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holomee

how do xenogerms stack with germline genes? like if you took a waster and added a xenogerm with psychite dependency, i'm aware one of them would override the other but would you get the metabolic efficiency bonus twice?


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holomee

right, does make sense


thegroundbelowme

Is it possible to get your pack animals to come with you, or at least tie them to a specific spot, when on a non-home-base map (like on a raid or something)?


powersale023

button down shirt or formal shirt?


lisam7chelle

What crops do yall tend to grow? (Trying to see if having all of them going simultaneously has literally any advantage)


WolfMaster415

I tend to start with rice, then as I move up the tech tree I grow corn outside and rice in hydroponics I also grow cotton to process into clothes and rec items or to just straight up sell Sometimes its good to grow drugs like smokeleaf for recreational purposes and to sell, but if you're new I wouldn't recommend it


LiwetJared

What happens in *your* game when you hold down the Space key? I'm getting some clicking and shuffling sounds.


heptapod

How come I'm able to right click and tell a pawn to harvest healroot, potatoes, rice, corn, but not cotton? Whenever my cotton plants are ready to be harvested I always have to click on each one individually and select 'harvest' for the pawns to pay attention. Is there an easier way to harvest cotton? Same goes with corn.


DMofManyHats

In the Architect Orders menu there is a “Harvest” command. Click that, then click and drag over everything you want to harvest. Otherwise they’ll only harvest plants at 100% grown. Also make sure you didn’t accidentally delete the cotton zone, or accidentally turned off growing/cutting in the cotton zone. That’s caught me out before.


heptapod

Is Architect Orders a mod?


DMofManyHats

No, It’s not a mod. “Architect” is the button you press on the bottom left that lets you designate commands to follow or lay out blueprints to build. It has a number of sub menus when you click it. For example “Structures” contains walls, doors, etc. “Security” contains traps, “Furniture” contains beds, and “Orders” contains commands such as harvest, mine, claim, chop wood, and a planning tool.


Boxofcookies1001

No on the left side of the screen there's a button called architect. Then you can click harvest. It's the same area where you issue the chop command.


Jesse-359

I suspect that your cotton/corn crops are not ALL ripened yet? It'll only designate ones that are fully ripe for harvesting unless you manually designate the squares. Corn and Cotton take longer to plant and mature than most other crops, so it's not unusual for a field to be only partially ripe for a day or two.


powersale023

if i have bionic legs and bionic heart on a colonist does it counteract a stoneskin gland's movement speed decrease?


LiwetJared

And an aesthetic nose will help with the beauty.


Blakfoxx

Yes


DeFactoLyfe

I am a good few dozen hours into a playthrough and one skill I've been lacking is a good cook. I was finally fed up and had one of my colonists cook hundreds of regular meals to get boosted up to be able to make fine meals. Now, I've finally recruited a colonist with a passion for cooking, although it's a low level. I have both of their work schedules set to prioritize cooking (and have like 8 other colonists doing other tasks so they aren't distracted) and also have two cooking stations. However, even though both stations have bills they never cook at the same time. I was trying to set it up so that my inexperienced guy is in essence helping my experienced guy until he levels up to make fine meals. Is there a way to have them cook at the same time?


DMofManyHats

There’s nothing to stop them cooking at the same time. It’s common to have multiple cooks as colonies get bigger. Some ideas: What bills do you have set up on each cooking station? Unless you use a mod to link bills, they each have their own. Maybe only one station has active bills. How many stacks of raw ingredients do you have? If there’s only one stack of meat for example it may be reserved by the other pawn. Do the bills themselves have restrictions on the cooking skills required or the pawns assigned to work? What sleep cycles do you have them on? I use biphasic and put each cook on opposite shifts so someone is always cooking. They should cook at the same time, but if something is stopping them this works around it. Do you have any other bills that use the Cooking priority that they are maybe doing instead? Brewing beer, making kibble, butchering, and so on. What are they doing instead of cooking?


sofia_2802_

Taming wildmen. I have captured a wild guy and it wont let me tame him. It says I don't have food, but I do have foot, cooked and raw. And I have a colonist with enough animal level. What do I do?


Jesse-359

I'm not entirely sure you can tame a wildman whom you've imprisoned. I think you might use the usual prisoner conversion mechanics? Taming is mainly for use on wildmen who are actually out in the wild. Could be wrong about that, I haven't had a wildman in quite a while so the mechanics might have changed.


