Hello, I am doing a challange where I want to breed the best xenotype out of existing xenotypes. There are 6 in total so 2 xenotypes will have a more influence than the other four. How would you go about doing this? Mainly I'm interested in which genes you think should be prioritised for inheritence and which genes should be bred out.
TLDR how would you breed all xenotypes to keep the best genes in the end?
Made a little turn of the century colony and am really enjoying it so far. Only only had one drop-pod raid i had to Godmode so far. Only Medieval Colonies on the world too.
Title. To be clear I play modded, obviously - all of my gnoblins have the same genes, exactly the same, they're heterosexual and age compatible, but both of my male goblins cannot romance the women and vice versa. It doesn't tell me why. I have no way of finding out and I don't want to cheat it out. All of them have negative compatibility for some reason. All of them. They're friends, like each other, but they can't romance each other :/ any idea?
Created my first-ever mod! Now y'all who have played Casualties: Unknown can subject both enemy and friendly pawns to the operation end of a Sound Cannon.
Proper balancing for this mod is to be figured out.... at a later date :L
This mod only adds two sound cannon variants, the related hediffs, research projects, and the storyteller incident.
The actual Experiment Xenotype in the video are from Erin's Experiments!
Current mod support right now only consists of getting the custom blood textures from custom genes from Vanilla Expanded Framework. If there are more mods that allow for custom Xenotypes with other custom blood textures, someone's gotta tell me.
i may be being dumb but in my previous run, i did my food storage area just like this and it seemed to work fine.. but now its 113F?! its even hotter than it is outside or in any other room! is it because the generator is so close to the room? I added double layers and another cooler but it only made it hotter ~.~ pls help!
This game really makes you sleep in the bed you make.
Playing on Medieval Overhaul.
I started with 8 pawns - I made sure each pawn was married to another, so 4 married couples. I thought that this was smart cause it would give them all a mood boost, especially if they are mostly compatible, I could build less housing, and I could also get some babies in the colony. Well that decision was my colonies downfall, doomed before the game started.
First year was a breeze. We got established, and had a surplus.
Second year - 3 babies are born. "Oh nice, we got some new pawns!"
By year eight, I had a total of 5 kids and 7 babies. Prior to year eight, one of my colonists died from the flu, and another from child birth.
So at this point I had 6 adult pawns supporting 5 kids and 7 babies, so 12 young ones altogether. My pawns were stressed, I was stressed, but we were making it work.
Well, the AI treated my colony as a city of 18, and sent waves of attackers, about 30-35 attackers each assault. And that was the end of my colony, and a lesson learned.
I’ve seen people complaining about impids multiple times at this point but personally I like them. Sure their genetic pessimism sucks and getting their raids sucks more because of their fire, but I actually really like having them as colonists because I can use their fire against raiders too. It’s really useful. Especially around mid or end game when mood isn’t that big of a deal. So what’s everyone’s problems with impids?
I thought they would bloom into something pretty.. turns out their bloom caused my colony to become murderous. This was my first successful mid to late game save. Sad times.
Newest base design I've been cooking, works with every weapon, but sniper rifles are recommended.
I will write this as a "guide", but since there are many better, video form novice guides out there, I would assume you know some basics about raider behavior and cut to the interesting bits.
Basically you bait regular raids with an infinite loop of corridor killboxes.
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A : against regular raids
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1.. The killbox is actually a killring, right next to your core base location, making it very convenient to get ready / loot.
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2.. It's a bullet killbox, no trap rearming, no turret refueling (they are vulnerable to smoke anyway), no heatstroke, no hypothermia (mechs and some other enemies are immune to temperature extremes or fire damage) : no real maintenance needed at all
3.. Unlike regular melee blocking / killbox designs, there is no "breaking point" where even the regular raiders just have enough bodies and special weapons and utilities to just break through your defenses, overcoming their disadvantages.
No more sheer number of random explosive throwing, smokes, special weapons, shields from enemies breaking through your killbox.
If you have 10~12 snipers, you can theoretically win against an infinite amount of regular raiders with little to no damage
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4.. This is essentially a "cover and concentration of fire asymmetry killbox" + "infinite kiting" design, having the upsides of both concepts, with some improvements.
- you don't need to have faster movement speed thant he enemy - raiders move less than quarter of your speed through fenced corridor when you can reposition through your paved repositioning corridor.
(if you don't like giving them some 0-25% cover from spaced fences, you can try using water, gas, or crops to slow them instead of spaced fences, but I find fences way more convenient, you will kill them all eventually anyway)
- you don't need to divide your fire group into two to infini-kite enemies, you can just lazily drag around your giant single squad, maybe a single doorrunner inside your base against a particularly long raid, max.
- you don't have to collect every single raider in a box before you can start abusing their pathing with doors, you can be a lot more flexible with a circular design.
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5.. Raiders need held-opened-doors clear path towards your colonists to be reliably 100% baited into your killbox
if you don't want to micromanage to always have one fieldworking pawn or make tons of bait furnitures or something this could mean you can't really temperature control your main base
sometimes they have good enough gears that they don't even need temp control, but if you need termperature control, I've wrote about it in the picture above.
