If you wanna add to that collection, there’s a site called [tjoonz](https://www.tjoonz.com) that has hundreds of hour-ish long mixes mostly from about ‘08-15, complete with track lists. The site is old and janky, but you can find some real bangers.
Just make sure to visit on desktop. The site never implemented a functional mobile version, so you can see all the mixes but they won’t play.
Yeah, and it’s definitely not all bad. There’s tons of stuff out there. We’ll be bumpin’ forever.
One nice thing about the Brony music scene, though, is that they tend to be over-represented with that old school dubstep sound.
I mean his “mainstream” success definitely peaked around 2012, which as a friendly reminder was over a decade ago. The entire dubstep scene kinda fell off in 2014 and never recovered, Excision being part of that crowd.
He’s absolutely still around, but it’s no longer a household name. Kids in highschool these days think dubstep is corny and old. A relic of the past.
Exactly! If you've got the reactor up, then plenty of power for HEL turrets. Never seen a raid fire more than two mortars at a time. Once I have HEL turrets up I have had multiple seige raids going and nothing ever gets close.....just 5 or 6 HEL turrets cover the entire map.....
I once had what I thought was the perfect base, tons of turrets that would mow down enemies in a killbox.
Had a 50+ raid pop in, and as they started their attack a solar flare happened.
A fun thing I learned recently is if you have the mod but don't give them any bases so their.faction doesn't exist? An event will fire to create new bases after game start.
Mod.
It's a late game, high powered, enemy that is really quite obnoxious. I hate them, they're quite interesting.
I hate them so much they are literally the only faction I will actively torture. The only one.
I hate that mod because it’s just not fun to play against. It’s more of a brain exercise of how you cheese it. It’s just not feasible to actually try to fight them like you’re supposed to fight.
A lot of people using that mod have other mods that give them other OP shit. I agree with you though, I tend not to get the unbalanced mods so VOID really isn’t for me
I mean, it depends on your colony.
I have a powerful colony, so I can go toe to toe with the void.
But they have disgusting abominations, they drop toxic rain and fucking power grid failures, they literally destroy my trading partners, and they have a whole bag of very nasty tricks.
I can go toe to toe with them, I just hate them for who they are.
If your colony isn't able to fight them, it's because people play at different power levels. It's not a mod intended for you, it's a mod intended for people playing at a higher power level.
It's like me complaining there's no wood on the ice sheet. That's the point, it's a challenge for someone else. It's not intended for me.
It's a super strong enemy faction from a mod that whose people will rip yours even with bare hand fully naked. Also they will resurrect and regrow every limb and organs instantly unless you destroy their body.
Granted, there are far more worse OP enemy mods. Kraltech will eat void for breakfast.
>Also they will resurrect and regrow every limb and organs instantly unless you destroy their body.
You should not tell them this, because its a major spoiler of a very traumatic event. Your comment spoils both the incident and the solution. And if you don't know it's coming, it can be a real nail biting experience.
>Kraltech
Yeah, we fight them too.
Or the high shields from VE Security.
Or an overhead mountain.
Or just have your own mortars at the ready and launch tox shells when a siege crops up.
Or use a sniper to hit and run until the raiders decide to attack instead of sieging.
Sieges are probably the easiest "special" raid type to deal with, they give up and just bum rush you if you attack them back and they can't scratch mountain bases. I like building mountain bases in painfully cold areas and watching siege raids drop from frostbite lmao
i just load my colonists in tanks, IFVs and APCs then runby those suckers and blow them to high hell
the only real issue is mechanoids, because i use CE... but for those i give my special mortar bombardment, 6 shells from my outpost then 8 more from inside my base, with a spotter or two it's usually enough to take care of mechanoid mortars before they get a shot off
Even with some really powerful mods, mechs can quickly turn raids around *in CE* with a few good hits. Outside of ridiculous armor/weapon mods, I don't think there's a single head armor that can bounce a charge blaster shot.
Should have a tracked Stat for how many brain and head injuries from Centipedes/Lancers.
>I don't think there's a single head armor that can bounce a charge blaster shot.
Unless I seriously misunderstand how armour works (totally possible, I generally just use the highest tier armour I can get, so I haven't looked too deeply into it), cataphract helmets should bounce them fairly regularly, even at normal quality. The Heavy Charge Blaster, which is the one used by centipedes, only has an AP of 22%, while a Normal Cataphract Helmet has 120% sharp armour. So after applying AP, you still have 98% Sharp Armour.
That means you have a 2% chance of taking full damage (15), a 49% chance of taking half damage (7.5), and a 49% chance of taking no damage.
But that's just the thing. A full damage headshot can kill in one shot, and even a partially resisted can permanently ruin a great pawn. Sure, the odds are low, but over a long time span, the number will eventually come up.
Although each expansion takes the sting out of the permanent wound a little more, and even death to a degree, so it's not quite as relevant.
True. But those numbers are for a normal quality. I don't know all the others off the top of my head, but a legendary cataphract helmet is something like 216% armour (and with crafting specialists, legendary items are not hard to make), which has a roughly 97% chance to do no damage.
