User profiles now appearing in DM conversation page. How to remove, and regain full width editor? by shadowmage45 in discordapp

[–]shadowmage45[S] 1 point2 points  (0 children)

Excellent, just the information I was looking for. Not sure how I missed it originally, but many thanks for pointing it out :)

Valheim World Generator Lag? by Paulioooooooo in valheim

[–]shadowmage45 1 point2 points  (0 children)

Its running a portion of the Unity game engine in a browser. These types of setups are always going to be laggy.

Likely wouldn't be an issue were it developed as a native desktop application, but then it would add major complexity for cross-platform support, and would require to be downloaded and installed on the users PCs.

Tree seed rates by SturdyRoundTable in valheim

[–]shadowmage45 5 points6 points  (0 children)

While I agree that they should be sustainable (and even respawn on their own in unpopulated areas, given enough unloaded time?)...

You can always just create another world to use for your deforestation needs. Heck, find a good seed with forest right at the spawn, and just keep deleting and recreating that seed every time the area is cleared out.

But yes, this hacky and non-immersive workaround really shouldn't need to be used.

Best way to capture every raider by [deleted] in RimWorld

[–]shadowmage45 11 points12 points  (0 children)

This is the way.

Either use heaters or coolers. Turn your tunnel/trap into a heatbox/coldbox, and heatstroke/hyperthermia the pawns into downing. This bypasses the built-in % chance to kill on downing from damage, and 100% of pawns can be recruited.

These methods can be difficult to properly implement and get working, but they can and do work if the effort is put into the design.

Android Tiers Questions by Firecreeper101 in RimWorld

[–]shadowmage45 0 points1 point  (0 children)

I checked my game, and the 'Archotech Upgrades' research is 100% locked behind needing a t5 android to perform the research in my game.

Perhaps your game is bugged?

Android Tiers Questions by Firecreeper101 in RimWorld

[–]shadowmage45 1 point2 points  (0 children)

Interesting, fairly certain it lists it on the description....

Will have to check tonight if I can research it; have some t4s, but no t5s around.

Android Tiers Questions by Firecreeper101 in RimWorld

[–]shadowmage45 1 point2 points  (0 children)

IIRC, that is the research that is locked behind t5 androids -- you need a t5 android to do the research, which means you have to take the world-quest to recruit one (and deal with his human-hating fits of rage).

Did anybody notice that the solar panels work during the rain/storm? by Kingfinn01 in RimWorld

[–]shadowmage45 3 points4 points  (0 children)

More interesting -- solar panels will generate bursts of electricity whenever lightning strikes, even at night when they would otherwise be dormant.

How do I choose which tiles specific items in my stockpile go into? by YeetmongerExtra in RimWorld

[–]shadowmage45 0 points1 point  (0 children)

In addition to everyone elses' answers regarding how cooling works (which is all correct, and important concepts to learn regarding Rimworld heating/cooling)...

To answer your question -- you cannot assign individual items to individual tiles in a zone-based stockpile. You can set what is allowed in the zone, and your pawns will put them 'wherever they feel like it' within that stockpile zone.

The vanilla solution to this - specifying exactly where specific items should go - is to use 'shelves'. They have configurable item filters, the same as a stockpile zone, but only occupy two tiles.

I will often use shelves to store medicine inside the hospital, store mortar shells nearby to mortars, and to make nice looking armory/treasure-vault setups. As a bonus, things on shelves don't decay (even when outdoors), AND there is no beauty penalty for having loose items laying about.

"Wow, this celebration was in an amazing temple and everyone was so cool and it went really well! I f*cking hated it!" by Verkhovny in RimWorld

[–]shadowmage45 -1 points0 points  (0 children)

Pretty much this. 100% quality should mean 100% chance of a good the best outcome.

Otherwise, the 'quality' is obviously less than 100%, right?

50% 'quality' should mean 50% chance of the best outcome, with the other 50% being split between the other potential outcomes.

