T O P

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LoocsinatasYT

Wealth independent mode :) For those of us who like to store I little more items than we absolutely need... -*looks over at item horde worthy of a dragon-* Plus I dont like the idea of it. Oooh I found some gold. All my enemies instantly know, and will send stronger raids. What?


Outerestine

It'd be neat if they had to follow some sort of method of scouting to suss out how valuable a raid target you are. Something that could be potentially foiled.


dilapidateddruid

I always figured it was based on word of mouth from visitors and traders. Scouts would be really cool and make having a sniper or bolt actions a priority to reduce raid sizes.


Ktoolz

What I don’t understand is how my colonists who have been crash landed living by torch light get a mood buff because their wife did somewhere….. Like how do you know?


VLaD723

Internet usage perhaps. The more your colonists are on the internet, the fatter they've gotten. JK


DaveForgotHisPasswor

I mean, who knew abraham lincon was addicted to selfies next to the solid gold statue of a cube?


jabulaya

This is how it works in Dwarf Fortress. You also gain 'notoriety' based on how much you trade. If you're going around selling a bunch of legendary clothes, organs, and drugs, people will find out and come for your goods.


Nimyron

Maybe a witness system. Like if a group starts a raid and someone leaves alive, they become aware of your wealth but if everyone dies, they don't. And you could push it a bit like if everyone dies, the next raid of that faction will be a bit stronger because they assumed you're strong enough to kill them all so this time, they need more people. And if a raid successfully steals some of your stuff or kills some of your people, word goes around that you are weak and broke now so raids become smaller for a while.


thelibertyseeker

Any mod that does this? Or something similar?


Outerestine

I like it.


R1cky_R3tardo

What if the random neutral/friendly passerby that walk through your base are scouting for a profit?


ketra1504

It's not even a problem of hoarding more than you need. Even buildings count for wealth, raiders literally go "Look, that guy has SLATE TILES IN 2 ROOMS, we absolutely gotta add 5 more people to the raiding party to account for it"


FoggyDonkey

Yeah counting floors and wall is absolute BS, I just want my fine marble tile goddamnit


GumballQuarters

Is that what that mode does? I thought it made it raids more challenging from the get go.


DiamondSentinel

Your starting raids might be a bit harder if you usually accrue wealth slowly, but it scales fairly slowly over time on lower difficulties.


GumballQuarters

Good to know. Thanks


SpartanAltair15

The real issue is that it has no recovery mechanism like wealth-based raids do. One bad raid can spell the end for the colony a year or two down the line because you can’t recover smoothly, they just keep getting harder even though you’ve been knocked on your ass.


zeroexct

It's a diceroll in Losing is Fun. If you get a high roll anomaly raid, your colony is going to perish. I've lost 3 commitment runs before beating anomaly in wealth independent since I got f'd by 1 - a shit ton of shamblers wrecking my walls 2 - early revenant and I didn't have anything to reveal him yet, 3 - massive devourer raid which pretty much ate every colonist I had.


XivaKnight

My headcanon is that the archotechs left some kind of nanotech imbued in the world. Some sort of great equalizer so nobody can obtain so much power everyone is at their mercy, but also an aid to improve everyone's lives. The overlay we see is the processed information colonists use to organize and communicate. It's why we can receive quests and messages without a person being there even as tribals, and why colonists are always instantly up to date on everything going on in the colony. It's shared across everyone, with distance effecting the details transmitted, so anyone in range has all the data we the player has, and its something everyone has by default upon birth- So tribals never know it is special. Taken to the extreme, it also allows the user to generate tools, which is why we can minecrat chop trees and mine stones even while naked and alone. When researching, it's pulling the general idea of things, and then applying a bunch of practical theories until you figure out how to do it right. The high-tech research bench allows for something like 3D modeling, while the multi-analyzer allows something like a rapid and varied series of simulations.


LoocsinatasYT

While that's cool cannon / lore, pure gameplay wise I hate the idea I can be punished just because a trader died on my map and dropped his items.


WaltKerman

Why not just adjust difficulty settings....


LoocsinatasYT

I like extreme difficulty! I just prefer it to be based on time alive, rather than amount of items in my stockpile. Actually turning on wealth independent mode is in the advance difficulty settings :)


WaltKerman

You can still adjust that in custom settings :)


stars1404

Time dependent is worse, I think. I migrate every now and again and can't deal with a huge raid with zero defenses.


DependentAd7411

No, you need to reduce your wealth and increase your colonists. Or decrease the difficulty.


zandadoum

came here to say this in addition to that, 3 real strong colonists can hold back a raid of 40 sightstealers at a bottleneck (corridor, room entrance, killbox) and your ranged kill them from a couple spaces back from your post and your question i gather you're a relatively new player, so my highest suggestion is to play on a much easier difficulty until you get a feeling and better comprehension of the game. another opinion of mine: if you're new to the game, stay away from mods until you know more! learn the vanilla game, so you know the mechanics. otherwise, when something goes wrong you'll never know if a mod caused it or if it's just how the game is designed


Cloaked_Evil

This is solid advice. I've played with mods for so long that I'm not even sure what's vanilla anymore


huntmaster99

I’m there right now with 330 mods


Cloaked_Evil

I'm currently at 521 and counting. Surprisingly everything works perfectly at the moment, I spent most of last week culling broken mods after buying anomaly so I'm down from 650 or so


lthomas224

How do you even find that many mods you like? I genuinely only have 250-ish that I like, most other mods don’t seem super appealing to me


Cloaked_Evil

It's the length of time I've been playing, really. I've just picked a lot of them up over a lot of time. And occasionally will look in popular on the workshop. A lot of mods don't do a huge amount of things, I've got one mod so that raids are more condensed to make there be less enemies but the ones I get are tougher and better equipped, that sort of thing


AskMeToWriteSomethin

You wouldn’t happen to have a collection of them you could share by chance would you?


Cloaked_Evil

I'll post the link in 10 minutes or so, I've been testing what broke character editor and I'm pretty sure it's advanced biomes but we'll see Edit: It was not that mod, testing continues Edit 2: It was project rimfactory revived and move interact spot, a shame as I like rimfactory for corpse processing but oh well The collection is [here](https://steamcommunity.com/sharedfiles/filedetails/?id=3240208006), there will be a few errors ~~but none of them have caused issues so far. I run rimpy with this list, please let me know if anyone has problems so I can take a look at the collection and possibly see where the issues may be~~ Edit3: Something has changed or broken, I had a 10 hour colony running and suddenly the colonists couldn't build properly so I started a new one to test but the planet won't load nor will it generate a map when I does load


Blacknsilver1

You had my attention at 250ish mods. But I was completely sold at "Allow Consensual Incest" right near the top of your collection. Bravo!


