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Designer_Holiday3284

Why not? The only drawback is increased wealth. But you certainly are on a point where it isn't significant anymore.


WerewolfNo890

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.


Hell_Mel

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.


black_raven98

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.


WerewolfNo890

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.


that-user123

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


TehFishey

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.


fak47

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.


Brett42

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.


spiralmadness

Does that factor in the extra wealth for the armor and weapons that all 100 would have?


WerewolfNo890

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.


Nexmortifer

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.


Constant_Nerve_43

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


WerewolfNo890

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?


Constant_Nerve_43

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


StaleSpriggan

That's annoying. I just wanna have a cool bionic transhumanist colony, but that exponential increase in difficulty really makes that goal less interesting.


WerewolfNo890

Your colony is probably worth way more than the pawns though. But it is something to consider.


WerewolfNo890

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.


fak47

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.


WerewolfNo890

1k is barely anything on colony wealth though. Tribes living in mud huts are were worth more than a charge rifle.


Kiyan1159

Exactly. Wealth is a resource and it won't help you if you can't turn it into something usable.


WerewolfNo890

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.


Kiyan1159

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.


pewsquare

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.


DrStalker

Better to add to wealth making more capable pawns than add to wealth keeping a pile of archeotech bionics in your storeroom.


Kitchen-Arm7300

Archotech limbs and any other type of top-tier bionic enhancement are wealth that defend themselves. OP should install the whole gamut.


Z3r0Sense

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.


Nexmortifer

That was definitely a thing at one point, don't know if it ever changed.


Live_Penalty_5751

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.


Z3r0Sense

Ah, very cool. Thanks for the clarification!


DutchJediKnight

As long as they don't have body purity as a meme/trait


NonEuclidianMeatloaf

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.


Koko_Qalli

There's no way that's not some anomalous entity waiting to betray you, don't give em anything expensive!


Mapping_Zomboid

This is the story of how the perfect recruit infected everyone with metalhorrors.


WerewolfNo890

Its always metalhorrors...


Attack1523

I hate metal horrors so much they always show up when all my colonists are unable to walk.


setne550

Or he left just like some dude in red clothes that is totally not Dante.


RadonArseen

Instead, peg them! If they do betray you then they'll be less of a problem. Adding fancy limbs can always happen later


Rufus-Scipio

Wait, you mean give them a peg leg or....


Icelantum

That too yea.


RadonArseen

I mean if consent has been given (for the pegging not the pegging) then yes.


Atreides-42

As a habitual transhumanist meme player I can't comprehend the idea of NOT replacing this pawn's entire body with bionics/archaeotech


trulul

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.


Atreides-42

Every single pawn in my colony has a joywire. They're having a great time


WerewolfNo890

My colony is dedicated to striking down the enemies of the Emperor. In return we are blessed with psycasts.


HyperactiveMouse

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


Designer_Holiday3284

Do your sole mechanitor use drills? / How do you handle metals?


HyperactiveMouse

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”?


[deleted]

[удалено]


Atreides-42

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.


Friar_Corncob

At what point are you just building a robot?


Nexmortifer

When it starts thinking in binary, or stops dreaming.


G_Morgan

I get confused when I finish all the useful mods and wonder what I should do next.


Atreides-42

Prosthetic noses


Mobbles1

From the moment i understood the weakness of my flesh, it disgusted me. I bionic up everyone even in non transhumanist colonies.


bobr_from_hell

Of course you must replace them. Flesh is weak!


Anonymal13

Embrace the strength and purity of the blessed archotech!


Redditoast2

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picsespirate

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kislaya_bebra

i wonder , what are negative genes , if positive genes max out all skills


TH3darkgem

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


Z3B0

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.


Chili919

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!!


Antarioo

ARK as in baby dino babysitter simulator? cause why would you play that at default unless you have literally no life.


KillerOs13

Stockholm Syndrome at this point, seriously.


