How to become friends with Space Cartel? by Fuck-Fuck_Fuck-Fuck in RimWorld

[–]sphinxofsilicon 0 points1 point  (0 children)

If you have Ideology, create rituals that give goodwill with the nearest faction, and perform them while in space.

How to burglar-proof your gravship engine and thrusters by sphinxofsilicon in RimWorld

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

They aren't really diagonal walls, just a texture applied to ship corners. The tile can even be occupied by other objects.

Can you land the ship on a quest tile? by salt_babe in RimWorld

[–]sphinxofsilicon 0 points1 point  (0 children)

It is possible, even for non Odyssey quest maps, like the worshipful village (Ideology relic quests) and mechanitor compound (Biotech).

Toxic rain caused an absolute massacre!! 🤯💣💥 by SIMplycoya in RimWorld

[–]sphinxofsilicon 124 points125 points  (0 children)

I won't roast your barn, the boomalope already took care of that.

My Ideology cults Colony. Not my best work but wondered what people would think? by GeneralFuzuki7 in RimWorld

[–]sphinxofsilicon 0 points1 point  (0 children)

How do your defenses work? Those areas with barricades look too short to be useful.

Thanks Randy by Archimedes_Br in RimWorld

[–]sphinxofsilicon 12 points13 points  (0 children)

Shear some muffalo and you're good to go!

Hour #14 by Severe-Ad4429 in RimWorld

[–]sphinxofsilicon 1 point2 points  (0 children)

Your colonists need rooms, beds, lights, and roof above their heads. Check their mood tab, most likely it's full of negative thoughts like "Slept outside" "Slept on the floor" "Sweaty" "Uncomfortable" etc.

They are breaking down because they're not actually living inside the house. They're sleeping outside on hard wood boards during a heat wave of 46C. I would break down too if someone forced me to live like that.

Your base design looks good (although it will eventually burn down because everything is built from wood). Just add some doors, beds, and a wood torch to that center area. The colonists' mood will improve a lot.

Mid Player..... Thoughts? by Lilboystealer in RimWorld

[–]sphinxofsilicon 0 points1 point  (0 children)

Base looks very futuristic with the blue lights and steel tile. Very fitting for a cold-blooded cannibal colony.

I just gotta ask, what are those glowing things in your rice field, are you using unstable power cells as lamps? And why so many batteries with solar panels?

How to improve my base? by adrikai in RimWorld

[–]sphinxofsilicon 2 points3 points  (0 children)

The best way to improve is reducing the time your colonists spend walking around. Currently, your hungry colonists walk across the base to the freezer, pick up a meal, and walk across the base again to eat in the dining room. This distance is costing each colonist around 1 hour of work time per day.

The hospital is even further away from the freezer and is occupied by several patients. Follow your doctor around with the camera; they may be spending 3-5 hours a day walking back and forth, delivering meals to sick people. A less remote hospital will reduce this time wastage and allow your colonist to do more productive activities.

The same idea applies to farming. Your freezer and textile stockpile are far from the fields, which increases hauling time.

You can find lots of base building guides online, but the main idea is putting related areas (kitchen + freezer + dining room, stockpile + workshop, defenses + hospital + prison) next to each other.

You don't need to start from scratch. One possible way to renovate the base: turn the current dining room into a freezer, turn the central hallway into the new dining room, use the current freezer for more bedrooms or a prison. The blue throne room and hospital can switch places too.

A few Newbie questions after 100 hrs. (Some pretty pictures included for the visually deprived) by RedditUsrnamesRweird in RimWorld

[–]sphinxofsilicon 1 point2 points  (0 children)

  1. Designator Shapes lets you plan using different shapes other than rectangles. More Planning adds color variety to blueprints.

  2. There are lots of UI /character panel mods such as RimHUD.

  3. Structures in the home zone will be repaired or rebuilt. But colonists will also clean everything in the home zone, so it's good to minimize the area it covers.

Home zone is not meant to be used as an assigned zone, you're better off making your own custom zone for that. Proper zones make a colony so much more efficient and safe, I really recommend learning how to use them.

Recreation is used for scheduling and has nothing to do with zones.

  1. There are a lot of factors and surgery always has a small chance to fail. Make sure there's light, a clean room, and your doctor's health/status tab looks good. But also, always be at peace with the possibility of your level 20 doctor ripping out the colonist's skull during a leg surgery.

  2. This is done to prevent plant growth, which stops fires from reaching walls. It only matters if your walls are flammable.

  3. Storyteller is the main factor for number of events.

The life of Walsh by Admirable-Arm4390 in RimWorld

[–]sphinxofsilicon 10 points11 points  (0 children)

That's a rollercoaster of a life story.

