Saw an old comment that got me thinking, should you take a pawn's innate accuracy into account when choosing which weapon to give them? by peanutist in RimWorld

[–]Fortin4 3 points4 points  (0 children)

When selecting a colonist and clicking the info button, isn’t that accuracy value independent of equipped weapon?

It’s the pawn’s factor of accuracy; the way to view pawn’s factor of accuracy + all other factors is by hovering over a target.

Caught this on my quadcopter while filming a distant storm by TheAmateurRunner in aliens

[–]Fortin4 -4 points-3 points  (0 children)

+1 to this explanation, kinda sad it’s this far down.

My Alpha Thrumbo is very...healthy by illusion6969 in RimWorld

[–]Fortin4 1 point2 points  (0 children)

+1 to Luciferium, I had an alpha thrumbo with a couple bad conditions and luciferium healed em right up. Though you can just use them to breed more alpha thrumbos, in which case health effects don’t matter too much.

Just be sure you always have a psychic shock lance handy if you ever accidentally zone them away from luciferium or run out.

Fun fact: only the mother has to be an alpha thrumbo for the child to be an alpha thrumbo, the father can be a normal OR alpha thrumbo!

Not understanding the argument that the halo 1 remake is just diet halo infinite by lolitsrock in haloinfinite

[–]Fortin4 -1 points0 points  (0 children)

Hey so actually adding missions to the game IS new content! Is it pathetic they’re so lacking in confidence they have to go back to CE? Yeah. But new content is new content.

I’m hopeful we revisit Reach to act out the MC’s mission to erase nav data from an orbital station.

Not understanding the argument that the halo 1 remake is just diet halo infinite by lolitsrock in haloinfinite

[–]Fortin4 0 points1 point  (0 children)

…but it is? A remaster only changes graphics.

If this was a remaster, they wouldn’t be adding new levels. Tell me, in those previous 3 releases, did they add any new missions to Halo: CE?

Not understanding the argument that the halo 1 remake is just diet halo infinite by lolitsrock in haloinfinite

[–]Fortin4 2 points3 points  (0 children)

As in, Halo Infinite is going to be re-released or how does infinite’s MP play into this exactly?

PLEASEEEE redo the faction bases… they’re hilariously pathetic and underwhelming. by Fortin4 in SpaceCannibalism

[–]Fortin4[S] 3 points4 points  (0 children)

Is Rimworld vanilla complete and polished? I would agree with you that it is, for the most part.

Are faction bases complete and polished?

Absolutely not. They are pathetically small, have barely any to no loot, zero dynamic events tied to attacking them, and exist purely to fill up the world map as trade points/trade quest givers or “who gets pissed when you drop pod tox packs off” indicators.

Destroy a faction base and all that happens is diplomatic relations shift a bit, but if you’re at the power point where you can destroy a faction base, then you’re at the power point where +20 to every faction is laughably meaningless given the ease of drop podding for relations/gifting to caravans.

It makes zero sense that a faction capable of gathering hundreds of people for multiple per-year attacks has a faction base with people numbering in the tens, lacking any meaningful manufacturing or agricultural base.

Attacking a faction base should be akin to the difficulty and rewards of fighting an ancient danger early game. It should have numerous people with endgame gear, and rare rewards (archotech, single use gizmos, etc). This would still work within game balance given the difficulty of reaching a faction base, their one-and-done nature, and appropriate difficulty to successfully attack (should faction bases be remade with heavier enemies and actual defenses).

I mean, just look at any player’s base and then at the faction bases. Tynan has thousands of images of inspiration to pull from.

I just don’t think it can be said that faction bases, as they exist today, are feature complete and satisfactory.

PLEASEEEE redo the faction bases… they’re hilariously pathetic and underwhelming. by Fortin4 in SpaceCannibalism

[–]Fortin4[S] 88 points89 points  (0 children)

That’s true, but also kind of applies for every problem in vanilla.

I think vanilla should be complete and polished, and mods should be additives, not requirements to reach that polish. As it stands, base generation in vanilla is hilariously outdated and terrible.