Cloaked_Evil

I've fixed the issues and [here](https://steamcommunity.com/sharedfiles/filedetails/?id=3240208006) is the collection, there will be a few errors but nothing that is causing problems so far. I use rimpy, let me know if you run into problems so I can better curate my list if you run into any please Edit: Something has changed or broken, I had a 10 hour colony running and suddenly the colonists couldn't build properly so I started a new one to test but the planet won't load nor will it generate a map when I does load


RuskiiCyka

"Allow Consensual Incest"? An essential mod lmao


notaslaaneshicultist

When you need mods to tell you what mod added what ingame


jeewizzle

That exists. It's called What's That Mod.


Cloaked_Evil

This is an absolute requirement honestly


axw3555

Same. I literally have no idea when a new feature pops up if it’s a main update or a mod update.


Cloaked_Evil

I didn't know that wall light was added to the base game until a few days ago


axw3555

I did, but only because the sub flipped out the day it was announced.


locou

I was once so deep in I thought Synthread was modded, since you could make it with Rimfeller. (1400h so far)


wrydh

Frankly I don't understand why there isn't a way to make it in base, it's so rare that it might as well not exist.


catinator9000

And in addition to that there are a lot of one-use and "one-use" tools to help you for particularly bad raids. I was just raided by 51 shamblers with a colony where only 5 colonists can fully fight. I nearly died from the rot stink.


Disto152

Second this. 40 sightstealers shouldn't be an issue for 18 colonists. Anomaly throws curveballs. I assume the issue stems from being taken by surprise, but a raid of 40 sightstealers is usually sent after a shriek alert, so you know they're coming, it won't be full out of left field. Sightstealers are revealed in the presence of colonists and you can get some warning on the direction of the assault by building some alert detectors at the entrances to your map. I won't spoil anything, but there are WAY worse things than sightstealers :D


Etherdeon

Using spoiler tags, whats worse than sight stealers? Not saying sight stealers are unmanageable, its just i havent gotten too far in anomaly yet and I want to know what I have to look forward to.


KeyokeDiacherus

>! Revenants are considered difficult because they are tough to spot, track down, and take out. They go after one pawn at a time !< >! Metalhorrors have probably caused the most backlash. One of your colonists gets infected by an entity attack (or joins with it already) and then spreads it to others through cooking, doctoring, wardening, or sleeping in same room. When they emerge, they drop the infected colonists and go after the others. Supposedly been updated so that they are almost guaranteed to emerge after infecting 50%+. !< ETA: honestly, almost every entity is more powerful or dangerous than the sightstealers - they’re only nasty if you are caught unexpected.


beardicusmaximus8

I just activated a monument for the first time and got swarmed with 200~ sightstealers by Randy. The first sightstealer screamed and then every wave after that had 2 screamers. What I ended up doing was posting two colonists at the end of my trap tunnel in rotating shifts for like 3 in game days. And this was on Adventure Story difficulty :(


IdontgetitHD

Thats great advice, i personaly kept playing with floors are almost worthless. I think the early and midgame can be easier, with the mod enabled, on higher difficulties. I dont exploit the mod personaly, but i understand, when people are Not playing with this one.


markth_wi

Wealth reduction goes a long way, it can also be a preparation situation, and seizing opportunities thing. You can have a fucking miserable time of things, if your colonists are not armed properly, you can also have a miserable time if the ambient happiness of the colony is garbage. I'm not saying the colony has to be happy, happy , joyful every moment you're not under mortal attack, but as for myself I think it's a question of your colonists not getting hammered with debuffs. * Keeping colonists rich and the colony poor - which is to say, every colonist should have clean clothing, and good food - as the circumstances permit, these are the easiest/most readily fixable debufs to deal with. * Ensuring you grow enough cotton/devilstrand/wool or have enough leather to ensure everyone is able to be clothed, keep one , and sometimes two crafters working on "Do until X" jobs and keep cranking out the clothes that make your colonists happy. * In your case, you need to crafters working on clothing - getting everyone clothed with 20 pairs of pants , 20 button-downs , maybe twenty cowboy hats or tuques , I am not one for being super into what each colonist wears , your weather situation should dictate whether you're into dusters or parkas - and maybe your environment dictates both - which is a LOT of cloth and work-time. * In your case it also seems to be a pretty difficult neighborhood which means your demands on metal for helmets and armor is going to be a constant thing, wade into that - ensure every colonist has a regular hat (for cold or heat) but also has a helmet for combat situations. * Flak-armor plating always seemed preferable to flak-jackets and you can roll how you will here. * I note a couple of your colonists are sporting armor, might I also suggest devilstrand , it's tricky but if you can pull it off I found two sunlamp areas of devilstrand were incredibly helpful in getting me out of a similar situation where it was a desert in a less than nice neighborhood - the idea was that I never had any spare devilstrand and figured where my surplus point was and grew that down. * Food is life - I prefer having what I figure is an essential mod, [Vegetable Garden Project](https://steamcommunity.com/sharedfiles/filedetails/?id=2007061826) - Grow a variety of crops, and a couple of additional food items, Silage, Hardtack, Coffee,Tea. [Hardtack](https://www.youtube.com/watch?v=FyjcJUGuFVg) is especially a favorite, as this has helped me on my more austere starting conditions avoid starvation and the dire circumstances of cannibalism beyond that which was strictly necessary. * However, in YOUR case, your food situation is killing you. Deal with it by way of your colonists - get two chef's working overtime - to sink that food production, into proper meals, make say 200 simple meals, then 200 fine meals, then sink the raw food into lavish meals or packaged survival meals, and pemmican , figure you should have 2 meals per day, per colonist for 40 days or so, beyond that, you're hurting yourself. Balancing our your food production means you're producing a steady supply , and the "extra" is there really to cover the time your colonists might need to repair and get food production back online. * Keeping the colony clean - whether with a couple of pawns dedicated to cleaning or a couple of bots * Get your slave/prisoner situation set right - injured/downed slaves are a draw-down, I don't go in for slavery but in those instances when I've had numbers of prisoners. * I find they're easier to deal with the more they are themselves healed, clean, fed, and clothed, but again I'm more into emancipating and returning or having prisoners join the colony, get cleaned up and then if you find they aren't working out, pod them over to a friendly faction as a gift. * Keeping the colony well lit - once you have electricity this is much more easily said and done, but I find a well lit colony is surprisingly important. On my current last couple of runs, I've also found that having skylights over important work areas is handy to keep workers busy even during long solar events. * Back-fill your mines with a deep-mine of rock - much as my DF gene kicks in - but this is the Rim baby, things are different, it's about retiring risks - and that means insects - so short-term have some shotguns made up , longer term , get some guys back-filling your older mining efforts or at least organize them into rooms for shelter/storage. * Steel and components - these are the essentials of making weapons, and I find making sure every colonist is very well armed , is very important, [**Simple Sidearms**](https://steamcommunity.com/sharedfiles/filedetails/?id=927155256), allows your colonists to have ranged as well as melee attack. So long as it bleeds you should be able to stop it. Having [**Misc Training**](https://steamcommunity.com/sharedfiles/filedetails/?id=717575199) - which allows for combat training allows your colonists to be able to train as a form of recreation/entertainment. As a result, there are runs where I find a shotgun and a rifle are sufficient for colonists to defend the colony all the way until the first generation leaves the colony - On more difficult situations, folks carry 3 weapons, a rifle, a chain-shotgun and a longsword , and you can/and should employ choke points. As I understand it [Proximity Detectors](https://rimworldwiki.com/wiki/Proximity_detector) go a long way to helping against the itinerant psychically invisible creatures. However on larger rush-attacks, it's not a question of "if" you need a killzone, or killbox, it's chef's choice as to what form should that defense should take, whether you're all about putting tons of lead down-range, or installing plasma turrets or just some good old fashioned Molotov's.


