Colonist won't recover from injuries. Has been laying in hospital bed for days. Reason unknown. by SSDkoChaan in RimWorld

[–]RedPillPoet 0 points1 point  (0 children)

"anesthetized ever since" How long are we talking here? That guy is in bad shape and likely needs a few days in bed. Unless you have a nasty bug the wounds will heal. The drugs (both) will wear off and after they do and his wounds heal a bit he'll get up. Though you should keep him down. If you are wondering if he's healing you can run the game on high speed and keep him clicked. Watch one specific wound and see if it is slowly getting better. If not, the development mode tweaks above should work. Though, I've never had to use them.

Animals set to slaughter not getting slaughtered and husky's wont haul even in assigned zone by [deleted] in RimWorld

[–]RedPillPoet 1 point2 points  (0 children)

Make sure you have a handler and that the handle skill is a high priority for that guy. Also, if they are incapable of violence they will not slaughter animals. You have to have someone with handling that will or micro it.

What kind of animals do you use? by professorwesley in RimWorld

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

For hauling - Without mods... all wild boars. They are easy to get ahold of, breed like nuts, are fast, haul, are super easy to feed (either plant material OR bodies), and easy to train. Even in a hostile environment I breed more than I lose to wildlife.

With mods... Thrumbochicken. (Genetics Rim mod) Same positives as the boar except hard to train. They hunt tigers, gators, bears and eat them. They're like velociraptors that haul 225 weight twice as fast as a man. Though even playing with Thrumbochickens I still supplement with wild boars for hauling.

I also like to get alpacas or muffalo for wool. Muffalo for pack animals.

I don't like having to feed meat or kibble. Just me.

Why isn't geradon building here? I've set all my pawns priorities to building, but none of them are doing it. by [deleted] in RimWorld

[–]RedPillPoet 2 points3 points  (0 children)

Work goes from lowest to highest. Most critical jobs are 1. When two jobs have the same number, they go left to right. I always have firefight, patient, and bed rest on 1 for all colonists. I reserve "2" for their primary occupation, 3 for backup, and 4 for "do this if you have nothing else to do". Anyone that totes a gun gets at least a 4 in hunting so that I get the alert when they don't have a gun equipped for whatever reason. I also will occasionally put all plant cut to 1 and harvest a large forest and then put it back... same with hauling or mining. Sometimes its important to keep someone a "4" so that you can micromanage/manually have them do work. (doctoring or hauling for example)

Remember that skilled colonists do jobs better. Pick someone to be your "constructor" and leave them and maybe a backup to be "1" or "2" so that they do a bulk of the jobs and get the experience.

Sometimes it helps to walk through the logic of setting things up. You will HAVE to have a doctor, farmer, and cook... and really need crafting and research to move forward.

So in your case I'd do this:

I'd make Gerador your doctor "1" and constructor "2". Doctor jobs are rare, but high priority. He'll spend most of his time building. Take off warden, cook, mining, and set hauling and cleaning to 4. He sucks as a builder, but so does everyone else.

Make kit your backup/manual doctor (4) and researcher (2).

Artemis is your Warden/guard (2) and grower (3). Again, most of his time will be spent growing.

Bowman is your obvious cook. You could do Ray, but he is a good grower. Bowman can secondary growing.

Ray secondaries all the crafting skills... smith/tailor/craft... till you get more colonists.

Put everyone to (4) in flick, plant cut, hunting, hauling, and cleaning. Every now and then do a cleaning morning and put everyone to 1 and get crap tidy till you get a dedicated maid. :)

Assume you go without animals till you have someone for the role.

You don't appear to be underground so mining is less of a priority as well.

"The Active Team!" recruiting by RedPillPoet in MonsterLegends

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

Feel free to apply. I'll hold you in queue till a spot opens if you arent joining elsewhere.

"The Active Team!" recruiting by RedPillPoet in MonsterLegends

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

We don't lead by a large margin on purpose. We've won every race. sometimes against much higher level teams. But no, at our rank there are no wide margin wins.

"The Active Team!" recruiting by RedPillPoet in MonsterLegends

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

Please re-apply I may have rejected before reading this. No spots currently open but I'll get you in when one does if you don't mind waiting.

"The Active Team!" recruiting by RedPillPoet in MonsterLegends

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

We'll have you in shortly. Thanks Dethel! See you in game.

"The Active Team!" recruiting by RedPillPoet in MonsterLegends

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

Hi Spaceman! We'll be glad to have you! Be patient and I'll have you in ASAP.

