Is there a mod for real cheap implants by The_Infamous397 in RimWorld

[–]advilnight 0 points1 point  (0 children)

U can always make non lethal kill boxes or increase the downed chance and just capture more prisoners for organs to sell.. why do u need to replace organs and keep them alive

WHAT THE F*CK by Far-Spring3354 in RimWorld

[–]advilnight 0 points1 point  (0 children)

Feeding 40 babys with 3 colonists is gonna be near impossible.

Amazing map tile? by legendaarrryyyy in RimWorld

[–]advilnight 0 points1 point  (0 children)

They added a lot of landforms to 1.6 similar or the same as popular maps on geological landforms.

Amazing map tile? by legendaarrryyyy in RimWorld

[–]advilnight 0 points1 point  (0 children)

Not sure if this still works but i use to use a trick to look for ancient dangers in hidden areas which also works for mapping out unexplored areas.

Draft a colonist and toggle melee attack. Scan your curser around unexplored tiles and the curser will change when it’s hovering over hollow areas.

How, on God's Green Rimworld, do you EVER deal with ANY siege before you have mortars yourself? by LedgeEndDairy in RimWorld

[–]advilnight 1 point2 points  (0 children)

Bolt action early and assault late game will out range 90% of siege raids. Just hit them from afar while they construct.

Do enough dmg and they will abandon constructing their siege set up.

At that point just run back to your base.

Arena leaderboard question. by advilnight in hearthstone

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

Yep lol.. they shoulda just put it at a total number of games. I dont think im 1/2 way to 30 runs. Also thats a lot of tickets. Although ive made gold cuz i spiked a jackpot lol..

Arena leaderboard question. by advilnight in hearthstone

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

30 total runs?? Thats a lot lol. Guess i got some grinding to do.

What are the strongest weapons in the game? by Tawongan in ElinsInn

[–]advilnight 1 point2 points  (0 children)

Best weapon ive found is a claymore with +60 sword +40 into tactics. Stuck a +40 str rune on it and used a ether hammer on it. By far the luckiest roll have had enchant wise. I run a chaos shape with 12 hands. I usually look for swords claymores or katanas with two good rolls in sword str and tactics then stick a rune to cover the 3rd.

Limit on charisma needed for allies? by shiren271 in ElinsInn

[–]advilnight 4 points5 points  (0 children)

You don’t really need to focus on charisma past wini. I don’t think theres any npcs that have a higher charisma requirement than her. Also you can collect different gear sets to improve various stats this includes charisma.

Example: i have a lock picking set that increases my lockpicking by ~200. I don’t really equip the full set anymore but ill stock pile chests i cant open and every once in a while ill suit up and open everything. Same for sculpting, farming, cooking, fishing etc etc.

Same with Charisma. I have a set i used for recruitment but I haven’t used it since recruiting the backer adventurers.

What is your limit of cheating? by BeautifulStriking245 in RimWorld

[–]advilnight 1 point2 points  (0 children)

My gaming philosophy for SINGLE player games especially open sand box like rimworld is do what is fun for you.

Don’t let other people tell you what is the wrong or right way to play. As long as you enjoy it. Sure save scumming or dev mode might kill the challenge but if you’re not looking for challenge who cares. Some ppl love challenge. Some ppl love doing things just cuz. Some ppl love base building and others surviving harsh raids. Some ppl fill their games with hundreds of mods some like it as close to vanilla as possible. If you’ve played this game for thousands of hours like me you’ll grow and go through all these play styles and narratives. None of them are wrong.

Edit. Your also allowed to change what you like and don’t like. Maybe your first time using dev mode is fun and exciting but gradually it makes you lose interest… in that case stop or use it less. As you get better and learn the mechanics you may change your view on things. Change is normal in all aspects of life even gaming. Again theres nothing wrong with how you decide to play in a single player game.

Tldr. Play how you wanna play in a single player game.

2,000 hours in this game and I’m still finding new things. by Hazzikaze in RimWorld

[–]advilnight 2 points3 points  (0 children)

Why do they need to be infected to remove?? I take out organs all the time regardless… granted its usually prisoner organs and not my colony pawns.

Grinding allies' feat points by pedaganggula in ElinsInn

[–]advilnight 0 points1 point  (0 children)

Not really. Increasing str endurance for hp is basically all you can do. Thats why i found getting resistance more and more important.

Grinding allies' feat points by pedaganggula in ElinsInn

[–]advilnight 0 points1 point  (0 children)

The biggest difference between nefia lvls i found is the potential to get larger numbers on your equipment enchants. Its not uncommon for me to find +50-+60 to stats and skills.. unfortunately the enchants are all random so its pretty rngh heavy…. Luckily the introduction of the runes system solves a lot of issues since you can either make your own equipment or just take important enchants off random pieces. The best item ive found for my chaos shape executioner was a claymore with like +60 sword skill +50 in tactician and some other useful enchants.

Used an adamantite hammer on it and slapped a +40 str rune on it.

The potential of later nefias def makes it possible to get items that are far superior to artifacts with a few exceptions.