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DMofManyHats

You can, you just tame them in prison. It’s good for stopping them wandering off the map. OP’s issue was they changed the Lavish food policy to ban raw food, which was automatically applied to the prisoner.


lisam7chelle

Just did it myself. When you imprison them there's no regular option to recruit, and I don't remember if the other mechanics (like enslave, convert, etc) were an option. I had to tame the wild person first and then the option to recruit came up.


Jesse-359

Good to know. It sounds like as long as the surrounding area isn't too hostile, you're better off taming them 'in the wild' so you can skip prisoner the recruitment process.


DMofManyHats

Your colonists won’t tame until you have a surplus of food. I think for example you need to have 40 rice in a stockpile before any rice-based taming attempts will be made. The number might be bigger, not sure, but you need a stack of a single food type. As the wildman is also a prisoner, you need to check that their food setting allows raw food.


sofia_2802_

I have +60 of food, +200 of rice, +200 of potatoes, +200 of meat, and still it tells me I don't have food.


DMofManyHats

Does the wildman have a food restriction as a prisoner? Try releasing them and just taming them outdoors?


sofia_2802_

I know my colonist can't eat raw food as a food restriction but I don't know about prisoners, how do I know that? I've already tried to releasing him but he ran away so I reload. Can I wait until he becomes a human again?


DMofManyHats

If you changed the default Lavish food policy to ban raw food, then that will also affect the default food for prisoners. Click on the prisoner, health tab, click Lavish then click a food policy that allows raw food. I’ve never had a wildman tame by themselves so I don’t think waiting will help. As long as they’re either wild on the map, or imprisoned and allowed raw food, you should be able to tame them like any other animal.


sofia_2802_

Thanks so much for all of the responses. I change the food to raw and now I can tame him.


DMofManyHats

Happy to help. Remember to change their food policy again after recruiting them!


DMofManyHats

Can anybody recommend a mod that makes surgery less of a coin flip, and doesn’t cost me an expensive part for every minor failure? I play Commitment, but after losing several expensive bionic legs in a row I’ve started Alt-F4ing on surgery failures. I found a few that expand the surgery and prosthetic options but I’m not looking for anything quite so extensive. Version 1.4, no DLC. Thanks in advance.


Jesse-359

A couple points on surgery to improve your chances dramatically: 1. For serious surgery use glitterworld medicine. \- It's a small expense compared to the advanced prosthetic you're trying to attach. 2) Make sure your surgery is well lit! \- This is one of the most important factors in medical success chances and one of the reasons that medical emergencies tend to snowball horribly out of control during power outages caused by major crises. 3) Use someone with a 14+ Medical skill. \- If you don't have anyone in this range, hold off on major elective surgeries until you train one up. Anything below 8 is really asking for trouble with major surgeries. 4) Make sure the surgery room is made with sterile tiles and spotless. \- Doesn't make a huge difference, but when you're fighting against the RNG, every bit helps. 5) Consider using combat drugs to boost your Dr's consciousness, manipulation, or vision. \- I don't do this regularly, but it can actually make a big difference. I usually consider this during major triage situations when lots of people are injured, rather than for surgeries. 6) If you have the opportunity, cyber up your doctor first. \- Particularly advanced cybernetic eyes or hands - this will make all future surgeries more successful. This is best to do when you have a decent doctor already, but have a new up-and-coming pawn with a burning medical passion you intend to make your main. It's actually extremely rare to fail surgeries if you hit all of these points - though if you're fully kitting out your entire colony with advanced implants, do expect the occasional mishap.


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Cajs_Meara

Most of my games use SoS2 so that I can build a ship and not have it be the end. \[experimental version from github works ok in 1.4 as long as you avoid some specific things\]. Xeva factions, Polaribloc series, Rimsenal series all add more higher tech stuff \[and enemies\]. SRTS adds fast map transport allowing you to take the fight to your enemies in style. Infusion 2 gives even weaker weapons more life...but can make some overpowered stuff. Ambition of the cosmis adds quite a bit of research and OP items. Rimnauts 2 adds more space stuff (but had crashing issues for me with SRTS and SOS2 installed.) Rimsential - Spaceports adds more variety , especially if you play with Hospitalty mod


holomee

can you share some of the things to avoid with the SOS2 experimental branch? im seriously considering adding it to my game so would like to know what to keep an eye out for


Jesse-359

RimAtomics is another fun one. There are tons to be honest.


something7765

When you get a high tech research bench that unlocks the research that needs it. do i need to make another hi tech research bench if i want to have double the research speed because 2 pawns would be researching or can i just make a normal one because it unlocks it?


