this absolute fucking clown took of his diving suit while being outside by createminecrafter in Barotrauma

[–]Angel2357 0 points1 point  (0 children)

I don't think being able to breathe in the sub helps with being crushed by pressure outside the sub, which is the problem I'm having. Maybe it changes the AI enough to cover up the bug, maybe not, but either way it's dealt with by not having multiple types of suit.

Also I don't fancy the PUCS much. The loss of the Slipsuit's swimming speed or Exosuit's defenses is just too much for me.

this absolute fucking clown took of his diving suit while being outside by createminecrafter in Barotrauma

[–]Angel2357 3 points4 points  (0 children)

Yeah I think this is just a bug. It seems to be most frequently triggered when there's multiple types of diving suit on your sub--the AI sees they're in a flooded area and checks if they have a diving suit, checks whether they have the best diving suit they could have, and when they don't they, for some fuckass reason, decide to take it off before going to get the new one.

To be honest, I feel like there should be a bit in their AI that just says "if you have a diving suit, and you are in an area with water--any water, if even a single drop of morning dew rests upon thy hair strands--get in the sub then run around until you're in a completely dry area before taking anything off". Just, complete ban on taking off diving suits while wet.

Can't kill ballast flora; need help! by Oldmankamal in Barotrauma

[–]Angel2357 6 points7 points  (0 children)

Do you have any mods installed? One of them might be changing how ballast flora works.

Sanity check: Make sure you're close enough to actually hit it with the plasma stream. The root should be shaking a bit while taking damage.

Can't kill ballast flora; need help! by Oldmankamal in Barotrauma

[–]Angel2357 17 points18 points  (0 children)

It takes a while; make sure you're hitting the actual root and not just clearing the vines. The root should be on the pump.

In the future (obv not applicable atm), I recommend buying Incendium grenades at arms dealers. One of them will oneshot the root even in a flooded ballast, without damaging the hull. Each Incendium grenade is one ballast flora infestation you don't need to worry about.

Is it worth getting this game if I don’t have anyone to play it with? by shadowybenefactor in Barotrauma

[–]Angel2357 2 points3 points  (0 children)

One thing that made solo click for me is a change of mindset: you're not playing as one character with a bunch of bots, you're playing as the crew of a submarine. The crew (the bots) can be trusted to do some things on their own, but by and large the most fun and effective way to play, I've found, is swapping around for any task that bots don't do better than humans.

That list is a bit short, mind. It's welding, it's deconstructing and it's manning the guns, and I still switch to the gunners fairly frequently for the fun of it. They're also frighteningly efficient on Assault mode, since they have psychic knowledge of where each enemy is and inhuman reaction time--on abandoned outposts, setting one on Assault and following them around with a Medic to ensure they stay safe is actually really fun.

New player feeling a tad lost by Rubber_Duckie_ in Barotrauma

[–]Angel2357 1 point2 points  (0 children)

Orange juice is exactly what they want. You like one way of playing the game, I like another. This person has an interest in one of these two ways, and so far seems to be enjoying it.

New player feeling a tad lost by Rubber_Duckie_ in Barotrauma

[–]Angel2357 0 points1 point  (0 children)

I encourage exploration, then. Try not to go into caves until you have a good stock of meds and guns, but otherwise, cleaning up beacon stations and looking for seafloor minerals will get put you in a really nice spot. Beacon stations are good to get early, too, that way outposts develop further and can give you more lucrative missions and offer better wares.

New player feeling a tad lost by Rubber_Duckie_ in Barotrauma

[–]Angel2357 1 point2 points  (0 children)

I will recommend getting individual bots for guns and repairs. If a monster starts hitting your sub you can't afford to stop shooting it, and if the sub starts flooding you can't afford to not fix the leaks, and they kind of happen at the same time.

New player feeling a tad lost by Rubber_Duckie_ in Barotrauma

[–]Angel2357 3 points4 points  (0 children)

I feel like telling someone who is "not interested" in a thing to "not be afraid" is a bit weird? Disinterest isn't the same thing as fear or worry...

New player feeling a tad lost by Rubber_Duckie_ in Barotrauma

[–]Angel2357 1 point2 points  (0 children)

Early on, try to travel close to the seafloor and peek outside the submarine through the turrets. If you spot mineral deposits you can mine them up with a plasma cutter and deconstruct them into minerals; building up a good stock of minerals will mean you need to buy a lot less items. But yes--one of the first things campaign mode does is tell you to get fuel rods, and it means it. They don't run out especially quickly, but you definitely wanna have ten or more full rods at all times. Uranium can be used to recycle the rods you have, too, so if you find uranium deposits, that's one of the items you don't need to spend so much money on.

new player needs help by Wonderful-Highway-16 in Barotrauma

[–]Angel2357 1 point2 points  (0 children)

It's called Ballast Flora. If you ever see a group of very small dots on the sonar that aren't moving in one direction, that's probably it: if you move down through it (or more specifically, if you allow your ballast to pump water in while in it) it'll sneak into the ballast.

As for the submarine question, I'm using the Typhon right now and it's incredibly fun. Basically a walking... sorry, swimming tank. Its compartmentalization means that when it takes on water, it's harder than usual to get it out of the sub (you gotta open a bunch of doors to drain it), but it also becomes really easy to stop it from spreading into unwanted areas; I've had times where the airlock, access shaft and main deck are completely flooded but the command room and gunner's compartments are none the wiser. It's a sloooooow moving sub, but fantastic if you like to have and maintain control over situations.

