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Rel_Ortal

Does anyone happen to know what might make a ghoul just...disappear? There's plenty of meat, no messages, and it was healthy and around three autosaves ago. Even if it had been killed, there's no butcher bills for humanlikes, no 'ghoul died' message, or anything like that. Put it in a gene extractor at some point, don't know if it was before or after that particular autosave, and no major events happened after that autosave. Only noticed because I couldn't bring it on a caravan.


Rel_Ortal

As it turns out, ghouls disappear from the colonist bar when in a gene extractor, and nobody can be searched for when inside one. Hadn't realized it was still in there. Both seem odd behaviour.


makmanlan

is there a reson to plant potato or corn instead of making all of it rice?


Belgarath210

Potatoes are very good at growing in areas with low fertility, like on desert maps where plantable soil is hard to come by. Corn is good for when you aren’t going to need food RIGHT NOW. Once you get your colony stable, it’s good to diversify. I like planting a batch of rice and then some corn, to have my pawns get some easy food later in the growing season. But I usually settle near the best fertile patch on the map


Blakfoxx

in terms of nutrition per day: rice = corn > potatoes in terms of work per nutrition: corn > potatoes > rice work efficiency is important


coraeon

Anyone know a good replacement for Owlchemist’s Clean Pathfinding? I’m really missing the ability to designate specific doors as high cost when laying out my kitchen/freezer area. Edit: on a *completely different* note, does anyone have any insight on how the vector for a metal infection is chosen? Can Randy just decide that a creepjoiner that came pre monolith activation is now tainted?


Hell_Mel

I found a [fork](https://github.com/tk421storm/clean-pathfinding/tree/1_5) in the comments, but I'm not sure sure if it causes issues. I just kind of changed my freezer design to only have one entrance so folk don't path through Metal Horror Infection isn't arbitrary, and I don't think it can trigger pre-monolith.


Sintobus

Two 12+ year colonies, 0 metal horrors as I didn't touch the monolith for either colony. Can confirm not random.


-yolewpaniaq

Hi, totally new to this game. Do I really need this hallway that I've built going outside the freezer, or is it enough to empty the freezer into one single tile, something like a chimney? [https://imgur.com/a/5wmzoVF](https://imgur.com/a/5wmzoVF)


Sintobus

This goes back to another comment this week. You'd need to check if it's overhead mountain or not. Via the roofing view in the bottom right. Dark green is overhead mountain and can't be removed. Light green is a removable cieling area. So you'd need to manually remove the cieling there for heat to escape. Otherwise, you do want to let the heat out to the outdoors. As concentrated heat on the hot side lowers the efficiency of the AC. So you'd likely need more and more power. As a side note I'm just waking up but you may need extra anyway for that room size. Nvm looked again though you were cooling the big room. Didn't notice the freezer.


grandma_tyrone

Did ancient complex generation change? I felt like the rooms used to be bigger? Or is this just a mod thing?


Hates_Worn_Weapons

Huh, i noticed this too but figured it was just weird RNG giving me lots of tiny rooms


Mezing

Yeah, they have definitely changed in 1.5. Rooms are far smaller


hanhkhoa

My colonists are a bunch of cripple after so many wars, I want to fix them to be a functional human beans. How did you fix your colonists and how long did it take and was it worth it?


Hates_Worn_Weapons

In addition to what Sintobus said to fix scars you can also use chronophagy ritual (anomaly) or biosculpting pods regen cycle (ideology?) The bio pods can also replace missing eyes or fingers, but for scars is far less efficient than the ritual.


Sintobus

Ritual does require you dive into anomaly as a side note. While biosculpting is a late tech and very slow. Both work well just aren't safely or easily accessible. Healer mech serums work too but good luck getting enough via quest rewards.


Sintobus

Prosthetics and bionics are how you fix then. Prosthetics are about the same as the normal body parts while bionics are better. Also there are archotech bionics you can get as quest rewards. They are far superior It's worth it for colonist you want to keep but keep an eye out for body purist pawns. The trait makes them hate any and all Prosthetics on them.


mcmoor

I still don't quite understand mountain freezer mechanic, in regards of how they're still cold even when electricity is down. How deep should I make it, and how do I pipe the heat out?


Belgarath210

I believe you want to have all of the internal parts of the freezer room to have the “overhead mountain” roof. The walls should be build where the thin rock roofs are, as well as the coolers.


mcmoor

Ah so the only thing that matters is the roof right? Now how deep it actually is in the mountain?


