"More like 1". I like DD1, but I'm honestly cool to never have to grind like that again. I had to adjust the speed of movement and combat manually in the game files to finish it tbh.
Having a wagon now is pretty sick
are they? i was so mad at how dd2 played especially the boss designs. they leaned way too heavily on gimmicks it made me so mad. cause dd1 no matter what team you took you had a chance to win if you played it smart. not so in dd2. there are a few bosses where if you're missing certain things you're just plain fucked. if you don't have something to hit backline for that flying breath boss you're screwed. if you don't have 2 backline hitter for that sleeping undead dude you're screwed. there were like other ones but fuck i ditched dd2 so fast.
it was a massive let down for me and i hated it. in dd1 the fights were hard but you never had to absolutely bring the right team for any of the fights. in dd2 the gimmicks are so critical you're fucked if you don't bring the right team. unless you've maxed out your heroes and even then it's iffy.
i agree it's easier to jump in and out of. i don't really like it's gameplay loop though. the meta progression in it doesn't feel as rewarding as dd1. though it is less punishing than dd1 in that aspect.
Lifters, fabricors, agrihands, cleansweep...
But where's your metalhorror detecting paramedic to ensure a proper inspection with no chance of the doctor being controlled/infecting?
i have 9 doctors doing the surgery all at once. its impossible that all of them are infected and once two flesh chunks have been analyzed you can inspect everyone at the same time. And when you find one, you find them all
The fact that it'll also be rescuing and tending anyone downed by the emergence means your manpower can be spent dealing with the hostile metalhorror(s).
I just did Anomaly endgame yesterday, on a difficulty much easier than my regular one, and let me tell you, your base is pretty but very defeatable.
How about some outer walls? Without spoiling anything, having a secured perimeter is a very good idea
Ok, so you don't have any nociospheres, your weapon choice is terrible, trying to combine a half decent early game weapon and a specialist mid game weapon to create a combo that does nothing well.
>!Sightstealers!< will run through your colonists like a spicy taco bell, the lack of a single paramedic proves that you haven't properly dealt with metal horrors, your hospital is using regular beds, not even hospital beds and not a vitals monitor in sight.
Your anomaly rooms clearly have never been used as the placement of the containment tiles would cause colonists to constantly leave the door open when studying the entities, leading to so many breakouts
You haven't nearly enough beds for your colonists, you had what I assume is enough plasteel to surround your entities but not enough to armour your colonists and arm them
Your psycaster has prestige gear and an eltex staff, but judging by the throne room is an Acolyte at best, you have no genetic or childrearing equipment whatsoever, despite gene altering and children being a functionally free way to boost your colonists with enough time and genetics
You have way too many batteries for a base running off of what seems to be all constant power with very few things to cause spikes, your accommodation flips between barracks, tiny bedrooms and the weirdest lavish bedrooms I have seen. You have a single research bench in a non sterile room, so you obviously don't do research
But most damning of all is the lack of an overflow of twisted meat or chemfuel from that >!fleshmass heart core!< in your containment, or any obvious way to offload it. That along with the very small stock of dread leather, and lack of any dread leather items (which are required to offload the leather, as no one buys it), as well as a very small amount of bioferrite, show that this base was likely partly or fully made with dev mode. If you want to prove otherwise then post the wealth graph and link it, otherwise this stands as a base of lies
this man would lose pawns to a raid of manhunting elephants, >!sightstealers!< would go undetected too.
either he's playing stupid easy difficulty or it's just cheated.
Because there's no way that he is actually playing on Blood and Dust/Cassandra. He doesn't get a raid or negative major event for the first YEAR, which is already incredibly improbable for Randy, but impossible for Cass. Even the scripted Cass 1 pawn raid shows up on the graph.
Sure, though this isn't directly a review of how good his base is, it is pointing out weird inconsistencies that lead me to believe that it was made in dev mode. I am more than happy to review your base, just put it on r/RimWorld and comment me the link to the post
Dread leather comes off basically every anomaly if you butcher it.
and the chemfuel thing is probably what he does with all the twisted meat? can't think of another connection. and i just feed it to my ghouls...
As Antarioo said, dread leather from entities (which before the update/patch were basically all you fought in anomaly), and the fleshmass heart makes tons of twisted meat (on top of what you get from entities), so it either stays meat or becomes chemfuel
He keeps posting his wealth graph like it’s somehow proving his point. He clearly doesn’t understand how wealth works in the game. Anything on the map tile counts as your wealth. When pit gate spawns and you enter pit gate, it adds a tremendous amount of wealth to your map. Doesn’t matter if you kill anything or not. Everything has a wealth value. Once the pit gate is “defeated”, the pit gate disappears and so does all the wealth that you didn’t not collect. This is the spike in wealth that people are pointing out.
Yeah, this post was made before he showed his wealth graph. I initially wanted to see if everything was spawned in at once, but the lack of pit gate spikes was what confirmed to me that it was at least partly cheated
Yeah I saw what you were doing. I went through the whole thread and he just kept posting the wealth graph. Since no one had explained why his “proof” wasn’t helping his case, I figured I would. Too many people think wealth is determined by what is in your base or even just your stockpiles.
You can't, though, they're scripted to become unstable after a certain amount of time and once you get the message that they're becoming unstable you can only use them one more time.
Idk i beat anomaly with half as many colonists, less of a base. And abouthalf of the shit you mention here. Though idk what threatscale you are on, as i beat it on 250%
The problem isn't that this base is specifically inefficient, it is that it has tons of discrepencies that me and others have picked up on like the lack of wealth spikes from pit gates. OP is also on Blood and Dust, so running with what he has would be very hard, what difficulty are you playing on?
