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RimWorld => General Discussion => Topic started by: khun_poo on September 22, 2017, 07:24:00 AM

Title: Share your trick
Post by: khun_poo on September 22, 2017, 07:24:00 AM
I'll start.

Use "Held open door" instead of sandbag in your kill box for your colonist to take cover.

Sandbag can cover your colonist for 60% while opened door can cover 75%.
Title: Re: Share your trick
Post by: skullywag on September 22, 2017, 07:52:17 AM
Place a growing area over any ambrosia that spawns and set sowing to off, your pawns will keep on harvesting it automatically.
Title: Re: Share your trick
Post by: Nameless on September 22, 2017, 09:27:31 AM
Plant trees in your maze. Slows down incoming army considerably. Can also combo with incendiary IED.
Title: Re: Share your trick
Post by: Sola on September 22, 2017, 09:39:21 AM
Quote from: skullywag on September 22, 2017, 07:52:17 AM
Place a growing area over any ambrosia that spawns and set sowing to off, your pawns will keep on harvesting it automatically.

This is neat.  Did not know this.

Just got some basic ones that oldbies take for granted.
-Make construction a restricted job.  Have only your best constructor set to the job and nobody else.  Improving this skill will increase the QoL of your colony.
-Better quality beds improve rest efficiency.  Stone beds are worse than wood beds.
-If you're cooking food and using a freezer anyways, rice is functionally better than potatoes and corn.
-Make prison cells large, clean, and pretty to improve recruitment chance.
Title: Re: Share your trick
Post by: Canute on September 22, 2017, 10:52:46 AM
Point at
Post a cool tip you know about!
https://ludeon.com/forums/index.php?topic=30435.0
Title: Re: Share your trick
Post by: maculator on September 22, 2017, 10:57:38 AM
Make a zone that covers beds+food+joy. And every time you need something done immediatly restrict the colonist you want to do the job to that zone and extend it over the place he's supposed to work in.
Title: Re: Share your trick
Post by: Dargaron on September 22, 2017, 12:16:56 PM
Quote from: Sola on September 22, 2017, 09:39:21 AM

-If you're cooking food and using a freezer anyways, rice is functionally better than potatoes and corn.


Aren't Potatoes an edge case, since they grow "relatively" faster in Gravel? On maps with limited soil, that can be important.
Title: Re: Share your trick
Post by: Jibbles on September 22, 2017, 03:15:38 PM
You can store stuff like meals in transport pods without them spoiling.  I believe you can also put a colonists in there and use it as a cryptosleep casket.  Anyways, I mainly use them for emergencies.  I have them stocked up with meds and meals at all times so my pawns can get in and go while being prepared when caravans get in trouble. Note: You add those items back to the list before launch since you have to cancel the launch in order the load up the colonist.
Title: Re: Share your trick
Post by: gipothegip on September 22, 2017, 06:10:38 PM
Put roofing over turrets, and positions your fighters will defend from. The darkness will make them harder to be hit from ranged attacks in addition to any cover you provide them.
Title: Re: Share your trick
Post by: maculator on September 22, 2017, 06:28:03 PM
Quote from: gipothegip on September 22, 2017, 06:10:38 PM
Put roofing over turrets, and positions your fighters will defend from. The darkness will make them harder to be hit from ranged attacks in addition to any cover you provide them.
I thought that was patched out of the game?
Title: Re: Share your trick
Post by: Crow_T on September 22, 2017, 07:04:59 PM
Probably a crappy trick,  but to remember the order of the lower qualities I use "ASPN" (like aspen)
Awful
Shoddy
Poor
Normal
Title: Re: Share your trick
Post by: khun_poo on September 22, 2017, 09:14:11 PM
Quote from: skullywag on September 22, 2017, 07:52:17 AM
Place a growing area over any ambrosia that spawns and set sowing to off, your pawns will keep on harvesting it automatically.

Wow! That method is great to make ambrosia farm.

I have an addition trick. Let's call it "Beauty shared statue". If you build a room with cut-corner and place statue there. The beauty from the statue will share between corner of the room. It's good for when you happen to craft legendary large statue but also want to give it benefit to several room at once.

This is how you do it.

