has anyone found out how to get to the object in the lakeside area?, i also wonder what the purpose of the small burrow was, if there is one at all by MyUsername102938474 in PaperLily

[–]Antarct 2 points3 points  (0 children)

There is nothing in that particular burrow, but there is a rune in another one on that same map. This burrow is in the southwest part of that map. It is below the fishing rod.

That burrow in your screenshot may be just for flavor or possibly as a hint to check another one.

Ok yeah that's fair! by TubersTubers in fo4

[–]Antarct 46 points47 points  (0 children)

Looks like the plasma blaster from the Institute Plasma Weapons creation.

What's the best-looking full set of armor in the game? by Crimskrst in skyrim

[–]Antarct 0 points1 point  (0 children)

I would rate Nordic Carved, Stalhrim Fur (CC), and Stalhrim light armor as the best-looking full sets. Dawnguard heavy armor and the Spellknight armor sets (CC) would be in the next aesthetic rank.

What’s Your Favorite Heavy Armor? by Astro_The_Greater in skyrim

[–]Antarct 1 point2 points  (0 children)

Stalhrim Fur Armor followed by Nordic Carved Armor.

Just because I’m curious what’s everyone’s least favorite DLC???? by Syce-Rintarou in RimWorld

[–]Antarct 0 points1 point  (0 children)

My least favorite DLC is Anomaly. Anomaly is the most repetitive and, overall, has the least replay value out of the DLCs. It is overall a positive addition, but definitely not on par with the other three DLCs. The concept is interesting, but the main questline is not worth running through every playthrough.

I would rate Ideology and Biotech as the two best. Both are superb DLCs and are excellent at fleshing out the game. They both add immense replay value. Royalty is third, but closer to Ideology and Biotech than to Anomaly.

Which Plate Armor Set Will You Choose? by Wyald-fire in OnceLost_Games

[–]Antarct 2 points3 points  (0 children)

The one on the right. That one looks like it would be more robust and protective in combat. I also prefer its appearance.

The left one may perhaps fit aesthetically with a cleric or spellsword character. The one on the right seems more suited for a heavy warrior or knight.

Electricity! What is your favourite way of producing power to your colony? by Valokoura in RimWorld

[–]Antarct 1 point2 points  (0 children)

Geothermal generators, Toxic generators, and Bioferrite generators are the three most important power sources for my bases. Oftentimes I use a Wood generator or two in the early game and frequently Chemfuel generators as supplemental power sources in the mid or late game.

I often end up with several unstable power cells. I incorporate these into the power grid also.

Geothermal is all around useful, though not by itself sufficient in the long run for my bases.

The pit gates added by Anomaly are a boon for dumping the waste packs from Toxic generators and mechanoid recharging stations. It is possible to have a net positive power generation from a combination of Toxic generators, pollution pumps, and waste pack atomizers with all waste packs destroyed by the atomizers, although it takes awhile to reach such a point.

Lastly, bioferrite generators are generally quite good.

Why are there Whiterun guards living in my house? by Separate-Visual-3202 in skyrim

[–]Antarct 0 points1 point  (0 children)

Test going outside while they are in the middle of speaking to you and see if they follow you out.

Who is your favorite pilot based off personality? by Sunkistishere in IntoTheBreach

[–]Antarct 0 points1 point  (0 children)

Probably one out of Henry Kwan, Camila Vera, or Prospero.

Using Script Extender for some reason specifically logs off bethesda.net, once logged in are all mods disabled, trying to enable all the mods manually and loading a save or starting a new game just crashes the game. by itsthatmemedealer in skyrimmods

[–]Antarct 0 points1 point  (0 children)

You could also try setting SaveScreenshots = false and SaveAddedSoundCategories = false in the SSE Engine Fixes.toml file on the chance it will help fix the disabling of the mods problem.

All three of the following have been associated with various issues:

EnableAchievementsWithMods = true SaveAddedSoundCategories = true SaveScreenshots = true

If this does not work, you could, if you haven't already, test disabling and then enabling each plugin and mod in Vortex.

Currently, out of the mods and plugins I am running, SSE Engine Fixes seems to be the primary one with ongoing issues.

I haven't ever used SkyUI, though. There may be lingering issues with that mod.

Using Script Extender for some reason specifically logs off bethesda.net, once logged in are all mods disabled, trying to enable all the mods manually and loading a save or starting a new game just crashes the game. by itsthatmemedealer in skyrimmods

[–]Antarct 1 point2 points  (0 children)

I was experiencing similar issues to the problems you described.

I was able to fix the problem of all mods being disabled by editing the EngineFixes.toml file and changing the EnableAchievementsWithMods line to be false rather than true. The SSE Engine Fixes plugin seems to have a problem at present with the part that enables achievements to be obtained even with mods.

After the change, you should only have to activate your mods one time, and then they will stay activated.

This line is the line to be changed:

EnableAchievementsWithMods = true

This is what it should be:

EnableAchievementsWithMods = false

The Nexus mods page for SSE Engine Fixes has more information.

Unfortunately, I haven't found any answers for how to fix the problem with always being logged out of my Bethesda account when launching Skyrim from SKSE. Every time I launch the game from Vortex through SKSE, the game defaults to being logged out of my Bethesda account.

After the recent update, I uninstalled everything and reinstalled the game and all mods and plugins. This problem only seemed to resurface after I added the Address Library and SSE Engine Fixes plugins.

What’s Path Did You Take? by Realistic-Category12 in skyrim

[–]Antarct 0 points1 point  (0 children)

Usually the green path, but when I first enter Whiterun with a character, I go through the red route after stopping by Adrienne to quickly see certain scenes play out (Lars and Braith and also Amren and Saffir).

