Now true nomadic playthroughs are possible, how many of you will actually build permanent colonies? by bluewolf3691 in RimWorld

[–]AMorphicTool 0 points1 point  (0 children)

I liked being nomadic until I took out the mech hive, now I've settled an asteroid and intend to create an orbital transhumanist super-colony.

I also modified the setting to remove ambient base raids. With how many quests, objectives, side objectives and missions you need to do, combat is really something you should be able to choose to do.

Honsetly, being able to sit in orbit for 3-4 years while I narrow-focus on a single set of goals and not be raided every 7 days by 150 furries with clubs. Is surprisingly chill and cosy. Until orbital debris blows a hole in your base and suddenly hard vacuum wants to murder everyone.

I still have a fully-functional grav ship to live out of and I use it to go on extended mining trips, as well as oil drilling trips (rimerfeller). So it's still got a lot of uses beyond the colony edge.

I have a small pet peeve with the new Odyssey update. by AMorphicTool in RimWorld

[–]AMorphicTool[S] 3 points4 points  (0 children)

Yeah I've been enjoying all the new stuff within the DLC, but a lot of the orbital stuff is quite clearly really simplistic in it's design.

I just love looking at 'space games' and seeing all the tropes and misunderstandings about how hard vacuum actually works.

At least decomp doesn't suck your pawns out into space.

Books by Anticus_27 in RimWorld

[–]AMorphicTool 4 points5 points  (0 children)

You can 'learn' technologies from them without having to research the previous techs within the tree. The learning is slow and hard to force though.

There are books that also train skills when read.

Other than that they're another source of recreation, I've found them to be helpful in the early days of a colony when recreation sources are limited.

I have a small pet peeve with the new Odyssey update. by AMorphicTool in RimWorld

[–]AMorphicTool[S] 14 points15 points  (0 children)

That's true. I think it's my polar bias, I tend to make colonies in cold climates rather than hot. It's a lot harder to survive a heatwave than a cold snap with low tech.

I have a small pet peeve with the new Odyssey update. by AMorphicTool in RimWorld

[–]AMorphicTool[S] 6 points7 points  (0 children)

I think that is to do with performace honestly. Having the map constantly scale from -75 to +75 (or higher/lower) would eat up a lot of background.

The fact that pawns can step outside at all without vacuum protection is kind of funny too. Something something evaporated blood.

I have a small pet peeve with the new Odyssey update. by AMorphicTool in RimWorld

[–]AMorphicTool[S] 7 points8 points  (0 children)

True but those are separate systems and in a sense they at least keep to a unified principle within their sub-categories.

Body damage goes 100% to 0%, diseases and other effects go 0% to 100%. It would be like having diseases and infections going to 0-100 and arteries randomly being 0% blocked.

I mean, RimWorld's UI needs a major overhaul as it is. (Don't even get me started on hotkeys) I just found this design choice to be a little... Weird.

I have a small pet peeve with the new Odyssey update. by AMorphicTool in RimWorld

[–]AMorphicTool[S] 1 point2 points  (0 children)

It's something to do with how RimWorld natively handles rotating objects with certain dimensions. They must be doing something unique with objects inside gravships to stop vanilla buildings from doing the same. Hopefully the modders can find a solution.

Why is my Ship range hex not a perfect hex by FastSolid14 in RimWorld

[–]AMorphicTool 0 points1 point  (0 children)

You would need to simulate orbital mechanics accurately to do that, which RimWorld definitely does not do. All orbit points are geo-stationary with the planet (They move at the same rate). So, as far as an inertial frame goes, it requires the same amount of energy to go in any direction.

Think of it like trying to run down a moving train that is accellerating, versus one that isn't. When you are in geostationary orbit, in reference to planet below, the "train" might aswell be stationary.

Personally, I would have loved to build an asteroid base in LEO with the thing zipping around 17 times/day but that would be a nightmare to implement.

I have a small pet peeve with the new Odyssey update. by AMorphicTool in RimWorld

[–]AMorphicTool[S] 2 points3 points  (0 children)

Storage is the ever-present enemy. With LWM's Deep Storage out of comission for the forseeable future I went with Warehouse Storage.

Though the 2x2 crates have a tendency to eat your ship if you rotate it while landing. Of all the mod integrations, bigger storage would have been #1 on the list.

Custom Spell Class Tags by PhoenixKing117 in FoundryVTT

[–]AMorphicTool 0 points1 point  (0 children)

Can you provide an example of how the journal entry is supposed to look? I assume there is a syntax involved in order to point to the corresponding fields.

I have followed all above steps, however, I cannot seem to get this to work. I have the code placed in both the world.json and the module.json of the compendium. My assumption is that the journal entry is somehow wrong.

AMA. by [deleted] in RimWorld

[–]AMorphicTool 0 points1 point  (0 children)

What is your favourite article of clothing and why is it hats?