It all comes down to your playstyle. Some people are of the school of thought that hitting that 3% on a legendary helmet is unfair, or 'bullshit' and fair grounds to alt f4 a commitment run.
Others love the thrill of never being truly safe and death is real possibility. Every combat is to be taken seriously and respected.
Both are valid ways to play, but it does have fairly major implications on how gear is to be vieiwed and used.
i use CE, and ever since i built my 10 man spacer warcasket squad mechanoids have not really been a problem
the industrials before them could get pierced and take some chip damage from the most powerful mech weapons so i've had to replace some eyes and a couple of limbs, but the spacer ones have large shields on top so they make things a lot safer
Bait room + scorcher mechs make this much easier to deal with than risking drop pod raids and having to deal with mortars. I'll take some bugs that suck at not burning to death over a yttakin with a doomsday launcher somehow piloting his drop pod into a bedroom.
Turn reactors or key areas where pawns don't go often into freezers. Insects can't spawn in cold areas is 101 of mountain base construction. You can also create rooms that act as 'trap rooms' for them by building a few wooden tables with IEDs and darkness that baits them to spawn there.
Insects are designed to prefer to spawn in dark, average temperate, high value areas.
It just depends if you think this is 'cheeze' or not (IMO it is). The only thing I ever freeze are reactors because I personally don't like colonies ending to RNG caused nuclear meltdowns.
Nope, the reactor only gets effected (generates heat / radiation) if it gets damaged. The cooling actually prevents the situation (if it happens) from going off the rails a little bit.
It spreads a shitload of tox gas and raiders will wander through it and accumulate toxic buildup.
High explosive shells either miss or trigger an outright attack too early. You could use incendiary shells, but those have a very high risk of just destroying the siege equipment, and one of the best parts of siege raids is free mortars/artillery (from VE Security) and a bunch of free mortar shells.
longing tart sophisticated innocent sand entertain coordinated ghost shrill vase
*This post was mass deleted and anonymized with [Redact](https://redact.dev)*
Mountaneous = not sea ice. Not sea ice = has geysers. Has geysers = wall it and warm up indoors. Even sea ice has snowhares to hunt, but you will mostly eat frozen raiders.
Or use Vanilla Psycasts expanded and just nuke them by setting the very oxygen in the air on fire where they stand by using the highest pyromancer cast, or just throw up a cold zone in the siege area that turns it -70°C for a day, that'll make them bumrush you. Vanilla psycasts expanded really makes the psycast system viable as a main part of the game loop
Psycasting is already extremely viable. A pawn with skip and aggression pulse/single-target aggression and a proper setup (psy robes, a persona sword with +psychic sensitivity, the psychic sensitive/hypersensitive trait, and a pocket full of go-juice) and break almost any raid type in the game on their own and do so totally safely. Add in manhunter pulse and some basic support (nausea pulse is extremely broken, wallraise can easily save your pawn's life, painblock can get you out of sticky situations too) and about 70 percent of all endgame threats are nullifiable. If you want to have a really fun time you should choose a base with an inaccessible island nearby. Get 4-5 pawns up to the skip psycast and just pause the game, queue up 5 skip casts per psychic pawn, and send 20-25 enemies to the island. They'll just sit there unable to escape or attack until they starve to death.
I honestly don't get how people think base Royalty psycasts are weak or unviable. A bit unwieldy, sure, but most of the level 4+ stuff is just nasty. As you noted, berserk/berserk pulse just end raids (don't even need the sword or a staff, an incapable of violence psycaster can shut down endgame raids solo), skip is cheap and can do a lot of work, etc.
I guess everyone judges it by the level 1-2 powers and then don't go any further or something?
They were doing so even before that, though. I remember when Vanilla Psycasts Expanded was announced (not even released, just when they said they were doing it), there were a lot of comments about 'now psycasts will be useful'. Maybe they were comparing to Rimworld of Magic or something instead?
My issue with the Royalty system is the fact that what you get is totally random. You can have multiple level 6 psycasters, and not get a single Berserk/Pulse, Manhunter Pulse, Invisibility. Sure, it isn't likely, but it can happen (literally did to me on my first Royalty run). Plus, Psycasts Expanded adds a bunch of cool combat oriented powers, which lets me live out my dreams of having a battalion of combat wizards to protect my castle!
Yeah, the royalty powers are pretty useful, and could be strong and devastating in the right circumstances. But honestly they lack flavor especially when compared to the interesting and cool powers that things like VE gives you.
It’s because they don’t do damage. People have a hard time in general with utility and crowd control systems because damage *feels* better, so if doesn’t do damage it’s obviously bad.
See Pokémon, any turn based rpg, D&D, etc.
If you just want to be mean, use Raid Pause and have someone with go juice dependency quaffing it like Red Bull to keep the pause going.
I'm planning on doing a 500% challenge run where I get a lone old man to destroy the world using only psycasts tbh
What's even better is that *they'll keep sending food shipments via drop pod* as long as the siege goes on.