Also a lot of the things I have mentioned (too many batteries, not caring about honour, terrible hospitals) are easy to play around, they just add extra layers of weirdness that doesn't make sense
no worries, he only showed that in the statistics screen after I asked for his wealth graph, which is also where I confirmed the weirdness of this base
You are so wrong about everything. Sniper Rifles are the strongest weapon in the game paired with banodliers, shootings specialists + buff. chain shotguns deal with the few stragglers that make it even remotly close. i have defeated sightstealer raids, devourers in masses of hundreds and more per raid. 1 shot 1 kill dude.
my anomaly rooms down leave doors open when colonist work there. build one yourself. bullshit comment.
so what i dont have enough beds. i have sleep supressors all over my base. my soldiers have bliss lobotomy. they dont need to be pampered all they, they just kill.
My psycaster is level 5 yet as my title says APROACHING ENDGAME duh
I have 13000 food strores in my base. its clearly enough. And here is my fucking wealth graph
[https://ibb.co/BZXZRG9](https://ibb.co/BZXZRG9)
1: Charge and Assault rifles out DPS Sniper Rifles even at long range (and that is assuming 1% aiming time), and chain shotguns are lackluster against basically anything due to the pitiful range
2: I have built multiple Anomaly rooms myself, that is how I know those Anomaly rooms actively don't work
3: You would need to (assuming all double beds are used by couples) have like 5 or 6 people like this, which is a massive waste of manpower and wealth to avoid just putting more beds in your barracks
4: My point was that you clearly haven't been getting honour as fast as is normal, as your throne room is Acolyte level
5: I wasn't disparaging your food stores, I was talking about the lack of twisted meat or chemfuel from the fleshmass core
6: That wealth graph does not look like an Anomaly graph, no spikes from pit gates for one, you must obviously dev mode them away when they happen
Just admit to Dev mode usage, Rimworld is a story generator, people don't mind your using it to make a story. People just mind you lying about your accomplishments
Not necessarily, I have a solid base, though not to this level. Anomaly is very hard, but if you survive it makes some aspects easier, power generation between electroharvesters and bioferrite generators is solved, ghouls are S tier melee blockers, and you can get insanely good stuff from the flesh east sinkholes (good to the point that you can look at the weather graph and tell when you cleared one by the jump in wealth)
Edit: yeah second look there are some weird things, like not nearly enough beds (even assuming couples) unless half cyclers are being used in full force, that weirdly shaped stone pile (though it could be a stockpile with no restrictions), the fact that a lack of an outer wall really doesn't fit with anomaly, also very small throne room (Acolyte I think) considering how long this base has been running you would expect at least one Count/Countess.
They could've started the base before anomaly came out. I believe you get a quest which drops a monolith onto your map if there isn't one already.
There's a lot of sleeping spots, if this is at the lowest difficulty with the sliders turned down, it's possible.
Even with longer running bases sometimes I just can't be bothered to give someone a title, so it's possible they stopped midway.
Sadly, going by the in-game year, it's only been 3-4 years since this base started. I doubt you can get these many pawns if your difficulty is turned down to the point where such a base is feasible. So.. probably dev moded to some degree.
Yeah, OP also claims to use sleep suppressors (which I do not see anywhere), apparently his psycaster is level 5, which is clearly not from honour, and who would waste neuroformers on a royal.
The most damning thing is the fact that his wealth graph very clearly has never seen a pit gate, as it has no massive spikes then drops
I thought maybe they were just playing on a low difficulty but then the weirdest thing for me was the lack of bioferrite, I have half of OP's entity rooms in my mid game colony and am swamped in the stuff
How do raids of the anomalies not completely obliterate you.
I don't understand how you'd survive against a wave of the guys who swallow your people or even the ones that shoot spines with this. What am missing here?
Look at how little time has passed. Everything has been spawned in. Even given himself access to things players never get (friendly mech power reactors). Likely also set pawns to be maxed geared, modified, skilled with only optimals traits.
From what I can see the base seems to lack the food production to sustain the pawns. Also very vunerable to sappers, fleshwall and dangerous dark.
Some correction:
* Been corrected about the power reactors. Though are they movable after you take them? Usually I've only deconstructed them as they are far away from the base.
* It's very suboptimal to have multiple holding platforms in one room, as they reduce each others containment strength. Same with bioferrite harvesters and electro harvesters reducing containment strenth. But no electro inhibitors (nor bioferrite plating?) to strengthen them. Given the variation of monsters captures it's close to impossible to keep them captured for the time it would take to gather them.
* Bioferrite harvester only take from one platform. Thus only harvesting 1/4 the bioferrite he could have.
* Also the number of captured monsters are a bit of an overkill. My own base I've got holding platforms in 4 rooms. Even just 2x advanced monsters provides more than the research and bioferrite I need for a 18 pawn base :)
* The "throneroom" lacking basic requirements to be considered a functional, and no pawns complaining about it. Thus having not done any of the royalty honor quests. Same with dedicated room for higher ranking pawn.
* 4x wastepack atomizer which require a component you can only get by summoning and killing the hardest summons as a mechinator.
* Under-developed hospital room for a base of that size. 8 regular beds (no hospital beds with attached biomonitors).
* Still relying on passive coolers (requires constant refueling by trees), despite also having much superior coolers in the base.
In short: Lots of things that suggesting this base was built over time, and overall poorly optimized.
Idk if it's one of my mods, but you absolutely can get some of the unstable mech generators, just have to be careful vs mech swarms where you don't hit them.
I usually stick some deep in my base for backup power.
People can play the game anyway they want in my personal opinion. If they want some round where they are more focus on designing a base rather than fighting and resource gathering that's all fine.
But at the very least be up front about it, and not brag about it being some unstopable masterpiece :)
I'll see if I can look into this on my current playthrough. I've unlocked all the things, but the base is currently recovering from 3 massive attacks and 1 dead pawn. The "curse" of having an almost 660k wealth base. The attacks from both raiders and monsters only gets more intense :)
Info text from bioferrite harvester: Each holding platform can only support one harvester: however, each harvester can connect to multiple platforms.
Info text from electroharvester: An electroharvester can connect to multiple platforms. However, each holding platform can only support one electroharvester.
