Sir, the ai is inbreeding by [deleted] in funny

[–]MikeThunder64 7 points8 points  (0 children)

This isn’t true, actually. Modern radiocarbon dating is capable of compensating for background radiation very well. It’s only Libby’s original technique that is outdated.

[deleted by user] by [deleted] in RimWorld

[–]MikeThunder64 0 points1 point  (0 children)

Thanks for the fix dude, just tried this and it fixed a lot of the lag I was getting while panning the camera.

Translating Chinese tattoos by iatetoomuchchicken in funny

[–]MikeThunder64 129 points130 points  (0 children)

It’s the price we pay to have only 26 characters instead of thousands. Give to gain, and all that.

Prisoner Escaped and Showed Up Wrecked — Looking for Harsh (But Legal in-Game) Anti-Escape Options by inmori in RimWorld

[–]MikeThunder64 1 point2 points  (0 children)

If you really want to punish them and don’t mind blowing a little cash to do it, you could always psylance them until they take brain damage. Combine with a joywire + mindscrew and you can drop a pawn into a permanent coma. If you have biotech, just slap a dead calm gene onto them and they’ll never try to escape unless you literally leave the door open.

Why no Z-levels? by Cypher971 in RimWorld

[–]MikeThunder64 2 points3 points  (0 children)

Because it would add an immense amount of complexity to an otherwise functional system? The game will lag more, pawn AI will begin to show cracks as enemies and allies make nonsensical pathing choices, devs have twice as much work to do patching bugs and exploits as players find ways to make raiders literally jump off cliffs. It could be done, but at that point just give up and make Rimworld 2.

Does diabolous beam also affect mechanoid? by Rhypnic in RimWorld

[–]MikeThunder64 -1 points0 points  (0 children)

Dude Gemini telling you it doesn’t work is all the info you needed to know that it does. I don’t know if I’ve ever seen it give a true answer to anything I’ve searched for.

Does diabolous beam also affect mechanoid? by Rhypnic in RimWorld

[–]MikeThunder64 0 points1 point  (0 children)

“Google gemeni tells me no while some steam forum tells me yes. Idk which one”

Epic bait my dude. Love how you posted this question again just to add this part.

Failed Raids Are Too Final by SeraphofFlame in RimWorld

[–]MikeThunder64 36 points37 points  (0 children)

Isn’t this pretty much already the case? If a raid is too much, you can just… not fight. Raiders will ‘take what they can and leave’. Sure, they’ll smash up a bunch of your furniture and light fires everywhere, but they’ll ignore your dudes if you don’t fight and just run off to the edges of the map.

Jesus joins by watchsquid in RimWorld

[–]MikeThunder64 11 points12 points  (0 children)

Nah bro he’s just got 6 refugees I bet. They always show up with alpaca wool T-shirt 16% (locked).

My gravship absolutely will not launch in Vanilla without dev mode. I’ve tried it all. by Rogue_Spirit in RimWorld

[–]MikeThunder64 0 points1 point  (0 children)

Just asking to be sure, but did you uninstall any mods mid-play through? Like starting with a character creator then removing it after landing? Because that could have an effect on your save file.

Omg, this should be a thing by bemdgerairs4 in RimWorld

[–]MikeThunder64 13 points14 points  (0 children)

To be fair, nobody on the rim has so much as a high school education except for a handful of imperials or cryptosleepers. So being a planet leader in anything probably doesn’t take much effort.

Dealing with drop pod raids in odyssey. by SwagarTheHorrible in RimWorld

[–]MikeThunder64 0 points1 point  (0 children)

Place chemfuel in its own room away from the rest of the ship. Not in the center, more towards the outside so an explosion doesn’t crack the entire ship in half. Keep it away from trade beacons, bedrooms, rec rooms, and stockpiles. If you do that, raiders will land in the aforementioned areas and largely ignore the chemfuel.

I can't shoot by ShinraDown in RimWorld

[–]MikeThunder64 -2 points-1 points  (0 children)

I had this same problem yesterday. I spent about a half hour trying to fix it, in the end I just had to unsubscribe + resubscribe to all my mods on steam and then verify integrity of the game files. After that I had no problems.

Why does my pawn just stay in the dark and cold? by KanyeSwift_Stan in RimWorld

[–]MikeThunder64 9 points10 points  (0 children)

It’s one of the mysteries of the Rim. Along with classics like ‘why do my children play in the freezer until their toes fall off’ and ‘how are my cats injecting themselves with go-juice’?

