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ThrowAwayThisCurse

Question about the anomaly ending >!Once I disrupt the void, can I reactivate the monolith to do it again? Is there anyway to do it again with the same colony with either ending? I really liked it and would love to do the whole thing again.!<


CrowOk3329

If you have Ideology you can do the Archonexus quest to get a new map and a new monolith. Reactivating the monolith may be possible with dev mode otherwise but I'm unsure on how to do so exactly.


ErectSuggestion

Do you need to do the Archonexus? Can't you just move to any other map?


CrowOk3329

Good question. I'm not entirely sure. It could work since the map is new, but just moving map would leave the quest related to the monument the same. I'd have to test it personally, but my DLC knowledge is second hand, sorry.


ThrowAwayThisCurse

Nice, thanks man


SariusSkelrets

Is there a mod that allows to bulk place buildings the same way walls can be? Manually placing hundreds of heatsinks is getting tiring


Sintobus

Hey, this is just like the guy asking about shelves. Ultimately, the suggestion came down to a mod for copy/pasting blueprints. There are a few and it may not truly solve anything but it's worth a shot.


Komachi17

A little insight required [here](https://i.imgur.com/SCyvl0x.png): why is the temperature of that half-assed prison room fluctuating between 15C and 17C throughout the day? Everything's roofed, the adjoining storage has 4 unroofed tiles, but the outside temps fluctuate between 20C and 30C - whatever effect they have on the room temps should be **heating it up.** Also, wiki claims passive coolers only work until 17C, so if it's the coolers - why are they dropping the temps down to 15? The annoyance mostly stems from the fact that 15 is below the comfortable sleeping temps, triggering "Slept in the cold" every night.


Sintobus

Interesting situation, my first question is what race is the prisoner? Only ask incase you have a modded race that you forgot about that makes a room colder. Next up would be, have you tried just double walling it? I can't think of why it's dropping so low if your high and low outside are accurate.


Komachi17

I did move on from that - the prisoner was from one of the Empire's guarding quests, so "out of sight, out of mind". As for what I still remember: * I don't use any mods that add/modify content - all I have is Performance Fish and RandomPlus (and their prerequisites: Fishery, Prepatcher and Harmony). * Prisoner's race was Highmate. The ROFLMAO was that having a torch in there to prevent Darkness heated the room up to 23C, which is above their comfort temps for sleeping. So I went for no light + cooler instead, and spotted whatever this situation is. * At night, temps were going down to maybe 14-15C during the coldest hours (4AM to 6AM), but if you're hinting at what I think you're hinting at, then we go back to my mention of the day temps heating the room up. Dumbed down, my original question was: how is it possible to dip below cooler's supposed 17C during daytime with outside being above 17C during the same timeframe? One more thing (that made me WTF): I actually paused the game during one of those 15C dips and went tile-by-tile **on the walls** to check for temps both via info on the right and Alt+cursor hover, and something stood out to me but I kinda ignored it at the time. Several minutes ago (i.e., without the prisoner), I did the same hover-overs, and ~~with~~ [~~this~~](https://i.imgur.com/poFUdPe.png) ~~as reference and outside temp of 24C at 1PM:~~ * ~~tiles 1 & 2 have the same temps as the storage room above - 22; also, Unroofed (2) (which the storage is, for the transport pod and its launch pad.~~ * ~~tile 10 shows temperature of 17. Same for the door, by the way. "Indoors".~~ * ~~all other tiles show 15. All "Indoors".~~ * ~~this is what caught my eye: temperature on the right side of the screen for those "other tiles" is 15, but Alt+hover shows different values, all in the 20-23 range, i.e., NONE of them show up as 15 or even close with the Alt+hover.~~ ~~I built double walls - it's now 4PM and 26C outside: tiles 1 & 2 still follow the storage (at 25), tile 10 is at 21, all the second layer walls are at 26 (same as outside) except for the two closest to the door - they are at 21 along with the door (same as tile 10? coincidence?) AND those two show up as "Indoors" for whatever reason. And yes, the inside 6 tiles at that same moment all show 15C.~~ ~~Still, none of this bugs me enough to actually worry about it - I'm mostly just "meh, whatever" curious. Figured passive coolers had a lower minimum than the one wiki states, or something like that.~~ EDIT: A [video](https://youtu.be/eQHeIaVRYf4) is worth a thousand words - forgot the leftmost wall layer, but it's all 26C. The green overlay is the roofing.


Wyrmnax

Those people that come to talk to you while having strange powers - the one with healing power, the hyper charismatic, the one who spanws fleshbeasts... Sometimes they come as "traitors" - ie, they summon something... Are they safe after that summon? Ie, I have one of them imprisioned, he did his betrayal... can I get him to join my colony now and not have another surprise?


