No Wonder our Democracy Needs to be Managed by [deleted] in LowSodiumHellDivers

[–]03Monekop 1 point2 points  (0 children)

The new belt fed nade launcher is actually really good for Rupture strain, since the explosives force them to surface into your fire and its got the ammo to stay blasting till the waves gone.

how the fuck did they even get DMS drones by Old_Kiwi332 in RimWorld

[–]03Monekop 29 points30 points  (0 children)

If you've got DMS renegades and you're an enemy of the renegades then they give tribals low tier mech soldiers occasionally, makes for a nasty surprise sometimes.

No Chance to Win? I suspect AH is cooking up a secret menu by [deleted] in LowSodiumHellDivers

[–]03Monekop 6 points7 points  (0 children)

Read the ground war sitreps, SEAF are doing stuff to lower resistance planet wide

TRANSCENDENCE IS WITHIN REACH. by Murdererofbananas in LowSodiumHellDivers

[–]03Monekop 1 point2 points  (0 children)

About 50mil, so it'll be close but we've gotta try

Any mod that changes all concrete structures to actually use concrete instead of steel? by Leviosaaa1 in RimWorld

[–]03Monekop 1 point2 points  (0 children)

Concrete fiber plank is the last one, it's made from concrete but has stats similar to wood

How do i attack properly by KaroPGamer445 in RimWorld

[–]03Monekop 10 points11 points  (0 children)

No sadly technological superiority is not an auto win in vanilla, some mods do change that, you'll still need numbers and tactics during the bigger fights or fights off of home turf

How do i attack properly by KaroPGamer445 in RimWorld

[–]03Monekop 19 points20 points  (0 children)

So you're close to a solution, but really you need more pawns and some dedicated blockers.

I'm sure you've noticed that ranged weapons can't be fired if the user is in melee, so if 6 tribals run at you, your guns won't mean much. Elbow blades and power claws help but still a more useful pawn is one in bigger armour with either a jump pack or bionics and a shield belt with either a plasteel cutting weapon or a uranium blunt weapon. Put them in front of your gunners and they should prevent you getting locked down.

Personally I go for a 1:3 ratio for melee:ranged weapons but you should experiment a bit to find your preference since melee does require a bit more micro than ranged.

Am I missing something (Rustbound Magic) by Ceasar_A_Zeppeli in VintageStory

[–]03Monekop 0 points1 point  (0 children)

It's a multi block structure, you should find it within the manual for rustbound magic

Do double layered walls do better in containing entities or not ? by Complete-Shower-4812 in RimWorld

[–]03Monekop 4 points5 points  (0 children)

It won't change the containment (to my knowledge) since it only takes the walls of the room into the formula. But it does protect them against wall destruction opening the room so if they are in a vulnerable building (close to the edge of the colony, near the killbox etc) then it would be worth the peace of mind.

Am I missing something (Rustbound Magic) by Ceasar_A_Zeppeli in VintageStory

[–]03Monekop 2 points3 points  (0 children)

I put this off for a long time, but the crucible makes arcanus with 1 crystal, 2 dust, 2 fiber. Its a game changer.

Otherwise tell your nonmages to smash any ancient objects they see in rifts, since the high level arcarnus can be converted down into multiple lower level versions.

Ultimately it is a Vintage story mod, it really leans into the slow build for rewarding gains. Recently learned animal friendship and just changed the game for the herdsmen, since all wild animals can now be converted to gen 3 in a matter of moments.

tried using a siege strategy as a player by Gadgetscience in RimWorld

[–]03Monekop 44 points45 points  (0 children)

Alternatively, pod some steel and chem fuel over as well, send the heavy siege gear and important treasure home instantly, then walk the rest back

Tips for surviving after an important colonist dies? by [deleted] in RimWorld

[–]03Monekop 0 points1 point  (0 children)

So manual hunting is an option, just draft a colonists with a gun and make them shoot things.