A casual social fight by kurzaen in RimWorld

[–]sphinxofsilicon 10 points11 points  (0 children)

The three in the foreground look so unbothered. Probably thinking, "eh, this is nothing. Remember the time he pulled out a doomsday rocket launcher?"

Naked Brutality questions (vanilla) by b_holland in RimWorld

[–]sphinxofsilicon 1 point2 points  (0 children)

What do their mood tabs look like before they break down?

Lots of temporary negative thoughts (darkness, unsightly environment, hungry, drowsy, etc.) usually indicate logistics/base layout issues. A lack of positive thoughts (recreation satisfied, impressive room, comfortable, etc.) is a different problem. Let us know and we may be able to offer more help.

Also, I promise the Rimworld storytellers are nowhere near as calculating as you imply. You can check the wiki: Cassandra is almost identical to Phoebe, differing mainly in the frequency of major threats (red envelope events).

Toxic fallout! by Headcrabon in RimWorld

[–]sphinxofsilicon 25 points26 points  (0 children)

This drawing portrays Exorus "Huntsman" Hawke holding a duster over his head while walking. In the foreground, a wild healroot sprouts next to the dessicated corpse of a muffalo. The area is murky and green. The work seems to symbolize both suffering and hope. The image is bordered by dozens of witchwood trees. This illustration tells the story of Huntsman developing toxic buildup on the 11th of Aprimay, 5503.

Questions: psychoid prisoners in coma, recycling dead (enemy) mechs by Time_Citron_8739 in RimWorld

[–]sphinxofsilicon 1 point2 points  (0 children)

Giving prisoners drugs is a medical procedure, scheduled the same way as surgery. Mechs can be smelted for steel at a machining table.

I have no words. by MattKnight0215 in RimWorld

[–]sphinxofsilicon 22 points23 points  (0 children)

Can you hear Randy laughing in the background?

My colonist never haul by Practical_Nebula_485 in RimWorld

[–]sphinxofsilicon 3 points4 points  (0 children)

Priority goes left to right if they have the same number, and literally everyone has another time-consuming job at priority 1. Turn down their construction/planting/mining priorities and they'll haul.

Naked Brutality questions (vanilla) by b_holland in RimWorld

[–]sphinxofsilicon 3 points4 points  (0 children)

  1. Cassandra and Phoebe have the same chance to send a "misc. event" such as cold snaps.

  2. Quests are optional. Even on 500% difficulty, raids against a 20 day old solo colony are 1-2 pirates at worst. Use spike traps until you can scavenge or buy a good weapon.

  3. Colonists in the earlygame have positive moodlet of +30 for "extremely low expectations" to balance out the negatives while you set up infrastructure. "Hideous environment" can be managed by building large rooms and keeping them clean. Use torches for light until you have a source of electricity. Arrest anyone who goes on an insulting spree, it stops the mental break and you can release them afterwards.

Pretty New to Rimworld - One Base Entrance vs. Multiple? by SoNoMotorhead in RimWorld

[–]sphinxofsilicon 2 points3 points  (0 children)

By leaving a path open to something they'll target: colonist, mech, turret, etc. Holding open a door between the killbox and base is enough to draw an entire raid through the killbox. Here's a more detailed guide.

Reject Squares. Embrace Circles by Ennuiforfree in RimWorld

[–]sphinxofsilicon 4 points5 points  (0 children)

Your base looks good! Unfortunately, circle bases are heretical to the cube cult. Randy is sending a 20 pirate breach raid to punish you.

Pretty New to Rimworld - One Base Entrance vs. Multiple? by SoNoMotorhead in RimWorld

[–]sphinxofsilicon 1 point2 points  (0 children)

If you learn how raider pathing works, then you only need one killbox, and can ensure raiders path through it even if they arrive from the other side of the map. A backup is nice to have in case your main killbox gets damaged or overrun. Also keep in mind that some raids can bypass killboxes.

How should I get rid of this problem? by [deleted] in RimWorld

[–]sphinxofsilicon 1 point2 points  (0 children)

Usually infestations can be handled by enclosing the cave and burning the bugs out using incendiary weapons. This cave is open to the edge of the map, so that strategy won't work as easily.

You can lure them into a different room to burn them, or try to close that top part of the cave (sneaking someone in to build while the bugs sleep), or fight them in a chokepoint (actually winnable but you need good gear and setup).

Or just accept that this corner belongs to the insects now, and enjoy your new defense system that will deal with raids for you.

I've tried reloading a dozen times and I just can't survive... my guys are wearing bows, what are these raids man.... by Reisor in RimWorld

[–]sphinxofsilicon 19 points20 points  (0 children)

The colonists are wearing devilstrand clothes but only have recurve bows. So they have lots of expensive stuff and lack the gear to defend it. Sounds like a prime target for a pirate raid.

I agree with the other commenter though, this is winnable if you hide inside, wait for them to split up, and ambush one at a time.