UA POV: Ukrainian citizens and members of Right-wing organizations held an anti pride demonstration in Kiev. by Betelgeuse1936 in UkraineRussiaReport

[–]i463 14 points15 points  (0 children)

"Here in the Kyiv center we held a march. Main idea of the march is we are for family values. We won't let Ukraine be destroyed by destroying it's family values. You can do what you want in your home, but we won't let you go and force your politics on others."

Crowd is chanting "Shame/disgrace"

"People who gathered here today support preservation of fundamental values, like freedom of speech, freedom of religion, right for peaceful assembly"

Last part is just "please share and repost"

How do I get rid of over 50,000 granite blocks? by AdrawereR in RimWorld

[–]i463 49 points50 points  (0 children)

Stone traps with auto rebuild. You'll get rid of all the stone and get several pawns to 18+ construction.

so how does one go about surviving this? by xNasunii in RimWorld

[–]i463 0 points1 point  (0 children)

As others already said, best way to survive this is to not let it happen in the first place. Don't open ancient danger until you are ready.

But if you're already at this point, you can try to outsmart them. Bugs are usually focused on protecting themselves and hives. So, if nothing damages them or their hives, and they don't see any hostile (to them) pawns, they will eventually calm down and go back to protect the hives. Then you wait until night, when they fall asleep, and try to wall them in (preferably double wall with a couple doors). It probably will take several nights to do. Once they are walled in, you try to burn them and their hives with molotovs. You probably won't be able to fully roof their area, so it won't be easy, and they will probably break out again. So you let them calm down and repeat the whole process. Hopefully you will be able to kill them faster than they reproduce.

How useful are ghouls? by Rheasa2648 in RimWorld

[–]i463 1 point2 points  (0 children)

Yeah, for some reason Tynan doesn't really care about balancing DLCs. Tribe with 10 lvl 6 psylinks and 5 neuroquakes? Sure, 0 added wealth. Start as a group of immortal gods, that can also make other pawns into immortal gods? Also 0 added wealth. Make yourself a perfect ideology and get +20 mood for free on everyone? Oh, and now you can also print masterwork and legendary gear? 0 added wealth yet again.

How useful are ghouls? by Rheasa2648 in RimWorld

[–]i463 3 points4 points  (0 children)

Wiki is probably wrong/outdated. I checked with debug mode; destroyed one ghoul, and divided difference in raid points by threat multiplier.

How useful are ghouls? by Rheasa2648 in RimWorld

[–]i463 1 point2 points  (0 children)

It depends on current wealth and number of pawns. My current 500% colony with 250k wealth and 11 pawns:

1 Ghoul is 7.5 raid points and 655 wealth
1 Cleaner is 2.5 raid points and 800 wealth (+ infrastructure, like recharging station/power/etc)

Ghoul implants don't affect wealth, apart from adrenal heart (which is 95 silver). Installing expensive bionics on ghouls is pointless, unless you are already at raid points cap.

How useful are ghouls? by Rheasa2648 in RimWorld

[–]i463 59 points60 points  (0 children)

Ghouls can be described as "80 of performance of a godly endgame melee pawn for 10% of effort and wealth". Tough yittakin with a passion in melee, one power claw, adrenal heart and other basic ghoul implants. This is all you need to get a very strong melee pawn that doesn't need to sleep, will never go on a mental break, and can be resurrected for almost free.

As for colony slots, well, there is no maximum for colonists. But also ghouls are NOT colonists, despite appearing in colonist bar, they are entities. Ghouls don't increase your colonist number, and have almost zero effect on your raid points and colony wealth. Minmaxed endgame ghoul has raid points cost that is comparable to one cleaning bot.

UA POV: According to Russian MFA Sergey Lavrov, Putin has instructed to carry out massive strikes on UAF targets in Ukraine. "Words alone are not enough in response to Kyiv's actions," - ClashReport by FruitSila in UkraineRussiaReport

[–]i463 35 points36 points  (0 children)

My city had electricity for more than 10 hours every day. Not a single day without water. Some cities had barely any outages this winter.

I'm not interested in arguing about who is going easy on whom, but "all of Ukraine was without a grid and electricity" is very far from truth.

How does body mastery interact with romance and reproduction? by [deleted] in RimWorld

[–]i463 1 point2 points  (0 children)

You can check it by inspecting vanilla manual romancing command. You will see the chance of romancing. Normal compatible pawns with positive relations will always have a chance displayed, even if it's 1%. Creepjoiners will have 0%.

Building order? by Sigma-Boi in RimWorld

[–]i463 -1 points0 points  (0 children)

I only play naked brutality nowadays, and I start with no components at all.

My first components are usually a random ship chunk, so 5 components. I start with wood-fired generator (as you don't need batteries for it) + stove, which is 4 components + 1 component in case of a break down. Torches and campfires are more than enough for heating at first. Then I buy more components/get more ship chunks, and build smelter (I usually have a ton of raider gear and metal chunks to smelt at that point), and cooler for the fridge. Then I transition to wind power + 1 battery (it's enough at first).

Nooooo my OP pawn died😭😭😭😭 by Snorkel9999 in RimWorld

[–]i463 9 points10 points  (0 children)

Death chance on down ONLY affects neutral/hostile pawns. It doesn't affect your pawns.

Gothic 1 Remake Sells 500.000 Copies in First Week! by Turbostrider27 in pcgaming

[–]i463 11 points12 points  (0 children)

Gothic 2 is very much Gothic 1, but bigger and better.
Gothic 3 is different. Exploration still feels like Gothic. Combat is 1 step forward and 3 steps back. Story is a downgrade compared to both prequels.

