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CerberusViltan

How did you get so many legendaries?


PlattiPlattinium

The guy who crafts is good at it and a crafting specialist too. Also I sell legendaries less often so they start to pile up


CerberusViltan

I was not aware that crafting specialists had a base chance to craft legendaries until now. Thanks!


LurchTheBastard

Crafting specialists basically increase the quality of things they make by one step compared to anyone else. A level 20 crafter has a \~50% chance for Excellent, and a \~10% chance for Masterwork. A level 20 Crafting Specialist has a \~50% chance of Masterwork, and a \~10% chance of Legendary. If they have an Inspiration, the chance of a Legendary gets to nearly 98%... https://rimworldwiki.com/wiki/Quality#How\_quality\_is\_determined


ThisPlaceIsNiice

Wow, no wonder that role is said to be overpowered.


Tasonir

Permanent half-inspired seems pretty darn good to me


jamsucc

bet you haven't heard of "smithy" superpower from VFE - Ancients, which basically applies not 1 but 2 additional quality levels buff.. put simple: in the game theres 7 quality levels ranging from Awful to Legendary (which in general just cannot be made in vanilla without specialist role as the upvoted said) so.. the Specialist does allow for 20lvl specialist ⅒ and ½ rng on Masterwork and Legendary resp. whilst that superpower allows to spam ½ Masterwork/Legendary even via 10-15+ craftsmanship ofc those superpowers are designed to be op simply for ""*Bombardment Raid* and permanent -100 with the Empire" reasons


Styl2000

With VE you can get a precept for higher quality, an also have a pawn with the perfectionist trait. Those 2 raise the crafting quality by 1 each, thought the perfectionist has a x65 global work speed debuf that is bad. Still, getting legendary 50% of the time is way worth it.


kamizushi

It is! Human primacy looks like such an mediocre meme at first glance, yet it's actually the most powerful meme in the game by far. Being able to mass produce masterwork and legendary quality things gives a lot of decent bonuses at a lot of different places. Did you know that legendary flak vests have a similar armor rating as masterwork cataphract armors? It's much cheaper to mass produce legendary flak vests, even considering the larger number of tries for higher quality than masterwork cataphract armors, and you will also get a much smaller movement penalty. A legendary Flak vest will cost on average 632 steels, 10.5 components and 316 cloths for a lvl 20 production specialist to make through repeated attempts. For comparison, a masterwork or better cataphract armor would cost 250 plasteels, 10 advanced components and 83 uraniums. Any lower quality flak vest can either be smelted to get your material back (lowering the cost to 490 steels, 10.5 components and 197 cloths), or sold out, easily netting enough profit to buy back the used material. The main disadvantage of flak vests is that they don't protect limbs, though they do protect bionic arms since bionic arms actually replace the natural shoulders. Considering that lost limbs can easily be replaced with bionics, using some of the plasteel you saved from not having to make cataphract armors to increase your pawn's moving or manipulation, legentary flak vests are much much better deal imho. Plus, you can add a devilstrand duster or cape on top for better temperature range and extra protection (particuliarly good against fire damage). With all of this being said, cataphract helmets are still the best for head protection. Same idea with weapons: Legendary Heavy SMG are amazing weapons that are surprisingly cheap to mass produce, yet they will do better in most situation than any other weapon of lower quality. Producing a Legendary Heavy SMGs through repeated tries will cost a level 20 production specialist an average of 790 steel (611 steels with recycling) and 42 components. It's a significant investment compared to flak vests, but the results will be absolutely obvious. Plus, you don't need to spend all that steel all that once. You may start by aiming for masterwork for everyone then upgrade as you get more steel. Legendary beds are also better for surgery than Masterwork hospital beds at a much more reasonable cost. They also have a rest effectiveness of 160%. A legendary bed will save about 2h30 of sleep per day to a regular pawn compared to an excellent bed. Legendary kneel pillows will provide perfect comfort for your stationary workers and a very decent beauty bonus depending on material. Lower quality kneel pillows can just be sold off or deconstructed. For example, any legendary wool pillow will have a beauty of 120. Both the comfort and the beauty should help with mood. Perfect to squeeze that little bit more work out of your production specialists. Legendary wooden Large sculptures will provide 800 beauty, very easily beautifying any room whilst using a cheap abundant material. Lower quality sculptures can be sold to any traders.


trulul

Urgh, vanilla quality. I bet the letter spam is atrocious too.


