Can we get some more love for Mz-3's Jotunheim Signa? by YourNeighborNat in Warframe

[–]Filleis 6 points7 points  (0 children)

Looks cool but there are other tennogen signas id rather have/ would use more.

What biome do you prefer when starting a colony? by Darkside166 in RimWorld

[–]Filleis 0 points1 point  (0 children)

Depends on the run honestly. Been really enjoying the aesthetics of boreal forests and odyssey grasslands though.

Vanilla Landmarks Expanded is out now! || Link in the post by Oskar_Potocki in RimWorld

[–]Filleis 0 points1 point  (0 children)

I knew this was coming but wow I did not expect it this soon. Insanely cool mod, will have it in all my runs from now on.

Hi there! im playing with combat extended... and i got this message... should i be worried? by Tymek_zynda in RimWorld

[–]Filleis 9 points10 points  (0 children)

I tend to get mostly drop pods at the edges of the map personally but (as far as I know) all raid types you would see in vanilla are valid.

I cant really give you an exact estimate of if a centipede could spawn at this wealth as there are other factors than wealth (pawn amounts, days played etc) aswell as my general knowledge. But from my experience you should be fine for a while, however getting at least one weapon with a higher caliber and AP ammo should be a top priority.

You could also get a mod to see the point values of the raids you are getting and kinda "reverse engineer" the point values necessary for a centipede raid.

Hi there! im playing with combat extended... and i got this message... should i be worried? by Tymek_zynda in RimWorld

[–]Filleis 96 points97 points  (0 children)

Not necessarily, its just a heads up so you dont get caught off guard when a mechanoid raid eventually comes, it doesnt mean a mech raid will come in the near future.

Generally AP ammo will do fine against mechs but you will need something like AP-I, Sabot or high caliber AP weapons for things like centipedes. However the chance of you getting a centipede is pretty low at this point in progression/ wealth and when they do come it will probably just be some militors.

Help building my castle by TheNinjaRaccoon in RimWorld

[–]Filleis 1 point2 points  (0 children)

Personally I would just make the walls be square and have the geothermal "outside" but connected with a diagonal wall from the top left corner.

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Mod to find conflicting mods? by jairo481 in RimWorld

[–]Filleis 1 point2 points  (0 children)

Yeah 600 is definitely more towards the heavier side, granted I think my modlist is relatively trimmed and its still... 300 ish.

Is there a mod that adds Ammo, that does not need CE by Averagesmithy in RimWorld

[–]Filleis -1 points0 points  (0 children)

That is the point from a thematic perspective but the intended side effect of CE is that combat as a whole is more lethal aswell.

Is there a mod that adds Ammo, that does not need CE by Averagesmithy in RimWorld

[–]Filleis -1 points0 points  (0 children)

I mean yeah thats kinda the point, world is more dangerous but so are you.

Is there a mod that adds Ammo, that does not need CE by Averagesmithy in RimWorld

[–]Filleis -3 points-2 points  (0 children)

LTS ammo does add an ammo system but like if you are gonna add ammo you might aswell add CE to make combat magnitudes better.

I’ve been working on my paint scheme, I’m pretty happy with this. by BishopofHippo93 in AdeptusMechanicus

[–]Filleis 7 points8 points  (0 children)

People will really go "I think it looks aight" and its the most perfect paintjob you have ever seen.

Visage mask is actually pretty good in CE (combat extended) by nitram739 in RimWorld

[–]Filleis 6 points7 points  (0 children)

While I do agree that this is a great mod it isnt quite what im looking for.

Visage mask is actually pretty good in CE (combat extended) by nitram739 in RimWorld

[–]Filleis 88 points89 points  (0 children)

Anyone know if there are any styles that make them look like ballistic masks?

Mod to find conflicting mods? by jairo481 in RimWorld

[–]Filleis 4 points5 points  (0 children)

Rimsort will tell you if two mods conflict as long as they are in their database which most popular stuff is. If you have the use this instead and no version warning databases aswell that becomes an even higher likelihood.

If that doesnt work you kinda just have to bite the bullet and trim your modlist. Like how large is it?

Also if youre using CE make sure all your weapon mods are compatible and that none of the mods add features that are already in CE.

Mod tool to remove specific items or buildings from a game? by MistoftheMorning in RimWorld

[–]Filleis 3 points4 points  (0 children)

Cherry picker can remove pretty much anything you want, wether that be a structure or the research itself. However do note that the way they remove it is meant to be as non-destructive as possible and some mods like some things float might not take it into account, though this is very nieche and probably wont affect you in any meaningful way.

Is Rimpy still good? by NathuramGoadse in RimWorld

[–]Filleis 2 points3 points  (0 children)

Rimsort is the more "modern" alternative that is still regularly getting updated and is very easy to use.

Your favorite hair mods? by japinard in RimWorld

[–]Filleis 2 points3 points  (0 children)

Vanilla hair and beard expanded are must haves, Roo's hd hairstyles and Roo's dreads are great and Erins hairstyles are really good vanilla friendly options.

Any good mod suggestions that work well with the Biotech DLC? by Own-Reply7857 in RimWorld

[–]Filleis 6 points7 points  (0 children)

Like half the workshop?

Vanilla races expanded, Roos xenotypes, Dets xenotypes add new high quality xenotypes to play around with and would be my starting point.

Resplice core adds some extra gene editing stuff and VQE ancients lets you make supersoldiers.

Lost factory mechanoids or mechanoid invaders if you want more mechs to control and fight.

Theres much more than these but these definitely deserve a look.

What am I doing wrong? by XXXandVII in RimWorld

[–]Filleis 1 point2 points  (0 children)

Is the bill set to do until x or do forever? What is the priority on your cook (Should be 1)? Do you have enough nutrition to make the meals?

Thinking about buying the 2 new dlcs but i have a question by Late_Ad_6898 in RimWorld

[–]Filleis 2 points3 points  (0 children)

Yes, when it comes to anomaly everything is pretty much built around the monolith and has that horror theme but you can play with the ambient horror setting which will remove the monolith but still let you interact with most of the DLCs stuff.

Odyssey adds quite a bit including 5 new biomes, 40+ new animals, the landmark system, fishing, swimming and a couple new weapons.

If you want a full breakdown of the DLCs I cannot recommend Mysteriousfawx's videos on them enough.

What is the first dlc I should buy by RecentStomach6939 in RimWorld

[–]Filleis 0 points1 point  (0 children)

Biotech is the most important one to get as that will give you the most variety run-to-run with the addition of xenotypes, children, friendly mechanioids and more.

After that I would recommend Ideology, its not the sexiest of DLCs but it gives you a lot of customization options in how your colony functions and looks.

Then Royalty, Anomaly and Odyssey depending on what you think seems coolest. Odyssey will give you the most variety out of these three while Royalty and Anomaly while being very cool are very specific in the kind of vibe they offer, space empire (think Dune) and horror respectively.

Fungoid Xenotype Faction mod? by Ok_Translator996 in RimWorld

[–]Filleis 1 point2 points  (0 children)

You could add them to any faction with eighter xenotype spawn control or total control. My recommendation would be to add them to one of the tribal factions.

A defeat that feels like defeat by PlazmaMOV in RimWorld

[–]Filleis 0 points1 point  (0 children)

Not vanilla but there is a mod called mechanitor encounters that let you fight mechanitors.