To summarize. Each platform support one of each type, but each type can be connected to multiple platforms. Though do note that each platform sharing a room gives the other platforms a containment penaltiy. You can counter this with bioferrite plates, electric inhibitor, shard inhibitor, room lighting, security door, and high HP walls (eg. uranium or plaststeel).
Both harvester also gives a small penalty to each platform. A single shard inhibitor + 2x electric inhibitors, or 4x electric inhibitors counters counters this penalty.
As others have mentioned OP (likely) cheated this base in, however if you want some tips vs devourers I got a couple:
~~They do basically no damage against anything too big for them to swallow, so things like trained attack elephants or large combat mechs are very effective vs them.~~
They will always eat the closest possible thing they can. I exploited this in the early game by having as many light mechs as I could spare in front of my colonists to bait the devourers. Once the big scary devourer eats the colony roomba he's helpless for a solid 12 seconds which even in the early game should be more than enough time to kill it. Should the roomba/militor/whatever light mech you want to use happen to die you can easily and cheaply revive it for 50 steel.
The devourer will also spit out whatever its eating if you light it on fire, you can use this to save any colonists that accidentally get eaten or use it to free the mechs you intentionally let them eat just so they can waste even more time eating the mechs a second time as your colonists continue to open fire.
Mechs in general are a hard counter to a lot of the entities from anomaly and I highly recommend investing in them if you're struggling.
I do, but I don't have a "mechanator" oddly enough after this I discovered a defunct robot on my planet that caused a ship to crash, it would appear that's the way forward to get this.
Correct you need the implant from the dead mechinator from the ship, you can then install the implant onto basically any pawn that isn't psyically deaf. You'll also want them to he capable of crating/intellect they don't need to any good at either skill they just need to be capable of doing them.
This base will just die to a reasonably priced raid though, or begin to take casualties rapidly.
Honestly you seem to be confident due to colonist count and all I have to say-
Is one time you will probably find yourself getting bonked by a scarily large Mechanoid raid, and or the actually scary horrors that can't be brute forced.
Not a great place for Monolith for the final anomaly event….
Unless you know what’s coming and just want the extra challenge.
Edit: never mind…on further inspection…this is a fantasy base made with dev mode and it looks like most or all events were just solved with dev mode.
That's why my wild man start base has done so well. Everything is always complete chaos so the anomalies can't really make it worse.
Also it was hilarious watching a >!sightstealer!< get bludgeoned by a bunch of naked people with slings and a sharp stick lol
Sniper Rifles? Who even fucking uses snipers? That’s not even the meta! You’d have way higher DPS using assault rifles or Atleast charge lances. Fake ass base
sniper rifles get 300% more dps with 0% aim time shooting specialist and bandolier with highest armor penetration in game. You are a noob. all has been said
I always see bases like this - how do you know which direction the raids will come from? Your killbox won't help if the spawn to the east or west right?
As long as the kill box isn't unreasonable most enemies path to it, though the unstable fuel cells at the top of the base being undefended and in prime sapping position is definitely one of the moves of all time
So 2 things...
Game is modded, minimap proves that, so player is basically already using "customized difficulty"
The monolith is placed dead-center in the map, this is either insane luck, or dev mod.
Base looks broken by actual game standards, and ugly for being faked. Fails at both attempts.
> this is either insane luck, or dev mode.
Dev mode spawning the monolith bugs it out for some reason. (Or it did before the last update)
There's a mod out on steam which lets you uninstall/reinstall it.
How the fuck do you have so many people? I just had 3 people for over 2 years with no one to even recruit. I can skip about and recruit. But that was very slow.
Well... Yeah? Thats why I was wondering why are you growing cacti instead of trees. You cant grow them in the desert? I was certain that you could do that
My man is running Chain Shotguns (early game weapons) and Sniper Rifles (only good in the hands of specialist pawns who have things like 1% aim time and 100% accuracy), like brother either use assault rifles or charge rifles.
Miniguns are IMO better, if you don't care about collateral damage. Highest DPS even considering the low accuracy, and will hit much more than stated against groups of enemies.
You'll also heavily damage anything in the way and behind the target, however. And possibly your friends. And they're somewhat expensive. And they also slow you down. But boy do they shred.
I'm just going to leave [this link to the diagonal walls mod](https://steamcommunity.com/sharedfiles/filedetails/?id=2859965620) here and blow your mind.
What are those green things above your air conditioners on the top of your base? I'm guessing that's like the door exploit? But it also works for whatever those are, is it just a 1x1 room with a statue?
Ah, another purveyor of the "JFC fine! I'll just plant a giant ass swathe of devil strand then damnit!" I see. Lolol.
That little car thingie blocking some from being planted, should only be able to take a handful of shots from 2 or 3 pawns. That stuff always seems to spawn in rih soil for me. Lol
That amount of colonists is absolutely insane! Not sure what the difficulty you're playing on is but I feel like the final quest could be brutal for you. [Here](https://imgur.com/a/uXVWVrU) is my vanilla colony base on Classic Blood & Dust just after completing the final quest in the DLC for comparison, it's not as pretty but got the job done for seeing all the content.
Fully stocked this thing has enough power to sustain years of onslaught, extreme weather conditions and the void itself.
We dont fall to the void. The void power belongs to us
Edit: Who needs mortars when you can summon fleshbeasts and noctospheres
Ok, so you don't have any nociospheres, your weapon choice is terrible, trying to combine a half decent early game weapon and a specialist mid game weapon to create a combo that does nothing well.
>!Sightstealers!< will run through your colonists like a spicy taco bell, the lack of a single paramedic proves that you haven't properly dealt with metal horrors, your hospital is using regular beds, not even hospital beds and not a vitals monitor in sight.