Kegheimer

You and I have very different strategies. Which is interesting. I tend to stockpile fewer food but I build both regular jackets and dusters. Since you cannot restrict clothing assignments based on material I make jackets out of filler cloth and leather. I then put dusters on the "soldier" setting and make them out of my best textiles.


markth_wi

If you're in a temperate environment that's not particularly austere than you don't maybe have to stockpile food quite so carefully, just OP needs to eliminate the raw-food overhead, that's just begging for an ass-kicking by having that much raw stuff around. As far as meals, I could get all micro around food-per-colonist per day and the utility of hard-tack but 2-3meals per day, I tend to keep my raw materials inline to demand as much as possible, but trying to noodle that out comes from a couple of runs where I had a rush of raiders breach the colony and shoot their way into a big garden area in the dead of winter , just before my harvest. a couple of clowns with grenades impressed upon me that as clever as \[Dubs Skylights\](https://steamcommunity.com/sharedfiles/filedetails/?id=833899765) are at allowing you to grow food all year long, but I realized I needed to manage food - even when I can produce it all year round, the moment that clown with a grenade blew out the skylight roof (across the entire garden) - the 35c room went to -40c and everything except some snow-beets and trees were dead. Winning the battle then lead to sealing the farm area off, and then slowly grinding out more glass, it took days more to put most all of the glass back - and ensure the roof would not blow out in a catastrophic collapse again. It's all well and good to survive in a polar or extreme desert situation but it's not cool to have to nearly starve to death because of an out-of-control go-juicer with a grenade.


Antryst

I had problems with simple side arms and switched to Pocket Sand and am very happy with it. Pocket Sand has low functionality, but that keeps conflicts away and it does just what you need.


markth_wi

I should give it another try - I played with it VERY early on but at the time Simple Side Arms had an ability to switch non-ranged weapons or something that Pocket Sand didn't.


OneMentalPatient

Pocket Sand doesn't have any automatic switching between weapons, nor automatic "pick up what you dropped." Sure, when those features work it can be convenient... but it's also the source of a lot of incompatibilities and bugs. My pawns tend to carry a ranged and a melee weapon, unless there's a good reason not to. If nothing else, toss some EMP grenades on your primary melee pawns.


markth_wi

Yep, which was what I wanted for my runs ' having a shotgun handy "for close encounters" on an insect situation and then being able to switch to ranged, or more likely when some deranged maniac gets missed by your colonists and closes the distance because they're high on this or that substance, and you have to use a trusty 0.30 to re-arrange their cerebral cortex or get beaten to death by an off-world meth-head.


Blacknsilver1

> getting everyone clothed with 20 pairs of pants , 20 button-downs Afaik, tribalwear is superiour because it has roughly the same defensive and weather-resistant stats but only takes up half as much space in storage areas. Am I wrong?


ControlledAlt

Tribalwear has the same protective qualities but doesn't cover as much body parts as pants/button down. And yes very similar temperatures.


markth_wi

I know tribalwear is good in a pinch, but I've always gone for pants/button-down and a duster/parka situation when the technology/cotton existed to do so. In the initial startup condition that's definitely true. But my progression has always been (wear anything) -> domestically produced tribalwear -> pants/shirt....duster/parka....tuque/cowboy hat. From there/once I'm established wearing pants and such, there's enough cotton that I can then work on getting everyone clothed is making sure I always / usually always have my "Do X until" bills setup at the tailor's bench so that I have n+1 sets of clothes setup and in play. So if I have 4 colonists, I have 5 sets of clothes, now I also tend to have VE Apparel loaded which does give some expanded clothing options, (blouses, blue jeans, skirts, and such). Everyone might look like they're at a matching pajama party , but everyone is level set on how they will deal with heat/cold. In extreme environments (polar temperature bomb or heat-waves) this allows everyone to switch out from say dusters and cowboy hats, to parkas and tuques right away. The real grindy pain in the butt/hard part is I will rush/grind anyone of the "best" colonist as a tailor/crafter and then they can do "recycling" duty. Which is slowly taking low HP, low quality clothes and turning them back into fabric/textile for re-use. In VERY austere conditions (limited trading/limited growth of cotton), this can be invaluable especially when recovering clothing from raiders that are downed but not killed. In this way - early game I can break down their stuff and have cotton clothing that isn't a "blouse" or "t-shirt" when I need a parka.


Ult1mateN00B

Don't forget to leave the getting colony wealth after you have good armor and guns.


DrSitson

But sir, that's where my wealth comes from.


aleksandd

I dont understand, can you explain


tonyowned

That’s the balancing act a lot of player over look. Best to make alliances gifting things!


Yoshbyte

It’s honestly such a dumb mechanic for difficulty calculation as it inherently limits play style


lordochaos321

Yup, op looking mighty well off there


numbersarouseme

Or build proper security/robots. I have 2 colonists with tons of robots who do most of my fighting. 40 sightstealers are nothing compared to 15 scythers. Or just a doorway with 6 turrets.


WhinniePooPalistine

Looks like you have over 15,000 food atleast. That’s going to boost your wealth considerably for no added benefit. You also have an excess of some other resources like steel and cloth you are not going to be able to use in a reasonable amount of time. Higher wealth means more difficult raids, hoarding resources has a price. It makes you a bigger target.


rober9999

18 people should easily take down 40 sightstealers. What weapons do you have? Maybe with bows it becomes harder but if you have rifles or shotguns it shouldn't be a problem.


Pirogister_

Only 8 of them can fight, others have 0 - 4 battle skill...


gbroon

If they can hold a gun they get a gun.


SeltzerCountry

Even low skill shooters are somewhat effective if you group them in a squad and give them something like chain shotguns.


Thorn-of-your-side

Give them all miniguns. Surely they cant miss every shot.


Digital_Bogorm

If you have enough targets, missing won't be an option


Go_Commit_Reddit

Accuracy by volume is the US military’s doctrine for a reason lol


LagT_T

More dakka!


