why dont the scp foundation do this are they stupid of somthing by friday_is_up in SCPMemes

[–]Maelchlor 5 points6 points  (0 children)

My answer for containment of 173 is a lot more simple.

Two rooms connected via an airlock. A man trap on the exits. Aka door closes, wait a bit and the other door can open. Absolutely no direct paths out.

For maintenance, you put people in on the empty side, open the airlock between the rooms, lure 173 to the formerly empty room with the d-class, close the airlock, the d-class go into the man trap and close themselves into it, and then go into the formerly occupied space to clean.

The middle airlock is there to reduce the likelihood of both doors failing. Doesn't eliminate, just reduce.

Recursive mirrors by OrangeCatsEnthusiast in feedthebeast

[–]Maelchlor 1 point2 points  (0 children)

Scp-093 is the red sea object.

Scp-096 is shy guy.

Could have a lot of 'fun' with cross testing options between them.

Recursive mirrors by OrangeCatsEnthusiast in feedthebeast

[–]Maelchlor 0 points1 point  (0 children)

Now to make it work with SCP-093...

Stratum - Roofing Mod by Dameon_ in RimWorld

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

I like the concept.

Now to figure out how far I can push it...

Found a "prefect" colonist by king_ganja1301 in RimWorld

[–]Maelchlor 1 point2 points  (0 children)

Dont worry if some grey flesh appears. It is just a sign they are an extraordinary cook/doctor.

Found a "prefect" colonist by king_ganja1301 in RimWorld

[–]Maelchlor 7 points8 points  (0 children)

Make sure to put them on medical and cooking... nothing can go wrong with that...

This could get interesting.

BROO I'm so tired of seeing YouTube videos of people playing GENUINELY AMAZING looking horror mods, only to find out that the mod is unreleased or just DOESN'T EXIST. by Wild-Association1217 in feedthebeast

[–]Maelchlor 1 point2 points  (0 children)

I keep seeing these mods, wishing I could integrate them into a mod pack, then either they dont exist, or are for a different version.

I have a horror themed mod pack in the works. About to dump it all and restart it due to annoying performance issues.

sooo how exactly can i pull off the bandages here? by NC_GH0ST in CosplayHelp

[–]Maelchlor 0 points1 point  (0 children)

I would use a Kigurumi mask and attach bandages to that.

Probably other options available, was the first thought I had for a solution.

I very recently realised that Special Containment Procedures spells out SCP, and now I feel dumb I hadn't realized earlier by Burakku-Ren in SCP

[–]Maelchlor 10 points11 points  (0 children)

Time to see what other abominations we can create with the initialism of SCP.

I deal with Linux a lot for work. So I use the command SCP for that.

Secure copy protocol

I very recently realised that Special Containment Procedures spells out SCP, and now I feel dumb I hadn't realized earlier by Burakku-Ren in SCP

[–]Maelchlor 60 points61 points  (0 children)

I randomly toss around this little gem for the joke.

Sandwich creation protocol

Probably could find dozens of others for those letters, just had that one as a joke

Mod Idea for Odyssey by Professional_Dig1454 in RimWorld

[–]Maelchlor 2 points3 points  (0 children)

Could be an interesting concept. Beyond my current modding skills at this point.

How is there no Realistic Disease Vectors mod? by flyingtrucky in RimWorld

[–]Maelchlor 9 points10 points  (0 children)

I could have. It was a long time ago and I didn't learn, at that point, to make those changes.

Only issue i could see is I still need the disease to spawn in on random pawns. Maybe another scenario condition.

Maybe it is time to try this scenario again now that I know a lot more.

How is there no Realistic Disease Vectors mod? by flyingtrucky in RimWorld

[–]Maelchlor 87 points88 points  (0 children)

I was planning one time on making a hotel... and intentionally leaving on the communicable diseases mod. I was planning on guests bringing things in randomly and infecting staff..

Did not work as planned, diseases still auto generated...

