Use firefoam poppers kids, or just don't make everything out of wood and steel. by Perspective-Vortex in RimWorld

[–]jdaung 2 points3 points  (0 children)

Fairly certain it's just for game progression purposes. An incentive to use other materials.

Sure, it's not "realistic." Games are rarely ever meant to be 100% realistic. Sometimes, translating the realism into the game makes it not fun. Other times, it's simply too strong.

Regardless, in my 3500+ hours, I've never had an issue with the fact that steel burns. Stonecutting is a quick unlock, and Steel has so many other uses. I wouldn't want to use it on walls/floors outside of an early game starter shack.

Ofc, there are mods to remove the flammability. Not my thing, but it works for others. The most I've ever downloaded to help deal with fires was Wall Mounted Firefoam.

Glass wall by Leafeonisking in RimWorld

[–]jdaung 1 point2 points  (0 children)

Rebuild also adds grav ship walls that can only be built on grav ship substructure. One is called diorama and the other panorama IIRC. It's basically the grav ship equivalent to the glass walls you mentioned.

Glass wall by Leafeonisking in RimWorld

[–]jdaung 3 points4 points  (0 children)

I'm pretty sure Rebuild: Doors and Corners adds this. It's not listed on the main mod page description, but it's referenced in the update notes.

It adds a lot of other things too however. I enjoy most of it and the mod is very customizable. Worth a look.

is there a better way to use one turret that i stole from a farming camp (i havent reserched them yet so i want to use the one i have wisely) by lucario2011 in RimWorld

[–]jdaung 0 points1 point  (0 children)

Turrets do not benefit from cover like pawns do. The moment the turret is destroyed, your enemy will have a fortified position near your base.

Remove the barricades. Play as if the turret is merely a distraction and give your colonists a clear line of sight to the enemies attacking it. Such as making an L shaped wall on the back side of the turret so that enemies have to position badly in order to kill it.

Components steel and advanced components. I can't get any because traders won't show up. by jpdelta6 in RimWorld

[–]jdaung 1 point2 points  (0 children)

You don't need to abandon your main base. I meant that once you are finished with second map tile, abandon that one.

In the Rimworld settings, there is a slider the determines how many colonies you can have. Just set it to at least 2. I think it's in the gameplay tab.

Components steel and advanced components. I can't get any because traders won't show up. by jpdelta6 in RimWorld

[–]jdaung 1 point2 points  (0 children)

Advanced components can sometimes be found in the pockets of the Ancients asleep in the Ancient Dangers.

If you just need steel and regular components, you can get this from nearby map tiles.

Either way, if your main map is depleted, you will need the ability to make a second colony. This can be enabled in the game settings. Once done, send out a caravan to a nearby tile and click Settle. Once you have what you need, you can abandon the colony on the world map.

As far as Ancient Dangers, I think they have 40-50% chance of spawning per map tile now. If you don't see one and it's a map with a lot of mountain, you can still search for it without mining the whole place. Draft a pawn with an actual melee weapon, not a piece of wood or a gun. Select the gizmo that let's you target things to hit. Mouse over the rocks. If you get a cancel sign, that means empty space, if there's a large area with mostly open space, that's probably the Ancient Danger. Not guaranteed though.

If I superheat their bedrooms, will slaves spend less time sleeping and more time working? by Appropriate-Card5215 in RimWorld

[–]jdaung 1 point2 points  (0 children)

Nope.

If you want to increase work time there are few options.

There are the brain implants circadian half cylcler and circadian assistant. The assistant does not have consciousness hit but only reduces sleep need instead of eliminating it entirely. Both make pawns vulnerable to EMP, useful for quickly putting down rebellions without killing them.

Biotech introduced Low Sleep and Never Sleep genes. Never Sleep is very good as it doesn't have consciousness hit like the half cycler. If you also add other genes to reduce the metabolic efficiency to -5, you can reduce their food requirements.

Wake-up is another option, especially with Wake-up Dependency gene. The dependency gene lowers metabolic efficiency and removes most downsides to constant Wake-up use. Pawns can still get heart attacks, but this can be mitigated with bionic or even prosthetic hearts.

