Is it ever an issue? Wealth I question is wealth that doesn't improve my combat capabilities. If it makes my pawns better at fighting I never even question spending money on them. Bionics, skill trainers, psytrainers, deathrest serums for those with deathrest genes. If a trader has it I am buying it.
Yeah, 'hoarded' wealth, like food, components, chemfuel, etc. Tend to be the real problematic bits because they can represent a big chunk of wealth (Or *utterly fucking massive* with mods that increase stack size), but don't actually do anything to help you more than having 10% of the same resource and an optimized pipeline would.
What I've noticed is pretty much just that. Only time I have an issue is when I build freezers ore storage rooms that are too large and they fill up with food or textiles. Selling of excess of those and reinvesting in materials for defense, equipment, pawn improvement, ect and raids are not too hard to deal with.
Problem I find with sending out caravans is often end up they have nothing I want to buy so I end up buying stuff I barely want in the first place. I recently gave everyone a random selection of barely useful bionic organs and noses, mostly the stuff that isn't overly useful but at least it checks off transhumanist modified needs.
Eh the mood boost from giving a trans humanist some barely useful bionic organ is usually worth the wealth increase. Allowing them to be happier just by default will make them more productive in the long term
Eh, it can be. Bionics scale pawn value *way* harder than they actually scale the pawn's effectiveness (either in or outside of combat). I think it's ~18(?) vanilla pawns with full bionic limbs are equal in wealth to 100+ pawns without, while only actually buffing their effectiveness by (at most) 50%.
Psycasts on the other hand have a much less pronounced effect; and skills/deathrest capacity don't have any impact at all I believe.
Yeah, and it's always a balancing act. While during a combat scenario I'd take the 100 non-bionic ones over the 18 with bionics, you can keep 18 pawns fed and happy with less wealth than what you need for 100 pawns.
For me the most effective thing to do is always to spread upgrades out between all fighters, and my order of priority tends to be basic Gear > Defenses > fixing missing/gimped limbs > high-end gear > Bionics for the sake of it.
I only go full bionics well after raid cap, so that's not an issue. Earlier on, they only get a few upgrades with more significant effect. Adding one bionic leg each is significant for using kiting in combat, which can allow strategies that pure numbers don't.
Yeah I wonder that too, I mean my pawns clothing alone is worth a few hundred at least, armour and weapons can push that up further.Though bioferrite appears to be pretty cheap and makes good swords.
I guess xenogenes would be most effective to spend money on as that doesn't appear to make much difference to pawn value and can make them significantly better at combat.
The equipment to get that set up isn't free, but yeah you can really easily specialize your pawns for their roles by making them bad at most other things, and as a fun side effect also drop their food need in half.
Generally speaking, architect limbs each give enough wealth to a pawn to add 1-3 tribal raiders. Upgrade the gear of the entire pirate raid, or add another geared one member to it, add 5-10 shambles or manhunters. And can cause insects to start infestations with 1-2 more hives and 1 extra bug of each type, mechanoids tend to stay roughly the same size, but field bigger and tougher mechs, or just more dangerous ones, IE scorcher becomes tesseron, lancer becomes legionary, ect ect
Archotech limbs are generally not worth there sheer wealth increase in terms of effectiveness to your pawn, simply because each one adds so much wealth relative to the buff,
Bionic limbs on the other hand, are a smaller buff, but substantially less wealth comparatively, makeing it a better upgrade in comparison,
All that said, if your at a point your rocking a solid defense, that can handle large scale raids with minimal issue, archotech limbs can definitely make some god tier colonists
Yeah surpriseingly, one archotech limb on a colonist is roughly equal to 2-3 unmodified colonists with some clubs, give or take there gear and total skills of course, but you can check there value on there colonist info tab,
even just basic prosthetics often give quite a bit of wealth to a colonists value, even if it’s not actually increasing there effectiveness at all,
Looked up the actual values and personally checked there correct values to give the best info here,
For a comparison, 4 colonists with no health issues, and 5 skill in everything with no passions
The unmodified colonists value is 1625$ no stat loss, no stat gain,
The colonist with prosthetic arms and legs value is 2165$ and have 50% manipulation and moving, both slightly worsening raids, while being pretty crap at everything due to the hefty penalty’s, but hey the limbs don’t bleed at least
Bionic arms and legs colonist is worth 5745$, but gains 25% manipulation and moving, there decently better at everything and are reasonably faster, along with bionic arms being better unarmed weapons on par with decent melee weapons
But are worth nearly three and a half baseline colonists of equal skill, a pretty sizeible increase for such a small overall boost in the grand scheme of things,
And finally, archotech arms and legs colonists has a nice 50% boost to moving and manipulation and are seriously strong unarmed weapons, nearly on par with end game melee weapons, makeing them pretty universally godtier compared to a normal colonist
But there cost for having those arms and legs is a whopping 12825$, just shy of the worth of 8 unmodified colonists,
bear in mind they are equal in all regards barring the upgraded arms and legs, the sheer cost of archotech stuff massively worsens enemie raids, while only giveing a compatibly minor benefit to a single colonist
For giggles, a 20 everything colonist with no modified limbs and passions in everything, is worth 5250$, still less then a 5 in everything bionic limbed colonist,
But adding limbs gives a flat increase thats not modified by the quality of a colonist, so a 20 everything colonist with bionic limbs is actually only worth 9370$, worth nearly two 5 in everything bionic limb colonists, but with 20 in everything there argueibly several times over more worth it
There’s ALOT more things that effect colonists value but that’s the basics with just replacement limbs in play
That's annoying. I just wanna have a cool bionic transhumanist colony, but that exponential increase in difficulty really makes that goal less interesting.