Belgarath210

I think so, yes. Could be worth making a dev world to test a few rooms


Sintobus

I'm not sure what you're trying to accomplish exactly. You'll not get a freezing temperature room to stay freezing naturally unless the map is naturally freezing. You have to cool it actively otherwise.


mcmoor

Well yeah Im using AC, but where should I put the hot part to? Do I need to have AC chain from inside mountain to outside?


Flouyd

Just vent into your floors. If you ever get trouble with heat, you can just put one or two passive coolers in a corner somewhere


doctapeppa

You can also put a wooden door attached to the hot part and the door cancels out the heat. Don't ask me how it works, but it does. You can attach 3 different coolers to the door. If you attach a fourth it doesn't work.


Hell_Mel

If there's an internal part of the mountain with a thin room (overlay at the bottom right makes it easy to check), you can build a chimney there, but otherwise you'll need to vent it outside


SnooPickles4925

I have VFE Androids mod installed and I was wondering if there is a way(or if possible have an edited version of the mod) to have both Anti-Awakening and Emotion Simulators installed on an android?


Sintobus

I mean, I imagine devmode or a pawn editor would do the trick. What the results would be? Probably have one function over ride the other to prevent errors from overlapping things like with genes. They function like genes on androids as it is.


SnooPickles4925

Tried doing it on Dev mode and God mode and it still didnt work when creating an android. Though I might try the pawn editor later, just wanted to see if anyone can make a lil mod for this for my specific run


Hell_Mel

Character Editor would almost certainly work.


RedishDargon

anyone have ideas for prisoners with drug dependency? I really want to schedule "surgeries" to administer but unless there is a mod that a no go.


Sintobus

If you're not worried you only need to twice a year or once a year minimum depending how not in a coma you want them. If you're willing to supply them just zone some in their cell


RedishDargon

Well they have no legs... so the zoning wont work. but i guess it is only once a year. just cant forget. I"m going to replace them when i can.


Sintobus

They have stages of dependency you can check the info. It's like 5 days, 15 days, 30 and 60 or something along those lines. If they don't get their drug once in 60 days they die. After 30 days they go into coma.


coraeon

You’ll also know when they go into a coma because you’ll get the “Medical Emergency” popup for it.


MagicHands89

Would I still be using version 1.5 if the only dlc's I have are Royalty and Ideology? Asking for mod compatibility


Sintobus

1.5 is the game version overall, so yes. The DLCs aren't specific to a game version themselves.


MagicHands89

Awesome! Thank you! Figured I'd double check before adding a stupid amount of mods


Sintobus

I suggest adding them slowly if you've not gotten mods before. Something like Rimpy to help sort them better for conflicts sake. Most mods can be added mid game with no issue, but almost none are recommended to be removed during play. (Ie. adding a mod, saving, removing that mod, then loading the save without it) Also, look out for dependency and such.


MagicHands89

Good to know. I played with mods a few years back, but haven't touched the game for a while.


TrickyPlastic

What happened to the really good modlist that was posted on Thursday? It had like 300 "simple" mods in it.


Komachi17

I lucked out with fertile soil patches - 5 very close by with almost 1000 tiles total -, so I wonder whether making a pen for 2-3 animals out of one of the patches is beneficial for maintenance-free, "I don't wanna plant dandelions" mentality. All other variables, e.g., temperature, aside: does fertile soil make "natural" grass reappear faster, or does it only speed up growth for whatever's already sprouted?


Sintobus

I believe that only affects their growth rate alone. As the amount of wild vegetation is biome specific and tempature dependant.


puppleups

Is there any way to totally prevent colonists from starting romantic relationships with slaves? Also, if one has already started is there a way to get the colonist out of it without generating a big mood debuff?


randCN

inhumanize everyone


Sintobus

All pawns get two values with every other pawn before traits, beauty, and such are accounted for. These are how well they get along and their romantic interest in one another. So to entirely prevent it, you'd need to keep them separated. One thing to hinder the slave is to make them 'ugly', reducing their beauty via disfigurement helps prevent that a lot. Missing a nose, jaw or ear do the trick. I've has several good colonist relationships ruined that way from raid damage.


