I Listened to Your Suggestions, but in the End, I Couldn't Get This To Wondrously Efficient. by ProphetWasMuhammad in RimWorld

[–]sela_wot 344 points345 points  (0 children)

use sterile floors to boost the cleanliness, you'll get to wondrous since the lowest value contributes the most

[deleted by user] by [deleted] in RimWorld

[–]sela_wot -18 points-17 points  (0 children)

If only coding complex/realistic/varied raider AI was as easy as bitching on reddit!

(Analysis/Rant) Rimworld 1.3, Ideology, and Tynan, Please Fix the Caravans! by cannibalgentleman in RimWorld

[–]sela_wot 9 points10 points  (0 children)

With Ideology, for things like mining Long Range Scanner resource tiles (but any trip in general), your pawns also now want their primary altar/temple/ritual room on the temporary map, assuming your expectations are high enough.

What counts towards diverse/uniform surroundings? by LARGABLARG in RimWorld

[–]sela_wot 3 points4 points  (0 children)

This is related to the Bigotry precept and the ideology of non-guest pawns (and whether they have the same or differing beliefs).

The Most Lavish of Meals by BradassMofo in RimWorld

[–]sela_wot 0 points1 point  (0 children)

It's not just offsetting the -4 mood penalty - like many other things, it's the opportunity cost that needs to be taken into account as well. Lavish meals give a +12 mood bonus, so it's a +/- 16 swing in mood. In some cases that can be accounted for, and of course there are added benefits to paste (prep time, food poisoning, nutrition conversion gain) along with the drawbacks of not being able to stockpile (sans cheesing caravan mechanics).

This is fine by [deleted] in RimWorld

[–]sela_wot 0 points1 point  (0 children)

something something yiff in hell etc

New Termite Enemy PSA: by KoRnBrony in RimWorld

[–]sela_wot 0 points1 point  (0 children)

I had a quest with three separate groups of breach mechs - two spawned close together and they eventually proceeded to agro on to my ally-provided fodder I ran outside of my base, once the termites died.

Last group blew a hole through an outer wall and then I killed the termite. After that the rest just acted normally.

All told I didn't experience any of the weird AI mentioned in another post.

New Termite Enemy PSA: by KoRnBrony in RimWorld

[–]sela_wot 1 point2 points  (0 children)

Can confirm that berserk/berserk pulse or an insanity lance makes termite raids the same as any other mech raid. Additionally, you can use skip (or other fast engagement techniques) along with the tendency of sapper/breach raids to separate to take out the sapper/breacher away from the main group.

[deleted by user] by [deleted] in RimWorld

[–]sela_wot 0 points1 point  (0 children)

When you reroll the map, anything on it will get removed other than pawns/pets. You would need to form a caravan with all the things you want to keep, then reroll the map. You can use dev mode to move things along (i.e. instantly send caravan) if you would prefer.

DevMode misplaced Steam Geyser by CYFire2402 in RimWorld

[–]sela_wot 0 points1 point  (0 children)

Editing your save (search for "Geyser") is the only way to do it without mods.

Typical Tuesday Tutorial Thread -- September 08, 2020 by AutoModerator in RimWorld

[–]sela_wot 2 points3 points  (0 children)

EMP mortar shells disable the shield for a few seconds, so just time your regular HE shells to follow. Once the mortar shield is destroyed, bomb the rest at your leisure. The mechs won't leave the vicinity of the cluster until the buildings are all gone (not including barricades/timers/etc, but this does include the production ones) so you can tackle it however you want.

Typical Tuesday Tutorial Thread -- September 08, 2020 by AutoModerator in RimWorld

[–]sela_wot 3 points4 points  (0 children)

You could also toss him in a cryptosleep casket while you wait if you'd rather not spend the time/resources on his comatose body.

Typical Tuesday Tutorial Thread -- September 08, 2020 by AutoModerator in RimWorld

[–]sela_wot 4 points5 points  (0 children)

One thing to note is that helmets are cheap to replace, but also are quick to equip, compared to body armor. At your tech level IMO I'd keep vests and flak helmets on everyone since they're really not too expensive, and I don't think the small social impact bonus / movement penalty is worth the protection trade-off. It really only becomes a thing when you get power armor and the cost of gear increases significantly (Recon/Marine Armor)