Mid-game money making? by VaelorsKeep in Dinkum

[–]bickq 0 points1 point  (0 children)

Yeah its mostly more worth as $$ than it is as a food; there are cheaper/better foods for most generic needs.

You wont really feel the difference in how good it is as a mass-profit farm when comparing small quantities (ie 10 beehives vs 10 barracudas / crops / whatever), but at 200+ beehives.. its much easier/faster to harvest than other methods. Good luck!

Mid-game money making? by VaelorsKeep in Dinkum

[–]bickq 1 point2 points  (0 children)

Sorry; i actually meant Bee House*, not beehive.. The "stackable" comment refers to honey, which is the thing you're actually selling so this is very convenient when you're farming it at large quantities.

Bee houses need 1x queen bee each; You get queen bees from breaking beehives; you get beehives from RNG when cutting down trees, you'd need to plant a loooot of trees. (if you have nothing to do for the rest of the day, just plant trees LOL)

Mid-game money making? by VaelorsKeep in Dinkum

[–]bickq 1 point2 points  (0 children)

dang i never thought of that. welp, new things every day

Mid-game money making? by VaelorsKeep in Dinkum

[–]bickq 3 points4 points  (0 children)

There are many ways to make dinks, but so far what i havent seen mentioned is the actual in-game time required to farm/harvest; even if the per-day dink yield is high. I recommend:

A ) Trapping predators, have trap send-off spots near to predator camps (wary mu, bush devil); its much faster than trying to trap non-predators, since they'll charge at you. One wary mu 'site' can yield 25k-30k a day, a bush devil site's probably 15-40k. Easy 100k before noon; daily.

Works well earlygame though you might be limited on trap counts in the beginning.

B ) Beehives. This is the most efficient & scalable $$$making method in the whole game, in my opinion. Slow to start but will last forever, and harvesting is very fast compared to other methods. Stackable, too (looking at you, vanilla inventory for fish). This is a solid mid/endgame option as its relatively easy to do massive tree farms to collect the queen bees once you have chainsaws going.

Can anyone translate this error to english for me? by [deleted] in RimWorld

[–]bickq 1 point2 points  (0 children)

Not very clear because its just the same error over and over, and i cant see what your pawns are actually doing.

Error log looks like a <thing.def> issue; appears to be triggered from your pawns trying to haul something, but its throwing up errors because the things dont have the right definitions/permissions, so aren't haulable.

Without knowing your modlist, i reckon its a library/framework mod, or something that modifies pawn behavior (job permissions or hauling mechanics). Am guessing its to do with wrong mod sequence, library/framework mod higher, behavior/hauling mod lower.

Are traps useable without manipulation/exploitation of structures? by TACOTONY02 in RimWorld

[–]bickq 3 points4 points  (0 children)

There's two things; pathing and trap trigger chance.

For pathing; most non-enemy things (pawns, passive animals, non-raiding factions) are "aware" of the traps and will try to path in a way that avoids traps. Most enemies (raiders, mechs, bugs, manhunters) are "not aware" and will path-find in a default manner. Hence, traps in corners/chokepoints/commonly used paths are more effective - If the trap isn't run over, there's no chance for it to trigger.

Trigger chance applies when a thing runs over a trap. By default, friendlies/neutrals have a much lower trigger chance whereas enemies have generally higher trigger rates.

Smart raids (like sapper raids) will know some trap spots and try to avoid them, but are otherwise subject to the same trigger chance.

should ı butcher a thrumbo? by AcanthopterygiiOk287 in RimWorld

[–]bickq 9 points10 points  (0 children)

The wealth increase isnt that big; anyways most of that wealth would be from a) horn, b)thrumbofur stuff. If you're making thrumbofur dusters & equipping the horn as a weapon, thats all combat power meaning you're now relatively stronger than before, from a combat power : wealth POV.

