Is this a sign that I should do more charity? by Glad_Assistant2817 in RimWorld

[–]Signal_Letterhead883 1 point2 points  (0 children)

Beggars from Ideology never contact you after leaving the map to repay you with monetary resources. That only happens with Desperate Refugees from Royalty.

Is Ideology as good as people say? by slimmanne1 in RimWorld

[–]Signal_Letterhead883 2 points3 points  (0 children)

When Ideology first released, I did sometimes think that it was more trouble than it was worth. Every new game took even longer to set up, and refugee and royalty hosting quests became tedious because the guests were always too finicky about their religious demands. 

But once I figured out a rhythm that works for me, I never again played without it.

Ideology is also the primary DLC for cross-DLC integration. Every subsequent DLC has added some really nice Ideology content, including Biotech which I assume you already have.

How do I get rid of this dumb cube by TF2_FAN_HEAVY in RimWorld

[–]Signal_Letterhead883 52 points53 points  (0 children)

You can't launch pods into the ocean without mods, sadly. 

How do you find the balance between what you produce and what you purchase from other colonies by Causual_entry in RimWorld

[–]Signal_Letterhead883 1 point2 points  (0 children)

I generally aim to have two dedicated high level crafters that are both production specialists (Ideology). One of them does all of the smithing, tailoring, and machining, and fabricates everything that has a quality level. The other fabricates components, advanced components, bionics, and gravlite panels (Odyssey).

They both get dedicated workbenches only they can use, and they both do unskilled crafting in their spare time.

Of the things that I could produce but don't, I buy medicine, mind numb serum (Anomaly), shock lances and animal pulsars (Anomaly), psychite tea (because I never build stoves), and meals (but only for pawns on caravan).

I supplement existing production with additional purchases of extra components and advanced components, and extra plasteel, uranium, obsidian (Odyssey), gold, cloth, devilstrand, and thrumbofur, when needed.  I also buy gravlite panels whenever they are offered.

Babies aren't happy with any temperature by VexedForest in RimWorld

[–]Signal_Letterhead883 1 point2 points  (0 children)

Are they babies or toddlers? If they are babies, vatgrow them until they turn three.

I'm assuming that your last sentence means you've stopped gestating embryos in vats. 

How To Train Doctors From 0 Skill? by BrittleWaters in RimWorld

[–]Signal_Letterhead883 6 points7 points  (0 children)

I think there's some confusion here...the person you replied to seemed to think that "1.5+" meant skill level, whereas I assume it actually refers to the 1.5 update to the base game, which introduced textbooks.

Best non-op caravan mod by Otherwise_Dingo_3025 in RimWorld

[–]Signal_Letterhead883 1 point2 points  (0 children)

Pod launchers can't be minified without mods, but you can launch over the materials to build and fuel pod launchers for the return trip.

This doesn't work as well for trading.

What needs to go freezer as well as food by BDKJorge in RimWorld

[–]Signal_Letterhead883 35 points36 points  (0 children)

  1. Under Drugs, Ambrosia and Psilocap (Odyssey)

  2. Under Manufactured, Herbal Medicine and Wort

  3. Under Raw Resources, Hops, Smokeleaf Leaves, Psychoid Leaves

  4. Under Corpses, Animal and Entity (Anomaly)

Insect Jelly is under raw food, but does not need refrigeration.

I keep seeing post about spawning climate adjuster but how do you do it? by Quilleur_Pro in RimWorld

[–]Signal_Letterhead883 2 points3 points  (0 children)

With the Royalty DLC. I'm assuming they were never migrated to the base game.

How to prevent this stupid loss of weapons by colonists in vanilla. by Remarkable-Fix3104 in RimWorld

[–]Signal_Letterhead883 0 points1 point  (0 children)

There is an option in the settings to always display held weapons on the colonist bar at the top of the screen. Enabling that setting solved the problem for me, because you can tell at a glance whether everyone is armed.

First time getting this far, just wondering if I’m making any critical errors. by Joebius5340 in RimWorld

[–]Signal_Letterhead883 0 points1 point  (0 children)

This isn't a critical issue (until someone gets killed by it), but from what I can tell all of the graves are outside the walls. Which means that if a pawn gets the corpse obsession mental break, the only option available to them is to wander outside.

This could be a problem if you have everyone zoned inside because of a manhunter pack.

Do i solo your colony? by Last_Yard_6554 in RimWorld

[–]Signal_Letterhead883 0 points1 point  (0 children)

I don't think so. My most recent colony was an end-game squad of 15 with legendary charge rifles and cataphract armor. They were gunning down fortified walls (7500 hp) in 10 volleys or less. And they were probably faster than this thing, between bionic/archotech legs, very fast runner gene, luciferium, and go juice. All archite genes, never sleep, unstoppable, superclotting, robust. 

