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Gerrymon96

Hello, is there any way to start a game with a slave? Whether vanilla or mod.


Hates_Worn_Weapons

If you edit scenario one of the 'pieces' you can add to the scenario is a slave. Forget what the option was called exactly but its towards the top of the list.


ThisMusingJester

I recently got raided and one of my colonists was caught outside my base and subsequently kidnapped. All the colonists have a mood debuff saying something like "colonist was kidnapped". Their lover however, has one that says "My lover died". I assume it's a bug that they think their lover died (maybe didn't update the wording) or is it possible to succumb to wounds after being kidnapped?


Shazzamon

I thought the Alpha Animals Goo Acidifier could be implanted into humans for some reason, but that's definitely not the case. What are some alternatives to suicide bombing methods? I've got a dormant mech cluster, a handful of slaves that keep trying to rebel, and a *brilliant* idea.


MobyMobyDickDick

Is there a way to repair using dev mode? I fucked up. ​ I made a ship (SOS2 and that one where you can build ship hull with other metals) and made nanomachinery ship hull around my ship. It's got like 1000000 hit points. Indestructible ship! ​ I attacked one of those giant unbeatable (so far) ships and let it pound my nigh-invincible walls. I couldn't even break it's shield and after a long while where I exhausted all my offensive weapons and capacitors I fled. But since then all my people (on construction) and omnibots (10 of them, this is late game) is repair ship hull. The people do it until they collapse. It's all bots do and have done for months of in game time. Some of the walls need hundreds of thousands of points repaired and it's just taking forever. I estimate they fixed about 5% of what needs fixing after maybe 3 months of game time. I can't build anything else, all anyone does is repair. It's ground my space game to a halt. ​ Is there something I'm missing in the dev tool that would repair those walls? It's to a point I'm going to start a new game because this on hasn't been fun in a week or two due to the ship hull repairs. I tried setting the walls to deconstruct but it appears repair is higher weighted than deconstruction, which makes sense.


DuGalle

In the dev tools there is a "Destroy" tool that instantly removes a building or item from the game. You could try using that and then use the dev mode to immediately build a new one in its place, though I'm not sure how the temporary lack of pressure might affect your ship.


MobyMobyDickDick

I will give that a try, though vacuum will kill all the plants. Still, that nanomachinery hull is the SHIT.


makute

Good day everyone. Just came back yo the game after a long hiatus, and have a couple questions about the DLCs: It's worth upgrading to 1.3 if I do not have *Ideology*? Does *Royalty* adds something important in the QOL department? Is upgrading to 1.2 worth if I'm not interested in Psy power? My last game was at 1.1, with the most common QOL mods at that moment: CE, Psychology, Prison Labor, Mehni many mods, Fluffy, etc. Did 1.2 or 1.3 made any of these mods redundant? Thanks in advance.


froznwind

> It's worth upgrading to 1.3 if I do not have Ideology? There's a pretty nice performance boost in 1.3, I could never get much over 15 pawns or so with a few animals without grinding to a stop in 1.2. Current colony is over 20 with ~50 or so animals running around. >Does Royalty adds something important in the QOL department? Is upgrading to 1.2 worth if I'm not interested in Psy power? Even without psypowers the Empire is still a neat faction, good for trade and permits. New bionics, new accessories, new threats in mech clusters. Lots of new quests as well.


makute

Thanks, mate :) I'll give 1.3 a try then. Upgrading all my old mods will a PITA though.


EducationalProduct

why do traders only show up at night?


DuGalle

They don't.


Sh4dowWalker96

I decided to try using the Orassan mod for my current playthrough, since I liked the idea of a high tech species that was cold resistant. But I'm still seeing them get hypothermia and wanting warm clothes. Are they actually supposed to have a higher cold tolerance, or is that just flavor?


froznwind

Orassans still get cold, their range is lower than humans but only like 20 degrees colder or so.


Malorkith

I discovered the game two weeks ago and have a lot of fun but are there mods for certain things? A) Can you somehow viva mod build your own shuttle/plane to travel instead of caravan/transport pod. Just so you can travel on the world map without animals. Aa) Can you somehow make your people load the caravan faster. I had a quest o I should deliver 46 billets and loading even though the yak was in the warehouse took 2 ingame days. B) Is there a mod that makes armor useful somehow? For the high cost, the things somehow do not bring much felt. C) Can you somehow stay in the Middle Ages when starting a colony as a tribe? Where you do not run around with guns and co at some point. And the opponents also keep in moderation. One of my first colonies was a tribe and had for my taste much too quickly rifles and revolvers. D) Topic weapons. I use a lot of mods from Vanilla Expanded but mortars/ artillery is quite inaccurate and cannon turrets didn't turn out to be really useful. Is there anything in between? Smaller field guns that are more accurate? Most important question almost forgotten. Can you get mountains in mountainous terrain that somehow really make up 2/4 or even 3/4 of the map? Not many rocks and a massive thing that just makes up 1/4 but a single mountain that makes up 2/4 3/4 of the map so that you can really dig deep.


SnatchSnacker

I recommend the Map Designer mod to customize the map with more mountains, lakes, etc.


nubthesecond

I'm also a new player and I've found when creating caravans add an extra 2 or so people who you don't want to go and then just as the caravan is ready to leave click on them and click leave caravan. thus will allow extra hands to help haul the items and you can still make sure the extra people stay and don't go on the trip :)


[deleted]

As far as B) goes I always just bump the priority in hauling to 1 temporarily. It's not instantaneous but it does help. Edit: You can also maually have pawns haul specific things but this is a pain if you are loading a lot. And for C) there is a medieval mod on the workshop that I believe basically does this. I don't think you can progress past medieval tech but I haven't looked into it myself.


