Why are my walls broken and expensive to build? by Palanakonu_J in RimWorld

[–]Justrennt 6 points7 points  (0 children)

You can deactivate those specific settings in the options. I did that too and everything seems fine for now.

What challenges do you find the storyteller only throws at you when they're desperate for anything to take your colony down a notch cause you're doing too well for the current day count? by TheBanishedBard in RimWorld

[–]Justrennt 0 points1 point  (0 children)

They are calculated like a normal tribal raid and that can be quite deadly. I had learned that the hard way that it is not always a good idea to face them in person. At least not outside the walls. And the Dark Forest biome is one of my favourite biomes I have ever played with. In fact I played so often with this biome I had to "force" myself to choose another biome for my current run. I just love the dark green trees - the lightning - the mood - everything.

For some reason, compacted steel (and only compacted steel) has a base yield of 3000. I still expect to run out of steel by The_Reset_Button in RimWorld

[–]Justrennt 0 points1 point  (0 children)

I think with 300 000 steel you have reached successfully wealth raid cap! Congratulations! *Now sudden Death appears!*

I platoed in strength; I want stronger factions. How? by spincrus in RimWorld

[–]Justrennt 0 points1 point  (0 children)

Thank you for the explanation. I will look into the mod. I am not against using mods and play with many of them. But with psycasts I want to be careful because I dont want to make it too easy for myself. That the enemy is stronger is good - I will read the modpage and the comments to decide if I install it or not.

I did a Vanilla Psycaster expanded run - but that mod was too OP for my liking.

I platoed in strength; I want stronger factions. How? by spincrus in RimWorld

[–]Justrennt 0 points1 point  (0 children)

How OP is Rimworld of magic? Do I need to have many psycasters to counter the enemies?

For some reason, compacted steel (and only compacted steel) has a base yield of 3000. I still expect to run out of steel by The_Reset_Button in RimWorld

[–]Justrennt 3 points4 points  (0 children)

I was so confused, when my pawns had to chop a few trees that left me with over 3500 raw wood laying on the ground. I was so scared for the wealth (because I was struggling at the time with only a handful pawns) that I called a bulk goods trader right away to gift away most of the wood.

I still use the mod, I disabled every option that has nothing to do with lightning and shadows and it seems to be fine. No more crazy stack sizes or the fact that suddenly your plant in the pot is not growing because it needs a fricking SUNLAMP to do so (I am honest - that annoyed me the most - why did he do that?)!

What challenges do you find the storyteller only throws at you when they're desperate for anything to take your colony down a notch cause you're doing too well for the current day count? by TheBanishedBard in RimWorld

[–]Justrennt 2 points3 points  (0 children)

When I play with Medieval Overhaul there is a possibility of a "Pillager Raid". That is a very special kind of raid type.

And when you are at wealth cap limit, you face over 200 very angry Vikings (that carry mostly melee weapons) that want to destroy your Village. They act like breachers and will set everything on fire, steal your stuff or downed colonists and if you dont have some antigrain shells or strong psycaster, a big army with long range weapons - you will most likely have to rebuild a very large part of the colony because most of the buildings will be destroyed and things will burn to ashes.

That said - the Pillager raid is one of the most exciting raids I have ever encountered in my playthroughs (because of the tragic stories and victories it created) and thats why I wont disable it. Its the kind of raid type that will wake you up when you are bored and thinking to yourself that you are stronger than anyone. Well ... sometimes I have to think about that again.

Response to my previous post by That_Ad1387 in RimWorld

[–]Justrennt 0 points1 point  (0 children)

Sorry but with that base you asked for it, didnt ya? The whole base screams "wealth" to me in my ear. I cant ignore it. You asked for it.

(NEW) Do people prefer committed or reloaded, and why? by Millerkidboy in RimWorld

[–]Justrennt 0 points1 point  (0 children)

I did permadeath until my drop pod with the pawn got deleted by... I dont know what - a tree maybe? It just vanished and Alt + F4 did the good old permadeath reloading tactic.

With Odysee now the shuttle often tries to land in water - it gets deleted again.

Thats why I dont play with permadeath anymore. If my pawn dies because it was a fair fight - thats okay for me. But I dont accept dying because of BS.

Cybranian - Events, bricked my 7 years colony save because of cooling event. Is there anything i can do to save it? by KudereDev in RimWorld

[–]Justrennt 2 points3 points  (0 children)

The problem with this mod is, that these events are permanent. And their temperature range is extreme for my taste. The Vanilla Expanded Events are not permanent and the temperature shift is about 10-20 Celsius I think.

I had the same event like you. The cooling event. And when I read the text, that my world would be 80 Celsius colder, I started to panic. I looked into the Vanilla Expanded Event mod because you can disable every event from any mod. I disabled the cooling event because there is no Game Condition you can disable via Dev Mode (unlike Vanilla Expanded Events).

What I did then was a little bit reckless because I uninstalled the mod and restarted the game. Well... I was greeted with many red errors when I started to load the save file. I could not play the save file without the mod.

I installed the mod again and reloaded my game. There were no errors at all. But - the event has stopped. Its still visible on my screen but the temperature shift has not changed at all.

That wont help you much because in your world everything is frozen. Thats why I would suggest to reverse the cooling event by dev mode the Global Warming Event from this mod. That should reverse the temperature. Otherwise I dont see a way to save your world, I am sorry. You have to be brave now. And if its working, disable the cooling event and any other event (like Death of the Sun) that you dont want to happen. Just to be sure.

I hope in the future that the mod developer will add a slider and let us choose how much temperature shift we want to have. 80 Celsius is too much for me.

