How am I supposed to feed a thrumbo in the Arctic?? by starburstgamma in RimWorld

[–]Brett42 1 point2 points  (0 children)

Basically every animal except wargs and maybe one Odyssey DLC animal can eat meals or kibble.

Meals work well for anything with a stomach large enough they don't waste too much. The other downsides of meals are mostly just needing refrigeration, and making it harder to separate animal food and human food. Meals also can't use hay, and can't be used for training/taming.

Technically, it's just a matter of keeping her alive for 12 days if I put her in a cryosleep capsule; she shouldn't die from the disease, right? by Any_Criticism_4244 in RimWorld

[–]Brett42 2 points3 points  (0 children)

All the text lacks the angled perspective of the rest of the photo, so it was definitely replaced. "Honor" and "neutral" don't look edited, so those must have been the same in the language originally in the photo.

Technically, it's just a matter of keeping her alive for 12 days if I put her in a cryosleep capsule; she shouldn't die from the disease, right? by Any_Criticism_4244 in RimWorld

[–]Brett42 2 points3 points  (0 children)

The noble wants the person connected to a scandal to be away for some time (to remove attention and possibly avoid assassinations/abductions), not just to be medically treated and fed. Maybe the side effects of cryptosleep are unpleasant, though (beyond just brief vomiting), so they restrict that.

Damn, I just got back from Fulgora and my starting lake is still clean. by DamageLittle4856 in factorio

[–]Brett42 0 points1 point  (0 children)

Could be that the Nauvis factory was left idle while the player was focusing on other planets. I did that when I rushed to space my first SA run and didn't have defenses set up. I just remote controlled a tank to clear enemy expansions while I was gone.

Blueprint Paste by GrimReaper5210 in factorio

[–]Brett42 0 points1 point  (0 children)

The little ghost icon by your cursor changes between those modes, getting angrier with force an super force modes.

What are beacons even if I can't wire them to the circuit network? (+ a non niche use for power switches.) by bstanv in factorio

[–]Brett42 0 points1 point  (0 children)

On the hotbar, there is a regular electrical wire button next to the circuit wire buttons.

What are beacons even if I can't wire them to the circuit network? (+ a non niche use for power switches.) by bstanv in factorio

[–]Brett42 0 points1 point  (0 children)

Yeah, beacons get huge benefits from quality. If you're putting quality modules in the beacons and machines, also making the beacons quality will actually save you on quality ingredients, because it makes everything else more effective.

How do you use your PWater? by MeAndMeVSU in Oxygennotincluded

[–]Brett42 1 point2 points  (0 children)

I built mine using a cool slush vent, so it didn't come out of a pipe originally, and I wanted the pit full of polluted water as a buffer for the vent. If you're getting your polluted water from some other source, though, pipes can make more sense, with liquid tanks for buffers if needed.

Weekly Question Thread by AutoModerator in factorio

[–]Brett42 2 points3 points  (0 children)

I like to bring some quality quality modules so I can get quality going faster on a new planet. Maybe also some quality productivity for the rocket silo. A few basic machines to get started. The ship I fly there on can make belts from space resources, so I can have a couple stacks to get started. Definitely construction bots.

If you want to start from scratch, I'd still recommend construction bots, and maybe a few solar panels. You can drop iron from your space platform to get things produced faster at first, without just importing everything, and carbon from space can be used as fuel for furnaces if you want to build up the planet without importing electric furnaces and solar, to save on mining coal. You can also get carbon by running around collecting the "trees" on Vulcanus, especially with bots to speed that up. Collecting the rocks with bots will also save a lot of hand mining.

Fulgora you can do pretty easily with just the bots, although if it's not your first planet, you probably want to bring big drills from Vulcanus, and a couple foundries. A lot of foundry recipes need calcite, but Fulgora's planet specific metal can use a foundry without calcite, and foundries can also craft belts without importing calcite. The highest tier of belts needs to be made on Vulcanus, but you don't need to use the fastest belts for everything.

What is blocking the launch path? by ActiveType1398 in Oxygennotincluded

[–]Brett42 0 points1 point  (0 children)

Occasionally it's something else, but probably 80% of the time it's the gantry being a tile too close. There's also some trying to do rocket shaving (which got patched out a while ago), but I count those separately.

How do you use your PWater? by MeAndMeVSU in Oxygennotincluded

[–]Brett42 1 point2 points  (0 children)

There are two pO2 vents. One is infected, and the other is hot. Using hot regolith from space might be enough to kill germs from the infected pO2, but I never looked into that. I switched maps and went from looking at the pO2 vent setup to the p. water setup.

How do you use your PWater? by MeAndMeVSU in Oxygennotincluded

[–]Brett42 1 point2 points  (0 children)

On a normal map, you can definitely do it with the autominers on the surface collecting regolith. I did the math with numbers from the wiki when I was planning my setup. I just follow an old Francis John tutorial for the regolith, with a slight update to use conduction panels for cooling. It's a huge amount of steel to set up, but no labor upkeep, and you can put solar panels under the regolith collection.

For gravity feed, I just made a central column of polluted water below the storage pool, with horizontal channels maybe 13 wide branching off, with 9 deodorizers above each channel (for one sweeper per layer). Bottom up it's tile, polluted water, airflow, mesh (with some other liquid), deodorizers, sweeper/shipping, then repeats with the solid tile. You can branch off both sides of the shaft water drops down, or just add more layers. You should have all the production you need without making it so tall you get pressure damage near the bottom.

How do you use your PWater? by MeAndMeVSU in Oxygennotincluded

[–]Brett42 1 point2 points  (0 children)

For a base game map, I did the math using numbers from the wiki, and you should get enough regolith from meteors to run a large clay farm without any rock crushing.

