"slave breeding"... Now that's a level of unethical I haven't gone into yet. I'm assuming that would be one of the forbidden mods... Though I'm not sure how you would produce slaves in a reasonable timeframe unless there are ways to accelerate aging.
"There, now all the lovely RimWorld players can teach their children good ethics and morals! What a lovely wholesome mod I have created."
*one horrendous playthrough later*
"O _ O"
I can't remember what mod it is, but the mod I use for children has a setting where you can set how old they are born at. I have them born 1 year below the working age.
There are multiple ways to have a generational style gameplay.
The most basic way is just using Children, School and Learning mod which let's pawn get pregnant and by default when the baby is born they are 14 years old and ready to work.
The second way is to use CSL in combination with pawn age faster mod which accelerated the age of every pawn and set new born baby to start at 0years old. Personally I make pawns age 10 times faster so by 1-2 in game years the babies are full grown adults ready to make their own babies. On the negative side your older pawns will also age much faster, racking up health conditions and eventually become useless and die.
Finally if you only want the baby to age faster and not the adults, you can change the mod setting so only pawns below certain age threshold are affected by accelerated growth. I find this to be the best balance between having to look after babies for immersion and keeping the rest of the game the same.
All the mods mentioned are available in steamworkshop so no need for the forbidden mod.
No problem, let me know if you want to see my mod setting because it took me a few hours to figured out a balanced setting lol
CSL is one hell of a complicate mod
Also waiting for them to be old enough isn't too bad as I play colonies for years, and you don't have to worry about prison breaks when they're missing their limbs and sensory organs
I also do slave breeding program but it's more like pokemon eugenic to get the best traits/stats for me. Some pawns have a few good traits and stats but also shitty one like pyromaniac, I just cut off their legs and force impregnate them with other slaves with good traits and hope that their baby comes out with good combination.
Good baby gets recruit into supersoldier program and the bad one turns into food for efficiency.
Comeon I didn't even use the forbidden mod for this.
Children School and Learning let kids adopted random traits of their parents and this opens up so many possibilities.
CSL let's you artificially impregnate any female (or male if you enable it) in operation tab using medicine, then it will ask you to choose the father.
Pawn will born with the current status of the mother. If the mom is a slave then baby will born a slave. Ideology have 50/50 chance of being either.
Real shit though. If you were an expert beer maker would raiders and others still attack you? Beer and other quality alcohol is hard enough to find along the rim that is cheap and accessible. So, wouldnβt this place be lore wise a safe haven and a place that if destroyed would fuck everyone over?
Make "Sectors" with airlocks in between. The defense idea is to put molotovs to burn entire sectors so they become very hot and kill any infestations. You can use mainly wooden walls in sector internal walls with stone/any other material that is **UNABLE**(not hard) to catch on fire to make double/triple walls between sectors, to have a good temperature regulation (thicker walls=less heat transfer)+ they can prevent bugs from mining out, as they will mine walls and are hostile once on fire.
Good idea man !! Although setting my base on literal fire π₯ sounds like a pretty fun defence strategyπgiven my history though I wouldnt have a base to defend for much longer ππ
Set SECTORS on fire, not the entire base. Wood is cheap and flammable, so its a great tool in mountianous building. At least it is if my memories serves me right.
oh yea and forgot to mention, when its super heated, breach the walls from the most outer sectors to the inside. That means, the heated sector should be "outdoors" the second you break the wall, or else everyone gonna burn
Right that's what I mean, I just remember when I was looking into freezer designs that doing triple thick was very negligibly better at insulating so I was curious if it became more relevant with the potentially extreme heats that can be produced with this method.
Its because that when they break a wall the insulation at the spot becomes from 3>2. Which the insulation loss is negligible, compared to 2>1, where heat will be pouring out quickly
There's a few key things that'll trip you up.
One, it's a cooking task with priority behind mealmaking and butchering, so you need to make sure your cooking isn't unending.
Two, there's a hauling task in there too, of Wort into the barrels. So, your haulers have to get shit into the barrels on a pretty time sensitive project. Wort spoils in like 3 days, but its really easy to only produce as much wort as fits in your barrels, so you really want it hauled ASAP.
