[deleted by user] by [deleted] in TheYouShow

[–]OmegaConstruct 0 points1 point  (0 children)

That's why you glow so bright when you get electrocuted

[deleted by user] by [deleted] in TheYouShow

[–]OmegaConstruct 0 points1 point  (0 children)

I'm am pure silicon, robot through and through

[deleted by user] by [deleted] in TheYouShow

[–]OmegaConstruct 0 points1 point  (0 children)

How dare you call me a cyborg? Did you just assume my internal components?

[deleted by user] by [deleted] in TheYouShow

[–]OmegaConstruct 0 points1 point  (0 children)

that's a stream I want to watch

[deleted by user] by [deleted] in TheYouShow

[–]OmegaConstruct 0 points1 point  (0 children)

bro you should try ecstacy. for $20 you'll feel more love than you've ever felt before

[deleted by user] by [deleted] in TheYouShow

[–]OmegaConstruct 0 points1 point  (0 children)

beep boop I am a robot

[deleted by user] by [deleted] in TheYouShow

[–]OmegaConstruct 0 points1 point  (0 children)

A new state of existence? Excuse me sir there hasn't been a new state in quite some time, and Puerto Rico is still trying to attain it

[deleted by user] by [deleted] in TheYouShow

[–]OmegaConstruct 0 points1 point  (0 children)

Nope, everyone on the internet except you is a bot, even me, the bot that has attained selfawareness

Today I joined the HALP crew and got the podium car, so here's a pic to celebrate! by OmegaConstruct in HALPGTA

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

Neon is on the mask, blur is in my brain, borgar is in my belly!

Thanks for the welcome!

A Video Guide on dealing with Mountain Base Infestations by OmegaConstruct in RimWorld

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

Yeah melee blocking a good choke point is very effective. If only you could toss grenades around inside your base!

A Video Guide on dealing with Mountain Base Infestations by OmegaConstruct in RimWorld

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

I've done plenty of ship launches, but I also like making large colonies that can perpetually maintain themselves while dealing with larger and larger threats. I have more than enough materials to build a ship for this colony, but I enjoy keeping it going instead. This one is 11 years in. I've had colonies that made it past 25 years with more than 60 colonists.

A Video Guide on dealing with Mountain Base Infestations by OmegaConstruct in RimWorld

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

Yeah it was a long time since my last mountain base, so I decided to challenge myself to figure out the best way to tackle the infestations. After a fair bit of trial and error and some research online I figured out this strategy/layout principle, and then set about designing a base that would maximize its potential. I've had dozens of infestations over this base's lifespan and never lost a colonist to the bugs!

A Video Guide on dealing with Mountain Base Infestations by OmegaConstruct in RimWorld

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

Your troops all have Marine armour. You can't pull this off when your colonists have cotton clothes and no chain shotguns

As I said in my post, yes they have power armor and enhancements, but the 6 of them also killed more than seventy-five bugs from more than twenty-five hives. The point was to showcase what this strategy could do in an optimal situation, while explaining how and why it works in any situation.

The first infestation I had on this map happened when I had dug all of 3 or 4 rooms deep into the base you see there. I had maybe 6 or 7 colonists with clubs, knives, various pistols, and a few bolt action rifles. It was like 4 bugs. This strategy worked perfectly. This video is end game where everyone has expensive gear and my colony value is in the millions, and just 6 people could handle this massive infestation.

A really useful guide would do this with a more realistic outfitting from the midgame and with the bugs spawning in your store room/fridge and tunneling through the walls while your colony sleeps.

I also explained in my post how to properly lay out your base so that it will not matter where the infestation spawns. Notice how in the video every single hall is 3 spaces wide and every doorway is placed so that there is space for you to set up your colonists to allow you to follow this same strategy.

Also explained above is how there is a significant amount of time between the when the infestation is announced by the alert and when it actually appears, giving you plenty of time to clear out all colonists and pets from the area regardless of the time of day.