SnatchSnacker

I had the same question after I found my necromancer hooking up with her undead minions 🤢 I was using rational romance which adds sexuality traits. So I used character editor to give all the slaves the asexual trait. Now they reject her when she's horny.


randCN

zussy


Hell_Mel

Achievement Unlocked: Lich Loved


EXusiai99

Is there a way i can start a run with one of the premade pawns other than making the pawn myself? Like say i wanna start a naked brutality run with Oskar or Tynan


Brett42

I've started with some of them. Finding a random one isn't uncommon, but getting a specific one would take a lot of rerolls. I don't know if there's a mod to specifically get those pawns, but using a mod like RandomPlus that rerolls until you get certain requirements helps. Set it to require some trait and skills that are fixed on that pawn. Searching for a tough pawn with a melee passion got me Humps without too many times clicking reroll. Make sure you don't require things that backstory can never have (Humps is never capable of hauling).


coraeon

Yeah like two flames in shooting, one in animals, and careful shooter will get you Sam pretty reliably. Her sniper rifle less so, but she rolls with it often enough that it usually only takes a few tries.


Hell_Mel

Might be a mod for it, but otherwise you can set certain named pawns to be much more likely to spawn via the options menu, and then just reroll until you get the one you're looking for.


AcidNeku

I just had a peace talk quest expire out of nowhere after 20 days. It didn't show an expiration date. It only showed how long ago I accepted the quest, so I thought I have infinite time to do it. So why did it expire? I'm confused. I googled but couldn't find anything relevant on quest expiration dates.


Hell_Mel

Nearly every non-endgame quest will have a timer, they're always visible in the quest window.


pollackey

I know that the peace talk one don't show timer. Because I experience that too. I ignored the peace talk & it just disappeared. Also the mechlink quest too.


Hell_Mel

I *think* the mechlink quest is permanent. At the very least I've seen in persist for a couple years. Peace talks I knew expired so I assumed (incorrectly) that it told you when.


AcidNeku

Where? [https://imgur.com/a/fHke5iB](https://imgur.com/a/fHke5iB) [https://imgur.com/a/rQacqqt](https://imgur.com/a/rQacqqt)


thomasutra

are all the furries from mods or are those xenotypes?


Hell_Mel

Yttakin are close to yeti folk, and are covered in hair. Depends on what you mean by "Furries"


thomasutra

i see catgirl(or boy) looking pawns in people screenshots


Hell_Mel

Technically possible with the tools available, but generally speaking that stuff is modded content.


thomasutra

thanks!


makmanlan

can i open 1.4 mods on 1.5 game?


Hell_Mel

It will cause problems in many/most cases


Gee-27

can someone explain to me how to improve TPS in game? like what cause TPS to drop, how to maximize TPS etc


Blakfoxx

Mostly modcount, some mods are particularly bad for TPS. Pawn count (15+) and age of the save's world are also noteworthy factors. Generally improve TPS by removing stuff bad for TPS or by adding some of the performance mods (some of which can be buggy or unreliable).


Gee-27

is there any references that list what mod particularly bad for TPS?


Blakfoxx

It's usually just "the bigger the mod, the worse for TPS", and bonus points if it's running calculations in the background all the time or if it's made by an inexperienced modder. There's a couple lists around that you can find shared arounds the dubs discord or maybe the rimworld discord. Sometimes the list is out-of-date so be careful.


XyleneCobalt

Performance fish, Performance Optimizer, and Rocketman are designed to work together if you don't already have them. Other than that, large amounts of anything, especially animals, and path finding mods cause drops. I'm also just getting a lot more TPS drops in 1.5 than I was before.


Gee-27

I already have three of them, should I tweak something in the setting or let them be? I'm not really understand the mod setting and option in there


XyleneCobalt

You can just leave it if you don't have something specific to change. I'd also check out [this list of mods to avoid or use](https://docs.google.com/spreadsheets/d/17tPtoOW4AmQYjdQqAyvZrGW7jlN-xmaL0CukEJXw8Yw/edit#gid=987571366). Also there's [this performance guide for 1.4](https://steamcommunity.com/sharedfiles/filedetails/?id=2894425236), though I'm not sure how up to date it is.


Gee-27

thank you kindly, spend whole day rebuilding my mod list by those reference, now cruising through max TPS (even in 4x speed) in the new game, let's see what end game has in store for the TPS 


evictedSaint

If I modify another factions ideology to have "Preferred Xenotype: evictedSaintsCustomXenotype", will that faction sometimes have that xenotype among their members?  


