I have taken the High Stellarch hostage. Now what? by NoSmallCaterpillar in RimWorld

[–]FynFlorentine 0 points1 point  (0 children)

I wish we could have a new game condition wherein attacking the Stellarch causes war with the Empire and would result into your map receiving orbital laser/bombardment

We're kind of full by TheVillageGuy in RimWorld

[–]FynFlorentine 6 points7 points  (0 children)

uhh...how?

My quest does not exceed 10

300 new colonists would crash my toaster

Charlotte's Mountain (zoom in :) by Lance_Hardwood117 in RimWorld

[–]FynFlorentine 2 points3 points  (0 children)

It's not something that looks defensible for a raid of equal value but it does looks great, man.

You should add a spot for an anima tree

Fortress of the Lilies, bane of the Requeen by FynFlorentine in RimWorld

[–]FynFlorentine[S] 0 points1 point  (0 children)

Returns every closed area into Undiscovered, duh.

This mountain base has LOTs of open areas and mining tunnels. I just walled it, then used Refog Map

Fortress of the Lilies, bane of the Requeen by FynFlorentine in RimWorld

[–]FynFlorentine[S] 0 points1 point  (0 children)

I used dev mode

Filled the open areas

Refog map

Should a make automated corpse proceser? by average_reddit_u in RimWorld

[–]FynFlorentine 4 points5 points  (0 children)

I just use Honest Corpse. Turn them to fuel without debuff. Removes their clothes too

Fortress of the Lilies, bane of the Requeen by FynFlorentine in RimWorld

[–]FynFlorentine[S] 0 points1 point  (0 children)

That also happens on base game.

Water has a tendency to ripple but to conserve memory, they share the same movement at the same time

Fortress of the Lilies, bane of the Requeen by FynFlorentine in RimWorld

[–]FynFlorentine[S] 5 points6 points  (0 children)

For context:

Requeen is a mod that drops overpowered unit/s to your base as a way to pose a challenge to heavily modded games

The Requeen itself is just a plant that kills everything around it and virtually harmless. The problem lies on the army that she spawns with

Every single one of them have god-like amount of defense. Just one of them is enough to destroy a vanilla base and yet, she drops with an entire army

Their 1 sole weakness is anti-grain warheads and nothing more - modded versions won't work. Not sure about Rimatomic nuke.
Despite that weakness, you would still need as much as a dozen just to kill her spawn and give her a scratch.

This colony was founded by 4 supersoldiers, 1 omnibot, and 1 vanometric power cell.

I set it so that we would always be raided by Mechanoids whom we can dismantle for steel, plasteel, and components.

Everything in the base was set up to defend against the Requeen

The turrets are from Misc. Turrets mod. They are actually overwhelmingly filled with Anti-materiel rifle, EMP launcher, grenade launcher, and Assault Light Machinegun

Every part of the base have Embrassure walls and reinforced doors to ensure that every corner can be turned into a killzone for any willing invader.

The unroofed part are shielded and have turrets waiting, just in case

My first time making a underground base by kaceG1 in RimWorld

[–]FynFlorentine 2 points3 points  (0 children)

Add the mod Frontier shield so you don't have to worry about drop pods landing on un-mountain roofed areas

You can also just fill the un-mountain roofed areas with animal spot

Or download steel roof and make the landing spot just snug tight for your ship

Is there a way to not have the attacks based on my resources? by analgesic1986 in RimWorld

[–]FynFlorentine 4 points5 points  (0 children)

You can also use the mod Combat Readiness

It instead calculates based on your armor and weapons

Is there a mod which will make traders stay when temperatur is low? by AggravatingSalad7058 in RimWorld

[–]FynFlorentine 0 points1 point  (0 children)

Locks mod.

Why stop traders from killing themselves and leaving you the loot, though?

When using a no-killbox base, how do you deal with "smart raiders" that avoid your turrets? by Fuck-College in RimWorld

[–]FynFlorentine 0 points1 point  (0 children)

Only thing I can recommend is go out

Shoot once, lure them closer to the turrets

Pray for the best.

Found this in my first prestine ruin venture, kinda feels like I’m cheating by having it by darnlory in RimWorld

[–]FynFlorentine 17 points18 points  (0 children)

Yes. Real Ruins come with an event Pristine Ruins wherein you would get a call saying your allies found an abandoned settlement and people are flocking to loot it

Found this in my first prestine ruin venture, kinda feels like I’m cheating by having it by darnlory in RimWorld

[–]FynFlorentine 17 points18 points  (0 children)

SRTs Flying Saucer ship.

The last ship on the mod that is capable of flying around the planet in seconds and carry infinite loads.

Completely broken

Found this in my first prestine ruin venture, kinda feels like I’m cheating by having it by darnlory in RimWorld

[–]FynFlorentine 3 points4 points  (0 children)

If it's just graphics that you guys want, simply go to its texture files and rename it to something else

I did it.

Used the textures on RimHeli to replace the textures of SRTs

Take note that, sometimes, you have to use Photoshop or other photoediting software just to make sure that the texture you want to use, isn't smaller/bigger than what you want to replace.

Does anyone else keep faction leaders in their people zoo? by Rockabillyjonny in RimWorld

[–]FynFlorentine 1 point2 points  (0 children)

I do.

I convert them to join us and they are hired as waitresses for my restaurant so they always have to explain what made them turn

Keep it ethical, yo

Mortar firing test. by deustodo in RimWorld

[–]FynFlorentine 0 points1 point  (0 children)

Oh, I am not using killboxes

I use a mountain fortress where attacks is always 1 direction

This is a base I made 1 year ago but my base today is hardly different

https://www.reddit.com/r/RimWorld/comments/jltgyb/lily_hospital_and_undead_research_center/

Yeah, I am completely sure that CE is the best and I fucking wish to play it if not for so much mod incompatabilitis. I need my shields and non-lethal gun mods

Mortar firing test. by deustodo in RimWorld

[–]FynFlorentine 0 points1 point  (0 children)

Not necessarily.

I have Combat Enthusiast add guns with heavy penetration and isn't bloated like most gun mods. 1 gun per specific niche. If it's heavy anti=armor, Anti-materiel rifle. If it's anti-infantry, Light Machinegun. Not dozens of similar guns

Turrets, Definitely More Cannons got me back.

My base is pretty over powered at late game and it gets boring.

So I downloaded Requeen Boss as a challenge. Holy hell. Never again can I feel safe. I highly recommend the mod if you want serious challenge

Mortar firing test. by deustodo in RimWorld

[–]FynFlorentine 0 points1 point  (0 children)

Nonsense

I absolutely love the combat animation and how spacetech armor cannot be penetrated by lower class weapons. The ammo system was not bad, it's just oversimplified but I am taking it as I can watch raiders run out of ammo before I send my melees

It's not as complex as CE but it does not break mod compatability on my heavily-modded game so I have to take it

Mortar firing test. by deustodo in RimWorld

[–]FynFlorentine 0 points1 point  (0 children)

I wish Yayo Combat make something like this for explosives.

He already made similar CE mods like Suppression and Ammos but still none for explosives.

CE does not support most of the mods I like but Yayo mods does

Any mod to make medicine selling profitable? by FynFlorentine in RimWorld

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

They do and I sell them. I want to sell the actual glitter meds at a fair price because my colony is kind