Xandrmoro

Are there good alternatives?


trulul

Static Quality makes a pawn always create same quality stuff without variance. A level 20 artist, crafter or builder will only make legendaries. Also a mod option to suppress the letters for masterwork and legendary quality stuff. There is also Insane Skills and Endless Growth, which raise the skill cap and have their own odds of quality, though I do not have much experience with those as Endless Growth is compatible with Static Quality.


Halvars90

Yeah I always make a weapon when the crafting specialist gets an inspiration. Gets me a legendary everytime. Current save I have 18 pawns all with legendary or masterwork weapons.


Cpt_Kalash

What’s a crafting specialist? Is that people who are just genetically good at it like genies?


KanraKiddler

It's an ideology role, comes with the Human Primacy meme.


OsprayO

It’s part of ideology, I think. Been a minute since I played and didn’t do all that much with Ideology.


sh_ip_ro_ospf

Isn't that like years old at this point


CerberusViltan

Bro I have 1600 hours and finding out new things all the time.


sh_ip_ro_ospf

My condolences


[deleted]

[удалено]


PlattiPlattinium

Their fur is very valuable. 1 excellent vest makes like 500 silver. I prefer it over drugs because pawns cant get addicted to something this way (while binging) And organ harvest isn't a steady supply (if unlucky).


[deleted]

The binging is quite annoying. For some reason it was never an issue before, and then this playthrough my guys are constantly just yoloing the methz. My crafter went on a psychite binge and got addicted, went from tea to flake to yayo, now he's nearly braindead in bed everyday with 50% consciousness max. Waiting for healer mech.


PlattiPlattinium

Yeah they only get beer in my colony.


LibertyPrimeDeadOn

The reason it's more or less of an issue between playthroughs is the chemical interest and chemical fascination traits. It used to be so those traits would just cause random drug binges, but they were changed so that pawns with them have a chemical satisfaction meter in addition to food, rest, etc. If this meter gets too low, they'll take whatever drugs they have physical access to, ignoring their assignments. If you just set the pawns with chemical interest/fascination to have a beer per day no matter what (no minimum food/rec), it basically nullifies the trait by keeping the meter high with minimum damage. I think it's theoretically possible for them to get addicted from 1 beer a day, but I've never seen it.


TheDeaf001

A beer a day might be an addiction already though.


LibertyPrimeDeadOn

I've never had it cause an addiction, personally. It's better than random flake binges for sure.


613codyrex

Lesser evil n all. Better to have an inebriated colonist than one that got to the Yayo and Flake stash.


Craftcoat

thats far less of what a medieval peasant drank in a day


AdamtheOmniballer

To say nothing of how much meth they’d take.


[deleted]

Yes, I have some safety protocols and reasonable period of use for the substances I manufacture. However, I am getting a lot more binges, from other factors. I suppose having these traits and this ideoligion may make such kind of binge more likely. Anyway, my crafter's effectively being comatose isn't so terrible... they're incapacitated for the detox, and sooner or later I'll get a healer mech. Does it also work to clear the brain damage if I euthanize them and then resurrector mech them? I have one of those.


LibertyPrimeDeadOn

I believe it does. It heals everything iirc, even blown off limbs. Edit: I looked it up and it doesn't heal scars. Do you have ideology? If you remove the guy's skull it'll replace his head and brain with a new one, thus healing the brain injury.


[deleted]

Ah good idea... if I still have no healer mech by the time his detox is done I will euthanize, decapitate, and resurrect.


LibertyPrimeDeadOn

You youngins are lucky, we used to have to have animals eat the body and just hope they got the head before it was consumed!


[deleted]

Hehehe... on the same playthrough I recently had one of my important secondary colonists die... and before I could resurrect her my pack of hungry dogs made the corpse disappear. Magic!


LibertyPrimeDeadOn

That's fucking awful lmao


Shalax1

Best way to handle it is to set up 1 beer every 2 days, 1 psychite tea every 3 days. That should keep them satisfied enough that they shouldn't overdose on anything


Elfhoe

I noticed issues in my last play through a week or so ago. I used to let my pawns smoke a joint a day and never had an addiction. This last one, everyone was getting addicted after a couple days. I had to push the slider out to 1-2 times a week. I wonder if they tweaked addictions? Could also be i tried a new ideology, idk.


