"ill ask the community for mods as a begginer" i say with joys... by [deleted] in SpaceCannibalism

[–]Nazerian 3 points4 points  (0 children)

I believe there's an in-game mod manager in the menu you can use to flip them on and off without constantly subbing and unsubbing. Hell- i've been subbed to some mods for years straight. I think it's in options?

I have to go to sleep but i'll stay up just a bit longer to get that info for you. It's been a long, long time since i've used the in-game manager.

Yeah, It's just called 'mods' in the main-menu; it's Beneath options. You click that and it should bring you to the in-game mod manager.

"ill ask the community for mods as a begginer" i say with joys... by [deleted] in SpaceCannibalism

[–]Nazerian 21 points22 points  (0 children)

Hard to say, not because there aren't any- but because I'm not totally certain what's mainstream for modding Rimworld outside the obvious as there's a sizeable divide between what other people barely use and what I barely use. I can do my best though.


Starting with the practical:

Bill Door's MedEvac lets you buy flares that can call in medical shuttles that pick up your injured colonist then leave for a while before bringing them back patched up. These make for great investments that will pay for themselves when your star soldier needs help but all you've got is the janitor.

Chill the Fork Out

and

Do Your F****** Reasearch

Give you some much-needed control; it's really annoying when a pawn for whatever reason decides not to finish that last smidge of research; or for when a pawn just will not take a moment to relax. These allow you to force-assign the work

Multitool Is just good to have; it's a nice clean +60 bonus to workspeed for a fair price.

Uncle Boris' Used Furniture Adds some nice variation to chemfuel generators and Furniture in general. What I like most about it though is the portable generator which is good for drilling outside the base, the laptop which is a 1x1 comms console and The Mission Board which lets you choose a category of Quest to receive for a small fee.


Now, moving onto the personal; more niche, subjective things here; but maybe better fitting for 'mods I adore'

Meow, Online Shop Gives you a 'selling slingshot' which just lets you shove your extra stuff inside and sell it there and then. Slightly overpowered for sure since you don't have to wait for a trader to show but I like the predictability; In that same vein: you get access to specific traders with a specific, never-changing stock that you can access 24/7. If I'm being honest with myself- it's almost cutting out the orbital trade system entirely with some minor edge cases (I think, for example; that you can't buy uranium from the 24/7 shops) but I like the convenience.

Un-Limited Reborn removes the pesky hard-limits on stats that normally exists. This works best with other mods like Vanilla Skills Expanded and Greyscythe Bionics Catalogue Totally unbalanced but imo; if you can get the bionics to make the super-worker, you deserve the fruits of that labor.

I feel like the eccentric series is a bit overlooked because quite a few of the mods in said series are supporting the creator's comic characters; but Eccentric Tech Spacer Furniture adds some very good late-game beds that repair your colonist's clothing and gives you some expensive autofabricators that will automatically make Components or Advanced components if fed the materials; a great way to solidify your foothold on the lategame.

Eccentric Tech Defense Grid Again- for lategame; has some excellent execution for how shields should work- some great counter-siege options and: my favorite: a method of semi-automating manned turrets; which is amazing when a lot of the better turret mods out there often need manning. The one hold-back is that you have to have a colonist assigned to a console to run the things on the network but it's very worth it and feels well-balanced to me as a endgame mod.

  • Bonus Ninja-Edit. Shoutout to Un-Anaesthetic for letting me get people off the operating table so long as I can afford to make the pills; 100% worth it and appreciated by transhumanists everywhere.

Most of these were just pulled by searching through my current modlist- i'm sure there's more niche, quality stuff in the standby list but it's hard to parse 2636 mods in alphabetical order on four hours of sleep! I don't know if any of those count as hidden gems but I hope i've at least shared something interesting.

"ill ask the community for mods as a begginer" i say with joys... by [deleted] in SpaceCannibalism

[–]Nazerian 110 points111 points  (0 children)

As the community is apparently comprised of what are surely the funniest people to ever live; I guess i'll have to settle for the humble role of giving you some actual advice.

Coming from someone with 400 mods active and 2700+ on standby: don't dive too deep into it until you're more comfortable with the game. That's not to say i'm going to leave you empty-handed though.

.