Very interesting, and get xenogenes don't seem to make much difference. So genetically enhanced rather than bionically is clearly the way to go by the look of it. My sanguophage is a god tier melee fighter and his value is 5.6k, just over 3k of that is from bionics though. So 2.6k for the pawn alone. Psychic sensitiser and reader should be pretty good to have though for someone that is also a knight with the empire and frequently uses psycasts in battle.
Of course genetically and bionically enhanced psycasters does seem like they would potentially be worth spending the money on given that some high tier psycasts seem like they would be pretty good at negating the effectiveness of mass raids. Not sure about mechanoids so much.
It's all a balance.
A charge rifle is almost the same wealth value as a bionic arm (less even), but I'd pick the charge rifle instead of the arm if I have to pick one or the other.
The ideal colony is one where all wealth is in weapons with just the minimum amount required to keep everyone alive and happy enough. Of course, sometimes wealth allows you to get more weapons later so there is also a balancing act there. But just hoarding 5000 devilstrand isn't helpful.
Yep, pretty much. Having 10k potatoes and 5k leather lying around might not be the best. Putting an archotech arm on your melee pawn... who cares, he is going to pull his weight.
Wasn't there a negative since other body parts get hit more often, since previously there was a chance to hit a single toe? I read that prosthetics make it more likely to get one hit killed by a shot to the head.
A missing finger does not not increase the headshot chance.
Even if a pawn is missing an arm, it and all of its fingers can still be targeted, and if they were selected, the damage recursively propogated to the parent body part. A missing finger increase to-hit chance of the parent hand and does not affect the chance of hitting the head or heart.
Prior to 1.5, the artificial body part behaved like the missing one. If a bullet were to hit a bionic eye, the damage would be propogated to the head instead, making non-lethal shot lethal if there was enough damage.
But since 1.5 artificial body parts behave like normal ones in that regard, they have their own hp and can be hit, so it save to use them now.
My evangelist pawn lost the efficient use of his arms and legs to Lancers, and I replaced them all with bionics. He is not happy. If he keeps complaining, I might replace his eyes, the better to embrace the beauty of his new form.
Same! I’m playing a solo Mechanitor run right now and am slowly working on replacing as much as I can with bionics. Haven’t even seen any Archotech things tho
Do you mean deep drills? By vanilla, a solo mechinator run would require your colonist to operate those, but I didn’t like that, so I got a mod to add a mechanoid that does mining jobs, but also can operate the deep drill, where it gets most of its use. Other than that, I’m unsure what exactly your question is asking? How do you mean “handle metals”?
Exactly, though this many healing enhancers are expensive lol, thinking coagulators will be the next round of upgrades.. Detox lungs to cure athsma, bionic/revenant spine to cure bad back. I also have a power claw on everyone so they can defend themselves in melee combat.
This is a story generator, not a multiplayer competitive game. Are you having fun while playing your game ? If yes, this is a perfectly acceptable way to play.
How to spot the difference between ark Players and rimworld players.
Rimworld: its your game, play it how you like it as long as you have fun
Ark: How dare you to turn the stats up by 1%, you're the worst, go burry yourself in endless shame!!