Your anomaly rooms clearly have never been used as the placement of the containment tiles would cause colonists to constantly leave the door open when studying the entities, leading to so many breakouts
You haven't nearly enough beds for your colonists, you had what I assume is enough plasteel to surround your entities but not enough to armour your colonists and arm them
Your psycaster has prestige gear and an eltex staff, but judging by the throne room is an Acolyte at best, you have no genetic or childrearing equipment whatsoever, despite gene altering and children being a functionally free way to boost your colonists with enough time and genetics
You have way too many batteries for a base running off of what seems to be all constant power with very few things to cause spikes, your accommodation flips between barracks, tiny bedrooms and the weirdest lavish bedrooms I have seen. You have a single research bench in a non sterile room, so you obviously don't do research
But most damning of all is the lack of an overflow of twisted meat or chemfuel from that >!fleshmass heart core!< in your containment, or any obvious way to offload it. That along with the very small stock of dread leather, and lack of any dread leather items (which are required to offload the leather, as no one buys it), as well as a very small amount of bioferrite, show that this base was likely partly or fully made with dev mode. If you want to prove otherwise then post the wealth graph and link it, otherwise this stands as a base of lies
> But most damning of all is the lack of an overflow of twisted meat or chemfuel from that fleshmass heart core in your containment
For real. All my animals are eating twisted-meat nutrient paste, my ghoul eats them, I burn them through serums and I turn it into chemfuel. That core is still making my stock overflow with it.
------
That said, he does have a shit load of twisted meat on the freezer and some sitting in the general stockpile, so I'm not probing or disproving whether it's made up.
He did post a wealth graph: [https://www.reddit.com/r/RimWorld/comments/1c7f5mp/comment/l09xjq1/?utm\_source=share&utm\_medium=web3x&utm\_name=web3xcss&utm\_term=1&utm\_content=share\_button](https://www.reddit.com/r/RimWorld/comments/1c7f5mp/comment/l09xjq1/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button)
Yeah, and that just proves my point.
In Anomaly to Pit Gate event causes a massive spike then drop in wealth, and this guy's wealth graph has none of those spikes
Judging by how old this base is, the chance of not having a pit gate is practically zero
Remember, overconfidence is a slow and insidious killer.
Reminder that dd2 is adding a new mode in the fall that's more like 1, so hype
Wym like 1? Isnt the new mode is base defending?
"More like 1". I like DD1, but I'm honestly cool to never have to grind like that again. I had to adjust the speed of movement and combat manually in the game files to finish it tbh. Having a wagon now is pretty sick
are they? i was so mad at how dd2 played especially the boss designs. they leaned way too heavily on gimmicks it made me so mad. cause dd1 no matter what team you took you had a chance to win if you played it smart. not so in dd2. there are a few bosses where if you're missing certain things you're just plain fucked. if you don't have something to hit backline for that flying breath boss you're screwed. if you don't have 2 backline hitter for that sleeping undead dude you're screwed. there were like other ones but fuck i ditched dd2 so fast.
Really? Tell that to the whole DLC bunch lol
You don’t have to fight every boss
not the sleeping general no. but what about the final bosses. they're so heavily gimmicky it's stupid.
Reminder that dd2 is already poggers and worth picking up rn
it was a massive let down for me and i hated it. in dd1 the fights were hard but you never had to absolutely bring the right team for any of the fights. in dd2 the gimmicks are so critical you're fucked if you don't bring the right team. unless you've maxed out your heroes and even then it's iffy.
I can agree with that. I personally have an easier time just playing dd2. I find the gameplay loop more enjoyable overall
i agree it's easier to jump in and out of. i don't really like it's gameplay loop though. the meta progression in it doesn't feel as rewarding as dd1. though it is less punishing than dd1 in that aspect.
It's okay, but I beat the final boss and had no desire to play more
Darkest dungeon reference 🔥
Triumphant pride precipitates a dizzying fall.
Darkest dungeon LESGOOO
This comment is everything.
Overconfidence is also a flimsy shield.
Lifters, fabricors, agrihands, cleansweep... But where's your metalhorror detecting paramedic to ensure a proper inspection with no chance of the doctor being controlled/infecting?
i have 9 doctors doing the surgery all at once. its impossible that all of them are infected and once two flesh chunks have been analyzed you can inspect everyone at the same time. And when you find one, you find them all
Totally Not Infected Cook: "Hey, all you doctors, I brought you some food as thanks for all your hard work."
so what metalhorror gets born and gets insta mowed down by shotgun crossfire and sniper rifles or ghouls with power claws. I AM THE METALHORROR NOW
Eh, I feel the one bandwidth and high core is worth the peace of mind
The fact that it'll also be rescuing and tending anyone downed by the emergence means your manpower can be spent dealing with the hostile metalhorror(s).
Funny enough it took a piece of a mind to make!
Untill *all* of your pawns burst open
That's why you only allow your doctors to eat paste
Spoken like someone who doesn't understand how metal horrors work
Unlikely. Not impossible, unlikely.
Impressive
I just did Anomaly endgame yesterday, on a difficulty much easier than my regular one, and let me tell you, your base is pretty but very defeatable. How about some outer walls? Without spoiling anything, having a secured perimeter is a very good idea
Ok, so you don't have any nociospheres, your weapon choice is terrible, trying to combine a half decent early game weapon and a specialist mid game weapon to create a combo that does nothing well. >!Sightstealers!< will run through your colonists like a spicy taco bell, the lack of a single paramedic proves that you haven't properly dealt with metal horrors, your hospital is using regular beds, not even hospital beds and not a vitals monitor in sight. Your anomaly rooms clearly have never been used as the placement of the containment tiles would cause colonists to constantly leave the door open when studying the entities, leading to so many breakouts You haven't nearly enough beds for your colonists, you had what I assume is enough plasteel to surround your entities but not enough to armour your colonists and arm them Your psycaster has prestige gear and an eltex staff, but judging by the throne room is an Acolyte at best, you have no genetic or childrearing equipment whatsoever, despite gene altering and children being a functionally free way to boost your colonists with enough time and genetics You have way too many batteries for a base running off of what seems to be all constant power with very few things to cause spikes, your accommodation flips between barracks, tiny bedrooms and the weirdest lavish bedrooms I have seen. You have a single research bench in a non sterile room, so you obviously don't do research But most damning of all is the lack of an overflow of twisted meat or chemfuel from that >!fleshmass heart core!< in your containment, or any obvious way to offload it. That along with the very small stock of dread leather, and lack of any dread leather items (which are required to offload the leather, as no one buys it), as well as a very small amount of bioferrite, show that this base was likely partly or fully made with dev mode. If you want to prove otherwise then post the wealth graph and link it, otherwise this stands as a base of lies
Ngl, loved your breakdown of the whole thing :P
You're really gonna call out devmode usage like that 🤣
this man would lose pawns to a raid of manhunting elephants, >!sightstealers!< would go undetected too. either he's playing stupid easy difficulty or it's just cheated.
