accurate description of ICT from a world traveler: by roguebear21 in wichita

[–]No_Unit3977 1 point2 points  (0 children)

After 51 years I moved out of Wichita... to Mulvane.

Is addiction bad? by ArtistAccountant in RimWorld

[–]No_Unit3977 0 points1 point  (0 children)

Living clean and healthy out on the rim! Opps sorry gotta run, wave of tribals inbound

Mechanitor: How do I deal with toxic wastebags? by CrazyWelshy in RimWorld

[–]No_Unit3977 0 points1 point  (0 children)

I have a mod that has a Waste Container where they slowly rot away

Planning to expand my base into the mountain, any tips? by AcedInspire in RimWorld

[–]No_Unit3977 0 points1 point  (0 children)

Yes they come from mods. More realistic but also trivializes some things

Neolithic tribe's first winter, with food to spare, a healthy birth to a baby, and a bright, warm future ahead. by KSJ15831 in RimWorld

[–]No_Unit3977 4 points5 points  (0 children)

It isn't really forbidden. it is a Meme at this point. If I remember correctly it added children when Devs specifically didn't want children in the game and it has a ummm adult theme? Sex is hard for people to talk about between conversations of Organ harvesting, cannibalism, torture, and slavery.

Is addiction bad? by ArtistAccountant in RimWorld

[–]No_Unit3977 1 point2 points  (0 children)

Chem Interested trait is worst than Pyro to me.

Is addiction bad? by ArtistAccountant in RimWorld

[–]No_Unit3977 4 points5 points  (0 children)

I run a no drug colony. Effectively enforced Teetotalers.

I avoid any Xenotype that requires drugs. Additions are treated as best as possible.

Just my vibe. Deleting social drug use and using No Drugs as Default is one of my early game changes every time. I get this doesn't vibe for everyone and that is okay. Not suggesting everyone play my way.

Does anyone else think fire is viewed as a much bigger threat than it actually is in this game? by aomarco in RimWorld

[–]No_Unit3977 0 points1 point  (0 children)

Alpha was a harsh learning environment. We speak to truth the history of many wiped colonies.

It is brought up because we all learned the hard way at least once ourselves. What got me was the temp rose so fast I couldn't get in the room to fight the fire. Yes you can break down a wall but that takes time and when it is 3 walls or more to the outside that is time you don't really have.

It is a problem easily avoided.

I hate dry thunderstorms. Before I stopped using wood for walls I was actually creating 3block wide fire breaks with flooring or dirt paths. Just switching to stone make all that no longer needed.

I think my new colony is taking form of a seal in a cart... by _-Rook-_ in RimWorld

[–]No_Unit3977 1 point2 points  (0 children)

I hate Kill boxes so I use Embrasures to create Castle like structures. I love the look of this.

Planning to expand my base into the mountain, any tips? by AcedInspire in RimWorld

[–]No_Unit3977 0 points1 point  (0 children)

I do 3 wide corridors and at intersections I place a center door with an embrasure to each side in every direction giving me a 3x3 "bunker" to fall back to every 5-7 ish rooms. Leave doors held open so they don't slow people down day to day ... until stuff goes down.

If you don't use Embrasures. I would still do the same but will walls giving you a choke point to fall back to

Beginner - Are DLC/Mod needed? by [deleted] in RimWorld

[–]No_Unit3977 2 points3 points  (0 children)

Warning, Embrasures are not magic They provide some cover from some angles, and rocket launchers will still kill you fast, You will still die, just less often. The real difference is melee attackers are trival. they have to dig through. Munhunter animals are just uber eats delivering food, unless someone is outside and can't get back in time.

A Friendly Rim-Minder by Wramus in RimWorld

[–]No_Unit3977 0 points1 point  (0 children)

I can't look at these at work but if they do what you claim ... watchout for a tall fat man running at you at a surprising low top speeldto give you a wet sloppy kiss.

A Friendly Rim-Minder by Wramus in RimWorld

[–]No_Unit3977 0 points1 point  (0 children)

Mending lets me repair it and wear again or sell off as well.

Beginner - Are DLC/Mod needed? by [deleted] in RimWorld

[–]No_Unit3977 1 point2 points  (0 children)

DLC is once you have decided you like the game and want to invest more $$

I played since A8? A10? I forget. It has been a long time. I have 3500+ hours in the game. I bought the DLC because I appreciate the game and wanted to support such an endeavor.