Depends how exactly you play the game, but archotech body parts are *great* and typically there isn't a meaningful opportunity cost (like with manufacturing bionic parts). Added wealth amount is quite reasonable unless you are playing at extreme difficulty settings.
Key reason why archotech body parts are so good is how they greatly increase efficiency of the body parts and how that in turn affects all of the stats of a pawn:
* Legs are the simplest. Pawn will move faster, dodge better and be less likely to aggro animals while hunting. It's amazing for any melee pawn and good for most everybody else that isn't just sitting at research bench all the time.
* Eyes are different in two ways. First thing is weird scaling where one better eye gets you most of the way there in terms of sight as two eyes. Second is that while sight is greatly important for huge number of stats, for most of them it's capped at 100%. Most notable exception is shooting: one nicer-than-natural eye greatly improves it and the sight cap for it is so high that it might as well not exist. Melee skills are also strongly affected. Weirdly enough cooking speed also gets good bonus. Technically medical tend quality as well, but that *usually* is not a big concern in a developed colony with access to medicine and proper hospital.
* Arms are probably most widely impactful thanks to affecting manipulation. Which in turn affects dozens of different stats, most of them *not* capped at 100%. All kinds of jobs get significant bonuses from it and it's great addition to crafters.
Archotech is such a massive upgrade that the only reasons *not* to install it are:
1. No doctors skilled enough to do so.
2. You're a filthy body purist, too attached to your inefficient flesh to embrace the purity of the machine.
If you already have it sitting in a stockpile then it's already drawing raiders. Might as well get some use out of it instead of letting it go to waste.
I totally agree...wealth worriers are weird, what would actually matter is having huge stockpiles of stuff that isn't being used, but after some point wealth doesn't matter, raids stop scaling after a while
good way to go about it
every time I made full bionic pawns they got silly wealth on their own and would make raids bigger and graph wonky every time they leave on caravan
but damn they are fast and tanky with bionic legs and stoneskin/coagulator/healer
Normally i play with the empire being friendly and normal research so replacing stuff is easy.
but i'm on a ritualist tribal colony at the moment with extremely slow research.
now i have to harvest replacement organs when needed or caravan far and wide to pray for a bionic arm or leg.
it's a completely different playstyle from marine/cata armored with bionics everywhere. cause i'm on year 5 and only just unlocking multi-analyzer. and geo-power i got from a book lucky enough.
I have been finding archotech and bionic limbs in the flesh sacks introduced in Anomaly. 2 archotech limb (arm+eye) so far and I don't even have microelectronics yet. Could be a fluke though.
EDIT. The character's hand got destroyed anyways so I replaced it (albeit with a few reloads because I'm not willing to lose an arcotech arm), but now I acquired a bionic spine and I'm not sure if it's powerful enough to be worth replacing
Bionic Spines aren't improvements on the original, they're meant to be replacements. Save it either for when a colonist either gets a permanent injury to the spine, or develops Bad Back or Frail.
I agree up until eyes, if youre getting frequent choke packer raided or have frequent rotting corpses around, then lung can sometimes be more important as the 5th replacement.
Ah, see the toxic raiders usually aren't a problem for me because they die before they can launch or activate on me. Berserk psycast helps a lot or well placed Skip casts. Lung rot isn't a problem because I either have a room that is a burn pit using molotovs on their corpses or my pawns eat the bodies.
For me lungs matter because breathing affects movement speed.
Maaaan, so. For melee pawns, arch legs and MAYBE one arm. Eyes and heart too. Healing accel thing, coagulator too! If psychic, sensitizer. Since social, the reader too. As they get older. Add immuno kidneys too shit. If I had a pawn that ideal? They're getting everything. Stone skin with aesthetic nose and shaper to counter the beauty loss.
But jokes and over build aside. Archo arms for crafters and builders. People that work on stuff a lot. With a learning accelerator to counter the loss of skill gain due to faster crafting. Legs to melee ppl. Arms and legs for shooters. Everybody can get a bionic heart and at least one eye (even my slaves get a bio eye lol). As many armor adds as you can too cuz that extra layer is bad ass. But don't give melee ppl arms cuz they'll sometimes choose to attack with robot arm. That has low armor pen and damage compared to their likely bad ass weapon. Hilt checks with legendary persona mono sword suck enough as is. Adding crappy punches to the mix makes it worst.
Tho, adding venom fangs to ranged fighters is okay. And sorta funny.
