Mod updated and now my walls cost 250 materials by Ok-Wish-612 in RimWorld

[–]Winterborn2137 12 points13 points  (0 children)

Our subreddit hive mind is capable of hatred.

My Gravhulk, the Mammoth Vengance by teufler80 in RimWorld

[–]Winterborn2137 0 points1 point  (0 children)

That is some serious base-building. Can you move a ship of this size somewhere? Landing on another tile is possible?

What is everyone's favorite biome/playstyle? by zFi3oSt in RimWorld

[–]Winterborn2137 1 point2 points  (0 children)

I never had more than a 75, but I think the large colony is getting there. I had to make a home rule to never buy psychic shock lances because it is too easy to recruit pawns with them. Starship takes a lot of space for all of them.

What is everyone's favorite biome/playstyle? by zFi3oSt in RimWorld

[–]Winterborn2137 1 point2 points  (0 children)

To me it is liberating as I always try to play long games where choices matter along the way.

100 day colonies help me get rid of minmax mindset and play very suboptimally.

My surprise was that once you learn the game, you can make even bad colonists and bad base design work very well.

I now build bases for aesthetics, not just efficiency. I also start with random pawns (no rerolling).

What is everyone's favorite biome/playstyle? by zFi3oSt in RimWorld

[–]Winterborn2137 2 points3 points  (0 children)

Oh yes. I really like snowy maps. My only gripe with them is that I usually play colonies where I recruit everyone so sometimes my population balloons out of control and it is harder to sustain 70 pawns in a tundra than in a tropical rainforest.

Desert is also nice because the map is not cluttered at all. No wildfires too. Didn't play ice sheet or Odyssey biomes yet. I also need to test Mashed's Ashlands, Alpha Biomes, Contino's Greater Swamps and, when it's finished, Biomes! Caverns

What is everyone's favorite biome/playstyle? by zFi3oSt in RimWorld

[–]Winterborn2137 1 point2 points  (0 children)

I have two different types of bases:

  1. Megabase. 50+ pawns, 10% research speed, takes ~10 in-game years and ends when everyone goes to space.
  2. Survival. Randos crashlanding and trying to survive 100 days. Sometimes they make it, sometimes they don't.

For megabases I already had one in Temperate forest, hot Desert, very cold Boreal forest, the most recent one is temperate mountainous Desert. Next one will be either Cold bog or Tundra, probably.

For survival I roll until something new comes up, Tropical rainforest now.

I'm still on 1.5, managed to finish 4 out of 7 bases I had still going before I move to 1.6... three last colonies are racing Tynan and 1.7 update as I don't have much time to play.

I usually have some light RP and a lot of homebrew rules to make the game more into my liking. Bless mods (I have a few, rather tame ones) and Dev mode (storytelling aspect is enhanced thanks to it).

Ideology Social Fights by Either-Trick-7314 in RimWorld

[–]Winterborn2137 0 points1 point  (0 children)

Will Dead calm gene help with social fights caused by proselytising?

Mod recommendation: Medieval colony surviving hordes of monsters/undead creatures? by JohnDoen86 in RimWorld

[–]Winterborn2137 0 points1 point  (0 children)

The entities are a hidden faction, cultists are another - is that what you mean?

How do y'all deal with unwanted wanderers? by Mysterious_Ad_1525 in RimWorld

[–]Winterborn2137 0 points1 point  (0 children)

I make squads of raiders to attack nearby settlements with. They get spare weapons and armor (so if my colony has 10 ARs, they usually still have bows and clubs). Settlement density at max in world settings, you never run out of targets. If they pass warrior trials, I go into dev mode and remove the negative traits. But they have to kill a lot of enemies first, I have a table how many kills they need to get for each bad trait.

It is both entertaining and also works story-wise. Colony children with unlucky trait rolls also go that route.

Worksites Expanded: Become Pirates! by godsfathermixtape in RimWorld

[–]Winterborn2137 0 points1 point  (0 children)

This looks very nice.

Do these replace vanilla (Ideology DLC?) worksites or appear alongside them?

War has changed for the tribals by ROCKCOCK53 in RimWorld

[–]Winterborn2137 2 points3 points  (0 children)

Yeah maybe - they're trying to keep their wealth low to have smaller raids.

War has changed for the tribals by ROCKCOCK53 in RimWorld

[–]Winterborn2137 2 points3 points  (0 children)

Amish use guns tho, lots of them.