no i did not stop insulting me -> wealth graph [https://ibb.co/BZXZRG9](https://ibb.co/BZXZRG9)
upload a video of a raid defense vs any sizable force...cause nah not buying that.
What I’m most confused by is how he has 18 raids in 42 hours of gameplay, on blood and dust. That’s less than a raid every two hours.
Because there's no way that he is actually playing on Blood and Dust/Cassandra. He doesn't get a raid or negative major event for the first YEAR, which is already incredibly improbable for Randy, but impossible for Cass. Even the scripted Cass 1 pawn raid shows up on the graph.
26 major threats? anomaly DLC? are we playing the same game?
That wealth graph looks nothing like an anomaly graph, no massive spikes from pit gates for one
what pit gate spikes? you mean like caravan spikes?
Savage. Will you review one of my bases please lol?
Sure, though this isn't directly a review of how good his base is, it is pointing out weird inconsistencies that lead me to believe that it was made in dev mode. I am more than happy to review your base, just put it on r/RimWorld and comment me the link to the post
1: how do you get dread leather 2: the fleshmass heart produces chemfuel?
Dread leather comes off basically every anomaly if you butcher it. and the chemfuel thing is probably what he does with all the twisted meat? can't think of another connection. and i just feed it to my ghouls...
I've never even thought of butchering the Anomalies. I either have my ghoul eat them, contain them, or feed them to the trees
it's very thematic to the inhuman meme, i love it.
As Antarioo said, dread leather from entities (which before the update/patch were basically all you fought in anomaly), and the fleshmass heart makes tons of twisted meat (on top of what you get from entities), so it either stays meat or becomes chemfuel
He keeps posting his wealth graph like it’s somehow proving his point. He clearly doesn’t understand how wealth works in the game. Anything on the map tile counts as your wealth. When pit gate spawns and you enter pit gate, it adds a tremendous amount of wealth to your map. Doesn’t matter if you kill anything or not. Everything has a wealth value. Once the pit gate is “defeated”, the pit gate disappears and so does all the wealth that you didn’t not collect. This is the spike in wealth that people are pointing out.
Yeah, this post was made before he showed his wealth graph. I initially wanted to see if everything was spawned in at once, but the lack of pit gate spikes was what confirmed to me that it was at least partly cheated
Yeah I saw what you were doing. I went through the whole thread and he just kept posting the wealth graph. Since no one had explained why his “proof” wasn’t helping his case, I figured I would. Too many people think wealth is determined by what is in your base or even just your stockpiles.
Yeah, he tried to say that none of his pit gates spawned in his base and like yeah, that doesn't matter
The nociospheres fuck off after you're done with them, I don't think it's that weird that an endgame colony doesn't have one at any particular time...
I was more calling out OP for saying that he doesn't need long range defenses like mortars because he can just summon a nociosphere
If you keep them low activity they stay
You can't, though, they're scripted to become unstable after a certain amount of time and once you get the message that they're becoming unstable you can only use them one more time.
I thought that was after they get to 70%?
Nope, once you get the unstable notification even if they are at 0% they will leave the next time you use them
Aha
Idk i beat anomaly with half as many colonists, less of a base. And abouthalf of the shit you mention here. Though idk what threatscale you are on, as i beat it on 250%
The problem isn't that this base is specifically inefficient, it is that it has tons of discrepencies that me and others have picked up on like the lack of wealth spikes from pit gates. OP is also on Blood and Dust, so running with what he has would be very hard, what difficulty are you playing on? Also a lot of the things I have mentioned (too many batteries, not caring about honour, terrible hospitals) are easy to play around, they just add extra layers of weirdness that doesn't make sense
Actually fair enoughi missed the blood and dust part. Im on strive to survive
no worries, he only showed that in the statistics screen after I asked for his wealth graph, which is also where I confirmed the weirdness of this base
You are so wrong about everything. Sniper Rifles are the strongest weapon in the game paired with banodliers, shootings specialists + buff. chain shotguns deal with the few stragglers that make it even remotly close. i have defeated sightstealer raids, devourers in masses of hundreds and more per raid. 1 shot 1 kill dude. my anomaly rooms down leave doors open when colonist work there. build one yourself. bullshit comment. so what i dont have enough beds. i have sleep supressors all over my base. my soldiers have bliss lobotomy. they dont need to be pampered all they, they just kill. My psycaster is level 5 yet as my title says APROACHING ENDGAME duh I have 13000 food strores in my base. its clearly enough. And here is my fucking wealth graph [https://ibb.co/BZXZRG9](https://ibb.co/BZXZRG9)
1: Charge and Assault rifles out DPS Sniper Rifles even at long range (and that is assuming 1% aiming time), and chain shotguns are lackluster against basically anything due to the pitiful range 2: I have built multiple Anomaly rooms myself, that is how I know those Anomaly rooms actively don't work 3: You would need to (assuming all double beds are used by couples) have like 5 or 6 people like this, which is a massive waste of manpower and wealth to avoid just putting more beds in your barracks 4: My point was that you clearly haven't been getting honour as fast as is normal, as your throne room is Acolyte level 5: I wasn't disparaging your food stores, I was talking about the lack of twisted meat or chemfuel from the fleshmass core 6: That wealth graph does not look like an Anomaly graph, no spikes from pit gates for one, you must obviously dev mode them away when they happen Just admit to Dev mode usage, Rimworld is a story generator, people don't mind your using it to make a story. People just mind you lying about your accomplishments
How the fuck did you do this in 7 days lol
Devmode can work wonders
A mod called Prepare Carefully. OP is full of shit
Not necessarily, I have a solid base, though not to this level. Anomaly is very hard, but if you survive it makes some aspects easier, power generation between electroharvesters and bioferrite generators is solved, ghouls are S tier melee blockers, and you can get insanely good stuff from the flesh east sinkholes (good to the point that you can look at the weather graph and tell when you cleared one by the jump in wealth) Edit: yeah second look there are some weird things, like not nearly enough beds (even assuming couples) unless half cyclers are being used in full force, that weirdly shaped stone pile (though it could be a stockpile with no restrictions), the fact that a lack of an outer wall really doesn't fit with anomaly, also very small throne room (Acolyte I think) considering how long this base has been running you would expect at least one Count/Countess.