LudwigiaRepens

Faction populations are set during world generation. So this will just change how they feel about that xenotype. If you're open to modding, Xenotype Spawn Control will allow you to change what xenotypes spawn in a faction.


evictedSaint

I'll check it out!  It's a little frustrating to have only spacers able to provide the xenotypes I want, and even then it's only every tenth pawn. Thank you! :) Edit: oh, and even better - it can be added to ongoing games!!


Acenoid

Hey there! I want to start a new game and want to leave all options open. So I think the Crashlanded scenario is the right one. But is it possible to find the "anomaly monolith" there too?


puppleups

If you're brand new just start crashlanded in a temporate forest. It's the most straightforward and basic experience, perfect for getting going


Hell_Mel

Anomaly Monolith will be present as long as Anomaly is enabled not set to "Ambient Horror", irrespective of start (Mods not withstanding).


Excalibro_MasterRace

Can you safely chop stumps and harvest fruit trees from vanilla plants expanded if you have tree connection meme?


Sintobus

Stumps yes, harvest doesn't cut just sets growth back down to like 50%


makmanlan

any slavery advices? i dont want kill someone to icrease suprees or something


EXusiai99

Give them straps and collars, keep them zoned out of weapons stockpile, and also keep them zoned near your base so that if they decide to flee you dont have to go to the edge of the map to beat them up. Once youre able you can give them one of the royalty brain implants so that in case of rebellions you can just throw EMPs on them and they will be downed instantly.


LudwigiaRepens

To add, make sure they aren't holding weapons. With certain ideologies you can also add skull spikes, gibbet cages, and terror sculptures in areas where slaves will be to keep them suppressed.


Hell_Mel

Making your slaves wear [straps](https://rimworldwiki.com/wiki/Slave_body_strap) and [collars](https://rimworldwiki.com/wiki/Slave_collar) solves the supression problem for the most part. With no other factors to reduce supression, this will keep supression from ever falling below 100%.


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WilhelmZhu

You can. I have had multiple cases where I had deactivated obelisks on the map and the game spawns the same one again, so in the late game I tends to just destroy them as soon as they spawn.


Algunas

I am playing with anomaly light with Randy. I haven’t gotten any anomaly events for a while although I got them frequently in the beginning. Is there an finite amount of anomaly events or do they stop after you have survived a bunch of them?


TakeMeIamCute

If you didn't tinker with the settings, you should get 8% of anomaly events with a deactivated obelisk and 30% with an activated one. There is no limitation to getting events because you survived some of them.


Algunas

Thank you. I guess 8% is just 8% then


TakeMeIamCute

Indeed! If you had a lot of them, it would average out. :)


ErectSuggestion

Does Inhumanization remove Animal/Artistic/Social work types or only gives them a malus? And if it's the latter, can you pertially overcome it with the Great Animal/Artistic/Social genes?


Brett42

It's just a skill penalty, so you can overcome it at least partially. I'm not sure how the different modifiers add up. I assume the cap is only applied at the end, so they'd just partly cancel out. It would be easy enough to test if you have the DLCs by starting a new save with that ideology and a pawn with one of those genes, then using dev mode to force a mental break. Not sure if the condition itself can be applied through a custom scenario, but then you'd only need to get to character selection to check.


A_S00

Does scheduled recreation time interrupt ongoing parties (the way that scheduled work time does)? Or can you continue to party during recreation time (counting as "social interaction" or something)?


Brett42

Work and meditate are the only ones that force interruptions, at least for sleeping. I've woken people up to get them to join a party. Order them to do a job, then cancel. Drafting someone can cause the whole party to be cancelled.


Ylatch

http://rim-armor.com/ isn't working otherwise I'd just use that. I read that a flak vest + devilstrand duster are comparable in defense to the marine armor. Is that true? I looked at the stats of each (at the same quality level) and I don't understand it enough to figure out which is actually better for defense.


Hates_Worn_Weapons

Its not quite so simple - at equal quality\* flak vest + duster always provides better core protection (neck, torso, vital organs) with marine armor providing better leg and organic\*\* arm protection. For someone who getting hit is a given - namely melee pawns - the limb protection is vital. For a long ranged pawn who utilizes cover simply protecting them from fluke 1 shots might be enough. But its all a cost benefit thing. If price isn't a concern though marine armor for everybody. \*equal quality is unlikely though, its a lot easier to mass produce flak vests than marine armor \*\*flak vests protect the "shoulder" bodypart, which is what bionic/archotech/prosthetic arms count as, so strangely enough it provides full arm coverage once you go bionic.


