RimWorld When the tantrum guy targets the chemfuels


When the tantrum guy targets the chemfuels

Posted: 25 Feb 2018 02:00 PM PST

Meant to release this prisoner but now, Peggy, is part of the team.

Posted: 25 Feb 2018 10:32 AM PST

My colony just won the lottery

Posted: 25 Feb 2018 03:35 PM PST

I dont think this is the best trade that exists...

Posted: 25 Feb 2018 09:36 AM PST

When I said 'Melee attack to death'...

Posted: 25 Feb 2018 09:21 AM PST

So i was playing calmly until i moved my cursor to the bottom of my colony. My first words " O kurwa".

Posted: 25 Feb 2018 03:55 AM PST

Pirates wont see it coming...Under all the power armour!

Posted: 25 Feb 2018 09:59 AM PST

[Hardcore SK] Tribal Ice Sheet base - day 94

Posted: 25 Feb 2018 12:16 PM PST

We’re almost at 75k subscribers that would be like 87,000 hats

Posted: 25 Feb 2018 10:35 PM PST

There should be a way to set when pawns can use certain medicines. This way, you can set the pawns not to use your best medical supplies to fix a bruise and instead only make the best medicine available only for surgeries and diseases

Posted: 25 Feb 2018 10:07 PM PST

Another infestation thwarted by an incendiary IED. Everything burnt to a crisp except for... The backup incendiary IED?

Posted: 25 Feb 2018 01:07 PM PST

Five days old and already helping herself to my spoils

Posted: 25 Feb 2018 09:02 PM PST

Post Migration progress!

Posted: 25 Feb 2018 04:30 PM PST

how i imagine it

Posted: 25 Feb 2018 10:28 AM PST

Any Stone buildings?

Posted: 25 Feb 2018 11:10 AM PST

There should be an option for "any stone" buildings which are just stone buildings that aren't resource-specific. They could either be a random color or their own, but the point is for function when you only have a few of each type of stone and need something built quickly. Thoughts?

submitted by /u/battlemage64
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Running RimWorld in Borderless Windowed?

Posted: 25 Feb 2018 06:45 PM PST

Nothing I've tried works,

  • Borderless Gaming (glitches it out)
  • "-window-mode exclusive" (did nothing)
  • "-popupwindow" (did nothing)

Please help, or implement this in-game Tynan, when I mean Borderless Windowed I mean Fullscreen, No Taskbar, but not have the game minimize everytime I click on my second monitor.

submitted by /u/Xevioni
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One of my stupidest ideas ever.

Posted: 25 Feb 2018 07:21 PM PST

Can My animal get addicted? If Yes will it go on beserk rages?

Posted: 25 Feb 2018 08:23 AM PST

desert colony update - 512 permadeath days of randy on rough - ready for my 3 originals to blast off!

Posted: 25 Feb 2018 10:41 AM PST

My thrumbo quarantine. Post pics of yours.

Posted: 25 Feb 2018 09:44 PM PST

EMP Shell/Grenade Plus Chemfuel/HE shells, Theorycrafting. Best way to deal with threats with extreme prejudice?

Posted: 25 Feb 2018 11:43 PM PST

While watching one of my favorite RimWorld streamers, somehow things came around to discussion about the Psychic/Poison Ships, as it is one of those threats that is not easily handled. Moreso because the streamer in question was doing vanilla no pause extreme, so there is not much time to react in that scenario.

With the knowledge that EMP grenades and mortar shells detonate both Chemfuel and High Explosive (HE) Shells, an idea began coming together, and tests were done. (Credit to twitch user NotEthanIce for all the testing).

  • The ships will activate if anything is built within 3 tiles of them. However, stockpiles, and pawns hauling to them, will not activate a ship. This means you can ring a ship with either HE shells or Chemfuel with no hassle.
  • It is easy to split shells into single item stacks through loading/unloading your mortars, allowing for the breakdown of stacks to singular shells.
  • Most importantly, HE shells will chain reaction explode when there is 1 tile of separation between them, or side by side. 2 tiles seems to be too far.

With this knowledge in mind, one can load/unload shells and then haul them to stockpile zones around the ship. Making each stockpile a 1x1 zone, hauling 1 shell, then forbidding it before removing the shell, rinse and repeat, can allow you to prime a ship for destruction with this knowledge. All it requires is an EMP grenade blast or EMP mortar to hit any of the shells. Testing showed that 10 HE shells consistently destroyed the ship, as well as downing and/or killing all of the mechs it spawned.

This knowledge can extend beyond handling ships, too. Since HE shells chain, and EMP Grenades have a relatively generous range... one can create a manual daisy chain of HE shells to blow up raiding forces if you control their pathing to some extent. IE killboxes and the like.

Some quick math. HE shells are 5 steel, 30 chemfuel per shell. This means 50 steel and 300 Chemfuel. You can turn any organic into chemfuel, or turn wood into chemfuel, so creating chemfuel is easy (Except maybe on Sea Ice?). Steel is returned to you from the ship, approximately 3 stacks per ship destroyed. You also gain components and plasteel from mechanoids you break down, so if you use the EMP Mortars, you're guaranteed to regain your components. In all, it's a net gain, just takes a little bit of time to set up for ships.

So, a bit of theorycrafting, and I did a brief search and hadn't seen anything about this yet. Chances are good someone else has come up and used this before, but it was pretty nuts to all of us involved even if it's come up here before. Credit goes, again, to NotEthanIce on twitch, as well as the streamer involved, Warren333.

submitted by /u/Spacecowboy2011
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I managed to take a good screenshot of my colony moments before it was lost. Thoughts on design?

Posted: 25 Feb 2018 01:00 PM PST

Are there any mods to show a colonist's skill increasing?

Posted: 25 Feb 2018 11:04 PM PST

After seeing Oxygen Not Included do this I would like to see my colonists' skill progression without having to check manually.

submitted by /u/anthony405
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