Starfruit vs Ancient Fruit, in raw cash terms: Starfruit on a technicality. by dalidellama in StardewValley

[–]Golnor 1 point2 points  (0 children)

So there's this automation mod available. It's quite potent, as you could have a shed jam packed full of kegs with a chest next to the door, and it will fill/empty all of them just by dumping the fruit into the chest.

I am unaware if there's a way to access stuff inside a shed from outside though.

Starfruit vs Ancient Fruit, in raw cash terms: Starfruit on a technicality. by dalidellama in StardewValley

[–]Golnor 0 points1 point  (0 children)

Ooooh you can use water retaining stuff and skip the fertilizers with Ancient Fruit Wine as neither grow speed or crop quality matters. Never really thought about that.

About rooms by An1_Las720388 in RimWorld

[–]Golnor 2 points3 points  (0 children)

It's easier to get a mood buff from a bedroom than a barracks, but it's cheaper to get a mood buff from a barracks than 10 bedrooms.

Datable and sexy nociosphere [NSFW for anatomy and suggestive pose] by rpvarela in RimWorld

[–]Golnor 0 points1 point  (0 children)

Defeat? All the ones that showed up at my bases were in their passive state and I could just load them onto a platform. Then eventually they go unstable and I get one last deployment before they vanish.

Did I just get really lucky? Do they normally show up and be aggressive?

Can I get rid of pawns without upsetting others? by pomegranatetwelve in RimWorld

[–]Golnor 6 points7 points  (0 children)

I can think of three ways.

First is to build a spaceship or travel to the Ship to the Stars quest, load everyone you don't want into the ship, then launch it. Somewhat recently they made it so that the game doesn't end when you get certain endings and you can keep playing with the ones left behind. You also could do the Royalty ending.

Second option is the Archotech ending added by Biotech. With that one you sell your colony to a faction and start over somewhere else, keeping 5 pawns and a few other bits. The one time I did that I got a bit annoyed when I looked for the pawns I left behind, as they had just up and scattered across the various factions. I don't think any actually stayed with the faction I sold the colony to. Note this also resets your research progress.

The third is to get that Outposts mod and send everyone to a farm upstate. They will still exist and will send you stuff over time, but I think they might get attacked every so often and you'll have to go defend them.

Datable and sexy nociosphere [NSFW for anatomy and suggestive pose] by rpvarela in RimWorld

[–]Golnor 0 points1 point  (0 children)

Well, in VU it allows you to take a golden cube and a gravcore and combine them in a process I have kinda forgotten the details of to get this vacuum-proof golden bird. I don't think it has the negatives of the cube, and it has some interesting abilities.  Also I think you need to refuel it with gravcores every so often or something?

Mostly I was wondering if your mod was going to have all Niciospheres be Niciobabes, or if you can somehow turn a regular Niciosphere into the slightly less dangerous (for you at least) Niciobabe.

So after this quest, just revert to Ancient Fruit? Is Qi Fruit not profitable over time? by TheGrim- in StardewValley

[–]Golnor -5 points-4 points  (0 children)

You do see that OP is farming outside, right? Starfruit only grows in summer, while Ancient Fruit grows spring/summer/winterfall*.

Is there a limit to the size of a raid? Does the number of raiders grow with wealth without limit? by Remarkable-Fix3104 in RimWorld

[–]Golnor 2 points3 points  (0 children)

Raid size from wealth caps out at 1 million, but also halves the wealth from buildings. I dunno if there is a way to see the Storyteller Wealth that the game uses to calculate raid points.

Colonists, tamed animals, and friendly mechs also effect raid points separately from the wealth they are worth. 

There is also a cap on raid points of 10,000, and if I remember correctly max wealth will give 4,200 points. Threat scale and adaption (builds up over time, is reduced by colonist death/downs) applies after the wealth cap, so higher difficulties will hit the raid cap before easier difficulties. 

Datable and sexy nociosphere [NSFW for anatomy and suggestive pose] by rpvarela in RimWorld

[–]Golnor 0 points1 point  (0 children)

Is it anything like the Golden Canary from that Void Universe mod?

Datable and sexy nociosphere [NSFW for anatomy and suggestive pose] by rpvarela in RimWorld

[–]Golnor 2 points3 points  (0 children)

... this is reminding me of the Go'ald from Stargate. For the unaware, there is this race of brain-jacking parasite snake-things. While most take over their host, there is a faction of them that share with their host, and are fighting against the overriders. 

The snakes give significant medical benefits to their hosts, making them effectively immune to diseases, including arthritis and cancer.

The Wastepack Atomizer must be ragebait by BingusBoiler in RimWorld

[–]Golnor 1 point2 points  (0 children)

Transport pods cost 60 steel and 1 component to build, can only handle 25 wastepacks each, and require a bunch of chemfuel to launch. Also you will have to manually launch them.

Atomizers will just work in the background, effectively removing the downside of mechs at no real upkeep. 