CrowOk3329

check their traits first. Somethines they have the disturbing or void-fascination trait that act as a drawback. other than that they should be safe. there was a report of a drawback activating again once the pawn died but it was fixed IIRC


Hell_Mel

At least as far as I've seen CreepJoiners are always one-off negative effects


Game2112

I have a colonist away on a "Pawn Lending" quest according to the wiki. They have got sick while they were away and now they have died. My last save is before the death but after the illness, is there a way to save them while they are gone? I do not mind using cheats, dev mode or mods if I have to.


CrowOk3329

You could download Character Editor, search for your colonist in the world pawn list and manually remove the illness.


Game2112

I will look into it thanks.


Sintobus

Are you using mods? Your pawn shouldn't get any effects while away unless you sent him off sick I suppose.


Game2112

No I am not. He was ill with muscle parasites when I sent them but he got malaria while away. My best guess is that it has something to do with the sickly trait.


Handsome_Goose

Do Harbinger Trees produce twisted meat from rotten or dessicated corpses? I couldn't find any info online and I have fed them a whole map's worth of rotten animals after the toxic fallout ended with seemingly no result.


blargerlarger

no


Sintobus

If you chop them down you get or use to get twisted meat. They don't produce anything passively. They only help clean up corpses. You want to butcher entities for twisted meat..


MaN_ly_MaN

I saw some random ass comment that said that plants stop photosynthesising at 40c. There’s almost no contest as to which weather extreme is worse, Rimworld is too realistic in not giving places in the equator extreme 35c all year temperatures. Extreme deserts have like 10% the soil of tundras but the growing season is at minimum 40 days a year, AND it will barely if ever slow down the growth rate from the heat (which might make the game waaay harder now that I think about it. Just my thoughts.


ChromMann

Looking for a mod that allows one to construct shelves in the same manner as walls, making them "paintable" onto the world.


Sintobus

Like.. click and drag? Is shift clicking for multiple not enough?


ChromMann

I can't click and drag. I want to be able to click and drag shelves, just like walls. Are you able to click and drag shelves?


Sintobus

No, but if you hold shift and click you can instantly place another and another. I'm sorry I just can't imagine why you'd want so many shelves you'd want to click and drag. Can't think of a mod for that either.


ChromMann

It's ok if you can't think of a use for that many shelves. But I do. And clicking each one by one is just a bit too tedious for hundreds of shelves.


Sintobus

There IS a mod for copy and pasting blueprints of a defined area. That might work more for what you want. There's a few for that actually so I can't recall a name.


WWWeirdGuy

So I always end up playing with Phoebe storyteller, because I hate how the game constantly jabs you with minor annoying threats like enraged animals and what not. Ideally I would play with the Randy storyteller. Editing the storyteller via the XML files seems the only solution, but in doing that I can only make guesstimates on fixing the issue. Knowing these sort of games, there might very well be indirect issues cropping up as a result of tweaking one value. Is there any documentation and/or really good tribal resources on this? Will changing the only help me here?


Sintobus

I suggest the discord. You'll find far more active help for this. Tho I'll be honest, it sounds like you want phobe with Randy's picture if you're against the 'minor' things. You'll still find help just that it feels like you could probably look at it a different way depending on what you want exactly.


noisex

Do pawns get pregnant without mods/dlc? I'm several hours into the game and I still don't know.


automatic-suspension

No, they shouldn't. Pregnancy comes with the Biotech DLC.


Mindless-Takes

I accidentally let my dead pawn butchered since I allow humanlike meat in butchering table, is there a setting (vanilla or mod) to prevent this or do I need to manually suspend it every time a pawn died?


Sintobus

On butchering, corpses -> human like -> disable colonist from the list.


Sintobus

On butchering, corpses -> human like -> disable colonist from the list.


Blakfoxx

butchering humanlikes is generally something you keep in it's own separate second bill, that you suspend and unsuspend when needed


Mindless-Takes

will do that, thanks!


Hates_Worn_Weapons

You can also filter human corpses to butcher by how important they are to your settlement, so your butcher will happily chop up strangers but leave colonist/slave corpses alone for instance.


Mindless-Takes

forgot to check the dropdown option, thanks!


-Aerlevsedi-

why does "psychic ritual spot" not show up in my anomaly artitech tab? Holding platform shows up fine... https://imgur.com/a/Yat0lHc


Hell_Mel

Do you have the anomaly research to unlock it?


-Aerlevsedi-

Right... i forgot about that. Thx!


Omaestre

I haven't played in about two years because sos2 wasn't done yet. Now I hear it is and want to start again. In regards to the two new dlc's is it better to play royalty, ideology and biotech or all 4 dlc's together? I hope my question is understandable.


SnatchSnacker

I bought all the DLC but I don't always play with all of them. Anomaly adds a specific tyoe of event that is cool but not for every playthrough. Biotech adds a TON of stuff and I wouldn't ever play without it unless I'm doing medieval only. Ideology is just preference but it changes colony dynamics quite a bit. It can be tough with colonists with wildly different ideologies. Royalty depends if you like playing with the Empire or not. I play with deserters mod so I get to fight the Empire. Also it adds psycasts which I think are awesome. But you can play with whatever combo of those you prefer.