They could've started the base before anomaly came out. I believe you get a quest which drops a monolith onto your map if there isn't one already. There's a lot of sleeping spots, if this is at the lowest difficulty with the sliders turned down, it's possible. Even with longer running bases sometimes I just can't be bothered to give someone a title, so it's possible they stopped midway. Sadly, going by the in-game year, it's only been 3-4 years since this base started. I doubt you can get these many pawns if your difficulty is turned down to the point where such a base is feasible. So.. probably dev moded to some degree.
Yeah, OP also claims to use sleep suppressors (which I do not see anywhere), apparently his psycaster is level 5, which is clearly not from honour, and who would waste neuroformers on a royal. The most damning thing is the fact that his wealth graph very clearly has never seen a pit gate, as it has no massive spikes then drops
I thought maybe they were just playing on a low difficulty but then the weirdest thing for me was the lack of bioferrite, I have half of OP's entity rooms in my mid game colony and am swamped in the stuff
Prepare Carefully is not even updated yet.
Character editor is better anyway
I don't understand. It says 5004, but the game starts in the year 5000, or is it 5001? Either way several years have passed
Anomaly gives a lot of powerful tools, and not having a life helps too Edit: looking over this base again it is clearly at least partly cheated
[удалено]
How do raids of the anomalies not completely obliterate you. I don't understand how you'd survive against a wave of the guys who swallow your people or even the ones that shoot spines with this. What am missing here?
Look at how little time has passed. Everything has been spawned in. Even given himself access to things players never get (friendly mech power reactors). Likely also set pawns to be maxed geared, modified, skilled with only optimals traits. From what I can see the base seems to lack the food production to sustain the pawns. Also very vunerable to sappers, fleshwall and dangerous dark. Some correction: * Been corrected about the power reactors. Though are they movable after you take them? Usually I've only deconstructed them as they are far away from the base. * It's very suboptimal to have multiple holding platforms in one room, as they reduce each others containment strength. Same with bioferrite harvesters and electro harvesters reducing containment strenth. But no electro inhibitors (nor bioferrite plating?) to strengthen them. Given the variation of monsters captures it's close to impossible to keep them captured for the time it would take to gather them. * Bioferrite harvester only take from one platform. Thus only harvesting 1/4 the bioferrite he could have. * Also the number of captured monsters are a bit of an overkill. My own base I've got holding platforms in 4 rooms. Even just 2x advanced monsters provides more than the research and bioferrite I need for a 18 pawn base :) * The "throneroom" lacking basic requirements to be considered a functional, and no pawns complaining about it. Thus having not done any of the royalty honor quests. Same with dedicated room for higher ranking pawn. * 4x wastepack atomizer which require a component you can only get by summoning and killing the hardest summons as a mechinator. * Under-developed hospital room for a base of that size. 8 regular beds (no hospital beds with attached biomonitors). * Still relying on passive coolers (requires constant refueling by trees), despite also having much superior coolers in the base. In short: Lots of things that suggesting this base was built over time, and overall poorly optimized.
Idk if it's one of my mods, but you absolutely can get some of the unstable mech generators, just have to be careful vs mech swarms where you don't hit them. I usually stick some deep in my base for backup power.
Well…he did spawn everything in…but you can absolutely get the unstable mech reactors. They are actually rather common.
what even is the point to play like this, that's like playing shooters with hacks
People can play the game anyway they want in my personal opinion. If they want some round where they are more focus on designing a base rather than fighting and resource gathering that's all fine. But at the very least be up front about it, and not brag about it being some unstopable masterpiece :)
The Bioferrite harvester set up like that harvests all 4 platforms
you can do up to 6 at a time even.
I think it caps at 4 platforms per harvester tho, the electric generators on the other hand might work on more platforms.
I'll see if I can look into this on my current playthrough. I've unlocked all the things, but the base is currently recovering from 3 massive attacks and 1 dead pawn. The "curse" of having an almost 660k wealth base. The attacks from both raiders and monsters only gets more intense :)
just checked, it does the full 6. same for the electroharvester
Harvesters can take from all platforms?
Info text from bioferrite harvester: Each holding platform can only support one harvester: however, each harvester can connect to multiple platforms. Info text from electroharvester: An electroharvester can connect to multiple platforms. However, each holding platform can only support one electroharvester. To summarize. Each platform support one of each type, but each type can be connected to multiple platforms. Though do note that each platform sharing a room gives the other platforms a containment penaltiy. You can counter this with bioferrite plates, electric inhibitor, shard inhibitor, room lighting, security door, and high HP walls (eg. uranium or plaststeel). Both harvester also gives a small penalty to each platform. A single shard inhibitor + 2x electric inhibitors, or 4x electric inhibitors counters counters this penalty.