(https://preview.ibb.co/fMDO65/share_statue.png) (https://ibb.co/epdqm5)
photos upload sites (https://imgbb.com/)

Another room

(https://preview.ibb.co/cqRAm5/share_statue2.png) (https://ibb.co/nsHGR5)

As you can see from the picture. The statue in the gap at the center of the room share beauty to both room. It's also share to other room on the side too. This method doesn't change your bedroom into barrack by the way.
Title: Re: Share your trick
Post by: maculator on September 22, 2017, 10:24:48 PM
Not sure if you can call it a trick, but:
In the beginning I only use electricity for my fridge and I place my solar panel far away from the battery to have the zzzt event happen far away from both with a relatively high chance. I also keep the conduits as far away from my wooden fridge as possible and cut all the plants arround my setup.
I also tend to play fairly far with wooden houses since they keep the wealth down. This plus only farming/mining/building what you really really need keeps raids manageble until you get better gear.
Edit:

B-S     <--Battery + 1 Conduit + Solar Panel = 100% Chance a zzzt blows up everything.
B-------------------------S     <-- only ~4%
Title: Re: Share your trick
Post by: SpaceDorf on September 23, 2017, 09:44:27 AM
Quote from: maculator on September 22, 2017, 10:24:48 PM
B-S     <--Battery + 1 Conduit + Solar Panel = 100% Chance a zzzt blows up everything.
B-------------------------S     <-- only ~4%

Addition : Never use a single line of power.

-------------------------------->Base
|                                 |
S-------------------------B--->Base

no matter which part explodes, your base is still powered.
Title: Re: Share your trick
Post by: Ironvos on September 23, 2017, 10:52:56 AM
Use a 'Chimney' for your coolers to avoid them being the weak spot in your walls.
With stone walls you can even keep the roof over the tile as the temperature should not ignite the walls or the cooler.
But if you want a real chimney, get rid of the roof over the one open tile.

(https://i.imgur.com/SHpxBk6.png)
Title: Re: Share your trick
Post by: NiftyAxolotl on September 23, 2017, 10:50:10 PM
You can heat your home with a geyser. First, wall it up with no roof inside your main compound. In winter, open an interior wall and finish the roof. In summer, take down the roof and seal it up again.
Title: Re: Share your trick
Post by: khun_poo on September 24, 2017, 05:14:00 AM
To avoid drug binge event without violent. You can make a false caravan with any colonist. Bring all the drug with him and let him stay out of the map until the drug binge colonist calm down.
Title: Re: Share your trick
Post by: Lady Wolf on September 24, 2017, 06:05:22 AM
Scatter out various wood chairs or other cheap furniture in your killzones for enemy raiders to climb over and attempt to hide behind.

Often times they will either try to use the shoddy furniture as cover (which won't last long under gunfire) or focus their attention on attacking/setting it on fire making it easier to kill them.

A small pile of 100 silver surrounded by traps and/or a clear firing line for your snipers seems to work well too to distract incoming bandits.

Edit:

Another trick is to place non violent pawns directly in front of your shooters, the gunner will automatically shoot over the pawns shoulder/past them and give the gunner additional cover and hopefully soak enough hits to let the fighter keep fighting long enough to turn back the raid.

(If you're using any mods that add gun emplacements you can have non violent pawns man those as well and they won't raise a fuss about it and happily shoot the enemy.)

Edit 2:

If you're having trouble recruiting one of your prisoners and are tired of waiting, sell them into slavery, exit the trade screen then re-enter and buy them back (wait for them to exit your prison first however if selling to a caravan) You'll still lose a bit of profit in the exchange but gain the new colonist instantly, which can be a fair bit cheaper than meal costs over the weeks it takes to recruit the stubborn prisoner. (Let alone the chance of further injury death during escape attempts.)
Title: Re: Share your trick
Post by: maculator on September 24, 2017, 07:14:16 AM
When you selected the future location of your base, visit it, pause the game and check wich paths your colonists would take to reach various mapedges. If you see any bottlenecks on their way you can place a few traps there to just weeken them while they approach you. Or you can see where you could/should place a bunker with good view on a mersh or open field.

