RimWorld

RimWorld

Beowulf Sep 20, 2019 @ 6:50pm
Cleaning Tainted Armor, Repairing it and Cryopods.
So to make a long story short, I unearthed a ancient evil and shot it pieces; I then opened the cryopods inside and discovered, to my great surprise, that they also wanted to shoot me to even smaller pieces and after a couple of explosions, a few buckets of blood and one angry rhino coming to the rescue I now find myself the proud owner of a couple suits of power armor, LMG's and other things i'm still categorizing.
https://steamcommunity.com/sharedfiles/filedetails/?id=1868402036
Even after three days i'm still trying to clean the place up and keep my guys alive.

In anycase, the power armor is unsurprisingly not in the best of conditions and is tainted due to the fact that I had to scrap the last occupants out of them and since I'm fairly new to the game I have no idea how to solve either of these problems. Also, as long as it's fresh on my mind, I don't know what I can do with the now empty Cryopods, should I just scrap them for parts or are they worth keeping around?
Last edited by Beowulf; Sep 20, 2019 @ 6:55pm
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Showing 1-12 of 12 comments
SamtheCossack Sep 20, 2019 @ 6:59pm 
Without mods, you cannot clear the tainted tag from any clothing, if a person dies in it, it is permanent. Same thing is true for repairing clothing, it isnt' doable in vanilla. If you really want to use it anyway, you can store it in an armory, set up a clothing rule to have colonists wear it, and have them go put it on whenever there is a raid. It isn't too bad a debuff if they don't wear it for long.

On the other hand, if you want to repair it and remove the taint, there are some excellent mods that do that. I consider them a bit OP, but they are certainly an option.
Beowulf Sep 20, 2019 @ 7:31pm 
Originally posted by SamtheCossack:
Without mods, you cannot clear the tainted tag from any clothing, if a person dies in it, it is permanent. Same thing is true for repairing clothing, it isnt' doable in vanilla. If you really want to use it anyway, you can store it in an armory, set up a clothing rule to have colonists wear it, and have them go put it on whenever there is a raid. It isn't too bad a debuff if they don't wear it for long.

On the other hand, if you want to repair it and remove the taint, there are some excellent mods that do that. I consider them a bit OP, but they are certainly an option.
I'll think about it, is there a way for me to break the power armor down to there base components? While some of the gear is still useful like the LMGs, Fire Launcher and flak vests, the two suits I scavanged are down to about 53 and 45 percent health and i'm not sure if it would keep my guys alive in a fight. Also, how do I set a clothing rule? Would probably help keep the intergitay of my more unique items.
Suits absorb the same amount of damage regardless of health but it could potentially go down to 0 at which point you’d lose it. The mending mod would let you repair it using mending kits which removes the T
believor in Prawn Sep 21, 2019 @ 1:07am 
Originally posted by Beowulf:
Originally posted by SamtheCossack:
Without mods, you cannot clear the tainted tag from any clothing, if a person dies in it, it is permanent. Same thing is true for repairing clothing, it isnt' doable in vanilla. If you really want to use it anyway, you can store it in an armory, set up a clothing rule to have colonists wear it, and have them go put it on whenever there is a raid. It isn't too bad a debuff if they don't wear it for long.

On the other hand, if you want to repair it and remove the taint, there are some excellent mods that do that. I consider them a bit OP, but they are certainly an option.
I'll think about it, is there a way for me to break the power armor down to there base components? While some of the gear is still useful like the LMGs, Fire Launcher and flak vests, the two suits I scavanged are down to about 53 and 45 percent health and i'm not sure if it would keep my guys alive in a fight. Also, how do I set a clothing rule? Would probably help keep the intergitay of my more unique items.
have them sit in a medical bed and tell a doctor to tend to them

full power nearly stops damage
corisai Sep 21, 2019 @ 8:43am 
4 SUN LAMPS FOR 12 HYDROPONIC BASINS?!! O_O

This ... this is ... well, insanity.

1 lamp = 24 basins.

As example : https://rimworldwiki.com/wiki/Hydroponics_basin
believor in Prawn Sep 21, 2019 @ 12:07pm 
Originally posted by corisai:
4 SUN LAMPS FOR 12 HYDROPONIC BASINS?!! O_O

This ... this is ... well, insanity.

1 lamp = 24 basins.

As example : https://rimworldwiki.com/wiki/Hydroponics_basin
what are you talking about??
LYNX Scout Sep 21, 2019 @ 12:14pm 
The OPs hydroponics room has waaaa-aaay too much open space :)
corisai Sep 21, 2019 @ 12:15pm 
Originally posted by believer in prawn:
what are you talking about??

OP screenshot - look at right side and you will see his hydroponic with 12 basins & 4 sun lamps. This is a MAJOR waste of power so I tried to point on it :)

BTW. Mixing kitchen & dinner room is a bad idea to, as could lead to food poisoning.

Same with research lab & workshops - separate them (workshops usually dirty & labs get a penalty for dirty room).
Last edited by corisai; Sep 21, 2019 @ 12:17pm
believor in Prawn Sep 21, 2019 @ 12:16pm 
oh damm i just saw that

ewwww
Beowulf Sep 21, 2019 @ 12:18pm 
Originally posted by believer in prawn:
oh damm i just saw that

ewwww


Originally posted by corisai:
Originally posted by believer in prawn:
what are you talking about??

OP screenshot - look at right side and you will see his hydroponic with 12 basins & 4 sun lamps. This is a MAJOR waste of power so I tried to point on it :)

BTW. Mixing kitchen & dinner room is a bad idea to, as could lead to food poisoning.
In my defence, when I selected the sun lamp I noticed that there was a area that surrounded them and I assumed that a garden had to be in that area for it to work.
corisai Sep 21, 2019 @ 12:20pm 
Originally posted by Beowulf:
In my defence, when I selected the sun lamp I noticed that there was a area that surrounded them and I assumed that a garden had to be in that area for it to work.

Cmon, no need to be ashamed by beginner errors. Everyone had done them. I was mostly surprised only that you dealed with massive power drain of 4 sun lamps at once and not even asked for a help here ;)
Last edited by corisai; Sep 21, 2019 @ 12:20pm
Beowulf Sep 21, 2019 @ 12:31pm 
Originally posted by corisai:
Originally posted by Beowulf:
In my defence, when I selected the sun lamp I noticed that there was a area that surrounded them and I assumed that a garden had to be in that area for it to work.

Cmon, no need to be ashamed by beginner errors. Everyone had done them. I was mostly surprised only that you dealed with massive power drain of 4 sun lamps at once and not even asked for a help here ;)
Well after I built them and saw the massive drains I had I figured I just needed more power and turned them all off until I could built some Geo-Thermal plants or something, not ideal but I am in a jungle that grows things year round, I just wanted to save some outside space since I have a lot more moutain then close by farm land outside.
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Date Posted: Sep 20, 2019 @ 6:50pm
Posts: 12