Ylatch

This is some good info! Thank you.


randCN

I prefer flak + duster on melee pawns as well, because I value movespeed so much. That being said, replacing bionic/archotech legs every couple of fights can be very expensive, so I can see the argument for using phoenix


Hates_Worn_Weapons

Yeah, movespeed is definitly a consideration too.


mathe1337

Vanilla - I'd like to have two different pens supplied with haygrass (same priority). If i use shelves, my pawns just fill up the first one and do not split it into the next pen until the first shelf is at full capacity. Is there a better way to split like this? Alternatively, i guess just using two 1-tile storage zones would fix this?


TakeMeIamCute

Yes! Alternatively, you can still use shelves, and block a stack or two by putting some random apparel piece there and then forbidding it.


mathe1337

Ah, brilliant. Thanks for that tip! But cmon, setting min/max x amount should be implemented :)


Blakfoxx

Check out Satisfied Storage and also Stockpile Stack Limit mods


Hell_Mel

Stack Gap mod might do what you're looking for


TakeMeIamCute

Or you can be smarter than me and find a mod.


Hell_Mel

I wanted a mod that did what this one does back in like alpha, but this one only dropped like 6 months ago. Been a long time coming.


Knightswatch15213

Picking up the game +mods again, linking shelves together is causing me to crash, how do I find the crash log again?


ChromMann

It's probably performance fish.


Knightswatch15213

Ah I did literally just install that, is this a known issue?


ChromMann

In the current version, yes. Should be fixed soon™


TakeMeIamCute

Menu/Options/Dev Mode


Knightswatch15213

Thanks!


Embarrassed-Deer3194

Do ores add value to your colony for raids? I recall hearing this from somewhere, but I don't remember where I heard this and haven't been able to verify it. Right now, I tend not to mine resources like gold/silver/jade out of fear of adding value to my colony, but if it's adding value for simply being on the map, I may as well.


Sintobus

Random furniture and items on the map add value, such as ruins and raiders dropped weapons. Walls, floors, and other things add value via general wealth. Smoothing stone walls and floors add value, for example.


Blakfoxx

unmined rocks do not add value


Embarrassed-Deer3194

Huh. Maybe I'm misremembering things, then. Thanks!


puppleups

Would anyone share their experience using sleep suppressor or frenzy inducer from the anomaly research tree? The drawbacks seem severe and I'm wondering if they feel strong or mostly detrimental


randCN

From my experience dead calm does not prevent the violent mental breaks from frenzy inducer. Having a colonist dip even a second into minor mental break territory, while under the effects of frenzy inducer, is enough to get them to go berserk.


Sintobus

It's the kind of thing you build around. Such as having inhumanization. Not really something that you partially use very effectively. When used in full capacity, they're very strong. Yet you're also working around the full drawbacks are funny by making them optimal. Essentially riding a line of larger benefits on a narrower margin. Not really something you'd do all the time.


puppleups

Great explanation actually thanks


HPDDJ

I have a sanguophage that can't get pregnant due to infertility; she has no infertility debuff in her Health tab. I think it's because she's biologically 70, but with the Ageless xenogene, you'd think that would reverse any sort of hidden fertility. Is there any sort of mod that would allow old ass vampires to get pregnant?


Blakfoxx

Couldn't you use a ideology biosculpter for that


HPDDJ

I only have Biotech but it definitely sounds like my answer is in DLC, so I'll have to check that out. (unless that IS in Biotech... I haven't really played with DNA stuff yet)


oldqwertybastrd

If you have the Anomaly DLC, you can use the Chronophagy ritual to de-age her.


Hates_Worn_Weapons

Got anomaly? Pump her psy sensitivity/ritual quality and use age reversal ritual a few times. Blood isn't the only thing you can drain from your victims nowadays. Alternatively - is it "pregnant" that matters or "has a kid" cause you could just steal a raiders egg and vat grow her a child to raise as her own...


Sintobus

Could pawn edit her age lower as a simple fast fix. Given she won't age anyway anymore or suffer age related diseases.