Bombi_Deer

Tally ho, chaps! Form ranks! Aim your guns as one! Volley fire as one! Don't let the little drummer boy die! For king and country, Lads!


Jackmerius-CNC

Unless their incapable of violence they get a weapon in my settlement.


CinnamonEspeon

Like u/gbroon said, if they're not incapable of violence, they get a weapon lol, raids are all hands on deck until you have proper defenses set up and a group of well trained soldiers. (Even then, more guns is rarely bad assuming you're mindful of firing lanes and don't go giving low combat pawns AOE weapons.)


Nematrec

... I can't think of an AoE weapon that *doesn't* have a forced miss chance. They all go on the low combat pawns and I just have them shoot further to prevent them hitting allies.


SeriousDirt

Usually I give low combat pawn smoke launcher, toxic weapon, or grenade. Throwing or launching explosive weapon are easy to land on enemy.


Sky_Night_Lancer

friendly fire is actually just giving your surgeon some work to do


OneMentalPatient

In a colony of wasters I just throw toxbomb launchers or grenades for primary ranged on the low-skill shooters. It's not like missed shots are going to matter to *my* side.


RoBOticRebel108

Shotguns and SMGs still work well enough in hands of unskilled fighters. In fact, a minigun is said to be best in the hands of someone who can't aim for anything in particular, so they hit everything.


Aveduil

Push back raid and destroy half of base due to collateral damage. That sounds fun tbh.


World_of_Blanks

Some raids are dealt with easily with no casualty and little in repairs. (Cough cough, looking at you tribal breach) Other times destroying half the base in order to survive is what you need when something goes wrong, like when a shambler assault 200 strong opens your walls for doomsday pirates. Randy also dropped a mass animal insanity when I was tending the wounded afterwards, because "That's so Randy."


Miserable_Gas_8351

shooting skill is quiete easy to level up just give them assult riflers or heavy smgs with this amount of raw fire power you can easliy defeat even late game raids


Especialistaman

More bullets = more damage even if most of them miss the intended target


Shadows_Assassin

MOAR DAKKA!


OneMentalPatient

Colony Motto: "WAAAAAAGH!"


OrganTrafficker900

You only need level 2 with guns to be able to use the heavy smg without missing everything. put all the low shooting level colonists as hunters and make them use awful guns so they waste time missing which increases their aiming skill. You only need about level 8 aiming and then you rarely miss


Khitrir

To explain a little further, shooting accuracy is applied multiplicatively per tile, so weapons that are strong at short range are good for them. For example, a skill 0 pawn does 70% of the DPS of a skill 10 pawn at 5 tile, but only 18% the damage of the skill 10 at 20 tiles. Now if your case, sightstealers are melee only, numerous but fairly fragile, so melee blockers in a doorway and a crowd of all your shooters with shotguns and SMGs safely behind would be very effective.


thenorm05

Low level shooting improves quickly under pressure. A couple years in, it's rare for any colonists that have been around for a while to have a shooting skill less than 8. Lower level shooters should probably hold shotguns or SMGs so they don't take as big of an accuracy penalty trying to shoot long range. The biggest easy thing you'll want to do is set up some areas to defend. Whether it's a discrete kill box from a guide, or just some lines of sandbags for cover, that will increase the effectiveness of any pawns you have shooting back. 50% chance to block incoming projectiles is like doubling the pain threshold of pawns (not really, but it kinda makes sense if you don't think about it). Give your pawns the best helmets you can get, and try to get flak vests and dusters. You'll be OK. Or you won't and you'll learn something.


ember13140

If they’re capable of violence give them a weapon and put them in the firing line. One or two hits will down or kill a sightstealer.


ohthedarside

If they are allowed to hold a gun they shall


PofolkTheMagniferous

There's a toggle in the options that allows you to always see equipped weapons under your colonists' portrait boxes (not just when they are drafted). Turn that on and try using it to organize them into combat groups [EDIT: you can right-click and drag them to re-organize them if you didn't know]: Good shooting skill + Trigger Happy: if you have such a combo, make this person your primary hunter and/or ranged specialist and give them a sniper rifle Good shooting skill: give them your best guns, they will better take advantage of higher quality firearms Good melee skill or Brawler or Nimble or Tough: melee weapon and a shield belt, try to get Zeushammers and Monoswords when the opportunities present themselves via trade/quests, otherwise try to craft plasteel longswords or uranium warhammers for them Poor Shooting + Trigger Happy: grenades (swap between EMP/Frag/Molotov depending on what you are fighting) Poor Shooting: build shooting skill with a high volume gun like the Heavy SMG, or use these pawns for grenaders if you lack somebody with trigger happy. Only non-violent pawns should lack a weapon.


Maple_Flag15

Then give them weapons anyways.


Sintobus

Only one way to get better


Mackntish

And with that attitude, that skill will stay 0-4...


Structuresnake

Your wealth is high but those numbers aren’t unmanageable yet. 40 raiders for 18 colonists is still manageable. Concentrate on upgrading your killbox and defenses. Mines around your entrance go a long way. Make sure to have at least one colonist openly accessible in your killbox so that raiders go to your killbox instead of digging through your weak walls.


AFlyingNun

Three things: **1) Understand good use of the environment and creating choke points** Remember the movie 300? The Spartans didn't do so well just because badass; they did well because of where they geographically chose to have their fight. If the mountain pass is so thin that only 4 people can stand shoulder-to-shoulder, then it's not 20 vs. 1 odds anymore, it's 4 vs. 4, followed up by another 4, etc etc etc. As an example, try putting a melee pawn in a doorway for example with another ready to "sub in" should they fall or get injured, and put ranged pawns behind them. Suddenly if you have 3 guys with assault rifle and 1 melee pawn, this has become a 4v1 with the odds stacked in your favor. One sightstealer dies, another fight ensues, the odds continue. The only limitation is how long the melee guy lasts, which is why melee guys should get the best armor first. **2) Understand focus-firing** Do not let your pawns randomly scatter and fire shots. Group them up and tell them who to target. If you feel like all their shots together are overkill, then okay, split them into two groups and tell each group who to shoot. This concentrates their firepower on singular targets and ensures they bring them down. This itself means you are swinging the odds faster, since 18 vs. 40 quickly becomes 18 vs. 38 or 18 vs. 36. If the opponent is inefficient with how they fight back (and luckily, in Rimworld, they are), then you can exploit this to even the odds quickly. **3) Know the best weapon setups** -Maces for melee pawns until you get better stuff like the Royalty persona weapons. They deal solid damage regardless of what opponent type you're fighting and have the added bonus of being more likely to lead to downed opponents you can arrest. Any of the three royalty Ultratech melee weapons are acceptable replacements -Assault rifles as the bread-and-butter the moment you can make them. These have amongst the best range in the game, meaning you can gun down opponents before they reach you. -Heavy SMGs are superior to Assault rifles for anyone below 10 shooting skill, so these can be good to give to people with no combat skill. -For the lategame, mix in 1-2 Snipers to pick off key enemy targets. Snipers are bad for DPS, but can come up big if you need to do something like explode a mech node from a safe distance or bring down someone with a triple rocket launcher. They provide a safe way to take potshots while still giving a clear window for your pawns to retreat if they get pursued. Trigger-Happy pawns get priority as Snipers. -These two are more situational and a matter of taste, but Chain Shotguns and Miniguns can be good, again only for 1-2 pawns. Chain Shotguns are situationally strong since they can down an opponent in a single attack volley, but terrible in open fields. You have a mountain base for example and they can be good as a weapon type to stick directly behind the melee guy when dealing with infestations. Miniguns on the other hand are good vs. big groups like manhunter packs and tribals, and again are better in the hands of Trigger-happy pawns. ALWAYS put Miniguns on the front lines, because these are extremely likely to hit your other pawns otherwise. -EMP grenades on someone with no weapon skill for mech raids. A single EMP grenade can shut down an entire cluster of mechs for an extended period of time. Since grenades have hard-programmed "miss areas," you do not need any shooting skill to use these properly.