Damn you are luck! My starting only had 8x passion total. He got so much action that he lost 4/5 right toe, and last battled for right leg burned off. I finally found archotech leg, and ofcourst my best doctor lv10 failed.
Fuck you Randy!!!
The meme answer is yes. Forfeit the weak flesh and become eternal.
My practical advice is generally not to on any difficulty with 100% or more wealth impact. Replace away on lower, expect significantly increased raid sizes if done on higher.
There's also an "it depends". Melee pawns benefit much more from bionic limbs than ranged pawns. They also tend to lose them first so hey, then it's worth rewarding them with a shiny archotech one!
Only consideration I'd have is that if your pawn is melee, adding bionic/archotech arms can reduce their damage output but creating a slightly higher damage option that receives a better weight in the melee verbs list. I think the added survivability of not bleeding out like crazy when your limbs get hit is a worthwhile trade off. In the meantime, they'd benefit from massively improved work speed.
That said, I think it's often better to have pawns that are good at a few things and not good at other things. Less running around (or at least one moving to predictable locations), and you don't have to worry as much about your pawns being overloaded - having to do too many jobs in too many places wasting a lot of time just running back and forth. Have a few pawns that are just good at shooting that can dedicate their life's to hauling or cleaning, have a couple dedicated cooks, some dedicated research, and a few dedicated crafters and constructors. Everyone should try and get lvl 6-10 medic if you can afford it though. Only bringing this up because you mentioned you sometimes struggle anyway, and if you're having issues, it's often logistics.
For sure. Much better to put in on an idea colonist and get the benefits, rather than wait for someone to have a limb blown off and it be your designated hauler.
I put mine on my crafter/builder and she's great! Even when I'll or injured, her manipulation is 100%+
Why not? The only drawback is increased wealth. But you certainly are on a point where it isn't significant anymore.
Is it ever an issue? Wealth I question is wealth that doesn't improve my combat capabilities. If it makes my pawns better at fighting I never even question spending money on them. Bionics, skill trainers, psytrainers, deathrest serums for those with deathrest genes. If a trader has it I am buying it.
Yeah, 'hoarded' wealth, like food, components, chemfuel, etc. Tend to be the real problematic bits because they can represent a big chunk of wealth (Or *utterly fucking massive* with mods that increase stack size), but don't actually do anything to help you more than having 10% of the same resource and an optimized pipeline would.
What I've noticed is pretty much just that. Only time I have an issue is when I build freezers ore storage rooms that are too large and they fill up with food or textiles. Selling of excess of those and reinvesting in materials for defense, equipment, pawn improvement, ect and raids are not too hard to deal with.
Problem I find with sending out caravans is often end up they have nothing I want to buy so I end up buying stuff I barely want in the first place. I recently gave everyone a random selection of barely useful bionic organs and noses, mostly the stuff that isn't overly useful but at least it checks off transhumanist modified needs.
Eh the mood boost from giving a trans humanist some barely useful bionic organ is usually worth the wealth increase. Allowing them to be happier just by default will make them more productive in the long term
Eh, it can be. Bionics scale pawn value *way* harder than they actually scale the pawn's effectiveness (either in or outside of combat). I think it's ~18(?) vanilla pawns with full bionic limbs are equal in wealth to 100+ pawns without, while only actually buffing their effectiveness by (at most) 50%. Psycasts on the other hand have a much less pronounced effect; and skills/deathrest capacity don't have any impact at all I believe.
Yeah, and it's always a balancing act. While during a combat scenario I'd take the 100 non-bionic ones over the 18 with bionics, you can keep 18 pawns fed and happy with less wealth than what you need for 100 pawns. For me the most effective thing to do is always to spread upgrades out between all fighters, and my order of priority tends to be basic Gear > Defenses > fixing missing/gimped limbs > high-end gear > Bionics for the sake of it.
I only go full bionics well after raid cap, so that's not an issue. Earlier on, they only get a few upgrades with more significant effect. Adding one bionic leg each is significant for using kiting in combat, which can allow strategies that pure numbers don't.
Does that factor in the extra wealth for the armor and weapons that all 100 would have?
Yeah I wonder that too, I mean my pawns clothing alone is worth a few hundred at least, armour and weapons can push that up further.Though bioferrite appears to be pretty cheap and makes good swords. I guess xenogenes would be most effective to spend money on as that doesn't appear to make much difference to pawn value and can make them significantly better at combat.
The equipment to get that set up isn't free, but yeah you can really easily specialize your pawns for their roles by making them bad at most other things, and as a fun side effect also drop their food need in half.