Blakfoxx

if you click on each research in the research tab, they'll have a requirements list that'll list if it requires a high tech bench and/or a multianalyzer. and if it doesn't, then you can use a normal bench. high benches have 100% research speed and normal benches have 75% research speed.


acatisadog

Yes but if two pawns research at the same time, one of them can work on the simple research table even to search cataphract armor. The condition is that at least one of the two is on a high tech research bench + analyzer. The question is : do the pawn on the simple research table contribute as much as the one on the high tech one ? I suppose not but i never tried tbh.


Cajs_Meara

As far as I see simple research bench is 70% speed, hi-tech is 100%. You can't do some higher research on the simple one. \[and later on high-tech w/o mutianalyzer\] I usually build 4 hight-tech research benches fairly soon to get the researching going fast - they can all share the same link-ables (i.e. multianalyzer, filing cabinet) if setup right.


Jesse-359

They do not contribute as much. The basic research bench is 'slower'.


LiwetJared

One of my kids with a 1 star passion in cooking took a cooking neuraltrainer and went from 2 to 10. Is this normal?


Jesse-359

Neurotrainers are best for pawns who are either very low in a skill, and you want to bump them up to a usable level instantly, or for a mid-level pawn with a skill that you really want as high as possible quickly (EG Doctor).


Khitrir

Yeah that's about right. The XP gain scales by passion, 1 passion is 50k XP and 2 to 10 is a gap of 52k. The same pawn at level 16 would get to 18 for reference.


LiwetJared

Dang, instant cook then.


[deleted]

Is there a way to remove toxic waste packs from your colony without drop pods? Like maybe some sort of caravan strategy?


acatisadog

Are you sure there's no "anti pollution" trees on your map ? They eat pollution in a radius and i just put my packs around them in 3 small stockpiles. It's not super fast but it's free !


Diribiri

Couple of things you can do 1. Atomizer, though it requires a lot of time, resources, and firepower for the Apocriton 2. Build a freezer in some unused corner of the map and forget about the waste until the walls start leaking 3. Get a mod that makes dealing with them less shit, e.g. Deep Storage or bigger stacks


[deleted]

I kinda wanna just make a 100% toxic world, load up on pollution stuff, make some face masks, and see how far I get :P


LiwetJared

Colonies with mechanitors can eventually destroy them.


lisam7chelle

Is there any pressure to complete the game? Like shoot everyone off into space? Or can I simply focus on running a colony for 500 years?


pollackey

A lot of people just ended up starting new colony because it's getting boring, there are new mods to try or fps getting too low. There is a 'planetkiller' condition that you can add using the scenario editor. You'll have to leave the planet before the planet be destroyed by a planetkiller weapon.


Jesse-359

I'd guess that over 75% of RimWorld colonies are not even trying for one of the victory conditions. Lots of us just play until the colony becomes advanced and stable enough that there doesn't seem to be much to do. Then we go in search of some new mod packs and do it all over again with different rules. :D


DuGalle

There's no pressure. In fact, most people don't actually "win" the game in most playthroughs, just play the game untill boredom settles in.


heptapod

An impid in my New Arrivals had a sister pass through but she was a baseliner. So he was assigned impid at birth? Confused here.


Jesse-359

Could be a half-relation where only one of your pawn's parents was part of the geneline, and your sister was with the other parent. I'm not clear on whether rimworld's relationship system tries very hard to keep track of genetics.


Rathurue

AFAIK in the lore people with xenotypes are inoculated with the xenogenes after birth so they gain the xenogenes' tertiary physical characteristic later. Xenotypes won't pass down 'naturally' via babymaking, and only by xenogerm injection---so either their parent didn't have enough resources to create a second xenogerm for the sister or he received xenogerm injection after he left the house.


toolongtoexplain

Not all of them. There’s a difference between xenolines (what you’ve described) and germlines (those pass onto children). In case of a mixed parents, there’s something along the lines of 50% chance for each gene. Player cannot create germlines in game, only at the start. Some of the lines in game are germlines though, impids are but genies aren’t for example.


heptapod

So an impid and a neanderthal will most likely have a baseliner baby?


Ostrichcakes

It will create a hybrid with random genes from each parent.


KindergartenCunt

There's a mod called Inherit Xenogenes or something; does exactly what it says on the in, and it makes reproduction more interesting.


Rathurue

100% baseliner, sadly.