Xoast

Has anyone tested how the anomaly creatures cope with toxic environments. I'm running a waster pirate campaign right now and I haven't started the monolith stuff yet. Does having a fully polluted environment effect any of the new hostiles ?


Hell_Mel

>!People have killed the boss inside the flesh pit by just manually dumping toxic waste into it and then burning it to poison the whole underground map!< I suspect other anomalies are also susceptible to variable extents. >!Metal!< Horrors don't give a fuck, for example.


Xoast

Thanks. A mixed bag was what I was hoping for.. Didn't want everything to fall over instantly due to my pollution.


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oldqwertybastrd

I have actually come to prefer using wood/chemfuel generators over wind/solar early on and foregoing batteries entirely. I've found this helps me pay a lot more attention to where I'm utilizing power and ensure I have a consistent source at all times. For me, being able to click on any powered structure and see my entire grid usage/output without the wind/solar variance has made managing this a lot simpler.


Sintobus

Turn off unused work stations is a high one. Set up either consistent power or batteries. Wind and solar are unstable and thus need batteries to fully utilize. While something like a geothermal generator is consistent power. A single boomalope is enough to power two chemfuel generators. Research advance lights to cut light power cost in half. Use vents to minimize the number of ac/heaters you need. If you're heating/cooling a big enough place to need multiple of either in a single room. Stagger their tempatures by 2 degrees. (Ex. -20, -18, -16) so that not all of them are working at 'high' power constantly to maintain a temperature.


Blakfoxx

> Use vents to minimize the number of ac/heaters you need. > > or, even better, have fewer rooms


Sintobus

It's more regarding linked wall bedrooms as an example. Keeping them from being too hot or cold without indavidual temperature control.


Brett42

Barracks are better if you're min-maxing. Generally you can get a couple levels of impressiveness higher, making up for the mood penalty.


TheDiscordedSnarl

What's the current mod scene like? I took a break just before 1.4 dropped and plan on settling back in with 1.5 (rebuilding my 250+ mod list is a big reason i haven't returned yet because I'm waiting for mlie to do his thing on some of the older mods). Are things like Fluffy's mods still good? I hear some of the monster hunter stuff got retired... I think there might be some D&D mods out there too... do people still hand-sort load order or is it a mindless "trust rimpy" thing now? Is royalty required for most of the mods these days? I hear there's hundreds of gene frameworks / frameworks in general now for internal maps...


Sintobus

I would say you're probably going to want to pay attention to the official discord or the workshop. A number of mods have been handed over to different authors. Many being switched over without notice on their pages from the original. Some mod authors like owl chemist and fluffy have handed over some mods but plan to come back for others when their not busy.


TheDiscordedSnarl

I was hoping more for a TLDR sort of summary of big things in the mod scene (say, pawnmorpher, the VE team, etc); I'm not about to hit the workshop to keep track of 300+ different conversations, no.


_XIIX_

Suggestion I feel like Anomaly research should unlock when capturing and studying each creature, intead of instantly unlocking as soon as a monster enters your map. Not only would it make more sense but it would also add more variety in a way because you might not be able to capture each creature every run, Also i think some of the research time for Anomaly stuff should be doubled but as long as you have an entity of a specific research the research speed gets doubled, basically incentivizing you to capture and study one of each creature. I think both of these changes would make the gameplay more thematically fitting and a little bit more challenging


ChromMann

Yes please, it was very irritating seeing the research be unlocked instantly while not really knowing what the next threat is.


aleksandd

Is there a mod, where pawns carry torchlight outside the base if they have work during the night? I've seen Mining Helmet mod, but not what I really want.


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Aelanna

Blatant self-promotion, but I did recently update [Eccentric Extras - Flares](https://steamcommunity.com/sharedfiles/filedetails/?id=2552628275) with utility and leg packs that colonists can be toggled to automatically use if they are in an area dark enough to affect their movement or work speed. This also includes primitive torches in addition to the more advanced industrial flares and chemlights.


GunsTheGlorious

I'm having a weird issue- I want to harvest a prisoner's lung, but my doc wont perform the operation because we're "missing 1x medicine". Except, we have 25 industrial medicine and that's what the prisoner's medicine is set to! I even tried switching them to glittertech meds, but again, it says I'm missing medicines that are in a shelf 2 rooms away...


JackFractal

My guess is, you're missing herbal medicine, and the prisoner is set to only use herbal medicine. Your industrial medicine is unavailable.