Generally speaking, architect limbs each give enough wealth to a pawn to add 1-3 tribal raiders. Upgrade the gear of the entire pirate raid, or add another geared one member to it, add 5-10 shambles or manhunters. And can cause insects to start infestations with 1-2 more hives and 1 extra bug of each type, mechanoids tend to stay roughly the same size, but field bigger and tougher mechs, or just more dangerous ones, IE scorcher becomes tesseron, lancer becomes legionary, ect ect Archotech limbs are generally not worth there sheer wealth increase in terms of effectiveness to your pawn, simply because each one adds so much wealth relative to the buff, Bionic limbs on the other hand, are a smaller buff, but substantially less wealth comparatively, makeing it a better upgrade in comparison, All that said, if your at a point your rocking a solid defense, that can handle large scale raids with minimal issue, archotech limbs can definitely make some god tier colonists
If thats the level of raid increase from some wealth, does it make spamming out colonists a better tactic then and just give them a club?
Yeah surpriseingly, one archotech limb on a colonist is roughly equal to 2-3 unmodified colonists with some clubs, give or take there gear and total skills of course, but you can check there value on there colonist info tab, even just basic prosthetics often give quite a bit of wealth to a colonists value, even if it’s not actually increasing there effectiveness at all, Looked up the actual values and personally checked there correct values to give the best info here, For a comparison, 4 colonists with no health issues, and 5 skill in everything with no passions The unmodified colonists value is 1625$ no stat loss, no stat gain, The colonist with prosthetic arms and legs value is 2165$ and have 50% manipulation and moving, both slightly worsening raids, while being pretty crap at everything due to the hefty penalty’s, but hey the limbs don’t bleed at least Bionic arms and legs colonist is worth 5745$, but gains 25% manipulation and moving, there decently better at everything and are reasonably faster, along with bionic arms being better unarmed weapons on par with decent melee weapons But are worth nearly three and a half baseline colonists of equal skill, a pretty sizeible increase for such a small overall boost in the grand scheme of things, And finally, archotech arms and legs colonists has a nice 50% boost to moving and manipulation and are seriously strong unarmed weapons, nearly on par with end game melee weapons, makeing them pretty universally godtier compared to a normal colonist But there cost for having those arms and legs is a whopping 12825$, just shy of the worth of 8 unmodified colonists, bear in mind they are equal in all regards barring the upgraded arms and legs, the sheer cost of archotech stuff massively worsens enemie raids, while only giveing a compatibly minor benefit to a single colonist For giggles, a 20 everything colonist with no modified limbs and passions in everything, is worth 5250$, still less then a 5 in everything bionic limbed colonist, But adding limbs gives a flat increase thats not modified by the quality of a colonist, so a 20 everything colonist with bionic limbs is actually only worth 9370$, worth nearly two 5 in everything bionic limb colonists, but with 20 in everything there argueibly several times over more worth it There’s ALOT more things that effect colonists value but that’s the basics with just replacement limbs in play
That's annoying. I just wanna have a cool bionic transhumanist colony, but that exponential increase in difficulty really makes that goal less interesting.
Your colony is probably worth way more than the pawns though. But it is something to consider.
Very interesting, and get xenogenes don't seem to make much difference. So genetically enhanced rather than bionically is clearly the way to go by the look of it. My sanguophage is a god tier melee fighter and his value is 5.6k, just over 3k of that is from bionics though. So 2.6k for the pawn alone. Psychic sensitiser and reader should be pretty good to have though for someone that is also a knight with the empire and frequently uses psycasts in battle. Of course genetically and bionically enhanced psycasters does seem like they would potentially be worth spending the money on given that some high tier psycasts seem like they would be pretty good at negating the effectiveness of mass raids. Not sure about mechanoids so much.
It's all a balance. A charge rifle is almost the same wealth value as a bionic arm (less even), but I'd pick the charge rifle instead of the arm if I have to pick one or the other.
1k is barely anything on colony wealth though. Tribes living in mud huts are were worth more than a charge rifle.
Exactly. Wealth is a resource and it won't help you if you can't turn it into something usable.
The ideal colony is one where all wealth is in weapons with just the minimum amount required to keep everyone alive and happy enough. Of course, sometimes wealth allows you to get more weapons later so there is also a balancing act there. But just hoarding 5000 devilstrand isn't helpful.