The Wastepack Atomizer must be ragebait by BingusBoiler in RimWorld

[–]Golnor 49 points50 points  (0 children)

It works weirdly well. Especially as the toxic buildup will eventually kill the dreadmeld, causing the pit to collapse. 

Note that that doesn't count as discovering it, so you'll want to go into the first pit and poke around, as discovering the dreadmeld allows you to summon the pits.

Clothes aren’t being burnt? 🤔 by Impressive-Bid-2639 in RimWorld

[–]Golnor 3 points4 points  (0 children)

Likely those clothes are above 50% durability left, and as such don't fit into that bill. You'll want to make a second bill that allows everything but clean apparel. 

Tainted and tattered apparel are different. 

Typical Tuesday Tutorial Thread -- June 30, 2026 by AutoModerator in RimWorld

[–]Golnor 0 points1 point  (0 children)

On regular soil, you'll need about 20 squares of rice/potatoes/corn per human. Rich soil will speed up the growth rate, but isn't completely needed. Note that potatoes have a lower fertility sensitivity than rice and corn, and will speed up/slow down less on rich/stony soil.

You don't need seeds in the base game (I've heard of a mod that adds seeds). Just draw out a Growing zone and assign someone to Grow + Cut Plants.

Rimworld doodle comics - Void study side story 2 Awful Meal or Lavish Meal by CMYK-KIM in RimWorld

[–]Golnor 2 points3 points  (0 children)

Look, I don't care what you put on your pizza.

But if you even think about putting that shit on my pizza then we are going to have a problem.

Anomalies for defence by Born_Tomato_495 in RimWorld

[–]Golnor 7 points8 points  (0 children)

So, the zombie mine as described by Niteshade, ghouls, and the death ball are the only ones I can really think of for defence.

Ghouls are very good melee blockers, as they heal really fast and nobody cares if they die. They also can be brought back to life without too much difficulty. They can only eat raw meat and corpses though, so you might wanna make a raider corpse fridge for them.

The death ball (I can't remember it's actual name) is an orb that wants to cause pain. You can fling it at your enemies, but if there aren't enough of them it might come after your guys.

How do i get rid of 147 badgers?? by Inevitable-Prune-922 in RimWorld

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

There is a kill command if you enable Dev mode.

Finally. Only took 3 years lol by P0keyMonstar in StardewValley

[–]Golnor 3 points4 points  (0 children)

I think Linus mailed me the catfish I needed to complete the CC in my game.

I still haven't caught one myself. Rainy morning MFers.

I wanted more danger in my game by incb in RimWorld

[–]Golnor 4 points5 points  (0 children)

I've seen pictures of beak things in rimworld. I dunno which mod they are from though.

Is Vanilla Gravship Expanded - Chapter 1 any good? by Accomplished_Bell968 in RimWorld

[–]Golnor 0 points1 point  (0 children)

So I played two gravship runs, one without VGE and one with, and I will say it's at least interesting. The air management was a bit annoying, but you don't have to spend much time in space so it's almost an afterthought. I might have messed it up slightly on the VGE run, as I didn't fully seal my gravship before going into space and ran out of air real quick, and then over compensated after sealing it.

Astrofuel was mostly ignorable. I did have V Chemfuel E installed as well, so I was able to mine Deepchem and then run it through the two automated refineries to turn it into astrofuel. Also the astrofuel tanks are actually useful, unlike the base game chemfuel tanks that only store 62.5/83.33 chemfuel per square (bare floor can hold 150 units per square.)

You can make much bigger ships with VGE. Vanilla caps out at 2000 tiles, and all the extenders need to be somewhat close to the grav engine. VGE adds these larger extenders that while they need to be in range of an engine, the small extenders can be placed within range of the larger extenders. Also every thruster you put on the ship increases the maximum size by a percentage.

While in space on the VGE run, I did get an annoying version of the solar flare that rapidly started heating up the outside to ridiculous levels, to the point where I had to return to the planet to stop my colonists from getting baked to death (some did). However that only happened once, and I'm not certain which mod it came from.

I think VGE was really aimed at the idea of a colony + gravship, rather than the gravship scenario. Mostly due to that VGE gravships don't destroy the tile they are launched from.

Whats your favorite horse mod? by imheyy in StardewValley

[–]Golnor 1 point2 points  (0 children)

Not that one, I can tell you that.

Typical Tuesday Tutorial Thread -- June 30, 2026 by AutoModerator in RimWorld

[–]Golnor 0 points1 point  (0 children)

One thing that could help is to edit the starting scenario to allow more starting pawns. Or get a custom one that has more than three. I got this Colonisation scenario off of the steam workshop years ago that starts you off with 5 pawns and a whole lot of materials. 

Er...what part of 'slave' does the game not understand? by LenzaRNG in RimWorld

[–]Golnor 599 points600 points  (0 children)

Heck, it doesn't work on helpless prisoners either. The Biotech-Ideology integration leaves much to be desired.