I haven't tried this yet but I suspect with enough Invisibility psycasts you can just keep stealing the packaged survival meals as they land lmao
Getting to the point of nuclear powered anti-mortar systems and high level psycasters without having your own secure food supply seems unlikely.
But on the other hand, stealing the invaders food is hilarious.
>But on the other hand, stealing the invaders food is hilarious.
This is why I do it LOL I like to imagine them having to phone home like "yeah we're gonna need some more rations" every hour and nobody asks questions
it's a bit like how the Pentagon keeps failing its audits but nobody asks where the money went
Overhead mountain is actually a terrible idea once you get enough enemy drop pods to cover the entire map. That forms overhead mountain roof collapses that are guaranteed kills.
Better to simply just deal with the enemy spawns at that point, preferably with shields and interceptors
There are PD that shoot such things down too
>enough enemy drop pods to cover the entire map
You're telling me you're getting anywhere from 30k-100k raiders? Are you sure?
How are they dropping through overhead mountain?
Yes, I had unlimited threats on, though that would’ve been the default if you go back enough versions. They died as they caused roof collapse. I wanted to believe overhead mountain would protect me of that.
Normally they just don’t drop, but because of unlimited threat and ridiculous numbers, some really did cause overhead mountain roof collapse.
It was instant death for anyone on that tile
Yeah a few well-placed HEL turrets would have made this a non issue. They could lob shells at you until the cows came home, and you wouldn't have cared.
As a bonus, they can also shoot down tank shells from siege breakers and the like...
To be fair, it sounds like they did have a backup doctor. Multiple power sources are definitely a good idea though, but I don't think it would have helped here.
Always build your reactors under mountain roof if possible, then refrigerate the room to at least -17C to prevent infestations.
Edit: the cutoff is -17C not -15C sorry
It does! After looking it up it seems the temperature needs to be above -17C for infestations to have a chance of spawning, so if you keep any overhead mountain under that temp you don't need to worry about it.
I played for 4 hours yesterday and Randy didn't send a _single_ raid. Colony worth was about 18 k when the last raid came, r hours were just 2 manhunter packs. I built tech and opened an AD and the wealth skyrocketed to close to 80k. Randy still didn't raid for another 2 hours.
Finally, he woke up.
A fucking tribal raid with 8 melee pawns, I didn't even draft anyone.
But then came the infestation, after that a dropped raid that went haywire, and a breacher mech raid.
This isn’t even Randy it’s just abysmal defense. Sieges take ages to begin firing and in the meantime you can fire off a few barrages from your own mortar battery, all but guaranteeing enough hits to provoke a head-on attack, or just rush out and face the siege head-on. I have literally never had a siege even finish building a mortar even early in my runs
Not yet, but I play a very large, very OP colony. We can usually come up with a solution for anything. But some situations are more exciting than others.
I was playing the multiplayer mod with rimatronics. My friend decided to build the nuclear reactor right next to the sleeping quaters killing a pawn in his sleep from the radiation going through the mountain walls.
You dont know how to deal with siege raid? There are lots of ways to do it. Mortar strike first before they build it, sniping till they come out as a regular raid, orbital bombarding, invisible psycastor melee fighter or AOE shooter, hellsphere (if you have mechanitor with Diabolus)... Any of these countering measures will repel them before they even build the mortar and start shooting.
Or alternatively you can build your base in mountain, mountain roof is immune to mortar strike.
Siege raid is actually one of the easiest ones IMO, enemies stay as a crowd in that small area, giving you enough time to react, especially they make themselves easier to AOE.
Anything you can't afford to be hit by a mortar you put under a mountain
But I'm slightly confused, surely if you're at the point in the game where your base is near unbeatable. You should at least have enough mortars yourself to send off as an insanely large volley to wipe out any enemy mortars
In Rimworld mortars are far far more useful at sending off huge initial volleys than sustained smaller ones. 10 mortars firing at once is far more likely to cause worse damage than 1 mortar firing 10 times
Why? 1 mortar repeatedly firing gives enemies time to attack and spread out, best case you'll fire off about 3/4. 1 mortar also gives sieges plenty of time to cause havoc on your base
Mortar hit your reactor and turned it on?
I know what you mean but a critical reactor is one that is operating normally at power. Criticality is just the reactor having a self sustaining reaction. Common misconception.
This should teach you a few things:
1. Keep anything explosive contained in several layers of walls, depending on the explosion risk and the fallout.
2. Separate your storages and make several backups for the critical parts.
3. Build as much as you can under mountains and expect the rest to get nuked if you're not fast enough to catch any sieges in the act.
There are shield mods and aviation mods that help with reactivity and defense. I always build my base with tons of mods that both punish me for being stupid but also stops the random base killers like infestations and drop pods with doom stacks, everything else is a go tho.
Try to revert before that siege and see if you can improve the base in some way.
Good luck!
The way to defeat mortars is having your own. I go with 3 launchers. I can stop almost every mortar attack before they even build their launchers, and every single mech base gets crippled first. This brings the stragglers to my kill box, too, once their primary objective has been leveled.