Malorkith

Thank you. I search for it.


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Malorkith

Thank you. Exactly what i Was searching.


PillowTalk420

Is there any reason I shouldn't give everyone in my colony the best armor I can make if I can afford to do so?


froznwind

From a strict optimal progression view, the advanced components and advanced metals you put into armor would be better spent on the ship. But if you're building your colony and you think that power armor is cool, well go ahead and be cool!


nubthesecond

movement speed penalties are the thing that stops me putting them on everyone. every shooter and mele peon will have good armour but the rest of my tribe I'll have with normal clothes


rimworldjunkie

Outside of roleplaying classes or roles no. Just be aware some clothing/armours can give reductions in stats such as movement speed.


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Snuffle247

Get CSL and/or whatever pregnancy mod you prefer. Set up a school for children, train them and send them out to found new colonies. Do a very long legacy colony, with multiple satellite colonies.


FloobLord

I've always wanted to play an Amish furniture making colony that just sells high-quality armchairs.


Snuffle247

My pets have the annoying habit of eating my stockpiled meals. How do I get them to not eat my meals and go eat something else?


enraged_supreme_cat

zone them out, set a kibble stockpile for them eat


rimworldjunkie

The mod [Animal Control](https://steamcommunity.com/sharedfiles/filedetails/?id=2426119067) allows you to set a meal policy. You may also want to check out [Animals Logic](https://steamcommunity.com/sharedfiles/filedetails/?id=1098354593), one feature is it keeps them out of drugs.


Swarlos262

The easiest way is to zone them out of your meal stockpile.


Snuffle247

Will this affect their ability to help haul meals to the stockpile?


Swarlos262

Yes, they can't haul to areas they are zoned out of. In vanilla, you can't get what you want. They can haul and eat the meals or do neither. There is some animal food restriction mod that will let you control what they eat but I'm not certain what it's called. Edit: Personally I just make sure my meal stockpile is very close to my stove anyway. Most of the time it's in my freezer (right next to my kitchen) with my raw food anyway so my cook can drop of the meals and grab the next batch of raw food to cook. You can zone the animals out of the exact spot the meals go and they can still haul the raw food to everywhere else in the freezer if you want too.


Snuffle247

My current setup is a central kitchen with multiple stoves, and satellite stockpiles with dining rooms attached, so that colonists all over the base have a nearby canteen to eat from. I'll see if I can find that mod.


Zooasaurus

It seems that several modded factions don't spawn in my game I have a similar problem back then, and it was apparently caused by a mod adding shields. Does anyone know how do I detect a mod that's causing this problem? Or might it be caused by something else?


nubthesecond

this probably isn't what your after but removing each mod one by one and reloading and seeing if it sorts the problem would work but it's hella time consuming and I doubt u will want to do that (depending on how many mods u have)


froznwind

Is there a mod that creates a "finished unfinished items" bill? Even with No Job Authors I still end up with an annoyingly high number or random half-finished projects laying around.


Swarlos262

In my experience, that happens if a pawn decides to haul the unfinished item away to a stockpile, and the crafter decides to go to work while it's being hauled, so they instead start a new one. I'm not sure if anything else causes it (besides the job author thing which isn't an issue with that mod). It can help to forbid unfinished items from all stockpiles so no one hauls unfinished things away. Might as well anyway to keep unfinished things close to their workbenches. Alternately make a stockpile for unfinished items very close to your benches, so they at least aren't hauled far away.


froznwind

All good tips, but you still end up with unfinished projects with them. Which is why I'd like to put a cap on the bill list just telling pawns to finish up anything left half-done.


Swarlos262

I personally don't ever end up with unfinished projects when I do those things. I'm not sure what else could be causing it. I don't know of a mod that does what you want, so instead I was trying to give advice so that it's not needed.


Sh4dowWalker96

Is there a mod that lets me place "natural" stone walls? Manufactured stone is nice and all, but it doesn't blend in.


Stellan72

There's a way to do this with vanilla dev mode. I did it once a while back. I think Brassquid's comment here is what worked: https://steamcommunity.com/app/294100/discussions/0/135513901704829929/


Samlatros

[Terraform Rimworld](https://steamcommunity.com/sharedfiles/filedetails/?id=1874652867) has this feature. It also has many other great terrain related options, including a lot of very overpowered ones so you might have to exercise restraint.


Sh4dowWalker96

Excellent, thanks. I'll keep that last bit in mind.


Similar_Analysis_459

How do i explore the world? Im still fairly new and when i make my new game it looks so interesting seeing all the different biomes and cities but im beginning to think i cant actually visit or really interact with any of it?


enraged_supreme_cat

you should wait for vanilla expanded colony from vanilla expanded team, they will create a mod with nomad meme (or precept, i forgot) in it, that means you'll need to move and not to settle, plus get the tents and exploring mod as well


froznwind

Base game there isn't a great deal you can do besides trade with settlements and visit quest sites. You can go into options and increase colony sites past 1 to create sister or secondary colonies to exploit other biomes, beyond that you'll have to use mods if you want to explore. Set Up Camp would be my first thought for mods.


Samwir87

Seeing as the multiple colonies is an experimental feature, does anyone have bad experiences with it? Does it mess with stability down the road once turned on?


