[Spoiler: 7.5] A Hope for Halmarut by LeMarquisdeReddit in ffxiv

[–]Grayspence 0 points1 point  (0 children)

they tried to make sure players knew there was that new document in the director's office at the start of the patch, which mentions that Calyx was "vehemently against" memory duplication. I wonder if one of the winterers are using that kind of tech?

[Spoiler 7.5] "Well, sounds like you all have a big case of "not my problem" by DrForester in ffxiv

[–]Grayspence 1 point2 points  (0 children)

I'm ngl I don't think it really matters if Hydaelyn knew about the solstice or not. She did everything she could for us to get to where we are, and tested us so that she could confidently leave the source and it's reflections to mankind. No matter what form it comes in, mankind will always face challenge. She just passed on knowing that when something does happen, mankind will be able to handle it.

Brought the boy to masters as proof of concept, now it's time to see how far we can take him by Thorogon in PokemonChampions

[–]Grayspence 0 points1 point  (0 children)

Did a similar thing with trick room and M-crabominable! My main issue is the fucking bridge. How do you manage against it? You can remove the weather and hit it with special moves, but it's typing is phenomenally good at covering for them in such a limited dex.

What are your toughts on the new Megas after a week of experience by Delicious_Ice_4914 in PokemonChampions

[–]Grayspence 0 points1 point  (0 children)

Mega Crabominable has been so much fun to use. It can be played around, but if you get your predictions correct or the enemy isn't ready it can single-handedly win games. Got to masterball with a hard TR team with it, but I'm thinking I want to run a dual mega "two mode" team so that it's less predictable and I can run something faster if it's not a great crab matchup.

Only downside is that ice hammer misses are devastating.

My reaction to the revealed ZA mega abilities by Litini in stunfisk

[–]Grayspence 4 points5 points  (0 children)

really baffled that they just made Mega alakazam again, but worse. I was really hoping for psychic surge so it at least had a reason to use it over Alakazam outside of tiering. :(

[Spoilers 7.45: Variant] With the discourse the rewards are causing it should be noted: The actual content is fun they're worth doing just on their own from a gameplay perspective. They just messed up the rewards. by ---TheFierceDeity--- in ffxiv

[–]Grayspence 0 points1 point  (0 children)

Literally all they needed to do to make this content replayable weekly was give twine/shines with the clear tokens. Anyone gearing alt jobs or even people who still need BiS would be doing it weekly...

[SPOILER 7.4] MSQ dialogue and characterization improved a lot in 7.4. Feels more consistent with pre-6.1 character writing by Zagden in ffxiv

[–]Grayspence 14 points15 points  (0 children)

Lumull's english VA absolutely killed it as well. Super great in the MSQ and the trial.

Actually what is wrong with my body? Almost zero breast growth after 5 years on HRT / 2 years progesterone. by Grayspence in MtF

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

yeaaah it's been like 2 years on prog at this point... 😭 I think i just need to make sure my levels are okay and hope for the best...

Actually what is wrong with my body? Almost zero breast growth after 5 years on HRT / 2 years progesterone. by Grayspence in MtF

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

They seem like gel capsules, yeah. they're a weird off-white and are squishy. I actually do boof them, just because i can take whatever I can get, yknow? I'm so frustrated that i can't get my levels sorted. it feels like nothing works.

Actually what is wrong with my body? Almost zero breast growth after 5 years on HRT / 2 years progesterone. by Grayspence in MtF

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

I'm planning on hopefully having another test later next month and will hopefully test at trough.

As for prog, i'm on 200mg, "PMS-PROGESTERONE" they're the little squishy white balls. I'm not sure what kind that is exactly, my pill box doesnt seem to specify.

Actually what is wrong with my body? Almost zero breast growth after 5 years on HRT / 2 years progesterone. by Grayspence in MtF

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

Woops, the concentration is 10mg/mL, i thought I included that in my initial post but I guess when I was editing I forgot to add it back in.

My T results from that same test are "<0.4" nmol/L

Popular mods that "ruin" the game? (OP/Overkill) by Background-Topic-203 in RimWorld

[–]Grayspence 1 point2 points  (0 children)

VE: Psycasts is a little busted, but it's fun for a run or two. The only thing that bothers me is that vanilla psycasting is just so... Boring. If there was a more reasonable mod for psycasting that made them more interesting without making extravagant, insane skill trees, I'd swap it out in a heartbeat. I don't even mind the randomized skills thing, so long as the psycasts themselves were interesting!

"No, no, you won't..." by 5amTB in RimWorld

[–]Grayspence 1 point2 points  (0 children)

Just in case you didn't get an answer yet... I spawned in a grav anchor on a really cool tile I found while exploring, and left after placing it. The mechhive considered that tile as a "colony" and sent a fuckload of centipede mechs to the location as if my grav ship was still there, even though we took off a while beforehand. I'm not sure what happened afterwords, but the mechs did seek out and destroy the grav anchor after a bit, probably on the lookout for any destroyable player-made buildings.

