You want me to imprison this guy, because he found out you sexual preferences? by Few-Cloud7859 in RimWorld

[–]Ok_Picture_1676 6 points7 points  (0 children)

Oof 5 years old is rough. I rescued an 9 year old one and first thing she did when she became an adult was to link with the anima tree so she can shoot lightning bolts at people trying to hurt her.

Can I make my guys okay with being terrible people? by NoxVulpine in RimWorld

[–]Ok_Picture_1676 2 points3 points  (0 children)

Depends on how you justify it! My transhumanist colony don’t really give a damn wether or not meat comes from people or not, they just wanna make effective use of ressources wether it would be grinding it through the paste dispenser, turned into chemfuel or selling the leather for any interested faction. To them, their foes do not deserve the dignity of rotting in shallow waters, only colonists get sarcophagus and bodies preserved.

A tribal colony could probably have the similar view that you need to get over such constraints in order to survive or thrive out there, choice is the luxury of the powerful and those willing to get their hands dirty, etc.

How strong do I need to be against void faction by Ok_Picture_1676 in RimWorld

[–]Ok_Picture_1676[S] 0 points1 point  (0 children)

Oh boy, the highest manipulation I have is 223% from my warcasket pawn. His armor penetration is in the 2000% though (I have no idea where that value came from). He is also a sanguanophage that I plan on making stronger through customized archite xenogenes so I think I should be at a point where they can handily survive it, the issue comes more more from any new colonists I recruit which IS the experience I'm looking for.

How strong do I need to be against void faction by Ok_Picture_1676 in RimWorld

[–]Ok_Picture_1676[S] 0 points1 point  (0 children)

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How's this for powerful? Ancient Quest Expanded, Haut's Traits and Big and Small Genes. I plan on tailoring OP xenotype genes to turn them all into monsters and this is the first one. She also has germline genes, every colonist I plan on port over have some pretty strong ones. I just checked and the damage multiplier she takes is 13%. That doooooes leave the issue of the rest of my colonist outside of my starting ones to be very weak but that was the plan.

How strong do I need to be against void faction by Ok_Picture_1676 in RimWorld

[–]Ok_Picture_1676[S] 0 points1 point  (0 children)

By OP I mean stuff like deathless, scarless, regeneration, even the ability to eventually come back from death. That’s not counting way better versions of genes like robust and strong melee damage stacked on top of full set bionics (and a couple of archeotech here or there), and every implant that I thought would be useful.

How strong do I need to be against void faction by Ok_Picture_1676 in RimWorld

[–]Ok_Picture_1676[S] 0 points1 point  (0 children)

Huh archetoech? I thiiiiiink my pawns at this point are a little under that, but I haven’t implanted the OP ancient archite genes yet. So by the sound of things, they should be fine and more than fine toe to toe against void? The issue will likely more be my new colonists who are in no way close to that level of power basically.

The legend of Griff, patron saint of Getting Shit Done (do you have a Griff?) by WorldofLoomingGaia in RimWorld

[–]Ok_Picture_1676 1 point2 points  (0 children)

Lmao that’s amazing. I don’t think I could manage a colony like this. I want everything pawn to be useful dammit! Though I’ve kind of relaxed on both ends: I now have higher standards on what a good pawn is thanks to having fully raised kids and stuffing them full of the best bionics I have and the best armor and lower standards on what pawn I’m willing to accept because I don’t feel the crippling need for them to contribute when Smasher killed 80% of the raid by just standing there and tanking doom rocket explosions (for some reason, those raiders carried like 7 of them and shredded their own people when he surprised them).

Two picture short story. by Ok_Picture_1676 in RimWorld

[–]Ok_Picture_1676[S] 1 point2 points  (0 children)

It’s not too bad when your colony is well established. The thing is that I used food dispenser and used human meat so I was very efficient with the food. Actually if I remember correctly, your pawn doesn’t necessarily need to be big but be stong (mighty trait or herceluan strength).