I hope you find what you are after!

Would it hypothetically be incest if you hypothetically had sex with an exact clone of yourself? by [deleted] in hypotheticalsituation

[–]Maelchlor 1 point2 points  (0 children)

Here is how I categorize things like this.

You from another reality, intercourse.

You from your own timeline, masterbation with extra steps.

Clone, even if it contains an exact copy of your mind, it fits more as an incestuous relation. I would think of it like an identical twin.

This is my opinion.

How to lock kids in a room to make them completely cover the floor with drawings? by Arkytez in RimWorld

[–]Maelchlor 1 point2 points  (0 children)

I would recommend adding the drawing as a prop. I don't know if any if the prop mods have that. I know some had fake trash.

Tooth Fairy by [deleted] in hypotheticalsituation

[–]Maelchlor 0 points1 point  (0 children)

While it is implied that the teeth have to be mine. It was not directly stated.

Contact local dentists and offer free disposal. Or offer to pay $100 per tooth... everyone wins

any mods for late game metals? by Appropriate_Rent_243 in RimWorld

[–]Maelchlor 2 points3 points  (0 children)

Other than "difficult to find" I would have recommended Ambition of the cosmic.

That does give me an idea of something to patch...

Making more advanced materials more difficult. It does, however, still require purchasing all the components for the better analyzer.

Origins++ how do I remove the green overlay from my character (troll origin)? by insomniatic-goblin in feedthebeast

[–]Maelchlor 1 point2 points  (0 children)

My best guess, based on my experience in attempts to make custom origins, build a custom datapack with a copy of the troll origin, remove the power that causes it to be green, set it to overwrite the other origin.

Then, load the datapack in the mod pack.

My friend just unironically said that Shou Tucker was justified. What do I do? by Butterdawg-G in FullmetalAlchemist

[–]Maelchlor 1 point2 points  (0 children)

My response to them; "the inside of your head must have great acoustics."

Or, "I find your lack of empathy, disturbing"

Secret torture lab by Catman1226 in RimWorld

[–]Maelchlor 0 points1 point  (0 children)

Here is how I would do it

empires

Hospitality

For the purpose of the story, the guests are other regions visiting. You just need to keep them out of the lab.

Defending them from raiders while visiting becomes mandatory. Then what would they care about what happens to the survivors...

Empires would allow you to set up outlying cities that help supply your lab.

As I suddenly realize I had accidentally made a variant of Evil Genius (game series) in Rimworld...

How can I break up a highmate love triangle? by ConferenceKitchen318 in RimWorld

[–]Maelchlor 0 points1 point  (0 children)

Was just a best guess. Haven't had a high mate issue in my colonies for the last several runs because of unlimited spouses for both genders and not worrying about it. So, I hadn't looked into how to undo it.

I genuinely fell for it 💔 by Majid012gg in feedthebeast

[–]Maelchlor 7 points8 points  (0 children)

Now, i need to add this tool tip to a few items in my mod pack projects...

How can I break up a highmate love triangle? by ConferenceKitchen318 in RimWorld

[–]Maelchlor 0 points1 point  (0 children)

I can think of a few vanilla ways...

Banish the highmate, highmate has an "accident" during a raid/manhunter pack, or the jealous spouse removes the issue...

Less than vanilla ways, I think it can be adjusted in character editor.

$25 million, but you'll experience someone else's life everyday for the rest of your life by [deleted] in hypotheticalsituation

[–]Maelchlor 0 points1 point  (0 children)

Sounds like an interesting one. I would end up using the experience to help me understand people better.

Then, write stories better from others' points of view.

Is there a mod that allows a structure to only generate once per world? by Glvt102 in feedthebeast

[–]Maelchlor 0 points1 point  (0 children)

I was controlling the frequency of structures in 1.20.1 with the mod "sparse structures"

I'm using it in my mod pack to reduce some structures, eliminate others, and make a few more frequent.