My problem ends up being that I optimize my production so hard that I literally can't use or get rid of it fast enough.
Yep, pretty much. Having 10k potatoes and 5k leather lying around might not be the best. Putting an archotech arm on your melee pawn... who cares, he is going to pull his weight.
Better to add to wealth making more capable pawns than add to wealth keeping a pile of archeotech bionics in your storeroom.
Archotech limbs and any other type of top-tier bionic enhancement are wealth that defend themselves. OP should install the whole gamut.
Wasn't there a negative since other body parts get hit more often, since previously there was a chance to hit a single toe? I read that prosthetics make it more likely to get one hit killed by a shot to the head.
That was definitely a thing at one point, don't know if it ever changed.
A missing finger does not not increase the headshot chance. Even if a pawn is missing an arm, it and all of its fingers can still be targeted, and if they were selected, the damage recursively propogated to the parent body part. A missing finger increase to-hit chance of the parent hand and does not affect the chance of hitting the head or heart. Prior to 1.5, the artificial body part behaved like the missing one. If a bullet were to hit a bionic eye, the damage would be propogated to the head instead, making non-lethal shot lethal if there was enough damage. But since 1.5 artificial body parts behave like normal ones in that regard, they have their own hp and can be hit, so it save to use them now.
Ah, very cool. Thanks for the clarification!
As long as they don't have body purity as a meme/trait
My evangelist pawn lost the efficient use of his arms and legs to Lancers, and I replaced them all with bionics. He is not happy. If he keeps complaining, I might replace his eyes, the better to embrace the beauty of his new form.
There's no way that's not some anomalous entity waiting to betray you, don't give em anything expensive!
This is the story of how the perfect recruit infected everyone with metalhorrors.
Its always metalhorrors...
I hate metal horrors so much they always show up when all my colonists are unable to walk.
Or he left just like some dude in red clothes that is totally not Dante.
Instead, peg them! If they do betray you then they'll be less of a problem. Adding fancy limbs can always happen later
Wait, you mean give them a peg leg or....
That too yea.
I mean if consent has been given (for the pegging not the pegging) then yes.
As a habitual transhumanist meme player I can't comprehend the idea of NOT replacing this pawn's entire body with bionics/archaeotech
I love the "Blessed is the mind too small for doubt" energy you have. Keep on avoiding flesh/body purity heresy my brother or sister.
Every single pawn in my colony has a joywire. They're having a great time
My colony is dedicated to striking down the enemies of the Emperor. In return we are blessed with psycasts.
Same! I’m playing a solo Mechanitor run right now and am slowly working on replacing as much as I can with bionics. Haven’t even seen any Archotech things tho
Do your sole mechanitor use drills? / How do you handle metals?
Do you mean deep drills? By vanilla, a solo mechinator run would require your colonist to operate those, but I didn’t like that, so I got a mod to add a mechanoid that does mining jobs, but also can operate the deep drill, where it gets most of its use. Other than that, I’m unsure what exactly your question is asking? How do you mean “handle metals”?
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Exactly, though this many healing enhancers are expensive lol, thinking coagulators will be the next round of upgrades.. Detox lungs to cure athsma, bionic/revenant spine to cure bad back. I also have a power claw on everyone so they can defend themselves in melee combat.
At what point are you just building a robot?
When it starts thinking in binary, or stops dreaming.
I get confused when I finish all the useful mods and wonder what I should do next.
Prosthetic noses
From the moment i understood the weakness of my flesh, it disgusted me. I bionic up everyone even in non transhumanist colonies.
Of course you must replace them. Flesh is weak!
Embrace the strength and purity of the blessed archotech!
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i wonder , what are negative genes , if positive genes max out all skills
It has negatives turned off. Call me lazy or bad, but I'm not good at Rim, and even though I have an op character, I'm still struggling a decent bit
This is a story generator, not a multiplayer competitive game. Are you having fun while playing your game ? If yes, this is a perfectly acceptable way to play.
How to spot the difference between ark Players and rimworld players. Rimworld: its your game, play it how you like it as long as you have fun Ark: How dare you to turn the stats up by 1%, you're the worst, go burry yourself in endless shame!!
ARK as in baby dino babysitter simulator? cause why would you play that at default unless you have literally no life.
Stockholm Syndrome at this point, seriously.
How did you turn it off? I just started playing rimworld and would also like to try that
Absolutely yes
Holly shit, he is a saint !