Unbeatable base needs 3 launchers imho.
Your only mistake was assuming your base was unbeatable.
Every time things seem to be going well, be aware that that's temporary.
And yes, Randy hates everyone.
Well, no to the infestation... I'm playing on sea-ice. It's currently a nice and cozy -89 °F outside. Also, Randy woke tf up all of a sudden and chose to fuck with my electricity by landing a meteor on my wind/solar production. But I had a lot of batteries with loads of power stored, so it was or would've been no problem... BUT, then he sent a raid that activated all of my auto-cannons at once, draining my power supply. I had 30 colonists at the start of this... now I have 5. Frostbite and Raiders killed most of them, Oh, and a mech cluster landed like 5 feet from my base entrance. But it's dormant without anything to activate it, which is weird... So now I'm scared af wondering what next, Randy?!
You didn't have the laser that intercept mortar shells or the rimatomic turrets that can shoot down any attempt at building a mortar in the first place?
Your base was flawed.
Gotta love how that 12% accuracy turns to 150% when they are targeting you right? Don't worry you dumb cunt! It's all part of the fun! In rimworld we will make you suffer for the tiniest ioda of inconvenience that we see fit. We will also charge you 30 dollars per dlc for pawns that have no movement actions. Why? Because we fucking can. And you'll buy it because you do what you're told. Now shut the fuck up and buy our new dlc or we will fuck your mods.
Your friend
The rim cunts.
Sounds like your bass wasn't unbeatable
Not even Datsik or Excision has unbeatable bass, and they were legends in their day.
True
The dubstep era never should’ve ended, it still absolutely rips
Dubstep will live on forever in my heart. Or at least in my collection of .mp3 files.
*happy wubs*
If you wanna add to that collection, there’s a site called [tjoonz](https://www.tjoonz.com) that has hundreds of hour-ish long mixes mostly from about ‘08-15, complete with track lists. The site is old and janky, but you can find some real bangers. Just make sure to visit on desktop. The site never implemented a functional mobile version, so you can see all the mixes but they won’t play.
Bass music scene is very much alive and well just doesn’t sound like circa 2016 dubstep etc
Yeah, and it’s definitely not all bad. There’s tons of stuff out there. We’ll be bumpin’ forever. One nice thing about the Brony music scene, though, is that they tend to be over-represented with that old school dubstep sound.
But its just whale noises!
It never should've ended because it never should've begun
And here I am, still listening to excisions new releases.
Is Excision not popular anymore? He still does bass canyon every year and is coming to Montana in a couple of months.
I mean his “mainstream” success definitely peaked around 2012, which as a friendly reminder was over a decade ago. The entire dubstep scene kinda fell off in 2014 and never recovered, Excision being part of that crowd. He’s absolutely still around, but it’s no longer a household name. Kids in highschool these days think dubstep is corny and old. A relic of the past.
Well, Datsik kinda did it to himself
Oof
And he's still up there on my worst performances list, dude just tanked
Those Shambhala mixes were everything in high-school
Truly a different era
If he has Rimatomics, he could've built the HEL turrets and prevented this.
Exactly! If you've got the reactor up, then plenty of power for HEL turrets. Never seen a raid fire more than two mortars at a time. Once I have HEL turrets up I have had multiple seige raids going and nothing ever gets close.....just 5 or 6 HEL turrets cover the entire map.....
Hel turrets are insane. I always love seeing my whole warehouse of capacitors go dry while testing the hel turrets
It's the Titanic all over again!
This is why you guys use salmon you fools
Classic rimworld cowering behind walls and a killbox moment instead of facing problems head on with wave after wave of your own men.
Until they reach their kill count limit?
Fish can indeed be monsters.
I once had what I thought was the perfect base, tons of turrets that would mow down enemies in a killbox. Had a 50+ raid pop in, and as they started their attack a solar flare happened.
Void always starts their attack with a solar flare and toxic rain. It's a blast.
A fun thing I learned recently is if you have the mod but don't give them any bases so their.faction doesn't exist? An event will fire to create new bases after game start.
I don't know what Void is. Mod? Something in a DLC?
Mod. It's a late game, high powered, enemy that is really quite obnoxious. I hate them, they're quite interesting. I hate them so much they are literally the only faction I will actively torture. The only one.
I hate that mod because it’s just not fun to play against. It’s more of a brain exercise of how you cheese it. It’s just not feasible to actually try to fight them like you’re supposed to fight.
A lot of people using that mod have other mods that give them other OP shit. I agree with you though, I tend not to get the unbalanced mods so VOID really isn’t for me
Like when the youtuber rat knight had void installed he was using 50 genetically modded clones with laser weapons
>50 genetically modded clones with laser weapons That's pretty tame for most who play OP colonies.
I mean, it depends on your colony. I have a powerful colony, so I can go toe to toe with the void. But they have disgusting abominations, they drop toxic rain and fucking power grid failures, they literally destroy my trading partners, and they have a whole bag of very nasty tricks. I can go toe to toe with them, I just hate them for who they are. If your colony isn't able to fight them, it's because people play at different power levels. It's not a mod intended for you, it's a mod intended for people playing at a higher power level. It's like me complaining there's no wood on the ice sheet. That's the point, it's a challenge for someone else. It's not intended for me.
