RimWorld

RimWorld

Rimworld Bitotech: Growing children in growth vats and using them for subcore ripscanner?
So I was planning to make a solo male mechanitor run, and capture a female (or several females) to extract ovums from 'em and put them in a growth vat. With the certain ideology, the growth could be enchanced.
But here's the question, once I get the newborn or a child who can walk, can I put them in a subcore ripscanner? Or does it have to be a grown pawn of age 13 or so?
I know it sounds barbaric but you gotta do what you gotta do to make an army out of high-tier mechanoids. (And it is just a game, after all.)
Originally posted by Vagineer1:
As far as I've personally tried you can put children who can walk (so 3 and above) into the mech scanners.
< >
Showing 1-14 of 14 comments
Garatgh Deloi Jul 20, 2023 @ 5:23am 
Originally posted by ♥-Goldie-♥:
I know it sounds barbaric but you gotta do what you gotta do to make an army out of high-tier mechanoids. (And it is just a game, after all.)

Not sure when it comes to your question. Just wanted to point out that your aren't nearly barbaric enough.

You should also extract a bunch of their organs (as long as it isn't lethal), for selling or spares, before putting them in the ripscanner and butcher the corpse for meat afterwards (that you can then use to grow further children in growth vats).
Last edited by Garatgh Deloi; Jul 20, 2023 @ 5:24am
The author of this thread has indicated that this post answers the original topic.
Vagineer1 Jul 20, 2023 @ 5:24am 
As far as I've personally tried you can put children who can walk (so 3 and above) into the mech scanners.
Veylox Jul 20, 2023 @ 5:53am 
Saying messed up stuff acting like it's for gameplay reasons is funny but really most of the time it's going out of your way to do something inefficient. No reason to go through the whole process of several surgeries + growth when you can just ripscan captured enemies
RussianGolden Jul 20, 2023 @ 6:36am 
Originally posted by Veylox:
Saying messed up stuff acting like it's for gameplay reasons is funny but really most of the time it's going out of your way to do something inefficient. No reason to go through the whole process of several surgeries + growth when you can just ripscan captured enemies

The reason why I also wanted to know this is because I don't get a chance to capture enemies.
I got Android Tiers Reforged mod on and mostly getting raids from enemy androids. I also try making mechanitor bases inside the mountains, in tundras, And also got VFE insectoids mod on so I guess you can say I don't really get a chance to have raids with humanlikes and get them alive.

Almost forgot to mention that I play with V.O.I.D. faction mod on without using any much of overpowered mods to fight against them, but that's a different topic already, so yea. Lol
RussianGolden Jul 20, 2023 @ 6:37am 
Originally posted by Vagineer1:
As far as I've personally tried you can put children who can walk (so 3 and above) into the mech scanners.
Is that so? Thank you!
Vagineer1 Jul 20, 2023 @ 7:02am 
Originally posted by ♥-Goldie-♥:
Originally posted by Vagineer1:
As far as I've personally tried you can put children who can walk (so 3 and above) into the mech scanners.
Is that so? Thank you!

I had a brief mechinator run where my single pawn was a female mechinator who, after "hooking up" with visitors from a caravan birthed two kids who I then used for brain scans.
Veylox Jul 20, 2023 @ 11:25am 
Originally posted by ♥-Goldie-♥:
Originally posted by Veylox:
Saying messed up stuff acting like it's for gameplay reasons is funny but really most of the time it's going out of your way to do something inefficient. No reason to go through the whole process of several surgeries + growth when you can just ripscan captured enemies

The reason why I also wanted to know this is because I don't get a chance to capture enemies.
I got Android Tiers Reforged mod on and mostly getting raids from enemy androids. I also try making mechanitor bases inside the mountains, in tundras, And also got VFE insectoids mod on so I guess you can say I don't really get a chance to have raids with humanlikes and get them alive.

Almost forgot to mention that I play with V.O.I.D. faction mod on without using any much of overpowered mods to fight against them, but that's a different topic already, so yea. Lol

Aren't you just dead at the first void attack ?
Astasia Jul 20, 2023 @ 11:32am 
Every ancient danger/shrine is full of "free" ripscan volunteers. I would agree growing your own sounds really inefficient, especially when the resulting colonist is significantly more useful than a highly limited mech.
RussianGolden Jul 20, 2023 @ 11:41am 
Originally posted by Veylox:
Originally posted by ♥-Goldie-♥:

The reason why I also wanted to know this is because I don't get a chance to capture enemies.
I got Android Tiers Reforged mod on and mostly getting raids from enemy androids. I also try making mechanitor bases inside the mountains, in tundras, And also got VFE insectoids mod on so I guess you can say I don't really get a chance to have raids with humanlikes and get them alive.

Almost forgot to mention that I play with V.O.I.D. faction mod on without using any much of overpowered mods to fight against them, but that's a different topic already, so yea. Lol

Aren't you just dead at the first void attack ?

