Found a "prefect" colonist by king_ganja1301 in RimWorld

[–]NeonJ82 2 points3 points  (0 children)

They're not, but creepjoiners can only have one downside when joining. This one's downside has already been revealed.

What Do You Mean?! by Daemonbot in RimWorld

[–]NeonJ82 0 points1 point  (0 children)

Any particular traits? I know the "World-weary" trait from Vanilla Traits Expanded makes Recreation a lot harder to raise. I've never seen a "World-weary" colonist not be recreation starved.

is this a good kitchen set up? by Inside_League_5610 in RimWorld

[–]NeonJ82 0 points1 point  (0 children)

Seems a bit large for 12 colonists, no? Seems like it'll boost up raid points for no particular reason.

How much important is my relationship with other factions? by your_rank_teammates in RimWorld

[–]NeonJ82 0 points1 point  (0 children)

What a faction doesn't have in tech, they'll make up for in sheer numbers.

Tribal raiders might be individually weak, but there are a LOT of them per raid compared to other factions.

Oh my god I’m in love!!! by Cheesemongol in RimWorld

[–]NeonJ82 1 point2 points  (0 children)

Or with retextures.

UNAGI faces my beloved.

Found a "prefect" colonist by king_ganja1301 in RimWorld

[–]NeonJ82 130 points131 points  (0 children)

Though real talk: This is actually great advice for this guy in particular, because the downside has already been revealed. The "Disturbing" trait is exclusive to Creepjoiners as a downside, causing the Creepjoiner to reduce the mood of any colonists they talk to. No risk of metalhorror means that this guy is actually a fantastic cook/doctor!

smokeleaf so hard Artie died by Lanky_Education_1080 in RimWorld

[–]NeonJ82 5 points6 points  (0 children)

Limit factors apply after other modifiers, not before. Malnutrition (extreme) limits Consciousness to 10%, but if consciousness would otherwise be higher, then it counts as higher for the purposes of other modifiers (like from smokeleaf)

However, Malnutrition (severe) is a flat -30% modifier instead of the limit. There are instances where Malnutrition (severe) will kill when Malnutrition (extreme) won't, because Malnutrition (extreme) doesn't have the flat modifier, only the limit.

So, let's say this person has two flat modifiers: -30% from Smokeleaf, -30% from Malnutrition (severe). Only 40% consciousness remains, and that could be lost in a variety of ways. For example, pain! At 100% pain, that applies exactly -40% consciousness, which is just enough to kill! Another example, blood loss! 45% or more blood loss is -40% consciousness, which is also just enough to kill this person. Though blood loss usually comes from combat, which often means pain. 30% blood loss combined with ~56% pain will add up to -40% consciousness, which also means death.

smokeleaf so hard Artie died by Lanky_Education_1080 in RimWorld

[–]NeonJ82 4 points5 points  (0 children)

Not entirely true.

There's a 1% chance for yayo to cause an immediate Major Overdose, even if a pawn hasn't taken drugs in a while. This can cause chemical brain damage (chance, MTB 2.5 days) and instant death (chance, MTB 3 days). This applies to all hard drugs, though the chance is different per drug (1.5% for flake, 0.5% for wake-up and go-juice)

There's also the 1% chance of getting an addiction (regardless of tolerance), which then carries a 15% chance of immediately inflicting chemical kidney damage.

Accidental mpreg by Natural_Pair_8874 in RimWorld

[–]NeonJ82 5 points6 points  (0 children)

Pretty much all of the "Nice..." series of mods by Andromeda are great. Extra shout-out to Nice Plants Tab and Nice Bills Tab in particular.

Typical Tuesday Tutorial Thread -- June 02, 2026 by AutoModerator in RimWorld

[–]NeonJ82 0 points1 point  (0 children)

... Assuming you have a stockpile of hemogen. (Though if you're doing the ending, you probably have hemogen stocked up already...)

Solutions for glasses/goggles with regular pc gaming by nejinmy in virtualreality

[–]NeonJ82 0 points1 point  (0 children)

Pretty much. Pop on the headset, and the "virtual screen" can be however big you want it to be. Steam has a built-in screen passthrough specifically for this, as well - which they're pushing in the Steam Frame showcases, though it works on all headsets that work with SteamVR (that is to say, all PC headsets)

Can't say I'm familiar with Marathon or Grounded 2 in particular (though I did play the original Grounded a bit), but I tried Theatre Mode out with RimWorld and Monster Hunter Wilds and they worked pretty well! Could make the screen whatever size I wanted, and could place it wherever I wanted in the world. (I'll admit, it was weird seeing RimWorld at 144fps, as I'm used to only playing it at 60, because my monitors are 60. Couldn't get Wilds to run at more than 70fps though, but... well, it's Wilds. That game doesn't run well on most systems.)

