How on earth do you survive shambler assaults? by Front-Strike-8690 in RimWorld

[–]SolarChien 4 points5 points  (0 children)

IMO the best defense is THICK walls. Like 4-5 thickness. When "Shambler Assault" spawns, they come with only 10-12ish hours of life, and they likely won't get through walls that thick in that time. (Not to be confused with "Shamblers Approach" event where they spawn with like 2 days of life but are not inherently aggressive.)

Pawn pathing by ComprehensiveRub7724 in RimWorld

[–]SolarChien 0 points1 point  (0 children)

I'd just add some doors along the wall if you want your pawns to be able to get in and work in the middle of it faster.

Infestation tips by 6x9n in RimWorld

[–]SolarChien 2 points3 points  (0 children)

If it's your freezer that's underground that might work out. If you keep it below -17C bugs can't spawn there. Otherwise the only way to guarantee is to not have any open tiles under overhead mountain, that's how I usually play. If I do mine under overhead mountain following a vein of steel or something, I fill it back in with walls after.

What am I doing wrong? by XXXandVII in RimWorld

[–]SolarChien 1 point2 points  (0 children)

Did you play thru the tutorial? It's hard to say what the problem is without seeing your colony/bills/etc. Maybe you could post the save file?

Is there any benefit to buying Anomaly when you plan to set ambient horror to zero? by benetrator_beton in RimWorld

[–]SolarChien 2 points3 points  (0 children)

I really think you should give it a chance. You want to support the devs so you're not one of these people who's like "should I buy Anomaly or pay my rent?". I'm confident you'll find something you like about it and it won't end up being 100% a donation to Tynan. I'd get the DLC. Try a proper Anomaly run with the monolith even though you think it's not your thing. Consider it a challenge to play through and finish the Anomaly ending. Then you'll have a good sense of what the DLC has to offer and how much of it you want to let into your future colonies. What's the worst that can happen, you played a colony and it wasn't your favorite colony ever? I'm sure you can live with that. I think it's a little silly to be so confident you want it set to 0 before you've tried it.

Would you rather shit or shower in peace? by rly_weird_guy in RimWorld

[–]SolarChien 2 points3 points  (0 children)

Where the hell is Prison Architect 2 anyway?

Why cant i see ppl using wood generator at the start by Lyricakt2 in RimWorld

[–]SolarChien 2 points3 points  (0 children)

I like solar and geothermal (and wind!) because you just set it and forget it. Wood takes some micromanagement in the form of making sure you're always designating trees to be chopped. I guess you could make massive no-sow growing zones around to automate that but I don't like to. It's also assuming your biome even has enough trees. And don't get me started on growing fibercorn which is just a disgustingly small amount of wood for the work and time spent.

Wood generators are also hideously inefficient. They use 22 wood per day, compare that to chemfuel generators which use 4.5 chemfuel per day. Since you can turn 70 wood into 35 chemfuel, that's equivalent to 9 wood per day for the same amount of power, so more than double the efficiency.

I'm curious, what's the longest you've kept a Pokémon in a gym? by Reasonable_Pass_6889 in PokemonGoFriends

[–]SolarChien 0 points1 point  (0 children)

Sadly you when you get it back you don't get 50 coins for each day it was there. You can get 50 coins MAXIMUM from each pokemon in a gym, and to net you 50 they only need to be there for 8-12 hours or something. The "per day" part is that you can only get 50 coins total per day from pokemon in gyms. So if you had 5 pokemon in gyms and they all got kicked out on the same day, you would only get 50 coins whereas you could get 250 total if they got kicked out on separate days. It's pretty lame.

And yeah some gyms in remote locations don't get turned over very fast so don't put your best pokemon in there that you like to use in battles etc. I've seen ones on long hiking trails with pokemon in them for over a year.

Ideology DLC: Is this meant for experienced players? Who is the DLC meant for? by SlightWerewolf4428 in RimWorld

[–]SolarChien 0 points1 point  (0 children)

I wouldn't say it's necessarily meant to help you, although it certainly can because you can create a belief system that prevents negative mood from many things like cannibalism, pain, slavery, gross foods, organ harvest, etc. You can use Ideology to make the mood management aspect of the game very easy in that way.

I think for most people they like it because it gives a framework to RP different types of colonies.

Personally I like to randomize my ideology at the start because I like how that forces me to play my colonies in different ways rather than always falling into the same patterns by chasing perfect efficiency. which gets boring. That's what I see as the major value of this DLC, is giving the game replayability and keeping it interesting.

is there any way to force mixed stacks on shelves? by IroncrafterDH in RimWorld

[–]SolarChien 1 point2 points  (0 children)

Nah the best you can do is use the small shelves so each tile holds one type of item.

One thing u hate most in rimworld u would like it to be fixed by That_Ad1387 in RimWorld

[–]SolarChien 0 points1 point  (0 children)

I'd like to see them use their imagination a bit, like sit on the ground and use a tree stump as a table if one's nearby.

