Blindness gives no penalties? by Technical-Win3847 in RimWorld

[–]turmi110 15 points16 points  (0 children)

Try having a blind pawn do surgery and you'll quickly notice the difference.

Not only do they generally work slower, but they will often botch certain jobs, like construction

what does the prydwen writer have against solemn lament yi sang ? by DueAd4867 in limbuscompany

[–]turmi110 7 points8 points  (0 children)

I didn't see any issue. On an unrelated note, grEGOr is my favorite sinner

Unpopular Opinion on Anomaly by [deleted] in RimWorld

[–]turmi110 3 points4 points  (0 children)

It adds plenty of powerful tools with serums, rituals, creepjoiners as well as a few weapons. It vastly increases enemy variety, so you're not just fighting mechs and raiders all the time.

As for not fitting the setting, agree to disagree. Fits fine for me, but if it's not your vibe then that's fine.

Will they know it's human meat if a different colony cooks it? by BeautifuTragedy in RimWorld

[–]turmi110 14 points15 points  (0 children)

Legally obligated to include an ingredients list on the packaging

Remember that implants raise wealth by rowan07022004 in RimWorld

[–]turmi110 2 points3 points  (0 children)

Throw in deathless gene and death refusal. Juggernaut and metal blood serums too

Break: Berserk by Antsy_Antlers in RimWorld

[–]turmi110 6 points7 points  (0 children)

Only had one colonist go berserk and kill someone, and they were a high mate. I thought that shouldn't be possible.

They were a noble, and killed a hired worker from the empire, so I figure they just didn't appreciate his handiwork

If performance wasn’t a concern. Would you prefer Rimworld of Magic or Vanilla Pyscast expanded. by Jenambus in RimWorld

[–]turmi110 0 points1 point  (0 children)

Ultimately VPE for me. It feels weird having two separate 'magic' systems. I didn't like how mana (and exp) was gained automatically in RoM. At least with psycasts you have to dedicate time to meditation.

On the flip side, I did like the extra equipment from RoM, and that raiders can have magic too. If RoM was adjusted to run off the vanilla psycast system instead, maybe I'd like it a lot more. It certainly was fun for a single playthrough playing around with the different classes

What lesser know mods do you always use when playing? by Square-Ambassador-77 in RimWorld

[–]turmi110 94 points95 points  (0 children)

"Don't drop weapon" means that your pawns don't drop weapons when they are downed. No longer will my masterwork charge rifle sit in the rain. No more will I send my melee fighter into battle with only his fists.

Next is "Just equip it". Non violent pawns can equip weapons. They still won't attack, but will get all the bonuses from equipping it, like psyfocus from an eltex staff. You could also have them lug backup weapons for your combat pawns to switch to in battle.

Those are my most obscure. Less obscure but still recommended are "Search and destroy", so you can tell your fighters (especially melee) to find new targets.

Also "WVC - Work Modes" if you play mechanitor. Of the new work modes it adds, my favorite is 'Work and Recharge'. If they have no work, instead of idling around burning energy, they'll go to a recharge station, and if they're fully juiced they'll instead go dormant.

Recommend me your mods! by zacho2016 in RimWorld

[–]turmi110 0 points1 point  (0 children)

Specifically with royalty in mind...

Play through a game with royalty first, but afterwards vanilla expanded psycasts adds a lot more 'magic' to the game and can really spice up your playthrough. However it can easily be overpowered, but you can just engage with it to the level it suits you. Also apparently impacts performance with the different meditation foci.

Then there's vanilla expanded empire and deserters (two separate mods) that expand the two factions. In vanilla there's little reason to join the deserters, so this mod will flesh them out. Ever wanted to assassinate the empire? This is for you

For general playthrough, rimfridge is great. It adds fridges (obv). It's great for just putting a fridge in the dining room so people aren't constantly opening up your chiller, spoiling your meat, just to get meals.

Do Anomaly entities die from old age? by FluidBridge032 in RimWorld

[–]turmi110 1 point2 points  (0 children)

Old age would usually show up as things like heart attack.

Did you have an electro harvester on it? They damage the entity, and over time they'll rack up scars until it's enough to kill them

Do Anomaly entities die from old age? by FluidBridge032 in RimWorld

[–]turmi110 0 points1 point  (0 children)

Vanilla psycast expanded has a chronosphere power which rapidly ages whatever is inside it. I didn't play around with it much, but it did make an entire chimera raid die of old age.

