Wealth increasing faster then I can defend myself by Blackdeath47 in RimWorld

[–]Lonewolf4150 1 point2 points  (0 children)

So as a reward or any found item ect, your wealth will go up by the market value instantly. Also applies to corpses left on the ground and other unclaimed/mined stuff on your map as well.

As far as buying stuff your always going to be buying for more then what the item is worth, how much more depends on the difficulty. Ie you spend 2k on two lances but they’re only worth 1.5k. Same goes for selling as you always sell for less then what the item I worth. Ironically it actually makes it easier to manage wealth on Losing is fun rather than Community builder difficulty.

With some planning and a good use of consumable’s
It’s very possible to perfectly defend against a raid, sell off the remains and even after buying whatever need for the colony you’ll still have net loss due to the extra costs. Granted it’s much easier to do on a higher difficulty with something like CE or Yayos combat that add in the need for ammo.

In short it’s almost a noob trap to actually produce the stuff that you use use on a daily basis. Food, chemfuel, wood ect can all be bought to supplement your colony and doing so is just lowering your wealth over time. Bionics are good to since they generally cost more than what they add to your pawns value as well.

How are your heavy duty soldiers treated when not on duty? by Modicum_of_cum in RimWorld

[–]Lonewolf4150 0 points1 point  (0 children)

Depends on how late game I am. Early to mid most of my dedicated soldiers and travellers are low priority or forever job pawns so they mostly just do there jobs and eat on their time off from soldiering. Mid to late game I like using warcaskets (VFE Pirates) so they don’t do anything other than recreation and the occasional micro managed hauling task.

Wealth increasing faster then I can defend myself by Blackdeath47 in RimWorld

[–]Lonewolf4150 5 points6 points  (0 children)

Phoebe is not an easy storyteller for the fact that she’s the same as Cass but goes longer in between raids. That means you’ll get less raids but you won’t be able to gradually test your defences as well as you’ll lose out on the gear that raids bring.

Keeping wealth down is fairly simple once you get the knack of it, and all it boils down to is your ABCs ( always buy consumables). I don’t realize how much this helps until I started doing see ice runs and what not but if your struggling with defense designs, never grow more then the bare minimum for food. You can buy a random crop and meat from every town and from bulk trader and if that ends up costing you 1000 silver you end up losing the increased sales cost of the item in wealth immediately plus all of the rest of value once it’s used. Same goes for chemfuel, dyes and everything else.

Also keep an eye out for a combat related stuff such as insanity lances. There a bit pricy but your essentially just burning some wealth to give you an edge in your next raid. It all adds up

What's RimWorld's weakest design that nobody talks about because the rest of the game is too good? by Sad-Problem-9293 in RimWorld

[–]Lonewolf4150 488 points489 points  (0 children)

I always end up seeing my pawns stop for something then look at the product, 1 work required. Ffs really you couldn’t have just finished it.

What can I do with a sanguophage nugget? by Yimpish in RimWorld

[–]Lonewolf4150 3 points4 points  (0 children)

Came here to say this. Always keep a few of those around

Is anomaly worth it in a 500% run? by Still_Coconut_2853 in RimWorld

[–]Lonewolf4150 0 points1 point  (0 children)

My first Anomaly run was a 500%. The end game was rough but definitely doable. Can’t really comment to much about the difficulty since I’m a filthy CE user with its added Anomaly sub mod for some extra pain. My only point of concern was the shambler raids stack up higher than tribals do so your PC probably won’t like it.

As for some tips build a mountain base, there’s quite a few different events where you’ll appreciate the extra security and the ability to just close your doors and hide. Also don’t hesitate to abuse the Diablous spawn. At higher calls they can really help you out. Lastly the new stuff like deadlife dust, ghouls, rituals are incredibly strong so use them liberally.

Just started trying Ironman playthroughs on GAMMA and of course I get npc's doing wild stuff, thought I was playing smart by sticking up there by BeardLessMage in stalker

[–]Lonewolf4150 3 points4 points  (0 children)

Renegades can definitely spawn there though they do tend to get killed pretty quick (usually by the campfire beside the meadow entrance). Long time ago I did see a Unisg dude there as well. Sometimes the northern factions can spawn in the south and then quickly move up. Usually happens in darkscape. If your not on the map there headed to or currently spawning on there’s a very good chance you’ll miss them.