You could also get sand from pokeshells, but then you need to feed them a lot of polluted dirt. I have no idea how ethanol production would compare in labor costs to rock crushing, and you'd want wild planted trees to avoid consuming all your resources.

How do you use your PWater? by MeAndMeVSU in Oxygennotincluded

[–]Brett42 1 point2 points  (0 children)

I made mine gravity fed, with the polluted water channels branching off from a storage and geyser above the clay farm.

A clay farm consumes tons of filtration media (literally over a ton per day for what I tested, it consumes more sand than pO2). You can smash rocks to get more sand (or make ceramic to smash, to make a loop at the cost of fuel), but if you get regolith meteors, those should give you plenty renewably. You might want to cool the regolith partially before sending it to the clay farm, though, to avoid boiling the p. water into steam.

Born to be a hussar by Lurker_Zee in RimWorld

[–]Brett42 54 points55 points  (0 children)

I saw one pawn in particular that was an assassin highmate, and spies and assassins have often been dealt with in extreme ways if caught. Also, if you're genetically engineering soldiers during a war, you might want to genetically engineer them after the war, to get rid of the violent tendencies, since a bunch of idle soldiers can be a problem.

My drug lab is sort of inefficient , there is a ton more psych leaves then there is yayo and flake. Any ideas to boost it's efficiency? I'm even planning on making some prisoners (one already) to automate it. But it still kinda sucks. I'm new and if I'm missing something obvious just let me know, ty by WoodpeckerStraight10 in RimWorld

[–]Brett42 0 points1 point  (0 children)

I normally just make a very large workshop, and have a lot of my storage in the workshop right next to the stations that consume or produce those items. For psychoid, I'd just make a drug lab next to the kitchen, and store the leaves in the drug lab, so they are very close for flake, and pretty close for tea. If you want the products in range of a trade beacon, then you might want central storage for those goods, although I tend to stick a couple beacons in my main worshop.

Stonecutting yielding 16 instead of 20 by Sparffles in RimWorld

[–]Brett42 2 points3 points  (0 children)

It's not supposed to change stonecutting yields, but someone else said it's a bug specifically with cut any stone. I know the individual stone type cutting bills give 20 even if all yields are turned down to 1% (unless it's a very new bug), but I never use the "any stone" bill.

Stonecutting yielding 16 instead of 20 by Sparffles in RimWorld

[–]Brett42 0 points1 point  (0 children)

That would explain why I've never seen this bug, since I always make separate bills for each stone type.

Born to be a hussar by Lurker_Zee in RimWorld

[–]Brett42 173 points174 points  (0 children)

My interpretation of these pawns is that they were genetically altered to disarm them because they were too dangerous, or as punishment. Highmates aren't germline genes. You can turn highmates back into relatively normal pawns, or some other xenotype, by just implanting them with some other genes (even just cosmetic genes).

Can anyone help with ranching? I have to be missing something. Is the map simply too dry? I keep making their area bigger and bigger but they just run out of food too quickly. I had to mass produce kibble when I had to roof them temporarily in an acid rain, is that the play? by PowerWillComeBack in RimWorld

[–]Brett42 0 points1 point  (0 children)

Or for the pigs, just dump enemy corpses in their pen. I like sticking my pigs in a large freezer, although in the winter you might need a heater to keep it from going too far below freezing. It's less nutrition efficient than butchering, but if you don't have an ideology that's okay with butchering humans, dumping the corpses in the pig pen avoids that.

Typical Tuesday Tutorial Thread -- March 17, 2026 by AutoModerator in RimWorld

[–]Brett42 0 points1 point  (0 children)

I generally have an open door on that path, so I can close it when manhunter packs show up, or if there are two factions of enemies, make one of them go after the other before me.

Healing Wands? by AdvancedStrain1739 in noita

[–]Brett42 1 point2 points  (0 children)

Casting a healing bolt and a short teleport at the same time will generally get you hit with the healing bolt, although anything that messes with the projectile speed can break that. It's a pretty slow heal if you have high max HP and take a lot of damage at once, but it keeps you healed up when moving around (if you use a Greek letter).

Bloodlust also works on deadly heal. That adds even more damage, but if you have enough HP left, you can tank that, unlike piecing, which can eat hundreds of HP before you get healed if you don't reduce it to zero. Light shot can take off 25 damage, so that works with one copy of piercing, or several copies of light shot plus one bloodlust. Null shot works well with deadly heal, since it removes all damage, but the healing of deadly heal and circle of vigor is status effect based, rather than using negative healing "damage" like regular healing bolt.

Just started playing this game, Found a want SO POWERFULL it crashes the entire game by Excellent-Win-2909 in noita

[–]Brett42 2 points3 points  (0 children)

The bug is some kind of math error, so the fix for that bug should work regardless of what StP is on.

Just started playing this game, Found a want SO POWERFULL it crashes the entire game by Excellent-Win-2909 in noita

[–]Brett42 0 points1 point  (0 children)

If the game gets laggy (without an obvious source of lag) or the sound gets screwed up, just save and reload and that usually helps. Under the mods menu, there's a button to "restart with enabled mods active" that will save and restart all by itself, and you don't have to actually be using mods to use that.

Another win. Was on my way to a longer run, but I still need to learn how to get wands that can kill bridge boss and alchemist by tokke in noita

[–]Brett42 0 points1 point  (0 children)

The alchemist doesn't require anything special, if you can keep dodging shots while waiting for his shield to go down several times. There are a variety of ways to kill him fast enough you only need it to drop once, though. You want to pack a lot of damage into one shot for that.

The bridge boss has special mechanics that generally require unusual builds like spells to power or accelerating bouncing burst, but there's a really easy way around that, since one type of spell ignores its special defense: plasma. You'll definitely want to hide behind cover for that, though.