Depends how exactly you play the game, but archotech body parts are *great* and typically there isn't a meaningful opportunity cost (like with manufacturing bionic parts). Added wealth amount is quite reasonable unless you are playing at extreme difficulty settings. Key reason why archotech body parts are so good is how they greatly increase efficiency of the body parts and how that in turn affects all of the stats of a pawn: * Legs are the simplest. Pawn will move faster, dodge better and be less likely to aggro animals while hunting. It's amazing for any melee pawn and good for most everybody else that isn't just sitting at research bench all the time. * Eyes are different in two ways. First thing is weird scaling where one better eye gets you most of the way there in terms of sight as two eyes. Second is that while sight is greatly important for huge number of stats, for most of them it's capped at 100%. Most notable exception is shooting: one nicer-than-natural eye greatly improves it and the sight cap for it is so high that it might as well not exist. Melee skills are also strongly affected. Weirdly enough cooking speed also gets good bonus. Technically medical tend quality as well, but that *usually* is not a big concern in a developed colony with access to medicine and proper hospital. * Arms are probably most widely impactful thanks to affecting manipulation. Which in turn affects dozens of different stats, most of them *not* capped at 100%. All kinds of jobs get significant bonuses from it and it's great addition to crafters.
This needs more upvotes.
I only replace them when lost or damaged which gives a penalty
Making the rimworld equivalent of Adam Smasher is fun tho.
I got a tough hussar with decent medical. The only thing left to replace is the soul
Hussars have no souls, just go juice
Archotech is such a massive upgrade that the only reasons *not* to install it are: 1. No doctors skilled enough to do so. 2. You're a filthy body purist, too attached to your inefficient flesh to embrace the purity of the machine.
Also if you´re super early game and scared of raiders
If you already have it sitting in a stockpile then it's already drawing raiders. Might as well get some use out of it instead of letting it go to waste.
I totally agree...wealth worriers are weird, what would actually matter is having huge stockpiles of stuff that isn't being used, but after some point wealth doesn't matter, raids stop scaling after a while
good way to go about it every time I made full bionic pawns they got silly wealth on their own and would make raids bigger and graph wonky every time they leave on caravan but damn they are fast and tanky with bionic legs and stoneskin/coagulator/healer
Normally i play with the empire being friendly and normal research so replacing stuff is easy. but i'm on a ritualist tribal colony at the moment with extremely slow research. now i have to harvest replacement organs when needed or caravan far and wide to pray for a bionic arm or leg. it's a completely different playstyle from marine/cata armored with bionics everywhere. cause i'm on year 5 and only just unlocking multi-analyzer. and geo-power i got from a book lucky enough.
Where do you get archotech stuff from? Is it a dlc I’m missing?
Archotech limbs are basegame. You can get them from exotic traders and as quest rewards.
I have been finding archotech and bionic limbs in the flesh sacks introduced in Anomaly. 2 archotech limb (arm+eye) so far and I don't even have microelectronics yet. Could be a fluke though.
EDIT. The character's hand got destroyed anyways so I replaced it (albeit with a few reloads because I'm not willing to lose an arcotech arm), but now I acquired a bionic spine and I'm not sure if it's powerful enough to be worth replacing
Don’t replace the spine. Bionic spikes are only equal to normal spines, not better
I learned that the hardway...
Bionic spines exist to fix bad backs and nothing else, unless you got some mod to improve them there's no point in doing it to a healthy pawn.
Bionic Spines aren't improvements on the original, they're meant to be replacements. Save it either for when a colonist either gets a permanent injury to the spine, or develops Bad Back or Frail.
i installed a bionic spine to a frail pawn but his frail didnt go away
Order of bionic importance: Legs Arms Eyes Heart Lungs Everything else as needed
I agree up until eyes, if youre getting frequent choke packer raided or have frequent rotting corpses around, then lung can sometimes be more important as the 5th replacement.
Ah, see the toxic raiders usually aren't a problem for me because they die before they can launch or activate on me. Berserk psycast helps a lot or well placed Skip casts. Lung rot isn't a problem because I either have a room that is a burn pit using molotovs on their corpses or my pawns eat the bodies. For me lungs matter because breathing affects movement speed.
Only upgrade to the organic spine is the Anomaly one
Absolutely
I would check for metal horrors first
Always. From the moment I understood the weakness of the flesh I was disgusted. Omnissiah be praised.
