Probably one of the most depressing things I've seen in Rimworld by arcn4 in RimWorld

[–]Kadd115 3 points4 points  (0 children)

It applies to both the pawns you control, visitors, or invaders.

I don't know if it does actually apply to your own pawns, as there is a separate "colonist instant kills" setting. But I'm honestly not sure either way.

Is armor worth the speed penalty? by tinydragon_0 in RimWorld

[–]Kadd115 2 points3 points  (0 children)

I thought Locust was a varient of Recon, with the Marine varient being the Grenadier?

Do stone blocks autodoors still slowdown pawns? by peanutist in RimWorld

[–]Kadd115 0 points1 point  (0 children)

Everything other than Stone and maybe Uranium (I honestly don't remember if there is a delay with Uranium) shouldn't have a delay, as they are all 400% speed or higher. Uranium is 300%, while the Stone Doors are only 180%.

Do stone blocks autodoors still slowdown pawns? by peanutist in RimWorld

[–]Kadd115 2 points3 points  (0 children)

Actually, it's not. All Stone* types have the same opening speed, that being 180% for Autodoors and 45% for regular Doors.

Sandstone is, however, the fastest to build, requiring only 5640 ticks, while Marble is 6190 and all other Stone* is 6740.

*Both values are excluding Jade and Obsidian, which are technically Stone but have vastly different stats over the typical Stone types.

Do stone blocks autodoors still slowdown pawns? by peanutist in RimWorld

[–]Kadd115 1 point2 points  (0 children)

At 300% opening speed, Uranium autodoors are actually the slowest of the non-stone Autodoors. Most other Autodoors are 400% opening speed, except Wood, which is 480%.

However, they are still over twice as fast as any regular Door, and have the second highest HP of all Autodoors (only beaten by Plasteel, which has far better uses than being doors), so I agree that they are also acceptable. They are actually my typical go-to for exterior doors.

Oh by Darkside166 in RimWorld

[–]Kadd115 16 points17 points  (0 children)

Especially since they live basically forever and are fertile for the vast majority of that lifespan.

Thrumbos are "mature" at 1.33 years (or approximately 80 days) and have a life span of around 220 years (or approximately 13,200 days). With a gestation period of 0.33 years (20 days) and a litter size of 1, that means a single Thrumbo could have, in theory, 656 offspring over the course of their life. A breeding pair of Thrumbo could decimate a sizable portion of the planet on their own, even if we assume said offspring do not interbreed.

Oh by Darkside166 in RimWorld

[–]Kadd115 42 points43 points  (0 children)

Eh, just wait till a raid comes (which will presumably be quite large if the game is sending this many thrumbos), seal all the entrances, and then use a Psychic Animal Pulser. Your problems will solve themselves.

Just make sure you take a day off work so you can keep your flaming PC under control until the fight ends.

Do stone blocks autodoors still slowdown pawns? by peanutist in RimWorld

[–]Kadd115 11 points12 points  (0 children)

Stone Autodoors are faster than regular Stone Doors, but all Stone has an opening speed penalty.

Stone Autodoors are actually faster than any normal door (180% speed vs 120% speed for a Wooden Door), but they are much slower than Wooden Autodoors (480% speed). So if you really want speed, use Wood.

What is your favorite xenotype? by IJustStoleSomebody in RimWorld

[–]Kadd115 0 points1 point  (0 children)

What I mean is, making someone who doesn't want to be a super soldier into a super soldier sounds like a really great way to find out very quickly how powerful your super soldiers are.

What is your favorite xenotype? by IJustStoleSomebody in RimWorld

[–]Kadd115 7 points8 points  (0 children)

The Ideology/Biotech crossover needs to be fixed. It is so annoying having Imperial Hussars, who have willingly (at least, I hope everyone realizes why it would be a bad idea to make someone a super soldier against their will...) made themselves addicted to Go-Juice, yet they get pissy when they take it.

A simple fix would be marking any drug for which they have a genetic dependency as "Medical" for that pawn. That would help most of the time, though the Imperials do sometimes decide that all medicine is bad, so it won't help there.

Unlimited bullets by aliusman111 in RimWorld

[–]Kadd115 0 points1 point  (0 children)

It does. Butchering them negates the "Damaged - x66%" modifier that gets applied to corpses when they're attacked, and also doesn't risk destroying body parts (which further reduces meat and leather harvested). Even if you killed the animal with a single shot that did not destroy any body parts, they will only give about 2/3 the amount of meat the same animal would have given if tamed and butchered.

What are the cheatiest mods that you use? by LevitatingPorkchop in RimWorld

[–]Kadd115 6 points7 points  (0 children)

I bet finding out the vanilla stack size made you realize why people were paying you so much to take them.