Walling yourself in is cheesy and boring, placing a hand full of traps in bottlenecks and constructing small bunkers arround your base in places with terrain advantages is fun!
Title: Re: Share your trick
Post by: Lady Wolf on September 24, 2017, 07:55:22 AM
To help offset the lengthy mood debuff of addicts when you're trying to break them of the addiction schedule joy activites for an hour every 3 hours of waking time, or alternatively schedule them to sleep 20 hours a day, the less they're conscious the less mental breaks they have.
Title: Re: Share your trick
Post by: maculator on September 24, 2017, 07:57:06 AM
Quote from: Lady Wolf on September 24, 2017, 07:55:22 AM
To help offset the lengthy mood debuff of addicts when you're trying to break them of the addiction schedule joy activites for an hour every 3 hours of waking time, or alternatively schedule them to sleep 20 hours a day, the less they're conscious the less mental breaks they have.

Interresting. What about sedating them?
Title: Re: Share your trick
Post by: Canute on September 24, 2017, 09:26:17 AM
Sedate is coming from EPoE mod and need a medicin/herbal. But when you pawn's suffer at poor mod, you might be low on medicin too.
Title: Re: Share your trick
Post by: SpaceDorf on September 24, 2017, 09:34:17 AM
Quote from: Canute on September 24, 2017, 09:26:17 AM
Sedate is coming from EPoE mod and need a medicin/herbal. But when you pawn's suffer at poor mod, you might be low on medicin too.

You could order an operation and cancel it after the sedation part .. that works in Vanilla.
Title: Re: Share your trick
Post by: maculator on September 24, 2017, 10:03:43 AM
Does anybody have some cool ideas what to do with those cryo-tubes? (forgot the propper english name for it)
Can you just put some addicted person in them and let them sleep it out or will the addiction last? What else could one do with them?
Title: Re: Share your trick
Post by: SpaceDorf on September 24, 2017, 10:26:44 AM
As far as I know all body functions are stopped when in cryo, so no rehab-on-ice.
But you can use the pods to :

store prisoners you can't support at the moment.
save sick pawns for when medicine is available again.
store your luci-troopers.
store crippled pawns until you have the parts to repair them
last retreat when your colony is razed by overwhelming odds.

Title: Re: Share your trick
Post by: Canute on September 24, 2017, 10:30:03 AM
mac, looks like you didn't watch enough Sci-fi movies ! :-)
Why do you think the people get put into Cryptosleep casket ? Because they  shouldn't age, that mean anything is on hold/statis or at last at very low rate.  This works for the addiction too.
When the pawn comes out of the casket, the first he want is to smoke or drink a beer.

Beside to deconst. the casket, you can put in an extremly hurt pawn/prisoner until your doc is healed and got time to take care about these patients.
Title: Re: Share your trick
Post by: Lady Wolf on September 24, 2017, 10:34:53 AM
Capsules are also handy to store organ bank prisoners in, since they tend to get somewhat mental after harvesting too many organs, and once they're immobile you need to feed them too, which can be a real resource drain over the years.

I find it helpful to store a couple mostly intact prisoners in cryo capsules for those emergency organ transplant needs then briefly unthaw them when needed. (Also keeps them from prison breaking and losing those precious organs.)

Edit:

Another handy use is to stick your grazing animals inside them for safe storage in the event you ever run out of hay/food for them so they don't starve during long winters. Or use them to Store Warden Wargs* when you run low on corpses to feed them.

*Warden Warg - A Warg or pair of wargs set into a restricted area consisting of the prison and a near by freezer where corpses are stored. The Warg will feed off the corpses and make short work of any prisoners that go berserk or attempt prison breaks.
Title: Re: Share your trick
Post by: Barley on September 24, 2017, 06:13:09 PM
Enemies that don't have a pain threshold and many organs are practically invulnerable to bullets, because said bullets will hit "unnecessary" or "redundant" organs (think "Fifth Body Ring" or "Left Eye Sensor").

Grenades counter this by hitting several organs at once. Stock up on frags.
Deadfall Traps Counter this by only hitting the head and head-mounted organs. Place many of these around crashed ship parts when beginning an assault.
Finally, for those tribal players out there, use boomrats. Boomrats breed rapidly and explode just like grenades and can be fed with cheap haygrass if you're not in a desert.
https://imgur.com/a/ePLCS
(https://imgur.com/a/ePLCS)

Don't bother training the rats. Just put the Rodent Response Regiment in an allowed area, then switch them to another allowed area inside the enemy concentration zone. Enemy stupidity will do the rest. Meanwhile the Boomrat Breeding Brigade sticks to the safety of isolated breeding chambers past the response chambers.
Title: Re: Share your trick
Post by: khun_poo on September 24, 2017, 08:52:35 PM
Quote from: Barley on September 24, 2017, 06:13:09 PM
Enemies that don't have a pain threshold and many organs are practically invulnerable to bullets, because said bullets will hit "unnecessary" or "redundant" organs (think "Fifth Body Ring" or "Left Eye Sensor").

