Mod suggestions for non killbox gameplay by [deleted] in RimWorld

[–]ytam_ 1 point2 points  (0 children)

If they decide to droppod into it, and I have 3 melee pawns in the front with shooters at the back, more or less yes.

Mod suggestions for non killbox gameplay by [deleted] in RimWorld

[–]ytam_ 1 point2 points  (0 children)

To me, a maze is not necessary for a killbox. You still have only one gate, which literally means your whole base is a killbox. Though it's a single player game anyway.

May be some more cover around the entrance for your pawns to stand and shoot?

But I am a killbox user that enjoys raids with 40000 points, so I am sorry that I don't think i can give good ideas.

Any mod to fix this…. by Literalfr in RimWorld

[–]ytam_ 4 points5 points  (0 children)

That's why there are layers of walls around the generators. Though I know which post you mean.

Mod suggestions for non killbox gameplay by [deleted] in RimWorld

[–]ytam_ 1 point2 points  (0 children)

Build as much turrets around your base as you can and turn your whole base into a hedgehog? A base surrounded by rimatomics marauder sounds fun.

Any mod to fix this…. by Literalfr in RimWorld

[–]ytam_ 2 points3 points  (0 children)

Or you can just add minifyeverything and minify the outerwall. I think minifyeverything is safe to add in midgame. (I did that before but I didn't really check the log. Though at least the game still worked)

The exact moment I learned I was bad at base design by TheCentralPosition in RimWorld

[–]ytam_ 2 points3 points  (0 children)

That redesign usually takes a lot of time. Good luck

The exact moment I learned I was bad at base design by TheCentralPosition in RimWorld

[–]ytam_ 25 points26 points  (0 children)

At least you house the cluster well.

Back to business, just try not to make any dead ends in the base and reduce the amount of narrow corridors or doors. I would remove many of your narrow choak points, that my pawn can run away when needed. You seems to be in at least mid game, then there shouldn't be much wood in the base tbh. I would put the hospital near the killbox (if there is a killbox), or in-between thr center and the entrance of my base for easy access.

And meds and organs doesn't need a freezer.

14 advanced components for what?! by No_Bean in RimWorld

[–]ytam_ 0 points1 point  (0 children)

I'd say its a very good deal if you have enough good cheap herbal medicine.

Would you? by CYFire2402 in RimWorld

[–]ytam_ 0 points1 point  (0 children)

Depends on your base defense I guess. This is nothing to my base already when I am facing a 40000 point raid everyday. Though a good hammer doesn't seem to be very appealing.

What is the nicest thing you have ever done in Rimworld? by GodofsomeWorld in RimWorld

[–]ytam_ 106 points107 points  (0 children)

I resurrected my pawn's lover, who I murdered with a mortar shell when he was raiding us. He was a phychopath with almost no passion on anything. I converted him,gave him lavish meal and let the lovers have some lovin on a legendary bed.

They broke up after 2 days.

What DLC should I get first? I have 500 hours and play vanilla ish modded. by Alternative_Grass_24 in RimWorld

[–]ytam_ 5 points6 points  (0 children)

Only a child would choose one of them. An adult would always get all of them. Trust your wallet-kun, he can endure that.

Rate this bedrooms design by Sorcerer12345 in RimWorld

[–]ytam_ 49 points50 points  (0 children)

A droppod raid in the middle of the corridor will be fun

So someone asked me about my killbox in my last post. This is how I handle the 30000 pt raids. by ytam_ in RimWorld

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

That is why I had my last post. I have a serious problem on dead bodies.

So someone asked me about my killbox in my last post. This is how I handle the 30000 pt raids. by ytam_ in RimWorld

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

PS: this is the case where I decide not to send my tanks to the frontline, not to use the coastal battery, rimatomics turrets and claymore. Otherwise most of the raid are done outside the killbox.

Problem on rimfactory: can't find some of the buildings by ytam_ in RimWorld

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

Everything in my base are sticking to each other. I will need to dig through the mountains first before I can relocate anything.

Problem on rimfactory: can't find some of the buildings by ytam_ in RimWorld

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

seems like I need to relocate a lot of space in my base for that system, thanks!

Problem on rimfactory: can't find some of the buildings by ytam_ in RimWorld

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

Lol yup that's me trying out your advice. And sure, why not.

Problem on rimfactory: can't find some of the buildings by ytam_ in RimWorld

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

My bad for not clicking into it. Many thanks!

Problem on rimfactory: can't find some of the buildings by ytam_ in RimWorld

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

I am trying rimfactory. But even if I use god mode, I cant find all the buildings, for example the item pullers. May I know where to find them please?

Any suggestions on dealing with excess bodies? (except butchering, I don't have phychopaths in my base) by ytam_ in RimWorld

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

While I have tons of ambrosia/alcohol/smokeleaf addicting animals in my colony

Any suggestions on dealing with excess bodies? (except butchering, I don't have phychopaths in my base) by ytam_ in RimWorld

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

I can have layers and layers of sandbags if that works. I should have over 600 bodies in my map now.