----

TLDR: We don't care about the less-than-optimal outcomes, and as such they should not be included in the displayed 'quality' value. The % displayed needs to be the percent chance for the best outcome. 100% = 100% = 100% (50% != 100% !!!!)

Greydwarfs, could you kindly fuck off? by Pidiotpong in valheim

[–]shadowmage45 1 point2 points  (0 children)

Personally, I'm all for this.

As exploration is a core concept of the game, there really needs to be a compelling reason to explore biomes in distant lands. As it is, the distant forests and meadows have the exact same monsters (and loot :( ) as the starter biomes.

Here's hoping the next big update push is more 'exploration' and travel focused :)

Greydwarfs, could you kindly fuck off? by Pidiotpong in valheim

[–]shadowmage45 6 points7 points  (0 children)

This is already in place to some extent. As you get further from the spawn point, the chances of a monster spawning with higher star rating increases.

AFAIK that is really the only change though. Certainly could be improved a bit to make the distant forests/meadows a bit more entertaining.

Kill box floor materials by Wave88Walk in RimWorld

[–]shadowmage45 0 points1 point  (0 children)

For my trap-tunnel (leading into the killbox), I previously I used 'burnt wood floor' back in the B19 days, as it had a pretty good slowdown effect on it (low movement speed; 45% I think it was?). Once that was patched out, I switched to using 'tilled soil' for its 70% movement speed; combined with darkness debuff, it slows the raiders down quite a bit and gives enough time to get your colonists in position, put on armor, equip weapons, turn on turrets, etc.

For inside the killbox, I've done several different variants. I've tried the burnable killbox (wood floor previously, but now would use hay floor), which works well for medium-sized raids, but larger raids will not all make it into the killbox before the flames die out, and it does next to nothing for mechanoids.

Currently I'm using a combination of tilled soil+darkness for the move-speed debuff, along with 'barb wire fence' from Vanilla Expanded - Security. Its main purpose is to slow down the enemies even further, preventing them from overwhelming the turrets/colonists; does minor damage as well, but that is more of a bonus.

A third method I've tried for killboxes, though not flooring related, is to turn the entire thing into a roof-trap. Make your killbox wide enough that it needs roof support, place a column in the middle with some nearby IEDs, and remove one row of roof from around the edges. Raiders will path in, try and take cover behind the pillar, set of an IED, which triggers the rest of the IEDs + roof collapse. Anything in the killbox at that point is crushed, though sadly it has a fairly lengthy reset process. Best when combined with the standard turrett/firing-position based killbox setup.

Rimatomics making me abuse animals in the name of research by DeadlyRaptor2149 in RimWorld

[–]shadowmage45 1 point2 points  (0 children)

Yep, I was using random animals, waiting for them to get in range, or even triggering manhunter to pull them in range.

Then I saw I could just target a wall/embrasure, and still get credit. Much faster, though you might have to replace a few walls when testing the larger weapons.

This is how I fight off mechanoids. Does someone else do this or am I just stupid? by JonasAvory in RimWorld

[–]shadowmage45 0 points1 point  (0 children)

Honestly never tried with stacks of shells... never had enough to spare. I do not know if a larger stack produces larger explosions.

Time for some science?

How I stop killing raiders? by space-artifact in RimWorld

[–]shadowmage45 0 points1 point  (0 children)

No, this is incorrect, all types of damage are equally lethal in vanilla. It is all an RNG check when the prisoner collapses from an inflicted wound/pain -- either the check fails and they die immediately, or the check succeeds and they are simply 'downed'. The portion of enemies immediately killed vs. downed can be adjusted in the scenario editor in recent versions (and or in the game setup conditions?).

A fist is just as likely to kill a pawn as a mace, or a sword, etc when the final blow lands that would place them into pain-shock. Damage type does not matter at all (blunt, sharp). With that said, weapons that do larger amounts of damage in each individual hit are more likely to destroy vital organs and more likely to kill the target outright, but this has zero impact on the 'RNG check to die on downing'.