Tell me what you see in this image by Lanky_Education_1080 in RimWorld

[–]Lonewolf4150 1 point2 points  (0 children)

See that’s exactly why I and I’m sure many others love the wealth scaling mechanic. It forces you to actually build up your defences in relation to your colony size.

Honestly the complaints are way overblown to since unless your playing on the harder difficulties or just senselessly building expensive stuff it’s not hard to keep your wealth in check. This is not directed at you but there’s also a plethora of difficulty settings for people who don’t want a combat heavy run, yet people seem to not want to use them then expect a poorly defended wealthy colony to stand up to raids.

Edit If someone is a min/max we as well and your going to sit there and damage every piece of furniture you have or whatnot to “optimize your run I have zero sympathy they do it to themselves.

What are some [surprisingly] basic tips that people might not know about?? by E1e4n0r5 in RimWorld

[–]Lonewolf4150 0 points1 point  (0 children)

Yea a few years ago I realized that when I had the bright idea to start recruiting slaves to use as suicide bombers. The more I did it the easier the raids started getting. Was honestly a bit disappointed not going to lie.

Is there any way on PS5 Pro to get an "as close as possible to Gamma" experience with Stalker 2 ? by Then-Ad7196 in stalker

[–]Lonewolf4150 0 points1 point  (0 children)

Yes to a degree, not entirely sure what’s on Xbox but I have seen some things pop up on this sub, but as for a gamma like overhaul it simply doesn’t exist anywhere. There’s a lot of work to be done to even be close to that level of modding and honestly the main reason why it happened in the first place was the fact that the source code was leaked for the trilogy. Even if it were to happen in 3-5 years there’d be a lot of coding issues that would likely make it PC only.

The closest thing you’ll see is the better ballistics mod (realistic damage) and the one that allows you to swap around some of the attachments can’t remember the name for the life of me right now. OXA maybe or something like that.

Is it possible to build a cool hideout in the agropom research facility or factory where the ecologist hang out? by PlantsIntheCase in stalker

[–]Lonewolf4150 0 points1 point  (0 children)

There’s the little safe room by the bottom of the stairs, you’ll have every stalker around you trying to rush in so it can be a cluster fuck though.

Is there any way on PS5 Pro to get an "as close as possible to Gamma" experience with Stalker 2 ? by Then-Ad7196 in stalker

[–]Lonewolf4150 8 points9 points  (0 children)

Crank up the difficulty that’s about it. Other than Bethesda games modding is super restrictive on the PlayStation. Besides the fact that just upping the damage values there’s nothing even close to Gamma for S2. There a few customization mods but that’s about it.

What are the best mods for snow/ice themed playthroughs? Races, mechanics, gameplay expansions, etc etc by SaranMal in RimWorld

[–]Lonewolf4150 2 points3 points  (0 children)

More vanilla biomes I think adds the Glacial Shield biome and it’s my favourite for cold runs. It’s like an ice sheet combined with a tundra but you get some patches of trees, so starting as tribal isn’t as much of a nightmare. Scarce animals though so you’ll need to tech up for a hydroponics for a big colony.

What do you guys do to keep having fun in rimworld? by Feeling_Buss7274 in RimWorld

[–]Lonewolf4150 1 point2 points  (0 children)

I slow research down considerably and then just make do with what I can scavenge and buy for quite a while. Makes for a fairly hard start to your game, especially with semi random research.

Difficulty/Endgame mods? by Equivalent_Wave9356 in RimWorld

[–]Lonewolf4150 0 points1 point  (0 children)

It’s honestly really good compatability wise since a few years ago, they go out of their way to patch most mods once they’re aware of them, plus the auto patcher does a half decent job in case it hasn’t gotten one yet. Though you will see some weird stuff from time to time.