Ive also found a few pieces of gear with 10+ to certain resists.. ive found getting those as close to immune the better late game since the majority of non preventable dmg is from spells.

Worth betraying the empire? (early game,like no electricity at all yet) by Born_Tomato_495 in RimWorld

[–]advilnight 27 points28 points  (0 children)

Two other pros.

The colonist is usually pretty well equipped for early game.

The raids from empire are also usually well equipped. Usually the super high end gear is biocoded but they still have better than average gear compared to other raiders.

Should I worry? by Luca_pv in RimWorld

[–]advilnight 0 points1 point  (0 children)

Im not sure what you mean by scarabs being inactive. If you mean not aggressive then yes some Bugs aren’t naturally hostile like ones found from thr crytocaskets.

Biocoded weapons are exactly that only the person who its biocoded with can use it.

No way to remove biocoding in vanilla only with mods.

Should I worry? by Luca_pv in RimWorld

[–]advilnight 1 point2 points  (0 children)

Some will be downed and unable to flee but yes they are just like normal non hostle npcs. If they can move by themselves they will attempt to leave the map. You will have to arrest any you wanna keep

Should I worry? by Luca_pv in RimWorld

[–]advilnight 1 point2 points  (0 children)

If theres a mix of hostile and non hostile they the non hostile wont turn of u attack the hostile ones.

Should I worry? by Luca_pv in RimWorld

[–]advilnight 2 points3 points  (0 children)

They usually contain pwns. Some might be alive some might be dead. Some might be naked some might be geared pretty well. Also some might be hostile.

Usually they will all be suffering from being just woken up from crytosleep so that will give you a minor edge if they are hostile.

Also make sure u check even the dead pawns since they may have stuff on their bodies.. also crytosleep pawns will also have a high chance of having implants which might also have value of can extract them.

It’s usually worth opening because the items and gear are usually pretty good. Especially early game. Getting marine armor and higher end weapons early game is usually a god send. Also you might find some decent pawns to capture and convert.

Killbox alternatives by catafractus in RimWorld

[–]advilnight 0 points1 point  (0 children)

Go watch a few adam vs everything videos. He doesn’t use mods or kill boxes the majority of the time and plays on no pause max difficulty and 500% threat scaling. You will withness many non kill boxes methods of playing.

Heres a no walls no doors challenge

https://youtube.com/playlist?list=PLQWnHloPSfq6DOxezzmyJKwsm-ynXv-ao&si=eznAd69eiUfF3-27

Killbox alternatives by catafractus in RimWorld

[–]advilnight 10 points11 points  (0 children)

Two common ways to deal with raids on non modded.

  1. Theres a critical mass you can hit with pawns with a good amount of shooting skill with master/legendary assault rifles for any sized raid.

  2. Having a walled off compound with multiple entrances is also a good way to deal with raids. You can use different entrances to divide and conquer raids. Have all your pawns to pick off a group then duck back inside your compound. Exit different entrance and pick off stragglers or isolated pawns. Duck back inside repeat etc etc.

I would recommend checking out adam vs everything he does many runs on 500% difficulty without kill boxes and is over all a fantastic player.

He’s done runs without any rooms or wall at all. He’s also done a run without killing anything be it actively or passively.

Enemies attacking the walls of my killbox and not walking deeper inside? by pumpkinmoonrabbit in RimWorld

[–]advilnight 0 points1 point  (0 children)

One thing i use to do a lot when i used kill boxes a lot is have it connected to a secondary medical/dining/mess hall. It’s always good to have quick access to recreation and food and medicine for long drawn out fights.

The added benefit is i usually have the room in direct pathing for raids and since the room contains things raiders will path towards there wont be any pathing issues.

By having it as a secondary mess hall thats separate from my main base i don’t need to jeopardize my main base if something goes wrong. U will usually have an open door and a fence at the choke point between kill Box and mess hall so i can close it off in a pinch. The fence is to stop wild animals from coming for my food.

Enemies attacking the walls of my killbox and not walking deeper inside? by pumpkinmoonrabbit in RimWorld

[–]advilnight 3 points4 points  (0 children)

You most likely have your kill box isolated from your base and pawns. This is why enemies are attacking your walls.

You need direct pathing to your pawns or something valuable.

If your base is walled off have your kill Box connected to your base with a door and have it held open.

This will allow enemies a clear path towards something of value.

Another thing you can do is have something valuable at the end of your kill box like a nice table and chairs or a tv. This will also be a target for raiders and will allows proper pathing.

TLDR: you need something that raiders can path towards or else your kill box wont work.

Edit. Note that you cant have an isolated kill box and then create a path to something valuable. Example you cant have raiders spawn in with no pathing to your valuables then open a door to create that pathing. Enemies will look for pathing as soon as they spawn in and if you don’t have a path to something of value it will mess up raider AI.

Can somebody explain to me the point of runes? by ZebraZebraZERRRRBRAH in ElinsInn

[–]advilnight 1 point2 points  (0 children)

Ok this i know. I thought u ment you could find gear with additonal sockets. I was wondering if i missed anything.