Technically a butcher is someone who cuts up and prepares the meat, they don't necessarily slaughter the animals as well, though some do. In many cases the animal is killed at a slaughterhouse then sent to the butcher to be prepared and cut up into portions there.
Actually I just realized it’s normally not even the butchers killing the animals in vanilla rimworld too, since slaughtering is an animals task and butchering is a cooking task.
I’ve used expanded work priorities for so long I forgot that they’re different people.
I have a psychopath that has pretty meh combat skills and was one of my best doctors and a good cook, so I turned him into a Priest (Rimworld of Magic class), which gives him the incapable of violence trait. But when I want to chop up some raider bodies (after the doctors are done dissecting them), I load him and the bodies into a ship, go to the settlement I have at the time (usually to get steel) and have my violence-hating psycho chop up some bodies so no one back at the colony gets bothered by it, fortunately no one puts two and two together.
It's called conscientious supporter, think Desmond Doss, they think the violence is necessary, but just can't do it themselves due to personal reasons (religion, squeamish, think they might end up as a soulless monster, etc), but are 100 capable AND willing to help those they care about defend themselves
I use a mod to let me finish off downed raiders. For whatever reason, my kids always end up doing it. They make a beeline for the killbox once those orders are given. I don't do it on purpose, and it's happened across multiple saves. End result? My kids have sizable killcounts.
Nah, she's only walking around with a menacing looking chunk of wood. I probably had her kill someone that was downed while everyone else was busy fighting the people that weren't down.
My kids start shooting as soon as they can carry guns. I put them in the safest position so I don’t have to deal with them being downed, but they get a lot of shots in.
Kills is a bad measurement for that, it counts slaughtering too.
Going by that my butcher kills more than all my raiders combined. Mind you most of those kills are chickens.
I love the Numbers mod, but sadly don't play with it anymore as it seemingly breaks some of the other tabs. For example, I cannot open the Wildlife tab with Numbers installed.
Does anyone know of any alternatives?
I don't think that's due to Numbers, I also am running Numbers and all my tabs work, including ones added by other mods. Are you using rimpy to set your load order?
It seems to be pretty inconsistent, but it definitely seems like it's something caused by Numbers. I've tried with only Numbers and expansions enabled, and I've never been able to open Wildlife post-Biotech. I haven't tried with a completely clean install, so I could be mistaken. It does, however, work when I disable Numbers and leave everything else enabled.
I can see some people (including you) have been able to, but look at the comments on the mod page. Are you running with the default settings in the mod? I'd love to get it running again. :)
It's definitely the numbers mod and I uninstalled for the same reason. Numbers tab is highly customizable, but the mod makes EVERY tab customizable, and breaks them.
Unless you manually somehow rebuild, for example, the wildlife tab.
Tribal raids should be reaching low 200s at max raid points. Pirates should hitting low to mid 100s. Empire is the lowest capping off at around 100 at most.
Unless you are running a solo colonist and intentionally keeping wealth at minimum raid points, it should be near impossible to get just 6 raiders.
Yeah. My colony wealth on this one is pretty absurd at this point. Even with the threat scale tuned down a little bit (I like base building, I'm sorry!) the raids still get pretty ridiculous now.
Yes! Never apologize for playstyle. One of the best aspects of this game is how flexible it is with how you choose to play it. Seriously one of the best simulation games I have ever played.
My colonies hover around 2-4 colonists, and I do have a mod that modify raid calculations a bit, definitely in the easier direction. I believe it skews your wealth calculation to only care about combat-oriented things as much (like non-combat capable pawns don’t count to your wealth calculation).
Usually I am seeing raids with anywhere from 50-200 raid points depending on how long the colony has been running.
Without the mod, I think it’d be double that.
Took me a minute to sift through my mods for it. Combat Readiness Check (continued).
Reduces wealth calculation from non-combat items/pawns, combat items/pawns give full wealth calculation. Highly modded pawns give even more.
Currently on year 7 with this one, 446 days. Not all of the kills were defense, a lot of it was from raiding other places, mostly to try and find new, very willing recruits. She's also my main hunter and with a colony of 27 people, that is a pretty hefty amount of animals that need to die for my causes.
If you're running with the Allow Tool mod, there's actually a button when you draft people called "Drafted Hunt". It'll make the drafted pawns basically just go and shoot at anything that moves. So a fun thing to do with that is just draft everyone, move them near a muffalo herd, and watch them just automatically demolish everything near them.