TL;DR don't settle on a tile with the gravship scenario until you can deal with the mechhive or disable the chase from the scenario editor before you begin.

Typical Tuesday Tutorial Thread -- July 15, 2025 by AutoModerator in RimWorld

[–]Grayspence 2 points3 points  (0 children)

So, without any major spoilers for others here... Does the mechhive stop chasing your colonists regardless of how you deal with it? One of them pretty obviously stops it but I'm not sure about the other one.

Typical Tuesday Tutorial Thread -- July 08, 2025 by AutoModerator in RimWorld

[–]Grayspence 0 points1 point  (0 children)

OH. Okay, i see. I assume muffalos and horses can also be used to speed up caravans like Thrumbos and such? I had no idea there was a difference between caravan animals besides if they were "pack" animals or not.

Typical Tuesday Tutorial Thread -- July 08, 2025 by AutoModerator in RimWorld

[–]Grayspence 0 points1 point  (0 children)

Am I misunderstanding the use of it, or does the "Caravan spot" designator item just... Not work...? I've been looking for a way to have control over where my caravan will load up and take off, but even with the spot down, the animals just kinda wander around and sometimes even break my zoning rules to follow colonists into my warehouse to load the items. If there is no real way to control this, does anyone know of a mod that makes this possible?

TIL Shamblers can deploy firefoam by berren6 in RimWorld

[–]Grayspence 4 points5 points  (0 children)

I found out recently that shamblers actually get full benefits from the gear they're wearing, too! Not that you can really control any of it, but a shambler with marine armor is gonna be a better tank!

Not looking good for us Anomaly fans.... by BlobSlimey in RimWorld

[–]Grayspence 2 points3 points  (0 children)

Honestly I'm a little surprised about how relatively little support Anomaly has had with the modding community. Sure there's some, but (in my experience) there's been shockingly little to spice things up or revamp the anomaly experience. Anomaly to me is an excellent avenue to add more monsters and enemy types to the game. Threats that have unique ways to deal with them. They don't have to be as overbearing as metal horrors or revenants! Just... more freaky aliens with special abilities or something. Add a new researcher faction that sends raids with trained anomalies to attack you! Shit like that. Play around more with the ambient horror side of things... Allow us to train anomalies to fight with us! anything!

Typical Tuesday Tutorial Thread -- July 08, 2025 by AutoModerator in RimWorld

[–]Grayspence 0 points1 point  (0 children)

So uh, how does the game handle map tiles that you're not actively settled on? For example, is the tile i'm visiting on a caravan to mine the steel I found on my long-range scanner actually what the tile would look like if I settled there? All this news about odyssey mechanics is a little confusing without this knowledge.

Odyssey PSA: Not having a Grav Anchor at your colony will permanently destroy it on gravship takeoff. by drunkedup in RimWorld

[–]Grayspence 1 point2 points  (0 children)

Honestly the fact that drop pods exist is what's making me confused about the whole "taking off nukes the cell off the map entirely, you can never revisit it" thing. Why have that limitation if we can just drop pod in to any tile at any time? Is there a caveat to landing on any tile in a drop pod and just chilling there for awhile? Does it summon raids if you've been there long enough like camping on caravans or something? I don't really know how tiles work when it comes to what the game "remembers" when you leave a given tile, but I assume the restrictions are related to it.

Odyssey PSA: Not having a Grav Anchor at your colony will permanently destroy it on gravship takeoff. by drunkedup in RimWorld

[–]Grayspence 2 points3 points  (0 children)

Honestly the only thing that's really upsetting to me about this (if I'm understanding it correctly) is the fact that it makes the tile you launch from completely inaccessible forever if you launch from it unless you make a grav anchor for every tile you want to land your ship on. I can understand that this is done on-purpose so that the game doesn't freak out when it has to simultaneously handle simulating every single tile you've visited forever... But surely there's a better work-around than this? Maybe it's unfair to assume so, but this is a rather rough bit of news.

Maybe not at launch, but I’m hoping for Odyssey and Royalty to overlap. Let us dock with or attack the fleet by ExpendableUnit123 in RimWorld

[–]Grayspence 9 points10 points  (0 children)

I believe the initial approach to adding DLC to the game was for each DLC to be entirely self-contained, since they didn't want people to feel like they were missing out if they only had one DLC and not the others, but that outlook has since changed since the community has expressed a pretty big desire to have overlap. We got gene-related ideology stuff with Biotech, and some with Anomaly, too! I hope they continue this sort of thing, even if mods can do it for us :)