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B : against sappers and sieges
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0.. I don't think there is a 100% reliable "sapper honeypot" setup that exists right now, the turret avoidance behavior doesn't seem to reliably work maybe it was recently patched?
well, it relies on turrets which could be destroyed by drop-pod raids and other events, which if followed by a sapper raid could be a major headache if you were relying on a honeypot.
so I would introduce an omnidirectional general sapper defense setup
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1.. The wall-barricade-wall-barricade cover setup right outside the killring should be enough for most sappers since they have half the strength of regular raids, you just go there and fight them head on behind the cover line.
For sieges, just shoot at sieges with guns (or mortars if you prefer them) to make them turn into regular raids. The real challenge is the sappers.
but just a lazy line of barricades without spaced walls would also work, you lose cover (78% with walls, 55% with barricades) but you get widers angle of fire for each pawn, but I recommend spaced walls.
even if you lose the position, it's right up against your base, it's not like they can use the position to get good cover against you.
pawns standing behind wall will get 78% cover, but pawns standing behind alternating barricade will only get 55~60% cover from direct shots.
so if maximum fire concentration is really not an issue and you are planning to just stand behind walls... the barricades between walls don't really give you that much cover (75% -> 78%) to the pawns standing behind the walls
so if you want to skimp on materials, just don't even build the barricades and you will barely notice the difference
or you can try to build doors instead of barricades for some added contingency protection
or, and only if you have external additional walls done, you can actually just put mini-turrets instead of barricades - I've tested it, and they don't damage your pawns at diagonal square behind wall when they blow up. They even provide 30% cover, interestingly
don't rely on turrets too much tho, they don't work against smoke.
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2.. About the bigger perimeter walls, rimworld works on a square grid, so the most overall efficient shape is a square or a rhombus rather than a circle. so I just prefer squares for the entire thing.
The main reason I prefer benchmarking on sniper rifles is that a lot of things can go wrong with mid to short range optimized designs (most annoying enemy weapons like explosives are all short to medium range)
I recommend just 42 tile gap from your inner cover line to the closest perimeter wall, this way the enemy cannot use the wall againt you in any circumstance.
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my favorite perimeter wall setup, it minimizes number of doors to save on cost.
you shoot, and you retreat to your inner cover line before you get overrun, using the time they spend breaching to get to your new position.
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Another perimeter wall design, more pricey and door opening micro intensive, but the "retreat before you get overrun" phase is almost instantaneous, giving you some time advantage compared to the previous design.
If you can tolerate fiddling with the doors, it also simplifies the "the line is partially overrun but most of them are still far away so I don't feel like giving up the position yet" situation the previous design might struggle a bit more against - you just close those doors...
I forgot to put it in the screenshots, but it's a good idea to pave the floor of your side of the cover providing walls if you care to.
a single shooting perimeter outside the kill ring is fine, but with double or triple layered firing perimeters set up, you would be nigh invincible against any sapping raids., triple is kinda overkill and you kinda run out of map tiles. I recommend just adding one more perimeter with 42 tile gap.
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3.. you can fortify the area between the two parameters and even try to make chokepoints, but I like growing things between the first and second perimeter, you just have to put some firefoam poppers here and there, and your crops will be fine.
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C. Against "drop right on top of you" drop pod raids
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0..first of all, if you didn't know, have unroofed trade beacon way outside, 40% of these raids will be dropped on top of this and just turn into a regular raid with half the strength.
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1.. My base doesn't do anything super special, but there are some optimizations
I like modular 9x9 space rooms, AKA the most versatile medium room size in rimworld.
the cross-shaped corridors between the 4 buildings is something I like doing for cleaning the shoes of pawns after they left the compound for soil-stepping work, not strictly necessary and adjustable
anyway, the key thing is to draft everyone and leave the room to fight with numbers
they are usally very easy to kill because of their spread-out and out-of-place nature, but the real nuisance property damage they cause before you kill them all.
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2.. most raiders do random arson, so fire defense is important - it will also come in handy against buying some time against incendiary siege mortar shells if you somehow took too long to harass them into turning into regular raids
for fire defense, if you want to use poppers, either of these popper set-ups are fine.
the left one is more efficient but leaves deadzones (which can be minimized if you use multiple held-open doors for the walls tho but that's kinda cringe imo), firepoppers are not impassable, so you can just put one in each room (only costs 1 component each) and that's probably the best.
you can use the middle corner for gold wall trick instead to boost impressiveness too.
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apart from that, you just have to open some doors to the mini-turret in the middle of the complex and they will all (usually) try to kill the turret before anything else.
I'm not 100% sure the mini-turret actually draws the raiders even more than regular pawn combatants you have, but it's nice to have just to be sure.
I don't know if it even matters, but the turret range somehow perfectly covers the complex inside, which I find pretty to look at.
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the doors surrounding the turret are not strictly necessary, but I like to have them so I can control collision more flexibly if I want to. they don't even have to be forbidden, a regular pawn will never want to go through those doors for any easier pathing, as mini-turrets are impassable.
once the raiders are drawn to the turret, brutalize them with your stacked gunners waiting for them at the cross-shaped corridors, or just go visit them piecemeal room-clearing style. The biggest thing is the fire defense, and these are not common raids to begin with.
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...and that's it!
I have still not figured out 100% of the intricacies of rimworld raider behaviors, so feel free to correct or suggest improvements to this as you want.
I like symmetry and modularity, that's my design motto in almost anything I build in rimworld.
Like, I built this demo in developer mod just for showcase, but if i saw a map-central steam geyser like that in the last picture in my actual playthroughs, I would rather just re-roll and start a new game lol.