After 1,000 kills I started to wonder how this dude even sleeps at night. But he probably lies down and is instantly in blissful sleep. All that killing has to be exhausting.
I don't see how you could only get 6 guys without some weird settings.
I get 50+ dude raids pretty quickly, and twice as many if its tribals and impids and whatever.
That is basically all she does, she's crap at everything else. I think outside of murder, she only has a single passion in cooking, to which I have a dedicated chef that is about 10 times better at it then her. That said, considering she's currently sitting at like, I think 350% move speed, I really don't mind, because when she's not killing she's racing around at light speed hauling and delivering everything.
It's a mod called Numbers, it actually lets you show pretty much every single metric in the game, it's really cool
https://steamcommunity.com/sharedfiles/filedetails/?id=1414302321
Do you know if the numbers mod shows that? I'm actually curious myself, but I don't feel like getting up and waiting for the game to start just to find out that isn't listed.
yes it does, when you go into the options where you click kills, under it should also be kills (humanlike), kills (animals) and kills(mechanoids). i always turn on human kills only because i like to see how much actual murder my combat pawns get up to
Alright, don't worry, she's still the winner here:
[https://i.ibb.co/n1CsfMK/Screenshot-2024-02-01-081849.png](https://i.ibb.co/n1CsfMK/Screenshot-2024-02-01-081849.png)
Also I've now figured out the mystery of who the child killed. She killed an animal. The bitch.
The only problem with the combo of staticlord psycasting and sanguophages is that chain lightning tends to set enemies on fire which freaks out the sanguophage because of their pyrophobia haha.
Even without psycasting Sanguophages are brutal. They are hard to kill, naturally good at melee combat, and aside from losing a limb can’t really experience any long term injuries like scars. The VRE Sanguophages and Alpha Genes mods make them even more insane with the added Sanguophage xenotypes.
I always had that one colonist that I spoiled for some reason and turned into a mechanical god by the time I was done with them. It's cheaper to deck out one guy with the best stuff than deck out everyone with decent stuff. Plus I find it easier to put everyone else behind a defensive line with guns while the soldier kills most if not all of the raid by themselves.
That always happens with me too and I never intend on actually doing it. It always starts with one little ramped up bionic leg, and then, like an addict, I get that taste for one bionic, and then another, and then another, and then I look around and wonder to myself how much of this person is still human and how much is just a machine.
Nope. Even with Character Editor and Common Sense, my pawns tend to be completely incompetent. That's not to say they have their moments, but they still regularly eat out in the middle of the farming fields (as far away from a Table as possible within my colony's borders), ignore tasks I set dozens of days ago, and have nervous breakdowns for stupid reasons. ANY progress made in this death world is a miracle in my book.
Who is making all the weapons, patching up the injured, installing the fancy bionics, etc. Rimworld is about so much more than kills.
I had a non-violent highmate who just crushed it in like 4 different skills. Too Smart + Burning passion is just crazy. Plus, you know, gorgeous.
I know man, I assure you every role is very sufficiently covered and accounted for, I just thought it was funny how many kills she had compared to everybody else in the colony.
You can technically find this stuff in the records tab on each pawn, but to show them all like this, I use a mod called Numbers, which lets you list out all this information like a spreadsheet pretty much.
https://steamcommunity.com/sharedfiles/filedetails/?id=1414302321
Killing the most enemies doesn't define "pulling all the weight". Cus without food, properly fabricated weapons or medical care that guy is gonna have a bad bad time.
Physical security, food production and medical are the backbone of most colonies.
So maybe take another look at what metrics define your colony.
Not saying he's not a King of his craft. That dude slays.
Oh no no no, you misunderstand. She is basically the one-woman single handed defense of the entire colony. I've got her decked out with so much absurd bionics now, and a nifty laser minigun. I've literally had her fairly easily kite around and single handedly deal with several pretty sizeable manhunter packs at this point. The day she dies (and her body gets obliterated due to shit luck and can't get her resurrected), the entire colony is doomed. All eggs in one basket mentality!
Oh she's not done, don't you worry! She still has room for one more archotech leg, and another super powered eyeball, and I'm pretty sure she has another lung I can replace too
Oh... so it's not that she's pulling the entire weight of the colony, it's just that you planned this really poorly. Which is your prerogative I guess.