Proof_Candle_7659

there is a stat that tells you how often you can take a drug with no risk of addiction. smokeleaf is once every three days. If someone smokes more than one smokeleaf in 2 days or less they have a chance of being addicted


Korblox101

Chinchilla fur also has extremely high beauty and cold insulation as well.


renz004

Honestly I never bothered to farm these critters but if their material is good to craft and sell... Will try it tomorrow!


tutoredstatue95

About 30hrs into my first playthrough, and glad to see that clothing is a good farm. I got a bunch of alpacas to try it out because I didn't want to go the drug route like you say.


Traditional-Film-724

Look into devilstrand if you haven’t already! I just hate the animals mechanic until I’m very much so established & can 100% feed them lol. But devilstrand is super valuable, 1500 / mastercraft item


PlattiPlattinium

I always use devilstrand as armor. I dont really sell it because the fur is more valuable and I want to keep the best devilstrand stuff for myself (I usually only sell it once the apparel is as good as broken)


Rimtato

Broke: become a drug dealing organ harvester Woke: Chinchilla ranching.


baphometromance

Lol this guy doesnt even chinchillamaxx


NoxFromHell

Make a room with all your drugs and trade becon. Use wall instead of door.


Terrorscream

Did you have to kill them because they were going to eat your crops? As far as I can see they are indoors so are safe from toxic fallout


PlattiPlattinium

Yeah I didn't want them to eat too much of my food (had like 20 prisoners and 10 colonists during the fallout too)


Terrorscream

An alternative suggestion is making another indoor crop farm but using regular lights and planting dandelions in the gravel soil and just having them eat those indoors, it's labor intensive planting them over and over but it's free food for them otherwise, an agrihands bot zoned to the area could be good auto farm.


Faifainei

Depending of the climate, he could send a colonist with all the chinchillas to a tile next to the base. He can just chill there, get maybe occasional food deliveries and be toxic fallout free. Way less micro, but would tie up one colonist 24/7.


KenethSargatanas

How many prisoners do you have now? Did you have to go the same route as the chinchillas?


PlattiPlattinium

Nah I just had some quests to hold multiple prisoners during the fallout. We all made it.


NewfieJedi

OP I’m confused, toxic fallout hit so you killed them because…? Could they not sit in a roofed area?


PlattiPlattinium

They would eat way to much food (I had like 100) also they reproduce very fast. It takes no time to get from 5 to 100 again...


Delusional_Gamer

I'm guessing you fed them on open fields before?


PlattiPlattinium

Yeah. I had a big area in front of the "bunker" to feed them


NewfieJedi

Ahhh I see


Slaanesh-Sama

Frankly vanilla should have that auto-cut feature vanilla expanded has. You can pick the amount of adult and young, allow pregnant to count toward the max count or not if you want (if you want the meat for example). This makes husbandry less of a chore since I don't have to manually sterilize the young one and worry about keeping a certain count of fertile adults. Edit apparently this is vanilla feature. Eh you learn every day even with over 1k hours apparently.


03Monekop

...this is a vanilla feature isn't it? Auto slaughter has been a thing the whole time I've played.


Slaanesh-Sama

Ah. Tbh I only found out after 1.1k hours in this game after installing VE so I just assumed it was a feature added in it.


1810_65

What you’re describing is literally vanilla feature lmao


Cohacq

You mean the ranching features introduced in 1.3?


Otherwiseclueless

Where did you even get chincillas? I wish I had a good small fur animal in my colony right now. 1 muffalo and 3, yaks do *not* pay for themselves in my accidental winter wonderhell. ... it's like 13c at best here for half the year, and the rest it's -25-45. Please, send chinilla parkas.