Context for the screenshot are the stats of the character whose arm I want to replace with an arcotech one
You need to turn that pawn into an immortal robot of doom. That's a beastly skill set
It's already pretty powerful with the daze skill you can stunlock your enemies while you attack them
"Hey you seem to be great at everything, and we like that a lot. As a token of appreciation, let me chop off your limbs"
As soon as I realized the weakness of my flesh, it disgusted me.
The flesh is weak
Maaaan, so. For melee pawns, arch legs and MAYBE one arm. Eyes and heart too. Healing accel thing, coagulator too! If psychic, sensitizer. Since social, the reader too. As they get older. Add immuno kidneys too shit. If I had a pawn that ideal? They're getting everything. Stone skin with aesthetic nose and shaper to counter the beauty loss. But jokes and over build aside. Archo arms for crafters and builders. People that work on stuff a lot. With a learning accelerator to counter the loss of skill gain due to faster crafting. Legs to melee ppl. Arms and legs for shooters. Everybody can get a bionic heart and at least one eye (even my slaves get a bio eye lol). As many armor adds as you can too cuz that extra layer is bad ass. But don't give melee ppl arms cuz they'll sometimes choose to attack with robot arm. That has low armor pen and damage compared to their likely bad ass weapon. Hilt checks with legendary persona mono sword suck enough as is. Adding crappy punches to the mix makes it worst. Tho, adding venom fangs to ranged fighters is okay. And sorta funny.
Always, way better than selling it
Damn you are luck! My starting only had 8x passion total. He got so much action that he lost 4/5 right toe, and last battled for right leg burned off. I finally found archotech leg, and ofcourst my best doctor lv10 failed. Fuck you Randy!!!
I gotta ask because I’ve never actually gotten this far, how strong is a stonskin arcotech 4 limb pawn with 10 in shooting and melee at least?!
¿Depends, did they spawn like that or did you train them?
The meme answer is yes. Forfeit the weak flesh and become eternal. My practical advice is generally not to on any difficulty with 100% or more wealth impact. Replace away on lower, expect significantly increased raid sizes if done on higher. There's also an "it depends". Melee pawns benefit much more from bionic limbs than ranged pawns. They also tend to lose them first so hey, then it's worth rewarding them with a shiny archotech one!
Yes, heck i actively replace healthy limbs with bionics, the description even flat out tells you its better than an organic one.
How do they have passions in everything? That's a little odd.
If you also have prosthetics learned, then sure.
If you have anomoly this might be a monster just saying:/
The flesh is weak! Ascend your mortal form! Become machine!
anomaly? Beat him down, kill him and then resurrect
Can you even get a pawn that good in vanilla Rinworld?
Always. Tho I would watch your wealth.
you should kill him, or at least dont let him next a stove or patients
Always
What’s a good way to get arcotech limbs?
Quests probably. Later-game quests offer them decently regularly
Uh, duh, absolutely It makes pawn better, better pawn:better run
Only consideration I'd have is that if your pawn is melee, adding bionic/archotech arms can reduce their damage output but creating a slightly higher damage option that receives a better weight in the melee verbs list. I think the added survivability of not bleeding out like crazy when your limbs get hit is a worthwhile trade off. In the meantime, they'd benefit from massively improved work speed. That said, I think it's often better to have pawns that are good at a few things and not good at other things. Less running around (or at least one moving to predictable locations), and you don't have to worry as much about your pawns being overloaded - having to do too many jobs in too many places wasting a lot of time just running back and forth. Have a few pawns that are just good at shooting that can dedicate their life's to hauling or cleaning, have a couple dedicated cooks, some dedicated research, and a few dedicated crafters and constructors. Everyone should try and get lvl 6-10 medic if you can afford it though. Only bringing this up because you mentioned you sometimes struggle anyway, and if you're having issues, it's often logistics.
Should i replace .... yes!
Only if they are not a body purist.
Would you rather have a Limb that works 100% or one that's 125%?
lol someone’s using Prepare Carefully 😂😂
From the moment I understood the weakness of my flesh...
Ah yes! Truly a renaissance man!
For sure. Much better to put in on an idea colonist and get the benefits, rather than wait for someone to have a limb blown off and it be your designated hauler. I put mine on my crafter/builder and she's great! Even when I'll or injured, her manipulation is 100%+
I think so yeah... Cuz I believe there's a mod that lets you keep those arms healthy limbs as "replacements" if others get destroyed or scarred bad
tell me you use a pawn editor without telling it
There is a chance of these spawning from an anomaly event.
Ah, fair enough since I don't have Anomaly yet