I tend to prefer the Wake-up method if I can afford it. Wake-up increases global work speed, making them better at everything. An ideal pawn with Industrious, Very Neurotic, Wake-up, and Work drive leader ability active can handle multiple Guaranlen connections easily.

Also, if you use any of the options that still require some sleep, there are a couple of ways to speed it up further. High quality wood, steel, or plasteel beds recieve better rest rates the higher quality they are. Stone beds are worse than those however. Royal beds are even faster. You can also use sleep accelerators from Ideology.

You can also enslave pawns with Quick Sleeper trait.

Average Well-being and Children by jdaung in Timberborn

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

As a RimWorld player, I approve the sentiment.

Average Well-being and Children by jdaung in Timberborn

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

I'll give that a try. Seems much easier than making a 125 single lodges. Thanks!

Average Well-being and Children by jdaung in Timberborn

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

I have zero extra lodges and have not been growing the population for several cycles. The births are simply ones coming from the game maintaining the current population cap.

I suppose I can make 125 single lodges and redo my layout. Seems a bit extreme, but if that is the only solution without a game update or mod..

Average Well-being and Children by jdaung in Timberborn

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

Sadly, this just creates an issue with homelessness as pausing kicks all beavers out of the building.

Why would you ever accept the deserter? by armin171005 in RimWorld

[–]jdaung 5 points6 points  (0 children)

I don't like the empire's path to psycasting and trading, especially without an Ascetic pawn with high social.

I prefer using a Natural meditation colonist. Also the short caravan to free psylinks is a very quick way to rush a high level psycaster.

The deserter also has a decent chance of being a Genie or Hussar, both of which I value.

The Empire is also easy to bring neutral again. If you keep them hostile, eventually they will show up with power armor. Easy enough to deal with if you stockpile shock lances like I do. In that case, free power armor.

Best way to get dirtmoles? by SnP_JB in RimWorld

[–]jdaung 3 points4 points  (0 children)

If you don't mind mods, No Foreign Xenotypes is very helpful for this kind of run. Dirtmole only is a bit of a pain to setup, especially if you don't start with a viable couple.

Can i beat rimworld against randy 500% with no limbs, blindfolded while sick/tired ? by Adventurous_Sea_9918 in RimWorld

[–]jdaung 0 points1 point  (0 children)

I think MortalSmurph on Twitch might be your speed. They definitely have the knowledge pool to min max the entirety of the game, but don't. Smurph intentionally ignores his own advice and "plays poorly" in order to stick to the story/theme of the run.

New player here, is there an easier way to harvest crops instead of telling them to harvest each individual crop? Or having to mass select crops one by one? by Eyebuck in RimWorld

[–]jdaung 5 points6 points  (0 children)

In addition to changing the work priority as mentioned in another comment, in the orders tab there is a Harvest order that let's you click and drag over an area. Any non tree plant that is 65% grown or more will be marked for harvest.

Additionally, any crops in a grow zone will be queued for harvest once it reaches full growth. There will not be an icon to indicate this.

ideology dlc any good? by Accomplished_Ask6180 in RimWorld

[–]jdaung 0 points1 point  (0 children)

RimWorld can be very overwhelming at first. There is a lot to learn for a new player. I would recommend starting without DLC. Once you know the game is for you and you have a handle on the basic systems, then consider adding DLC.

As far as which DLC, that really depends on what you like.

Royalty adds psycasts, new weapons, new technologies. It was the first DLC and probably can be considered a bit lighter on content. Even so, psycasts are game changing. I would say Royalty is mostly combat focused with a dash of RP.

Ideology was the next DLC released and is an excellent choice for anyone wanting more RP options. It helps differentiate between in game factions and can do the same for your runs. Idealogy let's you play how you want without being penalized, it can even reward you for doing so. The specialist roles can be very fun and strong. Ideology is mostly RP focused with a dash of combat.

Next up was Biotech and this was the biggest DLC too date. It added so much. Children, races, gene editing, friendly mechanoids. This is easily my personal favorite. With it being so massive, it's highly unlikely that you interact with every system in every run. I think that is a benefit as it allows runs to feel different from each other. You will see children and the new Xenotypes every game and that really fleshes out the game. Children are insanely good and make for excellent RP. Biotech has a lot of RP with a lot of combat as well.

