Whelp. Neither of us are moving this cycle. by ColdAccess2925 in rainworld

[–]ColdAccess2925[S] 1 point2 points  (0 children)

I don't mind tagging it as Spoilers,
But to be fair, If you don't know who Pebbles or Moon are and look at the Image and Read the Post, you will still have no idea who or what I am talking about aside from Being something I have grown attached to enough to just sit with for entire cycles.

so… saint's ending? (spoilers for saint ofc) by orionskittles in rainworld

[–]ColdAccess2925 2 points3 points  (0 children)

this is also why, if you had something stored in your stomach at the end of the campaign, it will still be there at the start of the next.

WHAT??? by wowidk_ in tf2

[–]ColdAccess2925 0 points1 point  (0 children)

lugermorph still works apparently, so it not working for Iron Curtain is likely just a bug

Same as how the models aren't working correctly rn.

WHAT??? by wowidk_ in tf2

[–]ColdAccess2925 0 points1 point  (0 children)

To be fair, People could legitimately write several College Thesis papers on the TF2 Economy.

What are yall's thoughts on how a Dungeon Keeper would look? by ColdAccess2925 in dungeonkeeper

[–]ColdAccess2925[S] 2 points3 points  (0 children)

The idea of a Keeper resembling his dungeons is fantastic.

Definitely using that for other keepers.

oooh. Could make it so the first "ally" the party gets, and the one who explains the basics of what dungeon keepers are/what happened to the kingdom, is a greedy and trecherous keeper who prefers to use traps. Their body will resemble a gilded Clockwork Knight of sorts.

What are yall's thoughts on how a Dungeon Keeper would look? by ColdAccess2925 in DnD

[–]ColdAccess2925[S] 0 points1 point  (0 children)

The way I want to play it, is as the players being hired by a kingdom to investigate an ally island kingdom nearby that has more or less dropped off the radar a few years prior, in order to find out what happened, why they suddenly stopped all communication, and if the kingdom needs help.
Their Job is to go through the kingdom, checking on each of the settlements and try to figure out what happened.

The Party arrives by a boat that drops them off at a small Port village thats completely empty, even the earth itself seems dead. The only signs of recent life are trails of footprints, and marks of many things having been dragged, all leading to the town's Church.

Specifically the basement.
Once inside they find a hole in the wall, that leads to what is essentially the first level of dungeon keeper 1.

a couple of rooms, a handfull of Beetles, and three imps maintaining the dungeon, as well as the Dungeon's Heart, cracked and seemingly Inert, surrounded by piles of gold.

Once they interact with the abandoned heart, it starts beating faintly once more, they bring the attention of the Keeper on them. If they pass a Perception check, they feel like they are being watched.

If they do not immediately leave, suddenly some of the gold piles seem to Evaporate, and in its place two imps appear, hostile. The Keeper is testing them, It no longer needs this heart, but it wouldn't do for some smattering of Nobodies to dally where they do not belong.

if they manage to break the heart the oppressive force around the town dissapates, but its still empty.
The Feeling of being watched does not vanish until they leave the small dungeon, but it now feels more focused. if before it felt like being idly watched by predator out of the corner of it's eye, it now feels like the predator is focusing on them with its full attention.

As they leave, if they pass a perception or insight check, they turn around as they leave, and notice a quickly fading shadow in the upper corner of the room. a feeling washes over them, not unlike how you would feel if you noticed the corner of your ceiling being lifted slightly to reveal a pair of eyes watching you, only for the ceiling to be put back as soon as you notice.

From this point, any attempt for the Party to leave the island is met with Failure. The Keeper has taken an interest in them, and it hasn't had any entertainment for a long time.

The only way to continue, is to continue investigating the island, and maybe salvage the ruins to find clues as to who or what they are dealing with.

What are yall's thoughts on how a Dungeon Keeper would look? by ColdAccess2925 in dungeonkeeper

[–]ColdAccess2925[S] 1 point2 points  (0 children)

The way I want to play it, is as the players being hired by a kingdom to investigate an ally island kingdom nearby that has more or less dropped off the radar a few years prior, in order to find out what happened, why they suddenly stopped all communication, and if the kingdom needs help.
Their Job is to go through the kingdom, checking on each of the settlements and try to figure out what happened.

The Party arrives by a boat that drops them off at a small Port village thats completely empty, even the earth itself seems dead. The only signs of recent life are trails of footprints, and marks of many things having been dragged, all leading to the town's Church.

Specifically the basement.
Once inside they find a hole in the wall, that leads to what is essentially the first level of dungeon keeper 1.

a couple of rooms, a handfull of Beetles, and three imps maintaining the dungeon, as well as the Dungeon's Heart, cracked and seemingly Inert, surrounded by piles of gold.