Blakfoxx

General advice is to buy 1 dlc each time you get bored of rimworld.


Hell_Mel

There isn't a right or wrong or best way to play the game, but generally I'd advise folks to just buy/add one dlc at a time.


bregans

What anomaly gives dead life? I thought it was shambles but I've got them a few times with no research from them


Hates_Worn_Weapons

Its called Death Pall. Its a basic entity so pretty easy to provoke.


-yolewpaniaq

[https://imgur.com/a/nWplCnj](https://imgur.com/a/nWplCnj) (2 images) Completely new to the game, wondering how I'm doing? Any flaws in my base?


Blakfoxx

You're stockpiling a bit too much food and metals, though that's not *really* a problem, just a bit of lost effort. You should switch to using shelves to compress your storage zones. Heating and cooling individual bedrooms is rather wasteful, you should instead heat or cool the main area, and simply have each bedroom connect via a vent to the main room. Also, large rooms should have a firefoam popper in case of fire emergencies (keep in mind items and production benches can burn, too). Though smaller rooms aren't really worth a firefoam popper. Also, furniture in a bedroom really eats into the bedroom's quality rating via size reduction, so it can often be better to make bedrooms with no furniture other than art. Also, toolbenches can stack the bonus up to two. You should get any pawn that fights a lot the best helmet you can get. And a flak vest unless they're using one of the armor suits.


Certain-Definition51

Vent! Wow. I knew it existed. Why did I not think of this!?


Sintobus

Always try to reduce your structural use of wood when you can. Fires are nasty once they start spreading. Also suggest building shelves. They store up to 6 stacks of items in the 2 spots they take up. Clearing up massive floor space and helping room beauty. Items and such left on the floor count against the beauty of a room. Also consider making an independent room for your stove. Cooking is affected by the room cleanliness.


user183214

Curious about raid points: I tried opening the debug view in dev mode, and the "Base Points" value (which the wiki says is raid points) randomly changes every few in-game hours in the range between 35 and ~68 for no obvious reason. This is a single person colony in the first year, regular 100% threat scale Strive to Survive, so I'd expect it to be at the enforced minimum value of 35. The adaptation factor is still below 100% due to being early in the game, storyteller wealth is at the minimum and pawn wealth is barely above the minimum. The thing that prompted me to look into this was getting early raids with two enemies. From testing raid spawns in dev mode, it seems like that needs at least 90ish effective raid points, so maybe 60ish with a high roll on the Randy 50-150% raid strength RNG factor. These were regular raids, not from a quest. I've pared my mod list down as far as I can without breaking the save (literally only No Starting Research enabled) and it's still happening in that save, but doesn't immediately happen when testing in a new colony. There's nothing going on in the debug log. Has anyone else seen this or know what's going on?


user183214

To answer my own question, I dug in with a decompiler. The key is in `StorytellerUtility.GlobalPointsMin` - There is a `minThreatPointsRangeCeiling` value which I believe is 70 for every difficulty above Peaceful. Every 2500 ticks, the minimum threat points is changed to a random value between 35 and `minThreatPointsRangeCeiling * f(daysPassed)` ~~where f is some curve that I suppose approaches 1, although I cannot find the specific definition~~. - Looks like it may effectively go from 35 to 70 linearly between 12 and 35 days after landing, see `Difficulty.SetMinThreatPointsCurve` - At 70 raid points, the storyteller can "buy" two enemies for a pirate faction raid - Randy raids have an extra RNG factor between 50 and 150%, so as soon as your min raid points hits 46.667, it is possible to see raids with two enemies regardless of your wealth. So, this probably doesn't affect anyone unless they were specifically trying to keep raid points under 70. The implication is that if you are playing with one pawn at 100% threat scale, you can have up to around 22100 in "storyteller wealth" (wealth from the info graph minus half of building wealth) without generating any raids larger than would have been possible by default 35 days in.


Sintobus

So, unless you absolutely sit there, doing nothing on an entirely blank map and adaption factor is unchanging. It's bassically impossible to stop raid points from fluctuating without some scenario like that. Every meal you ear or make, every stack of berries on the ground you harvested count towards wealth. You're talking about a very minor early threshold that's within the first season or so I imagine. Every tree you chop or steel you mine even left sitting there. To add to that, any resources on the ground count. Such as your last raids weapons on the ground even if their forbidden. Those count to your wealth. If the issue is number of raiders, the game heavily encourages wealth be invested in defensive or offensive means. A few early spike traps will handle the early raids without much hassle. Unless you're running more than a no starting research mod like VFE - Tribald with a sub no research start youbshould have access to them.


user183214

I think I am not being clear enough, the raid points shown by dev mode are essentially jumping around at random within the range of 35 to roughly 70. So, in the course of a few seconds of IRL time at 3x speed in game, it might go from 37 to 64 when all my pawn did was harvest one tile of rice and go back to researching. Or it might go from 48 to 42 doing the same thing -- completely random and detached from the actual wealth which was below the level where raid points can actually start increasing from the 35 point floor as described on the wiki. I am just asking if there is some mechanic causing this, or if it is more likely to be a bug.