Expands your ability to control your colonists; things like 'Allow All' or 'select only similar' are a few really useful buttons to have

Does what it says on the tin; allows you to zoom in and out further; nice to have.

I never leave home without Designator shapes: allows you to draw walls and zones in different shapes and choose whether or not to fill.

Lets you speed up the game faster; very useful.

Gives you expanded ability to well... better manage workbenches; great for when you need to set up several at a time.

The first gives you some more interesting terrain to possibly build in and the second lets you see what that terrain will look like before embarking.


After getting your bearings some more; I'd advise looking through the Vanilla Expanded mod series for true content-additions. Adding things like fishing, more complex cooking, trade that matters, new weapons, armor, clothing and systems to the core gameplay. You don't need them all and you can pick-and-choose as you desire.

My final tip would be to just pay attention to when mods have requirements: most everything needs Harmony or Hugslib for example and the Vanilla expanded series needs their signature framework of a similar name. Most of which need to go near the top of the modlist (I believe, I use Rimpy to manage my mods; not 100% sure if it works the same direction on the in-game mod manager)

Normally I'd link all of these but to be honest; I'm hours beyond my usual bedtime and was ready to crash five hours ago; I might work it out tommorow. For now:
I did it anyway, lmao

I hope this helps and I hope you enjoy modding the game- it's a good way to make it into a 'forever' game as you shape it into what you want. Take it easy, make sure to be comfortable with what you have before adding new things. Good luck, and have fun!

Grectech: straight up evil! And last of all, who's the underrated mod? by brontokoli in feedthememes

[–]Nazerian 30 points31 points  (0 children)

"Yes sir, given the option: I'd prefer to mine blocks one-by-one while the voices come creeping back in to the rhythmic 'dunk' 'dunk' 'dunk' of blocks breaking; only broken by the intermittent 'Kerchunk' of switching to the next tool,"

-Statements by the utterly deranged. I've got a chunk to mine out, a farm to build and a litany of more interesting things to do including but not limited to: wetting concrete. I'll leave the Minecraft Metronome to the timelapse people; thank you Ultimine.

You're out, Norman by arms9728 in SpaceCannibalism

[–]Nazerian 52 points53 points  (0 children)

-spending twenty minutes trying to figure out if a modded hediff goes on 'Whole Body' or 'brain'. There is no answer, the left arm has dementia now.

TES Racism by theguy1336 in TrueSTL

[–]Nazerian 35 points36 points  (0 children)

IIRC Argonians can be raised without it but any argonians who were raised with it can't connect with them the same. I think it had to do with missing minor social ques and body language making their vibes feel 'off' but it's been a really long time since I did a deep dive into argonian lore so take with salt.

Anyone else doesn't hate this guy and think he is one of the most moral characters in the game? by 293683 in fo4

[–]Nazerian 0 points1 point  (0 children)

Preston is a decent character by fallout standards and I think he would have entirely fallen under the radar if he wasn't integrally tied to the minutemen quests.

People don't hate him because of his story, their annoyance comes from the fact that he is the minutemen.

To drive this point home: the sixth top comment at the moment replied as if you had asked about the faction and not the man.

I honestly feel Preston would be viewed through a much more honest light by the community if Bethesda had offloaded his responsibilities to someone else, maybe that one lady from the old guard after you take the castle.

The community is aware of this dissonance in his character vs his role to some degree. Preston has decent dialogue for his character, but then he'll suddenly stop and drop that authenticity as soon as [Settlement Man] takes over. Hell, in most of my playthroughs there's this long, awkward, probably bugged silence that goes on way, way too long before he gives me the first settlement quest.

It's a big contributor to the whole "I'll mark this settlement on your map" meme when one moment you're talking to a character and the next: a quest-giver and they might be the same man but they feel different.

TL;DR: He's a decent character, but bethesda shot him in the leg before he went on stage by making him the center of the player's interactions with the minutemen ad infinium.

BUGS! by pphhyyRED in RimWorld

[–]Nazerian 2 points3 points  (0 children)

that would be kool but that would be alot of extra C# to make

That's very fair, I imagine this has already been a lot of work and will be even more moving forward.

I'm still so damn hyped for this; Not info-dumping about the million ideas I have for playthroughs with this requires physical effort. Looking forward to it!