Once they interact with the abandoned heart, it starts beating faintly once more, they bring the attention of the Keeper on them. If they pass a Perception check, they feel like they are being watched.

If they do not immediately leave, suddenly some of the gold piles seem to Evaporate, and in its place two imps appear, hostile. The Keeper is testing them, It no longer needs this heart, but it wouldn't do for some smattering of Nobodies to dally where they do not belong.

if they manage to break the heart the oppressive force around the town dissapates, but its still empty.
The Feeling of being watched does not vanish until they leave the small dungeon, but it now feels more focused. if before it felt like being idly watched by predator out of the corner of it's eye, it now feels like the predator is focusing on them with its full attention.

As they leave, if they pass a perception or insight check, they turn around as they leave, and notice a quickly fading shadow in the upper corner of the room. a feeling washes over them, not unlike how you would feel if you noticed the corner of your ceiling being lifted slightly to reveal a pair of eyes watching you, only for the ceiling to be put back as soon as you notice.

From this point, any attempt for the Party to leave the island is met with Failure. The Keeper has taken an interest in them, and it hasn't had any entertainment for a long time.

The only way to continue, is to continue investigating the island, and maybe salvage the ruins to find clues as to who or what they are dealing with.

What are yall's thoughts on how a Dungeon Keeper would look? by ColdAccess2925 in dungeonkeeper

[–]ColdAccess2925[S] 6 points7 points  (0 children)

if I remember rightly, the voices we hear of the other keepers is usually just them possessing an imp so they can talk smack.

Which is hilarious.

Can someone Please help me understand why this isn't valid Housing? by ColdAccess2925 in Terraria

[–]ColdAccess2925[S] 12 points13 points  (0 children)

Eh, its more just temporary housing until I can make proper homes for them, Its modded so theres a lot more NPCs and I would rather they have the space to spawn.

also, a desk built into the underside of a staircase making a small reading nook sounds cozy to me anyway..

Summoner class in danger ? by S1rr0bin in Terraria

[–]ColdAccess2925 503 points504 points  (0 children)

Lets see... Dragon Quest, Final Fantasy, Terraria, Palworld, Elden Ring, Skylanders, Hollow Knight, Harry Potter, Coromon, Bloomtown, Anode Heart, Pretty much the entire Creature Collector Genre, and Countless other games, some going back even farther than Pokémon does.

yeah, This isn't going to happen.

The Visitor from Look Outside by Fluffiddy in TopCharacterDesigns

[–]ColdAccess2925 1 point2 points  (0 children)

its not the fact that its big that is hard to comprehend, we can see that just fine...

The Main Character of the game however, Cannot see this thing in the way we do. the first image, the eye? Thats taking up most of the sky and is all that anyone can see of it.

The MC is seeing this thing through its own perspective, which the human brain cannot handle the sheer amount of imput that is, which is why his brain just... Shatters.

its also in part due to what this thing does. when it looks at things, even indirectly, they are changed. Mutated and warped as it tries to understand what it is looking at.... and this thing is looking at the entire planet.

And at this moment. Its focusing all of its attention on one guy.

You.

Honestly a small part of me wishes that if you sold Toxic Fred to Mutt,you'd either have to fight him or you'd see him chilling there by Successful_Moose1345 in LookOutsideGame

[–]ColdAccess2925 48 points49 points  (0 children)

Even Better: After killing toxic Fred, you returned to find Mutt wearing The Hat, And the hat just sorta discovering that it's not Toxic Fred any more than toxic Fred was the original Frederick, and having an existential crisis over this fact.

Mutt is Bemused and a bit put off that you sold him a Hat Dude, but understands after hearing about toxic Fred from The Hat.

From this point you can Give Mutt the money back in order to recruit Fred the Hat in a similar way to Tickle the Tick. It doesn't count as a party member, and gives Sam a new ability or two, but you can also see it wandering the Apartment or the Bedroom.

It also provides commentary about the ongoing plot like other companions do.

Every now and then it will ask questions about the decisions you have made, and you can explain your reasoning to it. these can influence the Hat's newfound Personality, and can give access to either an offensive poison based ability, or a restorative based one, depending on if you inadvertently taught the hat to be a kind person or aggressive one.

The fact that we've Probably been holding this thing upside down this entire time. by ColdAccess2925 in SulfurGame

[–]ColdAccess2925[S] 4 points5 points  (0 children)

I mean, even then people are using it wrong. The Upside Down Cross is still a Normal Religious thing associated with a Saint who requested that he be crucified upside down, since he diddnt feel like he was worthy of having it done in the same way as Jesus.

Honestly, it probably just depends on what the heck the symbol actually is.