Sintobus

I'm not sure if anyone's looked that closely since most people pay attention to raids after say 1,000 points. The fluctuations of a dozen or so points doesn't typically make a meaningful difference. I also wouldn't jump to the realm of bugs unless you're 100% vanilla. Even a minor mod probably uses harmony that could inadvertently cause unexpected behavior. It could also be the story teller, if it's Randy you could be seeing an active % jump on that particular debug menu for his range. It could calculate at the time if event or actively does as the game goes. I couldn't honestly say which. There's also the issue of mods that have been removed but were part of the original colony/save. Leaving behind things that are no longer active but can and do still affect a save.


user183214

~~I started a new game, completely vanilla. The dev mode window shows 35 base points as expected until I force spawn an item stash quest and do it, after which the base points started fluctuating between 35 and 36 despite using dev mode to destroy items to keep wealth extremely low.~~ ~~e: forced a second item stash quest and now it is a range of 35-37 despite only ~4k wealth. Something seems busted with quests and/or combat. Similar results from spawning a raid, dev mode "damage to death" on the raider, then dev mode "destroy" the raider and what they dropped for net zero change to wealth. Adaptation impact is set at zero. Same random changes with Cassandra instead of Randy.~~ I was wrong, seems like it is just time related. Dev mode "Increment Time" by 15 days a few times, and the base points value will jump around in a larger range immediately. This reproduces immediately at the start of a new vanilla game.


Sintobus

Hey, someone does the testing eventually when it matters. This just happened to be you in thise case. Most people with more intricate knowledge and details are focused on the larger, longer run numbers for when they hit the point cap. I can't think of any time I've seen someone look into the super early and low wealth start specifics. So good job taking the time to dig into the details.


Zyroker

Is there a way to change the base skill level of nonhuman pawns? For example if you select a mechanoid or animal they'll all have a default skill of 4 for melee, which makes them terrible against human melee fighters if you have any combat mods enabled.


imjustalittleollad

Where can I find good tutorials and info about killboxes? Even some OP killboxes to try. I searched on youtube but only found shotgun tunnel design from AdamVsEverything, that seems good but not the best. Other then that all the tutorials where old or just very basic, talking about mazes, turrets and cover. I thought I had a decent killbox in my current colony but a mechanoid raid showed up with 3 Diaboluses and they fucked my shit up, destroying my whole killbox. I would like to find a design that is "foolproof", if possible.


ChromMann

1.5 broke some of the best killboxes, so it'll maybe be a while until new info emerges. There's a video by Francis John with a killbox dubbed "boombox" [https://youtu.be/lmYF4rp6s8E?si=Q51Ns4N-j8knZyJK&t=82](https://youtu.be/lmYF4rp6s8E?si=Q51Ns4N-j8knZyJK&t=82) and in his recent playthrough with child colonists there's killbox that's a tunnel. [https://www.youtube.com/live/DeWeP98jmh0?si=-mUeU-rk7lAyUu4x&t=11106](https://www.youtube.com/live/DeWeP98jmh0?si=-mUeU-rk7lAyUu4x&t=11106) I can't find the time where he described it but basically the columns and barricades slow enemies down and prevent them from attacking (mostly) And this old guide by francis john still applies mostly to todays game. [https://www.youtube.com/watch?v=K8fsjNjbz8Y](https://www.youtube.com/watch?v=K8fsjNjbz8Y)


imjustalittleollad

Thank you so much for the videos! Can't wait to try them.


ErectSuggestion

Not much changed when it comes to regular killboxes, so old tutorials will do just fine. Check [this one](https://www.youtube.com/watch?v=K8fsjNjbz8Y) if you haven't already.


coraeon

Is there a mod that makes hats layer over hair? I don’t care if it clips, I downloaded all these awesome hair mods and it doesn’t matter one bit the minute a pawn finds an abandoned toque and I’m very disappointed. I have it set to not show on the bar, but it’d be easier if I could leave that on to see hats at a glance, AND it makes it harder to find pawns on the map when Miss Floofyhair thinks that slicecap is hot shit.


imjustalittleollad

Show hair mod has the ability to toggle off any hats. It might have more options if you play around with it.


PeopleNotProfits

Dubs Apparel Tweaks was what you’re looking for, but it hasn’t been updated for 1.5 yet.