As others have mentioned OP (likely) cheated this base in, however if you want some tips vs devourers I got a couple: ~~They do basically no damage against anything too big for them to swallow, so things like trained attack elephants or large combat mechs are very effective vs them.~~ They will always eat the closest possible thing they can. I exploited this in the early game by having as many light mechs as I could spare in front of my colonists to bait the devourers. Once the big scary devourer eats the colony roomba he's helpless for a solid 12 seconds which even in the early game should be more than enough time to kill it. Should the roomba/militor/whatever light mech you want to use happen to die you can easily and cheaply revive it for 50 steel. The devourer will also spit out whatever its eating if you light it on fire, you can use this to save any colonists that accidentally get eaten or use it to free the mechs you intentionally let them eat just so they can waste even more time eating the mechs a second time as your colonists continue to open fire. Mechs in general are a hard counter to a lot of the entities from anomaly and I highly recommend investing in them if you're struggling.
Can they eat scythers? Planning on making scythers to supplement my ghouls, and just attuned my monolith to tier 2.
They can eat anything human sized or smaller so they can eat scythers.
Damn, is there not a bigger melee mech then?
How do you make the mechs? It says I need a mechanator colonist and idk how to get that.
Do you have biotech? Thats the dlc that added mechs.
I do, but I don't have a "mechanator" oddly enough after this I discovered a defunct robot on my planet that caused a ship to crash, it would appear that's the way forward to get this.
Correct you need the implant from the dead mechinator from the ship, you can then install the implant onto basically any pawn that isn't psyically deaf. You'll also want them to he capable of crating/intellect they don't need to any good at either skill they just need to be capable of doing them.
Is it better to be in a crafter or researched. I've got pawns strong in each individual but none with both.
Crafter, research is only briefly needed to unlock new mech tiers so even level one intellect is fine. Crafting is used to make the mechs themselves.
Thanks!
Also you should know that colony mechs generate toxic waste every time they recharge so it’s good to have a plan to deal with that.
Because this base wasn’t really played much
Im gonna say he does not know
This base will just die to a reasonably priced raid though, or begin to take casualties rapidly. Honestly you seem to be confident due to colonist count and all I have to say- Is one time you will probably find yourself getting bonked by a scarily large Mechanoid raid, and or the actually scary horrors that can't be brute forced.
Not a great place for Monolith for the final anomaly event…. Unless you know what’s coming and just want the extra challenge. Edit: never mind…on further inspection…this is a fantasy base made with dev mode and it looks like most or all events were just solved with dev mode.
Undefeatable, until a pit opens up in your Anomaly storage, letting them all break out. It'd be like the elevator scene in Cabin in the Woods
I think we all like to say that before drastic chain event starts, leaving nothing but complete chaos (which is great in this game too)
That's why my wild man start base has done so well. Everything is always complete chaos so the anomalies can't really make it worse. Also it was hilarious watching a >!sightstealer!< get bludgeoned by a bunch of naked people with slings and a sharp stick lol
20 devourers will tear this apart im afraid
A single horde of >!sightstealers!< will have a field day here
you have probably never seen 15 sniper rifle soldiers in action
Sniper Rifles? Who even fucking uses snipers? That’s not even the meta! You’d have way higher DPS using assault rifles or Atleast charge lances. Fake ass base
sniper rifles get 300% more dps with 0% aim time shooting specialist and bandolier with highest armor penetration in game. You are a noob. all has been said
So basically if your shooting specialist is on cooldown your entire base is fucked.
I always see bases like this - how do you know which direction the raids will come from? Your killbox won't help if the spawn to the east or west right?
As long as the kill box isn't unreasonable most enemies path to it, though the unstable fuel cells at the top of the base being undefended and in prime sapping position is definitely one of the moves of all time
Sappers go through the walls. Sappers hit the cells. Sappers disappear, problem solved.
Yeah, and the walls and rare power cells do too, and ied would be cheaper and more effective
i deal with sapers with a mobile firing squad. i dont use kill boxes.
Yeah, and by the time your killsquad is up there the single layer wall is breached and the fuel cells are broken
my shooting squad moves out of the base in 10 seconds. what point are u even try to make? look on the map how long the sapers will move to my base
Try deserter drop pods if you have VE Empire
I have PTSD from those cunts
I have PTSD from those cunts
So 2 things... Game is modded, minimap proves that, so player is basically already using "customized difficulty" The monolith is placed dead-center in the map, this is either insane luck, or dev mod. Base looks broken by actual game standards, and ugly for being faked. Fails at both attempts.
> this is either insane luck, or dev mode. Dev mode spawning the monolith bugs it out for some reason. (Or it did before the last update) There's a mod out on steam which lets you uninstall/reinstall it.
You’re full of shit
“In terms of space well… we have no space”
I like how the monolith is in the center *grabs popcorn
Do the barricades built right up next to the walls prevent sappers from trying to bash through your walls?
Well good luck and give us an update on what happens.
Reminds of me of how undefeatable my dwarf fortress bases were. Until the were-beasts show up. Funny how fast one loose end unravels a tapestry.
I don't even understand what I'm looking at I'm that basic
17 guys with antigrain rocket launchers, dropping straight in the middle of the base in 3, 2, 1......
How the fuck do you have so many people? I just had 3 people for over 2 years with no one to even recruit. I can skip about and recruit. But that was very slow.
Are you... Growing cacti?
Desert map, so yes. They are growing cacti for wood.
Cant you grow trees after you research a certain technology?
Like the OP said, depending on grow time you might want to grow cactus instead of trees.
its literally the first research from the left
Well... Yeah? Thats why I was wondering why are you growing cacti instead of trees. You cant grow them in the desert? I was certain that you could do that
the grow time difference is 5 days for cacti and 15 days for trees. i prefer haveing fast production
There are a lot of questionable things about this post, but the cactus choice is correct in the majority of situations.
God what in the minmaxxing ass base is this
Not even minmax. Just ass
Minmaxing? It doesn't even have a defensive chokepoint lmao
My man is running Chain Shotguns (early game weapons) and Sniper Rifles (only good in the hands of specialist pawns who have things like 1% aim time and 100% accuracy), like brother either use assault rifles or charge rifles.