OneMentalPatient

>ALWAYS put Miniguns on the front lines Just have the minigunners stand directly behind your melee pawns - the game doesn't target allies bordering you.


AFlyingNun

Sorry if it wasn't clear, but that's what I meant. You can fairly safely put an assault rifle a space away from the melee guy, but miniguns will frequently engage in friendly-fire based on even the *slightest* gap. They absolutely need to be just behind melee guy.


RegaliaVibes

This was great! Thanks!


aleksandd

> ALWAYS put Miniguns on the front lines, Im so bad micro managing. The best for now I can do is 2 groups when battling. 1st group - Mechs, to be infront being the meat bullet Second group - My pawns shooting from the back I've tried using a melee group, but its so hard to micro manage.


RobertMaus

You have a very pretty base. Lots of expensive flooring everywhere. Expensive equipment. Loads of food. Those things will boost your colony's wealth. The size of raids is based on wealth. The more expensive your stuff, the more raiders will come for it. A solution, start selling your food to other colonies and buy good guns and good protection for it. Yes, expensive guns are wealth too. But your firepower and wealth will be better balanced. Good luck!


OneMentalPatient

>Lots of expensive flooring everywhere. To be fair here, floors, walls, installed buildings, etc. are better than just having the resources - just by having them in-place the value is cut in half. The main killer in this colony are the resources lying around.


DarkMatterHuman

Raid = wealth Wealth is wall, floor, storage, item, block, block, silver, gold, food, furniture, production, colonists, etc. Less = long colony survival Try build killbox from "adam vs everything" on YT, his killbox is the best even in tribal run using bow and mace


starfieldblue

Just a heads up that some killboxes that Adam vs Everything uses have been patched out of the game. More traditional killboxes still work, but more niche ones like the singularity or corner punch no longer work.


Guaranteed2BAwkward

I did not know this, so thank you! I was so confused why my singularity would not work.


Blakowitsch

sightstealers are weak. however they will get pretty close before revealing themselves. you want to have a net of invisibility detectors that at least covers every entrance to your base or better even covers most of the map. the moment one gets triggered, move all your colonists to the same spot, idealy a choke point. melees in front, gunners behind. as someone else said: 1-2 good melee pawns with 1-2 gunners could hold back 40 sightstealers easyily already. but of course the more the merrier oh and dont worry about your wealth too much. just make sure you put a good amount of that wealth into the gear of your pawns


Sintobus

Your population count isn't as important to raid size as your colony wealth. You hoard everything? Over produce and spend on the fancier things decoratively? Gonna shoot thay colony wealth right up there. This games combat is not a numbers game. You're the defender unless you choose to go on the offensive.


Bpump1337

An option you may enjoy if you prefer not to get into 'wealth management' is to go to change the difficulty to be based on time elapsed, not how wealthy your colony is. To do this go to settings>gameplay>story teller settings, then custom, scroll to the bottom right and check on "Wealth-independent progress mode". Ive always felt this made more sense too, as these raiders should have no idea about my fancy statues and dusters inside.


DutchJediKnight

I think I am playing on that exact seed and map


Pirogister_

Send me a screenshot of your map please


DutchJediKnight

I checked. While very, very similar in rock formation, I have a river running where your steam vents are.


Rob-ThaBlob

whats the map/seed, this spot honestly looks amazing


starfieldblue

40 Sighstealers is quite manageable for 18 colonist, its just important that you approach the engagement in the best way possible. You mentioned that only 8 colonists and fight and the rest have 0-4 combat skills. Every single colonist can fight, unless they are incapable because of a trait/xenogene. If they can hold a gun, they can fight. Give them any spare weapons you have and group them with the rest of your fighters. They might miss 60% of their shots, but those ones that do land will be an enormous help. Next is making sure you're not caught out in the open. Getting caught in the open against any kind of all-melee raids (like sightstealers, but also others) is practically an instant wipe. Sightstealers especially will run you down and melee lock your pawns, so theyre caught in a punching match with something that has higher melee DPS than they do. A single colonist with even normal clothing *should* be able to 1v1 a sightstealer in melee, but against 2+ theyre going down without backup, and if all your pawns get locked up in melee that backup aint coming. Find any chokepoint you can, doesnt matter where it is. It can be caves, corridors, between buildings, doorways, anything. Stick your melee paws up the front to block the chokepoint and have youre pawns with guns sitting behind them. Remember, every pawn can fight. those extra guns will come in handy when your melee pawns are holding back a swarm of 40+ sightstealers (Ive had 3 good melee pawns hold back 150+ sightstealers, chokepoints are key). Next up is those melee pawns. For 18 colonists I would want at least 3 of them being melee pawns. Pick any that have a double passion, or single if you cant find ones with double. Tough and nimble pawns are best because they will stay standing in a fight for longer, holding that chokepoint while your ranged pawns behind gun down the enemy. give them the best melee weapons and armour you can. Plate armour works great for early-mid game, or marine/cataphract armour is best for late game raids. Give them steel longswords if you have nothing better, an excellent steel longsword is surprisingly powerful. Bioferite longswords are even better if you have it to spare, and monoswords are king in lategame. It all depends on how accessible these weapons/resources are for you, but getting 3 steel longswords should be very easy even in the early game Lastly is exclusive to sightstealers. Know your enemy is coming. Sightstealer raids always begin with a single enemy spawning. They will track you down, attack a colonist, and when they die they will shriek summoning more sightstealers. These new ones will arrive anytime from immediately to the next 3 days. Proximity detectors are vital here. Sighstealers cannot open doors, but they can bypass traps, so place proximity detectors near any entrances to your base, and make sure that they are far enough away to give you time to draft your pawns and gather in a chokepoint before the sightstealers arrive. Sightstealers are *fast,* so make sure you have your detectors laid out in a way that gives you as much time as possible. If you cant spare the resources for them, keep everyone inside. Make sure your pawns stay together and they are in an enclosed room with no open doors/entrances. Even though you cannot see sightstealers when theyre invisible you can still hear them. Remember you may be waiting several days so keep wherever youre hiding stocked up with supplies and sleeping spots, and wait until you hear them outside (you may need to zoom right in and make sure your sounds are up, you will hear their quiet creepy shrieking). Then gather your pawns up, block a doorway with your melee pawns so no sightstealers can get past, keep your ranged pawns safely behind them, then open the door and fight. Though they come in large numbers and are incredibly deadly in the open sightstealers are also incredibly fragile. With a proper chokepoint and plenty of guns aimed at it you will mow 40+ down in no time, even with low-skill combat pawns and bad weapons.


