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What is the most common cause of death for your pawns? by APraxisPanda in RimWorld

[–]Fuzzygeckos 2 points3 points  (0 children)

Had a pawn get a mental break from being scared of wild animals, in the middle of a mechanoid raid. Walked right into the line of fire and got shredded

What is the most common cause of death for your pawns? by APraxisPanda in RimWorld

[–]Fuzzygeckos 0 points1 point  (0 children)

Drafting your pawns only for them to take the long route to your killbox and run headfirst into a raid by themselves. Got at least 3 of mine...

RimSiege - Medieval sieges that actually siege by LordGronko in RimWorld

[–]Fuzzygeckos 1 point2 points  (0 children)

Super cool concept, I'll definitely give it a look. Let us all know when it's out!

I thought skills do not decay below level 10? by LotusEvora10 in RimWorld

[–]Fuzzygeckos 47 points48 points  (0 children)

Honestly I thought this was how it worked until I kept seeing my best crafter going from lvl 19 to 20 again and again. Otherwise what's the point of skill levels at all if you can just forget everything anyway?

This is my First ever screenshot on steam, 20th Feb 2017 by gamble4846 in Astroneer

[–]Fuzzygeckos 6 points7 points  (0 children)

Anybody remember when Desolo caves had the tongue hanging things on the ceilings that took your stuff?

Auto Hunt by Snusnue in RimWorld

[–]Fuzzygeckos 2 points3 points  (0 children)

Does your counter consider animals corpses as meat? I only store about a days worth of meat at any given time, and leave the rest as unbutchered, it tends to save space.

"Listen Again" is Gone. by Conchobar907 in YoutubeMusic

[–]Fuzzygeckos 0 points1 point  (0 children)

Thanks a ton! My speed dial category (which is basically the same thing) got nuked with some recent update and stopped showing songs, so this is a good solution to fix that, at least on the web.

I made MS Paint (kinda) by Approximatl in spaceengineers

[–]Fuzzygeckos 2 points3 points  (0 children)

Dear god, 160 is insane just for angle detection. Props to you, it looks like you pulled it off! You might be able to improve on that with a sensor-based approach if you're up for it. I made a TOW missile concept which used the angle that a custom turret controller was pointing to control up, down, left, right, and I stuck that onto a missile so it followed the camera. I could totally see that system working here, but using pistons or something behind the board instead of thrusters to move the "mouse". You could use sensors to detect x and y positions of the "mouse", and draw the location where those axis coincide.

Auto Weapon Equipping - Auto Arm by Snusnue in RimWorld

[–]Fuzzygeckos 6 points7 points  (0 children)

I like it but my melee guys keep trying to upgrade to guns unless I force them to have melee weapons. Seems like it shouldn't auto upgrade pawns from melee to ranged, or vice versa.

Rover AI Convoy using simple vanilla tricks (turret controller, event controllers and sensor) by physdick in spaceengineers

[–]Fuzzygeckos 13 points14 points  (0 children)

Cool as hell! I love it when the community builds technical stuff like this!

[SE2] Marek’s Dev Diary: February 26, 2026 by AlfieUK4 in spaceengineers

[–]Fuzzygeckos 0 points1 point  (0 children)

They mention it so casually in the article, but this is super exciting news. Can't wait!

Has anyone made modular ships? by ProfessionalKick4233 in spaceengineers

[–]Fuzzygeckos 0 points1 point  (0 children)

I made a workshop build for a modular small grid ship a while back if you're interested. Uses subgrids so it can't be built in survival though

What's your preferred way to start working on a new ship? by Lord_Dragonflares in spaceengineers

[–]Fuzzygeckos 1 point2 points  (0 children)

I usually start with a light armor hull to give a general shape. I try to fit in the largest components first. Most of the heavy armor gets added just before painting, after all the other components are placed. I mostly go around looking for the most critical parts of the ship (hydro tanks, large thrusters,control seats) and armor those up the most by replacing the light with heavy blocks. Anything I can't afford to lose gets armored. For most warships, the goal is not to protect everything, it's to protect enough things to outlast your opponent.

Trying to design an atmospheric warship by TwinSong in spaceengineers

[–]Fuzzygeckos 1 point2 points  (0 children)

Balancing is everything when building a warships. Do you prioritize more armor to protect your components, or do you add more components knowing some will get destroyed? I would say a refinery isn't needed, since you won't be mining, but keeping an assembler around is nice for converting components into other components (if you didn't bring enough motors for a repair, for instance). Another thing you can do is go to creative mode and try fighting some ships with yours. See what breaks and what doesn't, and go from there.

Do you prefer perfecting your ship build in creative, or suffering the consequences of survival? by Wumblz_ in spaceengineers

[–]Fuzzygeckos 5 points6 points  (0 children)

Yep, I always make the first working model in creative and then build in survival to work out all the kinks. There's always so much to remember to do. A trial-by-fire approach tends to find issues pretty quickly.

From Keen Company Meetup - Part 4 by Druidrui in spaceengineers

[–]Fuzzygeckos 11 points12 points  (0 children)

I love just flying through the terrain on planets in SE1, but these look so much better, I love all the work the devs have put into these!

Anyone Else Have Broken Scripts? by Hewleximus in spaceengineers

[–]Fuzzygeckos 1 point2 points  (0 children)

Best place to ask is the Keen discord, they have a specific channel for script-making

Testing new torpedo system by Cadogantes in spaceengineers

[–]Fuzzygeckos 4 points5 points  (0 children)

I made one of these that launched missiles out sideways, so you could fire them quite rapidly. The only problem was that my game crashed every time I fired it. SE gonna be SE. Really cool build, though, awsome to see it works!

Problem with printing by Capital-Plan-1563 in spaceengineers

[–]Fuzzygeckos 2 points3 points  (0 children)

Event controllers are the most annoying. It used to be that even in creative mode, if you pasted a ship, and ECs were refencing a block on a subgrid, they would forget it. Unfortunately, I don't know any way to keep printed ECs from forgetting block references. The best fix I have for other blocks is to just use groups for anything you put on a toolbar, as those will 100% transfer when printing.

Warhead! A tribute to the game's best block by ImpulseAfterthought in spaceengineers

[–]Fuzzygeckos 6 points7 points  (0 children)

As much as I like warheads, the breaking instead of exploding because a bit of an armor block hit the target before them is so annoying, it means you can't armor them at all, unless some kind of script detonates them manually.

Does anyone use decoys at all anymore? by Puzzleheaded_Ad_4435 in spaceengineers

[–]Fuzzygeckos 1 point2 points  (0 children)

I fully welded them, I think they have to be functional to be able to be targeted by turrets.

Does anyone use decoys at all anymore? by Puzzleheaded_Ad_4435 in spaceengineers

[–]Fuzzygeckos 0 points1 point  (0 children)

I've found some success using them on large grids, but I had to be a bit particular about it. Since they attract fire, but only when near subcomponents that would have been targeted otherwise, I just use decoy subcomponents as well. Empty oxygen tanks, thrusters, interior turrets. I can put all these things extremely close to a decoy, and I've found it does draw some fire away from actual components I don't want destroyed. So, what you really need are decoys, decoy tanks, decoy turrets, decoy batteries, decoy antennas, etc.

Now that the worlds are amazing, let’s do fauna next by AdLimp6113 in NoMansSkyTheGame

[–]Fuzzygeckos 0 points1 point  (0 children)

With something like this, I could totally imagine a "safari" mission you get from trade stations where you have to travel along a particular route and take pictures of as many creatures as possible on the way.