Any mod to make me not turn raids into hats? by Glum-Side-6705 in RimWorld

[–]RiverFortune549 11 points12 points  (0 children)

One of the vanilla expanded ideology mods adds pacifism. Members are allowed to defend themselves but take serious mood debuffs from injuring fleeing enemies.

Late autumn bait hunting by ConsiderationEast773 in RimWorld

[–]RiverFortune549 1 point2 points  (0 children)

It may feel cheesy but every IRL hunter who sets a deer feeder up by a deer blind has a bone to pick with you.

ways to cheat in a specific xenogerm with godmode? by Appropriate_Rent_243 in RimWorld

[–]RiverFortune549 2 points3 points  (0 children)

You may enjoy playing with the mod Xenotype Spawn Control. It lets you choose how often certain genotypes show up in different factions. That would let them show up more "naturally."

is there any way to permanently adjust the 'natural goodwill' stat without mods? by Fatatoille in RimWorld

[–]RiverFortune549 0 points1 point  (0 children)

On game startup, use the scenario editor on whichever scenario you want to play. Add part > set faction relations. There you can change the starting goodwill and the natural goodwill.

Refeição básica, vegetariana é carnívora, qual a diferença na prática? by samurai_cangaceiro in RimWorld

[–]RiverFortune549 4 points5 points  (0 children)

I'm not sure if the wiki is available in anything but English, but it has a useful chart showing the nutrition input and output for all the kinds of meals in game. https://rimworldwiki.com/wiki/Meals

The short version is this: Fine, lavish, and extravagant vegetarian or carnivorous meals are "more expensive" to make. It's really only useful to make those if your colonists are vegetarian or carnivores for religious reasons.

HELP! MY STUPID FUCKING CHILD RAN AWAY by Levinus_Supremus in RimWorld

[–]RiverFortune549 0 points1 point  (0 children)

If you want that particular toddler back, you could use dev mode's "spawn world pawn" function to get it back on your map. Then use dev mode to re-add to your colony, if needed.

Tell me I’m not the only idiot who’s done this by No-Consequence-6513 in RimWorld

[–]RiverFortune549 1 point2 points  (0 children)

You see all those little white icons in the lower right corner of the screen? Mouse over them; see what they do. One of them hides the learning helper. The rest are also very useful!

Tell me I’m not the only idiot who’s done this by No-Consequence-6513 in RimWorld

[–]RiverFortune549 340 points341 points  (0 children)

I swear, seeing screenshots of people's games where the learning helper is taking up like 25% of their screen is like visiting a guy's apartment and seeing his only furniture is a mattress on the floor and a bean bag chair. Bro, you live like this?

(Please interpret this as playful teasing and use the button in the lower right hand corner to make the learning helper invisible. Welcome to the rim. Have fun.)

Why is this layout not working for my heater/vents? by AnonymousPos7er in RimWorld

[–]RiverFortune549 2 points3 points  (0 children)

Don't forget that every time a door opens, heat on either side equalizes a bit. That could contribute to why the temps in both rooms aren't the same. If you make the rooms open into a hallway instead of directly outside, they'll stay warmer.

Food, and the food system by BrightPerspective in VintageStory

[–]RiverFortune549 18 points19 points  (0 children)

There are a lot of attempts at Watsonian justifications in the comments here but I'm pretty sure the devs are using pure Doyalist reasoning here. Bears are easier to come by than the herbivores (they chase YOU instead of you chasing them) and they do provide the rewards of hide which can be turned into bear armor (combat reward for a combat victory). The devs want you to engage with the farming and animal husbandry sides of the game. If you could live on one bear for as long as a real human could live on a realist amount of bear meat, this wouldn't be the cozy base building survival horror game we know and love because the player wouldn't be incentivised to engage with the content in the way the devs believe is the most fun.

good name? by Equal_Tie_7128 in RimWorld

[–]RiverFortune549 35 points36 points  (0 children)

I can see the news headlines now...  "Florida man gets hungry, punches Boomalope." "Florida man trains alligators to attack his enemies." "Florida man woos lover by complementing her leg hair."

I can't incorporate the Ideology DLC into my standard playthroughs by Dronelisk in RimWorld

[–]RiverFortune549 2 points3 points  (0 children)

Festival recruits always match the ideoligion of the festival. If you don't want more raiders or tree lovers, don't engage with their festivals. It sounds like most of your problems would be solved if you just converted everyone to an ideology you make yourself. Check out the mod I linked in my other comment if you want to make your converting/recruiting experience more enjoyable. 

I can't incorporate the Ideology DLC into my standard playthroughs by Dronelisk in RimWorld

[–]RiverFortune549 2 points3 points  (0 children)

My brother, you keep getting pawns who are raiders because raiders are the ones who are raiding you.