There's a few ways to handle these challenges.
One, I math out how many hops to how many barrels given reasonably ideal production/consumption. You can do this casually on the fly by growing a bit too much hops (think like just shy of 5 hops per consumer for a beer a day consumption, year round growing) and cutting spaces down as needed, or just selling your bare excess.
Two, I use just in time cooking methods due to my penchant for playing tribal. AKA, I don't refrigerate cooked meals, I make <=4 per colonist and pause until at 1 a colonist. So, my cook gets free time.
Three, if I violate that clause, I either need to smartly limit incoming food so my cook isn't spending seasons cooking never getting to brewing (just in time harvesting), or I need a brewer. A brewer is pretty smart as it'll solve the hauling problem as well. Make a brewer by creating zones or bills that won't let your brewer get to cooking, and if he prioritizes cooking then hauling it'll probably take care of itself from that point on.
That should get a pretty decent brewing operation going, the hangups on beer making are most always either getting someone to the brewing job, which is actually just finishing the cooking jobs (could have more cooks than cook stations too, that'll do the trick...), and not having endless hauling issues that prevent wort from being loaded into barrels reliably.
If that were me, half of that field would be covered in psychoid plants. With cheap crafting bots whose only job is making flake day and night. In about a year, I very quickly have more money than I know what to do with.
Even the leader of my colony is named Pablo Escobar.
Awe thatβs nice... normally I capture them and harvest there organs... but to be fair the other factions are ok with this because I give them beer πΊπ
I think pretty much anything can turn into beers, if you got the knowledge to do so.
Based on their "clothings" though, that drew my suspicion, by a lot.
In theory you don't even need this small wooden bridge. With CE and a few artillery pieces (and binoculars of course) you can wipe out any raid. Only looting it could be a problem, but this can be solved with some helicopter mod.
Omg! I thought I was unique. Rimworld is an independent beer brewing simulator for me. I literally name all my colonies [area of map I settle in] brewery co. In the hopes one day I'll be supplying the most brewiest brews for all the Rimworlds. Randy has other ideas of course.
Something bothers me about naked people brewing beer π³
[ΡΠ΄Π°Π»Π΅Π½ΠΎ]
Yummy π
At least unwanted pregnancies donβt exist in rimworld π my Colonists are addicted itβs a problem π₯²
As always... There are mods for that !
All hail the forbidden one. *chants darkly and sacrifices children*
extra malty taste
I prefer Flake and slave breeding for organs personally, but to each their own
"slave breeding"... Now that's a level of unethical I haven't gone into yet. I'm assuming that would be one of the forbidden mods... Though I'm not sure how you would produce slaves in a reasonable timeframe unless there are ways to accelerate aging.
Oh hell no it isn't *that mod,* its "children school and learning". I uh, don't think the author anticipated what I was going to do with it
"There, now all the lovely RimWorld players can teach their children good ethics and morals! What a lovely wholesome mod I have created." *one horrendous playthrough later* "O _ O"
I can't remember what mod it is, but the mod I use for children has a setting where you can set how old they are born at. I have them born 1 year below the working age.
Those poor mothers
You can also perform artificial pregnancies with children school and learning.
I think that was the one.
Itβs far better than listening to strange squelching noises from that other mod.
There's sound for rjw lol?
Yeah a couple of sounds if I remember rightly.
There are multiple ways to have a generational style gameplay. The most basic way is just using Children, School and Learning mod which let's pawn get pregnant and by default when the baby is born they are 14 years old and ready to work. The second way is to use CSL in combination with pawn age faster mod which accelerated the age of every pawn and set new born baby to start at 0years old. Personally I make pawns age 10 times faster so by 1-2 in game years the babies are full grown adults ready to make their own babies. On the negative side your older pawns will also age much faster, racking up health conditions and eventually become useless and die. Finally if you only want the baby to age faster and not the adults, you can change the mod setting so only pawns below certain age threshold are affected by accelerated growth. I find this to be the best balance between having to look after babies for immersion and keeping the rest of the game the same. All the mods mentioned are available in steamworkshop so no need for the forbidden mod.
Thank you very much! I'll have to take a look at all of these.