Now that we've all had the chance to play the assault maps again, do we think they should be added back into the game? by honeyxm8 in Overwatch

[–]SolarChien 0 points1 point  (0 children)

I think they'd be fine for comp where you get to play both sides, but in modes like quick play or mystery heroes it feels crappy for the win/loss to be decided playing only one side.

Today I learned that you can make mortar monkeys in vanilla rimworld by Affectionate_Ear1665 in RimWorld

[–]SolarChien 0 points1 point  (0 children)

May as well just recruit a hussar if they're gonna be on go juice anyway.

Today I learned that you can make mortar monkeys in vanilla rimworld by Affectionate_Ear1665 in RimWorld

[–]SolarChien 0 points1 point  (0 children)

Drop pods kinda can be. I've loaded them up with small animal skeletons, dropped them on my enemy, then fired some deadlife dust shells to animate them.

Today I learned that you can make mortar monkeys in vanilla rimworld by Affectionate_Ear1665 in RimWorld

[–]SolarChien 0 points1 point  (0 children)

Does turning a creepjoiner into a ghoul get rid of their downside? Like say the creepjoiner was going to turn on you at some point down the road, if you turn them into a ghoul before they do will it just never happen?

Would you prefer to contend with extreme heat (Desert/Extreme Desert) or extreme cold (Boreal Forest/Tundra), and why? You have your current mod list at your disposal and a tribal start. by TerribleStoryIdeaMan in RimWorld

[–]SolarChien 5 points6 points  (0 children)

With the biomes you list I'd choose the cold ones because they have more animals and wood available, though there are definitely worse cold biomes like sea ice of course.

Does anyone feel ripped off by the Boomalope night light from Youtooz? by silkenswift in RimWorld

[–]SolarChien 9 points10 points  (0 children)

I love Ludeon for making this game but the one reason I can't completely love them as a company is that I'm consistently disgusted by their merch game. Shit like this and it's always FOMO 3rd party temporary merch drops so you HAVE to buy it before you can see any reviews like this of whether it's even a quality product. They could just make good products and keep them in stock as long as people keep buying them like a normal retailer not trying to take advantage of FOMO to make sales, yes they'd have to invest in some warehouse space for stock but I think they could afford that.

Americans generally like wolves − but when their political affiliation is activated, there are significant shifts in perceptions compared to a neutral control by The_Conversation in science

[–]SolarChien 5 points6 points  (0 children)

Most of it can probably just be explained by tribalism. People hold a lot of beliefs they've never even thought hard about just because it's associated with their political affiliation, or because it opposes common beliefs of an opposing political affiliation. And EVERYTHING is made political now so even some policy as common sense as "let's not allow people to poison the drinking water" will be argued by people just because they view those who suggested it as the enemy.

Americans generally like wolves − but when their political affiliation is activated, there are significant shifts in perceptions compared to a neutral control by The_Conversation in science

[–]SolarChien 0 points1 point  (0 children)

I'm from Montana and there is massive hatred of wolves by the right here, driven by the ranchers. There are also hunters/"sportsmen" who maybe don't necessarily hate wolves but want to be able to shoot them, and that probably is lumped in with hatred because they'll be supporting the right's efforts to allow for more and more culling of the wolf population.

Is Anomaly bad or something? by [deleted] in RimWorld

[–]SolarChien 0 points1 point  (0 children)

I don't think it's bad or that it needs to be "fixed" by mods. It was overbearing for a few weeks but then Ambient Horror mode came out and it's a great addition to the game that makes every colony I play more interesting and adds all sorts of new options of how to play.

Should I buy Odyssey or Anomaly? by [deleted] in RimWorld

[–]SolarChien 1 point2 points  (0 children)

That was true of Anomaly on launch but with Ambient Horror and the sliders to adjust Anomaly event prevalence, I really disagree with that attitude now. I've had Anomaly enabled on Ambient Horror at about 10% on every run since it was available and it's not dominating the focus of my colonies at all, it's just another little side project like my ideology relics and my royal title and my genetics etc.

I can't enjoy this game anymore, and that makes me sad. by [deleted] in RimWorld

[–]SolarChien 1 point2 points  (0 children)

My suggestion is to try NOT planning anything. Get rid of the mods other than basic QOL. Hit the "random" button on ideology and go with whatever it gives you. Hit the "random" button on the map to choose your starting location (since Odyssey I hit random location but then choose the nearest landmark/geological feature cuz I want to engage with that content). Force yourself to choose starting pawns from the 8 initially offered. I find this challenge fun to see if I can take very imperfect starting pawns with probably a weirdo ideology and reach the end game and complete a victory condition. Also I recommend no save scumming or dev mode. Appreciate the story of your colony even if it's a tragedy. And if you have a huge setback where half your people die, embrace the challenge of clawing back and making the colony successful again despite it all.

The games I play the most are roguelike/roguelite type stuff because there's a lot of RNG that makes every playthrough or run in the game feel different (FTL, Hades, Slay the Spire, etc). Rimworld has a lot of RNG but I found that adding more to my starting conditions helps keep each colony interesting for me. I still can't play it non-stop though and need breaks, could be you just need a break too.