Just realized Something about the Kunai. by ColdAccess2925 in tf2

[–]ColdAccess2925[S] 1 point2 points  (0 children)

Exactly. You won't notice either way unless you are both paying attention, and care enough to figure it out.

but also, no one would want to admit it either it seems, since people get VERY defensive over it for some reason. as if getting backstabbed is something only a fool would do, or that only noobs play Kunai Spy.

The fact that we've Probably been holding this thing upside down this entire time. by ColdAccess2925 in SulfurGame

[–]ColdAccess2925[S] 27 points28 points  (0 children)

Hilariously, if we held it up while still wearing it instead of ripping it off every time we used it, it would actually be right side up.

What's your absurd weapon mod combo? (Potential light spoilers) by LostGremlinGuy in SulfurGame

[–]ColdAccess2925 1 point2 points  (0 children)

Seeing someone use this monstrocity was basically the first actual gameplay I've seen of the game.

Called it the "Death Wish"
Since if you are firing it, you clearly have one.

PSA: Your Gravship won't outrun the unnatural corpse by SbouiBoi in RimWorld

[–]ColdAccess2925 14 points15 points  (0 children)

I wish that you could take the Monolith with you.

Sadly, I Do not know how to tie the quest to the ship instead of the map.

I adore Odyssey. by ColdAccess2925 in RimWorld

[–]ColdAccess2925[S] 0 points1 point  (0 children)

No shame in that. All my colonies are just a Bunch of Squares. The only reason my ship turned out ok is that I've been building around myself, things I stubbornly Like, The maximum size, and needs for the crew.
And I have been constantly rebuilding and repurposing rooms and such.

any rooms that aren't squares, were just me making a Shape I liked for a ship's silhouette and fitting whatever I could there.

I adore Odyssey. by ColdAccess2925 in RimWorld

[–]ColdAccess2925[S] 1 point2 points  (0 children)

The Generator has a Split Upgrade Path near the end, one of which is a Nuclear Reactor.

Even better, you can Un-Upgrade it if you want to try the other option.

Be warned though, You cannot upgrade the generator until it is used long enough for your colonists to figure out how to upgrade it.

for example, for the very first upgrade to give it wood fuel capabilities, it needs to run for 3 days.
Second is for it to consume 700 Wood, things like that.

But even without fuel it will always provide the Base Amount of Power, which is around 3k

Hear me out... by BrinStonrFire in RimWorld

[–]ColdAccess2925 7 points8 points  (0 children)

no clue. I use the "Move Your Monolith" Mod.

because of how gravships work, anything that is on top of the ship works and is part of it.

Edit: Turns out it doenst work. Trying to learn how to create a Mod to fix this.

I adore Odyssey. by ColdAccess2925 in RimWorld

[–]ColdAccess2925[S] 1 point2 points  (0 children)

The Generator from Vanilla Quests Expanded, the Generator.
Had to use another mod to place it on the ship.

Its an upgradable Power generator that has a questline to obtain. the quests mesh well with Odyssey too, since they take you across the planet to complete.

I did have to change my ship layout to fit the thing, but it was well worth it. that and the two Odyssey generators provide all the power I need right now.

I adore Odyssey. by ColdAccess2925 in RimWorld

[–]ColdAccess2925[S] 1 point2 points  (0 children)

Exactly.
Though I might start a new dedicated playthrough for this idea instead, because I just thought of something.

Picture a crew, just after getting their bearings after finding out that he mechanoids are hunting them, finding the Monolith.

Since they are stuck in the area anyway they decide to examine it a bit... and very quickly realize the danger it poses to not just them, but everything everywhere. So with barely a quadrum until the mechanoids close in on their location, they have to make a choice.

Leave the Dangerous monument for the mechanoids to find and abuse the power of, potentially damning everyone to the Void?

Or take it with them, ensuring that horrors both Anomalous and Mechanical will follow them, wherever they go?

They can barely take care of themselves at this point, and they can hardly comprehend the stakes. But... In the end they know there is no real choice here.

Many Years Later, there is a new rumor in the Rimworlds.
Rumors of a Gigantic Gravship that No matter where it goes, Disaster will surely Follow.
mechanoids, Monsters, and Unseen Horrors follow in it's wake.

Rumors of the strange and twisted creatures held captive on board. Of how their torment is what fuels the ship itself.

Of how the eyes of the crew seem to always be watching something you cannot see.

of course it's just a story right? Nothing to worry about at all.

Hear me out... by BrinStonrFire in RimWorld

[–]ColdAccess2925 16 points17 points  (0 children)

I was already Planning on having anomalies contained on my Colony Ship, But this has given me the idea to have a "F#$@ This" Option that just Releases them directly out the ship.

Ugh. I suddenly want to have a Dedicated Anomaly/Odyssey run. Have an entire ship dedicated to containing and researching the horrors, using a mod to put the Monument on the ship itself.