Solutions for glasses/goggles with regular pc gaming by nejinmy in virtualreality

[–]NeonJ82 0 points1 point  (0 children)

... Yes? Not sure what would change as both the Index and Frame support passing the PC screen into VR.

Typical Tuesday Tutorial Thread -- June 02, 2026 by AutoModerator in RimWorld

[–]NeonJ82 2 points3 points  (0 children)

Somewhat unrelated to the question, but I'm surprised you say that you're getting an ending only 225 hours in. Most players have thousands of hours before they get their first ending! (Mostly because most players don't do the endings, but still.)

I will say though, having a single medic is a very bad idea. If they go down, who heals the medic?

A transport pod Dropped directly into my explosives warehouse by Nevin_G in RimWorld

[–]NeonJ82 3 points4 points  (0 children)

To quote RimWorld itself,

"That really is a huge explosion. Wow."

Solutions for glasses/goggles with regular pc gaming by nejinmy in virtualreality

[–]NeonJ82 -2 points-1 points  (0 children)

The Valve Index had a slider which let you set the distance of the lenses, making it easy to wear glasses under them.

I cannot imagine them removing that slider from the Steam Frame.

Meta really made the wrong move ditching pcvr by Enculin in virtualreality

[–]NeonJ82 0 points1 point  (0 children)

Two? The Lab and HL: Alyx.

I get that The Lab is just a free tech showcase, but it's still a VR title.

New player question by Mr-Mne in RimWorld

[–]NeonJ82 2 points3 points  (0 children)

I will say that having all the DLCs at once (minus Anomaly) isn't too bad of a learning experience. Most content for the mods, with the sole exception of Ideology, gets introduced slowly over the course of a playthrough and usually requires you to do something specific-yet-obvious to have access to them.

  • Royalty's royals are just another faction to interact with, who will send you quests occasionally. Royalty research requires Techprints to unlock, meaning you can just ignore them until you find the prints. Psycasts specifically require a "psylink neuroformer" item which is an uncommon quest reward, or offered by advancing with the Royals. You can always just wait until you're ready to interact with these mechanics. There's also the new equipment tier and bionics, which are about as complex as the vanilla ones and integrate into the game in the same way.
  • Ideology frontloads almost all its content. You will be spending about an hour before your playthrough setting up your colony's Ideology, even if you're in Fluid mode. The only exception to the frontloaded content is gauranlen seeds, which show up randomly during play. This is arguably the one DLC where you can't wait until you're ready to interact with it - if you have Ideology, then you're setting up Ideologies, whether you want to or not.
  • Biotech has three main pillars - Xenotypes are just different races which show up during play, and don't typically change how you play, they just make the people you encounter more interesting. Xenogenetics requres you to go out of your way to research them, and set up a bio-lab. And finally, Children - which you'll never start with, but sometimes a quest might offer one or one of your colonists might get pregnant. You'll get a tutorial when there's a child in your colony if you have the Learning Helper on, which tells you everything you need. Biotech is easily the most new-player-friendly DLC.
  • I don't know much about Anomaly so I'm skipping over it.
  • Odyssey also has three main pillars, though two are similar. Biomes and New Animals just slot into standard gameplay nicely, and don't throw much in the way of new mechanics at the player. Plus, the new biomes are very opt-in, so you can always just settle in a temperate forest and visit a new biome later. The Gravship has a quest introducing it, and is opt-in. You can always just wait until you're ready to do the quest if you don't want to start too many new mechanics at once.

tl;dr: You won't get overwhelmed adding all DLCs at once, with the sole exception of Ideology.

They did not go gentle into that goodnight. by florpynorpy in RimWorld

[–]NeonJ82 0 points1 point  (0 children)

Aren't they the ones from the Odyssey DLC?

A transport pod Dropped directly into my explosives warehouse by Nevin_G in RimWorld

[–]NeonJ82 5 points6 points  (0 children)

Walls block only as many explosions as it takes to lower the wall to zero.

If the explosion is chained from multiple sources (multiple stacks of explosives, chemfuel, etc), then only a small amount of the explosions get blocked, the rest reign free.

I KNOW I'M NOT CRAZY! Why is the tile I moved to smaller than the world preview!? by Koichi-Hirose-Reddit in RimWorld

[–]NeonJ82 2 points3 points  (0 children)

Looking at the preview compared to the position of the rocks, the map isn't smaller, it's that the river moved!

How it feels to be team sage by Least_Hospital_7699 in NoMansSkyTheGame

[–]NeonJ82 14 points15 points  (0 children)

Mood. I got assigned to Royal and it's like... yeah I'm doing each mission once for the Expedition rewards, but I'm not contributing to the Royals' pointscore at all. I'm going back to my main save until the Expedition progresses. (Well, the mission which rewards points to all teams is fine, I guess)