Bad ideas

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Life on the Rim is hard[edit]

Food. Shelter. The desire to enjoy a succulent lavish meal while seated at a table. In a life where one's thinking time on the meditation throne can be rudely and callously interrupted by the arrival of uncouth gentleman callers with heavy weaponry looking to enrich themselves on the bounty you worked so hard to earn, it is important to recognize one important truth.

Your own Stupidity is your greatest weakness[edit]

It is said that safety regulations are written in blood. Usually that blood is shed by the thankless and tireless prole forced to begrudgingly labor under an inhumane system that wantonly exploits their noble toil so the capitalist pigskin may binge on yayo and the company of highmates, but on the Rim the blood shed is frequently your own. If you'd prefer to learn from the costly mistakes of others so that your insides remain *inside*, closely read the following.

Bad Ideas[edit]

  • Leaving dangerous weapons where escaped prisoners might be able to reach them.
  • Storing anything that likes to explode when damaged or lit on fire or killed in unsafe places
  • Butcher tables and stonecutting tables don't belong in the same room as your stove
  • Forcing pawns to work through Infections (and to a lesser extent, other diseases) without good reason.
  • Building numerous orbital scanners- their effects do not stack
  • Allowing pawns to linger in areas with rot stink.
  • Sending a shuttle to a location far enough away that it burns enough chemfuel that it can't make a return trip
  • Trusting the auto-select items for a caravan setting to make smart decisions
  • Unintentionally cremating that unnatural corpse
  • Intentionally cremating that unnatural corpse
  • Zoning pawns away from nociospheres, Obelisks, or fleshmass nuclei, which all require suppression, and then forgetting to undo the zoning once danger has passed
  • Maybe don't let creepjoiners immediately doctor, warden, or cook for your colony.
  • Hunting with a chain shotgun practically guarantees a manhunter revenge
  • Failing to strategically place firefoam poppers around your base
  • Forgetting that kids default to the social drugs policy and have different addiction chances due to reduced body size (so maybe don't let them sip psychite tea)
  • Sure little Timmy can tote a gun and help out during raids but they don't make marine armor in kids sizes
  • When you're mining and you start seeing collapsed rocks, continuing to mine said collapsed rocks without supporting the roof first.
  • Trusting auto-pause to ensure your colony won't collapse while you go away from the keyboard for "Just a few minutes"
  • Getting attached to a commitment mode colony while playing on the Unstable Branch
  • Standing between a uranium slug turret and its target.
  • Careless use of EMP weaponry around pawns with brain or stomach bionics
  • Retrofitting a gravship while in orbit without carefully considering what might get exposed to vacuum if you knock out that wall...
  • Allowing animals to wander where they might decide to nibble on some drugs.
  • Becoming enemies with the Trader Guild and losing access to orbital trade ships
  • Arresting a pawn from a friendly faction will make them hostile even if you intend to immediately return the arrested pawn to them via transport pod
  • Giving a sanguophage a plasmasword to wield.
  • Keeping tomes around, especially where kids might read them
  • Thinking that your incapable of violence pawn can use the berserk psycast.
  • The construction of Spike Traps in places where colonists are forced walk over them.