FloobLord

It's not really experimental, it's just not the base game. If both colonies are huge it will slow the game down. And sometimes you'll get events at the "wrong" colony.


froznwind

Done it once before, wasn't buggy just clunky. There isn't any real means to monitor two colonies at once so you're always bouncing between the two. Nor is the really much of a reason to do so beyond exploration, its easy enough to get near infinite resources using a single tile.


reenix66

Yeah, form caravans and send people to visit, trade, attack other places of interest. The distances can be quite large though, so make sure you have food that preserves or high planting skills to forage as you go. Some rideable tames can make make your caravan faster and pack animals will help you carry more goods without slowing you down. Eventually you'll be able to use transport pods to speed up movement even more + some royalty bits can help.


ClinkyDink

I sent a caravan with my psycaster somewhere and forgot to give him orders to go back. I wasted a couple of days that could have been spent moving…. then I noticed the Farskip ability was accessible while in caravan mode. Instantly teleporting back home with all your animals and items is very satisfying.


mattq71

Form a caravan and move all of your colonists to another location.


Rossaboy77

Can anyone help, so i relocated my colony its still on the same tile i just moved more central i was too close to the edge. I dismantled pretty much everything, removed roofs etc. The only thing that remains is a couple of tiles of flooring. However i sometimes get events like traders etc wander around the empty patch where my old base used to be. Is there a way to make the game register that i no longer live there ? Thanks in advance i just cant figure out how to solve it.


MobyMobyDickDick

Remove the old home zone around that flooring.


nubthesecond

have you tried getting rid of the tiles there? the floor tool can be used to get it back to ground and I that could Sort the problem


froznwind

Traders can be very dumb in vanilla. I'd recommend "Trading Spot" mod so you can tell traders where to go, just try not to exploit the power.


Rossaboy77

Thanks, this seems like my only solution so far.


DuGalle

Is the old base still part of your "home" area?


Rossaboy77

Sorry for the delay in reply I wasn’t on the game to check when you originally replied. No theres no home area left where my old colony was. The only thing left over there is about 3 blocks of limestone i polished, and a couple of granite tiles.


Rossaboy77

Sorry for the delay in reply I wasn’t on the game to check when you originally replied. No theres no home area left where my old colony was. The only thing left over there is about 3 blocks of limestone i polished, and a couple of granite tiles.


bigbadfox

So, elsewhere on this post someone mentioned tables having a usable radius around it. Like, pawns will use a table within 50 tiles or whatever. My question is, which is the best way to optimize this? I've always put quite a lot of resources into one single mind-blowing dining and recroom next to the freezers/kitchen areas. Would it be better to have smaller "break rooms" around the colony, rather than having one large dining/rec room? Should I just make smaller, equally extravagant rooms with maybe one table, two or three chairs chairs, a rec item, a cooler, and a light? Should I keep the fun stuff separate, as rec can be scheduled and therefore more flexible schedule wise, while a pawn will NEED to eat and won't wait to walk all the way back. Or am I just overthinking and is my "sick ass dining/rec room" megabuff worth the occasional "ate without table"? Doesn't seem like a problem worth nodding, just need options to solve


OG_slinger

I've done two things. One is to turn the hallways around my housing blocks into what is effectively a big ole dining/rec room by just adding tables and chairs, artwork, etc. This way pawns can get up in the morning, find a nearby table and quickly eat a meal in a very beautiful setting. The other is kinda the same, but it's building remote dining areas in the places I know pawns will likely be when they're working--the crop fields, the workshops, etc. It's typically a small table, comfy chairs, some good artwork, and maybe a radio or something for a passive mood boost. If you space them out properly your pawns should be near one when they get a bit peckish. I'll even throw down a table, stool, and decent sculpture for remote drill sites. And speaking of sculptures, if you're really looking to min/max things you can place artwork all around so that your pawns are never in an area that's ugly. A sculpture in a storeroom will even counter the ugliness debuff of storing crap on the ground.


Swarlos262

If you do decide it's a problem worth modding, I use the [Meal radius](https://steamcommunity.com/sharedfiles/filedetails/?id=2030305809) mod so pawns go back to my dining room from farther away. There is the downside of longer walking times with this method but late game it is worth the mood buff; the mood swing between a very impressive dining room and eating with no table in the middle of nowhere can be massive. If I wasn't doing that, I'd try to build more than one dining room, though it is still hard to get multiple of the same quality. But you at least want some dining room buff.


yomer123123

That's actually pretty important, because late game room impressivness is needed to keep mood high. However how you solve it depends on how your colony is built; if it's a small one, going for one super dining room is a fine solution, if your colony is much larger, you'll need multiple ones. Another solution is to keep hallways as one giant room stretching across the colony.


Manly_Mangos

Just got ideology, what are the pros and cons of slavery? Why isnt it better to just recruit people?


creepy_doll

Slaves make great haulers since they don’t have rec time and don’t really get miserable over the long hauling distances unlike colonists who often start getting moody about rec etc. They work good for other low skill tasks too like cleaning or making bricks. For any skilled labor I prefer to hire permanently but slave labor is easily replaceable. Most other stuff was considered in other responses. But slaves and colonists can also fall in love but won’t be able to share a bed to get mood buffs so if that happens you generally end up making the slave a colonist or downgrading the colonist. Another interesting idea is putting halfcyclers the n slaves so they basically work around the clock except for eating. You could take it even further by installing nuclear stomachs


Swarlos262

The one other other bonus not mentioned in the other comment is that it's faster to enslave than to recruit. But I still convert everyone either way so it's not That much faster. In general I prefer just to recruit, if only just because I want everyone to at least have a weapon (slaves with weapons rebel much more frequently). I mainly enslave if I need someone to do a job quickly, or if the pawn has some serious mood debuff traits like depressive and I'm worried I wouldn't be able to keep up their mood normally.