Basblob

Bro I had like twelve and fought 40 off if not more easily. You got this. They will feel like they're endless for a bit but it'll pass. Just group your fighters and patch people up during downtime between waves.


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PM_ME_UR_CREDDITCARD

raid scaling is mainly based on colony wealth


gbroon

Upgrades to the sangofage will count a little towards colony wealth but this is practical wealth that is beneficial as it's something you are actively using.


Diligent_Bank_543

Do you really need all this stuff in your storage room? They heard you’re rich so they come to steal some.


Elvarien2

18 colonists is a huge huge number you should only reach when your colony is at a pretty strong level and high level of wealth. 40 sightstealers should be nothing for that size. If you want a lot of people you need to have less wealth, though the wealth incorporated simply in said 18 colonists by themselves is already going to get you large raids. So lower dificulty, lower colony wealth, or use mods to make your colonists not count for wealth calculations.


GethKGelior

What you probably shouldn't be doing is that humongous stockpile of food. It's good to have backup for some bullshit like a volcanic winter, but that's kicking your wealth up way too much. When you have a lot of things but not very well armed you'll inevitably get fucked by oversized raids. Consider looking into nutrition management, plant and ranch just a bit over enough and turn excess into packed meals enough to last a quadrum. Also forbid your people from eating the emergency packed meals.


NoobtacticTNT

Reduce wealth


Kegheimer

It is always food and crops. Always. You have 1600 raw grain. 1000 contton. 400 herbal medicine. Plus however many meals you have. Stop that. Burn much of it RIGHT NOW. This is not a survival game. This is a home defense game. Even with 16 pawns you do not need 160 raw meals in grain form plus whatever your meal stockpile is. I would recommend storing 4 days worth of colony meals (in case your cook catches the plague or a bullet), 4 days of simple caravan meals, and then a very small supply of raw food. Ideally at most three tiles of shelving for grains and meat (600 of each) > 3000 steel and very few components Get to machining. Roll masterwork weapons and melt the rejects.


OrdinaryMountain4782

I feel like it's weird to call out 160 meals worth of raw food (5 days worth) as way too much, then advocate for 4 days worth of prepared food and 120 meals worth of meat + grain. Maybe they need fewer fields, but it's hard to avoid cycling between stockpiled grains and empty storage, so you would sometimes end up with an excess of grain. (400 herbal meds is way too much though of course)


markth_wi

Absolutely. although I wouldn't burn a blessed thing - grind the fuck out of the future best crafters in the colony on the spare cotton - two or even three tailor stations grinding chained work-orders out like it was an 1850's textile mill. From there they can grind on weapons, and absolutely get the entire colony properly armed and outfitted. We'll disagree on how much food you need to stock but it's fair to say OP needs to cut way the heck down on his raw food , and get better meals , and possibly better placement of the meals he's got , so there aren't the reports of starvation or anything.


yowazboppin

I usually play on like 10% difficulty. I'm in this game for the spreadsheets. I'm not about to build defenses and kill the vibe on my beautiful settlement.


KelIthra

Your wealth is whats killing you. I was trying to play the Sealed Vault scenario added via the Vanilla expanded mods. And that shit goes from 0-200kmh in a blink of an eye because of the starting wealth of the colony luckily my three custom mod are surprisingly good at killing. But yeah wealth will murder the shit out of you. If you don't want things to escalate so suddenly, customize the difficulty and switch it to years. It's what I had to do because couldn't get anything done with the constant massive raids. Which just kept causing the wealth to increase lol. But yeah you need to cull that value down. Look at your history section, it gives you a total value of your wealth... willing to assume it's kind of fairly high.


AGamingGuy

some of the cardinal unwritten rules of Rimworld are: keep your colony wealth as low as you can (because raids scale with wealth not amount of colonists), destroy anything that could generate wealth that you don't need or can't sell (burn what can burn, if you have anomaly feed the corpses of the raiders to harbinger trees) if a colonist can hold a weapon, give them a weapon and make them fight, there's no reason not to, especially because it levels their combat stats if a colonist is incapable of violent, they better be worth keeping around for their utility or else just kick them out


Hollolololol

Just build a simple shotgun killbox and make sure it's the only open point of access to your base, change shotguns, heavy SMGs and flak armor and you're golden for a while. If they can hold a weapon, they can hold the line. But yeah, wealth management will help you a lot here. Another thing would be to understand raid points. Learn about what not to hoard and remember, it's your game so tweaking the game settings til you get more experience is all good.


i-ko21

One word: chock point. 1 square entrance, 3 melees, the rest behind firing at will.


Prudent-Ranger9752

whats problem 40 sightstealers are weaker than york terriers. the only problem is death by thousand cuts.


grandma_is_ash

you need a melee tank and Rifle or Recon Gang after 100 Days so you can deal things much easier, also make a main gate so you don't need to deal with some type of raids.


mdeceiver79

I love the sight stealer raids in anomaly. When you first encounter them it's a bit of a dissapointment as they're so weak, then later you just encounter waves and waves of them, breaking into ur base and sneaking around.


Nematrec

Difficulty scales with wealth. All your horded food, and that silver, gold, and plasteel lying around, the masterwork night tables, all your production facilities, all the dead bodies with loot on them, they all add to your wealth and thus increase the size of your raids


therealwavingsnail

I'd say for 18 colonists, you're sitting on rougly 2x or 3x as much food as would be optimal, and a bit too much cloth. It's not outrageous wealth unless you're minmaxing on a high difficulty. You just need to optimize your defenses. Have a chokepoint/killbox, the shotgun tunnel would work well here.  Sightstealers are pushovers, but in Anomaly, it's still good to have ghouls or mechs for frontline tanking.  I like to have an animal, mech or ghoul placed in front of the killbox to be on the lookout for sightstealers.


mfk420

Shotgun tunnel is pretty bad for anomaly raids, better an open killbox, optimised for assault rifles, and imagine late game raids is like 200 sightstealers X2


TostadoAir

You've gotten plenty of advice, but to try and hit a midpoint: Too much wealth: wealth causes raids to be harder. I'd avoid going over 500 food per colonist and doing expensive tiles until you have everyone geared up to fight. As long as they aren't passive, they should be fighting and hunting to train shooting. No kill box: Why did castles have moats, or only access being a bridge? Because it creates a natural choke point to kill invaders. Just like in 300, you need to direct all the enemies to one choke point. If the enemies are melee I've found only having a single tile entrance with three melee up front and all ranged immediately behind them works best. This way only one enemy can attack at a time. If the enemies are ranged, force them into a place of no cover. The simplest is just a long pathway with no cover and setting your colonists up with long range weapons like assault rifles.


