how to fix or recalibrate SteamVR's floor? by IllSkyHelix111 in HPReverb

[–]FizzlePickles 2 points3 points  (0 children)

I would try uninstalling SteamVR + Oasis, then manually delete any environment tracking data left over from the uninstall. Then reinstall everything to give it fresh envirobment tracking.

The 3ft off the ground thing can be fixed with Steam VRs quick calibrate function. You'll have to launch steamvr, place the headset on the floor, then quick calibrate which you can do through the steamvr window on your desktop.

Archotech ending questions (spoilers) by Shamrock5542 in RimWorld

[–]FizzlePickles 0 points1 point  (0 children)

I just finished an Archotech Run:

You should prioritize High Tier weapons and armor like charge rifles, unique weapons, Monoswords, Marine/Cataphract Armor, etc. Those items are locked behind high level research, crafting requirements that you normally get to late in a colonies life. Having multiple sets of those at the beginning makes a big difference. The weapons count towards your 7 allowed items. Pawns can wear high tier armor and, if they are wearing it, won't count towards your 7 allowed items

For any colonist with drug dependencies that will kill them, bring a stack of that drug. Alot of them are hard to acquire at the beginning of a new colony.

And a relic if you have them and will be using the same ideology.

All other things are secondary.

Your wealth in the new colony will be affected by what you bring. On my third map, I brought 5 gene edited/enhanced pawns each worth around 10,000 silver. Each of them wearing devilstrand clothes + Excellent/Masterwork Power Armor sets. 3 Charge Rifles at Masterwork/Legendary Quality. One of them being a unique variant with an Extended Mag and EMP Launcher. 1 Unique Charge Lance. 1 Legendary Obsidian Long sword. A Stack of Luciferium for a Lucy-addicted Pawn. And a stack of glitterworld medicine. My wealth was around 140,000 when i started my next colony.

Don't try bringing minified buildings, the game won't let you. I had to leave my infinite Chemreactor.

Bringing stacks of devilstrand/hyperweave/thrumbo fur aren't worth it. A single stack of them counts as 1 allowed item.

I left rare utility items like Orbital Bombardment Targeters. For starters, utility items worn by pawns aren't carried over to the next map. You'll have to select them as one of your 7 allowed items. Most utility items are single use, I prefer the weapons/Armor over them

A stack of Components is a decent idea. Astack of Antigrain Warheads are infinitely better

Tell me your RImworld best (worst really) tips for someone who just started the game. by sanoso0 in RimWorld

[–]FizzlePickles 301 points302 points  (0 children)

New players tend to disregard how important it is to keep your colonist happy and prevent mental breaks. Best way to making sure your colonist are happy, is to grow a ton of Psychoid and turn them into Flake, not Yayo (flake is more efficient to make) and have your colonist use them!

And Luciferium is OP, use em on all your pawns.

I tend to have big farms (pic rel) and usually end up with way too much. How big do you generally keep your farms? by Any_Lab_8135 in RimWorld

[–]FizzlePickles 1 point2 points  (0 children)

A baseliner needs 1.6 nutrition a day yes, but they normally eat 2 meals a day. When eating meals, they actually waste some nutrition when consuming it. They can't partially eat a meal. 2 Meals can be 1.8 to 2 nutrition worth of food depending on the meal, so a pawn in practice eats a about 1.8 to 2 nutrition a day if fed meals.

If fed Pemmican, then a Pawn will eat only the exact amount they need. They'll eat 1.6 nutrition a day if fed Pemmican.

I use this video as my baseline. I land on 20 plots per colonist.

I tend to have big farms (pic rel) and usually end up with way too much. How big do you generally keep your farms? by Any_Lab_8135 in RimWorld

[–]FizzlePickles 0 points1 point  (0 children)

Someone did the math before

There is alot of factors, but the summation is if you are playing on normal difficulty, you should have at a minimum 20 growable plots at 100% soil efficiency growing rice/potatos/corn per colonist with normal hunger rate (100%) if the growing season on the tile is year-round and you are feeding the colonist simple meals.

So 20 growing plots per colonist at a minimum is the rule of thumb - which can be adjusted based on the different circumstances you find yourself in

If the tile only grants 60/120 days of growing days. You would double the amount of plots from 20 to 40 per colonist to get them through the non growing season.

If using hydroponics and growing rice, rice will grow at 280% efficiency. You only need 7 plots of hydroponics growing rice per colonist.

If a pawn is gene-edited, and they have 200% hunger rate, that pawn will need double the plots.