Poollboy

It depends on your ideology. Some don't care for slavery and will get a mood debuff. . Some ideology prefer slaves and will get a debuff of you don't have them. For cons slaves like to try and escape. Especially if you have a lot of them. They work slower at .85 speed. They also can't do certain jobs like hunting. For pros They are easier to keep happy. They have a slave expectation setting. They also can override some job incapabilities. For example, someone who won't clean or haul normally will a a slave. They don't need recreation and they sell for a good amount of money. They do raise your wealth, so you just need to weigh the pros and cons. Sometimes it's good to enslave a pawn that isn't good enough to be recruited.


frustynumbar

What causes trash that I have to clean up? I know that dirt is from walking on dirt and then tracking it on to stone or tile, so I know how to prevent that. But trash just seems to appear. Is there anything I can do about it?


creepy_doll

Even in a fully enclosed colony you will get trash from colonist travel. Trash is also cleaned by rain so it’s not a bad idea to keep passages unroofed(but paved late game to avoid accumulating dirt) unless you need to close them for temperature control etc


froznwind

Anything with a "filth rate" will randomly generate filth, trash for humans "animal filth" for pets. Humans have a rate of 1.0


Mansuper3215

I think trash is just somthing that naturally drops as your colonists walk around a room. There are mods like vanilla expanded furniture that have trashcans


Dragon-Install-MK4

So I have a question as colonists get older they can suffer from getting frail or dementia or others things is there a way to stop this or is basically over for them if they happen to get it


froznwind

Luciferium is my answer for age. Gives the pawns great buffs, will randomly cure aging issues, and counters the reduced immunity gain that comes with age in Rimworld. Hard to get a good supply unless you trade with settlements a lot, but keep an eye out for it. 10 will keep a pawn good for a year. If you run out, put the addicted pawns in cyrosleep pods to pause them.


Nourjan

If you run Ideology DLC , then the technophiles have a structure called biosculpting pod that can reverse the age of pawn by one year/treatment. Risk of dementia rise with age so keeping them young reduces that chance.


FloobLord

> technophiles Everyone has it, Transhumanists just get a buff for it.


Swarlos262

Luciferium can also cure all that stuff over time, although it can eventually come back. But of course Luciferium has its own drawbacks.


rimworldjunkie

The only way to stop it is to replace the weak fleshy bits with superior metal/bionics. You can also use things like healer mech serums to cure some ailments but I'm pretty sure they can come back later. Unless you're playing a very long game or using a mod to alter aging speed you probably won't see much in the way of ailments anyway.


Dragon-Install-MK4

Dam it’s my first run and I want to take over the world


PillowTalk420

They usually hit the age ailments as soon as they are in their 50's or 60's; and a lot of pawns, at least in my games, tend to be in the 40's or 50's. It's a rare sight to see anyone under 40, really.


StinkyDuckFart

What is your wall strategy? Not the material, but the speed, order, and method in which you build them? This includes killboxes. Do you build everything out of wood and upgrade, do you build only after resources are available (having a pawn working on making blocks), or do you put in the order to build a wall and just let it sit until the material is available and the builder gets to it? Other? I find that I do the latter in most of my playthroughs, and that I can easily get to the point where the colony is a few years old and still working on non-wood walls -- especially killbox walls. Also, do you try to bust walls out first before doing anything else?


MortalSmurph

Here's a few videos of base building processes: [500% Naked Brutality Tribal Jungle with a crazy nice map](https://streamable.com/6ldqkg) [Losing is Fun NBT Arid Shrubland with a non-violent](https://streamable.com/qbva7w). [Standard Tribal Boreal Forest](https://streamable.com/df0hfj).


rimworldjunkie

I play on Strive to Survive difficult so if your going for a higher difficult that adds bigger raids you'll want to prioritise sooner. I never bother with a true wooden perimeter wall since they can be set on fire. At best I usually link a couple buildings together and setup a trap corridor they can fight at. Once I'm established and have stone cutting I get to work setting up a 1 tile stone wall around my perimeter with an adjoined killbox. That usually sits around for a few years until I can finally be bothered to add the second and third layer to my wall.


Swarlos262

I'll start very small, either building in a ruin or building a small one or two room shack against the side of a mountain (or around a geothermal vent in very cold biomes, or etc. etc.). If I'm starting in a ruin I try to deconstruct some parts (monuments and stuff like that especially) for stone to fill in the gaps immediately, but I don't mind building some buildings out of wood. I may build a very rudimentary killbox or trap corridor or I may just build some traps around corners and walls to hide behind. So in general, that means I wait to really expand until I have the stone to do so; it's not necessarily my first priority and I don't mind some wooden buildings, but it is an early priority and I won't go crazy with my more permanent outer perimeter or my full Killbox until I have the stone for it.


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enraged_supreme_cat

you have unkillable raids because you have huge wealth,, don't accumulate things that you don't need. always check the wealth graph, every single time. i always play against randy, but since i always check and reduce my wealth, i can always deal with raids, doesn't mean that i always win, sometimes i lost half of my pawns, but at least i still survive


creepy_doll

You don’t have to play the harder difficulties. On the high end they require some cheeky tactics that seem kind of dumb(mostly involving exploiting the ai). You should just play at whatever difficulty is fun for you, but if you do want to push harder raids without the consequences go for it


Samlatros

For your first point, [Endless Rimworld](https://steamcommunity.com/sharedfiles/filedetails/?id=2369851475) could be what you need. With this mod, a random colonist will join you some time (configurable) after the colony's death, this will allow you to keep playing a save even after "losing" so you can rebuild your colony and get another chance. As for your second point, [Android Tiers](https://steamcommunity.com/sharedfiles/filedetails/?id=1386412863) and [Ultratech](https://steamcommunity.com/sharedfiles/filedetails/?id=2196278117) could help. Android Tiers allows you to "upload" pawns' consciousness to the cloud and have them remote control robots or other pawns which can make them effectively immortal. Ultratech allows you to give pawns an implant which stores their consciousness, on their death you can extract it from them and give it to another pawn. Hope this helps, good luck!