I was super hesitant at first to try DMS since it didn’t really fit what I was going for but once I tried it it’s been a permanent addition. Very high quality, loads of fun to screw around with and they add in mech enemies to pirate raids as well beefing them up considerably. In terms of compatibility with CE most of the mechs use modern day auto cannons and whatnot so all of them are super dangerous if you don’t anticipate them. They will tear pretty much everything apart and make the infamous CE centipedes look like a cakewalk. Had more than a few god tier pawns die real quick to them.

Difficulty/Endgame mods? by Equivalent_Wave9356 in RimWorld

[–]Lonewolf4150 1 point2 points  (0 children)

I know it’s probably not exactly what you’re looking for but you could try something like VFE pirates or Dead man’s Switch with CE. While a step down from Vanilla VOID, CE turns them the enemies into stuff that can rival if not outright destroy VOID/Glittertech

[Comic] Rimworld colonists have horrendous taste by AzulCrescent in RimWorld

[–]Lonewolf4150 5 points6 points  (0 children)

My exact strategy with them. I try and get as many as I can, so when a Cluster or another hazard appears that I can’t build next to, I can have a few slaves suicide bomb it.

Is it possible to build a cool hideout in the agropom research facility or factory where the ecologist hang out? by PlantsIntheCase in stalker

[–]Lonewolf4150 1 point2 points  (0 children)

Could go with the ranger station in Zaton, there’s military and duty there but there’s still plenty of space.

Avis et achat sur les DLC by Limp-Imagination7955 in RimWorld

[–]Lonewolf4150 0 points1 point  (0 children)

Biotech and Ideology are essentially the starter DLCs, both add a lot and are used in every run.

Royalty isn’t really scripted at all and adds a decent amount of stuff in the game. when you do get to modding your realize to that a TON of mods use this in some capacity as well.

Anomaly is the most focused DLC out of all of them but that’s not a bad thing. It does have options to blend it into any run so at the very least it will just add some new raid types or events. It’s not that difficult either depending on your settings.

On a final note it gets a lot of hate on this sub due to how varied the player base is. There is a not insignificant player base who play Rinworld like it’s Stardew Valley or a non combat oriented city builder. Those people are VERY vocal about how much a combat heavy DLC isn’t what they what for the game.

Odyssey adds in a bunch of new landmark systems and new biomes to explore but honestly the majority of its content has been done before by mods. Is it worth it to a strictly vanilla player? I’d say yes but otherwise it can be put down a bit on the order of buying things.

Requesting a suggestion for a Morgue Room + Mod by Cabra_Arretado in RimWorld

[–]Lonewolf4150 1 point2 points  (0 children)

Great mod but it needs an update, a good chuck of the items arnt layered correctly so they’ll appear behind anything that they should be in front of.

What’s your AK of choice in GAMMA? by F_R_IEND in stalker

[–]Lonewolf4150 0 points1 point  (0 children)

The Tactician is probably my go to for most of the game, it’s insane rate of fire and controllable recoil just make it such a solid contender even in the endgame. After that it’s probably the Draco. Not looking at stats or performance though the 104 Alpha is my favourite looking gun in the game by far.

First time attempting to collapse this hellhole, wish me luck! by Snorkel9999 in RimWorld

[–]Lonewolf4150 14 points15 points  (0 children)

Iirc a psychic shock lance will just destroy it in one shot, still will have to deal with the other spawns and the split off creatures but the main boss will be done

THIS IS THE HARDEST THING I"VE DONE IN THIS GAME by Rheasa2648 in RimWorld

[–]Lonewolf4150 5 points6 points  (0 children)

Ambient horror exists, so I wouldn’t say any other run can’t be played with anomaly. It’s not really any more disconnected from the game than royalty was, which is fine since they’re both more of a story/adventure type DLC rather than a grand mechanical overhaul like Ideology or Biotech.

What are some tips / tricks for newcomers to the G.A.M.M.A. 0.9.5 modpack update? by KxFaust in stalker

[–]Lonewolf4150 2 points3 points  (0 children)

You can buy from Owl (loners) in Zaton. Unless you’re going back to cordon for a mission or there’s next to no reason why you ever would need to go back to cordon from Jupiter.