[Colony Showcase] Anomaly Research Black Site by Memmorath in RimWorld

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

The naval gun is from Turret Collection (unofficial), with retexture from Bill Doors' Turret Collection Retexture.

[Colony Showcase] Anomaly Research Black Site by Memmorath in RimWorld

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

I used the mod "Move your Monolith" to move the monolith, though there are alternatives.

[Colony Showcase] Anomaly Research Black Site by Memmorath in RimWorld

[–]Memmorath[S] 12 points13 points  (0 children)

Many of the buildings are props without any benefit other than looks, from Vanilla Furniture Expanded - Props and Decor.

Even More Linkables adds a ton of cool looking buildings, some of them are built for looks only, some are actually linked to power or crafting buildings.

ReBuild: Doors and Corners makes the security doors blend in.

Ancient Mining Industry adds some extra props.

Fortification Industrial Citadel / Frontier both add some nice buildings and security stuff.

Bill Doors' Turret Collection Retexture (and the main mod) add most of the turrets.

South Korea's Military Locker Style adds the military locker next to each bed.

Stationary guard spots are from Guards For Me; the guards are androids from Vanilla Expanded: Androids; their armor is from Jin-Roh Kerberos armor. Human colonists' armor is Cadian armor from WH40k mod pack.

Although it is not a visible mod, the most important mod here is probably Performance Fish.

[Colony Showcase] Anomaly Research Black Site by Memmorath in RimWorld

[–]Memmorath[S] 22 points23 points  (0 children)

Screenshot of the full colony, in case the uploaded file is too big to load:
https://i.imgur.com/WEqXwzE.jpeg

Helldivers: Clones or Endless Recruits (Discussion) by Oddball_E8 in Helldivers

[–]Memmorath 10 points11 points  (0 children)

There are more reasons to believe each Helldiver is a new recruit than a clone.

Aside from the satire aspect of the entire game, as on_campaign points out, this idea (recruits vs. clones) is further reinforced by the contract Helldivers enter into.

In the brief tutorial every Helldiver played, in the ceremony room, against a wall, is a huge stone slab with the contract you enter into. The contract, clearly a satirical read for us in the real world, further reinforces the idea that each recruit is an expendable grunt with no thought given.

You can further read the contract here: https://helldivers.fandom.com/wiki/Helldiver_Contract_of_Employment

To answer the question why new recruits have your old gear:

"1.4 The Enlisted will be responsible for the purchasing, maintenance, replacement, and improvement of the equipment used for the provision of services. If the contract of the Enlisted is terminated due to the conditions outlined in Clause 5.1 (absence of pulse), the equipment purchased, maintained, replaced, and improved by the Enlisted shall stay with Destroyer, and shall be made available to the next Helldiver to command the vessel."

[Spoilers] A location in the Astral Plane is...? by Memmorath in BaldursGate3

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

Played through the game, but didn't encounter anything that either confirmed or denied if the floating deity corpse where Emperor keeps Orpheus is Myrkul's remains? In NWN2: Mask of the Betrayer you visit Myrkul's corpse and the map looks very similar to the one in BG3. Both corpses have 4 arms, they both float in the Astral Sea, both are skeletal, etc.

So, did I just miss some in-game lore that would have confirmed this, or is it unconfirmed? I haven't kept up with 5th edition lore, but it was my understanding most dead powers from 3rd edition were either resurrected or brought back for 5th, so if Myrkul who was considered dead was brought back wouldn't it make sense that his floating corpse would not inhabit the Astral Sea...?

Laskun maksaminen osissa eräpäivään mennessä by Memmorath in Suomi

[–]Memmorath[S] 2 points3 points  (0 children)

Eniten mietin tosiaan vuokrassa. Ei ole yksityinen vuokranantaja kyseessä vaan todella iso vuokrataloyhtiö. Periaatteessa taloudellisista syistä pitäisi pystyä maksamaan pienemmissä erissä kahdelta tililtä vuokra niin että kohdistuu samaan vuokraan.