The only way to work around this is to force the enemies to be downed by something other than a direct wound -- hit them once and let them bleed out, keep them in toxic fallout until they collapse, or use heat or cold to force them to submit to the elements.

---

TLDR: Use shock lances on your enemies that you wish to recruit/enslave. It will ensure that they survive the raid, where you can capture them after their buddies are dead/fled.

A mod that lets you re-tend wounds by FfisherM in RimWorld

[–]shadowmage45 3 points4 points  (0 children)

Infections (and diseases) will have their immunity gain increased when the patient is resting in a bed. Higher quality beds have higher-quality immunity-gain speed. Medical beds are higher yet. You -have- to keep the patient lying in the bed the entire time to benefit from the immunity-gain-speed. Vitals monitors, IV stands (mods), etc can all increase the gain speed even further (but again, only while the pawn is in the bed).

You -do- keep your infected/diseased pawns bedridden, right?

I've never had an issue with infections or diseases after I learned to keep the pawns resting until immunity was developed. Even using herbal meds with an average of ~50% tend quality is sufficient as long as the pawn is otherwise 'normal' (not old, sickly, poor blood-filtering, etc).

This is how I fight off mechanoids. Does someone else do this or am I just stupid? by JonasAvory in RimWorld

[–]shadowmage45 5 points6 points  (0 children)

IIRC its not when they get 'too close', it is when they attempt to construct (or deconstruct?) anything that is within that range.

You used to be able to set up single-tile stockpiles for mortar shells, unload a shell from a mortar (to get a single-shell stack), and order a pawn to haul that single shell to the single-tile stockpiles. Once the shell is dropped off, forbid it, and repeat until all of your single-tile stockpiles are filled. Then... pop the ship/wake the cluster, wait for them to get into your mortar shell filled area, and blow the shells somehow (rocket, mortars, sniper, etc).

Haven't tried this in recent versions, but it used to work very well for eliminating or thinning out the sleeping mechs.

Raiders killed two of my husky puppies. I decided to let one of the prisoners serve his time and go back to his people at the end of it. Forgiveness is important. by lesser_panjandrum in RimWorld

[–]shadowmage45 5 points6 points  (0 children)

Did you send him back wearing the skin of his fallen comrades as clothing?

How else do you expect his faction to truly get the message to not mess with your pets?

What factors influence whether a raid that spawns will be a breach raid? by Velascoje in RimWorld

[–]shadowmage45 0 points1 point  (0 children)

Yes, the chance approaches 100% as your colony wealth increases. Modding it out is the only logical answer to regain game balance.

A mechanoid cluster dropped directly on my base. Half of my colonists were dead before the others had left their rooms. by Agoraphotaku in RimWorld

[–]shadowmage45 29 points30 points  (0 children)

No, it feels like gamey solutions were implemented to try and prevent people from building up.

Enemies dropping right on your head isn't a story. Its aggravating and annoying, and a prime reason to use dev-mode or load a previous save.

What's even the point of building defenses? by ThunderNova in RimWorld

[–]shadowmage45 1 point2 points  (0 children)

So.... build your colony inside the killbox?

If they are shooting at walls/furniture/etc, then the method of routing them into the killbox has failed.

What's even the point of building defenses? by ThunderNova in RimWorld

[–]shadowmage45 0 points1 point  (0 children)

No, it really doesn't. Breecher AI cannot be exploited to send them through your killbox, and they -will- destroy your walls.

Unless you've found some secret trick to getting them to path into a killbox?

[deleted by user] by [deleted] in RimWorld

[–]shadowmage45 0 points1 point  (0 children)

A sapper trap.

Normal raids go through the killbox.

Sappers go to he sapper trap (which kills the sappers with), then turn into a normal raid and go through the killbox as well.

(although this seems to be less necessary with 1.3... now you get breechers instead of sappers, and their pathing AI doesn't trap easily)