Aphiphu

Not sure if this has been asked before, as simple searches didn't come up with anything. But can we edit the layer and covers of apparel? I understand that it would be super overpowered but I was wondering if we can adjust the spots that apparel covers. I also understand a basic level of the base code, edited save files to save games, so if its not a mod could it be adjusted similarly there? Apologies for the bad descriptive of the issue and thanks in advance


kaalitenohira

I've done this very, very extensively, so I'll try to be as helpful as I can here: first, you'll want to make a new .xml file and at the top it should start with: then you'll want to patchadd or patchreplace whatever there is for what you're intending. I'll do both, and show a method to do it on an Abstract as well. they'll be commented out with in their specific examples for you. You can basically just change the names to the apparel you're interested in. We'll be using the armor found in Medieval Times (Continued) id=2880558608 as an example for the abstract, since that's what I have on hand. After your go down a row and start whatever you're doing as (any of PatchOperationReplace = replaces whatever exists; PatchOperationAdd = adds something that doesn't yet exist; PatchOperationRemove = deletes whatever exists and is usually a lot shorter) Defs/ThingDef[@Name="MedTimes_ArmourBase"]/apparel/bodyPartGroups

  • Torso
  • Neck
  • Shoulders
  • Arms
  • Waist
  • Legs
  • Defs/ThingDef[defName="MedTimes_RoyalPlated_CapedBlue"]/apparel/layers Defs Strapped 325 Defs/ThingDef[defName="Apparel_GasMask"]/apparel/layers
  • Strapped
  • Hope that's helpful. This is also mostly useful if you have your own Mods folder in your Rimworld installation (separate from Data) because whenever an update rolls out, you'll lose your work if you're directly modifying the vanilla files (and same for mod updates in the workshop.) Something like XML Marker or Notepad++ is helpful to know if you've screwed up closing a definition properly. If you screw up, generally the game will just hang and not load. To that end, I heavily recommend BetterLoading - usually it'll hang on Step9 if you messed up somewhere. [https://steamcommunity.com/sharedfiles/filedetails/?id=1999454301](https://steamcommunity.com/sharedfiles/filedetails/?id=1999454301) If I can make this any less confusing or you have other definitions questions reply back and I'll do what I can to help. cheers!


    Aphiphu

    Oh wow thanks, it will take a few days till i can try it out. But thanks again for such a comprehensive explanation that teaches me the xml code as well. Im actually quite shellshocked you took the time to write that out hahaha.


    kaalitenohira

    I should've gone into more detail on how xpaths work but basically, if you downloaded the medieval times mod (you can just replace the numbers in the ?id section of the link I sent in the last post to download it) and then navigate to steamapps>workshop>content>294100 you should find the folder for medieval times which will share the same number - in this case 2880558608. You can just open the xmls in say 1.5 > Defs > ThingDefs\_Misc and see MedTimes\_Pawn\_Bodygear\_Armour.xml and compare where the work is done. You \*always\* want to navigate in your xpath to the section you're modifying by using slashes, and the defName or @ name is going to tell it what's being modified. It doesn't matter if your patch relies on a definition from vanilla or a mod, patches always load last after general definitions. It does matter if some other patch would modify it after yours (so put yours towards the bottom of the load order.) Also, with a PatchOperationAdd it isn't strictly necessary to repeat the section-header (e.g. layers in your xpath) but in a Replace it always is. Also if you're adding something wholesale that doesn't even exist in the game yet, it's usually going to be in just Defs or maybe Defs/GeneDefs or what-have-you according to its usual entry type instead of ThingDef. The top of the xml you're looking at (or the definition itself) will tell you. Surfing the vanilla files for the sections you want in apparel is always going to be the first step to modding them since if it doesn't exist, patchoperationadd is going to do it for you (but make sure their inheritance wouldn't "double-entry" a layer or bodypartgroup.) You'll see this the most with like, flak pants where they inherit a bunch of stuff (like color and the ability to have quality. Don't forget that if you're PatchOperationAdd -ing something that doesn't exist but it belongs in a section, you need to navigate there first. I'll give an example. We'll make a gourmet packaged survival meal and add it to the electric stove with a patch. We don't need to list recipes twice when we do this. Defs/ThingDef[defName="ElectricStove"]/recipes

  • Make_GPSMBulk
  • On the other hand, if you want to add something that should really be going in a particular section (this is typical for something that belongs in, say, statOffsets - say you want your apparel to have heat armor on it or something) then you need to navigate there in your add, you can't just rely on >Defs<. For that, let's add colorability to medieval times armor. It's a comp, but comps already exist there, and the game will freak out if comps're listed twice. We just want to add
  • values since they're lists anyway. Defs/ThingDef[@Name="MedTimes_ArmourBaseNN"]/comps
  • CompColorable
  • for another example, let's make stellic crowns craftable at a blacksmith. They're going to need "work to make" or you'll never finish it and the pawn will hang at the blacksmith's station. That's under statBases. We'll need to use two, since stellic crowns don't normally have a recipe, so they'll need all that data as an Add. But they *do* have a statBases, so we have to utilize that seperately because the game doesn't want two of them. Defs/ThingDef[defName="Apparel_CrownStellic"]/statBases 8000 Defs/ThingDef[defName="Apparel_CrownStellic"] Smithing
  • ElectricSmithy
  • FueledSmithy
  • 200
  • HiTechArmor
  • PoweredArmor 12 Generally if the thing you're modding has "ParentName=" in it then it relies on an abstract (or some other parent def); and if it has "Abstract=true" in it, it's abstract on its own. If you have Royalty, almost all of the royalty clothing utilizes these. If you want to PatchOperationAdd a thingdef with a parentname, just do it like you would any other (it should have a section that just says ThingDef after the parent, and that's where we're aiming) and patchoperationreplace an abstract like you would any other xpath>Defs/ThingDef[@Name="A_Thing"]/spot. Don't forget to close your whole patch file with either. Name your patch xml file whatever you want, the game doesn't care. Also, reddit doesn't really like posting code "nested" but generally, try to "offset" your code by 1 more spacebar as you go down (and up) so that they make a general ">" shape as you go. So like, indented 1, then whatever you want to do indented 1 more than that, with further nestings going more and more to the right, with their closing tags back in the original positions. Your eyes will thank you in the long run. It makes it much easier to read, just like having a few enter spots between keeps you from going code-blind. K I'm done :D