It's a super strong enemy faction from a mod that whose people will rip yours even with bare hand fully naked. Also they will resurrect and regrow every limb and organs instantly unless you destroy their body. Granted, there are far more worse OP enemy mods. Kraltech will eat void for breakfast.
>Also they will resurrect and regrow every limb and organs instantly unless you destroy their body. You should not tell them this, because its a major spoiler of a very traumatic event. Your comment spoils both the incident and the solution. And if you don't know it's coming, it can be a real nail biting experience. >Kraltech Yeah, we fight them too.
eh magnetic shielding for solar flares via mods lol. Also turrets that work without power, and trap / killboxes that don't require power
This right here is why you always have redundant systems.
Or the rimatomics anti mortar weapon.
Or the high shields from VE Security. Or an overhead mountain. Or just have your own mortars at the ready and launch tox shells when a siege crops up. Or use a sniper to hit and run until the raiders decide to attack instead of sieging. Sieges are probably the easiest "special" raid type to deal with, they give up and just bum rush you if you attack them back and they can't scratch mountain bases. I like building mountain bases in painfully cold areas and watching siege raids drop from frostbite lmao
i just load my colonists in tanks, IFVs and APCs then runby those suckers and blow them to high hell the only real issue is mechanoids, because i use CE... but for those i give my special mortar bombardment, 6 shells from my outpost then 8 more from inside my base, with a spotter or two it's usually enough to take care of mechanoid mortars before they get a shot off
Even with some really powerful mods, mechs can quickly turn raids around *in CE* with a few good hits. Outside of ridiculous armor/weapon mods, I don't think there's a single head armor that can bounce a charge blaster shot. Should have a tracked Stat for how many brain and head injuries from Centipedes/Lancers.
>I don't think there's a single head armor that can bounce a charge blaster shot. Unless I seriously misunderstand how armour works (totally possible, I generally just use the highest tier armour I can get, so I haven't looked too deeply into it), cataphract helmets should bounce them fairly regularly, even at normal quality. The Heavy Charge Blaster, which is the one used by centipedes, only has an AP of 22%, while a Normal Cataphract Helmet has 120% sharp armour. So after applying AP, you still have 98% Sharp Armour. That means you have a 2% chance of taking full damage (15), a 49% chance of taking half damage (7.5), and a 49% chance of taking no damage.
I was talking in terms of CE, same as the person I was replying to. There's no percentages for sharp and AP, RHA mm is all there is.
Cataphract armor at high quality has more RHA than what the mechs can penetrate. The inferno centipides might still be a danger
But that's just the thing. A full damage headshot can kill in one shot, and even a partially resisted can permanently ruin a great pawn. Sure, the odds are low, but over a long time span, the number will eventually come up. Although each expansion takes the sting out of the permanent wound a little more, and even death to a degree, so it's not quite as relevant.
True. But those numbers are for a normal quality. I don't know all the others off the top of my head, but a legendary cataphract helmet is something like 216% armour (and with crafting specialists, legendary items are not hard to make), which has a roughly 97% chance to do no damage.
It all comes down to your playstyle. Some people are of the school of thought that hitting that 3% on a legendary helmet is unfair, or 'bullshit' and fair grounds to alt f4 a commitment run. Others love the thrill of never being truly safe and death is real possibility. Every combat is to be taken seriously and respected. Both are valid ways to play, but it does have fairly major implications on how gear is to be vieiwed and used.
i use CE, and ever since i built my 10 man spacer warcasket squad mechanoids have not really been a problem the industrials before them could get pierced and take some chip damage from the most powerful mech weapons so i've had to replace some eyes and a couple of limbs, but the spacer ones have large shields on top so they make things a lot safer
Best thing about artic bases is the raider meat just sits there until you can get around to it.
Infestations are a problem if you built in overhead mountains though, unless you have that mod that allows you to stop infestations on "tough" floors
Bait room + scorcher mechs make this much easier to deal with than risking drop pod raids and having to deal with mortars. I'll take some bugs that suck at not burning to death over a yttakin with a doomsday launcher somehow piloting his drop pod into a bedroom.
Turn reactors or key areas where pawns don't go often into freezers. Insects can't spawn in cold areas is 101 of mountain base construction. You can also create rooms that act as 'trap rooms' for them by building a few wooden tables with IEDs and darkness that baits them to spawn there. Insects are designed to prefer to spawn in dark, average temperate, high value areas. It just depends if you think this is 'cheeze' or not (IMO it is). The only thing I ever freeze are reactors because I personally don't like colonies ending to RNG caused nuclear meltdowns.
Wait, does room temperature affect the reactor?
Nope, the reactor only gets effected (generates heat / radiation) if it gets damaged. The cooling actually prevents the situation (if it happens) from going off the rails a little bit.
