Rimworld Maximum Number Of Colonies
Well fuck you too Randy Randomness. Click to expand.Randy is like that at timesYou might want to get a mod called Fluffy's Breakdowns. It changes maintenance on you machines so that as long as someone periodically goes and performs maintenance, you don't waste components fixing your machines.
Without a well-designed colony to support them, your colonists will be left to the mercy of hunger, disease, marauding raiders, and even worse threats. For a complete how to guide, see Colony Building Guide. Types of bases. In RimWorld, there are three types of colonies: underground bases, open ground colonies, and hybrid colonies.
Its one of my essential mods, and its not that broken since instead of eating up finite components it instead requires construction colonist time which can slow down expansion once you've got a lot of hardware that needs regular fixing.EDIT: Anyone know what a good ratio of colonists:jobs should be?I usually try to aim for specialization among my colonists, with one colonist per ten assigned to priority one: growing/plant cutting, wardening, cooking, construction, animals, smithing/tailoring, crafting, cleaning, and research. The leftover takes care of hauling as their first priority; this usually goes to the most low-skilled/youngest colonist.
With Hospitality and Colony Management installed I combine wardening with negotiating and research with management. Hauling or hunting is usually their second priority unless they have burning passion for a job. Dedicated doctors and medics always have doctoring as their maximum priority. Click to expand.Had a chemical fascination engineer on one of my colonies who went after some Flake that landed in a cargo pod on the far end of the map. One shot and she was addicted, and I was nowhere near close to being able to make any replacements for when it inevitably ran out.I bit the bullet and burned the rest and forced her to endure the withdrawal for a couple of seasons. She had mental breaks periodically but we kept her under control until she kicked it.
Worst that happened was that she killed a pig.Nowadays if any seriously addictive drugs show up and I've got a chemical fascination pawn, I immediately haul them in, build a campfire, and burn that shit. At least until I've got smokeleaf production running. They can smoke as much of that shit as they want. I had a colony where I built up a large bunker out of wood and was building a small village for my colonists (also out of wood) and my pyromaniac burnt down the entire fort, with all my supplies and food.
I then got the survivors to build a small fort out of steel next to a mountain, where the doctor, also a pyromaniac burnt down the lingering trees on the inside catching fire to the two injured colonists and killing them off, the doctor then died of infection.That was brutal, and one of the reasons I don't like bringing pyromaniacs to my colony. I had a colony where I built up a large bunker out of wood and was building a small village for my colonists (also out of wood) and my pyromaniac burnt down the entire fort, with all my supplies and food. I then got the survivors to build a small fort out of steel next to a mountain, where the doctor, also a pyromaniac burnt down the lingering trees on the inside catching fire to the two injured colonists and killing them off, the doctor then died of infection.That was brutal, and one of the reasons I don't like bringing pyromaniacs to my colony. Had a chemical fascination engineer on one of my colonies who went after some Flake that landed in a cargo pod on the far end of the map. One shot and she was addicted, and I was nowhere near close to being able to make any replacements for when it inevitably ran out.I bit the bullet and burned the rest and forced her to endure the withdrawal for a couple of seasons.
She had mental breaks periodically but we kept her under control until she kicked it. Worst that happened was that she killed a pig.Nowadays if any seriously addictive drugs show up and I've got a chemical fascination pawn, I immediately haul them in, build a campfire, and burn that shit. At least until I've got smokeleaf production running. They can smoke as much of that shit as they want. I had a colony where I built up a large bunker out of wood and was building a small village for my colonists (also out of wood) and my pyromaniac burnt down the entire fort, with all my supplies and food. I then got the survivors to build a small fort out of steel next to a mountain, where the doctor, also a pyromaniac burnt down the lingering trees on the inside catching fire to the two injured colonists and killing them off, the doctor then died of infection.That was brutal, and one of the reasons I don't like bringing pyromaniacs to my colony. Click to expand.I find them surprisingly containable if you draft the closest pawn, right-click on the would-be arsonist and tell them to 'try to arrest' them.
This can go one of two ways: Either they get hauled off to jail for a time-out or they'll switch to a 'Berserk' mental break and begin melee attacking their would-be captor, which is still not ideal (the last time this happened one of my more useful colonists was parted from his remaining leg and eye) but doesn't tend to cause as much property damage. Randy is like that at timesYou might want to get a mod called Fluffy's Breakdowns. It changes maintenance on you machines so that as long as someone periodically goes and performs maintenance, you don't waste components fixing your machines. Its one of my essential mods, and its not that broken since instead of eating up finite components it instead requires construction colonist time which can slow down expansion once you've got a lot of hardware that needs regular fixing.EDIT: Anyone know what a good ratio of colonists:jobs should be?I usually try to aim for specialization among my colonists, with one colonist per ten assigned to priority one: growing/plant cutting, wardening, cooking, construction, animals, smithing/tailoring, crafting, cleaning, and research. The leftover takes care of hauling as their first priority; this usually goes to the most low-skilled/youngest colonist.
With Hospitality and Colony Management installed I combine wardening with negotiating and research with management. Hauling or hunting is usually their second priority unless they have burning passion for a job.
Dedicated doctors and medics always have doctoring as their maximum priority. Click to expand.In general you just need to have solid tactics. Cut away trees along the approaches to your bunkers.
Colonists should never be in each other's line of fire; semi-circle or L-shaped approaches work best at shooting. If the enemy engages in melee, move shooters up right behind the colonists engaging in close combat; if they're within two squares of another colonist they will never commit friendly fire.
Try to flank around a target; if your colonists aren't hitting an enemy behind a tree, it's because the tree is covering them from direct fire, but flanking increases your chances to hit. Reposition as needed.Scatter wooden deadfall traps l along an enemy approach iberally if you're in a woody environment. Otherwise use stone.
Build narrow passages that enemies have to pass through with no cover for them and fill them with deadfall traps and put shooters at the far end. In general, find ways to deny the enemy cover wherever possible; the easiest way to do this is cut down trees and move stone chunks. In general you just need to have solid tactics.
Cut away trees along the approaches to your bunkers. Colonists should never be in each other's line of fire; semi-circle or L-shaped approaches work best at shooting.
Rimworld Multiple Colonies 1.0
If the enemy engages in melee, move shooters up right behind the colonists engaging in close combat; if they're within two squares of another colonist they will never commit friendly fire. Nexus mod manager how to. Try to flank around a target; if your colonists aren't hitting an enemy behind a tree, it's because the tree is covering them from direct fire, but flanking increases your chances to hit. Reposition as needed.Scatter wooden deadfall traps l along an enemy approach iberally if you're in a woody environment. Otherwise use stone. Build narrow passages that enemies have to pass through with no cover for them and fill them with deadfall traps and put shooters at the far end.
In general, find ways to deny the enemy cover wherever possible; the easiest way to do this is cut down trees and move stone chunks.
Rimworld Maximum Number Of Colonies Map

There are a few ways to kill incapacitated colonists or prisoners.On the health tab, select the Operations sub tab and you can schedule a number of operations. To simply kill the patient, select Euthanize. If you're feeling diabolical, you can also harvest body parts before putting them out of their misery. Removing a lung and a kidney will not kill the patient, assuming they are starting with two. Removing any other part (heart, liver) will result in the death of the patient.You can also select a colonist who has a gun, and fire at the ground where the person is standing/lying.