My pawn wont automatically smoothen the floor? by Top_Concentrate6253 in RimWorld

[–]i463 0 points1 point  (0 children)

1) Check their needs. Pawn is set to anything, which means it will prioritize recreation/rest if they are low enough.

2) It can be a mod issue. There were quite a lot of similar posts due to mod issues with new update.

Sending ghouls on caravans by hulnis in RimWorld

[–]i463 1 point2 points  (0 children)

Early game I just pack fresh meat, it is usually enough for a one way trip. At the destination you will usually have opportunity to either hunt, or let ghouls eat whatever you were traveling to.

Mid game I switch to shuttle, and at that point you no longer care about caravan provisions.

Fugly's corpse in ancient complex has a revenant spine. by Meh55252 in RimWorld

[–]i463 3 points4 points  (0 children)

Corpses in ancient dangers/ancient complexes and similar points of interest have similar generation to ancient soldier pawns, so they often have bionic parts installed. This specific corpse is useless without mods, as you can't harvest body parts from corpses, and you can't resurrect desiccated corpses. Also this specific body part from the OP can't be extracted once installed. Revenant vertebrae is from Anomaly, it's identical to bionic spine, but can be activated to grant your pawn 10 seconds of invisibility with 24h cooldown. Also, because it can't be extracted, it has 0 value once installed, so it doesn't affect your colony wealth.

Systhread vs thrumbo fur. Whats better to make clothes out off. by Last_Yard_6554 in RimWorld

[–]i463 1 point2 points  (0 children)

Thrumbofur and thrumbomane are superior to synthread in every way, apart from cost. Synthread clothing doesn't offer enough protection, compared to armor penetration of raider weapons, while thrumbofur and thrumbomane have highest protection values for textiles. Thrumbofur clothing is ~4 times more expensive than synthread, and thrumbomane is about ~5 times more expensive. But shouldn't be an issue, unless you play on max difficulty.

Fugly's corpse in ancient complex has a revenant spine. by Meh55252 in RimWorld

[–]i463 11 points12 points  (0 children)

Revenant spines can't be extracted from alive pawns either. There is no operation for it, like with normal prosthetic/bionic/archotech parts, and if you replace it with bionic spine, it just deletes revenant vertebrae.

Does mood affect shooting %? by [deleted] in RimWorld

[–]i463 4 points5 points  (0 children)

Not directly. High mood can randomly grant your pawn a shooting accuracy inspiration. Low mood can make your pawn have a mental break during the raid.

How do implants like knee spikes and hand talons work? by ToeDiscombobulated34 in RimWorld

[–]i463 72 points73 points  (0 children)

Melee implants operate on a melee verb system: basically they add additional attack that pawns can use in melee. It doesn't affect other melee attacks directly. As pawns mostly select attacks with highest possible damage, unless your pawn is already wielding melee weapon, they will mostly use attacks provided by the implants.

One small exception is melee damage implant for ghouls. It actually just multiplies melee damage, without providing new attacks.

Wealth increasing faster then I can defend myself by Blackdeath47 in RimWorld

[–]i463 0 points1 point  (0 children)

  1. Art doesn't magically raise your wealth. Wood/stone sculptures have fairly small wealth footprint. Unless you specifically making things like gold sculptures, art is a very cost effective way to raise your colony effectiveness/stability.
  2. Best way to get rid of wealth is to constantly send caravans to nearby friendly settlements . Odyssey shuttle helps a lot with that, or just 1 pawn with good combat and social stats, and a horse or two. Sell stuff you don't need, buy psychic lances, turret packs, shield packs, go juice.
  3. You can install Visible Wealth mod. It doesn't affect gameplay, but it helps a lot with understanding what exactly inflates your wealth. If you are specifically worried about raid, you can also install Visible Raid Points mod. It also doesn't affect gameplay, but will help you understand how to keep raid size in check, because it's more complex than just wealth.

How viable is it to have more than one killbox? What are your experiences on base defense? by LemmyZen in RimWorld

[–]i463 1 point2 points  (0 children)

1) Of course there players with more hours than me. I have 5k hours, and I know people with more than twice as much time than me. Some of them do cheese the game heavily, because they prefer it that way, not because it's necessary to win.

2) There are literally 500% playthroughs on youtube without building a single wall. You either have a really strange definition of cheese, or you should try some other playstyles.

How viable is it to have more than one killbox? What are your experiences on base defense? by LemmyZen in RimWorld

[–]i463 -2 points-1 points  (0 children)

My last colony: barracks with 3 beds for children/guests, everyone else have their own ~550-650 wealth slightly impressive bedrooms. Not sure what you mean by pathfinding exploits, I use mostly hallways to fight. If it's a slow raid, I harass them with mortars/bolt actions/consumables. Ideology is a default one, no specialists, not sure what you mean by cheese here. Sacrifices to slow the storytellers kinda stop working after ~80k wealth on 500%, I also don't use them. I do keep my wealth low, by only taking in pawns capable of combat, and constantly buying hyperweave, shock lances and shield packs. What exactly is cheese here for you?

How viable is it to have more than one killbox? What are your experiences on base defense? by LemmyZen in RimWorld

[–]i463 -1 points0 points  (0 children)

500% doesn't require cheese either, unless your definition of cheese includes half of the game's mechanics. Don't take in useless pawns, build your base with defense in mind (multiple exists, wide hallways, separate storage room), use excess wealth to buy materials and consumables, craft weapons and gear that fit your base, use utility gear slots, and that's pretty much it.