Rim World

Can you make actual medicine without that magical chemical now?

It always bugged me that I could make spaceships and power armor, but somehow regular medicine was completely impossible to make without trading with other people. Those people evidently know a genie or something that gives it to them.

Well you can grow and harvest plant based medicine which works pretty good actually, outside of surgeries and stuff. The problem is with the sicknesses. It’s just better not to get the Flu or the plague, and for that you need the vaccines which requires that special medicine I think you’re talking about.

All mine survived but when I sacrificed low social and fighting skills, about 70% of my group has middling to great medical skills. It doesn’t matter who goes down in a fight or sickness, I’ve got someone to help them. That’s not usually the case… 3 out of 6 with the plague a day after the toxic fallout, good medicine is dwindling… but almost there to get it back!

The most established technique is using a killbox. I personally don’t do that because it’s too gamey for my taste.

Instead I use this embrasures mod, which is also somewhat overpowered, but only if you design your base around it.

I’ve tried not using a kill box but the result has always been disaster especially if you don’t manage your colony wealth well on Cassandra or Randy. It just takes one silly manhunter pack of wild boar too overun your colonists battle line and you will lose a bunch of them or you can lock the doors and try and wait them. But you end up losing stuff.

I don’t build maze of death kill boxes though. I make more of a funnel so I can plan my pillboxes and turret locations and then sprinkle in some deadfall traps at key locations.

Mod is busted ;<

It’s not busted, it just doesn’t work like it used to in A16 where embrasures were completely OP as they blocked all shots regardless of how far the target stood behind them and didn’t act as vents. So you could just build a handful of them in every one of your buildings and you had max cover fire everywhere.

The current behavior is thus much better balancewise. You cannot build them in rooms where you need to control the temperature and they don’t give any cover to anyone who isn’t directly behind one (which is basically how all the cover works). Both these downsides can be avoided by building a second wall around your rooms with a corridor in between. Hence my remark that you have to design your base layout around this.

If done so, manhunter packs are trivial to deal with yes, but the danger of those never made much sense logically speaking. Raids will have a thougher time as well, but still can be dangerous as cover is reduced the closer the attacker is to the cover in question. If both pawns stand on opposite sides of the same cover item neither of them benefits from it.

Cool, yeah that makes sense.

Herbal medicine works fine for diseases, you just have to keep the guy in a hospital bed if you want him to survive.

It doesn’t work as well for prevention, or you know, at all for prevention. that requires the special medicine. Actual medicine, manufactured tends to yield better or faster results.

Here is my list of quality-of-life mods for B18. They are meant to make the pawn’s activities feel more realistic. They are not meant to change game balance.

The Top Five:

Prepare Carefully: Enough Said
http://steamcommunity.com/sharedfiles/filedetails/?id=735106432

Psychology: Adds traits, changes social interactions, feels like it adds a lot of depth. (You can manually add existing pawns)
http://steamcommunity.com/sharedfiles/filedetails/?id=1220823511

Feed the Colonists: Make food in stacks of 4, stop cooking all day!
http://steamcommunity.com/sharedfiles/filedetails/?id=729690064

Cleaning Area: Set a cleaning area separate from the home area
http://steamcommunity.com/sharedfiles/filedetails/?id=870089952

Hand Me That Brick: allows haulers to bring resources to building plans
http://steamcommunity.com/sharedfiles/filedetails/?id=776679895

Work Tab: allows setting 0-9 for priorities, and adds time-based priorities
http://steamcommunity.com/sharedfiles/filedetails/?id=725219116

The rest:

Summary

Simple Loom: recycle clothing into cloth
http://steamcommunity.com/sharedfiles/filedetails/?id=941421794

Death Rattle: adds detail to death blows, for example a ruptured spleen that brings death in 12 hours
http://steamcommunity.com/sharedfiles/filedetails/?id=1219115492

Tobacco and Cigarettes: stop smoking weed!
http://steamcommunity.com/sharedfiles/filedetails/?id=764301651

Heat Map: wow, a color-based indicator of releative temperatures
http://steamcommunity.com/sharedfiles/filedetails/?id=947972722

While You’re Up: assigns hauling job before any long walk
http://steamcommunity.com/sharedfiles/filedetails/?id=1161112205