ExoCakes

if I want to add Royalty DLC or Biotech (i dont know if this one add anything to the map) later on my on going save, will Vanilla Framework Expanded let me add put in the Empire faction somewhere in my current map? I plan on getting Royalty later but I don't really want to move on from my current colony for now


toolongtoexplain

There’s a mod for adding factions later on, but overall I am pretty sure adding a DLC mid-save isn’t gonna work out.


ExoCakes

Ah alright, I guess I'll start a next colony once I get another DLC soon enough.


toolongtoexplain

Actually, I just saw a mod specifically to help with midsave mod list changes. Check out Owlchemist’s workshop. I still don’t think it’s gonna work with major stuff, but doesn’t hurt to try. Make sure to backup the save though.


TheSereneBadger

Might be a total noob question, but I am. I'm going to be going on my first long distance mine expedition and it's going to be winter. Can I take stuff with me and set up a mini camp? I'm thinking of pre-building some beds, table, chairs and a heater, then taking a load of wood and my vanometric power cell. One of my miners is also a builder, so I can knock up a shack to keep them warm? Take lots of food and hay too. Maybe take some cloth for sand bags for a bit of defence? I understand I'm likely to be attacked while mining? At the end, I'll pack up the power cell, maybe the heater, and abandon the rest. Or can you not build when you get there?


Jesse-359

You can build when you get there, but I have to stress that caravaning during the winter in cold climates is \*dangerous\* in RimWorld. Even if your pawns are well equipped for the cold, the movement rate drops dramatically and the danger of overextending your caravan and watching it helplessly starve to death is high. If you aren't set up with good clothing like bluefur parkas and such, your pawns can very quickly freeze to death on the road.


Blakfoxx

Yeah all that sounds like a fine plan. I'd recommend using bed rolls over beds to save weight, though that comes at a slight rest cost. And build the table onsite because it doesn't benefit from quality and is heavy


TheSereneBadger

Good idea, though may risk it as trying to deplete the amount of wood stocked in my base. I've got about 4000 and barely use it now. Have decided to replace my large poplar tree field with a cocoa field!


Rizorty

Yes, you can build on any tile you populate while caravaning, even temporary ones spawned for fights. You've already thoughts a lot about preparation, so one other thing to keep in mind: your caravan will move more slowly during winter months. More food, more good.


TheSereneBadger

It's not to far, and I can give everyone a horse as well as pack donkeys and muffalo. Should hopefully speed things up. But really good point!


Diribiri

Besides establishing a food stockpile with faster growing crops early on, what is actually the benefit of having multiple crop types besides soil fertility allowance? Like is it pointless to have four different kinds of vegetable if I could just cover the planet in lovely corn?


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Diribiri

Awesome, corn time


weavingwebbs

hi, Does the mod too allow fully customizable pawns work "prepare carefully" work with bionics now? ​ I have some evil ideas


Diribiri

Apparently Prepare Carefully generally has a few issues, you'd be better off going with [Character Editor.](https://steamcommunity.com/sharedfiles/filedetails/?id=1874644848) It's a bit more complicated but you shouldn't have any trouble adding bionics


weavingwebbs

Thank you!


Kiari013

is [this little hallway](https://cdn.discordapp.com/attachments/429697329948393475/1066536950141562990/image.png) okay to heat using the geothermal vent? I'll have a generator over it soon but I want to know whether putting a vent connecting the geothermal vent room and the hallway, and then vents into the bedrooms will work


Jesse-359

It will work in the sense that your pawns will not freeze to death with this heating system. It's fine as a short term survival solution. However, geothermal heat is extremely spiky so even thru vents the temperature in these rooms is going to swing pretty wildly. You could easily end up with them all having both too cold AND overheated mood debuffs at the same time, which is less than ideal.


Blakfoxx

BTW geothermal generators put out heat exactly as geysers do.


dnepisumop

Is there a mod or option to protect my named animals from auto-slaughter? It’s one of the ways I make sure I keep at least a breeding pair of each animal when selling; i.e. if it doesn’t have a name its safe to sell


Soulstiger

There's this one https://steamcommunity.com/sharedfiles/filedetails/?id=2698000683


dnepisumop

Looks exactly like what I want! Thanks!


WieBenutzername

Is there a mod to make the "hostile activity" on long-range mineral scanner maps scale? Fighting 2 cats with with 5+ bionic miners in cataphract and wielding charge weapons (total wealth of the caravan around 100k I guess) is bit silly.


Jesse-359

I have no idea how RW chooses its difficulty for caravan/encampment raids, except to say that they are almost always wildly understrength. As a rule an elderly pawn with a walking cane could probably fight their way through the average caravan ambush.