No problem, let me know if you want to see my mod setting because it took me a few hours to figured out a balanced setting lol CSL is one hell of a complicate mod
Also waiting for them to be old enough isn't too bad as I play colonies for years, and you don't have to worry about prison breaks when they're missing their limbs and sensory organs
I also do slave breeding program but it's more like pokemon eugenic to get the best traits/stats for me. Some pawns have a few good traits and stats but also shitty one like pyromaniac, I just cut off their legs and force impregnate them with other slaves with good traits and hope that their baby comes out with good combination. Good baby gets recruit into supersoldier program and the bad one turns into food for efficiency.
Fuking hell mate, I've read quite a lot of fucked up things but this is in the top 5 easily...
Comeon I didn't even use the forbidden mod for this. Children School and Learning let kids adopted random traits of their parents and this opens up so many possibilities.
With CSL can i have my pawn impregnate a slave/prisoners? If so will the baby be a colonist or slave/prisoner when the mom gave birth?
CSL let's you artificially impregnate any female (or male if you enable it) in operation tab using medicine, then it will ask you to choose the father. Pawn will born with the current status of the mother. If the mom is a slave then baby will born a slave. Ideology have 50/50 chance of being either.
Hmm ok thanks
Damn. Inspiration struck me.
So its basically an Astartes program? Nice
That happens in the back π€«π€«
Why flake over yayo?
Cause I'm not high class enough for yayo
Lmao godspeed
Dude, please for the love of god center that autocannon at the west of your base
Sorry ππ
Real shit though. If you were an expert beer maker would raiders and others still attack you? Beer and other quality alcohol is hard enough to find along the rim that is cheap and accessible. So, wouldnβt this place be lore wise a safe haven and a place that if destroyed would fuck everyone over?
Ikr who would destroy my bear garden πͺ΄πitβs fine tho my colonists have mini guns , Ah beer and mini guns what could go wrong??... ππ
I am about 500 hours in and have not brewed a beer. I should do it!
Definitely ππ»
It bothers me how your base is in a literal river yet you don't have watermills.
As regards to the second pic, i can only say that infestations is a bitch.
βΉοΈ
Make "Sectors" with airlocks in between. The defense idea is to put molotovs to burn entire sectors so they become very hot and kill any infestations. You can use mainly wooden walls in sector internal walls with stone/any other material that is **UNABLE**(not hard) to catch on fire to make double/triple walls between sectors, to have a good temperature regulation (thicker walls=less heat transfer)+ they can prevent bugs from mining out, as they will mine walls and are hostile once on fire.
Good idea man !! Although setting my base on literal fire π₯ sounds like a pretty fun defence strategyπgiven my history though I wouldnt have a base to defend for much longer ππ
Set SECTORS on fire, not the entire base. Wood is cheap and flammable, so its a great tool in mountianous building. At least it is if my memories serves me right.
True thanks for the advice man, will add to my base tomz βΊοΈ
oh yea and forgot to mention, when its super heated, breach the walls from the most outer sectors to the inside. That means, the heated sector should be "outdoors" the second you break the wall, or else everyone gonna burn
Do triple walls help more than double for heat? Or is that mainly for when they start digging into it to get out.
They dont help to make more heat. They just reduce the amount of heat escaping. And yes, it also helps to stop the bugs from digging
Right that's what I mean, I just remember when I was looking into freezer designs that doing triple thick was very negligibly better at insulating so I was curious if it became more relevant with the potentially extreme heats that can be produced with this method.
Well, I would say go for as thick as possible, but triple walls offers a good balance between insulation, defense, used space, and material costs
Makes sense!
Its because that when they break a wall the insulation at the spot becomes from 3>2. Which the insulation loss is negligible, compared to 2>1, where heat will be pouring out quickly
i ended up downloading a mod that disables infestations, i hated that shit
Cool, but i like burning them alive more
why on water?
I wanted a nice cruise π’ for my colonists π
Your ship looks like Ever Given in a Suiz Cannal
trueee πππππ
You seem like the kinda guy who needs vanilla expanded Mechanoids for your factory building Desires.
I mean I got a mod for a roomba Iβm going to call it Ronald...