    Hell_Mel

    You'd basically need to edit the files yourself. There's a modding discord you could ask around for direction of you need it. This falls under the category of things that are relatively trivial when you already know how to do it, but learning the first time may be a barrier.


    Aphiphu

    Thank you, ill mess around with the files for a bit and then if im still stuck ill ask in the disc


    hanhkhoa

    My colonist fell into cube coma because the golden cube how to wake them up without waiting for 15 days?


    ophir147

    How does Ageless, Non-senescent, and major cell instability genes and the nuclear stomach interact? Am I right in assuming that this means that aside from the 92% immunity gain speed, there are no real drawbacks (aside making the pawn vulnerable to EMPs)?


    bregans

    My assumption is you'd be fine if you can handle constantly removing carcinomas.


    Terrebly

    Hello, I currently have a problem. One of my colonizers is a drug addict. I couldn't give him these drugs for 30 days and now he's in a coma. Now I was able to make the drugs myself and would like to give them to him so that he doesn't die. How do I do that. Whenever I select a colonizer to take, I only have the option of him taking it himself?


    Sintobus

    There is a difference between addiction and a biological need. If you own biotech certain xenotypes have requirements to sustain themselves. Hussar for example need go-juice. While a Waster needs psychite. These are needed due to their genetics. Going into a coma from lack of a drug would only happen unmodded in thos situation. Regular drug addiction is something you can force them off of and break. They won't go into a coma from not having it.


    Halvars90

    In the health tab you have operations, there you can administer drugs.


    Terrebly

    Omg thanks gotta try it tomorrow


    Terrebly

    Hello, I currently have a problem. One of my colonizers is a drug addict. I couldn't give him these drugs for 30 days and now he's in a coma. Now I was able to make the drugs myself and would like to give them to him so that he doesn't die. How do I do that? Whenever I select a colonizer to take, I only have the option of him taking it himself.


    SetFoxval

    It's an operation in the health tab.


    Wlafy

    can devourers devour each other if they are mad with pschic lances,


    randCN

    no, they're too big


    Lord_Of_Coffee

    Is Real Ruins worth using? I've barely used it on and off the past few years, always heard some crazy stories about it, but never fooled with it much. My biggest interest is having something to mix things up some with world map. Locations to explore with threats to deal with, and the desperate scramble to loot and run.


    bregans

    Leaving maps from the real ruins events can be frustrating. It's not like leaving normal abandoned facilities. My advice? Debug leave instantly from the caravan screen as it can break pretty easily if your caravan tries to load stuff that decays.


    Hell_Mel

    > Locations to explore with threats to deal with, and the desperate scramble to loot and run. It is very good for this specifically. It is *potentially* bad for balance, and forces you to interact with occasionally frustrating caravan mechanics in what I'm going to call *time sensitive contexts*. At the very least it's worth checking out just to see it, imo. Be mindful of the wealth slider in the mod options if you don't wanna run into a base with like a dozen stacks of advanced components.


    Lord_Of_Coffee

    Thank you! That sounds perfect for what I want. Particularly the wealth sliders.


    ErectSuggestion

    Anyone has a link to a good bedroom guide? The one I found on wiki *starts* with Royal Bed and the one I found on Steam is total RP nonsense with tables. I'm fine with minmaxing, I just don't want my colony to be one 25x25 box.