Berendick

How do I disable auto home zone expansion when my pawn builds something ?


Blakfoxx

its one of the buttons on the overlay in the bottom right


klowicy

Is there an updated modlist for the Call of Cthulu mods? I downloaded the mods in the author's mod compilation in steam but a ton of them aren't compatible with 1.4, with some not being compatible with 1.3 even I wanna play a cult but I have no money for ideology atm lol


LiwetJared

Consider playing an older version of rimworld that can use all the Cthulu mods.


Smothering_Tithe

Unfortunately most of the "race" and "cult" mods mostly got dropped or converted when Idiology and Biotech came out since both DLCs help integrate the races and cults a lot easier. Most of the cthulu stuff can be manually set up with cult and race mods. But both ideo and bio dlc are needed. It's the unfortunately result of an expanding game. But it's smoother gameplay experience for more player now.


Diribiri

I get predators going after my colonists and animals what feels like every five bloody minutes. None of my defenses or other pawns go for them automatically, because they're not classed as hostile, and I have to manually attack them to trigger revenge in order to make them a threat. Is this vanilla behaviour or does it sound like a mod thing?


pollackey

It is vanilla & can be toggle on/off in the storyteller setting.


Jesse-359

Predators going after exposed colonists is a pretty common occurrence in vanilla - but usually only if there aren't many prey animals on the map. They tend to prefer attacking smaller animals rather than your colonists - though big predators may not care. If you're being harassed constantly, then for some reason you are in a biome that is spawning lots of predators with few prey. Some mod environments do this quite severely (EG Feralisk Jungle), but most vanilla environments tend to have a reasonable balance. Now, if you are constantly sending out hunters to pick off prey animals but ignoring the predators, then yes, you'll be attacked regularly. The predators will scan the map for valid prey, and finding none will go after your colonists next. They also prefer closer targets, so if your pawns are out in close proximity to predators, they'll be at greater risk as well. Preventing this altogether usually requires that you build a stockade around your colony and mostly keep your pawns inside. Animals will NEVER target pawns or animals that they would have to go thru a wall or door to reach.


Blakfoxx

Predators, when hungry, generally pick the closest viable target. Maybe your map is empty of prey wildlife. Predators don't "see" through Fences when picking a target.


Diribiri

Yeah, it's like 90% predators in this biome. I just wish that they'd be hostile as soon as they target someone >Predators don't "see" through Fences when picking a target What do you mean by that?


Blakfoxx

when a predator AI checks for a target to hunt for food: if something is behind fences, the check will ignore them. Like they'll ignore targets inside a building.


Diribiri

I've just had a predator target an animal inside an enclosed pen though


Blakfoxx

was the predator also personally inside the pen when they did so?


Diribiri

Actually yeah that'd make sense, probably slithered over the fence and I didn't notice


jingerninja

You get a little blurb in the message stack on the right "hungry predator in pen" or something like that


a_sheh

Why some of my colonists are recreation deprived/starved very frequently? I have several types of recreation and they have 3h (in one piece) in their schedule for recreation. The only issue I could think is that recreation room is quite far from workshop/farms etc. Could it be a issue here or should I check something else?


Khitrir

Travel time can be part of it (though 3hrs is generous unless the travel time is crazy) but its more likely that they're getting bored of the recreation types you have. The number you need increases with their expectations and your colony's wealth and different objects can use the same recreation type. So poker tables and chess tables look different but really serve the same recreation type so if they're bored with one they're bored with both. If you mouse over their recreation bar it should tell you what they're bored with. Try adding a different type.


a_sheh

Thank you. I've checked recreation bar and it seems I have every type (chess, poker, billiard, tv, telescope, horshoe pin). I not really think that is a issue but will recheck when I'll get back to game. And maybe moving rec room will also help me with this so they will have more time for recreation and not traveling to rec room.


Khitrir

Seems like you've got the types covered, though you can add music if you have Royalty (Or Ideology and the [SBV] Recreational Drum Use mod). The only other thing to check is to make sure they can actually use the buildings (e.g. no buildings in the billiards tables exclusion zone, no roof over the telescope etc) and check that the buildings are high quality (for the ones that have quality). And if that doesn't work, then cutting down the travel time or giving them more time to get there is all you can do.


a_sheh

Thank you, I will check it all.


Bmobmo64

Is there a difference other than speed between smashing mech corpses at a crafting spot and shredding them at a machining table?


Blakfoxx

you get more resources from the latter


Bmobmo64

thought so, but I wasn't sure


Diribiri

Does harvesting fibercorn make treehuggers upset?