Grenades counter this by hitting several organs at once. Stock up on frags.
Deadfall Traps Counter this by only hitting the head and head-mounted organs. Place many of these around crashed ship parts when beginning an assault.
Finally, for those tribal players out there, use boomrats. Boomrats breed rapidly and explode just like grenades and can be fed with cheap haygrass if you're not in a desert.
https://imgur.com/a/ePLCS
(https://imgur.com/a/ePLCS)

Don't bother training the rats. Just put the Rodent Response Regiment in an allowed area, then switch them to another allowed area inside the enemy concentration zone. Enemy stupidity will do the rest. Meanwhile the Boomrat Breeding Brigade sticks to the safety of isolated breeding chambers past the response chambers.

That was the crazy way to use boomrat lol. By the way, should I let the roof open? I think it make a room really dangerous when boomrat's fire start to burn.

My addition trick. You can use frag grenade to extinguish fire  ;)

Title: Re: Share your trick
Post by: SpookyMunky on September 25, 2017, 02:09:26 AM
I guess my tip would be assault rifles are actually badass :)

I know I am supposed to use mainly bolt actions rifles according to the min/maxers hehe.. holy hell though, I am fairly sure that is a running joke at newbs expense ? I don't class myself as a newb but I feel like I fall for it every time someone mentions the stats etc hehe... I recently told my lev20 crafter to build me 8 of his best, the highest he got was superior (I guess that is the max ?)

I almost lost the colony purely because I had that wtf moment, why is no-one doing any damage, then having to send people back to pick up assault rifles and snipers etc mid fight :)... all that was going through my head was damn you internet hehe.. what is the obsession with bolt action rifles ?
Title: Re: Share your trick
Post by: maculator on September 25, 2017, 03:52:27 AM
IF(!) you don't plan on "releasing the hounds", and you melees stay away, giving a bad shooter a LMG is a good idea too.
Title: Re: Share your trick
Post by: SpaceDorf on September 25, 2017, 04:42:45 AM
Mods. Lots of Mods. !
Title: Re: Share your trick
Post by: khun_poo on September 26, 2017, 04:39:00 AM
(https://image.ibb.co/gfnLpQ/House_area.png) (https://imgbb.com/)

If you click on this icon at the bottom right of the UI screen. The game will not create home area around your new building and growing area anymore.

This will help you a lot when you need to build something like sandbag, guard tower or IED explosive outside of your base. Since home area trend to bring your colonist to come and clean, extinguish fire in said area which often lead them to dead.
Title: Re: Share your trick
Post by: maculator on September 26, 2017, 04:55:11 AM
Set the radius of your stoves to the smallest possible and place 1x1 stockpiles for veggies and meat next to the stove. So you cook wont stand up, get 10 meat out of the fridge, cook it and repeat it all the time. Now he will fill up the meat stockpile, cook it and then fill the whole stack up IF nobody allready did it in the meantime.
PS: Priority of 1x1 stockpiles must be higher than the priority of the fridge.
Title: Re: Share your trick
Post by: giannikampa on September 26, 2017, 05:13:06 AM
As soon as you spawn in a combat map (you got attacked or you attaked an outpost) claim all you can as yours (red flag button?).
This way some of the enemies will run to attack those useless walls all around.
Title: Re: Share your trick
Post by: maculator on September 26, 2017, 05:27:02 AM
^Thats a good one.

