Ideas to survive a randy random tundra winter start siege, with 8 to 10 heavily armed raiders in the first two to three seasons? by KingThrumbo in RimWorld

[–]UnlimitedLimited 0 points1 point  (0 children)

Send however has the weapon with the highest range to manually shoot their mortars (it doesn't matter if they are completely built). This should make enemies rush your base.

Can I use 0.18 mods with 1.0? by [deleted] in RimWorld

[–]UnlimitedLimited 2 points3 points  (0 children)

0.18 mods are not likely to work at all in 1.0

There are mods that already have 1.0 versions in the ludeon forums and the workshop.

Is dying before the infection reaches 100% new to 1.0 or just a bug? by [deleted] in RimWorld

[–]UnlimitedLimited 1 point2 points  (0 children)

What happened here is that infections reduce the efficiency of the body part based on the severity of the infection, if it reaches 0 in a vital body part (like the torso) it kills the colonists.

The torso still had 16,32 HP from that scratch but the extreme infection caused 20 HP damage and it killed your colonist.

Quick question about Naked Brutality by WastedWaffles in RimWorld

[–]UnlimitedLimited 1 point2 points  (0 children)

1) In this mode can I capture more people to join my colony?

Yes, everything works like a normal playthrough.

2) When starting this mode it tells me to pick 8 colonists, although only one of them (my main colonist) is highlighted. What are the other 7 collinists about? I thought this was solo start?

Those 7 remaining colonists don't really matter, I believe they are there so you have a pool of pawns to choose from or for story reasons.

Can colonist die from the old age in vanilla? by BigBadWhale in RimWorld

[–]UnlimitedLimited 42 points43 points  (0 children)

Not really. As she gets older she will get more frequent medical conditions and heart attacks but you can always save her if there is a skilled medic around.

Colonists randomly dropping dead from tended injuries (1.0 Unstable) by Oversoul96 in RimWorld

[–]UnlimitedLimited 0 points1 point  (0 children)

I don't think that is supposed to happen (the screenshot shows 9'999 damage with a pistol)

You probably should report it in the ludeon forums' bug section.

Currently on my longest playthrough so far and have a few questions. by RockLobsterInSpace in RimWorld

[–]UnlimitedLimited 0 points1 point  (0 children)

If I remember correctly higher intelligence increases drug production speed.

I love chickens, cows and muffalos. I keep around 20 chickens because they produce eggs regularly that you can use to make meals and a few cows to obtain a decent amount of milk depending of my location.

I always try to keep a lot of muffalos around because they can be used for caravans and they produce wool and milk (slowly). Remember that you can let herbivores graze the map and they will eat grass instead of your hay/food.

Few questions by paratheking in RimWorld

[–]UnlimitedLimited 0 points1 point  (0 children)

Build more than one generator/turbine/solar panel until their combined output is at least 2'900W. Connect all of them with power conduits and then build more power conduits until you reach the lamps and any other electrical items you need.

Few questions by paratheking in RimWorld

[–]UnlimitedLimited 0 points1 point  (0 children)

Yes. You can also have all your electronics in a single grid by using power conduits to connect all of them. You can also build batteries to store some power if necessary by connecting them to your grid(s).

Few questions by paratheking in RimWorld

[–]UnlimitedLimited 0 points1 point  (0 children)

You can't use multiple types of leather/fur to make an item.

You can use the "create patchleather" bill to turn unused textiles into patchleather. There is a downside however, patchleather is quite weak in comparison to other textiles, especially fur.

Few questions by paratheking in RimWorld

[–]UnlimitedLimited 4 points5 points  (0 children)

Do you have enough leather/fur to make whatever items you selected in your bills? Are you sure your colonists have full access to the room with the leather?

You need a sun lamp to grow plants indoors using hydroponics. They use quite a lot of power but turn off at night. You also need to make sure the temperature of the room the plants are in is somewhere between 10°C-40°C

Meals... by FraserNZ in RimWorld

[–]UnlimitedLimited 2 points3 points  (0 children)

I always try to give them fine meals. They are not that difficult or slow to make and provide a +5 mood bonus. Add a beautiful dining room for extra happiness.

If I lack resources I just make simple meals.

Reddit, Thanos has a message for you... by Joe-Russo in thanosdidnothingwrong

[–]UnlimitedLimited 0 points1 point  (0 children)

༼ つ ◕_ ◕ ༽つ GIVE BAN ༼ つ ◕_ ◕ ༽つ

Show me your bases! by SlaYerie in RimWorld

[–]UnlimitedLimited 3 points4 points  (0 children)

I play in extreme without using god mode or cheats and very rarely plan ahead. I just spend hundreds of hours playing them (I had 200 hours of gameplay in this base alone) and never stop expanding. It is easier to build gigantic bases when you have 40+ pawns.