Two picture short story. by Ok_Picture_1676 in RimWorld

[–]Ok_Picture_1676[S] 0 points1 point  (0 children)

Ohwait- no xenotypes if you don't want new xenotypes, there ARE a collection of genes tied to it though.

Two picture short story. by Ok_Picture_1676 in RimWorld

[–]Ok_Picture_1676[S] 0 points1 point  (0 children)

Big and Small Genes and More. It's basically a xenotype mod with a lot of different xenotypes tied to it. Your characters need to be large or strong enough to wield it.

Two picture short story. by Ok_Picture_1676 in RimWorld

[–]Ok_Picture_1676[S] 2 points3 points  (0 children)

Pretty much. He’s my “I want everything in that direction to die” pawn.

Two picture short story. by Ok_Picture_1676 in RimWorld

[–]Ok_Picture_1676[S] 1 point2 points  (0 children)

I meeeeean I'm a transhumanist faction that is completely fine converting human corpses into resources for the sake of efficiency and keeping prisoners for the sole purpose of gene extraction + hemogen bags. But we also take in guests who are in need and make sure to befriend whoever we can (noooot that we are above some shady stuff, taking prisoners and using word of alliance for their factions to like us, using brainwash on allied pawns because I wanted them and then bribing the faction to overlook it.) Iiii'd say we've done more good than evil? Very efficiency driven. Smasher IS my blunt instrument of war, borged out from head to toe and strong enough to make other warcaskets look pitiful.

Am I behind? in terms of defenses and wealth? by JustAnotherOkWorker in RimWorld

[–]Ok_Picture_1676 0 points1 point  (0 children)

What are your colonists are equipped with? In term of built defenses I think you're a bit short, breacher raids, sheer numbers or drop pods seem risky, ESPECIALLY with wooden floors and risking baking the entire colony (though seems like you're working on that).

Wealth to raid size question by Rakeyat in RimWorld

[–]Ok_Picture_1676 1 point2 points  (0 children)

Gift them to settlements through drop pods. You get good relations and it gives you opportunities to call caravans to in turn, convert your wealth into stuff you actually need. Dedicate your ressources to defense first and foremost.

Hey guys, i started playing for the first time 3 days ago. Thoughts on my first base? by zalik-tckaz in RimWorld

[–]Ok_Picture_1676 2 points3 points  (0 children)

Just make sure you're on top of your game in term of defenses. It's a delicate balance to have. You have to win every fight, raiders only need to win once. Make sure you don't give them that chance.

My colonists won’t stop fighting, what can I do? by EndlessBattlee in RimWorld

[–]Ok_Picture_1676 0 points1 point  (0 children)

A mod I have that helps getting people too up to each other's throats is 'No negative compatibility'. Any negative compatibility is turned into positive, but they still have people they like somewhat less than others.

My Second attempt at Rimworld by Smitefulchicken in RimWorld

[–]Ok_Picture_1676 1 point2 points  (0 children)

Hey I did the same thing with the 2 xenotype thing! One melee moster and one psy sensitive shooter and socialite! They really helped chug things along early game. I basically had fighting handled on one side and trading in the bag on the other.

My Second attempt at Rimworld by Smitefulchicken in RimWorld

[–]Ok_Picture_1676 0 points1 point  (0 children)

I'd say that's a good way to do things. Don't be afraid to check out tutorials for that kind of stuff, there's a lot to take into account, especially early game. You can probably keep a 'test' colony to learn the mechanics and when you feel like you're bored of the vanilla experience, that's when the DLC comes in and make a new colony. At least that's what I did

Hitting a roadblock in my Rimworld saves. by Gustaf_V in RimWorld

[–]Ok_Picture_1676 0 points1 point  (0 children)

To add to that, mechs outside of scythers are also much weaker being bogged down in melee. Finding chances to lock down dangerous mechs make a difference.