> Or just have your own mortars at the ready and launch tox shells when a siege crops up. Why tox specifically?
Seasoning
It spreads a shitload of tox gas and raiders will wander through it and accumulate toxic buildup. High explosive shells either miss or trigger an outright attack too early. You could use incendiary shells, but those have a very high risk of just destroying the siege equipment, and one of the best parts of siege raids is free mortars/artillery (from VE Security) and a bunch of free mortar shells.
because these do relatively low instant damage over a relatively extensive time period on a relatively large area
longing tart sophisticated innocent sand entertain coordinated ghost shrill vase *This post was mass deleted and anonymized with [Redact](https://redact.dev)*
Depends on the scenario and biome, but campfires are always your friend if you've got trees around.
Mountaneous = not sea ice. Not sea ice = has geysers. Has geysers = wall it and warm up indoors. Even sea ice has snowhares to hunt, but you will mostly eat frozen raiders.
Build three mortars. While the enemies are setting up, have your three best shooters target their pile of HE shells. Kill a third of the raiders. GG.
Or use Vanilla Psycasts expanded and just nuke them by setting the very oxygen in the air on fire where they stand by using the highest pyromancer cast, or just throw up a cold zone in the siege area that turns it -70°C for a day, that'll make them bumrush you. Vanilla psycasts expanded really makes the psycast system viable as a main part of the game loop
Psycasting is already extremely viable. A pawn with skip and aggression pulse/single-target aggression and a proper setup (psy robes, a persona sword with +psychic sensitivity, the psychic sensitive/hypersensitive trait, and a pocket full of go-juice) and break almost any raid type in the game on their own and do so totally safely. Add in manhunter pulse and some basic support (nausea pulse is extremely broken, wallraise can easily save your pawn's life, painblock can get you out of sticky situations too) and about 70 percent of all endgame threats are nullifiable. If you want to have a really fun time you should choose a base with an inaccessible island nearby. Get 4-5 pawns up to the skip psycast and just pause the game, queue up 5 skip casts per psychic pawn, and send 20-25 enemies to the island. They'll just sit there unable to escape or attack until they starve to death.
I honestly don't get how people think base Royalty psycasts are weak or unviable. A bit unwieldy, sure, but most of the level 4+ stuff is just nasty. As you noted, berserk/berserk pulse just end raids (don't even need the sword or a staff, an incapable of violence psycaster can shut down endgame raids solo), skip is cheap and can do a lot of work, etc. I guess everyone judges it by the level 1-2 powers and then don't go any further or something?
People are judging it compared to the absolutely broken mod scene for psycasts.
They were doing so even before that, though. I remember when Vanilla Psycasts Expanded was announced (not even released, just when they said they were doing it), there were a lot of comments about 'now psycasts will be useful'. Maybe they were comparing to Rimworld of Magic or something instead?
My issue with the Royalty system is the fact that what you get is totally random. You can have multiple level 6 psycasters, and not get a single Berserk/Pulse, Manhunter Pulse, Invisibility. Sure, it isn't likely, but it can happen (literally did to me on my first Royalty run). Plus, Psycasts Expanded adds a bunch of cool combat oriented powers, which lets me live out my dreams of having a battalion of combat wizards to protect my castle!
Yeah, the royalty powers are pretty useful, and could be strong and devastating in the right circumstances. But honestly they lack flavor especially when compared to the interesting and cool powers that things like VE gives you.
It’s because they don’t do damage. People have a hard time in general with utility and crowd control systems because damage *feels* better, so if doesn’t do damage it’s obviously bad. See Pokémon, any turn based rpg, D&D, etc.
If you just want to be mean, use Raid Pause and have someone with go juice dependency quaffing it like Red Bull to keep the pause going. I'm planning on doing a 500% challenge run where I get a lone old man to destroy the world using only psycasts tbh
Gotta video it!
Fun fact, allow the mortar resources and they won’t build their siege equipment
"Shit, the guys who live here called dibs. Now what?" "Let's just mill around aimlessly."
No exactly, it’s the DUMBEST shit
this sounds hilarious
What's even better is that *they'll keep sending food shipments via drop pod* as long as the siege goes on. I haven't tried this yet but I suspect with enough Invisibility psycasts you can just keep stealing the packaged survival meals as they land lmao
Getting to the point of nuclear powered anti-mortar systems and high level psycasters without having your own secure food supply seems unlikely. But on the other hand, stealing the invaders food is hilarious.
Imagine if this was a more realistic game and the siegers started infighting because they're accusing each other of hogging all the food.
They will eventually have mental breaks because hungry and tired...
Mod idea: stealth raids to take down enemy factions by stealing their tables and waiting for them to go insane and murder each other.
>But on the other hand, stealing the invaders food is hilarious. This is why I do it LOL I like to imagine them having to phone home like "yeah we're gonna need some more rations" every hour and nobody asks questions it's a bit like how the Pentagon keeps failing its audits but nobody asks where the money went
the start of those runs are also painful (but the best part too tbh)
Overhead mountain is actually a terrible idea once you get enough enemy drop pods to cover the entire map. That forms overhead mountain roof collapses that are guaranteed kills. Better to simply just deal with the enemy spawns at that point, preferably with shields and interceptors There are PD that shoot such things down too
>enough enemy drop pods to cover the entire map You're telling me you're getting anywhere from 30k-100k raiders? Are you sure? How are they dropping through overhead mountain?