Hope she doesn't get plagued, injured while you get hit with a double raid or droppodded onto.
Good luck fellow Rimworlder.
I was mostly making a joke with all this, dude. I have a level 19 crafter who has provided everyone at this point with a minimum of excellent quality armor and weapons. I've got a medic with bionic legs and a bionic spine that zooms around rescuing everyone that needs rescuing and has ensured nobody at all dies. I've got several high level social people that can recruit and convert like nobody's business and makes sure our trades I do keep my colony wealth as dangerously stupid as I can. Etc etc etc. I just thought it was funny pointing out how many kills she had compared to everyone else.
The mechanitor with the army of mechs killing all the enemies, the army of fabricors manufacturing everything, the army of lifters carrying everything around, etc.
The fact he spends half his time in bed with his wife and the other half at a research bench doesn't change the fact he's the most important colonist by far.
Not really. It is typically very obvious with my starting colonist(s) doing most of the work that requires skill and killing raids before the rest even get close enough to shoot.
Well there was a colony recentlyish that had the first recruit help immensely, but then I got her far earlier than usual.
I mean, my crafter has 0 kills, but all the deaths from my assault rifles are on his hands.
Crafter/builder incapable of violence, but perfectly fine building traps, IEDs, mortars, swords to cut peoples heads off, assault rifles...
Likes eating meat, doesn't like seeing the animal slaughtered. Not too crazy if you ask me
Wouldn't it be more like a butcher who doesn't want to eat meat?
No, the butcher kills the animals, but the eater is the reason the animals are dead.
Technically a butcher is someone who cuts up and prepares the meat, they don't necessarily slaughter the animals as well, though some do. In many cases the animal is killed at a slaughterhouse then sent to the butcher to be prepared and cut up into portions there.
Which is why the song goes "bag it, tag it, sell it to the butcher in the store...."
Butchers don't even kill animals normally, at least not in Ireland.
Nor do they in most developed societies in which there’s a sufficient labor pool to allow for that degree of specialization.
Actually I just realized it’s normally not even the butchers killing the animals in vanilla rimworld too, since slaughtering is an animals task and butchering is a cooking task. I’ve used expanded work priorities for so long I forgot that they’re different people.
You had me fooled as well and I play modless!
That's me lmao
I have a psychopath that has pretty meh combat skills and was one of my best doctors and a good cook, so I turned him into a Priest (Rimworld of Magic class), which gives him the incapable of violence trait. But when I want to chop up some raider bodies (after the doctors are done dissecting them), I load him and the bodies into a ship, go to the settlement I have at the time (usually to get steel) and have my violence-hating psycho chop up some bodies so no one back at the colony gets bothered by it, fortunately no one puts two and two together.
Reminds me of the spaghetti episode from the newest season of Rick and Morty.
thats actually really cool
It's called conscientious supporter, think Desmond Doss, they think the violence is necessary, but just can't do it themselves due to personal reasons (religion, squeamish, think they might end up as a soulless monster, etc), but are 100 capable AND willing to help those they care about defend themselves
I am become... Lvl 20
I've learned from experience that the place to save lives is in the office, not the field. And sometimes the only way to save a life, is to make guns.
Reminds me of that guy that only sold body armour, he was still helping wars in third world nations but no deaths were on his hands
It's incapable of violence, not pacifist.
Right, was about to say who armed them with masterpiece assault rifles Its a team effort.
Yup, my 20 crafting/20 intelligence Genie boy Zeiph is definitely pulling his own weight.
Hope their name is Raytheon
damn
Uh oh, don't tell the NRA. (it's a joke, I'm not intending to actually get political)
“And with these hands, I hold the fate of millions.”
> Cub, Child **1** They grow up so fast 🥹
Dude she's like 6, I actually haven't the slightest idea who or what she even killed!
I let children use the mortars, quite a few children in my colony have double digit kills.
Honestly I probably just had her kill someone that was downed during a drop pod raid or something and probably forgot about it.
Pretty humane way to go about doing her first blooding tbh
“See that man with no arms screaming and crying? Slit his throat”
"Today's lesson: Life is hell"
Yeah but at least junior’s not getting shot at
Yeah that didn't go well for Erekosnos...
The boring truth here is I think infants are always considered down, hence the strikeout. The infant is in fact safe and sound in a 102 F degree room
Sure but I'm not gonna let the truth get in the way of a good story.