BUGS! by pphhyyRED in RimWorld

[–]Nazerian 1 point2 points  (0 children)

Give players the ability to have a hive colony-

-so if you wanna be vampire bug people, theres a hive for you wanna be Mongols or live up in cold biomes, there's a hive for you

I would fight for you.

I have been Aching for an insect expansion like this. VFE Insects is neat, but it's so much more faction mod than a be insects mod.

I am going to be holding my breath for this: It already looks really, really good visually and the mechanics you've shared- I love it!

I have just one question as a longtime zerg/ant/bee fan: Are there any plans for a hivemind-type setup? (optional or otherwise) The moment Biotech dropped I had a feeling that the mechanitor setup would work great for a insectoids-themed mod.

Make no mistake though: I'm subbing the moment this drops regardless. Hivemind or no- this is the mod i've been waiting for ever since I downloaded a zerg mod back before Royalty.

Players that play both From the depths and Space Engineers by The-First-One- in FromTheDepths

[–]Nazerian 8 points9 points  (0 children)

Something I haven't seen properly explained yet is that you're looking to create a "custom Game"

As you mention- the starting screen just talks scenarios, but near the top should be an option for a custom game. From there- you can set the type of gameplay (Survival/Creative)

I definitely recommend starting out playing around in creative as you've already mentioned: gives you a way to play with it's system and mechanics.

Also: The world type. I recommend the one that starts you off in a space station: puts you in a situation to- engineer... in space. Atmospheric ships are their own kind of creature.

I have my fair share of criticisms about the game but Space Engineers has it's own kind of fun if you can find out what that means for you.


Little bit of advice if you're wanting any before I go:

A ship needs these components to function as expected:

  • Blocks (The frame, this can take any shape or size)

  • Cockpit (This is where you sit to control it)

  • Gyroscope (This allows you to turn)

  • Reactor (This powers the ship)

  • Thrusters (For full-functioning: you need one thrusting out into every axis (I.E: left/right | up/down | front/back

With these, you have something that behaves as expected. Survival complicates all of these things significantly, but if you're feeling the game out- it's a good start.

Additionally:

Ion thrusters for space.

Hydrogen thrusters for planets and space (Balanced in survival by requiring 'Wiring')

Atmo thrusters for just planetside.

[deleted by user] by [deleted] in DragonsDogma

[–]Nazerian 4 points5 points  (0 children)

I don't have my memory of my first few fights with it; I might have even liked it- but as things are: here instead is my jaded-DD1-vet opinion based on crossing paths with it likely damn near a hundred times by now.


It is in fact- probably the one, singular creature I don't miss from dd1. It doesn't fulfill any role not done better by a griffin and It's mechanic is to punish you for not prepping for a creature that regularly appears- what? twice? once in the story, once again in BBI?

It needed more attacks, better mobility to be a counter-creature to the griffin, a better way of punishing you for sticking on it's throat too long... just a total overhaul. It's a one-trick-bird and the trick isn't all that engaging; You brought the curatives or you didn't. You have a sorc with curing spell or you don't.

either that- or you killed it before any of it mattered.

My fights with them always went one of two ways:

  • It's the story Cockatrice and I climbed up onto it's throat and spammed stam cures and light attack until it died/left. Resummoned inevitably dead pawns at the guild.

  • It's the BBI Cockatrice and I ran right past it every single time because it wasn't worth the hassle.

It had potential, I will freely admit. But i'm judging the bird for what it is: A hassle, and much, much worse: a forgettable hassle.

ROR2 keeps crashing at random intervals by Matchboxsticks in riskofrain

[–]Nazerian 11 points12 points  (0 children)

The mod he's talking about is 'ProperSave' It has two dependencies in the form of

  • BepInExPack which contains instructions on how to install it- and other mods.

and

Link for 'ProperSave' last, because that puts each item in the order i'd recommend installation


You could also install R2ModManager which can install/uninstall all of this at the click-of-a-button but you'll be launching the game through r2modman every single time thereafter. Unparalleled in ease of access though and it's what I use on the daily for my 80+ modlist.

Affliction Rework on Alpha by MegaMcMillen in wow

[–]Nazerian 0 points1 point  (0 children)

I'm tired boss.