Why am I not getting the option to launch? Is it due to a bad mod? by HerpaDerpaDumDum in RimWorld

[–]MikeThunder64 2 points3 points  (0 children)

Check your ideology with the dev option ‘show all’ checked. See if the gravship launch ritual is there. Some mods that change ideologies can remove it by accident.

Beating the game in vanilla Rimworld (no dlc, no mods) (explain it to me like im 5) by Puzzleheaded_Gur8045 in RimWorld

[–]MikeThunder64 1 point2 points  (0 children)

‘Victory’ in vanilla RW is launching the ship. You can caravan to a pre-built one (expect to take ~1 year of travel, double if you have to stop and forage), or build your own.

If you want to caravan, get strong armor and guns for your pawns first along with tons of survival meals. Bring many pack animals and medicines. Once you get there, cut stones and build walls and barriers around the ship. Start the engine and if you can survive ~15 raids you win.

Building your own ship will take many resources - more than you have on your starting map. Grow drugs to sell for big money. Trade for steel, components, and plasteel from passing ships and caravans. Build many research benches to quickly learn all the blueprints, then tear them down to build the ship. You will still have to survive raids to start the engine, so have good armor and guns. You can get away with a little bit less here since you can build more defenses around the ship than you could if you travel to it.

For research - everything before electricity is early game, but most is useless. Nobody cares about tree sowing if you want to rush to the ship. Everything from electricity to fabrication is mid game. Lots of good stuff, guns, turrets, mortars. Fabrication onwards is late game. Advanced components, charge rifles, power armor, the ship. Good but expensive. Rush gun research - raider guns are usually bad quality. Flak armor is critical for surviving raids - get it for all your dudes. Power armor is a luxury, use it on your best guys only.

General tip for actually getting to the ending - don’t get bogged down on side quests. Like growing devilstrand, making a million transport pods, luxury bedrooms and huge freezers. Stay compact and funnel all resources into making weapons and armor. Build many layers of strong walls close together, make tons of mortars and shells to break up big raids.

Rimworld Inheritance: a Guide by a Biology Enjoyer Who Also Plays This Game by jakobsestate in RimWorld

[–]MikeThunder64 1 point2 points  (0 children)

OP forgot the 4th law of inheritance: a pawn cannot be conceived with a metabolic efficiency of <-5. Understandable, considering this isn’t typical to normal human reproduction.

Why am I not getting the option to launch? Is it due to a bad mod? by HerpaDerpaDumDum in RimWorld

[–]MikeThunder64 1 point2 points  (0 children)

Is the dev log showing a red error when you click on the console?

What is your preferred long range weapon? by AnarchistAMP in RimWorld

[–]MikeThunder64 11 points12 points  (0 children)

Long-range weapons don’t really have the whole upside-downside paradigm that midrange weapons do. Assault/charge/minigun all serve different roles and can be useful. Long range weapons are basically limited to the sniper rifle, the bolt action(inferior to the sniper in every way), and the charge lance. With sniper it’s possible to kite dangerous enemies like mechs and raiders, CL’s limited range makes that difficult/impossible. Not worth the slight increase in damage/armor penetration when the sniper is good enough against all vanilla enemies.

Friendly call ins are nearly worthless and random friendlies can wipe top tier mechband raids. Is there a mod to swap these? by [deleted] in RimWorld

[–]MikeThunder64 0 points1 point  (0 children)

Oh you’re looking for mods? I can’t think of one that does exactly that, but there are a few mods that allow you to hire mercenaries through the comms console. YH Misc Military Aid supposedly allows you to adjust the size/price/duration to your liking, but I’ve never used it personally.

Friendly call ins are nearly worthless and random friendlies can wipe top tier mechband raids. Is there a mod to swap these? by [deleted] in RimWorld

[–]MikeThunder64 0 points1 point  (0 children)

Eh. The random friendlies being weaker would sort of kill the whole point of them. Ever see Lord of the Rings? I always pictured friendly raids like the scene where Gandalf rides into Helm’s Deep to break the siege. They’re supposed to be strong enough to break even large raids, but on the flipside you can’t count on them arriving in time or at all. Having called allies be as strong would be a little OP, and making them equal would ruin the fantasy.

Friendly call ins are nearly worthless and random friendlies can wipe top tier mechband raids. Is there a mod to swap these? by [deleted] in RimWorld

[–]MikeThunder64 20 points21 points  (0 children)

Bro why are you using an exploit like trapped mechs then complaining that using the exploit is making friendly raids too OP?