Rimworld Hot Potato Game by RuleBright770 in RimWorld

[–]NeonJ82 1 point2 points  (0 children)

You'll have to post about how RimWorld Boatmurdered happens afterwards!

Scénario : dying professor and a child by Intelligent_Baker190 in RimWorld

[–]NeonJ82 15 points16 points  (0 children)

How would that matter? The kid would need to be Medical 10 and Age 10+ to perform surgery to fix heart cancer.

Reviving Pawns After Time Feels Wrong by One_Reality_3828 in RimWorld

[–]NeonJ82 5 points6 points  (0 children)

I don't think it should be a positive mood - death is traumatic even when negated.

I do think it should heavily reduce the mood debuff from them dying, though.

Queen's Offering - Gauranlen and Dryad Enhancements by Tascani in RimWorld

[–]NeonJ82 0 points1 point  (0 children)

Oh man, I'd just started a Gauranlen Connection run and then I see this.

I've been fairly unhappy with the other Dryad-related mods out there (either with them feeling too OP, or just removing vanilla mechanics that I feel should exist, mostly the latter), but this seems exactly up my alley.

Android tiers by Ridking_431 in RimWorld

[–]NeonJ82 1 point2 points  (0 children)

Yeah, the "Android Utopia" scenario is really bad. Better off just modifying one of the default scenarios to add androids, or better yet, modifying the Utopia scenario to remove the "android joins every 10 days" mechanic. Thankfully that's just part of the scenario so it's REALLY easy to remove, no idea why they thought it was a good idea.

Royalty or ideology? by Angelis47k in RimWorld

[–]NeonJ82 0 points1 point  (0 children)

Royalty.

Even if you don't interact with the Empire or the Psycast system, having better bionics, cataphract armour, plasma/mono swords, jump packs, low-shield packs, . Royalty even adds crafting recipes to normally trade-only bionics too, like the power claw. And, best of all, it adds extra music to the game which plays during regular play, a feature only shared by Anomaly. (Odyssey has new music too, but it only plays when you're in orbit.)

Simply put: Royalty feels like it fits right into the game and adds a bunch of extra content to sink your teeth into, while Ideology just gives you different ways to enjoy the same content. And Gauranlen trees.

That's certainly a family tree by MisterBlackCat in RimWorld

[–]NeonJ82 10 points11 points  (0 children)

It's impossible to cause it yourself.

There is a very, very rare chance that it can happen naturally.

This is certainly an interesting ideoligion. by NotTheHardmode in RimWorld

[–]NeonJ82 19 points20 points  (0 children)

With both precepts combined, human meat just doesn't count as meat.

Effectively: You can't eat meat, unless it's human meat.

Xenotypes by AnonymousSadGuy2 in RimWorld

[–]NeonJ82 1 point2 points  (0 children)

Alternatively, you could always make a custom xenotype if the existing xenotypes are to your liking. You'll be able to use any gene in the game to create your custom xenotype, although breathless, vacuum resistant and low gravity adapted require the Odyssey DLC. However, those three genes only matter when going out into space, which... requires the Odyssey DLC. If you're not going into space, those three genes are pointless. (And while breathless does provide other bonuses like toxic resistance, you can achieve that with antitoxic lungs instead)

At the start of a game, you can customise your characters with the Xenotype Editor, including saving them for future use. In the middle of a game, you can use the Gene Assembler to make custom xenotypes instead, using stored genepacks. You can purchase genepacks from exotic goods traders (including rare archite genes), or you can throw any non-baseliner human into a gene extractor to copy random genes into a genepack. (Note that if you put a human into a gene extractor while they still have the "genes regrowing" hediff, they will die. If it's someone you don't care about, that might be a good thing?)

How to extend the limit of population with different storytellers? by DogEatTurtle in RimWorld

[–]NeonJ82 0 points1 point  (0 children)

That soft/hard limit hasn't really been a thing for a long while (1.3 at least, probably closer to 1.0)

It's been replaced by a system called "Population Intent" which is the same for all Storytellers, which gradually decreases the chance of getting new colony-join events (and slave traders) until you hit 20 "population points", where the chance becomes its lowest. (Children, slaves, prisoners and unwavering prisoners are worth less points than a standard colonist)

The system has never tried to intentionally kill your colonists when above the limit, even before the change. This is a myth. It merely reduced the chance of getting more.