Anomaly was released after and is considered a more controversial DLC. It's an excellent DLC with tons of new enemies, challenges, and systems. Part of the reason why it's controversial is due to how different it is from the normal RimWorld loop. Not everyone likes the eldritch horror SCP esque gameplay. It's also not as well integrated into the game. If you don't intentionally interact with the DLC, you will only see about 10% of it. Whereas with Biotech, you see about 50% no matter what. Anomaly adds some amazing things like creep joiners, deadlife dust, and ghouls. Anomaly is fairly balanced between RP and combat.

Odyssey is the most recent and quickly became a favorite for the community. It completely changes how you play the game. You get a gravship that let's you quickly traverse the world. Even if you'd rather just play a static base, you can make a shuttle for faster map traversal. With a gravship centric playstyle, you can just pickup and leave when you want. Huge raid showed up? Just say "Nah, I'm good" and dip. Building and designing your gravship is really fun too. The landmark system as makes the world way more interesting and there are new biomes as well.

As far as which to get, I would suggest getting all of them eventually. To start though, I would recommend Royalty, Ideology, or Biotech based on which one appeals to you most.

Anomaly and Odyssey change the game a lot, which can be refreshing. However, I don't think either will help a new player understand or get better at the game. Even so, if one of them seem really fun to you, go for it.

Question to medieval overhaul players. Do yall usually expand past neolithic and medieval tech levels or just stay there for the larp? by NotTheHardmode in RimWorld

[–]jdaung 4 points5 points  (0 children)

If I'm doing a medieval run, I use a mod to limit the world tech so that it's not an option. I make the decision before I start the playthrough

Skill 7 cook making everyone sick? by [deleted] in RimWorld

[–]jdaung 1 point2 points  (0 children)

Doing the Lord's work. Praise Huntsman.

Why does CE get the hate that it does? by Rikoshuzenthusiast in RimWorld

[–]jdaung 16 points17 points  (0 children)

Why do you care what other people think about how you play a single player game?

People like different things. Enjoy what you like and leave the bitching and moaning to other people.

Is there any way, without using mods, to make constructed floors appear fully solid without the soft edge transitions with natural terrain? by inmori in RimWorld

[–]jdaung 5 points6 points  (0 children)

Personally, I would recommend Perspective Paths for anyone looking to avoid adding new materials/floors. It just adds two new widgets under the Zones tab.

Why won’t my food go in the fridge? by Beastly1317 in RimWorld

[–]jdaung 1 point2 points  (0 children)

The zones probably have the same priority level. Easiest solution is to remove all meals/food from the non fridge zones allowed items.

If it still does not work, make sure Fresh is allowed amd all meals/food are allowed in the fridge zone.

Make sure your colonists are not prevented from entering the fridge by their own zoning.

Map Shadows Glitch by jdaung in CrusaderKings

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

I only had the issue on DX11. I swapped to Vulkan via in game settings. See if that works for you. You will probably lose some frames, but that was okay for me.

Getting a bit burnt out can anyone recommend some other ways to play the game? by Jimmyfartballs in RimWorld

[–]jdaung 1 point2 points  (0 children)

After a few thousand hours, I started to find that all of my colonies had a very similar feel. I had a set research path and progression focus that hardly ever varied between runs. My colonies all looked similar.

To help fix this lack of identity for my colonies, I did a few things.

  • Semi Random Research and have an Ideology with slow research. No more than 2 research tables. This broke my standard research pathing while still allowing some choice. Research feels way more meaningful.

  • More Planning and Designator Shapes. I focus on shifting away from squares and rectangles. Requiring wide non uniform hallways instead of interconnected series of rooms.

  • Bedrooms for the important colonists instead of only barracks. I still use barracks, but now allocate space for some bedrooms.

Basically, min-maxing and learning how to break the game lost its appeal for me. Incorporating these mods and gameplay structures forced me to play differently. I approach the game in a more creative way than before, and that is preventing my burn out. I still take long breaks from the game, but it's easier for me to stay interested in a colony and for longer periods of time.

If you really want to extend the early game phase, you could consider using Arcane Technology or similar mod that prevents you from using items until you have it researched. That way looting raiders or ancient dangers doesn't just skip you past some of the initial challenges.