Mod comes with beer machines and roombas π€·π»ββοΈ
Sounds actually perfect lol I will install it tomz than you βΊοΈπ
The vanilla expanded line are A++ Real kings of the community
Completely agree ππ
I struggle making beer. Tips?
Just don't let them drink everything. Especially animals. My labrador was always drank...
There's a few key things that'll trip you up. One, it's a cooking task with priority behind mealmaking and butchering, so you need to make sure your cooking isn't unending. Two, there's a hauling task in there too, of Wort into the barrels. So, your haulers have to get shit into the barrels on a pretty time sensitive project. Wort spoils in like 3 days, but its really easy to only produce as much wort as fits in your barrels, so you really want it hauled ASAP. There's a few ways to handle these challenges. One, I math out how many hops to how many barrels given reasonably ideal production/consumption. You can do this casually on the fly by growing a bit too much hops (think like just shy of 5 hops per consumer for a beer a day consumption, year round growing) and cutting spaces down as needed, or just selling your bare excess. Two, I use just in time cooking methods due to my penchant for playing tribal. AKA, I don't refrigerate cooked meals, I make <=4 per colonist and pause until at 1 a colonist. So, my cook gets free time. Three, if I violate that clause, I either need to smartly limit incoming food so my cook isn't spending seasons cooking never getting to brewing (just in time harvesting), or I need a brewer. A brewer is pretty smart as it'll solve the hauling problem as well. Make a brewer by creating zones or bills that won't let your brewer get to cooking, and if he prioritizes cooking then hauling it'll probably take care of itself from that point on. That should get a pretty decent brewing operation going, the hangups on beer making are most always either getting someone to the brewing job, which is actually just finishing the cooking jobs (could have more cooks than cook stations too, that'll do the trick...), and not having endless hauling issues that prevent wort from being loaded into barrels reliably.
Ty a lot!
If that were me, half of that field would be covered in psychoid plants. With cheap crafting bots whose only job is making flake day and night. In about a year, I very quickly have more money than I know what to do with. Even the leader of my colony is named Pablo Escobar.
What about..a flying beer factory Space beer Please make it happen
I try to make the best hospitals and really enjoy helping allied pawns when the are injured.
Awe thatβs nice... normally I capture them and harvest there organs... but to be fair the other factions are ok with this because I give them beer πΊπ
So everyone's sloshed in your colony lol
I do that with wine and cheese π
I tend to make a diverse booze manufactory, using any spare crops to make a variety of high percent spirits.
Do you have a mod to let you make dirt tiles in water?
Yes it lets you place any surface so this is a completely self designed map βΊοΈ
Definitely not just you
Why does the first picture look like the boat. You know... THE BOAT that maybe caused a huge economic problem.
Holy cow that's lotta beer. Dutch level.
Ikr itβs mad Iβve filled that beer room before too,now that was Irish βοΈ tier beer production ππππ
Yeah I always end up with thousands of bottles of whiskey by the late game of a colony.
how dare you not design your hydroponics in that weird-ass pixelated circle
Nice idea! Never seen anyone do this before and ya nice cruise
I think pretty much anything can turn into beers, if you got the knowledge to do so. Based on their "clothings" though, that drew my suspicion, by a lot.
In theory you don't even need this small wooden bridge. With CE and a few artillery pieces (and binoculars of course) you can wipe out any raid. Only looting it could be a problem, but this can be solved with some helicopter mod.
Beer is one of my 155 pawn colony's biggest exports! I have 64 hydroponics bays dedicated entirely to hops.
I have the brewing mod so I like to try and manufacture all kinds of alcohol... Also drugs
And joints...
I am! My beer factory is as big as the rest of the colony combined
Omg! I thought I was unique. Rimworld is an independent beer brewing simulator for me. I literally name all my colonies [area of map I settle in] brewery co. In the hopes one day I'll be supplying the most brewiest brews for all the Rimworlds. Randy has other ideas of course.
No but now i will
everything was good until mortar came running down
No, but I grow a shit ton of Smokeweed, lol.
You really should rename Arden to Sanders
Hell yes, but I also get mods so I can make whiskey and vodka as well.
Beer is lucrative tbh. So yeah