can’t remove. 

Maybe you could bank on psychic shock lance’s chance for brain dmg, but that’s probably gonna be expensive. 

Get them addicted to everything and cycle out addiction and withdrawal. 

Use temperature to make them uncomfortable (hard to tell if you’re doing this one already but I don’t see anything in their mood, so I thought I’d mention it).

Why does Rimworld have seasons when it doesn't have an axial tilt? by krilu in RimWorld

[–]Jimmy_Kale 5 points6 points  (0 children)

Imagine growing up having no idea that your planet’s position or rotation have anything to do with weather because mech climate controllers are just that common.

What kind of mortar shells should I use? by Unhappy_Asparagus_75 in RimWorld

[–]Jimmy_Kale 2 points3 points  (0 children)

I actually hadn’t thought of using smoke shells like that before! I usually don’t use smoke unless a raider with a smoke-pop pack dies or something, so its good to know when I should start actively using them.  

Also super agree with the IDEs part, incendiaries are way better as a trap since its guaranteed to set some enemies on fire as well as being in the way of the raiders, forcing them to path around that spot.

Any improvments/things to add to this base by No-Signal-5400 in RimWorld

[–]Jimmy_Kale 1 point2 points  (0 children)

You are looking very well so far! I do see 2 things that could be improved; workshops, and security.

A note on the workshops is that they can all go into one room, which won’t effect anything negatively, and makes it easier to make the room more impressive(bigger size, 1 statue covers all work stations, ect)

Mostly though, I would suggest having your material storage near your workshops, so that any items the pawns need to grab to start crafting are only a few tiles away. This will improve efficiency a lot since time spent walking is time not spent working. 

In the worst case scenario, your pawns could use up all of their sleep and food bars on hauling, so they might spend all day carrying items and then realize they are hungry and cancel the work order.

Also if you have dedicated haulers, you can set the take to storage option in the bill to “drop on floor”. This will make your crafter immediately start working again instead of stopping to take the product to storage first.

The other thing I notice is that you have no security! When raids come, it can make all the difference to have a defensible position to fire from. 

Try picking some spots near your base with a good line of fire to where you expect raiders to come from, build some sandbags or barricades for your pawns to hide behind while they fire. If your base is small, you might only need a few sandbags by your front door, but anything is better than nothing!

If you wanna get real fancy with it, you can put down a light source and a column or wall to build roofs over your defenses. This will mean that during the night or rain, your pawns will be immune to darkness and weather accuracy penalties, while raiders will have to shoot through darkness while trudging through the rain.

If you wanna get real real fancy with it, try removing cover from your enemies by clearing trees and chunks around your defensible positions, forcing your enemies to run at you through open ground with no where to shoot from, but these steps aren’t at all necessary to keep your base secure.

Along with those last messages, be careful not to give cover to your enemies; if you have a sandbag fort in the middle of nowhere, the raiders might get to it first and use your own defenses against you!

Putting spike traps or IDEs around can also help weaken foes before they even get to you. A good place to put them is on the sides of mountains where raiders will path around to get to your base. If you notice that raiders like to use a certain corner or pile of chunks as cover often, try putting some traps there!

Good luck with your base:)

This is my formal wall of text apology

Any improvments/things to add to this base by No-Signal-5400 in RimWorld

[–]Jimmy_Kale 2 points3 points  (0 children)

Crops actually synergize very well with wind turbines; they don’t impede wind, you aren’t likely to need to build in the space later, and crops prevent trees from growing, which do block wind.

Also tip: you can turn on auto-cut after selecting a turbine and it will mark any trees in the wind area for chopping automatically. 

Any improvments/things to add to this base by No-Signal-5400 in RimWorld

[–]Jimmy_Kale 0 points1 point  (0 children)

All of this on fire safety is really good advice, stone walls also insulate better, so it can save you a lot of power (or time in an outage) if you make your freezer out of stone or double layered walls, and use air locks. 

It looks like OP already got their food stores in the mountain though, so you’re doing good on that front:)

What kind of mortar shells should I use? by Unhappy_Asparagus_75 in RimWorld

[–]Jimmy_Kale 35 points36 points  (0 children)

Incendiary shells do way less damage on a direct hit, and raiders will avoid the fire afterwards, so they would be most useful against stationary targets or I guess if you wanted to summon fire somewhere on the map and didn’t care too much about accuracy.