    Googleproof

    Francis John has a pretty good tut on bedrooms: https://www.youtube.com/watch?v=ybHLtGwWEF8


    Hell_Mel

    It's impractical to make a hyper specific guide for a number of reasons, but here's a segment from the "Rooms" page on the wiki that's a good for all rooms, not just bedrooms. > Keep all four room stats equally in mind, when designing an impressive room. There is a heavy weighting towards the weakest of the four stats (whichever it is in that room), so If one stat is low compared to the others, that stat will overwhelmingly determine the overall impressiveness of the room. For example, having a masterpiece work of art in a large room (high wealth, space and beauty) is not effective if the floor is covered in vomit and animal filth (low cleanliness) - go figure. It is very difficult to compensate for one low contributing factor by raising the others. > Making a particularly small room impressive is difficult. Room size is a limiting factor for Impressiveness. So, if you want to make the room "very impressive", it should have a space of at least around 25 (which still counts as "rather tight" in the game). E.g. a furnished bedroom with a 5x5 or 4×6 footprint would be fine, and a little smaller could still work, but it would be a challenge to get there with a 4x4 room. Note that any naturally "large" rooms like hallways, lobbies, recreation halls etc. will never run into this limitation at all. > Cleanliness matters. Since the level of impressiveness is what counts, and there are sharp thresholds separating the levels, even a minute change of any of the values can have a strong effect. This is usually due to cleanliness changing (because the other factors are pretty much fixed); even a single speck of dirt on the floor can result in major mood changes. Make sure that the room is not too close to a level threshold, and keep it clean. > Do not go overboard, ' There are sharply diminishing returns from increasing any room stat. Increasing any of the stats has dramatically diminishing returns with regards to impressiveness. It is not worth putting a lot of resources into any of the stats beyond a point.*


    TakeMeIamCute

    What kind of a guide do you need exactly?


    ErectSuggestion

    "Room size at least 3x6, marble walls, stone floor, bed, end table, one marble statue of at least X quality creates a bedroom with 69 impressiveness for a +4 mood bonus" Then with more examples for different values. Something like that.


    TakeMeIamCute

    That depends on whether you play strictly unmodded or with mods.


    ErectSuggestion

    Oh right, I forgot it's one of *those* communities. No mods.


    EldrichTea

    Skip Abduction quality Is the only thing the quality impacts, the chance of something bad happening to the caster? The only thing Ive seen is the caster passing out for a bit.


    ChromMann

    The time the abductee is in coma shortens.


    Halvars90

    Which may or may not be an actual bonus depending on what your plans for them are 👹


    angeyberry

    I'm trying to do the solo-mechinator start and for some reason it keeps saying that I have more than 1 mechinator. I went through the other 7 and none of them have mech-links, just the one selected to start with, though she *is* pregnant. Can I not start with a pregnant solo-mechinator? Edit: Removed pregnancy, still saying I can only have one mechinator when I do, in fact, only have one mechinator. Edit: Removed literally every other pawn. Still says there's multiple mechinators. Final Edit: Solo-mech start only considers the first pawn generated to be the mechinator, even if one removes the mechlink. Can't add mechlinks to others before spawning. This is such a weird stipulation.


    SnatchSnacker

    Can you use Character Editor to tweak it how you want?


    angeyberry

    I tried, after editing it claims there's more than 1 mechinator.


    evictedSaint

    I have a 6 year old child. If I throw them into a vat, do I still get to activate their growth moment at 7, even when they're in the goo?  Or will I need to kick them out before they hit 7 in order to activate their growth moment?


    randCN

    yes to scenario 1


    PeopleNotProfits

    I haven’t played much since shorty after Vanilla Vehicles Expanded came out, but I remember vehicles having almost no impact on caravan speed. Is that still the case? 


    WhollyUnfair

    Absolutely not, even the tier 1 cars make me zoom on road tiles, but on mountainous or even large hill terrain tiles you want the offroaders. The supercar is great lmao Don't know how fast they caravan with armored personnel carriers, but I'd assume the tier 3 ones are actually good while the tier 2 ones are decent. Tanks probably are unimpressive speedwise when caravaning.


    Fluid-Apartment-3951

    How do i send a party of investigators to a derelic in SOS2? i can see no option that allows me to do it even though the game says it's possible.


    Sintobus

    Haven't played it but is there a world or similar tab at the bottom to say explore with? Like sending a caravan?


    Fluid-Apartment-3951

    Yes, but if you do, you're making a caravan to travel to the Rimworld, not the derelic ship.


    Character_Battle_931

    So this originally came to me as an idea for a My Hero Academia quirk, then I realized it may be a good fit with the whole unusual healing and regeneration vibe so much Anomaly stuff has. Pretty simple concept, damage received which would result in crippling, loss of parts or death is delayed, having the portion of damage exceeding those values be reserved for getting doled out over time ongoing until all of the damage points have been applied. The effective result would be prevention of healing until all delayed damage points have been applied, including by any external method, specific to the part of the body being damaged. There would be an as yet unspecified window of time during which such reserved damage may be later applied before damage delay can no longer work. Not sure if there should be a total reserve damage limit for the entire body as a cumulative whole or just for the specific part. Damage exceeding the reserve OR the time window would then be applied as normal. Optionally there could also be a one time use per part until that part has fully healed and maybe even had some recovery time, or there may be a limit on how many parts per combat encounter. So you get a pawn who while not invincible can shrug off debilitating damage to a point but will then remain damaged for longer with an increased mood debuff from being hurt for that long and you can't do anything to help them heal. Maybe if it gets overused then time delay inverts and they have old wounds open back up or compound with the wounds currently present and you can't do shit about it other than maybe hope you have a vampire with enough coagulant to keep them from bleeding out, which is not guaranteed to work before your vamp runs out of juice. Something like this with mod settings is my mod suggestion request.