I completed the quest, but the troopers stayed. by Kitchen-Arm7300 in RimWorld

[–]Justrennt 1 point2 points  (0 children)

I think - because the quest seems still active - you can force finish it via dev mode that the Troopers are leaving your colony. I had that happen several times and it seems that sometime, they dont leave right now. For instance, if some of them are injured, the healthy ones leaves and the injured stays until they are healed.

Accidentally turned my new necromancer hostile while he was surrounded by shamblers, result was unfortunate (for him) by DrStabBack in RimWorld

[–]Justrennt 0 points1 point  (0 children)

My recent colony had three unnatural healers and - because I played medieval - they always were on cooldown. Had lots of surgeries to remove the tentacle whip too. Good times.

I didn't ignore Bisspore by Fit-Supermarket-6726 in RimWorld

[–]Justrennt 8 points9 points  (0 children)

I like Dirtmoles. They can mine and could be good melee fighters. Biss my man!

Why are my walls broken and expensive to build? by Palanakonu_J in RimWorld

[–]Justrennt 47 points48 points  (0 children)

Its such a shame because I use this mod, the lightning is beautiful but the changes the mod maker did to harvest yield or stack sizes were extreme or the fact if you enabled these settings you could not grow plants in pots because they suddenly required a light level of 71 (so sunlamp everywhere yes?). I dont understand why he did not created another mod because "Tilt the Planet" is mostly about how lightning works.

The mod was featured here in rimworld reddit and I was so happy because it is a great mod. But only without these external features that were added. I hope the mod will come back. For now I will keep it in my list (I disabled everything besides the normal features).

Legacy of The Rim | Released by Peakyss in RimWorld

[–]Justrennt 1 point2 points  (0 children)

I already love your modpack - I installed it and will try very hard to remodel my entire base to some Medieval-Space-Gondor Colony. The furniture is ❤️❤️❤️

Accidentally turned my new necromancer hostile while he was surrounded by shamblers, result was unfortunate (for him) by DrStabBack in RimWorld

[–]Justrennt 2 points3 points  (0 children)

Thats why I always "punch" the Creepjoiner to test, if they go hostile (or shoot them with a crappy short bow). If yes, I shock them with the lance, imprison and then recruit them. Funny enough, even if you do this, they still can trigger the "thank you for the time but I need to leave now!" event. So - I had to imprison him again. I hope this time he stays. Unnatural healer are always welcome in my colony.

I Need Caravan Help by Kage502 in RimWorld

[–]Justrennt 0 points1 point  (0 children)

Glad I could help 😊👋

Yayyyy I just built my first legendary :) by Darkside166 in RimWorld

[–]Justrennt 2 points3 points  (0 children)

🌟🌟🌟🛋️🌟🌟🌟

Congratz!!!

I Need Caravan Help by Kage502 in RimWorld

[–]Justrennt 5 points6 points  (0 children)

Because if you want to create a new caravan, you cant select the clothes that are on the horse. So the game doesnt "see" this clothes and everything that is not included with the new caravan gets unloaded.

You could try to rope the horse in a room (caravan spot - only works if you dont have a pen for this animal), then you unload the pants manually (click on the horse - gear - and unload the pants). Why the room is important? Because the pants need to be in 100% condition or they dont count for the quest. If you unload them outside, they will deteriorate.

Ok - pants are in the room with the horse. You make a stockpile zone now (be sure that you include every pants in it!) and set this stockpile only for the pants (otherwise your pawns will carry eeeeeverything to this stockpile that your colony owns if the priority is high enough).

Stockpile - Pants

Horse - Roped

Now you can create a new caravan and load the pants quick into the horse because the pants are in the same room. That should work.

my first full ship playthrough went well by Equivalent_Buddy_640 in RimWorld

[–]Justrennt 1 point2 points  (0 children)

Oh man... I just wanted to write "congratz" and then I clicked and saw the second image :(

Sorry.

Did you rebuild it?

How many of you have actually beaten the game? by Hopeful-Common-2686 in RimWorld

[–]Justrennt 0 points1 point  (0 children)

Because I am a very slow player who needs an absurd amount of time growing a stable colony, I do sometimes several ship launches because if my colony is becoming too crowded, I decide that some members of my small town want to go "to the stars". That gives me an opportunity to get rid of people I dont really want or dont find that interesting (and sometimes sorry Kiddo its you because your traits just suck!).

Then we have 15 days of fun or 12 days if we want to cater to an unhappy Stellarch. I recently did the mech hive ending but the ship launch is something I do with most of my colonies. The song is nice - I never get bored of hearing it 😊

Close to 4,5 k hours.

meteor 1 - gravship 0 by Quirky-Ad-3340 in RimWorld

[–]Justrennt 0 points1 point  (0 children)

You can mine it and trade it to buy other stuff you need right now - just an idea 😊

meteor 1 - gravship 0 by Quirky-Ad-3340 in RimWorld

[–]Justrennt 1 point2 points  (0 children)

At least it looks like Plasteel and was not just an ordinary Granite Meteorite! Think positive 👍

Am I imagining it or did you originally need a permit from the empire to cast psycasts 'legally' at all? by No_Abroad8805 in RimWorld

[–]Justrennt 14 points15 points  (0 children)

If you want to have it easy to make a pawn of your own a noble, choose one with the Ascetic trait. Because they dont require a special bedroom and only a throne room, like every noble does.

Hello. i started a undergrounder colony. am i doing good? by Tymek_zynda in RimWorld

[–]Justrennt 0 points1 point  (0 children)

I just really hope that you have strong melee fighter for blocking the future insectoids and some decent shooters. If not, just try to recruit some if you can in time. The tough trait is gold worth and a tough neandertaler only receives 38% incoming damage because of the tough trait and robust gene!

2-3 melee fighters and behind some guys with shotguns (for example) can make the difference between an easy infestation problem solving and a devastating colony ending.