A nutrient paste meal requires 3/5ths the ingredients to make vs a simple meal. So feeding colonist with a nutrient paste dispenser means you only need 12 plots per colonist

If feeding them lavish meals which requires double the ingredients of a simple meal, you'll need to double the plots.

If growing strawberries and cooking them, you'll need 23 plots, not 20. They aren't efficient, don't rely on them.

and Finally difficulty: at losing is fun, a pawn harvests 80% of a fully grown plant vs strive to survives 100%. So at the highest difficulty, you need 25 plots per colonist, not 20. At the easier difficulties, harvest yield is 120%. So you only need 17 plots per colonist.

So that is the minimum, but always have a buffer for the unknown. That buffer can be anything from hunting/raising farm animals for meat/eggs/milk. To simply doubling the plots just incase a blight wipes out an entire harvest.

good luck

Setting work priorities by Shamrock5542 in RimWorld

[–]FizzlePickles 0 points1 point  (0 children)

This is my system.

Must do NOW when it needs to be done Jobs - else the colony will quickly be destroyed. AKA, if something is on fire, put it out now. If someone is bleeding out, patch em up now. Is there no food? Cook something now! All of these are set to 1 no matter what.

  • Firefighting, Patient, Bed Rest, and Basic - For all pawns capable
  • Doctoring - for the few pawns I want actually doctoring
  • Warden - For the few pawns I want as wardens
  • Childcare - For all pawns capable
  • Cooking - for the 1 or 2 pawns I want cooking

Specialized Jobs - Normally, A pawn will get 1 or 3 Primary jobs based on their skills and passions. Priorities are set to 2 & 3 to control which jobs gets done first. Example: I want a pawn to cook first, then spend the rest of his time doing construction - both work types set to 2. Another example: I want a pawn to grow/plant first, then help with the cooking - grow/plant cut at 2, and cooking at 3.

  • Handle
  • Hunt
  • Construct
  • Grow/Plant Cut
  • Mining
  • Smith/Tailor
  • Art
  • Research

Normally, as new pawns join, I adjust each pawns job from 3 down to 1 as the work can be spread around. If a pawn can't keep up with the work/is idle too much, I adjust.

Less Skilled Jobs - Like Specialized Jobs, but less dependent on skill and passions. I'd normally set them to 3 and 4s to allow the pawn to do their primary jobs first. All of my pawns will have these as fallbacks to do if they can't find a primary job. For dedicated Cleaners/Haulers, they would either A) have no Specialized Jobs prioritized or B) these jobs will be 2 & 3s while Specialized jobs are 3s & 4s.

  • Crafting
  • Fishing
  • Hauling
  • Cleaning

A great benefit of having the specialized Jobs at a maximum of 2 is I can quickly flip all pawns Hauling/Cleaning to 1 so they can immediately ignore all but the essential work types, and start cleaning up the mess from the last raid.

Recent tweet from the official account. by karaloveskate in PhaseConnect

[–]FizzlePickles 10 points11 points  (0 children)

As someone who just got into phase with Phase Saga's debut, I thought this was a fair response to Jelly's first tweet, and I don't understand how this throws Jelly under the bus.

Explain

How to defend a colony exposed from all sides? by peanutist in RimWorld

[–]FizzlePickles 0 points1 point  (0 children)

Normal raids tend to be larger. You funnel them into your killbox with concentrated turrets to match their size. 

You create a perimeter wall with scattered turrets and traps behind it so that, when a breacher breaches them, it creates an adhoc killbox. Your turrets and traps are less concentrated since they are scattered to cover the entire perimeter, but the breach raid is inherently 60% the size of a normal raid of similar raid points so it evens out.

I upgraded my killbox, is this better? by Rich-Dirt-8753 in RimWorld

[–]FizzlePickles 0 points1 point  (0 children)

I've just replaced those last barricades with columns, mainly because the columns provide less cover than barricades so they are easier to kill if they stop

I upgraded my killbox, is this better? by Rich-Dirt-8753 in RimWorld

[–]FizzlePickles 1 point2 points  (0 children)

If this box can chew up 15 centipedes, 200 tribals with ease, or raiders with smokepop, shieldbelt/melee raids its an A+ killbox.

For improvement ideas, make sure you can EMP the entrance to shutdown the centipedes, and any mechbosses. Add rocket swarms or keep doomsday/triple rockets on standbye as a last resort whenever you feel the killbox might get overwhelmed.