Fluffy Breakdowns: allows structures and items to be gradually repaired rather than breakdown
http://steamcommunity.com/sharedfiles/filedetails/?id=726244033

I Can Fix It: auto-places a new blueprint when something is damaged for example by fire
http://steamcommunity.com/sharedfiles/filedetails/?id=817231829

Increased Stack
http://steamcommunity.com/sharedfiles/filedetails/?id=798158924

Tiled Soil
http://steamcommunity.com/sharedfiles/filedetails/?id=725747149

Defensive Positions
http://steamcommunity.com/sharedfiles/filedetails/?id=761219125

Medical Tab
http://steamcommunity.com/sharedfiles/filedetails/?id=715565817

All of these work well together, and all work well with the Cthulhu pack:

https://steamcommunity.com/workshop/filedetails/?id=829619412

I don’t think any require a new save.

milspec

So are there triggers for the game really trying to wipe you out with Cassandra? I know colony value contributes to raid frequency and strength but does having a certain number of people trigger an escalating series of disasters. Having a series of raids followed by plague, followed by 2 prison breaks and then toxic fall out over a few days seems pretty extreme, and that isnt even counting the mostly self inflicted berserks. This is on rough difficulty in the second year.

She supposed to be progressive as the game goes on. When I use her I find events in general increase, like not just the bad ones but good ones too. I am sure someone out there has a calculation on it somewhere.

I think Phoebe removes some of the harsher events entirely and gives more time between events.

Someone posted the code here:

http://rimworldwiki.com/wiki/AI_Storytellers

not sure what version.

Started my first colony, played maybe 15 hours, ran through the tutorial and then just kept playing that start to see where it took me and figure out stuff along the way.

I’m a few days into winter, I got hydroponics, but I think I needed to build a more reliable power source, a couple solar panels are not getting the job done on warmth or lighting the hydroponics (had not accounted for sun not putting out same energy during winter). So, since growing my own food during winter was the plan that isn’t working out quite as planned, I’ve turned to hunting anything that moves and blew all the silver I had on some food supplies from traders that happened by (who also appear to have no sense of boundaries, they just wandered all over my place like they owned it).

Net so far: brilliant game, I probably won’t make it through the winter and that doesn’t bother me in the least.

IMO, that’s the attitude that gets the most enjoyment out of the game. It’s a great time for me just to make these little stories that mostly end in tragedy. It’s all about the journey.

I alt+f4 savescum sometimes. Am I a bad person?

not at all! I savescum as well sometimes, it depends on what I’m trying to do!

I only do it to avoid outcomes that were completely (mostly) not the fault of my play/decisons. For example, I had a very valuable colonist take a route through/near an insectoid hive when ordered to haul something. I took my eye off him and he was gone. Yeah, I probably should have set up a restricted zone but…

I just had the first siege in my current game. I was semi prepared. I had some shells from a prior cargo pod and I had built one mortar to use them with. When the siege dropped in I quickly manned the mortar with my best shooter, ordered a second one built and assigned my best available builder to it.

The first shot was a little wide but clipped one guy doing a little damage. Not great but a better success than most of my attempts to use mortars. The second shot is in the wrong direction and almost hits my wall because a boomrat that was near the wall on myh other side went mad while the mortar was reloading. Since it was closer, and I hadn’t yet set a manual target for my mortar, it decided to fire at the rat. Well, that was a waste.

But now the second mortar is up! The enemy has made their position and started building. I manually target both mortars on the center of their position. Their ammo drops. The second mortar puts out it’s first volley and BOOM! It drops right on their ammo pile. Secondary explosions fire off from a stack of HE shells and one of incendiary shells taking out half the raiding party.

This has been one of the most satisfying moments I’ve had yet in the game.

The rest of them are not discouraged however, they are approaching. I’ve got a sniper moving in to harass them while the next volley prepares. I may yet get out of this one unscathed. I’ve got to get back to the battle.

That sounds extremely satisfying, boy I hope sieges are a ways off for me, I don’t even have walls up, haha

When I didn’t have mortar, I took my pack of huskies and my guns and stormed their camp. I wish had wargs this time around since they love fresh carcasses.