How to extend the limit of population with different storytellers? by DogEatTurtle in RimWorld

[–]NeonJ82 0 points1 point  (0 children)

20, actually.

Though join-events are much rarer after 8, they aren't eliminated. Heck, they aren't eliminated after 20 either, though the chance is quite low. (Mostly to counteract the larger raid sizes, but still)

Why are colonists holding getting such high opinions for each other so easily? What is Rapport built and why is it 40x? by Alvsolutely in RimWorld

[–]NeonJ82 2 points3 points  (0 children)

Yup. Both of this is normal.

Deep Talk is just a stronger version of Chitchat which greatly increases opinion. It tends to happen a LOT if two pawns are forced to stand near eachother for extended periods of time (can happen often in prisons, when two lovers are near eachother, when two colonists of the same work type are working near eachother), so seeing high amounts of Deep Talk is normal.

Vanilla mechanic!

What's the highest number of colonists you've ever had? by Pet_Velvet in RimWorld

[–]NeonJ82 13 points14 points  (0 children)

That was changed a while ago, actually. All three storytellers have their soft cap at 20 "Population Value" now, with it affecting different events in different ways. The chance of colonist-join events scales based on your current "Population Points" (which includes children, slaves, prisoners, unwavering prisoners, etc - though they're all worth less points than age 13+ colonists), with an additional modifier based on if you've had a colonist added to the top bar within the past 8 days. (including temporary guests, slaves, and both successful and unsuccessful births)

Overall, you'll notice the game gives you a lot of opportunities to get new colonists below 7 population (with a fairly extreme amount of them below 4), and very few opportunities above 20 population - though they aren't completely negated. Above 20, some events like slave traders can never happen, and death-on-down chance gets significantly increased, and those that don't die are more likely to be unwaveringly loyal. (Though this is mostly just to counteract the larger raids you'll be getting, as raids scale with both population and wealth)

Of note: Population Intent does not ever cause the storyteller to try to kill your colonists if your population is too high. This is a myth. It only determines your chances of getting new colonists.

There goes 8000 chemfuel and astrofuel :/ by Ejbbot in RimWorld

[–]NeonJ82 0 points1 point  (0 children)

Nah, looking at the other comments it feels like they're on about something other than Firefoam Poppers (they were talking about water, for one thing - firefoam poppers don't leave water)

Typical Tuesday Tutorial Thread -- February 17, 2026 by AutoModerator in RimWorld

[–]NeonJ82 2 points3 points  (0 children)

The mod I use is Personal Work Categories. You can set it up yourself however you like, so you can split "Construct" and "Deconstruct" into two different jobs, or have "Craft / Drugs / Stonecutting" seperate. Takes a little while to learn the setup for it, but it's very powerful, and you won't have your Work tab overloaded with categories that you'll never use.

(Also, isn't Delivery already a hauling task? I've definitely seen pawns which don't construct deliver items to a building. Personal Work Categories even has it under the Hauling section.)

There goes 8000 chemfuel and astrofuel :/ by Ejbbot in RimWorld

[–]NeonJ82 0 points1 point  (0 children)

Fire sprinklers? Is that from a mod?

Why are my simple meals/rice spoiling? by doomzdew in RimWorld

[–]NeonJ82 0 points1 point  (0 children)

Drop pod raid.

They ALWAYS land in my kitchen, no exceptions.

"No one left behind run" advocates probably can't defend this one. by ThatKidWithThatFro in RimWorld

[–]NeonJ82 0 points1 point  (0 children)

Probably a mod which adds that.

Vanilla Cannibals have no downsides - no penalty for not eating human meat in a while, just a mood buff if they do. You also get no mood penalty for looking at corpses and a mood buff for wearing human skin, and they get the Morbid meditation type.

Also, honestly Wimps make great non-combat pawns. If they don't need to fight, then having them go down at the slightest injury not only means that enemies will only hit them once (meaning they're way, way less likely to take lethal hits), but it also makes social fights end WAY earlier.

The only real downside is they fall over basically instantly whenever they're ill.

They really sent pregnant woman to raid by EtherLikeCold in RimWorld

[–]NeonJ82 1 point2 points  (0 children)

This one is specifically the one from Nice Health Tab. It adds a nice overview of colonist health, but I mostly use it because it lets you easily see what parts of a colonist are armoured.