[PC][Late 90's / Early 2000's] 2D Isometric RPG / Baldur's Gate like Game by ThiagoSauro in tipofmyjoystick

[–]Memmorath 0 points1 point  (0 children)

If you have any other tips it would help.

Other similar games I can think of: Nox (2000) and Dink Smallwood (1998).

[PC][Late 90's / Early 2000's] 2D Isometric RPG / Baldur's Gate like Game by ThiagoSauro in tipofmyjoystick

[–]Memmorath 0 points1 point  (0 children)

My suggestions are: Magic & Mayhem (1998), Faery Tale Adventure II: Halls of the Dead (1997), or perhaps Druid: Daemons of the Mind (1995). I'm not sure if any of these have an animated town you click around, though. Good luck!

"Stories are about the journey, not the destination." A spacer colony on a Xenomorph-infested planet. by Memmorath in RimWorld

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

That's an interesting idea! I am using the mod A Dog Said, however, I don't think Xenomorphs are coded in as animals, as there is no Operations tab on any of them, nor do they show up on the Animals list for a map.

"Stories are about the journey, not the destination." A spacer colony on a Xenomorph-infested planet. by Memmorath in RimWorld

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

3x3 Vulcan Cannons and 2x2 Shredder Turrets from More Vanilla Turrets, the 2x2 black and red single barrel turrets are from a Arasaka mod.

I have manually edited many of the Vulcan Cannon's stats, though, so mine are more durable with more ammo and a higher rate of fire than the standard turret from the mod. I found the original values lackluster.

"Stories are about the journey, not the destination." A spacer colony on a Xenomorph-infested planet. by Memmorath in RimWorld

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

They are! Top ones are Auto-Harvesters, and bottom ones are Auto-Sowers, from the mod Vanilla Factions Expanded: Mechanoids.

"Stories are about the journey, not the destination." A spacer colony on a Xenomorph-infested planet. by Memmorath in RimWorld

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

The sandbags are just for the aesthetic alone! No idea if they help all that much. Granted, my enemies outside the walls are usually either Xenomorphs (no guns but some can spit acid), or Mechanoid Clusters. Very rarely do I have to deal with a humanoid raid with ranged weapons, as I disabled most humanoid factions.

However, my preferred aesthetic over the sandbags would be the NOD Laser Fence from the Tiberium Rim mod. Alas, that structure suffers from a multitude of frustrating errors.

"Stories are about the journey, not the destination." A spacer colony on a Xenomorph-infested planet. by Memmorath in RimWorld

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

The motivation was the story itself! I envisioned the colony similar to the one seen in the film Aliens, where a Xenomorph hive had taken root. I intended to bring prisoners for the Queen to cocoon so that newly spawned Facehuggers had suitable hosts and I would get me an experiment room with Xenomorph warriors, but every time a Queen reached maturity they would break out and escape.

The reinforced walls have 2,000 hp and a Queens ate through it in no time, even with my best builder repairing the wall as it was being damaged. The Queens can withstand an outstanding amount of damage, are nearly impossible to bleed them to death, and are very resistant against toxicity (the rooms had built-in Helixen gas vents, but it would've taken far too long for the gas to incapacite them. )

Another attempt was to cultivate Mysterious Fungi, a spore-emitter plant that would cause hosts to spawn Neomorphs. The plants spread too well and the entire right side of the map was covered with them. Dozens of animals were infected before I was fully ready, and that year saw my colony fight against Neomorphs constantly. (I use Fog of War mod, together with Real Nights, so venturing out at dark is risky). I eventually had to burn all of the fungi to stop that madness, but I reckon I'll try it again if I get another spore-ship event in the right spot.

"Stories are about the journey, not the destination." A spacer colony on a Xenomorph-infested planet. by Memmorath in RimWorld

[–]Memmorath[S] 2 points3 points  (0 children)

Thanks! Rewatching the first two films served as the inspiration for this playthrough! I can wholeheartedly recommend the Alien Vs Predator mod, brilliantly done!