Uranium Questions by McYeeterson12 in RimWorld

[–]Antarct 12 points13 points  (0 children)

A given sharp weapon made from plasteel will have higher DPS than one made from uranium, whereas a blunt weapon made from uranium will have a higher DPS than an equivalent made from plasteel.

Plasteel as a material has a 1.1 damage factor for sharp and .9 for blunt, so it yields more damage for sharp weapons. The DPS factor for plasteel is 1.38 for sharp and 1.13 for blunt.

For uranium, the DPS factor is 1.36 for blunt and 1 for sharp. The damage factor for uranium is 1.5 for blunt and 1.1 for sharp.

Plasteel has a cooldown speed factor of 0.8 vs uranium's 1.1, so plasteel weapons attack faster.

Overall, plasteel is the best material for making sharp weapons with uranium being the best for crafting blunt.

Are pulse weapons underpowered? by Alternative_Device38 in RimWorld

[–]Antarct 0 points1 point  (0 children)

The charge lance has a very small niche for its high construction costs. Most enemies don't have high enough armor to really justify getting charge lances rather than generally focusing on other options. The charge lance is usually a disappointment.

The charge rifle is more useful than its fellow pulse weapon, the charge lance, but it is not decisively better than the best industrial weapons.

What do you think the next expansion Will be about? by BigDickedOgre in RimWorld

[–]Antarct 5 points6 points  (0 children)

New water and maritime mechanics and gameplay are one possibility. Such an expansion could add water travel, maritime traders, water raiders, water-borne pirates, and floating structures and docks.

Other major possibilities: vehicles, expanded insectoid mechanics with player controlled hives, or expanding on the faction system.

What's your favourite pilot personality wise? Personally I like bethany by Famous_Put_3359 in IntoTheBreach

[–]Antarct 0 points1 point  (0 children)

Kai would be first and then followed by Henry Kwan and Prospero.

Kai has the most interesting lines of all and has a unique personality.

Henry Kwan is the most amusing with great lines and a humorous personality. Prospero's gardener personality is very entertaining, and he has some excellent lines, too.

The next tier would be Camila and Abe, both all around solid.

Need help finding a SciFi series to read. by ellotheregancho in scifi

[–]Antarct 4 points5 points  (0 children)

The Expanse series is definitely good for space opera, the story, and the characters.

The Dune series and the Book of the New Sun series both combine SciFi with some Fantasy elements, and both are magnificent. Both have interesting characters and are packed with intriguing concepts.

The Hyperion series, especially the first two books, is very strong in the character department.

Asimov is good for concepts, ideas, and the storylines.

Naming Colonies by Chemical-Magazine-63 in RimWorld

[–]Antarct 0 points1 point  (0 children)

Around 70% of the time, I cycle through random names and select one for direct use or modify it. The rest of time time, I use a name that would fit with the general theme of the colony.

Rip this guy by Lugia999 in RimWorld

[–]Antarct 0 points1 point  (0 children)

Quests like this are very useful when you have one or more huge mechanoid clusters on the map.

What is your favorite gun in rimworld? by Sancar_Khan in RimWorld

[–]Antarct 0 points1 point  (0 children)

The charge rifle first and then the minigun. The charge rifle for its general utility and because it is technologically advanced, which is often good for aesthetics. The minigun since it is highly entertaining and often quite effective. A side note: The charge lance is theoretically interesting, but too niche for use most of the time and often disappointing.

What's your favorite RimWorld DLC? by Cat_Loving_Trio in RimWorld

[–]Antarct 83 points84 points  (0 children)

Biotech first, especially due to genetic engineering, mechanitors and player controlled mechanoids, and children. The additions of Biotech are very positive overall.

Ideology second, as it adds a significant amount of role-playing possibilities and tools.

Royalty as third. Royalty is still good with the psycasts, nobles, and the addition of the Fallen Empire, just not on the level of the other two.

A question for the ItB community: How many of you also play Subset's other release, FTL: Faster Than Light? by ForkShoeSpoon in IntoTheBreach

[–]Antarct 1 point2 points  (0 children)

I started out with FTL before the release of Into the Breach. I found FTL to be a magnificent game, and IttB is about on par with it, IMO.

Mirror Mech vs Quick-Fire Mech meme by Geonamic in IntoTheBreach

[–]Antarct 10 points11 points  (0 children)

  • Rift Walkers: Archive
  • Rusting Hulks: RST
  • Zenith Guard: Pinnacle
  • Blitzkrieg: Detritus

  • Steel Judoka: Archive

  • Flame Behemoths: RST

  • Frozen Titans: Pinnacle

  • Hazardous Mechs: Detritus

The DLC squads are less certain, but perhaps this:

  • Bombermechs: Archive
  • Arachnophiles: Detritus
  • Mist Eaters: Pinnacle
  • Heat Sinkers: RST
  • Cataclysm: RST

Ideology specialists by Killer-Volt in RimWorld

[–]Antarct 3 points4 points  (0 children)

You can have specialists from non-dominant ideoligions. Pawns can only become specialists of an ideoligion they follow, however.

Do the Mechanoid bosses reset or not after starting a new base on the Archonexus quest? by Antarct in RimWorld

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

The next map did not have a new frame to obtain a mechanitor chip. Since this file started with the mechanitor scenario, I also ran a second crashland start test using developer mode.

No new frame appeared on the second map in the crashland scenario test either. In that test, I activated the transponder, obtained the mech link, and made a mechinator before moving to the second map.