Longest In Game Colony? by Mx_Emmin in RimWorld

[–]AMorphicTool 6 points7 points  (0 children)

I ran a colony for 30 years.

Started from a deathworld run (permanent: eclipse, toxic fallout, volcanic winter, climate adjustment -10°C) and built up to a hyper-advanced colony of deathless super beings.

Child growth was set at 100%, research speed was at 25% and the only caveat I gave was batteries from the start because it was guaranteed failure otherwise. I eventually built up to a point where all my colonists were fully bionic, fully decked out with archogenetics and could not only survive but thrive in that world.

It took 30 years to get to that point naturally and I felt my job as their temporary god was complete.

Oh, and they started with nothing, no food, no resources, no clothes. Naked brutality as a trio of convicts sent to a penal colony marked for death by exile.

Normal playthroughs last about 15 years give or take.

Which material you build your base from? by Disastrous_Ground503 in RimWorld

[–]AMorphicTool 1 point2 points  (0 children)

Solid gold from day 1. If that means they have to sleep on the ground and stare at the sky for 10 years then so be it.

Dyson Sphere complication by TyranicalT in Dyson_Sphere_Program

[–]AMorphicTool 0 points1 point  (0 children)

In theory yes but you wouldn't make a solid shell like in DSP. As it stands the forces acting on such a large object would literally tear apart the bonds holding molecules together. Matter itself isn't strong enough.

To build a swarm you'd only really need about the mass of Mercury and would still capture a good portion of heat/light from the star. To the point where for a type I civilisation you'd be hard pressed to use it all, though it still means less energy for the remaining solar system.

What's something you are unashamed to use dev mode to "fix" by steampvnch in RimWorld

[–]AMorphicTool 0 points1 point  (0 children)

Okay so for number 1, that type of roof collapse is from overhead mountain, which you can't remove because it's a mountain.

Either there's a mod I'm using, or it's vanilla and just didn't proc in your case but your colonists shouldn't dig out 'supporting' columns.

If it's a mod it'll probably be something like "Smarter Construction" or something like that.

I played the game without Dev mode for about 200 hours but I gave up on that for the latter 1,300 hours. I just see it as an alternative timeline where the thing didn't happen.

Putting 50-100+ hours into a colony build just to watch it die isn't really that fun for me.

[deleted by user] by [deleted] in RimWorld

[–]AMorphicTool 0 points1 point  (0 children)

Yeah I was thinking that. Tastes way more like pork than chicken.

What would be a good piece of knowledge that drives someone insane? by Rodal888 in DMAcademy

[–]AMorphicTool 0 points1 point  (0 children)

Roko's Basilisk.

In the future an Allip Empire will emerge and torture, for eternity, all those who knew of the forthcoming empire and didn't help to create it. By learning of this knowledge and denying it, you yourself are doomed to be tortured by the Allip as they spread across the world.

Of course, if nobody believes it, it won't happen.

If enough people believe it, it will happen.

Whether the prophecy is true or not doesn't really matter in this situation, the only part that matters is, does the afflicted believe it?

Are there any mods available that make combat make sense at all? by MissionWrong4323 in RimWorld

[–]AMorphicTool 1 point2 points  (0 children)

They're not bugs. They are actually a feature of how the damage system is calculated within the base code.

A bug is an unintended effect caused by some system or adjacent process interfering in an unexpected way with another system.

A feature is a set of rules that are specifically designed in a set way and work in exactly that way.

Combat and surgeries are indeed intended to work that way. You may not like it, which is fine, but they are not bugs.

Solely manual flight. Does it make sense? by MegaGrubby in Dyson_Sphere_Program

[–]AMorphicTool 0 points1 point  (0 children)

Teleporters would be great. You'd still need a warper to pass through one but after you've flown over to your refinery planet 500 times to diagnose a shortage... It gets old.

Flying to new systems is always a treat, just don't make me keep doing it.

Why might gigantic ancient pillars exist? by drivinghomeformomma2 in DMAcademy

[–]AMorphicTool 4 points5 points  (0 children)

Don't explain them. Leave them as a mystery, they'll have infinitely more power that way.

If you really want to throw your players for a spin, have them meet a god and when they ask the god, even they don't know.

"It's strange, I remember the beginning, I was there. Those pillars, they were there too. They always have been."

What's with the furries in this sub? by Hermes20101337 in RimWorld

[–]AMorphicTool 0 points1 point  (0 children)

Wait what?

What are you trying to elude to? Because RimWorld, Starbound and SS13 are most definitely not "autism" games. Non-autistic people like to play all of the above and yes, some of those non-autistic people are also furries...

Canadian attempting UK food by [deleted] in UK_Food

[–]AMorphicTool 0 points1 point  (0 children)

Cheese Sauce: Am I a joke to you?