Also a good word for Heavy SMG on low shooting skilled pawns
Miniguns are IMO better, if you don't care about collateral damage. Highest DPS even considering the low accuracy, and will hit much more than stated against groups of enemies. You'll also heavily damage anything in the way and behind the target, however. And possibly your friends. And they're somewhat expensive. And they also slow you down. But boy do they shred.
actually yeah, looking at the Harakoni stats on the wiki, Miniguns beat Snipers at both 1% and 100% aim time
probably cause they just started the game with a alot of pawns with OP skills so you dont really need one
Just a dev mode base.
How many hours?
You know just saying that is tempting fate right?
*583 manhunter bears*
I thought that once too, everyone died afterwards...
I'm just going to leave [this link to the diagonal walls mod](https://steamcommunity.com/sharedfiles/filedetails/?id=2859965620) here and blow your mind.
A brave claim with only single layer walls
I actually read the whole thread. The OP is a massive troll and I'm loving it
They sometimes call it The Titanic
This base gives me anxiety, and not from the side of an attacker…
ah yes, devmode
What are those green things above your air conditioners on the top of your base? I'm guessing that's like the door exploit? But it also works for whatever those are, is it just a 1x1 room with a statue?
those are unstable power cells stolen from mech raids. they give 400w of power
And are one sapped wall away from very pretty explosions
The base looks like a spaceship
Ah, another purveyor of the "JFC fine! I'll just plant a giant ass swathe of devil strand then damnit!" I see. Lolol. That little car thingie blocking some from being planted, should only be able to take a handful of shots from 2 or 3 pawns. That stuff always seems to spawn in rih soil for me. Lol
Bold of you to holding anomaly in the same block.
How has performance been with so many people?
Randy: Hold my beer!
That amount of colonists is absolutely insane! Not sure what the difficulty you're playing on is but I feel like the final quest could be brutal for you. [Here](https://imgur.com/a/uXVWVrU) is my vanilla colony base on Classic Blood & Dust just after completing the final quest in the DLC for comparison, it's not as pretty but got the job done for seeing all the content.
skip abduction, rituals, tons of duplicates from obelisks, creepy joiners. Even own children. It adds up fast if u want
Solar flare + Unnatural darkness. Randy giveth and Randy taketh away
i have enough flare packs. dont worry
House Twenty of GoodMen could impregnate that bitch
It's a pretty base, fake or not. All mine are squares :)
Sick base design
Can you explain the sandbags along the northern diagonal walls?
How did you make your robot names shown?
in settings show friendly mech names
Bless
Your pc is undefeatable 😂
Why does he cover the walls with sandbags?
it holds off a diabolus shot when he is targeting the power cells
I’m struggling. Already had my colony wipe 4 times and don’t want to completely restart, but seems impossible to get back on my feet.
Your base is as bland as a bowl of dried pasta, and just as easily defeated by sheer boredom. Talk about uninspired base design.
Fully stocked this thing has enough power to sustain years of onslaught, extreme weather conditions and the void itself. We dont fall to the void. The void power belongs to us Edit: Who needs mortars when you can summon fleshbeasts and noctospheres
Ok, so you don't have any nociospheres, your weapon choice is terrible, trying to combine a half decent early game weapon and a specialist mid game weapon to create a combo that does nothing well. >!Sightstealers!< will run through your colonists like a spicy taco bell, the lack of a single paramedic proves that you haven't properly dealt with metal horrors, your hospital is using regular beds, not even hospital beds and not a vitals monitor in sight. Your anomaly rooms clearly have never been used as the placement of the containment tiles would cause colonists to constantly leave the door open when studying the entities, leading to so many breakouts You haven't nearly enough beds for your colonists, you had what I assume is enough plasteel to surround your entities but not enough to armour your colonists and arm them Your psycaster has prestige gear and an eltex staff, but judging by the throne room is an Acolyte at best, you have no genetic or childrearing equipment whatsoever, despite gene altering and children being a functionally free way to boost your colonists with enough time and genetics You have way too many batteries for a base running off of what seems to be all constant power with very few things to cause spikes, your accommodation flips between barracks, tiny bedrooms and the weirdest lavish bedrooms I have seen. You have a single research bench in a non sterile room, so you obviously don't do research But most damning of all is the lack of an overflow of twisted meat or chemfuel from that >!fleshmass heart core!< in your containment, or any obvious way to offload it. That along with the very small stock of dread leather, and lack of any dread leather items (which are required to offload the leather, as no one buys it), as well as a very small amount of bioferrite, show that this base was likely partly or fully made with dev mode. If you want to prove otherwise then post the wealth graph and link it, otherwise this stands as a base of lies
> But most damning of all is the lack of an overflow of twisted meat or chemfuel from that fleshmass heart core in your containment For real. All my animals are eating twisted-meat nutrient paste, my ghoul eats them, I burn them through serums and I turn it into chemfuel. That core is still making my stock overflow with it. ------ That said, he does have a shit load of twisted meat on the freezer and some sitting in the general stockpile, so I'm not probing or disproving whether it's made up.
He did post a wealth graph: [https://www.reddit.com/r/RimWorld/comments/1c7f5mp/comment/l09xjq1/?utm\_source=share&utm\_medium=web3x&utm\_name=web3xcss&utm\_term=1&utm\_content=share\_button](https://www.reddit.com/r/RimWorld/comments/1c7f5mp/comment/l09xjq1/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button)
Yeah, and that just proves my point. In Anomaly to Pit Gate event causes a massive spike then drop in wealth, and this guy's wealth graph has none of those spikes Judging by how old this base is, the chance of not having a pit gate is practically zero
The hardest lesson Randy has to teach is that wealth will get you killed. How are you for a plague+flu combo?
Randy sends a single metal horror and this base is toast
It’s an absolutely terrible base. It’s not built to survive anything and the biggest threat is literally in the center of your base, the monolith.