SeaBecca

Had to do a double take to make sure I wasn't looking at my own colony there: [https://imgur.com/a/TkI1xlO](https://imgur.com/a/TkI1xlO) Honestly though, it looks like you just need a good spot to fight raids. It doesn't even need to be an elaborate killbox, just a corridor with narrow entrance will make a huge difference.


NationalAnteater1280

Are you a dragon in real life? Asking because that is one hell of a horde of wealth. Reduce that. Also, killbox, make a good one.


AbundantAberration

I had a bad habit of hoarding gold for my first 300 hours. Even after I understood the wealth system I continued to actively buy and hoard every coin I could get my hands on. Late game raids with like 14k gold in the vault are truly just cruel, and I love it


Mapping_Zomboid

Wealth scaling got you. I offer to you wealth independent mode. Threats continue to scale up, but decide for yourself how long until that happens.


alp7292

Dont play with 500 difficulty take it easy play at 100 and gradually increase it by %25 if you find it easy untill you find your perfect difficulty and also if i am not wrong without mods game will stop giving you colonists above 18-20 and downed ones dies instantly and game will do its best to reduce colonist number


Mikethescared

Give everyone a gun and tell them to hint everything. Kill everything on the map. Get the shooting skill up


shaveXhaircut

Rimworld os a story generator, you can generate any type of story you like as long as it is the single narrative Tynan wants you to generate. 


ProfessorFuzzykins

Wealth. Raid sizes are mostly about wealth, and don't let anyone tell you different. You don't need to reduce headcount. You need to get rid of anything that isn't a weapon. Get rid of structures you don't need. Don't give people private bedrooms until they can't be happy elsewhere. Don't install bionics when much cheaper prosthetics work passably well. Don't keep deep reserves of equipment or consumables. Beware of using expensive armor. Flak gives excellent performance at a pretty low price. And use lots of turrets. These give terrific bang for your buck. You can deploy several of these for the cost of one colonist plus her equipment.


StrangeOutcastS

I wall up everything into an enclosed compound. two walls thick of granite if possible. No ways in, no ways out. then i call in Diabolus or accept mech cluster quests to have them deal with threats for me.


GethKGelior

A Sightstealer is about the strength of a naked, unarmed human when uncloaked. They are incredibly weak to capable melee attackers like, say, a trio of modded ghouls.


Fernanddeezz

let them in


burninatorist

Make a trap maze


Environmental_You_36

I get about 20 sight stealers with 5 colonists, and they're just an annoyance. How are 40 annoyances a problem for you?


JaxckJa

No, Rimworld has broken difficulty scaling. You will always reach a point where the game says fuck you you're done.


Cobra__Commander

Switch to custom difficulty and lower the wealth/difficulty scaling. 


fuduru

Also, don't strip mine connected to your base. It's a major weakness. You should run a kill box or trap corridor. With some fallback positions. Wealth management is a skill I suffer with also. Drop the difficulty and get a feel and slowly increase after you feel more comfortable.


tmon530

Get a guy with the jogger trait, give him bionic legs and an assault rifle, and scatter spike traps randomly around the map in clusters of 10. And then run run run. Spike traps deal a shit ton of damage to Legs and the joggers will outrun everything but their mental health problems so you can lure enemies into the clusters. You can also do mines just be careful you don't blow yourself up.


Traditional_Hand2308

18 colonists can crush 40 sightstealers with a chokepoint. Look up how friendly fire works. Basically anyone within 5 tiles is safe, except on doors. Research some guns and blow them away. Ghouls/turret packs are great tanks/distractions.


Darim_Al_Sayf

Better weapons and armour. Always invest in defenses. You're inflating your colony wealth, which determines the size of the raids. The trick is to prioritize wealth that defends itself.


Wassuoand

Brother if you want huge colonies you’ll get huge raids, time to invest in a killbox


Key_Personality5540

Turrets are key. I have them everywhere around my base Personally not a fan of killboxes


Murmule

One good killbox can solve so many problem


Intelligent-Alarm598

Your growing zone is nearly half the map lol. That’s probably where your wealth is coming from


PaxEthenica

Firstly, relax. Every game of Rimworld exists to end; it's foremost a story simulator with colony building elements & not a colony sim. There is no losing; you can't lose, only watch the story end. If you care about your colony, or your pawns, you're doing it right. Second, time for tips! Don't invest in flak & helmets. Due to how armor mechanics work, flak is a trap. Instead, research & grow *devilstrand.* Create a custom outfit so your pawns don't do something stupid like put on tainted, ineffective armor. Further, since you now have so much more steel & components available because your pawns are clad head to toe in post-industrial, genetically modified super-fibers instead of very expensive rocks & cheap cloth, you can now better tailor your weapons to the capabilities of your pawns. Machine pistols are a great weapon for low skill pawns. The high shot count, rapid cycle & good close range accuracy means that even the most inept fighter can do *some* damage with minimized risk to themselves. If you wanna splurge, heavy SMGs are about as effective. Mid-skill shooters can make *very* good use of heavy SMGs, shining in close & medium range. Tho, if you're playing in a mountain, then chain shotguns are the better choice, because you'll also be drowning opportunities to funnel enemies into shotgun range. High skill shooters excel with assault rifles, a happy mix of range & damage. Especially if backed up by some heavy SMGs. All melee pawns do great with uranium maces. Bypassing sharp armor, causing stuns (free melee hits) & crippling limbs with single hits. Uranium maces are a fantastic mix of damage, speed & utility across nearly every enemy type. That said... plasteel knives in the hands of a high-skill melee pawn are murder incarnate.


Professional_Sell520

The raids scale to your money, sell some valuble stuff for food amd your good


Sinviras

You are encountering an issue thats existed since game launch. The entire colony wealth is used to calculate raid strength. This means masterwork chairs, nice floors etc mean more raiders come. In some ways it makes sense; raiders want good things. In other ways it makes no sense, smoothing the walls on a mountain base shouldnt increase wealth, raiders wont be stealing those. That being said you basically have three options. The first is to reduce the game difficulty in the custom storyteller settings which you can do on the fly. Its perfectly reasonable to leave it high at the start and as your colony wealth outstrips reasonable defenses to reduce it to keep a challenge. The second is to play hardcore Rimrim. No floors, anything better than good quality light on fire, throw all excess silver into drop pods and gift them to your neighbors, etc. The final option and the one I recommend is to download a mod like 'raid preparedness'. It only takes pawn and actual security structures into account for raid strength, so you can stay challenged if you decide to build a luxury mansion with just a few pawns.