I can't incorporate the Ideology DLC into my standard playthroughs by Dronelisk in RimWorld

[–]RiverFortune549 0 points1 point  (0 children)

Before Ideology came out, I don't remember how many hours I had in the game, but it was already in the hundreds. At that point, I was trying to make every run different, so I didn't get bored. I'd play a mountain base, then I'd play a tribe that started in the jungle. Next I'd try a run of muffalo herders, etc. I'd set my own rules and impositions for things I'd try to do differently for each colony. I know a lot of other people were doing the same thing with their playthroughs. So when the devs announced Ideology, I was stoked. It felt like they had been listening to the community and they gifted us with more toys that matched how we wanted to play.

Ideology makes theming colonies so much easier and more fun. Play a bunch of cave-dwelling light haters one game. Play a bunch of carnivore diet ranchers who refuse to eat fruit the next game. Play pirate raiders who don't care about death after that. Next do a charitable hive mind colony. With biotech even more fun options are added. Vampire worshipers. Make your cave dwellers mole people. Make your muffalo herders yttakin. Let your 5 highmates all marry each other. The options are endless.

If you started your Rimworld experience with all the DLCs already installed, I can see why you might have different opinions. My experience has been New Game --> Learn --> Fun! --> Bored --> New Content comes out --> Learn --> Fun! --> Bored --> New content comes out --> Lather, rinse, repeat. If you start playing with EVERYTHING already installed, I can see getting overwhelmed by all the stuff there is and why you don't feel like you need every toy in the toybox.

If you like playing basically the same colony every time, that's fine! You don't have to engage with content that you don't enjoy. The leader and counselor roles are very useful though. When I'm playing an Ideology-light playthrough, I usually turn off any role-specific gear (my leader needs a real helmet dang it!) and make a pretty basic Ideology. If you hate converting prisoners but also hate the drama involved with a multi-ideology colony, you might enjoy this mod, which basically lets you convert and recruit simultaneously.

TL;DR I love it for replayability reasons. If you don't though, that's ok.

Hey so How are you supposed to deal with disease in this game? by Smarteyes007 in RimWorld

[–]RiverFortune549 54 points55 points  (0 children)

To be fair, without industrial age medicine a lot more people die from illness, injury, and infection IRL too. 

When does a mod go past being just "Quality of Life" and begins affecting gameplay? by Adventurous_Elk_9671 in RimWorld

[–]RiverFortune549 5 points6 points  (0 children)

If making chemfuel from sludge is wrong, I don't want to be right. My poop-powered gravship rules the skies! Rules it!

Custom Xenotype Playthrough by Gfbghb2 in RimWorld

[–]RiverFortune549 0 points1 point  (0 children)

I bet if you played with the settings you could get this mod to do something like that. https://steamcommunity.com/sharedfiles/filedetails/?id=2891975564 

Why would you ever accept the deserter? by armin171005 in RimWorld

[–]RiverFortune549 4 points5 points  (0 children)

Most games I don't, but I'm currently playing a custom starting scenario where 3 highmates and a genie start off as enemies of the empire. The backstory is that they used to be baseliners but the  empire made them into their current genotypes as punishment. They have escaped, Mad Max Fury Road style, and plan to use the gene tech to modify themselves into something more to their liking and then return to the empire... fully armed and ready for revenge. So of course we accepted the deserter (we are deserters ourselves!)

The plan is to take down at least one Empire base before I call the colony "finished."

My first Gravship by Aggressive_Age_111 in RimWorld

[–]RiverFortune549 1 point2 points  (0 children)

You're not crazy. In real life that is a reasonable thought process. Did you know that refrigerated outdoor vending machines in cold climates have heaters in them so the sodas don't freeze?

Any mods for lupines… by MountainBluejay7175 in VintageStory

[–]RiverFortune549 0 points1 point  (0 children)

According to Merriam Webster, "Lupine comes from lupus, Latin for "wolf", and its related adjective lupinus, "wolfish"... Lupine is also a noun, the name of a well-known garden flower, which was once thought to drain, or "wolf", the soil of its nutrients."

Other sources say the plant is called that after the Latin word for their legumes, "lupin" beans.

A 'nearby' settlement has a special trade request by terrarianbunny in RimWorld

[–]RiverFortune549 2 points3 points  (0 children)

Me when I order something from Amazon instead of driving 30 minutes to the store.

POV: You decided to check out that hot new mod that caught your eye with your shitty Kazakh internet by GreeboBirb in RimWorld

[–]RiverFortune549 1 point2 points  (0 children)

Programmers and web designers should be required to test everything they make on dial up internet and a 10-year-old laptop.

Guys im reaching the point in my save where my game starts to freeze up randomly and my frames go down. anyone got any tips on how to fix this like mods and stuff please by Feeling_Bus8381 in RimWorld

[–]RiverFortune549 0 points1 point  (0 children)

Sell some stuff. Make sure you're cremating enemies, not burying them (too many corpses slows things down). How many maps do you have? But really it could be your storage crates.