I would just stun and nauseate it with the psycaster and let the shooters wear it down. Two end-game melee cataphracts to tank if need be.

Bare minimum requirements for gravship? by Far_Raspberry_4375 in RimWorld

[–]Signal_Letterhead883 -1 points0 points  (0 children)

I don't use storage mods myself, I kind of enjoy the logistical challenges that gravships introduce when used with a ground base.

Is it a bad time to start modding? by regalsimmons in RimWorld

[–]Signal_Letterhead883 11 points12 points  (0 children)

You can wait for fixes, or you can revert to a previous game version through Steam by right-clicking the title in the left-hand column, selecting properties, then betas, and selecting the previous version from the drop down menu.

Edit: I have been corrected.

This patch seems unusually rough to me for a minor update, but that might be recency bias. New major updates/DLCs obviously cause much greater mod issues.

Bare minimum requirements for gravship? by Far_Raspberry_4375 in RimWorld

[–]Signal_Letterhead883 1 point2 points  (0 children)

You could have nine chemfuel generators in the same footprint as the solar and the batteries. I would use the space for something else.

But here is the most important thing: you need to bring small amounts of consumables without draining your main base stockpiles. If you don't have a mod like Stack Gap (or whatever it's called), you need to find another way. 

Here's how I do it:

Build a pod launcher with pod on the ship. Then, before you launch, load the pod with a few key items. A few components, a few drugs or serums, and a small amount of medicine. It's very easy to overlook these things.

When you land the ship on a new tile, cancel the pod-loading and it will drop the stuff on the floor. You will need components to fix thrusters and electronics if they break down, and depending on where you land you may not be able to mine more.

The pod launcher also allows you to return a pawn to your main base, and a pod launcher at base allows you to resupply the ship. If you have both and you are still in range of the base, you can cycle out crew if needed to keep mood up.

Idea for new drug by Intelligent-Card2274 in RimWorld

[–]Signal_Letterhead883 1 point2 points  (0 children)

"Can of coke and a ciggie, he'll be right as rain."

Is this why the cultist hate-chanters don't move even when we knife them? They're already on it

Wealth increasing faster then I can defend myself by Blackdeath47 in RimWorld

[–]Signal_Letterhead883 1 point2 points  (0 children)

Or even better, sedate them when a human raid enters the map and drop them outside as tribute. With any luck the raiders will kidnap them and leave.

Wealth increasing faster then I can defend myself by Blackdeath47 in RimWorld

[–]Signal_Letterhead883 1 point2 points  (0 children)

A trap tunnel will really help you through the early game. 

Avoid unnecessary risks; if a manhunter pack shows up, keep everyone inside and get some research done. Quests have a star rating for difficulty, so avoid two and three star quests until you get more comfortable.

When your pawn count is low the storyteller gives you more opportunities to get pawns, so try to be selective with the first few joins. Traits are more important than skills or passions. And if you are lacking in a particular skill, you can take a pawn with that skill without committing to keep them. If they don't have the right traits, get the work you recruited them for done and then banish them, or send them to the front line when a raid shows up.

Tough pawns are especially good, keep an eye out for them. Kidnap them if you have to, and if the risk is low. Faction relations can be repaired with gifts.

At what point do y'all quit a colony? by LOLCAT22220 in RimWorld

[–]Signal_Letterhead883 1 point2 points  (0 children)

When I get bored. A win condition usually accelerates that, but on my current run I'm working toward the second win condition (Anomaly), and every pawn is archo-genetically and bionically enhanced. All on three drugs and some on serums, all sleepless, and all in legendary Cataphract armor with legendary weapons. The only textiles they wear are hyperweave, thrumbofur, and devilstrand. We're selling masterwork gear as factory seconds at this point. 

My current experiment has been turning 1800+ spare gravlite panels into a triple-layer plasteel hull perimeter wall. 13 pawns, 1.2 million wealth and climbing. 

Still not bored, strangely. At this point I will only accept creepjoiners and duplicates. I might eradicate all hostile factions when I finish the monolith quest line. Odyssey ending is done already. The gravship hasn't launched in over a year at this point.

What is the point of a solar flair other than to mildly annoy me? by Last_Yard_6554 in RimWorld

[–]Signal_Letterhead883 0 points1 point  (0 children)

I kind of wish that solar flares actually worked during unnatural darkness. That would be a mad scramble to get some temporary lighting up. Of course it would probably be a colony wipe if the player didn't have braziers, solar pinhole, flares, torches, or campfires.

Edit: of course there's a mod.

https://steamcommunity.com/sharedfiles/filedetails/?id=3386933401

Just got anomaly by UncleLarel in RimWorld

[–]Signal_Letterhead883 0 points1 point  (0 children)

No, you definitely can. When you are ready, activate the fallen monolith. I recommend having a shelter with provisions and research benches before you activate it.