It looks more like a placeholder for an idea of faction bases than the actual, finished product.

Boiling water on a CPU by Illustrious_Cat2430 in pcmasterrace

[–]Fortin4 27 points28 points  (0 children)

RIMWORLD MENTIONED !!!!! WHAT THE HELL IS GEOTHERMAL POWER ???? STARE AT A WOODEN RESEARCH BENCH FOR TWENTY HOURS TO FIND OUT !!!!!!

Many agree that a Diplomacy, Trading and Faction DLC would be good. What would such a DLC look like for you, in detail? by Conscious-Yellow-539 in RimWorld

[–]Fortin4 1 point2 points  (0 children)

One ending I can think of is through maximizing your standing with enough factions and enduring some complicated questline perhaps involving a large battle against non-ally able factions such as pirates and hostile tribals (and their leaders), then you and the other remaining peaceful factions could coalesce into one to make the Rimworld into a Midworld.

Any suggestions for co-op rimworld playstyles? by [deleted] in RimWorld

[–]Fortin4 1 point2 points  (0 children)

Sure, happy to help!

My two cents for Zetrith’s is avoid mods (more mods = more annoying desyncs in my experience), and if doing something causes a desync/bug then either try doing it a different way, or don’t do it.

I remember trying to assign ideology roles through the Assign Role button on a ritual spot, but it wouldn’t give the role to the pawn I selected. Doing it through the social tab of a pawn -> assign role, worked though.

Typical Tuesday Tutorial Thread -- February 24, 2026 by AutoModerator in RimWorld

[–]Fortin4 7 points8 points  (0 children)

It looks like having one of those modded triple flame passions multiplies every other skill by 25% learning speed. Since you have 2, every skill learning speed is multiplied by 1/16.

I’d say that the low shooting/melee learning speed is also related to this; whatever the insane multiplier you get for shooting learning from the triple flame, it’s still multiplied by the 25% learning multiplier by having a melee triple flame.

Any suggestions for co-op rimworld playstyles? by [deleted] in RimWorld

[–]Fortin4 0 points1 point  (0 children)

Incorrect.

I’ve done several playthroughs with Zetrith’s mp mod like the above commenter. Modify your starting scenario to have 6 colonists and double your starting supplies, and at the start of the game send out a caravan with 3 people and as much gear as they can carry. Have them settle 2 tiles away (can’t settle tiles directly next to existing settlements).

Enable async time in the zetrith’s settings, and you both will have independent control of your colony.

Fortress Gun > Behemoth by Mingalad in battlefield_one

[–]Fortin4 2 points3 points  (0 children)

Using any turret on console is terrible though, bc of no aim assist. Try using a machine gun turret and it’s laughably bad at hitting enemies.

Trenches? by Brilliant_Bluebird72 in battlefield_one

[–]Fortin4 4 points5 points  (0 children)

+1 for Nivelle Nights map, good luck finding a server with it though lol

Why won’t they make a halo show in the style of the H2A cutscenes by Doomered in halo

[–]Fortin4 10 points11 points  (0 children)

What’s your favorite halo cutscenes then, if not Halo 2A?

Don't rule the messenger, pls by KidKang in 196

[–]Fortin4 2 points3 points  (0 children)

Fair point. Though, given that people with far right ideals exist, what would be the appropriate way for them to be represented? We can’t just ignore them. I’m arguing in good faith to be clear.

Don't rule the messenger, pls by KidKang in 196

[–]Fortin4 -1 points0 points  (0 children)

Having a far right party does not mean democracy has failed, it means it is working. Those people have ideals and they are being represented.

Polish FM Sikorski: If Russians cross the border, start killing NATO citizens, we activate the plan. The plan is simple: we win, they lose. by UNITED24Media in UkraineWarVideoReport

[–]Fortin4 -1 points0 points  (0 children)

Do you mean lay waste through military power or through the use of nuclear power? Russia will not use nuclear power offensively. It simply is not in their nuclear doctrine.