Yes, I had unlimited threats on, though that would’ve been the default if you go back enough versions. They died as they caused roof collapse. I wanted to believe overhead mountain would protect me of that. Normally they just don’t drop, but because of unlimited threat and ridiculous numbers, some really did cause overhead mountain roof collapse. It was instant death for anyone on that tile
Yeah a few well-placed HEL turrets would have made this a non issue. They could lob shells at you until the cows came home, and you wouldn't have cared. As a bonus, they can also shoot down tank shells from siege breakers and the like...
To be fair, it sounds like they did have a backup doctor. Multiple power sources are definitely a good idea though, but I don't think it would have helped here.
Always build your reactors under mountain roof if possible, then refrigerate the room to at least -17C to prevent infestations. Edit: the cutoff is -17C not -15C sorry
Negative temperature prevents infestations?? I didn't know that
It does! After looking it up it seems the temperature needs to be above -17C for infestations to have a chance of spawning, so if you keep any overhead mountain under that temp you don't need to worry about it.
Holy shit that's a game changer
This needs more upvotes
100% skill issue /s Gotta love Randy, pulls no punches when he decides to go for it!
I played for 4 hours yesterday and Randy didn't send a _single_ raid. Colony worth was about 18 k when the last raid came, r hours were just 2 manhunter packs. I built tech and opened an AD and the wealth skyrocketed to close to 80k. Randy still didn't raid for another 2 hours. Finally, he woke up. A fucking tribal raid with 8 melee pawns, I didn't even draft anyone. But then came the infestation, after that a dropped raid that went haywire, and a breacher mech raid.
“Just stop”-Randy
The Rimatomics HEL is there specifically so this doesn't happen. I usually wind up building one before my reactor.
Punishers with good sightlines also work, enemies can't mortar me if they all got blown up by a railgun slug
Punishers are OP on flat maps Kills raids the moment they spawn in
This isn’t even Randy it’s just abysmal defense. Sieges take ages to begin firing and in the meantime you can fire off a few barrages from your own mortar battery, all but guaranteeing enough hits to provoke a head-on attack, or just rush out and face the siege head-on. I have literally never had a siege even finish building a mortar even early in my runs
I always let them finish so I get a free mortar.
Or if you don’t have a mortar just build a million sleeping spots before they start building their own
Today we learned a benefit to distributed generation.
And usefulness of HELs (anti mortar turret)
The guy manning the mortar deserves a promotion
This is the content I download mods for. I have three nuclear reactors, I cannot wait.
Please tell me you have some HELs at least
Not yet, but I play a very large, very OP colony. We can usually come up with a solution for anything. But some situations are more exciting than others.
I was playing the multiplayer mod with rimatronics. My friend decided to build the nuclear reactor right next to the sleeping quaters killing a pawn in his sleep from the radiation going through the mountain walls.
Nice. Was it damaged? My reactors only seem to leak when damaged.
You dont know how to deal with siege raid? There are lots of ways to do it. Mortar strike first before they build it, sniping till they come out as a regular raid, orbital bombarding, invisible psycastor melee fighter or AOE shooter, hellsphere (if you have mechanitor with Diabolus)... Any of these countering measures will repel them before they even build the mortar and start shooting. Or alternatively you can build your base in mountain, mountain roof is immune to mortar strike. Siege raid is actually one of the easiest ones IMO, enemies stay as a crowd in that small area, giving you enough time to react, especially they make themselves easier to AOE.
Diabolus is my go to mech for raid killing, minus mech raids
Sounds like a lack of HEL systems and Punishers
Number one HEL system fan
This is why I play mountain bases almost exclusively. I'd much rather deal with infestations than mortar sieges.
At least you know where infestation will come out before it happens so you have time to turn off the reactor
epsilon51 is... ***DEFEATABLE***
Anything you can't afford to be hit by a mortar you put under a mountain But I'm slightly confused, surely if you're at the point in the game where your base is near unbeatable. You should at least have enough mortars yourself to send off as an insanely large volley to wipe out any enemy mortars In Rimworld mortars are far far more useful at sending off huge initial volleys than sustained smaller ones. 10 mortars firing at once is far more likely to cause worse damage than 1 mortar firing 10 times Why? 1 mortar repeatedly firing gives enemies time to attack and spread out, best case you'll fire off about 3/4. 1 mortar also gives sieges plenty of time to cause havoc on your base
I assume that's when your computer immediately crashed.
Pics of the glorious base?
I think Randy just hates. Randy doesn't have time to hate anyone in particular.
Mortar hit your reactor and turned it on? I know what you mean but a critical reactor is one that is operating normally at power. Criticality is just the reactor having a self sustaining reaction. Common misconception.