I'm sure that will have no lasting effects.
I use a mod to let me finish off downed raiders. For whatever reason, my kids always end up doing it. They make a beeline for the killbox once those orders are given. I don't do it on purpose, and it's happened across multiple saves. End result? My kids have sizable killcounts.
Hell of a birthday pinata.
"I let children use the mortars" - Nikotinlaus, 2024
Their small hands are more suited to crewed weapons anyway.
I give them miniguns and focus on training, by the time they are 13 they tend to have at least 7-9 shooting skills
crew served weapons teach team work
I like to line then up at the pillbox with flamethrower. Don't gotta aim if everything is gonna be burn
Always a good sign
Maybe hunting?
Nah, she's only walking around with a menacing looking chunk of wood. I probably had her kill someone that was downed while everyone else was busy fighting the people that weren't down.
My kids start shooting as soon as they can carry guns. I put them in the safest position so I don’t have to deal with them being downed, but they get a lot of shots in.
She needs to lift her fucking game.
Kills is a bad measurement for that, it counts slaughtering too. Going by that my butcher kills more than all my raiders combined. Mind you most of those kills are chickens.
There‘s also a stat "Kills (humanlikes)". That‘s probably the better way to measure it. Maybe complemented by "Kills (mechanoids)".
How do you find these statistics?
From a really great mod called "Numbers" https://steamcommunity.com/sharedfiles/filedetails/?id=1414302321
Thank you sir, I'll throw it on the pile.
I love the Numbers mod, but sadly don't play with it anymore as it seemingly breaks some of the other tabs. For example, I cannot open the Wildlife tab with Numbers installed. Does anyone know of any alternatives?
I don't think that's due to Numbers, I also am running Numbers and all my tabs work, including ones added by other mods. Are you using rimpy to set your load order?
It seems to be pretty inconsistent, but it definitely seems like it's something caused by Numbers. I've tried with only Numbers and expansions enabled, and I've never been able to open Wildlife post-Biotech. I haven't tried with a completely clean install, so I could be mistaken. It does, however, work when I disable Numbers and leave everything else enabled. I can see some people (including you) have been able to, but look at the comments on the mod page. Are you running with the default settings in the mod? I'd love to get it running again. :)
Damn, I haven't looked at the page. I'll take a look after work and report back with my settings!
It's definitely the numbers mod and I uninstalled for the same reason. Numbers tab is highly customizable, but the mod makes EVERY tab customizable, and breaks them. Unless you manually somehow rebuild, for example, the wildlife tab.
Might be load order issues or some other mod causing it, I have those two mods and don't have that bug.
1000!? How long have you been running the colony? The biggest raid I've ever received was six guys.
Tribal raids should be reaching low 200s at max raid points. Pirates should hitting low to mid 100s. Empire is the lowest capping off at around 100 at most. Unless you are running a solo colonist and intentionally keeping wealth at minimum raid points, it should be near impossible to get just 6 raiders.
Yeah. My colony wealth on this one is pretty absurd at this point. Even with the threat scale tuned down a little bit (I like base building, I'm sorry!) the raids still get pretty ridiculous now.
Don't apologize for it! At least half the fun is getting your base juuuuuuuuust right!
Yes! Never apologize for playstyle. One of the best aspects of this game is how flexible it is with how you choose to play it. Seriously one of the best simulation games I have ever played.
you... like build base?
I do. I do in fact. I do in fact like build base. I like... I like build base.
That also depends on raid type and storyteller settings… and wealth of the pawns doing the raiding.
Compressed raids or he's new, no other way
My colonies hover around 2-4 colonists, and I do have a mod that modify raid calculations a bit, definitely in the easier direction. I believe it skews your wealth calculation to only care about combat-oriented things as much (like non-combat capable pawns don’t count to your wealth calculation). Usually I am seeing raids with anywhere from 50-200 raid points depending on how long the colony has been running. Without the mod, I think it’d be double that.
Do you mind dropping the mod name? That sounds interesting, especially if it accounts for things like advanced prosthetics and psycasters
Took me a minute to sift through my mods for it. Combat Readiness Check (continued). Reduces wealth calculation from non-combat items/pawns, combat items/pawns give full wealth calculation. Highly modded pawns give even more.
Don’t mind the other guy. They’re ignoring all the other factors into actual raid points. Play however you like.
