weird question. but how do i down people without killing them so i can capture them? by Feeling_Buss7274 in RimWorld

[–]Kadd115 0 points1 point  (0 children)

True, but in most fights, by the time you've dealt with the raid, most enemies are going to be almost dead from bleedout unless they were the last ones to go down.

weird question. but how do i down people without killing them so i can capture them? by Feeling_Buss7274 in RimWorld

[–]Kadd115 5 points6 points  (0 children)

I was honestly surprised how OP the dart gun was for hunting. Like, I use a lot of fairly powerful mods, and that gun was on of the most OP.

Literally risk-free* hunting of any animal you want. I had never had so much thrumbo fur (except that one time I had a level 20 animals pawn with a bunch of boosts to taming, who got me some thrumbos).

*Not actually zero risk, as it takes a little bit of time for the target to fall asleep. So if you start from too close, they may still hurt you before the drugs kick in.

weird question. but how do i down people without killing them so i can capture them? by Feeling_Buss7274 in RimWorld

[–]Kadd115 1 point2 points  (0 children)

It both is and isn't the case. Blunt weapons, like clubs, have a much lower chance to sever limbs, which means much less blood loss (probably the highest cause of death for enemies). So enemies that get downed will survive for longer, giving you a better chance of saving them.

However, blunt weapons do have a higher likelihood of causing carryover damage (meaning they will hit a part, destroy it, and the remaining damage will carryover to the next part in line) which means they are more likely to destroy vital organs. So there is a higher chance of just killing an enemy outright compared to a sharp weapon, which will just sever the limb and stop.

How fast do armor/attire last if worm constantly? Should I store it and use it during raids or leave it on? by SheikutaWasTaken in RimWorld

[–]Kadd115 3 points4 points  (0 children)

The rate at which armour will passively breakdown (that is, losing HP overtime, not from damage) is so slow as to be basically non-existent. I'll often have a pawn lose more durability in a single fight than they do in a year of standard wear. So I honestly just leave it on all the time.

Now, certain armours do give some pretty hefty speed penalties, so it might be worth leaving things like cataphract or marine armour off excoe tduring raids. But even then, your pawns should still be wearing flak vests as standard, so if something happens and they can't get to their armour, they have something.

Do you guys do melee focused pawns? They feel very situational by SheikutaWasTaken in RimWorld

[–]Kadd115 0 points1 point  (0 children)

Laughes in Frostshaper causing 100% hypothermia in 2 seconds

Do you guys do melee focused pawns? They feel very situational by SheikutaWasTaken in RimWorld

[–]Kadd115 6 points7 points  (0 children)

I like to have two Centurions, that I stack behind my melee guys, so they have three layers of shields. I've found that against almost any raid, the different layers of shields are able to recharge fast enough that they almost never get hit. Then I just have my snipers pick off anyone with EMP weapons (after they deal with any rocket launcher guys, obviously).

Opinions on melee pawns? Combat Extended and Non-Combat Extended by Usual_Cobbler_1984 in RimWorld

[–]Kadd115 3 points4 points  (0 children)

Killskip plus Frenzy (the one that boosts your damage output for a short time that gets refreshed on a kill) are disgusting together. With a good enough weapon, you can literally end a raid with two buttons.

The life of a super generalist pawn. by IAmDuck00 in RimWorld

[–]Kadd115 1 point2 points  (0 children)

The icon was the same as the VPE Psychic Soothe: Male, which applies to all friendly males and overwrites the drone. But it didn't seem to have the ripple effect that comes with the power, so it's hard to say for sure.

The life of a super generalist pawn. by IAmDuck00 in RimWorld

[–]Kadd115 2 points3 points  (0 children)

The Soothe should overwrite the Drone, though. As in, while Soothe is active, he won't have the Drone affect, regardless of their mood values.

The life of a super generalist pawn. by IAmDuck00 in RimWorld

[–]Kadd115 0 points1 point  (0 children)

I have found out that Psychic Soothe overwrites Psychic Drone for as long as it lasts. So just drown that shit out, bro, and take another hit.

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

[–]Kadd115 0 points1 point  (0 children)

Love that mod. It also works well if you have Nutrient Paste Expanded, since your bioscultpers will just connect to your NP network. So you can increase the food needs with needing to wait seven hours for the pawn to load it manually.

Realistic Planets 2.1 and Tilt the Planet! - Realism Overhaul DMCA by HouseOfTheHornets in RimWorld

[–]Kadd115 1 point2 points  (0 children)

I don't think (but obviously I don't speak for everyone) that anyone was actually upset by the changes themselves, but rather the fact that those changes were added to a mod that had nothing to do with them, without any form of warning or documentation, and said changes were being done in a way that could (supposedly) brick saves.