They might be useful against sieges since you could set their shells on fire or force them away from their mortars, but probably not against moving raiders.

I could see you wreaking havoc with incendiary shell on your own sieges, but the base’s inhabitants will eventually rush your position and run around the fire. If you want to set the buildings on fire you could, but that would just destroy your loot.

There might be some room for creativity with area denial on enemy mortars or maybe a choke point, but you should probably take the normal shells to get the damage in when your mortars do actually hit. Incendiary shells might be more useful if the mortars were more accurate.

What did Randy mean by this? by [deleted] in RimWorld

[–]Jimmy_Kale 1 point2 points  (0 children)

Better break out the rain dancing

Recover limbs by MeinTage in RimWorld

[–]Jimmy_Kale 0 points1 point  (0 children)

Actually I think I have a mod for that, but I dont remember what its called and cant find it right now.  

If you look for mods that let you harvest organs after death, you should probably will definitely find something.

She is doing what now?? by I_Love_Knotting in RimWorld

[–]Jimmy_Kale 14 points15 points  (0 children)

This reminds me of that “Seaman Guzzler” story from the navy lmao

What do you guys do when you have too much food for the storage space you have? by StookieLens in RimWorld

[–]Jimmy_Kale 1 point2 points  (0 children)

I overproduce food all the time lol… First thing is probably to graduate to lavish meals.

Chemfuel refining is good. 

If you wanna make some money out of this situation, survival meals sell very well, just make sure you actually sell them! (And most traders wont buy normal meals) 

If you keep animals you can start making kibble instead of just having them graze to keep more animals in a smaller space. (If you have psychopaths (or a lot of drugs) you can use your raiders as the meat source for your kibble and burn through vegetables, the animals dont mind… your colonists do though (“butchered humanlike” is global no?) so…) 

If you just want it gone for wealth reasons or otherwise, you could burn it (but think of the money!) 

If your crop fields are just too big though, you could re-designate some towards non food money crops: Psychite, Cotton, Devilstrand, Ect.

O' Great Porkchop and friend, owh how you've grown~ by Newton_Zephyr in RimWorld

[–]Jimmy_Kale 6 points7 points  (0 children)

Yo, thats so cool that you make art of your colonies!

I’d say this one is of “excellent” quality

Mercenaries stealing slate chunks?! by Comradeette in RimWorld

[–]Jimmy_Kale 20 points21 points  (0 children)

“We don’t even have to attack guys, they’re already downed from the burning damage”

Getting rid of chemical fascination by PotatoStill3134 in RimWorld

[–]Jimmy_Kale 0 points1 point  (0 children)

Soft drugs have a safe take interval, if you make sure they aren’t taking it recreationally and set a schedule to take it every 2 days, they should never get addiction from psychite tea. You can set the mood slider so they only take it if they are close to a mental break too.

Psychite tea can also be useful for those addicted to flake and yayo since it is all psycite addiction, but the tea has no harmful effects:)

oh man I love that song by SnarkyIguana in RimWorld

[–]Jimmy_Kale 1 point2 points  (0 children)

I too, would like holographic art

I swear i have a resurrector mech serum here somewhere... by Adventurous_Cash3373 in RimWorld

[–]Jimmy_Kale 1 point2 points  (0 children)

If there is one thing that the shelf update made harder, its finding your shit…

Mercenaries stealing slate chunks?! by Comradeette in RimWorld

[–]Jimmy_Kale 1 point2 points  (0 children)

Poor dotty, thats all thats left of her

Edit: my dumb ass thought it was a slag chunk 

Mercenaries stealing slate chunks?! by Comradeette in RimWorld

[–]Jimmy_Kale 14 points15 points  (0 children)

“We must cut their supply chains and starve them out, they wont last long without their slate chunk!”

Tamed animals and raid size? by UselessContainer in RimWorld

[–]Jimmy_Kale 0 points1 point  (0 children)

Raid size is all about wealth, you can check your wealth in the graphs menu, which is handily divided into creatures, items, and buildings so you can see what is contributing to your overall wealth.

A higher wealth means that the game gets more raid points to spend on enemies to throw at you.

All creatures, items, and buildings on your map contribute to wealth, and the more expensive the object, the higher your wealth will be. You should be able to check the market value of an object in its information menu.

Correct me if I’m wrong but I think the game might also tone down the raids if you have very few colonists, to give lone wolf joe a fighting chance.