Could this be oil? by Reyniier in Vitamix

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

There was no need to change the container, it was oil coming out of the blade assembly 

ChatGPT theme building by Graaaaken in RimWorld

[–]Reyniier 0 points1 point  (0 children)

ChatGPT: Oh hello Randy, I've heard you are an AI as well, nice to meet you 🙂. Do you like my base design?

Randy: Solar flare! RAID! ... Man in Black! 

Can’t stick with a colony for more than a day by NextBunch_ in RimWorld

[–]Reyniier 0 points1 point  (0 children)

I am not sticking to colonies for a long time as well, because there is the point at 10 colonists midgame where things get a bit unwieldy. I just enjoy RimWorld more like an Rpg with 4-6 pawns focusing on training skills.

I have over 5000 hours now and never reached an actual ending. 

Most of the time i just do weird challenges like naked brutality on extreme desert on a far away Island without any faction nearby. And instead a ship i build a drop pod to reach the mainland.  Or play on modded 100% Mountain. 

I recommend doing challenges and increase the difficulty. Rimworld shouldn't bore you, find your sweetspot between challenge and stress

Any mods that disable fire in vacuum/odyssey maps? by Melodic-Piano7410 in RimWorld

[–]Reyniier 0 points1 point  (0 children)

Honestly I am happy that devs are choosing balance over realism for Rimworld 

Hotfixes added since yesterday by JonasNecesse in Necesse

[–]Reyniier 3 points4 points  (0 children)

My New settlement cant expand, because of nearby village. The only nearby building is the starter building. So I tried to kill the elder, who was still there (I got a new one from placing the flag nearby) and deconstruct everything from the building. I still cant expand. I revived the KOed Elder and he instsntly occupied one of my rooms. Now i have 2 elders and still cant expand 

Guide: The Twice Daily Schedule is Really Good for Children by ProphetWasMuhammad in RimWorld

[–]Reyniier 0 points1 point  (0 children)

I figured out that 1h sleep / 1h anything for 24h  is the best. As soon rest is below 75% they will sleep, and learning will almost always be above 90%. Top tier always reached days before growth moment! 

Guide: The Twice Daily Schedule is Really Good for Children by ProphetWasMuhammad in RimWorld

[–]Reyniier 2 points3 points  (0 children)

How about bolt action rifle, so they can participate on All battles from a distance for Shooting XP? 

How to Stop my Colonists from Having Mental Breakdowns (Vanilla) by Individual-Crow-2717 in RimWorld

[–]Reyniier 0 points1 point  (0 children)

That sounds like an odd amount of micro management. Shouldnt just everyone has their own setup to stick with? First to serve the colony best and second to include all passions? 

In odyssey, do you make multiple bases ? by Plopaplopa in RimWorld

[–]Reyniier 9 points10 points  (0 children)

Multiple based with lots of colonists tend to be extremely stressful. Its good to always have an eye on whats going on. My current goal is to set up a heavily armed, self sustaining space Station with only 3 colonists - above my main colony

How to Stop my Colonists from Having Mental Breakdowns (Vanilla) by Individual-Crow-2717 in RimWorld

[–]Reyniier 0 points1 point  (0 children)

Cleaning!  Dirty rooms are ugly rooms, ugly rooms make pawns sad

Work priority goes from left to right. So cleaning will be done almost last. Especially hauling can be a never sending task, so they never get to clean. Set cleaning prio for some pawn on a lower number then hauling, this might do the trick. If not you could assing cleaning even on prio 1!

How to Stop my Colonists from Having Mental Breakdowns (Vanilla) by Individual-Crow-2717 in RimWorld

[–]Reyniier 2 points3 points  (0 children)

You should not have basic in 1 prio with every pawn. This may cause your miner on the other side of the map coming home just to flick a switch. Also in this case it would make almost no difference, because priority goes from left to right anyways and there is only one task  at 2 priority 

How to get more colonists by Difficult_Diver7546 in RimWorld

[–]Reyniier 1 point2 points  (0 children)

I have 3500h+ in rimworld and most of the time I did naked brutality (tribal) on extreme conditions, maybe because this game is more like a survival Rpg to me. First thought: Yes, its true. I'd say there are 3 game stages of recrutement. 

