u/bickq

626 post karma · 8,224 comment karma · joined May 2019 · moderator

bickq

On power - you can actually just make single-tile dummy conduits. One standalone conduit in the room and you can toggle whichever appliances to that when not in use (it's instant, with "reconnect").

On work bills - just forbid 450x cloth or whatever, and set the work bill do make-forever. Alternatively, use the radius setting to control where colonists can take material from. Set it up such that your "reserve-dont-touch" storeroom is further away from your bulk storeroom, problem solved without mods.

On <if/and> type quantity work bills, sorry to say you kinda have to do this one manually if it's that specific. !linkmod <quartermaster> might be able to kind of do what you want, though.

Not judging, but... at some point if u automate everything with mods it does kinda detracts from the 'management' part of this colony-management sim game..

bickq

ignore, call police if he persists.

bickq

edit the save file directly; its as simple as opening it in notepad and deleting a bunch of lines.

  1. menu>options>save file location>open folder
  2. in folder, find the .RWS file of your save (eg: cannibalfactionfamily.RWS). Open it in notepad. Btw, the OLD file is the backup, if anything goes wrong you can change the file name from .old to .rws and it will replace your save file.
  3. in notepad, ctrl+f "<researchManager>"; Everything between <keys> and </keys> is a list of things you have researched. It looks like this:

<researchManager>
<progress>
<keys>
**<li>ColoredLights</li>**
**<li>Smithing</li>**
**.. . . . .**
**<li>Microelectronics</li>**
**<li>StarflightBasics</li>**
</keys>
<values>
<li>300</li>
<li>600</li>
.. . . ...
<li>3000</li>
<li>4500</li>
</values>

4) each <li> thing </li> is its individual item; delete it to un-research that research. In your case, it may be easier to just delete all of it from the data file, and then devmode it back accordingly ingame. Leave the <key> and </key>; dont delete those.

*Side note - the "proper" way to do it is to reset each value - which shows the amount of research done for the corresponding research 'key' - to zero. It'll throw up an error message when opening the game but its faster to just delete it all as the game will patch it back up when it runs.

Hope it helps. PM me if you need a more detailed step by step.
edit: damn, posting the comment lost the formatting..

bickq

There's astral fiend summer? In any case, not really crucial imo - plenty of DPS options out there, the pure soothe ones are quite expensive

esp if you aren't able to farm out the soothe runes/gears to at least 2*, it's not that easy to scale up soothe build.

bickq

Sovereign flawless sage will be your team's manalooper in the future, so that's a good one to get. Expensive though.

Summer flawless sage is niche to the current soothe meta, but there are other alternatives to soothers (like regular undine), so it's not crucial.

Easy way to do earlygame would be to build up golden maiden as your tank - farm/use shards to get the red-tier gear from mountains and she'll shield everyone, so they all stay alive. Legion commander/sovereign sage as manalooper, and then DPS can be whatever you feel like/you're able to build rn

bickq

Just do mods dude, if you've spent a thousand hours in the base game, mods alone will rock your world

bickq

<i prefer my stories more military and grounded, no spaceships no eldritch beings etc>

no eldritch beings = no need for Anomaly; if you want weapons just get weapon mods. The only other thing Anomaly would provide is the Cube, which is funny but isnt really comparable.

Odyssey actually sounds perfect for you more than any other DLC (except biotech if you wanted a mech army). Gravships provide so much more than just "lets go to orbit" or "lets live in space"; for the attack enjoyers it allows you to meaningfully do attack missions/base raids without a quadrum-long caravan journey. for the defense/basebuilding enjoyers, it allows you to change base maps and try different biomes, terrain features, etc with minimal disruption.

Even if you want to try doing a "we live on a flying battleship"; thats also quite different defensively as compared to normal base building. Lots of fun all around, there's at least a good 3 or 4 different themed playthroughs that Odyssey alone affords (and thats not including Gravship expanded or other mod content)

bickq

Could also be non-critical mod conflict, btw - meaning if u open devmode and see the error log, there might be stuff constantly pinging every tick hence dragging TPS down

bickq

The wiki explains the technicalities of the infestation event, you can read more there. In simple terms, its not really drawn to "wealth" per se, but will find a valid tile within 30 tiles of home area. So yes, digging out more empty mountain near your base will reduce the likelihood of it triggering in your base.

Plasteel - shred mechanoids/buy from traders

bickq

Its not really worth the effort to min-max this, but if u wanted to do so from a energy-loot point of view:

-all purple and above enemies (including the "boss" tile) -all treasure chests, shrines, shops, etc -generally search map until you get a random purple drop, most maps have one. This is most commonly lvl material, but can be chest or gears.