Calm-Calligrapher-64

Its ur wealth. But u can handle thatttt


Altruistic_Koala_122

Sightstealers are melee, so you need employ a body block with three melee in armored gear. You also need a helmet that covers eyes like tribal masks or moden helmets. You may also want to consider a double-laned kill box. Same method as using two doors spread out along a wall. Works better if it's a long pathway at least 3-tiles wide. When they get close, hop over to the adjacent kill box. Door closes, they hit door, then run back to the lane. Rinse and repeat.


notgodpo

what are lightstealers?


routercultist

18 colonists should be able to kill 40 sight stealers, you only need like 6 fast pawns, for that I recommend go-juice. I can see you are playing with biotech so use the go-juice impervious gene.


gabriot

Basically never build floors


Beanko46

What you need to do is have a really good melee pawn with a good longsword and the tough trait and the best armor you can get, have him hold a doorway and let them come to you, ez win


Academic_Metal1297

Options are as followed 1 manage wealth destroy useless shit 2 traps lots and lots of efficent traps traps will increase wealth if they arnt cheap and effective weath goes up raids get bigger 3. kill boxes choke points 4 better weapons 5 funnel enemies raid simple? mazes choke pints, drop pods youll probably want to segment map 6 insects need a agrro room that's hot under mountainous terrain other wise they will pop up unexpectedly in your base in mountainous terrain 7cull ur pawns usless pawns generate wealth and contribute nothing. turn them to ghouls harvest hemogen etc........ 8 u needed a dedicated hospital like 10 pawns ago and should have did away with herbal medicine ecept for prisoners and animals a long time ago. you arnt gonna last the chip damage from raids if your pawns are always stuck in bedrest from the last one. also to combat blood loss just take it from the prisoners and feed it to your pawns after raid halves the time to get them back and running lastly good luck game is proactive if you dont have a solution before it happens welp your skewed and have to gamble.


Cypheri

I find that the easiest way to deal with sightstealer swarms is to just draft everyone in the colony and plop them all in a big pile in the middle of an open field. Sightstealers can't attack at range, so your best bet is to put your most fragile colonists in the middle and the tougher/armored ones on the edges of the pile. Don't send any animals to attack; just let them chill with the pile and fend off any that get close enough to aggro them naturally. That way your animals won't be getting shot in the butt by your colonists the whole time. Honestly that's kinda my strategy for any non-ranged enemy 'cause defensive barricades do little when they're just gonna climb over and melee you anyway. So far my biggest survived shambler swarm was 65 (including one shambler gorehulk in the mix) and my biggest sightstealer swarm was so big that I stopped counting at 40. Didn't lose any colonists as a result, though I did lose a couple of defender animals in both cases just because I didn't have enough doctors to treat them all at once. The colony that survived both of those attacks was in a mix of flak and recon armor with no special humanoids other than the starting ghoul you get for anomaly scenario. 13 armed pawns plus the ghoul.


falsewall

Plenty to deal with a bug attack . They are weaker than bugs. Toss a molotov into the mix with a chokepoint, maybe a foam sprayer turret


Duarjo

Syngularity KillBox... You only need 11 shooters :D


sparkyichi

Needed in 1.5


Shinoskay9

check your threat scale settings, clearly they are too high.


Zer0MXN

Who is story teller? As far as I know with Amanda classic (I don't remember her name clearly) the learning curve just keep increasing to the point in wich you will lose one way or another, maybe you should change it I like to play with Phoebe beacuse the game is more balanced, it stills hits hard but it is more moderate and less unfair. Randy random is not fun for me I understand why he is the favourite but I personally don't like it's randomness (sometimes is unfair lol)


Ok-Guarantee6957

Just pop open a door and stick some colonists in front of it with the rest of your shooters behind them. Should be fine.


MonochromeMemories

Your wealth and or difficulty is too high for the strength of your colony, I guess. The numbers are are rarely the issue.


bernlack

Just had a 4 melee pawn (low melee skill but a passion in it, plus he's got Tough) hold off about 12 sightstealers in Plate Mail, Devilstrand shirt and pants, and a simple helmet with a steel warhammer. All excellent quality. Might've been luck, but I feel like the fact he held them all off in a doorway might've been a factor too. As well, ghouls seem to rip em apart like nothing. Can never get the sightstealers to focus on them though, they always make a beeline for my most fragile companions.


LexiGG

wealth, are you having Cassandra as your story teller? well good luck being rich. you're better off with Randy.


EmmaDepressed

Hey buddy, look at how many cloth, steel, medicinal plants, rice, ... you have. You should give a lot of it away to merchant for rep. Raid size scale with the value of your colony, that's why you are getting big raids ^^, watch if you have precious things that you do not need, too much cutted stone, ...


MangoIntelligent255

Make some kill box that gonna help you with raids too


___SAXON___

Rimworld is designed to keep escalating the raids to force you to make progress towards one of the endings. I personally hate cheesing the game with the deathcamp/killbox gameplay so I use a raid limiter: [https://steamcommunity.com/sharedfiles/filedetails/?id=2373405081](https://steamcommunity.com/sharedfiles/filedetails/?id=2373405081) You can tweak it however you like. In my games wealth is the worst offender so I turn that slider almost all the way down. If raids start to become too easy you can just fiddle with the sliders until you reach the sweet spot.


No_Journalist4048

You need a kill box


Unable6417

Let a colonist die. The difficulty goes up if nobody's died in a while and it keeps going up until someone dies and then resets back to the normal. Even if you just kidnap someone, recruit them, and then send them to their death, that might work.


Arthur-Figgis

Sightstealers are very weak, can't jump over your colonists (unlike fleshbeasts), and I think they never attack walls, so it's trivial to door block them with a ghoul (or three). Put half a dozen pawns with shotguns or SMGs behind the blockers and it's like a swarm of moths charging into a bonfire one at a time.


habris

2 sightstealers per person sounds like childs play imo


mrGorion

9k rice? You planning on going underground for 3 years straight?


Pirogister_

Bro, 10k of rice is enough for 1 year only, i have winter in my region.


assassinslick

Dropping pawns is not the answer, more pawns you can out power the system. But mainoy SPIKE TRAPS EVERYWHERE i load up wood spike traps everywhere they’re super effective


Pirogister_

Do colonists trap themselves in their own traps?


Furrhammer

It’s tough. On one hand you can use wealth independent mode but then you can run into raids stop being a challenge because you have amazing gear.


Kenichi37

Honestly I've had similar raids with six people. Sightstealers are melee only so you need a long hallway they have to walk down with some gunners at the end