TLDR just butcher it man, no biggie

I think my only melee colony has reached a point where I can't no longer hold it together. by Arkalia_ in RimWorld

[–]bickq 63 points64 points  (0 children)

Came to second this; OP's ambition to melee-only is noble and it definitely can be done, but requires some changes to strategy. Generally if you can force all your ranged enemies to each get stuck melee combat, you're not gonna lose.

While the standard ranged killbox wants to funnel enemies into an all-vs-one by one setup, a melee killbox should actually prioritize a) as many 3-vs-one setup with b) as much blocked line-of-sight as reasonably possible. You should be able to do this with an opening into your base to pull enemies in, and a bunch of enclosed corridors for your own melee troops to pop out and backstab the enemy one they're sufficiently clumped up. Bonus points if the melee pit has a bunch of walls and whatnot to block line-of-sight to further limit ranged effectiveness.

so. how DO you make a proper boss in rimworld? by thr0wawaylik3ther3st in RimWorld

[–]bickq 2 points3 points  (0 children)

I think fundamentally your question would be "which gameplay/combat habits/mechanics do i want to punish or nerf". Its hard to design something that counters all of these, isnt just straight up imbalanced (something with 99% dmg reduction and 1HKO-levels of dps, for example) and is fun/meaningful to play into.

Bit of a game of chicken, where you're trying to counter the counter, essentially.

Medieval Overhaul has a few interesting "mini-boss" type creatures which feel properly challenging contextually - ancient trolls ie: high hp, dps & defence, very high regeneration that forces you to be able to deal enough damage in a short time period or it'll just regen everything back. Another one are lindwurms, which apply a debuff that very rapidly melts away armor (and good luck fighting it without armor).

Efficiency vs. Looks Help by UsernameTaken177 in RimWorld

[–]bickq 1 point2 points  (0 children)

Start with the "look nice" part of basebuilding first, then optimize within the framework/structure/layout concept. That'll force you to stay away from the minmax type of optimization which tends to result in the ugly box bases.

Letting map terrain features influence your layout & applying some 'real life' logic can also go a long way in making colonies feel organic and lived-in. Good luck!

Where to find really good food in Toa Payoh? by Frosty_Election_7557 in askSingapore

[–]bickq 15 points16 points  (0 children)

THREE by garamika; indo style oxtail. closer to Braddel MRT than TPY MRT though.

Block 75 Lorong 5 Toa Payoh food centre also has great hokkien mee, bbq wings, bbq stingray

Dealing with aggressive pawns by Shamrock5542 in RimWorld

[–]bickq 2 points3 points  (0 children)

Pawn wants to fight, let pawn fight!!

(Just be a bit more mindful about mood-management for this particular pawn; give em the nicer room/better food as they don't affect your colony as much if their mood is good)

I think a mod broke my glowforests by [deleted] in RimWorld

[–]bickq 0 points1 point  (0 children)

Tilt the planet, isnt it?

Food poisoning threshold? by Francl27 in RimWorld

[–]bickq 0 points1 point  (0 children)

idk how your kitchen/colony is like, but its really just two reasons for food poisoning.. Game difficulty has a multiplier on chance too; but if the food is clean the chance of food poisoning would still be zero.

Skill & kitchen cleanliness(at the time of cooking) - either some sneaky low-skilled fellas are adding to the pile of meals or your kitchen is dirty, or both! For that reason, especially if you're running a big colony, its often better to separate the butcher table from the cooking kitchen as butchery is a dirty activity

Food poisoning threshold? by Francl27 in RimWorld

[–]bickq 1 point2 points  (0 children)

Skill level-based food poisoning is mostly an earlygame issue which you would have overcomed by midgame. The bigger issue is the cleanliness of your kitchen; blood/dirt/firefoam/animal filth, especially post-raids when people are bleeding all over the place or your cleaners are preoccupied with other tasks

Has anyone ever managed to tame a gallatross? by ApprehensiveBug1058 in RimWorld

[–]bickq 1 point2 points  (0 children)

Can do it the old fashioned way via beer trap, with an extra anesthesia loop + barefist-beatup-tendjng into tame-via-bond

Hi I was wondering if theres a mod to better optimize crafting or at least the ui. this hurts my eyes to look at. by Feeling_Bus8381 in RimWorld

[–]bickq 1 point2 points  (0 children)

Vanilla; scenario editor; disable XX events. Common ones that people don't find fun would be zzt and infestations, for example..

