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Messages - tsmt1001

#16
Polaris block mod has something called "void key". It can bring back dead colonists and animals without having their body. It cannot bring back other pawns, so pawns who have a dead relative from another faction can't get their relatives back. Would be nice if there was a mod which helps with that.
#17
I try to play in different biomes and different landscapes, using different mods. My latest colony is in a swamp. My next one will be in either poison forest or wasteland, haven't decided which one yet. I also play on lower difficulty and focus on pawn relationships, encouraging relationships, accepting and recruiting everyone I can, etc. I've also tried setting a goal to take out all pirate bases. I don't necessarily complete the game. I get it to the point when population is so large that the game starts to lag. To me it's a sign to start new colony.
#18
Mods / Mod to fix duplicate pawns
September 10, 2019, 10:49:04 PM
I've noticed quite a few times that Rimworld generates duplicate pawns, but this has been especially bad on my last couple of games. I have seen it on vanilla and on modded runs. What's especially bad is that when a duplicate pawn is generated, and it is in a relationship with a colonist, the duplicate (who is off map and in some other faction) becomes the colonist's  spouse and the one that's on map turns into a stranger. Is there a mod which fixes duplicate pawns? Ideally it should delete the one that's off map and restore the relationship. Otherwise every time I load the game, I have to go into dev mode and manually fix the relationships.
#19
You stop getting random events which let you get a pawn, like refugee being chased or wanderer joins. I found that the only limitation on the number of pawns is your hardware. When you have a lot of things moving on the map, your processor can't keep up and the game starts to lag. I had a colony with well over 100 colonists at one point, and when I had a raid, there were nearly 300 pawns on the map, and the game came to a screeching halt. I usually take that sort of thing as a sign that it's time to start a new colony.
#20
General Discussion / Re: Brain damage
August 19, 2019, 02:10:20 AM
Installing brainpal will also solve the problem. I also tried installing AI persona core on a brain-damaged person, and it brought her back to functioning, but every now and then the core would take over and she would go beserk for a bit.
#21
Mods / Re: Infestation bait question
August 03, 2019, 02:08:08 PM
Ok, I figured this one out, so I'll post an update in case people are interested. In mod settings for Infestation bait, you can set the odds of it attracting the next infestation. The default is 50%. So I upped it to be higher and it actually worked - the infestations started around the bait. Of course, they destroy it, so it needs to be replaced after every infestation. Seriously, in real life I wouldn't spend resources on a critter control product which works only 50% of the time, so why would I put up with that in the game?
#22
Stories / Re: Death by meteorite
August 03, 2019, 02:01:27 PM
it happened again. Randy Random on builder difficulty dropped a crashed escape pod capsule on my caravan. Not as many victims this time as it happened early in the game and the caravan had only 4 pawns and one animal, so just one pawn dead. But the body caught fire, and burned up before someone could get to it to grab it so he could be resurrected.
#23
Mods / Mod Request - Pawn reports
June 03, 2019, 11:39:38 AM
It would be really helpful on a large colony to have a pawn report, for lack of better term. For example, list all pawns who are single (not married or have a lover). Or list all pawns who have, say, mining skill above 10. I am thinking. Of a GUI similar to Prepare Landing tiles filtering, where you stick in your criteria and it lists tiles. Ideally a user should be able to form a caravan or a colonists group off that page. I.e. I want to send my single pawns off to raid a nearby pirate base. It would be very easy with a filter like that.
#24
I found that bioattack don't affect pawns in crypto caskets. So since I like oversized colonies and run wirh children pack, I built a bunch of crypto caskets and as soon as the attack hit, sent all straight pawns in relationships into crypto sleep, so that they repopulate once the attack is over.  This way I didn't sustain as many losses, especially in the second bioattack.
#25
My approach to dealing with large warehouse fires is to set up firefoam poppers - 1 in the middle and 1 in each corner. For indoor 11×11 farms - 1 in each corner.
#26
General Discussion / Re: Factions questions
May 15, 2019, 02:51:59 AM
Quote from: Kirby23590 on May 14, 2019, 05:12:15 PM
I don't think so...

But if all your factions are all neutral or friendly... It's actually bad because only the mechanoids will raid you, all day, and also they don't chase refugees i think... So better keep one faction like the Savage Tribal hostile all the time! ;D

By the time I was able to send the raiding party to deal with distant bases without weakening the colony too much, I had over 50 colonists, so wouldn't be getting any chased refugees events. Also later in the game I had a mortars  turret hit a caravan because they decided to arrive just as I was dealing with a mechanoid ship and one of the tribal factions became hostile again.
#27
General Discussion / Re: Population cap question
May 14, 2019, 07:46:27 PM
Thanks, that covers it. I've noticed that the game gets excruciatingly slow when you have 200+ pawns on the map. But soft cap info is really useful.
#28
General Discussion / Population cap question
May 14, 2019, 11:29:16 AM
Is there such thing as a population cap or it's just limited by the hardware?

I have a fairly powerful desktop. And I am more of a relaxed player, so I start out with easy difficulty and then maybe hike it a bit later in the game. So what I observed is that the only limitation is the number of moving pawns on the map. I can have lots of colonists and fewer animals or fewer colonists and lots of animals, and I need to save room for raiders so to speak, because when I had 90 colonists, 25 animals and 100 raiders, the software took a really long time to think (and I usually use this point as an indication that it is time to start a new colony). So is there a limit on how many colonists you can have? Apparently there is a mod which doubles population cap, but I don't have it active and I am still able to have this many colonists.
#29
General Discussion / Re: Thanks randy random >:(
May 13, 2019, 01:00:38 AM
I like cats, they taste like chicken :) seriously, in this game you need to get over the idea that cats and small dogs are cute pets. They are free meat and skins.  I made a mistake to not cull cat population on one of my first colonies, and they multiplied out of control and ate all my food, and drank my beer, it was a disaster. And I felt like crazy cat lady. Now I just turn them into cat meat.
#30
Once you got hydroponics going, it's really just a nuisance. Stay indoors or under the roof, and it's all good. Tornado, on other hand, sucks, it really wreaks havoc on everything that's not under the mountain.