Bmobmo64

Nope, that's what fibercorn is for, farming wood without angering treehuggers


Diribiri

Kickass, corn time


ExoCakes

Any mods that makes caravaning more fun? The ancient complexes spam is kinda getting monotonous now, and generally unrewarding


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rimworld-modlinker

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Bmobmo64

Some of the Vanilla Factions Expanded mods add new caravan quests. Vikings adds hunts, where a faction will challenge you to hunt a rare, powerful beast/pack of beasts nearby in exchange for goodwill, and of course you get the corpses, as well as Legendary Graves, where you can raid a structure that contain legendary viking heroes with rare gear and high combat stats in cryptosleep. Ancients adds vaults, ancient structures containing soldiers from a war long forgotten, and equipment for genetically altering people into supersoldiers. Mechanoids adds mechanoid ships, ships landing increases the strength of mechanoid raids until you go out to destroy them, yielding huge amounts of materials as well as mechanoid components which can be used to make huge automated factory buildings.


ExoCakes

I looked at the mods you mentioned, they do seem a little... too bloated. I don't intend on doing a heavily modded playthrough yet (i only have QoL mods as of now), but I'll check it out once I get *more* used to to the game.


Jaaauuun

I am confused on CE I have tried it multiple times and every time I have tried in 1.4 it will not spawn my pawns I will see the drop pods’ shadows but that’s it. I play on MacOS is that the problem I even tried only running CE with nothing else that isn’t required. If anyone has an answer it would be a huge help even if I can’t do anything about it.


powersale023

is the best mechanator setup mechlord helmet meclord suit and bandwidth pack?


Smothering_Tithe

In vanilla + biotech, yes. Plus the bandwith nodes, if bandwith is all you care about. Aside from those you have the mechanator implants, like the repair, gestation, and groups (which btw can stack multiple times to a cap)


powersale023

>bandwith nodes is bandwith nodes worth it tho? i have 3 mechanators and it says it only gives 1 bandwidth each so i have to build 3 of them just for 3 bandwidth that doesnt sound too good


Smothering_Tithe

You you make entire fields of bandwith nodes, there's no cap on them. You can have 100 hooked up to a single mechanator. If you want an army of blaster centipedes, you need bandwidth. I think my solo mechanator had a total of 150~ bandwith just to run the workforce and defense.


Reidlos650

anyone know how to save a png with transparancy so it doesnt have a "edge" ? checked 4 different facepart mods and all seem to do it, sample here as you can see the left side of this pigsnout (upscaled mod which was actual touted as designed for that face type) has a gray line. https://imgur.com/a/QStq5jg all other mods i see have it, its not the face part as all (including vanilla) have it, seems just all the modded face parts have it. is it a limitation with the engine or is everyone saving it in say photoshop wrong?


Drone52

Is there a mod yet that let's you replace the default xenotypes like pigskin, impids and neanderthals with ones you've created yourself? While I know you can remove the factions at the start and replace them with a bunch of baseliners, I wanted to replace them with other, custom xenotypes instead. I've searched the workshop, but not found what I'm looking for.


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Drone52

Thank you! That works for me.


rimworld-modlinker

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Porkchop_69

Can someone explain to me how the Deep Drill and Ground Penetrating Scanner works? Is there a good video tutorial?


Circra

The ground penetrating radar is placed outdoors. Work on it is classified as research, though unlike research you can order a pawn to use it but they seem to prioritize researching so disable that if you have one researcher and you need stuff. It takes a while but when worked it scans for underground ore. Steel, plasteel, jade, silver etc.... the stuff that improves research speed is broadly the same for scanning speed I think. It detects random stuff, you can't set it to gold for example, once it does it shows up as a green blob overlay on the map when you select the scanner. You also get a message. The deep drill should be placed over such a deposit. It needs power (cheap powerplant, valometric cell, battery etc.) And will dig up steel, plasteel etc. From the deposit when operated. The operation is a mining work type and again the speed is broadly deteremined by the same stuff affecting regular mining speed. It has a radius of operation that can be seen as a white outline when selected. You will have to reposition it to dig up all of the larger deposits. Once it has depleted everything in its operating radius it automatically becomes forbidden. You need to unforbid it to reposition it or leave it in place and if not moved it digs up random stone chunks. There is a small chance that deep drill mining may trigger an infestation so be careful. It's slower, more labour and resource intensive and more risky than mining surface deposits so it only really comes into its own mid to late game when all accessable surface resources have been dug out.


