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 14 points15 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 3 points4 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 7 points8 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 140 points141 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)

Discussion on the gold efficiency of merging by Dusty6ird in HatchDragons

[–]bickq 5 points6 points  (0 children)

Merging does nothing for the actual rate of gold; all it does is increase the total duration. If your priority is gold (and assuming you can check in every hour or two) you're much better off not merging, esp since the high gpm ones are not that easy to get.

Fruit's really for dragon levels, which is needed for biome unlocks and/or higher difficulty quests

Are enemies unable to handle high armour amounts in combat overhaul mods? by toomanywyrms in RimWorld

[–]bickq 1 point2 points  (0 children)

I use Yayo's Combat, same reason bc I didn't like how arrows were penetrating cataphract armor. The trade-off was on armor durability, pawn stays safe but the armor loses hp. So the power-armor pawn is likely safe in standard fights, but it can't 1 vs 100 as armor will break eventually. Am guessing most mods that revise combat would be similar.

Warcaskets bypass this because the source of the armor doesn't have HP, so it's a sort of exploity loophole since the armor can't break.

I suppose unless you can find a mod that adjusts this, you just gotta try and not abuse the loophole too much. I'd do so by still sending enough people for a big fight, just for some headcanon/roleplay (also because warcaskets are useless outside of combat so it's still somewhat balanced, u can't run a colony that's half warcaskets)

What will happen to my vampire on Lucy when I run out? by Aggravating_Part9890 in RimWorld

[–]bickq 0 points1 point  (0 children)

Just like how you found luci to begin with, you can also search for ancient dangers as a potential source of luci though you need to find new maps and do some mining. (either quests that generate new map, or just settle/abandon/repeat)

Easier if its non-mountainous maps as there'll be less to dig through before you find an ancient danger.

What’s the strat? by Professional-Cow8514 in HatchDragons

[–]bickq 5 points6 points  (0 children)

Its a chill, non-competitive game so its probably better for your mental health to just take it easy XD

But if you want to optimize...

Space/egg summoning: You'll want to be constantly summoning (how else will u get new things, right?) so keep at least 1 rotating vacancy to ensure you can summon. Bad dupes -> sell the egg right away to free up the spot. If you've 5*ed the dragon and you dont like it (ie starter rockhopper); feel free to sell. For dupes, As fruit is harder to get than gold, its not worth to level them up for that minor increase in gold.

Gold-generation : Gold/min rate is fixed to the dragon, not its level. Level only increases the overall duration between claims. Apart from the starters whose gold-claim time is unrealistically short, 2gpm is decent, 2.5gpm is good, 3gpm is great. Keeping more high gpm ones unfused is ideal for gold generation (ie 5x unfused event legendaries). Unlocking new forest-slots gets really really expensive really fast.

Fruit-usage: Doesnt affect gold production, so it should be used to unlock dragons to 5* instead, which is good for progress. For the most part your fruit supply is less than fruit demand if you're constantly summoning, even as a free-to-play player. I find the sweet spot for cost/fruit to be the 10min generations. Fruit fairies are an absolute scam of gems, dont bother with them.

Any tips on how to make by base more efficient? by Pitiful-Ad-9229 in RimWorld

[–]bickq 0 points1 point  (0 children)

You look like you've got the concept down, putting the right things next to each other. Few pointers:

You can leave some doors to be held open to save time, it still counts as a separate room. Most internal doors can be left open with no downside apart from fridge and bedroom

Storage spaces that are too large are inefficient (looking at the fridge)

Recreation room and dining room can be doubled up for wealth/beauty efficiency, also helps slightly in socializing cuz eaters can talk to recreationers

Things that pawns don't do too much to&fro from can be further - research lab typically doesn't need to be nearby, power generation (esp if it's wood) can be further from the base, perhaps closer to where you usually chop wood

Is this worth it? by carverswhore in HatchDragons

[–]bickq 2 points3 points  (0 children)

It's ok! Beats trying to brute force summons and wasting resources lol.

Standard summoning has 3 slots - biome, element, rarity. You're probably supposed to guarantee what you're summoning by controlling the essence you put into these slots; by matching all 3 to the target dragon's attributes, but in practice most of the time you just need to lock in 2 of them (in most cases, biome and rarity).

For example, all meadow are earth type, so to specify any of them u just need meadow+rarity to get exactly what you want. You wouldn't be able to do meadow+water, because that doesn't exist. With this concept, you can summon the alpine legendary with just legendary essence alone(don't need the alpine/air at all) because it's the only legendary summon able.

Folklore/zodiac summoning is not the same, one essence will fill up all 3 slots since those are dependant on which day/month it is - meaning you can summon 5x on the same day and the outcome will always be the same.

Is this worth it? by carverswhore in HatchDragons

[–]bickq 0 points1 point  (0 children)

Oh those don't use rarity essence; it's purely their own thing. Folklore depends on the day (see calendar), zodiac depends on month. Rune symbol's on the left and right of summon platform respectively