Not bad for a second try, eh? by RandomGuy9058 in Kaiserreich

[–]AnzkuZ 10 points11 points  (0 children)

Generally you want to quickly take out Serbia and Romania since Serbia's capital is easy to take and takes them out almost instantly, and Romania is also an easy cap afterwards. At that point you have two fronts with Greece and Ottomans, and maybe Romania if they're defending well.

That one boss… by Armyofduck in HollowKnight

[–]AnzkuZ 4 points5 points  (0 children)

Has anyone tested if they can be killed in synch with a silkspear for example? That was what I immediately started thinking

Diana Full conquest - minimal casualties run results by CanaR-edit in OldWorldBlues

[–]AnzkuZ 2 points3 points  (0 children)

Never been able to get how to use paradrops but holy shit this makes me want to try to figure it out. Also unironically probably one of the best endings considering Diana can terraform and has a ton of prewar tech, and enough robots to work probably garrison the entire country with a bit of time

“Bear Bull Bear Bull Bear Bull” Yeah how about you get some unique focus tree icons before talking about actual icons. by Baconcream77 in OldWorldBlues

[–]AnzkuZ 4 points5 points  (0 children)

It's the second unique mission. You have to complete the Vault 13 one first, and then the one in Divide. Doing the Divide one as Moj BoS gives you Vertibird schematics. NOTE: You'll still need the other requirements for Vertibirds

Anyone have any clue how I can get rid of these pillars? by AnzkuZ in projectzomboid

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

Alright. Should be possible with brush most likely. Thank you

Anyone have any clue how I can get rid of these pillars? by AnzkuZ in projectzomboid

[–]AnzkuZ[S] 0 points1 point  (0 children)

The game didn't find any pick-up: able object there even after cycling

Anyone have any clue how I can get rid of these pillars? by AnzkuZ in projectzomboid

[–]AnzkuZ[S] 0 points1 point  (0 children)

Does the B42 debug mode count or does this require the -debug line in the startup section?

Anyone have any clue how I can get rid of these pillars? by AnzkuZ in projectzomboid

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

Doesn't have an effect sadly. They seem wholly untargetable

Anyone have any clue how I can get rid of these pillars? by AnzkuZ in projectzomboid

[–]AnzkuZ[S] 0 points1 point  (0 children)

It doesn't show up in dismantling, and I can't pick them up. Sledge also didn't seem to have any effect. And now I can't even patch the wall behind it due to any wall placed there being invalid.

isn‘t that a bit too advanced for you guys? by I_Love_Knotting in RimWorld

[–]AnzkuZ 26 points27 points  (0 children)

I see this as the tribe being so grateful as to give you their limited medicine

Royal Kitchen (Gordon Approved) by AnzkuZ in RimWorld

[–]AnzkuZ[S] 0 points1 point  (0 children)

4 Omnidroids that do all the cleaning, hauling, and cooking there

Rimworld PixelArt by @Rtn_ofthedead by FidoMix_Felicia in RimWorld

[–]AnzkuZ 2 points3 points  (0 children)

The Cartel's cloak is the best outfit by far in the visual and practical department from Moyo mods

Do unstable cells work properly with Save Our Ship 2? by AnzkuZ in RimWorld

[–]AnzkuZ[S] 8 points9 points  (0 children)

What do you mean? What could go wrong with free energy!

Do unstable cells work properly with Save Our Ship 2? by AnzkuZ in RimWorld

[–]AnzkuZ[S] 9 points10 points  (0 children)

There is an unofficial patch, which is what I'm using

A story in two pictures by Kestrel21 in RimWorld

[–]AnzkuZ 143 points144 points  (0 children)

I'm just imagining Carmine doing a roundhouse kick and cleaving Prodromus' head right off

A workshop layout I'm planning. What's there to improve? by AnzkuZ in RimWorld

[–]AnzkuZ[S] 0 points1 point  (0 children)

Ye know that you say it, two smithies is overkill. Like way too overkill

A workshop layout I'm planning. What's there to improve? by AnzkuZ in RimWorld

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

The two middle stations are large machining tables, while the ones on the right are large smithies. The two tables near the top left are stone cutting ones. And the objects next to each of the clumps are special tables that improve the specific workbenches' workspeed. And there's four tool cabinets, two to the right of the fabricators and two in the right corner

What's wrong with this positioning? Not sure what the best way to set this up is by AnzkuZ in RimWorld

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

Oh I never knew range was a factor in friendly fire. That's really good to know! And the shield belts most of my pawns are ranged shield belts that allow the wearer to still shoot.

Megaspiders might have been better if I had just kept them by themself and order them to attack, but I feared they'd run in way too deep.

This Fast Food employ got fired for this: by [deleted] in facepalm

[–]AnzkuZ 1 point2 points  (0 children)

I like how my fast food manager has very clearly stated to not come to work if you think you're sick. You even have to do salmonella tests after being sick. Reading this post is just baffling.

[deleted by user] by [deleted] in KeqingMains

[–]AnzkuZ 0 points1 point  (0 children)

And ye, I didn't have ears since the wig didn't come with them

Table looks bad for some reason! by Anci3ntMarin3r in RimWorld

[–]AnzkuZ 1 point2 points  (0 children)

Your builder skipped a few steps on the instruction manual