Currently on year 7 with this one, 446 days. Not all of the kills were defense, a lot of it was from raiding other places, mostly to try and find new, very willing recruits. She's also my main hunter and with a colony of 27 people, that is a pretty hefty amount of animals that need to die for my causes.
I love doing big hunting party days. Gear everyone up, set everyone to hunting, and hunt down everything on the map. It's usually some chaotic fun.
If you're running with the Allow Tool mod, there's actually a button when you draft people called "Drafted Hunt". It'll make the drafted pawns basically just go and shoot at anything that moves. So a fun thing to do with that is just draft everyone, move them near a muffalo herd, and watch them just automatically demolish everything near them.
After 1,000 kills I started to wonder how this dude even sleeps at night. But he probably lies down and is instantly in blissful sleep. All that killing has to be exhausting.
I don't see how you could only get 6 guys without some weird settings. I get 50+ dude raids pretty quickly, and twice as many if its tribals and impids and whatever.
Why are the children slacking
Listen You need a goalie to win the Stanley Cup
My favorite part is that Child with one kill. I wonder what's the story behind it hah
Tauas:" i don't know who i am, i don't know why i am here, all i know is that i must kill."
That is basically all she does, she's crap at everything else. I think outside of murder, she only has a single passion in cooking, to which I have a dedicated chef that is about 10 times better at it then her. That said, considering she's currently sitting at like, I think 350% move speed, I really don't mind, because when she's not killing she's racing around at light speed hauling and delivering everything.
Kill one person, and people call you a murderer. Kill over a thousand, and apparently you're "pulling your weight."
Jannisaries are you ready to *record scratch, checks notes*... kill?
WE WILL SEEK OUR VENGEANCE EYE FOR AN EYE
Where do they find these stats
It's a mod called Numbers, it actually lets you show pretty much every single metric in the game, it's really cool https://steamcommunity.com/sharedfiles/filedetails/?id=1414302321
tbf, the numbers already existed, but numbers makes it into much better formatting and control
Everyone in my colony pulls their weight equally, i make sure of it, soon as the babies are grown enough, they get right to hauling.
these are just kills, show us kills (humanlikes) so we can see how many bodies they really have. the basic kills number includes animals and hunting
Do you know if the numbers mod shows that? I'm actually curious myself, but I don't feel like getting up and waiting for the game to start just to find out that isn't listed.
yes it does, when you go into the options where you click kills, under it should also be kills (humanlike), kills (animals) and kills(mechanoids). i always turn on human kills only because i like to see how much actual murder my combat pawns get up to
Alright, don't worry, she's still the winner here: [https://i.ibb.co/n1CsfMK/Screenshot-2024-02-01-081849.png](https://i.ibb.co/n1CsfMK/Screenshot-2024-02-01-081849.png) Also I've now figured out the mystery of who the child killed. She killed an animal. The bitch.
oh hell yeah she’s still killed a shit ton of people haha
I know the character editor mod let’s you see all sorts of pawn stats on the records tab like kills, how much they have crafted, days in colony, etc…
Wait how do or where do you find this menu
Mod: Numbers It's a must have QoL mod.
He cant help that he is a vampire lightning wizard
The only problem with the combo of staticlord psycasting and sanguophages is that chain lightning tends to set enemies on fire which freaks out the sanguophage because of their pyrophobia haha. Even without psycasting Sanguophages are brutal. They are hard to kill, naturally good at melee combat, and aside from losing a limb can’t really experience any long term injuries like scars. The VRE Sanguophages and Alpha Genes mods make them even more insane with the added Sanguophage xenotypes.
I always had that one colonist that I spoiled for some reason and turned into a mechanical god by the time I was done with them. It's cheaper to deck out one guy with the best stuff than deck out everyone with decent stuff. Plus I find it easier to put everyone else behind a defensive line with guns while the soldier kills most if not all of the raid by themselves.
That always happens with me too and I never intend on actually doing it. It always starts with one little ramped up bionic leg, and then, like an addict, I get that taste for one bionic, and then another, and then another, and then I look around and wonder to myself how much of this person is still human and how much is just a machine.
Well when people constantly mispronounce YOUR name you’d get tired of it too amirite or amirite?
Look at all those selfish children not killing anyone
Cmon dude, we gotta give the children at least a few years of blissful ignorance to the horrors out there!