Wall in your base on hard difficulties. (I don't mean traps and turret spam).
A simple wall arround your base keeps off manhunter packs. I usually don't build doors and rather leave a gap inside the wall (for the raider ai).
A stockpile with 75 wood right next ot the gap ensures you can insert a door/wall the second those 10 elephants spawn.
Title: Re: Share your trick
Post by: SpaceDorf on September 26, 2017, 07:08:06 AM
I repost a quote here :

Quote from: Debbonair on September 26, 2017, 07:00:40 AM
You actually can make a temporary map permanent by enabling multiple colonies in the option menu and then choosing the 'settle' button on the map hex before the caravan reforms. I was pretty heavily injured after taking down a item stash that was guarded by 3 pirates, 5 turrets, and an incendiary mortar so I didn't want to have to go back on caravan plus I didn't have enough capacity on my pack animals to take all I wanted and there was quite a bit of precious metal veins on the map so I tried the settle button to see if it would keep the same map and it did. I was planning on staying there a month or so and making several trips with stuff back to my main base then abandoning when I was done, but I ended up just keeping it as a secondary outpost with 2-4 people manning it permanently since it constantly got better animals than my main base map and was easy to support them on... Not to mention WAY better defended since I hadn't researched turrets, batteries, or solar power myself yet. lol
Title: Re: Share your trick
Post by: PatrykSzczescie on September 26, 2017, 06:24:42 PM
If you have a caravan and a thrumbo, you can hunt for thrumbo and run through the caravan so they'll will fight the thrumbo and you'll get loot. Muffalos carry more loot, so it's better to collide them with the thrumbo as it'll eventually attack them.

Quote from: Lady Wolf on September 24, 2017, 06:05:22 AM
Edit 2:

If you're having trouble recruiting one of your prisoners and are tired of waiting, sell them into slavery, exit the trade screen then re-enter and buy them back (wait for them to exit your prison first however if selling to a caravan) You'll still lose a bit of profit in the exchange but gain the new colonist instantly, which can be a fair bit cheaper than meal costs over the weeks it takes to recruit the stubborn prisoner. (Let alone the chance of further injury death during escape attempts.)

I've seen somewhere told that you can't buy prisoners you have sold in order to stop abusing the recruitment glitch.
Title: Re: Share your trick
Post by: giannikampa on September 27, 2017, 03:26:14 AM
Do you have any secondary bases that you leave unabitated for some reason?
So remember to uninstall all the furniture before you go away: raiders will ignore them. I suggest to order the caravan formation first, then order deconstructing all you can, then manually order a constructor to go deconstruct before caravan leaves (decostructed will not be taken to any stockpile, save tables and stools for last), then set those furniture to be installed again: next constructor that will enter the map will install them first.

Deconstructing doors may prevent enemies from violently trying to go inside a room
Title: Re: Share your trick
Post by: Limdood on September 29, 2017, 09:10:30 AM
1) A single vitals monitor or multianalyzer will affect as many beds/research benches as you can build touching....including diagonally.

This means you can fit 8 beds touching a vitals monitor (for 12 people if the corner beds are doubles) and 8 hi tech research benches touching a single multianalyzer.  Not that you'd need or want that many, but placing 2-3 benches or 2-4 beds per vital/multi is a nice resource/energy saver.

2) put joy activities in your dining room to increase the impressiveness of both and double-dip on the "impressive dining room" and "impressive rec room" buffs.

3) make major hallways that you expect to possibly fight in (whether sappers or bugs) 2-3 tiles wide...it expedites travel and allows easier shooting down the hallways.

4) if you group your bedrooms, place an exterior door on each bedroom (to prevent disturbed sleep) AND place a door to another bedroom or room, but forbid it.  The forbidden door will keep people from pathing thru the bedroom and causing disturbed sleep, but you can unforbid it in a pinch during an attack (infestation, drop pods) that might other wise strand, or even pin and kill your pawn in his room.
Title: Re: Share your trick
Post by: khun_poo on October 02, 2017, 02:05:08 AM
You can burn unwanted corpse to save space from digging grave. First, create a small but high priority area of corpse you want to dispose and wait for your colonist to haul. Burn them with molotov or incendiary launcher.

If you can't find incendiary launcher or molotov, down some boomrat or boomalope in your map. Create a animal sleeping spot on top of corpse pile and rescue the boomrat/boomalope. Restrict area your colonist to those spot to prevent him/her to use another animal sleeping spot. Then remove home area and kill that boomrat/boomalope to let it burn.
Title: Re: Share your trick
Post by: Modo44 on October 02, 2017, 04:24:26 AM
Make a dedicated corpse zone away from your pawns' paths. It's free food for your tamed carnivores, without the mood debuff of butchering people. Add a roof and a cooler to prevent food poisoning from rotting bodies. (Your colonists only care about other colonists being buried properly.)
Title: Re: Share your trick
Post by: SpaceDorf on October 02, 2017, 05:03:21 AM
Quote from: khun_poo on October 02, 2017, 02:05:08 AM
If you can't find incendiary launcher or molotov, down some boomrat or boomalope in your map.