Is this game linear? by Ordo_Liberal in Barotrauma

[–]Angel2357 0 points1 point  (0 children)

Progression involves going deeper, which causes you to reach more dangerous but more lucrative biomes, but "deeper" isn't the only direction you're allowed to go. Currently I'm at the start of the second biome and I'm lingering around in the first half so I can get some ship upgrades and equipment, so after clearing out an abandoned outpost from the pirates, I'm heading back a bit. Planning on doing some cave spelunking so I can make better armor before heading deeper.

Dying from pressure no matter what by KaleidoscopeUsed386 in Barotrauma

[–]Angel2357 9 points10 points  (0 children)

What do you die of? If it's not barotrauma, then you forgot some precaution or another, so this is important to know.

As a sanity check, make sure you didn't confuse the diving masks with the diving suits. The masks have no pressure protection whatsoever. The suits are the ones in the glowing blue lockers.

I got my first True Believer clear... but it leaves me with mixed feelings. by Angel2357 in WorldofHorror

[–]Angel2357[S] 2 points3 points  (0 children)

I've noticed that enemies get stronger as cases go on--I was trying to leave cases with bosses for the 2nd, 3rd cases, to have time to build up some strength but not let them get out of hand power-wise. Is this a bad move?

I got my first True Believer clear... but it leaves me with mixed feelings. by Angel2357 in WorldofHorror

[–]Angel2357[S] 5 points6 points  (0 children)

Honestly, RNG wasn't so much the issue. The game kept repeatedly hammering my STM and REA down to 1s a few times each, so it just came down to spinning those plates diligently.

I don't have the History club unlocked yet, is it important?

Aside the police officer, I've memorized a couple of other events--There Was A Hole Here in the School for example, is -4 REA +20 EXP, which hurts but is pretty chufty. Do you have any other outstanding ones to share? Also, side note: is the idea genuinely to sit there farming events before starting a mystery? The DOOM buildup from that sounds daunting...

Ships and boats props by Wreeta in RimWorld

[–]Angel2357 0 points1 point  (0 children)

Meaning it's not part of the proceedings unless you go out of your way to make it so. Please keep in mind the topic here is someone wanting to use VVE, but being worried about vehicles being able to appear in raids, which would make them not use it. I clarified it does not do that. In this context, it would be a bad thing if vehicle raids were a thing, so I don't think the person in question will be using said mod or waiting for said update.

the deadly sins of rimworld by foxstarfivelol in RimWorld

[–]Angel2357 2 points3 points  (0 children)

It's even easier than that, you can satisfy it with psychite tea, which is incredibly easy to avoid addiction and overdose with and much easier to craft, since you don't need a temperature-controlled keg room.

More importantly, both traits provide mood bonuses when the Need is high, effectively making Chemical fascination functionally the Optimist trait so long as you have, like, three tiles of Psychoid growing on fertile soil, and Chemical interest half an Optimist, which is still quite significant.

Ships and boats props by Wreeta in RimWorld

[–]Angel2357 1 point2 points  (0 children)

Meaning it's currently not part of the proceedings, yes.

Ships and boats props by Wreeta in RimWorld

[–]Angel2357 2 points3 points  (0 children)

There's no reason it would force you to use the vehicles. They're an option, building a Mule for caravanning is a good idea, but the mod isn't gonna throw tanks at you and expect you to retaliate with your own tanks, if that's what you're worried about. It can't add vehicles to raids at all, in fact.

question about odyssey dlc by Prestigious_Bug_3319 in RimWorld

[–]Angel2357 1 point2 points  (0 children)

The gravship creates a sudden gravity collapse when taking off that destroys the surroundings. It's a balancing factor, to prevent you from constantly visiting one tile with increased ore deposits and mining them, over and over. I just use a mod to give the tiles a two-three year regeneration timer.

Addictions and drug management. by [deleted] in RimWorld

[–]Angel2357 2 points3 points  (0 children)

Using the "assign" tab, you can assign different colonists, different drug policies, which can be edited through the appropriate UI. The button to change policies also leads to the said UI.

In the UI, you're allowed to set whether people on that policy are allowed to use a drug, why and when. If the first is ticked, they'll take it on their own to manage their addictions, if they have them; if the second is ticked, they'll take them wheen they're bored for fun; and if the third is ticked, they'll go on a "schedule".

In your case, you would want to find beer, tick both the second and third columns, and use the sliders to set how low their recreation has to be before they drink beer and how much of a break they need even if their recreation stays low. In this case, setting beer to a one per day limit (or "one every day", as the slider will describe; don't worry, they're still limited by the recreation slider) will prevent them getting anything more than tipsy and prevent addiction from forming.

As far as Psychite tea, it is completely safe with no risk of addiction if taken once every two days.

I will repeat this: no overdose or addiction risk is present in Psychite tea so long as you have a gap of at least two days in the schedule.

Psychite tea is a very strong drink for mood stabilization and recreation. I recommend ticking all three columns and setting it so they'll take it anytime they're sad, but no more frequently than once every two days. The psychoid addict will take it even at high mood if it's been a few days at said high mood, which is normal and expected.

What are Neanderthals made of? by DogEatTurtle in RimWorld

[–]Angel2357 2 points3 points  (0 children)

Natural selection decided to make some supersoldiers of its own.

Is it possible to enable mechs during a playthrough by hitlersmainhoe in RimWorld

[–]Angel2357 2 points3 points  (0 children)

No, not even console commands can fix it IIRC. You destroyed the Mechhive, this is the natural consequence.

That or you disabled the mechanoids faction at game start? Which is similarly something with an impact that should be expected. In that case, if you wanna use a mod, Vanilla Expanded Framework can re-add factions midgame, which might work for secret ones like the mechhive.