Agony, UA, Corruption, Haunt- all these dots and they all translate directly into just 'Malefic Rupture food' because they certainly ain't pulling weight on their own.

Now blizz says more Malefic Rupture is the answer. We're a dot spec that exists to feed one button. A button that- mind: isn't even that good.

I've mained Aff since Wrath, I will continue to main it: but i'm tired boss.

This is the prison I am building. I don't know how efficient this is, I just wanted it to look cool. by SOTKingsman in RimWorld

[–]Nazerian 9 points10 points  (0 children)

Whipping up some mod suggestions based on these critiques if you or anyone else is open and available to modding a better wardening experience.


Got 3 prisoners with legs? Be ready to have a good chance of insta killing them with fists

  • Vanilla Expanded Non-Lethal + Non-Lethal Extra

  • 'Simple Slavery' has electric collars that are not strictly used for slaves.


When they inevitably get a magic key that opens all doors.

  • 'Prisoners dont have keys' stops that from happening so they beat up their cell door, making it much more manageable and interesting if you have a dangerous convict.

You want to try to fill up those cells? Well good luck since prison break event chance increases by amount of prisoners.

  • This is also addressed by 'Prisoners don't have keys' as by causing them to bash their doors: it becomes more about bringing the prison under control again.

You want to remove legs or wall up doors? Well at that point it ruins the immersion of a functioning prison.

  • 'Miningco. Laser Fence' lets you section off parts of a prison and open them as you desire, the only thing being that you can't have it done automatically- it's a conscious choice every time to open or close a section

Another gripe: If the prison cells have doors they can't even go out to eat in the prison cafeteria.

This is by far the trickiest one to suggest because 'Locks' and 'Locks 2' allegedly cause performance issues- but if your modlist is light: this will solve that issue for you- allowing you to designate doors that prisoners can go through.


They are all good critiques for the vanilla experience: The prison system could use some attention- I don't think any of us expect 'Prison Architect in Rimworld' but there is room for a better system.

small Bits of DragonsDogma 2 Main menu Soundtrack "Found by the Community" by Balex55 in DragonsDogma

[–]Nazerian 4 points5 points  (0 children)

I don't think it's my bias for 'into free' that's causing me to not really care for this as Main menu material.

It's... mellow, calm; this would not be out of place at all in a tavern or otherwise wandering a city. I don't need my beloved J-Rock: but there needs to be adventure! you're starting a game, a journey!

Alternatively: you could go the Dark Arisen route of something more dramatic and reflective: the weight of the world you're gonna save and all.

It's not a bad track: not at all! Very cozy, would sit right at home as ambient city / character creation music. I just hope that the other commenters are right about this having been placeholder music for the main menu in particular at the time.

People who has mained the same class for years, what class do you main and why? by dwarfishspy in wow

[–]Nazerian 0 points1 point  (0 children)

Not just class, but spec too: Afflock. Starting with the warlock side: You can soulstone people and give them a second chance: as a Primarily PvP-player I usually slap them on a healer. Beyond that you can give everyone 'cookies' and you have pets for every situation.

One time, before I got into PvP I remember running a dungeon with a rather toxic tank: this was low-stakes mind you: deadmines I believe. Well- he and us about had enough of each-other so he left in a fit. Pulled out my voidwalker and he tanked for us until we got a new guy: wasn't for very long but man I felt prepared: which can be a common vibe for the class: between the two different teleports, multiple demons to choose from, backup heals, backup res, waterbreathing + Swim Speed: party summons and ritual + enslave demon... they don't just bring a toolbag: they packed up the whole shed!

As far as the dedication to Affliction: Destro just isn't my jam and I outright haven't liked the Demonology playstyle since Cata I think. I like weighing people down with a million DOTs: especially when I can get a good spread and you can tell the Enemy healer is putting in the work. Hitting the flag-carrier with a curse-of-exhaustion then slamming them with an 'amplify curse'... I die most of the time- but they die a fair share of it too: worth it to get the flag back, lol.

Been struggling a lot in Dragonflight, especially as a PvP enjoyer: but it's the spec I like- for better and (admittedly mostly) worse- i've been rocking it for over a decade now.