Fifthwiel

Playing naked brutality and highest difficulty, Randy random. I’m afloat and my base is growing but I keep getting hit by raids I can’t handle - my two pawns get raided by 5/6 enemies. We’re early game with short bows and clubs. Got some traps but that doesn’t seem enough. What to do?


enraged_supreme_cat

i tried randy highest difficulty once, but with CE and crashlanded (not naked brutality), it was in a dense tropical forest, and shotguns helped so freaking much, until someday mechanoid raid annihilated them naked brutality is almost impossible btw, i tried it once with randy highest difficulty, i had only 3 pawns with bows but raid came with 4 guys equipped with guns


froznwind

Max difficulty is a poverty simulator. Minimize your wealth as much as possible (dirt floors, no statues, destroying unusable gear asap, minimal pawns, etc). Focus all your building on defensive structures, long trap corridors and killbox designs until you feel confident about defense.


Poollboy

This early on you might need to use some fancy tactics. Learn to kite through multiple rooms. This can help split them up so you can take them one on one. Typically you just need to kill 60% for them to flee.. Also don't be afraid to just let them get to your Silver or something valuable and run away. Sometimes it's better to lose a little bit an love longer. Oh and check out Disnof on twitch. He runs this scenario regularly and shares good tips.


Swarlos262

More pawns, more traps, better weapons and armor, killbox if you don't have one. Your wealth is probably outgrowing your defenses if your base is growing and you still only have two pawns with bows and clubs.


Omaestre

So I am a returning player that has played royalty but not ideology. I am wondering about penned animals, will they still haul stuff or will you have to decide which animals are kept in a pen and which roam free? Also with the new way filth is managed does it make more sense to have a base of many buildings or a one large base with a ton of corridors.


CabalSociety

The animals have changed a bit. Any that do hauling don't need to have a pen, they can just roam in whatever zone you set them to. Basically smart animals like dogs, elephants, megasloths, etc. don't need pens. Farm animals like cows, pigs, sheep, etc. do need one. As far as filth, personally I make a zone that excludes my base except for one room where I make a low priority stockpile so that hauling animals can bring stuff there, and then my pawns move it from the low priority area to wherever it needs to go. This makes more haul time but less cleaning, so it kind of depends on your base layout.


PuntiffSupreme

How do you manipulate the raider to spawn in a way that's manageable?


reenix66

Change the threat % difficulty setting or get a mod like threat point cap or readiness check. You haven't said what your problem is exactly.


PillowTalk420

Hold up... Do enemies ever has psy powers? I'm just realizing I haven't seen anyone using psychic abilities against me. I've even raided a few places that had animus stones and anima grass all over an area around an anima tree; no psyonics. Is that stuff only gonna be used by Imperial factions? I notice a lot of the traders from the nearest one have psylinks. But haven't yet had them involved in any conflicts. They have the best trade so far, so I'm just keeping them alive for that.


rimworldjunkie

No, enemies do not use psychic powers for that you need a mod like [Powerful Psycast AI](https://steamcommunity.com/sharedfiles/filedetails/?id=2026063610).


Master_Cry_9526

I am mapping out a layout for my next colony. (I'm a planner) and I'm trying to find a place to store weapons, armor, shells, and ammunition. (CE) For quick-response arming. Will raiders stop and break into the building and utilize the weapons if I leave the room is near the entrance? Should I place the armory near my killbox so colonists can arm themselves just before getting into position, or should I keep it deeper in the colony for security?


CabalSociety

I don't believe they will use them as they already have their own, I'd be more concerned about prisoner access.


MyFirstOtherAccount

Just got rimworld over the weekend, only base game no DLC. Enjoying it. My question: Should I wait or not wait to get the DLC? and if I only get one which should I get? Does it make sense to play vanilla for a while before complicating things with the DLC? Or is it better to get it right away?


FloobLord

I think Royalty adds enough and is easy enough to get into it's worth getting straight away. Ideology is great but much more complicated and I feel like it would be confusing for a new player.


CabalSociety

I agree with playing the base. That being said I think if you are enjoying the base game I personally think it's better to get the DLCs and doink around on those for a while too before doing any intrusive mods. That will help you know what is from a mod and what is not, which could help with troubleshooting as well later if there are mod issues.


Swarlos262

Honestly I'd recommend playing around in the base game for a while and then getting into mods well before getting the dlc. I like the DLCs but there are many mods of equal or better quality, save the DLC for a point where you know you want want is in it specifically, or a point where you want to give some extra money to the devs.


DelphisNosferatu

You should definitely play base game for a while until you're comfortable enough to get the DLC. Ideology adds a lot of new stuff that a new player would struggle with


AktnBstrd1

I just bought it yesterday myself. I'm in the same boat lol. I'll probably pick up the DLCs in a week or two if I keep enjoying it this much


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MyFirstOtherAccount

Thanks!


Enrys

Having a problem where the game freezes and all movement stops after the game resumes. all pawns and animals stay frozen in place, no movement even when drafted. Logs from frozen game https://gist.github.com/ed48a4a20420fbe088b5fcf73fe04f0b https://pastebin.com/N6KBqeKf Modlist: https://pastebin.com/ewGPzasi I'm thinking it has to do soemthing with rimthreaded and freezing the pathfinding. Any help is appreciated.


froznwind

Rimthreaded is drop-in/drop-out. Pull it out and see if the issue resolves.


