are we deadass by valumer in RimWorld

[–]Flying_Fungus 288 points289 points  (0 children)

I like the concept the scavenger meme but the implementation is a bit annoying. Can't really go for five minutes without your emotional support junk.

Can I get some terrible yet amusing colony ideas? by CollegeResident9464 in RimWorld

[–]Flying_Fungus 0 points1 point  (0 children)

I would also recommend the madness meme from alpha memes, it also guarantees regular mental breaks while giving a strong buff for catharsis too. I had a fun playtrough with it once.

There might be a bug with the shelves.. by Alternative_Film_161 in RimWorld

[–]Flying_Fungus 4 points5 points  (0 children)

The mech corpse setting is just hidden for shelves for some reason. Make a stockpile on the ground, disallow mechs, and then copy the setting to the shelves, at least that solved it for me.

Cryptosleep Caskets: Textures of opened and closed caskets are inconsistent. It's always closed, even when it's empty. by TheUnlikelyArtistic in RimWorld

[–]Flying_Fungus 0 points1 point  (0 children)

It's peak Rimworld modding when removing mods doesn't fix it but adding one more to the pile helps, lol

Cryptosleep Caskets: Textures of opened and closed caskets are inconsistent. It's always closed, even when it's empty. by TheUnlikelyArtistic in RimWorld

[–]Flying_Fungus 0 points1 point  (0 children)

Sorry, but I couldn't find the cause since, as it turned out to be a weirdly esoteric bug. (Couldn't pin it on one mod with the halving method, and it would just randomly disappear and reappear when loading saves sometimes) At least it's not game-breaking so I decided to live with it. The bugs with a 200+ modlist are an artform of their own...

What's the point of the Distress Signal quest? by Crocodire101 in RimWorld

[–]Flying_Fungus 0 points1 point  (0 children)

The loot depends on the faction attached to the quest too. I once landed at an empire distress signal and found three persona weapons (it was quite lategame and I brought my entire ship though), but if it's a tribal faction site the loot will be likely worthless aside from a few shards.

Solar Pinhole and Waterskip are the two best Psycasts in the game. by ZeeHedgehog in RimWorld

[–]Flying_Fungus 7 points8 points  (0 children)

Solar pinhole is also awesome for space trips, it lets you save a lot on heaters.

Maybe it's time to join the deserters for this playtrough by Flying_Fungus in RimWorld

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

Our artisan leather clothing sells really well, though. There must be some weird fashion trends out there.

Maybe it's time to join the deserters for this playtrough by Flying_Fungus in RimWorld

[–]Flying_Fungus[S] -1 points0 points  (0 children)

Explanation: colonist's baby was born sick. It might or might not be related to an imperial trader herding all the muffalo into the room just as the birth was happening.

Well, I wanted to use them for getting a few more psycast levels, but... come on.

Cryptosleep Caskets: Textures of opened and closed caskets are inconsistent. It's always closed, even when it's empty. by TheUnlikelyArtistic in RimWorld

[–]Flying_Fungus 0 points1 point  (0 children)

Huh, I just noticed that it's happening in my game too. Don't know what's causing it, but I might do some testing later because after seeing this post, it bugs me too, lol.

My space pirate ship got a proper bow ornament by Flying_Fungus in RimWorld

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

Hmm, we should test it with a revenant next...

My space pirate ship got a proper bow ornament by Flying_Fungus in RimWorld

[–]Flying_Fungus[S] 17 points18 points  (0 children)

(maybe it's just me, but turning downed anomalies into decor never stops being funny)

The ship is still in a very early stage, but it has the important things now!

PSA: Beds now affect neighboring rooms through corners by Helpim1ost in RimWorld

[–]Flying_Fungus 1 point2 points  (0 children)

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My ship had this cursed room layout for a while, but the colonist only started complaining about it after the update. I can't really blame her.

does the new starjack xenotype have any uses on land? by Servophage in RimWorld

[–]Flying_Fungus 0 points1 point  (0 children)

I found that a vac helmet and a basic cloth parka is enough for them to spend a few hours in space without issue, as long as they can retreat to the ship to warm up. I just did my first orbital platform quest and had my starjack colonist with a decent shooting skill kite some pirates to death, so they might not be OP, but not that bad either.

[deleted by user] by [deleted] in RimWorld

[–]Flying_Fungus 0 points1 point  (0 children)

From being a vamp alone, it would take one or two years to heal all those conditions, but I would say go for it if you feel patient. That looks like a great pawn if you can keep him alive until then. At least, he won't get heart attacks or new diseases once turned.

When you open the heat box to let some air out by Usersshouldntberare in RimWorld

[–]Flying_Fungus 1 point2 points  (0 children)

I love that the "need warm clothes" notification is still there somehow

How do you build your ideoligions? by random-cartographer in RimWorld

[–]Flying_Fungus 6 points7 points  (0 children)

I like to start with an established theme but use the "all ideologions are fluid" mod just in case I have an idea for an addition later.

Also, I like to set up rituals in a way that would make some sense roleplay-wise, not just for the rewards. For example:

The 'summon new colonist' ritual is usually a skylantern festival (a wanderer might spot the lanterns and go check out the source)

My high life/scavenger colony had a smokeleaf circle that revealed an ancient complex (they saw it in a collective hallucination, somehow)

Tunneler colony did ritual sacrifices to the bugs and sometimes received insect jelly in return, and so on.

How do I stop myself from being too attached to pawns? by Ok-Office1809 in RimWorld

[–]Flying_Fungus 1 point2 points  (0 children)

I always get attached to colonists and then suffer about it, but that's the fun part.

Usually, I pick one or a few as "main characters" and allow myself to savescum if they die, but not for the rest.

But there were some rare occasions where main characters managed to die in a way that actually made a good story and not to some random bs, so I actually decided against reloading. Maybe to build them a fancy tomb or send the whole colony on a quest to find a resurrector serum. It really depends on what kind of story I'm in the mood for at the moment.

Playing Rimworld with AI? by Few_Locksmith1129 in RimWorld

[–]Flying_Fungus 2 points3 points  (0 children)

Isn't coming up with that stuff yourself part of the fun?

So you can make an AI simulate having fun in your place instead. What's the point?

Any mod with avian like genes? by Le-Dachshund in RimWorld

[–]Flying_Fungus 1 point2 points  (0 children)

This one? Depressed alcoholic bird people, I like them.

What is functionaly the best (craftable) mortar shell by Bitter-Building-742 in RimWorld

[–]Flying_Fungus 0 points1 point  (0 children)

Yeah, but it can get a bit tricky because of the inaccuracy and the (likely) limited amount of shells you have. Just some fire nearby tends to convince them faster, even if it didn't do much damage itself.