That depends who is attacking, N4 undead or the members themselves.
Both you can distract either with bareskin driads, either with melee attacking mechs (I recommend using Alpha Mechs mod, it adds a variety of new mechanoids) who can win you some time. N4 can be defeated by wounding them with intense gunfire to slow them down or at least give them bleeding. And as for the members, best you can do is to charge them with armor-penetrating melee weapons (only if they are equipped with ranged weapons).
But if you think you can't take them down, hide yourself inside the base surrounded with thick, granite walls, and wait for them to give up and leave. Although they might try destroying or burn your stuff left outside so be aware of that.
And for N4 chambers, the way I'm fighting with Black Leapers is keeping the distance and gunning them down, either trying to make them bleed and die or make them give up and leave.
So yeah, there is, in fact, to survive the V.O.I.D. or N-4 undead attacks, you just have to be prepared properly
RussianGolden Jul 20, 2023 @ 11:44am 
Originally posted by Astasia:
Every ancient danger/shrine is full of "free" ripscan volunteers. I would agree growing your own sounds really inefficient, especially when the resulting colonist is significantly more useful than a highly limited mech.
I'm having troubles with that. If I get another colonist, I get attached to them and don't want them to die, and I'm trying to always play on commitment mode too.
You can simply resurrect mechs, increase their work speed if needed by using ideology, implants or even the buildings. Mechanoids feel more reliable for me.
Astasia Jul 20, 2023 @ 12:50pm 
Even in a non-combat role extra colonists would be a lot more useful than the mechs and save you bandwidth for more combat oriented ones. I mean solo colonist mechinator runs are certainly an interesting challenge and I'm not saying you shouldn't attempt something like that for fun, but this just seems like going out of your way to do something which could be done much more easily through raiding or other means. There's a lot of ways to get large numbers of easy prisoners.
Veylox Jul 20, 2023 @ 1:23pm 
Originally posted by ♥-Goldie-♥:
Originally posted by Veylox:

Aren't you just dead at the first void attack ?

That depends who is attacking, N4 undead or the members themselves.
Both you can distract either with bareskin driads, either with melee attacking mechs (I recommend using Alpha Mechs mod, it adds a variety of new mechanoids) who can win you some time. N4 can be defeated by wounding them with intense gunfire to slow them down or at least give them bleeding. And as for the members, best you can do is to charge them with armor-penetrating melee weapons (only if they are equipped with ranged weapons).
But if you think you can't take them down, hide yourself inside the base surrounded with thick, granite walls, and wait for them to give up and leave. Although they might try destroying or burn your stuff left outside so be aware of that.
And for N4 chambers, the way I'm fighting with Black Leapers is keeping the distance and gunning them down, either trying to make them bleed and die or make them give up and leave.
So yeah, there is, in fact, to survive the V.O.I.D. or N-4 undead attacks, you just have to be prepared properly

Never tried the mod out because I assumed it was pointless without other broken mods, does VOID faction have the same behavior as other raiders ? Like attacking walls if they can't path to the colony ? Or do they just chill outside ?
RussianGolden Jul 20, 2023 @ 1:36pm 
Originally posted by Astasia:
Even in a non-combat role extra colonists would be a lot more useful than the mechs and save you bandwidth for more combat oriented ones. I mean solo colonist mechinator runs are certainly an interesting challenge and I'm not saying you shouldn't attempt something like that for fun, but this just seems like going out of your way to do something which could be done much more easily through raiding or other means. There's a lot of ways to get large numbers of easy prisoners.

I understand your concern, but for the bandwidth, I'm trying to reserve large rooms for the band nodes, and connect them. Yes, it doesn't do much but It's better than nothing (even though solar flare shuts down these nodes because of no power and the mechs go uncontrolled, but in most cases it goes back on quickly), and for the power, I'm abusing Dub's Bad Hygiene and reserving fecal sludges at early game in order to convert them into long lasting chemfuel. And with Good ol' Vanilla Expanded, mod 'Chemfuel Expanded' makes refuelling chemfuel generators easier, since it's all goes in the pipes!

But you know, you're not wrong. Perhaps I should get 2 or 3 colonists saved from the growth vats and use them either for labor purposes, or as the well trained combatants.

But as I also mentioned before, I try playing on Tundra, mountain areas, meaning I don't get enough wood for the early game emergency power nor the light source. And the lack of food is also one of the problems I usually face, since the animals not often wander in during winter at -40 degrees. And the passing caravan traders and quickly running away, often not giving me a chance to reach the trader and buy food.
And as I also mentioned, I don't get much raids with humanlikes, so I can't really find any possible nutrition. :infator:
RussianGolden Jul 20, 2023 @ 1:40pm 
Originally posted by Veylox:
Originally posted by ♥-Goldie-♥:

Never tried the mod out because I assumed it was pointless without other broken mods, does VOID faction have the same behavior as other raiders ? Like attacking walls if they can't path to the colony ? Or do they just chill outside ?

If there's nothing but walls, the members will try to bash them until they give up.
But when the undead wander in, they behave like manhunting animals, but not having scaria nor eventually leaving the map after a day.
However, there's a chance to get a manhunter pack of undead with scaria, so if you get, for example, titans with scaria, you can simply hide from them :)
< >
Showing 1-14 of 14 comments
Per page: 1530 50

Date Posted: Jul 20, 2023 @ 5:10am
Posts: 14