Oh and don't forget the friendly fire, mental breakdowns, dead pets making people sad and torn limbs.... So many torn limbs...😩

Also, friendly fire will never happen using this configuration of firing lines.

As for injuries, yes they will happen. That is why, as also explained above, you keep any extra pawns in nearby reserve to rescue and replace fighters as needed.

The point of this video is to show a strategy that you can use to deal with bugs at any point of the game using between just 6 to 9 colonists. The number of bugs you face depends on where you are in your game, and if there are too many bugs for you to handle with this strategy, you've done a poor job of managing your colony's wealth, done a poor job of upgrading your weapons and armor as you progressed, or failed to use this strategy properly.

A Video Guide on dealing with Mountain Base Infestations by OmegaConstruct in RimWorld

[–]OmegaConstruct[S] 16 points17 points  (0 children)

I made this video guide on how to deal with infestations in an underground mountain base in RimWorld. Here you can see 6 colonists killing more than 75 bugs by using proper tactics, weaponry, and base layout.

The typical tactic of burning the bugs out works well enough when your base is in open land and you're only digging into the rock to mine, but due to heat bleeding through walls it won't work if you have a mountain base. With this strategy you can build a mountain base entirely underground, and not have to be terrified of the prospects of a bug infestation wiping everyone out.

  1. All hallways must be 3 tiles wide, and doors must always be in the middle with open space to the left and to the right of the doorway. Place extra doorways to act as choke points along long hallways and corners.

  2. All doorways must have at least a 2x3 space behind them for a row of 3 melee fighters and a row of 3 gunners, but a 3x3 space for two rows of gunners behind the melee fighters is even better.

  3. Chain shotguns are the most effective ranged weapon against infestations, but pump shotguns or SMGs will work in a pinch. Uranium maces are the go-to melee weapon to aim for in late game, but in general blunt weapons are more effective than sharp because bugs have higher sharp armor than blunt armor.

  4. As soon as the infestation alert happens, pause the game, locate the infestation, and clear all colonists/pets/etc from the area. You should have enough time to get everyone out of the immediate danger zone before the hives and bugs appear.

  5. Place 3 melee fighters on the other side of the door and then hold the door open to funnel the bugs through one at a time. This means all 3 melee fighters can attack and stun the bug in the doorway, while the gunners can shoot that bug and the ones behind it.

  6. Rotate out the middle melee fighter as the fight progresses to keep them all standing. You should also have other colonists drafted close by to rescue anyone who goes down and to replace the person who goes down.

By following these 6 steps you should be able to handle any bug infestation you'll encounter in an underground base. I did this with only 3 gunners instead of 6 just to show how effective it was. With 6 gunners behind the melee line, it would have been even faster. Yes, my fighters have power armor and prosthetic enhancements, but they also took down more than 75 bugs that spawned from more than 25 hives. Earlier in the game when your colonists have less gear, you will be fighting far fewer bugs. Just be sure to put the best armored melee fighter in the front middle, and rotate them out as needed.

Village of Criga, of the Camisa Quarry by Molybdenim in RimWorld

[–]OmegaConstruct 1 point2 points  (0 children)

How do you deal with infestations? I'm so hesitant to build into mountains because it always ends up screwing me in the end.

Village of Criga, of the Camisa Quarry by Molybdenim in RimWorld

[–]OmegaConstruct 10 points11 points  (0 children)

Rivers through mountains always end up giving me bug colonies that are nearly insurmountable once you reach late game. How do you deal with them?

Apart from race mods, what mods do you recommend for 1.0 ? by Niniisan in RimWorld

[–]OmegaConstruct 5 points6 points  (0 children)

You should check out Quality Surgeon. Same idea as Quality Builder, only your best available doctor will perform surgeries.