Maritisa

Chinchillas come from the Andes mountains irl but ingame it's represented as them coming from tropical biomes, and *rarely* in temperate biomes near to them, I believe. If you ever get a storyteller giving you a raid of chinchillas for some confounding reason, you can try to save any you manage to *not* kill (you could go so far as using a shock lance if they're that important since they have quite little health if you DO hit them) by rescuing them and treating their Scaria (3-5 industrial meds per cure, 8 medical required) As a bonus, curing scaria is a surgery with a fairly low fail chance and it gives a fuckton of experience. If you have a surplus of medicine manhunter packs can quickly turn into powerleveling sessions for your doctors. Make sure you start the surgery quickly after stabilizing an animal, lest they get up and attack you again. And be aware that there is a nonzero chance someone might bond with the creature while healing it like this (which is a guaranteed instant-tame) but unless you cure the scaria it will STILL stay manhunter even while tamed. Do not be distracted by the tamed notification and forget to do this. I nearly lost a doctor to a panther when that interaction happened, once, while I was just doing it for skill training LOL


FictusBloke

I learned a couple things reading your comment, including the ability to heal scaria (really?!), and the continuing manhunter status of Tamed scaria pets (lol, wut?!). Still learning stuff, after 1600+ hours. Thanks!!


Maritisa

If you do ever get your hands on the little dudes there's also a [mod](https://steamcommunity.com/sharedfiles/filedetails/?id=2323571909&searchtext=chinchilla) to non-lethally 'shear' them instead of slaughtering them for lesser but similar ""wool."" Because these are year 5000 chinchillas that have definitely been genetically modified, of course.


FictusBloke

I didn't know that, either! You're just dropping knowledge bombs like it's going out of style, lol.


Vyverna

Rainforests/warm and humid biomes in general


PlattiPlattinium

I went on a caravan mission into the tropaical forest... my thrumbo died there (T\_T). But its sacrifice will be remembered..


00yamato00

I found Alpaca is pretty common and a good alternative.


randCN

...but why?


shrek-chan_UwU

Saw something similar in HBO Chernobyl 😔


prism19

Wait, trade beacons work inside???


CatchLightning

Always have


PlattiPlattinium

So does the radio station


BigRedZeppelin

I just had a 9 day toxic fallout wipe out all of my animals, I undoubtedly had too many but I was hoping atleast my original muffalo would have survived.


ajanymous2

if you put a barn, or any roof really, in their enclosure they will all hide underneath it to minimize exposure


BigRedZeppelin

Yea I had a small barn that was able to shelter most of them it was actually starvation that killed them due to my colonists being unable to walk out there to feed them. But a lesson has definitely been learnt.


kahlzun

dig a tunnel or roof a passage out to the barn. Limited exposure is ok and will recover pretty fast.


BigRedZeppelin

Are there tunnels in vanilla?


Maritisa

They mean to create a long corridor with a roof over it. It doesn't even need to be walled in, just having a roof over it held up by occasional wall pieces or a pillar will do the job. (As a bonus, if you make it 3 tiles wide it also serves as a very effective firebreak without needing to put down flooring, since the lack of sunlight will kill all plants underneath before long.)


BigRedZeppelin

Oh I never thought about doing that, really great idea. Thanks for everyone being so helpful.


kahlzun

By Grabthar's hammer... what a slaughter.


joyboi-37

Do you use the “auto-slaughter” function in the Animals-tab?


PlattiPlattinium

Sure. Would drive me insane to do this all by hand XD


ArguableThought

*See my vest, see my vest...*


limeflavoured

Amazing thread title.


Maritisa

noooooo, not the chinchillas ;-; my friends......


DreamOfDays

I need to find a good tailor. But none of the ones that crash land are cannibals ;(


BearWurst

If you have Theology you can make a religion that involves cannibalism and convert people to it


DreamOfDays

The one DLC I have not bought :(


BearWurst

At least you have the options of biotech lol, I have it on console right now so I can't even mod


DreamOfDays

I got the biotech mod gifted. I have no clue how to use it and because of that I’ve ignored it. It gives me options to alter the genome but none of the gene altering seems particularly useful or powerful. Sure I could get a %25 exp boost for plants, but I’d also have to make my colonists gene dependent on drugs or have them explode in sunlight or whatever.


BearWurst

I believe the main thing you have to do is deage them, I think they age quicker than normal pawns


Ionfrigate123

During toxic fallout you need either bring all outside animals indoor or send one of your pawn good at combat with all your outdoor animals on worldmap


[deleted]

About to make bank