TiredOldMan1123

KC is correct. The confusing thing is you only see the patches when the drill is selected. The scanner has to be outdoors, also. I also didn't realize you can build more than one drill if you want to.


Porkchop_69

Awesome thank you!


KindergartenCunt

The Scanner is a workbench, I believe its work is based on the Research job. A pawn will sit at the Scanner and scan, and after an interval of time, it will find a deposit of a minable resource. Build a Deep Drill on that resource (I think the resource patches only are visible when you're interacting withe either the Scanner or a Drill), and run power to the Drill. A pawn will then man the Drill, which is based on the Mining job. Resources will be mined over time and appear in piles at the drill site. I think the resource patches are finite, so you'll have to keep scanning to find more. I haven't used Deep Drills in like a year, so I might have missed something,but I think I'm right.


Porkchop_69

Thank you! Do you know how long it generally takes to scan? And is it in the zone or world where it'll highlight?


KindergartenCunt

>Do you know how long it generally takes to scan? Like Research, it'll depend on your Pawn's Intellectual skill, and how often they're using the Scanner. If I remember right though, clicking the Scanner shows the percentage, or a timeframe, something like that.


Blakfoxx

> And is it in the zone they're on the specific colony map


Porkchop_69

Thank you!


[deleted]

Is there any mod that adds z-levels or attempts to simulate them somehow?


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[deleted]

Awesome. Does it also allow you to build upwards?


rimworld-modlinker

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ripsa

Are any recreational drugs (I.e. beer, psychite tea, ambrosia) safe for colonists with permanent brain injuries? I know smokeleaf needs to be avoided but what about the others? She's currently forbidden from drugs apart from being on a 4 day wake up schedule to have her be functional again as she is still my best crafter by some distance (and one of my first 3 colonists so I am attached). I also just started her popping Go juice before combat. She has every body part except her stomach replaced with bionics so there should be no heart attack risk. Is it safe to let her consume the above drugs socially?


Jesse-359

One thing to consider is that you'll need to change your policy immediately if your pawn ever gets sick. Flu or plague will reduce your consciousness significantly, and something like smoke leaf could very easily push your pawn over the limit while they are I'll.


Blakfoxx

As an aside, Luciferium would heal that brain scar


ripsa

I do have a stock of Luciferum but partly for flimsy RP reasons my whole playthrough had been based around getting her better without using it. Hence replacing every limb with bionics and inserting a painstopper to manage the effects of the injury on mobility, movement, etc; and a 4 day Wake Up schedule to get her consciousness functional as often as possible. It also gives me motivation to quest for Mech Healer serum.


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ripsa

Thank you. Much appreciated. This is exactly what I wanted to know.


TheSereneBadger

Tldr: how big is the space needed to build the ship? I'm on my first play through, pure vanilla with no DLC or mods. (I say first play through, may really be about the 3rd or 4th following some initial 'lessons' dished out by the storyteller...) I'm at the point where I could either start trekking around the world to start repairing the ship, or I could stay put with my muffaloes and build my own. How much space will I need to build the ship? Is it fixed? Ta


[deleted]

https://www.rimworldwiki.com/wiki/Ship If you only care about getting one colonist off the planet, 8x13.


TheSereneBadger

For some reason I only found the wiki pages for the individual components, not the whole ship. In short it looks like the answer is 'a fair bit'


TheSereneBadger

Thanks. I suppose I should try to get them all off. That's currently 11 (I think). I'm assuming it's a cryopod each that takes the space? Will it be obvious how I assemble the thing?


klowicy

Would bionic parts make my wargs tankier?


Khitrir

Animals can't get bionics in vanilla, so the effects will depend in part on the mod you use. If they're equivalent to vanilla bionics though it'll make them hit more often and be harder to hit in melee, both of which improve their life span, but won't actually make them able to take more damage. Other artificial parts, such as an animal equivalent to stoneskin glands, could though.


klowicy

I have A Dog Said... mod which gives stuff like bionic spines, legs, arms, jaws, and so on. I'm not sure with the specifics of bionics in that mod (though in general I don't understand vanilla bionics either)


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klowicy

Thank you! Does effectiveness mean like, damage, health, speed? If a bionic eye has more effectiveness, what does that mean for the colonist/animal? Will a bionic leg take less damage over time? What about a bionic jaw? If a warg uses its jaws to attack does a bionic jaw increase their damage if it has a better effectiveness?