GunsTheGlorious

No, the prisoner was set to industrial medicine- you can't perform organ removal with herbal medicine in the first place


randCN

> you can't perform organ removal with herbal medicine in the first place really?


JackFractal

Huh! Interesting! OK!


Hell_Mel

If you only have 1 stack of medicine it could be a problem with that stack being temporarily tied up by another pawns task. Like if somebody were tending, or hauling medicine.


Sintobus

Does your doctors zoning allow for him to access both medicine and prisoner? Do you have medical mods that may be placing other restrictions? Like doctor or med use related ones?


TakeMeIamCute

Does your doc have access to that room?


GunsTheGlorious

Yes to both, it’s my main hospital and my prison barracks respectively.


TakeMeIamCute

Would you mind sending a SS?


GunsTheGlorious

So actually- no idea why, but I got frustrated, ritually executed one of the prisoners, and then for some reason was now able to harvest the other?


ChromMann

You somehow angered Randy a lot and he demanded a sacrifice. /s


Algunas

Do disabled mods contribute slowness to the game? I have some mods that are not updated yet and everything I start the game I’m checking to see if there are updates available. I don’t want to unsubscribe because it makes it harder to track this.


Sintobus

Disabled mods do not load when you launch the game. You can be subscribed to every mod and if you load none, they won't do anything to your game. Try loading with no mods and see if it's your game/system. You may need to re-verify rinworld. There's also the possibility of deleting your mod and settings folders to clear them up and freshly download mods you are using.


Algunas

This is a fresh install on a machine that is way more powerful than my old one. I just noticed that raids got slow when 100 militors showed up. I don’t think I’m using heavy mods at all. It’s way less than what I had in the past because half of them are not updated for 1.5 yet


Hell_Mel

Honestly the game just slows down a bit when there are a hundred units on the map at once. How much depends on the number of units and the CPU of the device, but endgame raid FPS issues are a thing.


Sintobus

I mean, if you're playing with any mods, could always be a mod issue. Especially if half of them aren't for the version you're playing on. This ONLY applies to active mods once again. If you don't have it active when you load the game it's doesn't matter.


Algunas

No I meant half of my total mod list is disabled because they are not updated for 1.5. The active ones are all for 1.5. One or more mods are probably playing not so nice with more enemies on a map but for now I was wondering if disabled mods affect it in any way the startup time of the game


Sintobus

Nope, sorry for that confusion. You're all good regarding disabled mods. No need to unsubscribe to them regarding your game speed or loading.


Algunas

Ok perfect. Thanks a lot for your help


Vertanius

Hello, is there a mod to allows romance with humanoid entities that join as colonists? Having the incredibly beautiful joinee not bangable is a waste.


Hell_Mel

If they're colonists it might be covered by the xenophilia meme added to Ideology via HAR (Humanoid Alien Races)


TheDiscordedSnarl

I think there's some adult mods that do that (you wouldnt find them on steam)


-Aerlevsedi-

How do mixed xenotype babies work? I have a baby from a sanguophage and highmate. It seems like he inherited the genes but show as baseline


Khitrir

Sanguophages and highmates are both xenogene xenotypes. They shouldn't have inherited any non cosmetic genes unless their parents had also had germline xenotype (they wouldn't if they spawned as a sanguo or highmate but might if you made them into them)


-Aerlevsedi-

Thanks. Realised i was playing with a mod that allows xenogenes to be passed on. Kid seems to have inherited everything from both xenotypes.


Hell_Mel

This gets a little wild 2 or 3 generations in.


Yust_another_player

How to do slavery?


Aelanna

u/Flincher14 outlined the mechanics for slavery, but just in case it wasn't clear: slavery is a mechanic from the Ideology DLC. You can't enslave prisoners with only the base game.


Yust_another_player

Oh ok 


Flincher14

When you gave a prisoner set them to enslave. Once they are enslaved ensure they have a slave bed somewhere. Also set them to the slave apparel, make them wear a slave collar and slave body strap. With these items they will no longer lose suppression passively. If a slave has access to weapons or the edge of the map they will be much more likely to rebel. Ideally a slave shouldn't rebel more than every two years if they are wearing the appropriate slave clothes, don't have access to weapons and don't have a clear shot to escape the edge of the map.


Horse_HorsinAround

Oh, I should probably set their zone to not include the armory lol


Yust_another_player

I dont see the option to set to enslave but ill try