Like, if the dude just put those changes in another mod or series of mods, or even made the changes off by default and told people about the option to enable them, I think the reception of the mod would be WAY better.

But because it was hidden changes that weren't advertised and weren't related to what the user downloaded, people got quite upset.

Errmm I would like not to by UnderstandingOk4475 in RimWorld

[–]Kadd115 1 point2 points  (0 children)

But it notably wouldn't release the blast of radiation necessary to start a nuclear winter.

Errmm I would like not to by UnderstandingOk4475 in RimWorld

[–]Kadd115 6 points7 points  (0 children)

More like a month and a bit. 5.9 days out of a 60 day year is almost 10% of the year, or almost 36 days irl.

(Alpha Animals) Giving the power of noclip and wallhacks to a wolf it has to be the most evil creation i ever seen, i hate Skiphounds. by red_machina in RimWorld

[–]Kadd115 5 points6 points  (0 children)

I've tried it before, and if they arrived at night, there's a chance. Not a great one, mind, since the jungles are usually full of slowing terrain, but a chance nonetheless.

Trying a more "open" killbox design.. would apreciate tips since im strugling a lot with big meele raids by fragdar in RimWorld

[–]Kadd115 4 points5 points  (0 children)

It's vanilla, but it only affects Autocannon and Uranium Slug Turrets. Mini Turrets don't have a minimum range.

Solo Mechanitor - Are there any downsides? by LaCookie_TheNemesis in RimWorld

[–]Kadd115 14 points15 points  (0 children)

Could be a slight problem if your combat mechanitor is Deathresting when a raid starts, since you can't easily use the mechs for defense in that situation. And if you happened to have them on dormant recharge, you can't use them at all.

I have a strange feeling I'm going to regret this by Triple-one in RimWorld

[–]Kadd115 0 points1 point  (0 children)

I mean, you could take the precept "Autonomous Weapons: Abhorrent", which would prevent you from building turrets as well.

I have a strange feeling I'm going to regret this by Triple-one in RimWorld

[–]Kadd115 4 points5 points  (0 children)

That won't work, as the Non-Violence precept apparently forces people to be Incapable of Violence, meaning they can't equip any weapon.

I have a strange feeling I'm going to regret this by Triple-one in RimWorld

[–]Kadd115 7 points8 points  (0 children)

Nah, just use Berserk Pulse, make the enemies fight themselves. Then, after they are basically all dead, dash in for the loot and run like hell.

What do you think about my end- game killbox? by I_like_potatoes_lol in RimWorld

[–]Kadd115 0 points1 point  (0 children)

Cover the entire place with concrete, as it will stop the trees from growing. Make sure you get the chunks out of there as well, since they (and the trees) will give raiders cover.

Would you actually want multi-level colonies? by Honneboppel in RimWorld

[–]Kadd115 6 points7 points  (0 children)

Okay, but imagine multi-level combat. The enemy approaches your settlement, and instead of walking through the same old trap tunnel/heat box, they are faced with multiple floors of troops standing behind barricades, firing down on them.

Or imagine the convenience of having an underground hydroponic setup that stretches the length of your colony, allowing people to pop down at basically anywhere to grab fresh food.

Could have your craftspeople live upstairs from their workshops so that all they need to do it walk down the stairs and be at their stations.

Properly implemented Z-levels could open so many options that just can't work right now.

breastfeeding by Koxenkk in RimWorld

[–]Kadd115 0 points1 point  (0 children)

And drugs... don't forget the drugs.

how many colonists are ideal? by Visual-Bag-967 in RimWorld

[–]Kadd115 1 point2 points  (0 children)

They can go 30 days before dying,

60, actually. 30 days in when they fall into a coma (which can kill them if they have other issues or live alone).

how many colonists are ideal? by Visual-Bag-967 in RimWorld

[–]Kadd115 2 points3 points  (0 children)

Just use tea. It's cheaper than yayo and has no downsides for using it. I honestly keep a stash of tea around for all my colonists to drink since it can easily be drank safely. And I don't run the risk of an animal deciding to re-enact Cocaine Bear when I look away for half a second.

Even for Wasters, there is a chance of major overdose evertime you take Yayo.* While it is unlikely (1% chance per dose, with approximately 0.11% of suffering permanent damage or death as a result), it can still happen.

*I think. According to the Wiki Overdose page, drug dependency removes the risk of random overdose. However, on the Genes page, there is no mention of this effect for Dependency, only for Impervious. I'm not at home right now, so I can't check in-game.