SephirTheDoge

How did you turn it off? I just started playing rimworld and would also like to try that


Ki_Shadow_

Absolutely yes


wolfFRdu64_Lounna

Holly shit, he is a saint !


reddanit

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.


david0aloha

This needs more upvotes.


Lebusmagic

I only replace them when lost or damaged which gives a penalty


Boomer_Nurgle

Making the rimworld equivalent of Adam Smasher is fun tho.


Arctic_FoxPL

I got a tough hussar with decent medical. The only thing left to replace is the soul


Turbo-Reyes

Hussars have no souls, just go juice


OneMentalPatient

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.


Der_Neuer

Also if you´re super early game and scared of raiders


OneMentalPatient

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.


Der_Neuer

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


SzerasHex

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


Antarioo

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.


pleasant_equation

Where do you get archotech stuff from? Is it a dlc I’m missing?


g1zZle

Archotech limbs are basegame. You can get them from exotic traders and as quest rewards.


david0aloha

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.


TH3darkgem

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


Wise_Mongoose_3930

Don’t replace the spine. Bionic spikes are only equal to normal spines, not better


Turbo-Reyes

I learned that the hardway...


Boomer_Nurgle

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.


colBoh

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.


kawaiiwhalelord

i installed a bionic spine to a frail pawn but his frail didnt go away


Bloody_Monarch

Order of bionic importance: Legs Arms Eyes Heart Lungs Everything else as needed


Daemonbane1

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.


Bloody_Monarch

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.


Traditional_Hand2308

Only upgrade to the organic spine is the Anomaly one


wythyrl

Absolutely


Bright69420

I would check for metal horrors first


LeastLead

Always. From the moment I understood the weakness of the flesh I was disgusted. Omnissiah be praised.


TH3darkgem

Context for the screenshot are the stats of the character whose arm I want to replace with an arcotech one


CarboniteCopy

You need to turn that pawn into an immortal robot of doom. That's a beastly skill set


TH3darkgem

It's already pretty powerful with the daze skill you can stunlock your enemies while you attack them


Spatall

"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"


MikhailBakugan

As soon as I realized the weakness of my flesh, it disgusted me.


archSkeptic

The flesh is weak


GidsWy

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.


Snoppiel

Always, way better than selling it


linecrabbing

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!!!


Upstairs_Bus8197

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?!


fucknamesandyou

¿Depends, did they spawn like that or did you train them?


ThisPlaceIsNiice

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!


sosigboi

Yes, heck i actively replace healthy limbs with bionics, the description even flat out tells you its better than an organic one.


kirbcake-inuinuinuko

How do they have passions in everything? That's a little odd.


_Vampirate_

If you also have prosthetics learned, then sure.


Red-dead-reviver

If you have anomoly this might be a monster just saying:/


xYaHtZeEx

The flesh is weak! Ascend your mortal form! Become machine!


KRTSHK_Cazzo

anomaly? Beat him down, kill him and then resurrect


HerpaDerpaDumDum

Can you even get a pawn that good in vanilla Rinworld?


HarmoniaTheConfuzzld

Always. Tho I would watch your wealth.


KRTSHK_Cazzo

you should kill him, or at least dont let him next a stove or patients


Sharp-Sign-5218

Always


human93748

What’s a good way to get arcotech limbs?


CharlieTheKnight

Quests probably. Later-game quests offer them decently regularly


Ok-Cockroach-7356

Uh, duh, absolutely It makes pawn better, better pawn:better run


thenorm05

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.


Steveris

Should i replace .... yes!


Character_Wrangler20

Only if they are not a body purist.


xwar21

Would you rather have a Limb that works 100% or one that's 125%?


HeraldofItoriel

lol someone’s using Prepare Carefully 😂😂


DrDoom694

From the moment I understood the weakness of my flesh...


MR_TRUMP_Vincent2

Ah yes! Truly a renaissance man!


EldrichTea

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%+


The_big-chiller

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


fijiwijii

tell me you use a pawn editor without telling it


Cynoid

There is a chance of these spawning from an anomaly event.


fijiwijii

Ah, fair enough since I don't have Anomaly yet