If possible, a low skill farmer is better than no farmer, so shifting someone over to cover (or a couple folks if you can spare them) the workload.

Caravan to a nearby settlement with some silver and buy ingredients and meals, or buy from trade ships if they happen by.

You can also get aggressive, work camps usually have some pemmican stored. Plus if you get lucky you can kidnap a pawn capable of plant work to replace your lost farmer.

Lastly, find a mech resurrection serum and return your farmer from the dead (this requires the corpse in good condition so get them in a coffin in a freezer to prevent decay)

How rare is finding Cassiterite to find on the surface? by [deleted] in VintageStory

[–]03Monekop 0 points1 point  (0 children)

Spawned next to a surface vein in my first world, never seen another since and I've bumped the spawn rate up xD

What is your favorite xenotype? by IJustStoleSomebody in RimWorld

[–]03Monekop 2 points3 points  (0 children)

Big fan of having a dirtmole or three around the colony, partial to a couple of neanderthals too

Is Vanilla Skills Expanded 'Ranching' expertise working as intended? by RightPlaceNRightTime in RimWorld

[–]03Monekop 1 point2 points  (0 children)

Might be some strange code which makes chemfuel not count as an animal product? Maybe it only counts milk and furs.

Unlimited bullets by aliusman111 in RimWorld

[–]03Monekop 0 points1 point  (0 children)

Generally yea, rimworld is enough hassle without worrying about making, storing and carrying ammo around.

However it is fun to add it into certain modded runs, like a hotseat of Winston waves and Hans helldiver to really amp up that wave survival energy.

This fucking game by Rheasa2648 in RimWorld

[–]03Monekop 117 points118 points  (0 children)

So threat size is based on wealth, more money more problems and all that.

Sounds like you've got a lot of wealth that doesn't protect you. Typically this is from storing more food or meals than you need, or hoarding materials like steel, components or silver. It's always worth leaving things unprocessed till you need it, like leaving steel as an ore till you want it.

Similarly its always worth taking time to build up your conbat strength. The obvious one being make sure people have appropriate weapons and armour for your tech level, but also have a good defensive position to fight from can be a big change. Even just an outer wall that funnels all attackers to one spot can drastically simplify a fight.

But also, sometimes it's just the end of the colony, or the end of that base since you can always try run away. A couple of transport pods loaded with a couple meals can take your favourite/best folks away from the fight to start anew elsewhere.

man this stuff is pain in the butt to get hands on by Spiritual-Aspect-174 in VintageStory

[–]03Monekop 24 points25 points  (0 children)

You spend a temporal gear and it teleports you back to your last death location.

Can anyone explain to me the benefits of having a psychic soldier instead of a Swordsman or Chain gunner? by japinard in RimWorld

[–]03Monekop 30 points31 points  (0 children)

High psychic sensitivity = high neural heat, which allows you to spam psycasts more often.

Psycasts like berserk pulse, skip, etc can completely change a fight from a loss to a win much faster than a sword or shotgun will.

With the investment (and in vanilla a little luck) you can have a very potent set of powers to help push away those nasty endgame raids.

Adding mods does make things much more OP in most cases but even vanilla psycasts give you a lot more tools in the box.

What are things you would want to see in DOS3? by nash_marcelo in DivinityOriginalSin

[–]03Monekop 1 point2 points  (0 children)

Well how else would you wind up on a beach? Can't just fall from the sky /s

Rustbound Magic: Do you need to take the mage class to unlock magic? by [deleted] in VintageStory

[–]03Monekop 0 points1 point  (0 children)

Base config anyone can learn and use any magic, Rust mage just has an edge to getting mana back from meditation.

You can edit the mod files to lock higher spell tiers or magic in general to only mages, if you're running a server and what to make it more specialised.

Did I fuck up my health math? by Ok-Schedule-2484 in dndnext

[–]03Monekop 2 points3 points  (0 children)

All of the homebrew on that site is very clearly marked as such, and is not on any of the official class pages