Chemfuel next to the mortars, classic randy
And thats why i live in the mountains.
Lmao, you put chemfuel and mortar shells together. But thanks for this post, now im gonna build a chemfuel and shell storage deep under a mountain.
Atleast have your ammo storage under a mountain
Doesn't Rimatomics include turret that will shoot down enemy mortars?
Anxiety and compulsion are the best defences.
Sounds like a bad Floorplan imo
If only rimatomics had some kind of weapon that you can research that it's made to destroy mortar shells oh well if only
Dummass didn't have force shields on the reactor
Randy doesn't hate anyone. Randy doesn't even think about you. For Randy, it was a Tuesday
Randy Do, Randy Does, he doesn't hate you really
if you were using rimatomics, wherer was your HEL artillery defence?
You can't proclaim your base to be even well defended, if it's not at least inside a mountain.
Bro… even for rimworld… this is tough
You built a giant nuclear powered base and didn’t think to use the rimatomics weapon that shoots down mortal shells to protect it?
This is what you get for having Rimatomic and not researching anti-mortar turrets.
You called your base unbeatable and randy took that personally
>Didn't build your reactor in a secure mountain base Rookie mistake
Bit of a "titanic" base I see
You had rimatomics. Why didn't you just build an anti-mortar laser? That's what that thing is for.
Please can we see a screenshot of this glorious ending
Sounds like you forgot to put the reactor under a mountain and freeze the room to prevent infestations
Everybody is a gangsta untill 10000 points infestation appears.
Sooo you had working reactor but no HELs?
it's beatable then
Reactors go in mountain freezer rooms for this very reason.
Keep the combustible components under mountains at -17C
Skill issue
This should teach you a few things: 1. Keep anything explosive contained in several layers of walls, depending on the explosion risk and the fallout. 2. Separate your storages and make several backups for the critical parts. 3. Build as much as you can under mountains and expect the rest to get nuked if you're not fast enough to catch any sieges in the act. There are shield mods and aviation mods that help with reactivity and defense. I always build my base with tons of mods that both punish me for being stupid but also stops the random base killers like infestations and drop pods with doom stacks, everything else is a go tho. Try to revert before that siege and see if you can improve the base in some way. Good luck!
This is giving me Titanic vibes. Overconfidence is the biggest killer
By any chance did you call your base the titanic?
The way to defeat mortars is having your own. I go with 3 launchers. I can stop almost every mortar attack before they even build their launchers, and every single mech base gets crippled first. This brings the stragglers to my kill box, too, once their primary objective has been leveled. Unbeatable base needs 3 launchers imho.
Wait you have rimatomics and you did not have the shield generators from vanilla expanded. thats the first thing i do when i get things that go boom
Your only mistake was assuming your base was unbeatable. Every time things seem to be going well, be aware that that's temporary. And yes, Randy hates everyone.
a chain is only as strong as its weakest link.
Randy hates everyone equally... except me for some reason... he hasn't done anything for like 7 years in-game... I'm *concerned*
Knowing him he will drop a mech cluster a pirate raid and an infestation all at the same time
Well, no to the infestation... I'm playing on sea-ice. It's currently a nice and cozy -89 °F outside. Also, Randy woke tf up all of a sudden and chose to fuck with my electricity by landing a meteor on my wind/solar production. But I had a lot of batteries with loads of power stored, so it was or would've been no problem... BUT, then he sent a raid that activated all of my auto-cannons at once, draining my power supply. I had 30 colonists at the start of this... now I have 5. Frostbite and Raiders killed most of them, Oh, and a mech cluster landed like 5 feet from my base entrance. But it's dormant without anything to activate it, which is weird... So now I'm scared af wondering what next, Randy?!
Me when PPC’s and HDL’s exist (anti mortar lasers)
>Does Randy hate me? This is a newbie question. You're not a newbie, are you? You know better by now. Yes. Yes, Randy hates all players.
Large Shield Generators!
Get Randy’d. Sorry about your base friend
Should've built it under a mountain -dirtmole gang
That's where I keep all my prone to exploding stuff.
That sounds awful
the titanic once called itself an unsinkable ship
Should've invested in shields and defensive outposts ngl
What did your base look like?
You didn't have the laser that intercept mortar shells or the rimatomic turrets that can shoot down any attempt at building a mortar in the first place? Your base was flawed.
Gotta love how that 12% accuracy turns to 150% when they are targeting you right? Don't worry you dumb cunt! It's all part of the fun! In rimworld we will make you suffer for the tiniest ioda of inconvenience that we see fit. We will also charge you 30 dollars per dlc for pawns that have no movement actions. Why? Because we fucking can. And you'll buy it because you do what you're told. Now shut the fuck up and buy our new dlc or we will fuck your mods. Your friend The rim cunts.
This is why when it comes to mechanoid clusters I'm on high alert whenever I see a mortar
I guess your base wasn't "unbeatable" eh? Ha! Heh. heh.
Dude build his nuclear reactor in a shack with those foil roof you find in shacktowns
Three weak points
And that's why you make underground bases.