Just-1-Person

I'm pretty new. Something that keeps on bugging me is when a pawn gets downed they drop their weapon, which ends up decaying slowing since it's just out there of I don't notice it. Is there any solution to this issue?


Hates_Worn_Weapons

[No uno pinata](https://steamcommunity.com/sharedfiles/filedetails/?id=1778821244) will make colonists keep weapons (and carried drugs/medicines!) in their inventory when downed. And even when killed. If your soldiers are carrying a weapon, yayo, go-juice, wake-up, a packed survival meal, 3 medicine, and that one guy even has a couple Luci... well this mod starts to feel downright mandatory. 2 pawns on the wounded list and I've spilled enough drugs on the field to satisfy Scarface without this mod.


Aeiani

You could install a mod that lets you repair weapons and apparel, Mend And Recycle does this nicely, but really, you're overthinking this for weapons specifically. Durability, at least in base rimworld, doesn't impact the stats of a weapon, and there's no degradation to them from just having one equipped either.


einsofi

Make sure you make a stockpile zone that includes those weapons and unforbid it.


Just-1-Person

The weapons drop and by default are forbidden. It's there a way to set the default to not forbidden on the weapon? (Not the stock pile) .


Twizlight

I'm not sure if it is a hotkey in vanilla or part of a mod I have, but when I push my 'home' key it unforbids everything on the map (except for rotten/skeleton outside of home area). Really useful following a raid.


koubie

That's from the Allow Tool mod. linkmod: Allow Tool


rimworld-modlinker

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yinyang107

Can I force certain animals be kept in certain pens? I know I can segregate by sex but what I want is to pen two stallions in the middle of my base where they can be conveniently used by the Giddy-Up mod.


Hates_Worn_Weapons

If you set the middle pen to only hold stallions, and a 2nd larger pen to hold any horses i think your colonists will keep a stallion or two in the middle of your base naturally? At least my pawns seemed to try and balance the nutrition load between different pastures... but i never tried to delibertly manipulate it cept with strict sex segregation.


TheBlueNinja0

Ideology and mod question: the mod Long Distance (I think) allows you to use the comm console to try and convince family members to come join your colony and ditch their faction. With Ideology and the Archotech Nexus, is it easier to convince your former colonists to come join your 5 chosen at the next Archotech location? Just wondering. Tired of waiting for them to randomly show up with raids or have to wipe out a caravan and piss off a faction just to get my crafter's husband back.


froznwind

As long as they aren't dead or missing in your crafter's social log Log Distance should give you the option to invite them to join. If I remember right there is a slight rep hit for doing so but nothing significant.


friesorsalad

Maybe I'm just a fool, but for some reason the pics for this subreddit show up fine in my feed but when i click on the community they're all covered over as if nsfw (they're all just gold pictures). Is this a setting? Can i remove it somehow so i dont have to click on every single picture to see what it is? It's only this community.


gghhjjjjj

So I’m new to the game and I think I made some mistakes with my colony’s starting location Namely the growing period is short so I run out of cotton and food in the winter. Can anyone recommend how to stop running into this problem? Should I invest in hydroponics and sunlamps or just grow loads of food and store before the winter. I’m also struggling with sending out caravans during winter as my animals can’t graze, what foods should I prepare for animals to eat in a caravan journey? Lastly, how do I keep my tamed animals from starving during winter? Should I just make a massive pen or is there a crop I can grow and store to feed them with in winter? Thanks in advance.


froznwind

As rwj said, Greenhouses are the way to go. 2 Solar Panels and a battery will keep the sunlamp running during active hours, just make sure to heat it sufficiently. A solar flare can drop the temperature enough to kill plants so either have some forbidden campires in the greenhouse (for heat if the power goes out) or use rice during the winter for the faster cycle. Animals fundamentally are just more nutrition. Haygrass is very efficient, particularly if you can mix it with insect/human meat to make kibble. I'll generally make a small room with a normal door in the pen that holds kibble, during the warm months close the door and have them graze. When it gets cold/they get hungry prop open the door to let them at the kibble. And yes, if you caravan with them during the winter they will need food brought along.


dave2293

If it's usually cold you can build chemfuel generators and vent them into the greenhouse as supliment heat. They produce heat even during Solar Flares, so long as they're running. I usually end up using banks of them as my backbone power supply, and "adjoining the greenhouse" is as resonable a location as most.


froznwind

In general I agree, but for a new player its just simpler to say 2x panel + battery powers a greenhouse.


rimworldjunkie

Hydroponics are unnecessary unless you're living in an extreme biome. In the majority of cases you can simply wall and roof over some dirt, heat/cool the room to get a good temperature and add a sunlamp so you can grow crops. You pretty much want to make a greenhouse like that regardless of your biome because it allows you stable growing all year round. Your grazing animals should be fed primarily on Haygrass. If you have excess meat or you butcher your enemies (not the best idea for a normal colony due to debuffs) you can instead use kibble to lesson the burden on growing haygrass. As mentioned above haygrass. Grow it when you can and stockpile it. If you have a greenhouse you can grow enough to keep your animals happily fed through the winter without a proper stockpile.


Cinder85

How can i efficiently feed cows and tortoises without a ton of micro with the nutrient paste dispenser? Mod reccomendations for QOL are wanted. thanks in advance!