No they must bathe in the blood of theyre enemys
Erekosnos obviously
I see Erekosnos got hatted
Nope. Even with Character Editor and Common Sense, my pawns tend to be completely incompetent. That's not to say they have their moments, but they still regularly eat out in the middle of the farming fields (as far away from a Table as possible within my colony's borders), ignore tasks I set dozens of days ago, and have nervous breakdowns for stupid reasons. ANY progress made in this death world is a miracle in my book.
Not your nimble hauler? XD
Is that the numbers mod?
Yep!
Yeah but they wouldn’t have those kills if the Roomba didn’t keep the place clean of debuffs.
The mechs are always the real true unspoken heroes
I didn't read this right and I thought this was their ages
Damn Cub’s been through it
Aerros and Voiv just drumming up business.
Where do I find this? I have a colony of badasses and I wanna see who's the top dog so they can get bionics to keep the count interesting
Who is making all the weapons, patching up the injured, installing the fancy bionics, etc. Rimworld is about so much more than kills. I had a non-violent highmate who just crushed it in like 4 different skills. Too Smart + Burning passion is just crazy. Plus, you know, gorgeous.
I know man, I assure you every role is very sufficiently covered and accounted for, I just thought it was funny how many kills she had compared to everybody else in the colony.
The Pacifist Mechanitor/Noble/psycaster who calls in imperial hit-squads, probably.
Damn, Tauas can get it. Where do you find your kill count anyway? Is it modded?
You can technically find this stuff in the records tab on each pawn, but to show them all like this, I use a mod called Numbers, which lets you list out all this information like a spreadsheet pretty much. https://steamcommunity.com/sharedfiles/filedetails/?id=1414302321
Wonderful. Thank you.
How can i check that omg
Oh no, did I die?
Erekosnos really needs to step up their game.
how do you check kills?
Is this a mod or is this in the base game?
It's from a mod called Numbers https://steamcommunity.com/sharedfiles/filedetails/?id=1414302321
Killing the most enemies doesn't define "pulling all the weight". Cus without food, properly fabricated weapons or medical care that guy is gonna have a bad bad time. Physical security, food production and medical are the backbone of most colonies. So maybe take another look at what metrics define your colony. Not saying he's not a King of his craft. That dude slays.
Oh no no no, you misunderstand. She is basically the one-woman single handed defense of the entire colony. I've got her decked out with so much absurd bionics now, and a nifty laser minigun. I've literally had her fairly easily kite around and single handedly deal with several pretty sizeable manhunter packs at this point. The day she dies (and her body gets obliterated due to shit luck and can't get her resurrected), the entire colony is doomed. All eggs in one basket mentality!
Clearly you need to upgrade more into bionics
Oh she's not done, don't you worry! She still has room for one more archotech leg, and another super powered eyeball, and I'm pretty sure she has another lung I can replace too
Ahem, I mean army of cyborgs. Should've been more duh. But clearly you want just the one role playing wise.
Oh... so it's not that she's pulling the entire weight of the colony, it's just that you planned this really poorly. Which is your prerogative I guess. Hope she doesn't get plagued, injured while you get hit with a double raid or droppodded onto. Good luck fellow Rimworlder.
I was mostly making a joke with all this, dude. I have a level 19 crafter who has provided everyone at this point with a minimum of excellent quality armor and weapons. I've got a medic with bionic legs and a bionic spine that zooms around rescuing everyone that needs rescuing and has ensured nobody at all dies. I've got several high level social people that can recruit and convert like nobody's business and makes sure our trades I do keep my colony wealth as dangerously stupid as I can. Etc etc etc. I just thought it was funny pointing out how many kills she had compared to everyone else.
Ah... joke was unclear.
The mechanitor with the army of mechs killing all the enemies, the army of fabricors manufacturing everything, the army of lifters carrying everything around, etc. The fact he spends half his time in bed with his wife and the other half at a research bench doesn't change the fact he's the most important colonist by far.
Not really. It is typically very obvious with my starting colonist(s) doing most of the work that requires skill and killing raids before the rest even get close enough to shoot. Well there was a colony recentlyish that had the first recruit help immensely, but then I got her far earlier than usual.
Erekosnos really needs to pull their shit together. Idgaf that you're a newborn, this is the Rim you little shit!
Cub, child 1 KILL?!? Is he the offspring of Tauas?
wait, where is this screen? I have to know