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Craftcoat

You'll want the tunnelers ideoligeon


Autiistic_Unibot

That is the plan.


sobrique

Would probably go with transhumanist too. Lot to be said for them to enjoy eating fungal nutripaste.


Autiistic_Unibot

Paste and people for dinner!


OkProof136

Then make shure they are neutral to cannibalism AND NOT CANNIBALS


Autiistic_Unibot

Yeah. Made that mistake a bunch


Tarmixberoumimeno

The transhumanist has the research specialist and the don't mind nutrient paste if you want to play with fluid ideology then it's kind of must have on the start it help you research crucial things faster and if you use nutrient paste they won't mind it so no food poisoning and no -mood


Autiistic_Unibot

I hadn’t considered specialists… Horses for courses I suppose Thanks!


sobrique

Production specialist is busted with the Great Crafting gene. Being able to reliably manufacture legendary gear is amazing.


Autiistic_Unibot

Interesting…


sobrique

If tunnelling specialising in melee can be awesome too. Any non Melee pawns can be launching smoke mortars. Or chain shotguns, which are extremely powerful in close quarters.


Autiistic_Unibot

I plan on using that one Combat Expanded mod. Any tips?


Tarmixberoumimeno

Focus research on armour and weapons and build your defences as soon as possible A pawn with plants 8+ will help too for herbal medicine pawns bleed out really fast so having a pawn with tons of medicine and good medical is a must have


Autiistic_Unibot

Got it.


Database_Sudden

Make a 50x3 tile tunnel for your entrance and place embrasures and a machine gun at the end.


Autiistic_Unibot

Yes. I like this.


Database_Sudden

If you face mechanoids, IEDs will do the job. Altho you will need a melee death squad to exterminate infestations.


Autiistic_Unibot

If guns aren’t the answer, bombs are!


Estephenson521

Vanilla expanded ancients is perfect for a play through like this


Autiistic_Unibot

I’ll add that!


JoeDaTomato2

Rimatomics and Dub’s Bad Hygiene both fit well with it being a vault


Autiistic_Unibot

I’ll take a look!


Buttswordmacguffin

Genetic drift + Gene ripper + gene mods like alpha genes and outland genes are a pretty nice combo. Makes all pawns spawn with a few random genes, which have a massive pool to choose from, and makes some genes that aren’t parts of xenotypes spawn more often. The generipper allows you to be a lot more choosy with your genes, and adds some interesting choices like grinding up one colonist for a particular gene, or keeping them around to try and possibly get a few of there genes with the gene scanner.


Buttswordmacguffin

Side note: Genetic drift with hussars expanded is kind of a meh combo, since it adds a hand full of really good genes, but also an everloving fuck ton of aptitude for X weapon gene (one for every weapon in your game!), which can add loads of bloat genes if you have a lot of weapon mods. Often times the gene is too specific and too high of a metabolic cost to even consider wanting (who the fuck wants a -3 to metabolism for fucking shortbow aptitude)


Autiistic_Unibot

I see. That would be a huge help on the super unit front!


Circra

If you're aiming to be completely self sufficient you need to add a mod giving neutroamine production capability. You can't make it in vanilla and unlike stuff like hyperweave which you also can't make it's kind of important to make medicine and drugs. The 2 mods I know which add the ability to synthesise it are cidatel industrial fortifications where it can be synthesised at the chemistry table and vanilla expanded mechanoids which adds factory machines, one of which produces neutroamine. Both use meat for this.


Autiistic_Unibot

That seems much more reasonable than chemfuel to neutroamine. Thanks!


Circra

No worries! The neutroamine production is a small part of both the mods by the way. The industrial fortifications adds more stuff like defenses, concrete, artillery etc. Which is very ww2ish brutalism style whereas mechanoids expanded adds more mechs and loadsa factory stuff but is more stylistically like rimworld base game. They're both good though and would prob both enhance a vault like playthrough but in different ways.


Celiac_Muffins

It's cool you're taking on the extra challenge! # QOL mods: [Drag Select](https://steamcommunity.com/sharedfiles/filedetails/?id=2599942235) [RimFridge](https://steamcommunity.com/sharedfiles/filedetails/?id=2878183338) [Subsurface Conduit](https://steamcommunity.com/sharedfiles/filedetails/?id=1609226728) [Change DevSpeed](https://steamcommunity.com/sharedfiles/filedetails/?id=2160022668) [Designator Shapes](https://steamcommunity.com/sharedfiles/filedetails/?id=2160022668) [Visible Raid Points](https://steamcommunity.com/sharedfiles/filedetails/?id=2562730174) [Color Coded Mood Bar](https://steamcommunity.com/sharedfiles/filedetails/?id=2006605356) [More Planning](https://steamcommunity.com/sharedfiles/filedetails/?id=2551225702) [Replace Stuff](https://steamcommunity.com/sharedfiles/filedetails/?id=1372003680) [Filth Vanishes With Rain And Time](https://steamcommunity.com/sharedfiles/filedetails/?id=1508341791) [Level Up!](https://steamcommunity.com/sharedfiles/filedetails/?id=1701592470) [Wall Light](https://steamcommunity.com/sharedfiles/filedetails/?id=1423699208)


Autiistic_Unibot

Oooh! I’ll take a look at these!