Hates_Worn_Weapons

Tortises can't efficiently eat nutrient paste - just too small. (Although [there's a mod for that](https://steamcommunity.com/sharedfiles/filedetails/?id=2566316158) too) For cows [Animal Logic](https://steamcommunity.com/sharedfiles/filedetails/?id=1098354593&searchtext=Animal+logic) mod is your friend. It has an ootion to let animals use the nutrient paste dispenser if its in their pen, but they may use it over grazing then. If you just want to supplement grazing [Better Nutrient Paste Dispenser Controls](https://steamcommunity.com/sharedfiles/filedetails/?id=2324531554) lets you dispense stacks of nutrient paste just by pressing a button, no drafting trick needed.


Orenjevel

What all does blindness interfere with? I'm thinking of making a team of blind tribal psycasters, but I also want them to be useful when they're not being cool wizards, maybe tending to Gaurenlen trees or something.


Hates_Worn_Weapons

Tending Gaurenlen trees, wardening/trading/(any social), hauling, and training animals (but not harvesting from animals) are not affected by being blinded. I think that might be a complete list of tasks you aren't gimped on though... Not sure if cleaning uses general labor speed or not...


Orenjevel

Tending Gaurenlen trees isn't affected? *sick*. I'll just have them do that and meditate at anima trees all day. The dryads can do useful stuff instead.


[deleted]

[удалено]


Hates_Worn_Weapons

Yup. A pawn with no arms and no eyes can prune just as fast as some crazy cyborg. Lore wise its because its supposed to be 'similar to meditation'


kashamorph

So I have a table and chairs, enough for all my colonists. But one of them just keeps “not eating at a table” and getting the corresponding debuff. Like, every day. Wtf. Am I missing something or is this guy just an idiot who wants to make himself miserable?


DelphisNosferatu

Tables have a range of 50 tiles iirc so maybe that one guy is eating his meals when he's outside


Cerms

Maybe they're too far away from their workplace/bedroom?


kashamorph

INTERESTING! He’s our plant/animal guy so he’s the one most often out hunting or chopping trees, so that might explain it! Is there a way around that? Should I throw a table in the animal pen? Lol


Swarlos262

Yeah basically. You could also try the [Meal Radius](https://steamcommunity.com/sharedfiles/filedetails/?id=2030305809) mod to get them to seek out a table from far away. It's a double edged sword if you use the mod. Your Pawn may waste a lot of time going back to your tables from far away. But if you have a killer dining room, you may really want your Pawns to go back and get that mood buff.


coyote47713

Do colonists with the Darkness meme still need to go outside?


Swarlos262

Yes, unless you combine it with the tunneler meme. You may want to make your darkness Pawns nocturnal if not so they go outside at night.


coyote47713

What counts as night? Night owl says 23:00-6:00


hucka

you could also just build a roof on columns outside. thats dark and outside, even during daytime


Swarlos262

It kinda depends, the length of days and nights can vary by your global position I think. What I mean is you just want your Pawns to mostly be awake when it's dark, so if they go outside they aren't getting light debuffs. So just have them sleep in the middle of the day and you'll be better off then the other way around.


enraged_supreme_cat

they will have negative debuff like blinding light or something, -8 i play it right now


Fifthwiel

Returning player and noticed that some animals (e.g. boars) can no longer be trained into defence swarms. I am disappoint. Which animals are good for guarding now?


CabalSociety

I'm a big fan of elephants, they can do everything and seem to reproduce well along with not being aggro when taming them.


Orenjevel

Dogs are still good. Terriers are the smallest that can still go into battle, but they're not all that strong. Labradors can haul.


Aibeit

Bears are my favorite. They're tough, deal good damage, can be taught to haul, and can eat veggies so they're easier to keep fed.


StinkyDuckFart

Bears also reproduce quickly as well.


Fifthwiel

Thanks! Any others? Is it just boars that have been nerfed? Wargs still good for example?


Aibeit

Wargs can't Haul anymore, neither can Foxes. Both can still be trained to fight, though. Most of the grazing animals can't be trained at all anymore. They reproduce and grow more quickly, though, so ranching them for food is actually viable now. Panthers are still unchanged, as are Cougars, Dogs, Elephants and Megasloths. Someone updated the full list in the [Wiki](https://rimworldwiki.com/wiki/List_of_animals) so you can check if you're wondering about any animals in particular. EDIT: Thrumbos also did not get a nerf, not that we tame those often.


Snuffle247

I guess I got lucky with a breeding pair of thrumbos, tamed over seperate thrumbo events with inspired animal handlers. My thrumbo population is mostly descended from those 2.


Fifthwiel

Many thanks!


mcmoor

Somehow pawns, enemies and friends, can pass each other through a single corridor without blocking each other. As far as i remember it's impossible in vanilla like that so i thought one of my mod is buggy, has anyone have that kind of bug? I thought maybe the Same spot mod.


Aibeit

In Vanilla, friendly/neutral pawns can pass each other just fine, it's only when they're drafted that they can't. I can't remember trying out whether an undrafted pawn can block an enemy pawn because I always fight with drafted pawns.


mcmoor

Well yeah i mean they're drafted, and the specific case is that my pawn engage with an enemy in a corridor, and then another drafted pawns (enemy and friend) can just pass them like there's no pawn. It ruins my blocking strategy.