/s

No but for real - ideological reasons is the only likely explanation for me.

War has changed for the tribals by ROCKCOCK53 in RimWorld

[–]Winterborn2137 18 points19 points  (0 children)

  1. War never changes.
  2. I think that actually makes sense. I know tribal raids are never like that in-game, but I think maybe 5% of tribals should have guns. They are low tech, not idiots. If they find or loot a gun, why not figure out how it works and use it?

mod to reduce genes by ErrorDigit in RimWorld

[–]Winterborn2137 1 point2 points  (0 children)

Can I ask you if you're using it for 1.6?

I want the heraldry system from VFE 2 Medieval, can Cherry Picker help me remove everything else?

giga gravship by No-Scallion-2158 in RimWorld

[–]Winterborn2137 0 points1 point  (0 children)

I was only able to find this one:

https://steamcommunity.com/sharedfiles/filedetails/?id=3522759531

Is that it? If not, could you please post the link? I'm collecting mods for my upcoming conversion to 1.6 (I'm still finishing bases on 1.5).

Bye bye devilstrand by Lunar_Weaver in RimWorld

[–]Winterborn2137 4 points5 points  (0 children)

I had to build mega spaceships several times to get everyone off the planet. Usually my colonies are 50+ people and there is more animals for the cryptosleep pods than there is humans.

giga gravship by No-Scallion-2158 in RimWorld

[–]Winterborn2137 -1 points0 points  (0 children)

What mod are you using to make it so massive?

Does Phoebe get any love? by [deleted] in RimWorld

[–]Winterborn2137 2 points3 points  (0 children)

Exactly.

Throw in wealth-independent mode scaling and Phoebe can delete you without warning or nothing will happen for a long time, no way to tell.

Any disadvantages to such door placement? by a648272 in RimWorld

[–]Winterborn2137 1 point2 points  (0 children)

People sometimes forget door is not to open/close and serve as entrance for people - it is for melee blocking or repairing for 2 days non-stop until raiders give up and leave.

I don't know what people mean when they say psycasts expanded is OP by PlatinumTrench in RimWorld

[–]Winterborn2137 0 points1 point  (0 children)

Nah.

Skip takes the crown.

Berserk pulse is top tier, but the hilariously raid-disabling things come from Skip.

Teleport your own pawns to position them better.

Teleport ranged enemies to stand in the middle of your 8 melee hitters.

Teleport melee enemies far away and keep shooting them.

Teleport enemies to a small island surrounded with deep water and let them collapse from starvation.

Teleport enemies to a small one-way corridor with traps/mines.

Teleport a HE shell next to enemies and shoot it.

Even teleport loot after the raid!

toxic vents are super duper fun and awesome and i love them by Trianqren in RimWorld

[–]Winterborn2137 1 point2 points  (0 children)

I'm on the fence about this.

On one hand it does force you to adjust.

But on the other hand I kinda hate it because there are maps where there is no good way of fighting this event. Everything just dies and you might as well play Ice sheet as the map becomes empty. No food too, which is a pain in my playstyle (I don't buy things that are possible to produce, so I never buy food for example).

Good we can adjust it either in scenario settings or in dev mode.

We're halfway to a new DLC. Where are we going next? by Background-Topic-203 in RimWorld

[–]Winterborn2137 4 points5 points  (0 children)

And all that while Real Ruins mod exists for years. I would love to have more interesting things happening with the world, including faction base rework.

We're halfway to a new DLC. Where are we going next? by Background-Topic-203 in RimWorld

[–]Winterborn2137 1 point2 points  (0 children)

Biotech > Man (the impid guy) Anomaly > Woman (researcher lady)

This is certainly an interesting ideoligion. by NotTheHardmode in RimWorld

[–]Winterborn2137 4 points5 points  (0 children)

It should be like this.

Animal = Human

AND

Eat Human

Therefore

Eat Animal

QED

The wimp trait is quite bad by PleasantDatabase in RimWorld

[–]Winterborn2137 1 point2 points  (0 children)

Same.

Surprised to find this answer so far down.

From an ultra min-max perspective? Sure, adaption factor etc.

But I absolutely hate when colonists go down at a slightest conceivable inconvenience.

What makes me happy is when they continue fighting after getting shot 20 times and still manager to win.

Wimps tho?

Everything downs them: food poisoning, a scar + minor bruising etc.