You could also use a Mortar or IED. a Mortar Shell left outside works also.

Quote from: Limdood on September 29, 2017, 09:10:30 AM
3) make major hallways that you expect to possibly fight in (whether sappers or bugs) 2-3 tiles wide...it expedites travel and allows easier shooting down the hallways.

The Magic Number is 3 tiles or 5 for me ..  this way you can distribute doors and defenses in the most effective.
Two tiles wide corridors still have a too high possibility for friendly fire and getting stuck in choke points, especially with a stacked defense executing a orderly retreat.

(https://imgur.com/dBQHz4W.png)
(https://imgur.com/Z5o2Cuq.png)
Title: Re: Share your trick
Post by: khun_poo on October 02, 2017, 06:41:25 AM
Whenever you reach some point in late game. The raid event frequency will be reduce a lot (At least for me. I'm playing Cassandra extreme and she send raid to me once a season or longer than that)

With this method, you can create raid event by yourself.

Step 1. Call for friendly caravan. Choose the stuff you like to have.
            Resource and food = Bulk goods trader
            Weapon and Med = Combat supplier
            Body part, rare mineral and artifact = Exotic good trader or shaman
            body part, prisoner and drug = Slaver or pirate merchant

* I recommend that always call for bulk good trader or exotic/shaman trader since they'll carry useful stuff to your colony.

Step 2. Wait 2-3 day until they arrive.
Step 3. Whenever those friendly caravan stop moving and start to wandering around. Rob them all. Try to kill all the pack animal as fast as possible before it retreat. Their valuable goods is in those pack animal. Try not to kill those pawn but never let anyone escape though. You'll need them alive as prisoner.

Step 4. Capture all the prisoner. Heal them up. Harvest their body part if you want but never let them die.
Step 5. Release them. Once they exit your map safety, your relationship will increase by 15.
Step 6. Try to improve their relationship by sending silver to them via comm console. If your relationship with those faction above 0, you'll get good will and you can return to step 1 again.

* You can also skip step 6 by waiting those faction to raid you instead. You can capture them this way and do as Step 4-5 until you got a good will. However, this method take more time.
Title: Re: Share your trick
Post by: patoka on October 03, 2017, 08:35:19 AM
Quote from: khun_poo on September 24, 2017, 05:14:00 AM
To avoid drug binge event without violent. You can make a false caravan with any colonist. Bring all the drug with him and let him stay out of the map until the drug binge colonist calm down.

it is actually much easier to always have all your drugs in a room (next to your freezer for example so that the various drugs like beer and ambrosia dont go bad by building a vent in a wall) and whenever you dont need the drugs or dont need to access the room (for example when you finished producing drugs for a while and start to build up raw materials again for the next few quadrums or years) you just build a single wall in front of all doors leading to the room (which in my case is always 1.) this will make the room inaccessible for all pawns and therefore no item inside of it will ever be used nor will there ever be a pawn trying to use them. furthermore, you can put that little red cross over all your drugs, but i dont really know how much that helps. with this technique i never have issues with druggies. only time people or even animals steal some ambrosia is when i have too many ambrosia plants and even when i try to harvest them and bring them in asap, they still lay around for half a day.
Title: Re: Share your trick
Post by: SpaceDorf on October 03, 2017, 08:43:20 AM
How about stuffing all the drugs in a launchpod ?
Title: Re: Share your trick
Post by: patoka on October 03, 2017, 09:19:39 AM
Quote from: SpaceDorf on October 03, 2017, 08:43:20 AM
How about stuffing all the drugs in a launchpod ?
that should work, but obviously you first need a launchpod.
especially with tribal starts where you dont just rerandomize your group of survivors until you have your favourite set (which is straight up cheating in my book) you easily run into the issue of having colonists with chemical interest and/or start off with drugs, be it beer, smoke leaf or whatever.
obviously you could burn that stuff just to be on the safe side, but you could easily sell it aswell, which could add quite some value to your start.

not even gonna try and hide it, i like my version the most for almost all the reasons xD