-blue tiles optional -green tiles skip

Reason being, you'll mostly only be using purple/orange gears & you'll be drowning in the blue&green stuff in no time at all

You might save maybe 8-10 energy per map this way, not much.

bickq

all i see are 3 excuses for bionics; not a loss at all (no injuries on parts with no bionic options is a win!)

bickq

"I want to make a colony that looks normal for once" - apart from the maze aspect which cheeses enemy pathing AI, real world defences rely a lot on the same logic: smaller openings where you can concentrate your gunfire on.

Tldr: no maze and you're good to go

bickq

is that by default?

bickq

Collapsing regular roofs just deals dmg to the reactor but it shouldn't be enough to destroy it. Should be fine unless somehow the ship spawned under a mountain, where the roof overhead is "underneath mountain"

bickq

cant say for sure, as things may get iffy with 1s and 0s. Error log would help if u really wanna figure this out.

Btw, min 0, max anything means that you could hypothetically be triggering the event every 0.01 days; so its just a non-stop rain of drop pod crashes.

Try min 1.1 max 2, for starters? Not gonna be that different from the intention of a daily drop.

bickq

No surprise there, surely

bickq

Since you don't intend for non-ghouls to be melee, it really doesn't matter what the tough pawns use - whatever the case, as long as they're between the melee frontline and your spray/pray minigun backline, they'll do their job as a backup damage sponge.

Just note that if they are not within the "no friendly-fire" zone they could still eat your own minigun stray bullets (ie ur using chain shotguns on tough pawns, and there is a significant range difference)

bickq

yeah, its probably wealth management especially if you're using some storage compression mods (otherwise normally the ship simply cant carry that much stuff).

gravship playthroughs are by nature different from normal base playthroughs, so this is one of the downsides/differences. To a certain extent you're already doing everything you can (apart from just cladding your ship entirely in turrets or smth, which is its own issue i suppose).

a) consider playing on wealth-independent mode; that way raid size scales with time & not wealth
b) where possible, try to land in a more defendable location?
c) things can be rebuilt; dead pawns not so much - instead of a full wall in 24hr, maybe just a number of pillbox/easily defendable rooms that your pawns can fight from

bickq

btw some of these are quest only; so in my view that pushes them up a little in priority if you're choosing between rewards. Off the top of my head - psylink emanator, psylink neuroformers, healing & ressurrection serums, vanometric power cells, infinite chemfuel generator, persona core.

bickq

the big ones are from VE Gravships; they're gravship specific systems

bickq

Its a relatively steep (?) learning curve because its a whole lot of things all at once. (somehow, 50-60 hours is really 'barely out of tutorial' for this game).

Try playing on a much lower difficulty first - it will give you a lot of leeway to learn and adapt to how to deal with these issues (ie at low difficulties u just straight up have a constant mood buff, to offset all the day-to-day debuffs). You'll still have to get a sense of the job system yourself; thats the Management part of the game. For example, dont mine/plant more than you need as that stretches your manpower too much. You'll also figure out how to sort of balance jobs by size of your colony.

Once you get the hang of it, it'll make a lot more sense and be much more manageable and fun. There's a reason why so many rimworld players have hundreds or thousands of hours in this sandbox game lol

bickq

Rim-history time, back in the day this was actually talked about as a meme strategy! Death by a thousand cuts by an army of turtles: hard to dmg because they were small and tanky, easy to breed lots of them, and would eventually just do so many tiny bites that enemies get downed after a while.

Meantime your own guys could be shooting from behind the turtle-frontline, and have some turtle soup after for dinner

bickq

Players' choice tho, you can just stick with a single layer and it wouldn't be exploiting the game

bickq

exactly this, vanilla stockpile settings are immensely useful but most people dont know how to utilize it well.

even for 'normal' base-style playthroughs, stockpile settings + allowed zones + crafting bill distances can solve a lot of problems and/or help to optimize a ton

bickq

Aesthetic advice or practical/mechanics advice?

Mechanics-wise; two tips:
1) i see lots of autodoors; only bedrooms need to have closed doors (to prevent disturbed rest). To save walking time, the rest can just be vac barriers if temp control is an issue/safeguard in outer space, or regular doors that are held open. Latter's cheaper by far.
2) space for pathing; esp for gravships if you dont care about aesthetics - most buildings can be walked-on with a speed penalty, but this matters very little if it pawns dont walk through it often. Especially for crafting/art/research tasks, pawns will spend far more time sitting than walking back and forth getting materials, so these are perfect for being super bunched up.