Jonathan "Zee Nekomimi
Hoarder of loli kats./ Funny ^._.^= ∫
but doesn't mostly of the interplanetary high tier dudes come with that acid dissolver implant so u can't get their gear?
Haven't encountered that yet. Maybe it's another faction that has that.but doesn't mostly of the interplanetary high tier dudes come with that acid dissolver implant so u can't get their gear?
Can't built it in vanilla, and doesn't work well against hive infestations or mechanoid raids iirc. Also its an expensive thing that sits in your warehouse until you need it, raising your colony wealth without contributing, and negative events are tied to colony wealth.Orbital bombardment or beam is way too overpowered. Had 70 people attacking my colony, one beam and 60 of them were dead. Though you cannot build those in vanilla, right?
I think raids only take colony wealth into account, but for most of the early to mid game the colony's wealth is mostly its colonists. And they grow in prize as their skills grow, iirc you can see the price in the Form Caravan interface.I use a custom start mod where I give myself 10 initial colonists whom I want to keep alive and not recruit anyone else during the game (other than slaves for cleaning).
But since raids scale not only with number of colonists but also wealth of your colony, it means I'm getting tougher and tougher raids while the amount of colonists I have available to defend my colony stays the same. RIP.
I gotta rely a lot on turrets and animals.
it indee does. Came with one of the dlc's improvements.That doesn't happen, plants in Rimworld all go to "sleep" at night and are unaffected by light levels at those times regardless. Also, I don't think lightning strikes mechanically alter the light level anyway.
post some pics on the screenshot topic.So I built a transport plane (mod) and have been raiding nearby bases. It's kind of underwhelmingly easy though, even without orbital strikes.
The only real challenge left are the raids on my own colony, eg. 300 man-hunter cats recently.
Okay, so I tested it with the dev console, ordering a lightning strike on a spot while paused: No light occurred until I unpaused and the fire spawned as a result. Even this, however, would not help your plant growth (since the plants would be on fire) at night, since plants still just go to sleep and refuse to grow even when given 24h lighting with modded sunlamps.it indee does. Came with one of the dlc's improvements.
https://rimworldwiki.com/wiki/EnvironmentLightning is created either naturally through thunderstorms, or artificially with the flashstorm psycast. These do 10 Flame damage in a 3x3 area (1.9 block radius) and start fires in the area of effect. Dry thunderstorms can be especially dangerous, starting fires around the map without rain to put them out. The flashstorm psycast should be used with caution, preferably in areas without vegetation or during rain. Lightning can also be spawned in with a debug command in development mode.
Lightning is bright enough to momentarily power solar generators and grow plants.
I think here is a more appropriate place for that.post some pics on the screenshot topic.
Deffo happened to me. Wasn't using Ideology at that time, maybe that's the issue.That doesn't happen, plants in Rimworld all go to "sleep" at night and are unaffected by light levels at those times regardless. Also, I don't think lightning strikes mechanically alter the light level anyway.
These are my favorites:Which content/mechanic DLC is worth using?
Isn't that the whole point phoebe chillax ?Just choose a storyteller mode that does not require you to compete as much.
Isn't that the whole point phoebe chillax ?Just choose a storyteller mode that does not require you to compete as much.
You play with things that mitigate it, game becomes kindda boring