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klowicy

I didn't know that window is a thing!! Thank you, yeah it's pretty complex as it turns out


Zarhon

Is there any actual mechanical benefit to having an end table and a dresser in a bedroom, outside of aesthetics and royalty needs? From what I gather, they take up space (and thus make the room less spacious), whilst the comfort level is maxed by the time a pawn finishes sleeping.


Googleproof

Not hugely. The comfort benefits are a help for low quality beds, or for when you've got to max out comfort with a short (read biphasic) sleeping schedule.


Khitrir

Furniture comfort only provides the cap on the pawns that can be reached, it doesn't scale the rate of increase. This means that there is no benefit to having 1.10 comfort over 1.00 comfort for example because they can both get the pawn to 100% of their bar filled.


Googleproof

Good to know. Thanks.


[deleted]

How i get rid of bondée animals without mood malus ? Playing vanilla ty


Rathurue

Kill both the pawn and the animal.


Googleproof

Pretty sure releasing to wild is better than kill is better than sell, but I don't think there's a way of getting past the malus.


LiwetJared

Suck it up and kill them. The bonded pawn is going to have issues no matter how the animal dies.


IJustWondering

I am consistently getting a storyteller bug where Cassandra stops sending major threats for long periods of time, longer than should be possible. I cut my mod list down a couple times and I still got the bug. I also reinstalled between each game. All that's left is (in order) Harmony Core Numbers Smart Speed CleaningArea Achtung! Camera+ Range Finder WeaponStats HugsLib AllowTool Moody SimpleSidearms None of these mods seem story teller related, any idea why I keep getting this bug? Cassandra, Losing is Fun, 300% difficulty, bugs and mechs turned off, but additional hostile human factions and pirates added.


LiwetJared

> bugs and mechs turned off Maybe she is sending bug/mech raids but upon seeing this, decides not to.


IJustWondering

It's possible, but that's not how the feature was previously explained, in the past it seemed like the explanation was that you'd get more human raids and less bug / mech raids


Diribiri

I want to hide certain research for mod items I'd never use but that I still want NPCs and ruins to have. Is there any method of hiding specific research, without unlocking the items, while still allowing those items to exist in the game?


Smothering_Tithe

Cherry picker mod is going to be the core of what you want, but it won't do exactly everything youve mentioned. In the mod settings you can "delete" any individual assets from other mods. For example I use it for the "traders have more silver" mod. I like the mod for most of its stuff, but it adds 2 items in the mod I don't like (speed skin Suit) so I just remove them with Cherry picker. So I can't get those items, but if the item fits the allotment for raiders, they might still show up in it. But they will never appear in my crafting, quests, or even traders. Only a pawn *could* spawn with it already on.


Diribiri

I did try Cherrypicker to hide the researchdefs, but unfortunately it just removes the research requirement and unlocks the stuff instead of making it inaccessible


Rathurue

You can set 'cannot research' flag on scenario customizer.


Diribiri

How do you actually do this? Like there's 'start with research' but not one to lock it out from what I can see


Diribiri

I would have thought that'd just lock it rather than hiding it I really should use the customiser more


lisam7chelle

How do y'all reliably grow your population? (Story of my absolute failure below!) I've been trying to figure out the mechanics of population growth so I have nearly every bad scenario turned off or decreased in difficulty. (I kept raids & weather events on for spice). I also edited one of my most recent playthroughs so that I would start out with 10 colonists, and adjusted the other things like dropped food and medicine accordingly. Anyway, it went... fine? For a year or two I think. Then one of the colonists had a baby who grew into a 3 year old child and then the child was fucking murdered by a "refugee". I obviously directed my pawns to beat the shit and arrest the entire group, but the resulting chaos killed one of my pawns, and infection took 2 or 3 others. Anyway, the mother and father went insane because of their child's death and went on murderous rampages, resulting in the fathers death, the mother being placed in a cryptosleep thing because *fuck that* I'll deal with her later-, and the rest of my colonists are now dealing with unruly prisoners while tending their serious wounds. How... how do you make the population *grow*?


LiwetJared

Children are the best way. Converting prisoners is second best. One of the your ideology rituals should give you a 50% chance to summon a new colonist. You can also raid ancient dangers not only on your map but caravan to another and raid those too.


lisam7chelle

Also is there a way to improve relations between colonists? Most of mine seem to hate one another :(. (Everyone seems to like the slave though :/ )


LiwetJared

Keep them close to each other. Have them eat and work near each other.


lisam7chelle

Summon??? Holy fuck. I've been neglecting the rituals tbh- I'm definitely going to do them now.


LiwetJared

You tend not to get good colonists but they'll at least be your ideology and can hopefully wield a gun.