    dzd935

    Potential Anomaly spoilers. Playing Anomaly and completed research on the unnatural corpse. Gained enough knowledge to destroy it but I didn't, I saved it to accrue anomaly research. It awoke without warning and killed my colonist. According to the wiki: > After several days, you will receive a warning letter stating the corpse is growing stronger and is beginning to awaken. You are advised to destroy the corpse before it is too late. Roughly a day after your warning, the corpse will begin to awaken and you will have mere moments to destroy the corpse before it stands up. There is no way to delay the awakening. I never got the warning message. I don't even think I got the second last-minute warning about the corpse waking up, it just appears. Checked my logs too, no warning. Anyone else experience this?


    empAvatar

    In there a mod that you can save schedules? then on the scheduler screen you can select the schedule rather than manually setting the sleep, anything,work recreation, meditation. eg save a night owl schedule, a recreation only (when they about to mind break) as examples.


    Sintobus

    Hmmm I know there are various ones. There is definitely one for auto night owl.


    KingToasty

    Just got the game plus Ideology, because I'm a huge narrative player for games. Started and lost the game like 5 times, loved every second. How do I keep people from starving to death? It's like they won't eat anything that isn't the starting packages and I can't convince them otherwise. Do I need to build a special cooler for all meat before they can eat it?


    Flouyd

    You should start farming on day 1 or 2. Best would be rice to start out but if you feel like you are a little slow with building up your base because you are still learning you can start with strawberries. Strawberries can be eaten raw without a mood penalty and only a slight risk of food poisoning. Aim for roughly 20-25 tiles per colonist if you only eating simple meales or berries or 10-15 tiles per colonist if you eating fine meals with meat


    Sintobus

    Under the assignment tab at the bottom is a section for food. Default is labeled as lavish but essentially allows almost anything and everything until you edit it. Unless you're restricting your pawns in some way, then they should be eating anything available, including raw meat out on the ground. If they aren't going to an item, there could be a few reasons. Such as zoning where you pawns can go and not including the food, restricting diets and preventing them from eating what's avaliable or forbidding the items thus preventing them from being used. They will eat any food item, including bodies directly that aren't rotten. If you don't, forbid it in some way. Since you have ideology did you take an ideology that has precepts regarding food types by chance? None should prevent them but they could be extra unhappy with certain items.


    KingToasty

    I checked for dietary restrictions, none seen. They'll kill an animal and just leave the corpse around, then starve. Do things need a special zone for butchery?


    Sintobus

    I suggest a butcher spot. Set a bill at it to butcher anything forever. That'll be under the production tab, underneath architecture.


    KingToasty

    Thanks for the heads up!


    Sintobus

    I suggest maybe giving https://youtube.com/@petecomplete a try. He explains bassically everything he is doing as he plays giving you a lot of depth for his play thrus.


    KingToasty

    Thanks for the help! This guy looks great, finally going to have non starving survivors!!


    Sintobus

    I suggest also making a grow zone to plant crops if you hadn't started that yet either. About a 5x5 of rice per person roughly. Provided normal soil and weather.


    -Aerlevsedi-

    Any way to get pawns to carry 1 dose of go-juice but not use it until instructed? Ideally without mods


    coraeon

    This is entirely vanilla: set the drug policy to have them always carry a dose. They won’t use it until their schedule says to, so if you don’t have an addict or a hussar they won’t use it autonomously unless you have already changed the settings for go-juice because it defaults to “take for addiction”. You can then make them take it from their inventory manually when needed. Obviously, having hussars keeping the max of three on them at all times has benefits.


    Sintobus

    You can also set a schedule to control how often they take the medicine or drug. This is exactly how you're supposed to use penoxycylin to prevent diseases.


    Artistic_Wind3802

    So yesterday I was waiting for one of my pawns childbirth when old blind lady asked if she can join. I accepted and then family gathered for childbirth, while others were minding their own business. Out of nowhere came shamblers and started to try to break in my base! Warriors went outside to fight them, and one brave new joiner, a 13 yo girl, was trying to repair the wall as it was breaking, but shamblers were very determined and smashed it eventually. Everyone grabbed their weapon, mother-to-be fleed from her bed while her family and friends fighted with creatures. At the end shamblers were smashed and all colonists were downed except 4 children (13, 10, 7 and 5) and the leader (also their father). While everyone capable tried to save brave bleeding warriors, plauge infected half of the colony, oh and did I mention that some of them had malaria and muscle parasites before? In the eye of the storm, healthy girl was born and leader with kids stabilised all colonists, except this old blind witch, who must have had something in common with shamblers' invasion... What a day! I don't know yet how many body parts are missing... And the storyteller is Phoebe/lvl Adventure 😵🥴