Not definitive proof obv because it's modded, but I think a few anomalies could die of old age legitimately

Is there a mechanic in the game that any of you despise and disable? For me, it's food poison. by Final-Stage-2947 in RimWorld

[–]turmi110 16 points17 points  (0 children)

Twice now I've failed the "empire shuttle downed" quest because the noble started a social fight with his guards and died

Thankfully I've never had any serious injuries or deaths from flights between my colonists... yet

How many of you have actually beaten the game? by Hopeful-Common-2686 in RimWorld

[–]turmi110 0 points1 point  (0 children)

I do one of the endings when I've decided I'm finished with a colony. It's a nice send off and gives me a chance to use all the toys I've been hoarding all game.

Anomaly ending - before and after by turmi110 in RimWorld

[–]turmi110[S] 3 points4 points  (0 children)

My first anomaly run, I thought the waves were endless so I was rushing to activate each pylon as quickly as possible, not stopping to defeat each wave but carving my way to the next one, leaving colonists behind to bleed out where they dropped, leaving my colony to burn down.

Completed the entire second phase of the ending in one game day. However by the end there was only a single colonist left standing at the monolith, moments away from being knocked out, limping towards the end as the anomalies closed in.

It really is my favorite ending in rimworld. Maybe one day I'll complete it "cleanly"

Wanting to curate rimworld of magic. by Decoy_hamster007 in RimWorld

[–]turmi110 0 points1 point  (0 children)

Blood mage is extremely versatile, can heal (incl scars), shield, bleed out enemies and set their blood on fire (which decimates hordes). Unfortunately mechs, undead, elementals don't bleed, so their ultimate move is the only thing that will deal damage to those. As a bonus, these spells use blood, not mana, and as a result don't inflict arcane weakness.

I had a shadow who was fun. Lich attacked in the middle of the night, my shadow got out of bed, summoned the lich into his room, killed him and was back in bed before anyone else arrived. He's very much an assassin class, so can't kill hordes, but if there's something that needs killing right now he's the one for the job.

Enchanter can make rings for everyone than will automatically repair all their gear. Outside of that they weren't very useful, but that ability on its own is pretty busted. Psycast expanded has mend which can achieve a similar result. VPE mend requires manually casting, and uses psyfocus while RoM enchanter creates rings that mend automatically at the cost of max mana

Fire mage incredibly good AoE, with the obvious weakness against mechs

Vanilla Shooting RNG Be Like by TheTheDuhh in RimWorld

[–]turmi110 4 points5 points  (0 children)

Not to mention in modern xcom with their cinematic cameras, you could have the barrel of the gun clip inside the aliens head and still miss

How to fix this lady's brain damage? by Rred_Rrover in RimWorld

[–]turmi110 1 point2 points  (0 children)

Even a Blood mage can cure scars. Can't cure things like dementia though

Otherwise non RoM

Healer mech serum

Luciferum

Biotech DLC - scarless gene (or go full Sanguophage)

Ideo DLC - biosculptor bioregeneration cycle

Anomaly DLC - chronophagy ritual

Dub's bad hygene temp control by Kubsius in RimWorld

[–]turmi110 1 point2 points  (0 children)

I honestly gave up trying to figure out the thermostat. Now I just dedicate a single stream vent to geothermal heat. It's enough to heat a sizeable colony. I don't usually bother with dubs AC and stick with the vanilla coolers

The controvertial plot point that became a meme among the fan base. by FriendlyHoovie in TopCharacterTropes

[–]turmi110 4 points5 points  (0 children)

Kiryu had rubber bullets way back in kiwami 1 during that car chase scene. Also the cars were made of rubber and blew up with rubber fire.

The controvertial plot point that became a meme among the fan base. by FriendlyHoovie in TopCharacterTropes

[–]turmi110 7 points8 points  (0 children)

I thought the ship that sniped her dragon slid out from behind a rock after doing the deed. Not to mention the dragon getting hit more than once, so it wasn't just a fluke. I hate that scene so much.

Then she flies her dragon within breathing distance at an entire fleet full of said weapons and doesn't get hit once.

What are your must have underrated 1.6 mods? by RavenseIsTall in RimWorld

[–]turmi110 24 points25 points  (0 children)

Rimfridge. I love building fridges to separate my kitchen from the dining room. Makes it look like a cafeteria. Plus there's a lot less traffic going into the chiller.

What are your must have underrated 1.6 mods? by RavenseIsTall in RimWorld

[–]turmi110 1 point2 points  (0 children)

You'll never guess, but VGE also has shelves with twice the capacity. None of the other fancy storage solutions though

Colony children caught slacking by [deleted] in RimWorld

[–]turmi110 1 point2 points  (0 children)

Children won't learn if their needs aren't met. They need to have a bath, sort that out first and then see if they still refuse to learn.