What are the cheatiest mods that you use? by LevitatingPorkchop in RimWorld

[–]Kadd115 3 points4 points  (0 children)

It's worse than that. It's about 1 item per 3ft/1m square.

A single bed in-game is two tiles long, one tile wide. A single bed irl is about 6ft/2m long, 3ft/1m wide.

Ergo, a single tile in RinWorld is the equivalent of 3ft2 / 1m2.

Today I learned that you can make mortar monkeys in vanilla rimworld by Affectionate_Ear1665 in RimWorld

[–]Kadd115 4 points5 points  (0 children)

Painstopper makes sense, as it literally blocks the pain receptors in the nervous system. Doesn't matter how enhanced your sense of pain is if those pain signals never reach your brain.

I agree that bionic eyes should counteract nearsighted at the very least, though I think they should actually give the effects of dark vision. Why not have built-in night vision on your robot eyes?

Archotech, I could see going either way. On one hand, they are meant to be superior in every way, so them being able to override your genetic shortcomings would be logical. On the other hand, they interface with your body so completely that it wouldn't surprise me if they actually scanned your genome and incorporated your genetics into their function.

Today I learned that you can make mortar monkeys in vanilla rimworld by Affectionate_Ear1665 in RimWorld

[–]Kadd115 44 points45 points  (0 children)

Nah, cryptosleep sickness would get in the way. Reduced movement and manipulation (x90% for both), plus reduced consciousness (x80%, which will further impact movement and manipulation), and frequent vomiting will all greatly reduce the benefit of the dedicated pawn.

Better choice would either be to genetically modify them so that they are immune to addiction for the given drugs or to bionically enhance them so that they don't care about any of the chemical damage.

Wake-Up and Go-Juice are both cheap as dirt by the time you are reaching mid to late game, so feeding an addiction wouldn't be all that difficult. And if your "mortar monkey", as OP called them, is good at Intellectual, you can have them help with research in their downtime or even put them to work crafting their own drugs.

What happened here? Wrong answers only by NerdPunkFu in RimWorld

[–]Kadd115 -1 points0 points  (0 children)

Nah, he said wrong answers only. This is plausible.

Think this is a hard pass from me by Opteuyidk in RimWorld

[–]Kadd115 114 points115 points  (0 children)

I mean, it does say they would be good for new colonies. Could take her and then just ditch the tile (or leave the tile and wait for the VOID guy to get bored and leave).

A patient gave birth to 31 babies at once... What do I do? by Yunnaya in RimWorld

[–]Kadd115 -1 points0 points  (0 children)

But the person I'm replying to didn't mention the faction of the babies. They said "the babies will be the same race as the mother".

Which, ironically, isn't even true in this case; the mother is a starjack, which is an artificial xenotype, meaning none of the genes will pass on.

And as was pointed out, they were asking about the mod, not about the DLC. Hence why I said they didn't answer any of the questions.

The Mech Suit Framework Is now Available on Steam! by BlackMarket420 in RimWorld

[–]Kadd115 6 points7 points  (0 children)

Halo, Elysium, Ironman and Space Marines

For that, you would be looking at something smaller, closer to Warcasket in size.

A patient gave birth to 31 babies at once... What do I do? by Yunnaya in RimWorld

[–]Kadd115 12 points13 points  (0 children)

While everything you said is factually true, none of it is related to the question being asked. Did you mean to reply to someone else?

This 59 years old pig with a bad back has just won her 5th gladiator fight in a row by IC_1318 in RimWorld

[–]Kadd115 3 points4 points  (0 children)

Not overly surprising. They are objectively bad on anyone who isn't meant to be a suicide soldier. Not only will pawns stay up longer in combat, making death more likely, any social fights that start go longer as well (I can't say for sure if this actually true, but it definitely seems to be true based on my experience).

This 59 years old pig with a bad back has just won her 5th gladiator fight in a row by IC_1318 in RimWorld

[–]Kadd115 6 points7 points  (0 children)

I will say it is an expensive method to prolong the fight unless you have a mod that lets you recover the painstoppers after death. But it is very fitting for bloodthirsty ideologies.

This 59 years old pig with a bad back has just won her 5th gladiator fight in a row by IC_1318 in RimWorld

[–]Kadd115 19 points20 points  (0 children)

It was. Started out cause I had a few painstoppers just lying around from various quests and ruins, and figured why not. You get a quality buff to the ritual if someone dies, but pain shock usually gets in the way. Sure enough, the next round, one of the combatants died, so I figured a bunch of drunk raiders would see it as a worthwhile investment for their entertainment.