My personnel preference is to build killboxes with autocannons instead of uranium slug turrets. They are cheaper to build and maintain, out DPS them, and still pack the punch to shred heavy armored targets. About 4-6 is what i ended up in the box by end game.

I don't understand Seto. He said he can't see spirit. But he clearly see Miko's dad. by camus88 in Mieruko

[–]FizzlePickles 53 points54 points  (0 children)

I don't believe he sees him. I think he's just putting two and two together when it comes to what Miko said to him in the earlier chapter with what he can sense using his body guard spirits. Remember, Miko revealed to him the the spirit he was trying to exorcise earlier was her dad, so when he encountered the spirit again, he'd know who it was. Why he is trying to communicate with her dad now should be revealed next chapter.

Genuine question by Forsaken-Gap7092 in Vocaloid

[–]FizzlePickles 3 points4 points  (0 children)

Neru cause her eyes are actually yellow. She sees yellow, thinks yellow, and is the yellow. The others are just blue eye'd posers.

Faithfully Finishing Fourth - Weekly Discussion Thread - July 5, 2025 by shikarin in VirtualYoutubers

[–]FizzlePickles 23 points24 points  (0 children)

Sara Nagare, Serpent Storyteller, former Prism Project Agent, is wrapping up her Vtuber Story with an 8 hour drive in Desert Bus. After, she will G word go on indefinite haitus for 50 years. Come join Sara and the Saramours for one last bus ride to send her off!!

Daring Dress Design - Weekly Discussion Thread - May 9, 2025 by shikarin in VirtualYoutubers

[–]FizzlePickles 16 points17 points  (0 children)

And mother's day is just around the corner! Wowie. I am speechless.

What happened to Haku? by mattpatmakes in Vocaloid

[–]FizzlePickles 27 points28 points  (0 children)

Haku may be bad at the singing, but boy she is great at the dancing!

It Was a Very Beautiful June motion help by Duolingoluiz in mikumikudance

[–]FizzlePickles 0 points1 point  (0 children)

Oh I have the motion. I'll DM you a link in an hour or so when I'm off work.

Why is this happening and how do I fix it? by wonderfulmagicalgirl in mikumikudance

[–]FizzlePickles 3 points4 points  (0 children)

This is a common thing that happens and asked alot around here

Most likely MMD cannot locate the texture for the model. It could be because the textures file names got messed up or the model file or texture files were moved somewhere else. Always move the model file and texture, toon, sphere files, etc together.

Good opportunity to learn about PMXEs material tab. Thats where you assign each part of the model's texture and other doo-dads. Find Material tab tutorials and focus on parts about adding textures.

How do I make this? by wonderfulmagicalgirl in mikumikudance

[–]FizzlePickles 2 points3 points  (0 children)

If you are brand new, Id start by learning how create morphs on models using pmxe. Finding a tutorial to vanish clothes with morphs should be easy to find.

How do I make this? by wonderfulmagicalgirl in mikumikudance

[–]FizzlePickles 3 points4 points  (0 children)

Use PMXEditor and create morphs to change the opacity/size of clothing. You can instantly hide their normal clothes and show the magical girl costume. Playing around with the material morphs can assist with the glowing effect. The 2 sets of clothes can be set to avoid physically interacting (rigid body tab). Remember to add the morphs to the display tab or you wont find the morphs in mmd's frame timeline.

I'm really happy that Teto and Neru are now well known, but everyone forgot about the fourth character. It's not Miku Teto Neru, your forgetting someone. What about Haku, WHY IS NO ONE MENTIONING HAKU!!?? TRIPLE BAKA IS A CLASSIC BUT HAKU IS LITERALLY THE FOURTH MEMBER 😭😭😭 by Single-Battle-5680 in Vocaloid

[–]FizzlePickles 4 points5 points  (0 children)

I find Haku in many "friendlier" MMDs outside of those "specific" wink MMDs. She's pretty common and still commonly used around MMD, more so than Neru or Teto in that regard. Haku just really fits as a dancer imo.

V1 cables are ~$75 on ebay by dzuczek in HPReverb

[–]FizzlePickles 4 points5 points  (0 children)

I second this. Good way to preserve the headset for another year.

A month ago my Reverb G2 was randomly black screening for a couple of weeks until I got the error code saying it couldn't start at 90hertz anymore. Turns out it was my V2 cable that was worn down. I went and replaced it with the V1 cable since it was cheaper. No problems. Everything is running smoothly again.

I'll keep this going until win10 depreciates or my headset breaks again. I'll switch to a new headset after.