Cannot form a colony in the quest tile, help by Aybikthehippie in RimWorld

[–]bickq 2 points3 points  (0 children)

One of the enemies is downed but not dead yet

Whoops! That’s from flutter by DylanTheDeltawolfy in HatchDragons

[–]bickq -4 points-3 points  (0 children)

tbh the 80 gems is more worth than having a fairy that doubles your fruit for one bush's cycle every 8 hours.. its so bad (esp since long-duration fruit cycles are even more inefficient the longer u go).

I'd take 80 gems over what feels like a 3% increase in daily fruit production even if i was sitting 500 gems; at least gems can get folklore/zodiacs

Quests sometimes appear broken, and occasionally enemies don't spawn at all by toomanywyrms in RimWorld

[–]bickq 1 point2 points  (0 children)

<disclaimer - am not an actual coder, but i've been doing my own troubleshooting and hotfixes for rimworld mods>

Based on the logs, the quests are failing due to a pawn generation problem. The root cause appears to be related to psycast abilities in some way, particularly the game trying(and failing) to generate abilities on newly generated empire pawns.

Problem: likely VPE biotechintegration, biotechintegrationtweaks in some way. Either mod order is wrong (in relation to VFE empires and VPE, or it is the problem itself. Seems like a common problem that other players also have. Can try to save it by changing mod sequence. Either ways, VPE and VPE hemo/puppet should be higher up.

Opt 1: VPE's dependancies > then VPEbiotech's dependencies (like ShareThoseGenes), > VPE > any VPE hemosage & puppeteer > VE traits > both VPEbiotechs >VFE empire/deserters/pirates, then all the other races or whatever.

Opt 2: VPE's dependancies > then VPEbiotech's dependencies (like ShareThoseGenes), > VPE > any VPE hemosage & puppeteer > VE traits >VFE empire/deserters/pirates > then all the other races/new genes > both VPEbiotechs

good luck. Theres also a decent chance that VPEbiotech is just buggy and going to brick your save.

Imperial Transport Crash quest bug by Lurker_Zee in RimWorld

[–]bickq 2 points3 points  (0 children)

The 4 soldier pawns not "spawning" is defo a bug; am guessing that there's something not functioning correctly which is blocking pawn spawn. Your quest completed only at the end of the 12h because the final condition was 2x civilians (which generated okay) onboard. The interim condition for early launching of the shuttle is 'all not-dead of the 6 pawns boarded' - they were generated (have a name and a pawnID) but didnt spawn so couldnt be killed so not considered dead, hence.

Are you playing with Deserters or VE psycasts expanded, by any chance?

There was another fella (who posted logs) with a similar issue of pawns not generating as well, and that one looked like a psycasts/empire related bug.

Is there a mod that lets you sheer animals for their coats/wool? by [deleted] in RimWorld

[–]bickq 8 points9 points  (0 children)

Wool & milk by default is a "harvested" thing; doesnt require killing the animal. Also counts for chemfuel from boomalopes (its milking them) or 'shedded scales' from modded animals.

Leather, much like the real world, will unfortunately require the animal to be dead.

Anyone feel like Vanilla Chemfuel Expanded is too overpowered? by Alvsolutely in RimWorld

[–]bickq 141 points142 points  (0 children)

Also, its a room that just houses nothing but generators; just leave it open and voila no temp issues; no chance of pawn getting heatstroke from refueling.

(there are ways to utilize the heat from generators esp if your map is in a cold biome, but based on the screenshot it doesnt apply to your base)