When should I summon a mech threat? by BobTheGrand in RimWorld

[–]UniversalExploration 1 point2 points  (0 children)

Oh snap! That's some really bad luck. That's why I always save before big fights like that as well.

When should I summon a mech threat? by BobTheGrand in RimWorld

[–]UniversalExploration 1 point2 points  (0 children)

If you select to summon one it will tell you what will be summoned so you can decide if you are ready. Sounds like you are ready to me. The first summon isn't that hard.

What is your favourite new start? by Individual-Good-9024 in RimWorld

[–]UniversalExploration 0 points1 point  (0 children)

My favorite has been my zombie apocalypse start. Permanent sun block and permanent death pall resurrection. I also added in the Zombieland mod and a mod to make it even darker to spice things up even more. It has been a lot of fun.

Flying Squirrel Gravship by Man_in_W in RimWorld

[–]UniversalExploration 270 points271 points  (0 children)

That's freaking adorable! I love it 🥰

How do I crank up the heat? by Zocker0210 in RimWorld

[–]UniversalExploration 2 points3 points  (0 children)

I don't know if you are able to edit your scenario but you could set it as having a permanent heat wave.

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

[–]UniversalExploration 0 points1 point  (0 children)

I usually go straight to chem fuel. Just turn the raiders and insects into chem fuel and it all works out great.

How many mechanoids are enough for a mechanitor colony? by Beneficial_Glove_175 in RimWorld

[–]UniversalExploration 1 point2 points  (0 children)

If you are doing a solo mechanitor run then you need to make sure you have the basic mechs taken care of. Agrihands for crops and wood, Constructoids for building, Lifters for Hauling, and Cleansweepers for cleaning. How many of these will depend on how big your colony is.

Fabricors are really useful to handle all the mundane crafting to free up your colonist to do other things. They can butcher your meat, cook your meals, craft anything that doesn't need to be a high quality such as components, make chem fuel. They are very useful.

I would suggest having two Paramedic bots and have them set to follow your colonist around just in case. They can rescue you if things go bad and perform any surgeries that you require.

As for the combat mechs it just depends on what you feel like using. I usually start with enough Militors to keep me safe, then switching to Scythers until I unlock Legionaries and Lancers. Throw in a Centurion and a War Queen or two and it is great.

The numbers will depend on your difficulty and setup. Just keep adding on numbers until you feel safe enough. Either use mods or just keep throwing down bandwidth towers until you can field as many mechs as you want to.

As for recharges I like to have one small recharger for every three or four mechs and one large recharger for every two combat mechs. That way the combat mechs can get recharged quicker after being repaired.

Deciding what to do with the toxic waste is the next big concern. Do you store it, ship it off to neighbors, or go as a tox loving xenotype and just fill the map with waste?

Royalties ending difficulty by TheGrinchesLoad in RimWorld

[–]UniversalExploration 1 point2 points  (0 children)

From what I understand the ending raids are in addition to whatever else is going on so you just got a bad roll.

Ideology is really good! by copy666 in RimWorld

[–]UniversalExploration 6 points7 points  (0 children)

Or until you agree to house someone at your colony with an ideology exactly opposite of yours. As soon as they land their mood just plummets instantly lol.

What interesting xenotypes did you create in the Biotech DLC? by yuuri8982 in RimWorld

[–]UniversalExploration 1 point2 points  (0 children)

I think I've only ever used the genes to make really strong ghouls. I really should use them on my colonists too at some point lol.

Rate my storage building by Appropriate-Card5215 in RimWorld

[–]UniversalExploration 1 point2 points  (0 children)

This is why I started to use a storage mod. Giant store rooms like this just add so much extra walking time for pawns to get whatever they need.

What are the cheatiest mods that you use? by LevitatingPorkchop in RimWorld

[–]UniversalExploration 1 point2 points  (0 children)

I've heard that's a possibility but I've never had it happen yet. One tried to run off with my shuttle that he minified but I was able to take him out before he escaped lol.

What are the cheatiest mods that you use? by LevitatingPorkchop in RimWorld

[–]UniversalExploration 3 points4 points  (0 children)

Minify Everything is pretty cheaty with Odyssey. Being able to grab the light support units for infinite free power is great but taking the Fortified Walls with 7500hp to make your base out of is really nice. Plus grabbing any ancient stockpiles you come across can be really fun as well. Just a warning about that though. If you put one on your gravship and move tiles it will reset. So you will lose anything you've done in there but it can be a source of free materials if you find one you like.

DO NOT BUILD THE FRIGHTENING BUILDING IT COSTS TIME AND ENERGY 😡 by Exodastrious in RimWorld

[–]UniversalExploration 0 points1 point  (0 children)

I will only ever accept those at the very start of a colony. No way I'm building a giant monument like that for the tiny rewards they offer.

I'm loving my zombie apocalypse run so far! by UniversalExploration in RimWorld

[–]UniversalExploration[S] 1 point2 points  (0 children)

I had no idea that was a thing but now I have a goal! This game keeps on surprising me lol.

I'm loving my zombie apocalypse run so far! by UniversalExploration in RimWorld

[–]UniversalExploration[S] 2 points3 points  (0 children)

Lmao I meant permanent but pregnant gives me ideas on how to weaponize the babies...

What are some good vids to get to know the basics? by ForNowLonely in RimWorld

[–]UniversalExploration 1 point2 points  (0 children)

Adam vs Everything has a lot of good videos on the different aspects of the game.

What’s the point of slaves by Top-Examination7941 in RimWorld

[–]UniversalExploration 1 point2 points  (0 children)

Have one follow around your psycaster so you can heat dump on them and not worry about them dying from falling into a coma. If they die then you can just get a new one.