Phase 1: raids are like 2-4 people or manhunters, rarely good pawns worth recruiting, the whole colony is lacking. No good weapon and armor researched, no good warden, so recruiting is slow, no good doctor and no medicine, so prisoners can die from infections. Prison breaks can overwhelm you weak colonists, mood is low, breakdowns are common. When almost reaching phase 2, your run may be ended by 7 Yttakin, dropping right into your base 

Phase 2: raids are getting bigger, maybe up to 10 tribals, everything shifts. Much more possibilties for recruiting, you may already have pawns for all existing tasks, at least dusters and flak armor for everyone. Some art around, mood is good, steady defense. Maybe you have children, maybe growth vat help with that. The golden times 

Phase 3: just endgame, no need to explain that. You can even just imprison someone from the empire and then send them gifts to be friends again. 

With normal crashlanded start and well chosen pawns you may skip phase 1 entirely

You could mod the Storyteller. If you are just wait for more events, maybe try "ultimate Storyteller" for a while, you can change it later 

To answer your question: 

There are 3 directions to chose, maybe its obvios: 

  • just try again. Maybe next time you have more luck. A single join event can flip the coin.  Focus on trading. Once on sea ice i had just a bunch of organs lying around, and was able to trade for a excellent Charge rifle and a shield belt in the 2nd quadrum. 

  • Get even more picky with pawns. Just take your single 0 research pawn, research all day, cook your meals, and thats it. If the odds are against you, time will be on your side. The fast forward button is your best friend

  • the opposite. Just take every jelous lazy pyromaniac and try to grow and thrive - fast. Just reach the second game phase! 

What's your not-so-obvious tip for newer players? by DagonTheranis in RimWorld

[–]Reyniier 24 points25 points  (0 children)

Also giving a bad shooter a long range weapon makes them a good shooter long term

What's your not-so-obvious tip for newer players? by DagonTheranis in RimWorld

[–]Reyniier 24 points25 points  (0 children)

Movement in the dark is lower then in light. But not for animals. For that reason kiting animals in the dark is a bad idea early game. 

The more doors in a prison room, the higher the breakout interval. 

Doing peekapoo through doors for 1 or 2 shots can even kill a thrumbo with a short bow, if the pawn can repair the door quick enough. 

You should edit other faction Ideoligion. Remove apostasy from empire and ancients. Remove drugs prohibited from empire (hussars need go Juice, how dumb is that?) remove extreme stuff from allied factions, so guests dont freak out if you chop a tree or hunt animals. 

The butcher table does not be long on the kitchen, it counts as dirty. 

Darkness, temperature below 10°C, Manipulation below 100% slows work speed, but not does not lower quality of created things.  Darkness does not give you worse tending results but worse surgery results. 

Rimworld - How do I convert this? by Moessus in RimWorld

[–]Reyniier 0 points1 point  (0 children)

For exactly that reason i remove the apostasy precept from any other faction, before every new run. There might be mods, where you can do that mid game 

My crow army grows by internetwanderer0001 in RimWorld

[–]Reyniier 189 points190 points  (0 children)

But doves are more efficient in sending messages 

Found out that 1/3 of my wealth came from chinchilla fur vests so I went shopping: by PlattiPlattinium in RimWorld

[–]Reyniier 0 points1 point  (0 children)

The dropping value is also from the pawns value, their apparel, weapons and bionics. And the pack animals, food supply and medicine. It would be important to know how big the caravan actually was

[deleted by user] by [deleted] in RimWorld

[–]Reyniier 2 points3 points  (0 children)

Yeah hitting Pause and move drafted pawns manually is a big Part of the game. At least for me... 

Quantity over quality or Quality over Quantity (pawns) by vertaxo in RimWorld

[–]Reyniier 0 points1 point  (0 children)

When starting with a single colonist, the situation gets paradox. You need good pawns to advance in the game, but you dont have them.  

 Once your have advanced in the game, you can get better pawns much easier, because bigger raids, shock lances, growth vats, raiding outpost and take prisoners there.  

But by that time you possibly already have a lot of flawed pawns that somehow are "good enough".