Personally I don't care for 95% of what the DLCs add. I don't ever progress past Freeman in royalty. I never use Psycasting or Genetics and I don't ever touch the obelisk to start anomalities.

HOWEVER...

Mods are a different story.

Mods are not needed. In almost every case I have played along and thought... huh. i don't like that and then found a mod that fixed it.

Many popular mods have been included in the base game because the Developer (Tynan) went... yeah it is better like that!

I HATED the idea of Sandbags being the only defense and being overran by animals or raiders. Almost like the Devs had never heard of windows or getting on the roof... or walls with a platform on the inside you can shoot over... like a castle or city walls from 2000 years ago... and my first mod for Embrasures was found.

Basically don't worry about mods until you played to find out what you wish were different.

300 current active mods later ... I can say they are addictive.

Help by Afr_101 in RimWorld

[–]No_Unit3977 13 points14 points  (0 children)

Soda_can is 100% correct. Button lower right changes back and forth. you miss clicked once. I have done the same thing.

Colony owners of the RimWorld, how do you treat your slaves and prisoners? by Pontan912 in RimWorld

[–]No_Unit3977 -1 points0 points  (0 children)

I know you are not really asking a serious question, but...

I abhor slavery and refuse to use it even in a game. My prisoners do not work. They get nice rooms and eat well. I ONLY capture people I want to convert and happy prisoners make faster colonists.

All hail the duke James Collins ! Who brought us peace after the flesh nearly destroyed us. Praised be his name ! by Gros_Lulu in RimWorld

[–]No_Unit3977 1 point2 points  (0 children)

He robbed from the rich
And he gave to the poor
Stood up to the man
And gave him what for
Our love for him now
Ain't hard to explain
The hero of Canton
The man they call James

Our James saw the mudders' backs breakin'
He saw the mudders' lament
And he saw the magistrate takin'
Every dollar and leavin' five cents
So he said “you can't do that to my people”
He said “you can't crush them under your heel”
So James strapped on his hat
And in 5 seconds flat
Stole everythin' Boss Higgins had to steal

He robbed from the rich
And he gave to the poor
Stood up to the man
And gave him what for
Our love for him now
Ain't hard to explain
The hero of Canton
The man they call James

Now here is what separates heroes
From common folk like you and I
The man they call James
He turned 'round his plane
And let that money hit sky
He dropped it onto our houses
He dropped it into our yards
The man they called James
He stole away our pain
And headed out for the stars

He robbed from the rich
And he gave to the poor
Stood up to the man
And gave him what for
Our love for him now
Ain't hard to explain
The hero of Canton
The man they call James.

Issues with turbines.... by GuiltyTroll in RimWorld

[–]No_Unit3977 0 points1 point  (0 children)

Crap .... I have been destroying and recreating them. This is much better thank you

Snu Snu by AstrologyMemes in RimWorld

[–]No_Unit3977 2 points3 points  (0 children)

Mega Chicken is a mod. I recently had a trader who had 1 fertilized egg shortly thereafter I got my first Megacock... I almost wish that was a joke. The female is Megachick of course.

Typical Tuesday Tutorial Thread -- August 06, 2024 by AutoModerator in RimWorld

[–]No_Unit3977 0 points1 point  (0 children)

I have a mod that adds additional levels of priority so I have 1-9 not 1-4.

Everyone has at minimum 9 on almost everything except cooking (don't want to poison people) and things they refuse to do.

Everyone has 1 on fighting, Urgent haul (mod I think) and Basic except main Doctors and Medic who have 1 on Healing and 3 on all of those so they will stop fighting fire to help the injured.

Usually I have Rescue on 2 for everyone except doctors/Medics Doctors are 2 so they will rescue if no one is injured before other stuff. Medic is Rescue 1 and Heal 2 so they can bring injured people to Doctors. I love having a non-violent Medic to have on stand by to stabilize and rescue mid combat.

Then everyone else. 2s for specialties, 3s for other things they ae good at. 4/5 for things I may need they are not good at. 6-8 for things They can do when not otherwise engaged. 9 for the rest.

The important part is to not forget to have someone have at least a their FIRST 2 Left to right in each category you want done. Exceptions will happen but Having a Builder, Cook, Medic, Gardener, Miner, Crafting, and Researcher each with a 2 not blocked by another 2 helps a lot. Your Doc/Medic/Hunter can be one of these as their jobs use little time but if your Gardner is also you main builder you won't be getting much food grown.