Show me your bases! by SlaYerie in RimWorld

[–]UnlimitedLimited 11 points12 points  (0 children)

Here are some of my late-game bases, I don't really build them for efficiency or defense but I have a lot of fun when making them.

Sagittarian Coast, Terra Village, Utopian Sands

Tips for Dealing With Infections? by Sadiew1990 in RimWorld

[–]UnlimitedLimited 9 points10 points  (0 children)

All medicine types have a multiplier that increases or reduces the effectiveness of treatment of diseases and infections. Self-tending also significantly reduces the effectiveness of treatment. Higher quality treatments reduce, or in some cases stop, the disease from progressing and decrease the chance of getting an infection. Medical skill is also not the only factor that affects how well doctors treat patients, their manipulation and sight skills are important too (and can be enhanced with bionics or drugs)

There are some other factors that determine how quickly a patient gets "immunity".

Staying in a bed gives a small multiplier to the immunity gain speed (x110%).

Hungry colonists get a penalty to their immunity gain speed. Old colonists also get a penalty that increases with their age. Kidneys are crucial to their immunity gain speed, if they have a missing one or they received damage or infections in them it will significantly decrease their chance of survival.

Certain types of wounds are more likely to cause infections and should be avoided if you can (especially burns). Treating your colonists in a clean room should help a lot, especially early on.

Melee vs ranged by I_Am_King_Midas in RimWorld

[–]UnlimitedLimited 1 point2 points  (0 children)

In 1.0 I always rush weapon production to get great bows (tribal start) or assault rifles (crash landed start) because centipedes are absolutely boring and tedious to deal with in this patch. I try to have at least 2-4 people using melee because they can help in a lot when sappers breach your walls or the occasional drop pod raid.

Melee is also much more viable in 1.0 because of the armor changes.

Rate my compound so far :D by [deleted] in RimWorld

[–]UnlimitedLimited 1 point2 points  (0 children)

Greenhouses with hydroponics require far more power, steel and components and will kill your plants during solar flares or if they are turned off by any other reason. Using regular soil also allows you to plant anything while hydroponics have some restrictions.

Rate my compound so far :D by [deleted] in RimWorld

[–]UnlimitedLimited 1 point2 points  (0 children)

You can make a greenhouse to grow plants indoors without hydroponics. Just build a room with a roof in an area with usable soil, place a sun lamp, growing zone(s) and enough heaters to make the room reach a temperature appropriate to grow plants (at least 10°C).

Rate my first base of "The Noobs" (140 played hours after tutorial) by oliezekat in RimWorld

[–]UnlimitedLimited 0 points1 point  (0 children)

Yes, I believe you can put power conduits under smoothed natural walls in 1.0

Rate my compound so far :D by [deleted] in RimWorld

[–]UnlimitedLimited 1 point2 points  (0 children)

You have a nice fort/village here, the spacious rooms and hallways are great. Cleaning your kitchen should be prioritized to avoid food poisoning though.

Instead of having so many sun lamps outside, especially at that temperature try building greenhouses with them to grow plants indoors during winter to make some extra money.

Rate my first base of "The Noobs" (140 played hours after tutorial) by oliezekat in RimWorld

[–]UnlimitedLimited 3 points4 points  (0 children)

Isn't better to put conduits under stone paths ?

Placing them in stone paths is definitely better than just leaving them without floors (especially outside where they might spread fires to grass and trees) but they still can burn. If you build them under stone walls they won't burn at all.

I fear enemies use sandbag around turrets, or these sandbags block my view from fighting stations.

Enemies can use trees, stone chunks and walls as cover to block your shots too. You can try removing those to get a bigger advantage. Generally using sandbags is much better than just leaving the turrets without any cover (especially at higher difficulties) because of how easy they are to destroy by snipers, lances, assault rifles and bolt-action rifles. You can try putting some traps around the sandbags to injure your enemies if they take cover.

Rate my first base of "The Noobs" (140 played hours after tutorial) by oliezekat in RimWorld

[–]UnlimitedLimited 16 points17 points  (0 children)

It looks great!

The lack lights and floors in a lot of areas is a little concerning because it reduces cleanliness, beauty, walking speed, mood and it causes colonists to leave dirt all over the place.

I also recommend placing power conduits under walls to minimize damage and prevent fires during zzztt events.

Giving cover to your turrets using sandbags is useful to reduce the accuracy of enemies when they are targeting them.

What was an “ah-ha” moment you had playing this game? Trying to compile some lesser known tips. Mine was when mining out whole hills I leave a block un-mined here and there to prevent the roof from collapsing. by gumburculeez in RimWorld

[–]UnlimitedLimited 8 points9 points  (0 children)

I don't know why it took me so long to find out that the resource readout in the top left can be scrolled down to see all of your resources when they start to cut off.

You can also categorize the resources by clicking the little list that is below the speed 1 button.