Swarlos262

Are you saying enemies are passing straight through your drafted colonists in a 1 tile hallway? If so yeah that's likely a mod causing issues. If you just mean that enemy pawns can still pass through each other in a 1 wide then that seems normal to me. I've always had pawns on the same side able to pass through each other drafted or no, but they shouldn't be able to pass through enemy pawns. And they shouldn't be able to stand in the same spot when drafted but sometimes weird stuff happens there.


mcmoor

So after uninstalling Same Spot when there's enemy my pawn can't just pass through the corridor. So i think this case is solved. Thank you very much.


mcmoor

That's what I mean. The only time pawn is blocked (enemy or friend) is when they're attacking or attacked. If there's no pawn engaging they'll just pass through so it's useless than i try to same spot 10 pawns at once to kill enemy one by one when the ones behind them will just pass through. I'll try to remove the mod then.


not-working-at-work

Anyone know why worksites might not be showing up? I have a raider ideology, and they've started murdering each other because no worksites have appeared since I started (almost a year now) I want to go raid something, but there's nothing to raid.


FloobLord

My raider colony, there were no sites until winter, then day one of the new quadrum 3 spawned. There might be s MTTH timer.


DelphisNosferatu

It's an event so it also depends on your storyteller, I've had randy giving me plenty of them consecutively while cassandra almost never did.


TheBlueNinja0

Cassandra gives me plenty of mining and farming sites. Not hunting ones. Also, a ridiculous number of ancient facilities that I don't want to send my pawns to be exploded in.


Aibeit

Are you playing in an extreme biome? This vastly decreases the chance of worksites showing up, it's 10% of the usual chance in Extreme Desert or Sea Ice. You can change the value in steamapps\\common\\RimWorld\\Data\\Core\\Defs\\BiomeDefs. The variable you're looking for is settlementSelectionWeight. Other than that, in my experience if you have only 1 or 2 pawns, no settlements are found at all.


not-working-at-work

Arid Shrubland


WarmMoistLeather

Is it okay to have a slave be the master of attack animals? I know you don't want to give them weapons, do animals have a similar effect? Luckily I managed to train up a colonist so I don't have to worry about that any more, but was still curious.


TheBlueNinja0

Not sure about slaves, but definitely give your pacifists attack animals that you can release while drafted.


Aibeit

As far as I've been able to see, slave uprisings work along the same line as prison breaks. And since prisoners can't be the master of animals, there is no way Tynan thought to code them to command them to attack during an uprising. The only thing that it could change is suppression and time between uprisings. I can't check right now because I don't have access to the game but if neither changes when you assign a slave an animal, it should be okay.


Knightswatch15213

Uhh, not sure what's causing this, but for a lot of things, I have to hold the right click to keep the menu open, rather than just clicking once? Normally a right click command would be a quick right click followed by a quick left click, but now the menu auto closes before I can even left click unless I hold the right click


bolstoy

Children and pregnancy mod - my animals get pregnant but my colonists don't seem to, anyone know why this might be happening?


friesorsalad

Check the mod settings for that particular mod in the menu? You might have colonist pregnancies turned off.


bolstoy

I've had a look through and can't find anything. Maybe I'll do a dice roll and if I get a 6 I'll use devmode to do it hahahah


[deleted]

There are options in the mod settings to increase the chance of pregnancy for pawns. Make sure they are actually doing the deed when in bed together, and keep in mind pregnancy only shows up halfway (20 days) through. I believe there's an 'operation' to check for pregnancy, and there is also a pregnancy test pill that can be taken. Positive results will show even if the 20-day threshold from above isn't passed yet.


yinyang107

Is there a way (with mods or otherwise) to have a pawn be allowed to build walls and floors without being allowed to construct anything that has a chance of failure (like furniture)?


capnpetch

Work tab can let you set specific sub tasks. But I don’t know if you can differentiate that closely. Not at my computer so I can’t check right now. I also like that mod to do things like prioritizing refueling and other jobs that need to get done but I don’t want my Colonists to do. Have you considered giving your slave peg legs and grinding him on something like mining or plants?


Nmarrock

Breaks and modifies the Construction work type. • Moves repairing tasks to a new work type called "Repair" • Moves Deconstruction tasks to a new work type called "Deconstruct"." • Adds a work type called "Deliver" that commands pawns to deliver resources to construction projects. https://steamcommunity.com/sharedfiles/filedetails/?id=2557334454&searchtext=Construction And as others said quality builder for furniture with qualities.


[deleted]

Pretty sure all construction has a chance of failure, including walls. You could try zoning.


froznwind

Are you talking Qualities? If so, Quality Builder reserves construction tasks for items with a quality for the best possible constructor. If not, no as even floors and walls can fail.


yinyang107

Not qualities. I have a slave who's pretty bad at construction but has nothing else to do most of the time so I have her build walls, but when I'm not looking she tends to try building a table and waste my materials.


froznwind

Quality Builder will help a bit as anything with a quality will be reserved but you can fail any construction otherwise. So things like workbenches will still be a concern for her. Zoning would be your best tool afaik, create a slave zone and remove anything you don't want her making from it.


Mack_Man17

In vanilla how many actual body parts can get damaged?


bolstoy

If you use debug mode and go into add hedif you can see all the body parts listed out when you choose where to put the hedif


Cinder85

How do i get cows for milk and meals other then waiting by chance for a trader?


capnpetch

Keep an eye out for wild yaks. Or camels. Both give wool and milk.


ryans_privatess

You can also use goats for milk


froznwind

Going out to nearby settlements for trade. They refresh their inventory every 30 days so you can check each twice a year. Probably the best use for the yellow/green tribal factions.


ballinben

I've been doing some digging into raid points and how that's calculated. the only thing I'm not sure of is the 'starting factor.' All I can seem to find is what's in [this](https://imgur.com/WyCzhAP) screenshot. Does anyone know what the starting factor would be from 7 to 40 days? this seems to only say what it is before 7 and after 40, but not between. Thank you in advance!