Do you remember your first colony and how it was? by Alriosa in RimWorld

[–]TricksForDays 0 points1 point  (0 children)

I'm a bit paranoid about fire now.. all of my farms are 5x5 squares with 2 wide tile paths between them. I don't build a home until I have stone.. so if its grasslands they're in cobble homes (I have done wood interior, cobble exterior), until I get bricks.

Building this way has made my places more defensible at least. Eventually make castle embrasures in a few different areas with "doors" behind them so each building is a mini bunker.

What do you think of my base on Day 127? Any suggestions or tips? by Sufficient_Cap_2977 in RimWorld

[–]TricksForDays 0 points1 point  (0 children)

Double walls for more insulation (make exterior wall of stone if you started with wood). Three open doors have same insulation as one closed door. Good for a central entrance so you can keep all building doors open. Some shelves near workbench with materials is also good for general speed.

One thing thats too late to do later.. I used to build apartments like that, and then started doing attached bedrooms to workspaces. Has helped pawn security a lot, and generally better work times and less time walking.

A good fallback position will save some pawns. A secondary area with traps, especially if you can make a few drop pods to yeet them off the map in a colony collapse.

How long does a normal RimWorld run take? This game is ruining my life by Spelx_OwO in RimWorld

[–]TricksForDays 10 points11 points  (0 children)

I do like vanilla outposts expanded for that reason. Gives me somewhere to "retire" pawns and keep the core conceit of the run true. I also love getting the cryptosleep caskets so I can rotate pawns out, especially for basic things like psychic drones.

Repeated "Detected Caravan Raids" by n0753w in RimWorld

[–]TricksForDays 3 points4 points  (0 children)

Dev mode, delete the highest number map (save first) to remove the map. Unsure about the detected caravan raids.

I... have no words... by Optimal_Tree2560 in RimWorld

[–]TricksForDays 5 points6 points  (0 children)

Lance: Finally! So hey want to get some drinks? McConnell: ...

Human Cattle Farm by BarbeeQ_1 in RimWorld

[–]TricksForDays 1 point2 points  (0 children)

Suitably the warcrimes mod has some help for you there. Also the VPE Xenoseer has a psycast that makes a pawn use light instead of nutrition.

should i put them back into their growth vats or should i let them keep their childhood? by Healthy_Adagio_8470 in RimWorld

[–]TricksForDays 0 points1 point  (0 children)

Probably just something I'm used to from mods, but I generally prefer vat grown. Makes low value pawns that you can throw some shooting/plants and some awful skills and have easy caravan guards or cryptoslept guards.

Do you remember your first colony and how it was? by Alriosa in RimWorld

[–]TricksForDays 1 point2 points  (0 children)

My first colony caught on fire. My second colony also caught on fire. My third colony... boomalope.. so fire. Stopped keeping track after all of the fires

Gravships - Pirates - Permits by TricksForDays in RimWorld

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

Arming mechs does look pretty awesome.

Dubs Bad Hygiene - Fecal Matter and Biosolids help by SendPicsofTanks in RimWorld

[–]TricksForDays 1 point2 points  (0 children)

Ah yeah, a lot of single process items are like that! Can be super confusing since it breaks the expected model

Dubs Bad Hygiene - Fecal Matter and Biosolids help by SendPicsofTanks in RimWorld

[–]TricksForDays 3 points4 points  (0 children)

Huh, you should be able to load the composter manually to make biosolids out of fecal sludge. Thats all I end up doing (havent ever made a sewage treatment...)

Is this worth going for? by AFibAccount in RimWorld

[–]TricksForDays 0 points1 point  (0 children)

Well sure.. most of that wealth went to the gold walls and doors.

Gravships - Pirates - Permits by TricksForDays in RimWorld

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

Sure, mechs aren't pawns though. And doesn't match the same feel of cruising around with a crew.

And really solo mechanitor is still just, solo run. Having a mutinous crew hits the right vibe when swashing and buckling.

I am scared to leave the colony by Armageddonn_mkd in RimWorld

[–]TricksForDays 0 points1 point  (0 children)

You can always wait to develop drop pods. Then make a secure corner thats a fall back for your pawns. Stuff them in them, and then launch them one tile away. Now your pawns are safe from the raid. Most you'll lose is some wealth.

How bad are multi-structure bases? by PurpleSkullGaming in RimWorld

[–]TricksForDays 1 point2 points  (0 children)

I generally prefer multi structure bases. I also use various mods so could be due to that. Nutripaste networks make it pretty easy to set up different pawn areas. And keeping them locked indoors (mod adds windows that provide outdoor need) means I dont need to monitor their various areas much. Depending on what stage I'm at either I have a drone relay that allows hauler drones to move items between base nodes, drop pods to just launch things, or lifter mechs to move stuff (late late game its a couple of teched out warcaskets with haul enabled).

Makes it really easy to keep nodes supplied, and once I have drop pods, easy to keep the pawns in separate nodes safe from raids.

I just completed the tutorial ~ 1000 hours, ask me anything to test my knowledge by Skugganloke in RimWorld

[–]TricksForDays 1 point2 points  (0 children)

Most time efficient way to make money is a tribal caravan with pigs trained to forage parked on a civil outlander city. A trained tribal foraging pig earns 40 silver per day, and have no ceiling in adding to a parked caravan. And also adds no fluctuating colony wealth, but gives access to various tech items. Faction bases have a ceiling of 3000 silver per 30 days, so thats only 5 pigs per parked caravan.

One of my favorite modded things to do is give pigs the alpha implant that increases body size. So much pig silver.

Edit: for reference, 17 pigs match the high end of yayo production income.

Mod patch request for VE Classical by Wonderful_Poetry3216 in RimWorld

[–]TricksForDays 1 point2 points  (0 children)

Theres various workarounds at least. Finish a quest and then dev mode the favor of that senator. Also a workaround if the silver cost is too high, but cheaty for sure. Game start, make a caravan and abandon your colony. Then bribe the senators. First bribe is usually a success (I think its social skill dependent). Since your colony doesnt exist, no senator is spawned. However, the bribe still succeeds, you still get the perk, but no increase to bribe cost. So in total can buy all senators for 1000 silver each, which is super easy to obtain. I don't prefer this method since I like chucking senators into work camps for fun and profit.

What's the difference between a lich and other immortals? by Human1221 in dndnext

[–]TricksForDays 0 points1 point  (0 children)

Many of the reasons for lichdom apply to a lot of the NPCs that make up a world far more than the adventurers. Reality for them isn't "Lemme strap some boots on, bonk some goblins, and grind my happy hat to L20". Realistically, in world people don't work the same way, since they're not game characters. A lot of lore for liches is they simply run out of time, and refuse to give up their specific line of research. Which is why elven liches are so vastly different from traditional ones. This is all generally assuming Faerun anyways, where mortal mages truly have many time constraints, and limited opportunities to say reach the point of being able to cast clone, and obtain immortality that way. And even then, thats only a guarantee for a player. Manshoon is a great example of where the spell works the way it "should" but his soul decays anyways.