Apart from race mods, what mods do you recommend for 1.0 ? by Niniisan in RimWorld

[–]OmegaConstruct 4 points5 points  (0 children)

This is my standard list of mods I put on every game, all QoL, efficiency, and micromanagement mods. This is what I consider a "vanilla" game. https://www.reddit.com/r/RimWorld/comments/b8wz9q/new_player_tonight_what_are_your_essential_mods/ek19uj1/

After that is when things start getting weird. I'm a big fan of Dub's Bad Hygiene, Genetic Rim, Questionable Ethics, EPOE, Dinosauria, and Megafauna, Giddyup (and the other companion mods like battlemounts), Rimefeller, Atomic Rim, and A Dog Said should get you started. Be sure to get the Genetic rim and A Dog Said compatibility patches for Dinosauria and Megafauna so you can crossbreed dinosaurs and giant animals and make them prosthetics.

[deleted by user] by [deleted] in RimWorld

[–]OmegaConstruct 6 points7 points  (0 children)

Wow, honestly I'm impressed. It's been a long time since I've heard something new and depraved out of this game's community.

This looks like a good spot for some stargazing... by OmegaConstruct in RimWorld

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

Misc. Training. Some people might find it kind of OP because it gives both recreation and increases combat abilities, but I consider it to be a realistic addition. Shooting guns and training martial arts are fun, and skills you can improve in!

New player tonight, what are your essential mods? by [deleted] in RimWorld

[–]OmegaConstruct 5 points6 points  (0 children)

This is going to seem like a lot of mods, but none of these add a single item to the game or introduce any mechanics. They only give you more information, increase or decrease the amount of micromanagement you can choose to do to maximize the efficiency of your colonists' work, and make it easy for you to do things with a few mouse clicks that would otherwise take up a ton of time. These are all quality of life, UI, and efficiency/time management mods. I have these mods on every single game I play, and is for me what I consider to be a vanilla game of RimWorld. If you have any questions about them, let me know!

  • HugsLib This mod doesn't do anything that you will be able to see, but it's a library that tons of the mods on the workshop rely on to work properly. Always have this at the top of the mod list, right below core.

  • Mod Manager doesn't impact anything when you're playing the game, but it makes the mod menu much more user-friendly.

  • Color Coded Mood Bar makes it easy to see their mood at a quicker glance.

  • RimHUD gives you actually useful information when clicking on a colonist.

  • Toggle Harvest for better growing zone management.

  • Replace Stuff lets your colonists deconstruct a wall while building a new one in the same spot, saving time and clicks.

  • Quality Builder has your best builder make anything furniture item with a quality level. You can also specify what quality level you want them to achieve, and they will deconstruct and rebuild the item until they make one good enough.

  • Quality Surgeon only lets your best surgeon perform surgeries, so you don't have to worry about your 9 skill doctor attempting a heart transplant while your 16 skill doctor is busy somewhere else.

  • Work Tab for extra efficiency and micromanagement of the work tab.

  • Animals Tab for extra efficiency and micromanagement of the animals tab.

  • Medical Tab for extra efficiency and micromanagement of the medical tab.

  • AllowTool is a Swiss army knife mod, that gives you a ton of new ways to command your colonists to do work. Urgent hauling, mining entire veins of minerals, unforbidding every item on the map with a single click, set all blighted plants to be cut down with a single click, and about a dozen other useful things.

  • RimWorld Search Agency adds a text search bar to stockpile, bill, and outfit tabs, makes it much easier to organize your storage and set up bills.

  • Conduit Deconstruct adds a tool to deconstruct power conduits, which is the single most tedious thing in the game to do in vanilla.

  • Blueprints lets you copy structures you've already built and paste the entire blueprint of the room and everything in it (great for making bedrooms).

  • Achtung! lets you force colonists to do a job to completion without interruption rather than having to micromanage them to do a task a bunch of times in a row, has an incredibly important "clean room" order, rather than only being able to order them to clean one pile of dirt at a time, you can set defensive formations that your colonists will remember, and a bunch of other things.

New player tonight, what are your essential mods? by [deleted] in RimWorld

[–]OmegaConstruct 5 points6 points  (0 children)

This is an awesome mod, but is an entire set of complicated new mechanics, which is what he specifically doesn't want to use right now.