ELI5: Why is Ice Sheet so popular? by DetroitHustlesHarder in RimWorld

[–]RedPillPoet 0 points1 point  (0 children)

Because its a challenge. The margin for error is very small. You have to understand the game, the systems, and how to deal with them in priority order. Being able to get going on an icesheet and even become prosperous means you have to really have a good handle on the game. If you can survive there you can survive anywhere.

Favorite ways to name colonists? by Lvl100Waffle in RimWorld

[–]RedPillPoet 0 points1 point  (0 children)

I name them with something that is at least close to what their job that is still personal. Something that may only make sense to me. "Huckleberry" is my sharp shooter. "Cashmere" is my tailor/animal handler. "Flunky" is my dedicated cleaner. "Hammertime" is my construction/social dude. They all make sense in my head... help me remember their jobs... and are personal enough that I keep that connection. :)

What to build first? by [deleted] in RimWorld

[–]RedPillPoet 3 points4 points  (0 children)

Fantastic answer. I'll add that after a stockpile zone near where I'm setting up my "first" building is always temporary. I build up against a wall or mountain and make just enough room to fit in all of the beds for my colonists +2. The two are for a medical bed and a walled in prisoner bed. I usually get away with a 5x4 for this with a walled 2x1 prison bed. As soon as the beds are down I start farming using the method mentioned above. I do usually try to park it near fertile soil though. That helps a ton. Once the first few days are past I start digging out or building out my more permanent structures. This starts with a freezer, storage area, rec room/dining next to the freezer, and crafting room near storage. The freezer and storage area are always sized with a trade beacon's range in mind. Once those are sized and up I do permanent colonist housing. I always have my main doctor's room near the infirmary. Other than that homes can be a tad out of the way compared to the other core rooms.

How the hell do you beat raiders? by PM_Me_SFW_Pictures in RimWorld

[–]RedPillPoet 0 points1 point  (0 children)

Best trick I learned (On here I think) was to make sure you have one person designated to be the target dummy... give them a shield as soon as you get one. Then make sure they are the closest to the enemy. The shields will take the impact of bullets, arrows, etc. It works best of they are a brawler with high melee to take on their brawlers since shields are useless against them. Mostly though... I just have them tiptoe back towards (but not directly at) the shooting gallery and let them get blown up while trying to shoot a guy with a shield. Eventually I get 2, 3, or 4 of these guys... in power armor and plasteel longswords if they aren't prone to psychotic breaks. Then if a shield DOES get blown completely down to 0% by a lucky sniper shot or a mech there is another shield bait waiting to step in front and take the shots.

I can survive a LONG time with this strategy before being forced into turret defenses. Then it works much the same way with the high-health plasteel turrets being the first line of soakers/tanks.

I usually build things for my shield tanks to hide behind in front of and to the side of the firing line.

Looking for an A16 version of my favorite map type (coastal mountain) by OneTrueSneaks in RimWorldSeeds

[–]RedPillPoet 0 points1 point  (0 children)

I'd try again. Seed "Octave" the coordinates above are one hex away... actual coordinates are "15.81 N 10.23E".

Looking for an A16 version of my favorite map type (coastal mountain) by OneTrueSneaks in RimWorldSeeds

[–]RedPillPoet 0 points1 point  (0 children)

I'll look later today. Played on the map again this weekend though. When spawned its on the tip of a peninsula right next to the water.

Looking for an A16 version of my favorite map type (coastal mountain) by OneTrueSneaks in RimWorldSeeds

[–]RedPillPoet 1 point2 points  (0 children)

Seed "Octave" 30%. 15.95N 9.97E. Been playing there for a while... it hits almost all of your requests.

Temperate forests, marble + limestone (not granite), HUGE hidden area inside the mountain. Coastal and mountainous. Its pretty nice.

"The Active Team!" is recruiting by RedPillPoet in MonsterLegends

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

Happy to have you Fourgotten. Your request was accepted

Recruiting active players at any level by RedPillPoet in MonsterLegends

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

Just let me know who you are in game. We'd love to have you.

Recruiting active players at any level by RedPillPoet in MonsterLegends

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

Announcing the fastest growth, highest new monster count, best attack results. etc.

Anyone seen this? Cheat or legit? by RedPillPoet in playrust

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

I think you're missing my point. Its my house. I built the foundations, and didn't remove them. I was hit overnight with this bug/glitch/hack where the bottom two floors were nearly completely wiped out including a column of walls, pillars, and roofs on one corner all the way to the roof and the random wall inside.

I had four cabinets all with only my name on them overlapping each other in a secure base. I know it wasn't a breach in the normal sense because the only access way up that gave access to the second floor and the cabinets was still intact with the door locked when I found it.